Grimolde said:
I'm working out which common, divine, and sorcery spells to assign to each of my 'Harn' cults, how many should each have?
The book has about 3 to 4 common, and 3 to 4 divine or sorcerous magics and around 6 to 7 skills. But I've got at least double that. I think I've gone a little overboard with it all.
What exactly does a cult do concerning the teaching of magics and skills, do they teach them all at the same time, or is the progression slower?
Thanks all
I had the same thought when looking at my own cults - see below but I don't think it matters if it works for your world. I take it that the Cult teaches the skills as approrpiate to the needs of the Cult, its leaders and the followers - usually in that order?
Bone Wardens
T
he Wardens of the Elf Bone Clan are able to easily see and communicate with the spirits of their ancestors. They act as interpreters and diplomats between the living and the dead as well as leading the dead into battle against enemies of the Clan.
Runes: Death, Spirit,
Ancient Magic: Detect Bone, Detect Enemy, Detect Magic, Fanaticism, Fate, Hand of Death, Second Sight,
Divine Magic: Amplify, Behold, Consecrate, Exorcism, Fear, Sever Spirit, Soul Sight,
Cult Skills: Ancient Magic, Lore (Bone Warden), Oratory, Perception, Spirit Walking (*),
(*) Wardens with the Spirit Walking Skill are able to use the abilities listed for both Followers and Spirit Worshipers on p138.
Daughters of Tyria
The Priestesses of the Goddess Tyria are exclusively females of the Wolfen tribes, worshipping her in complex dance forms. They guide the tribes in peace and selected daughters are trained in a unique art of war, combining their evasive dances with slick attacks and lunges.
Runes: Fertility, Motion,
Ancient Magic: Bestial Enhancement, Bladesharp, Boon of Lasting Night, Coordination, Entertainers Smile, Feast, Heal, Mobility,
Divine Magic: Aphrodisiac, Channel Strength, Consecrate, Eclipse, Heal Wound, Regenerate Limb,
Cult Skills: Acrobatics, Ancient Magic, Dance, Lore (Tyria), Perception,
Spark of Life
This Spire Cult promotes understanding of the sacred spark of life and the fire within, giving members the ability to withstand the worst of any environment and recover from seemingly mortal wounds. They are also on occasion to be found traversing the Great Desert to test their skills against the harsh environment, but are no more welcomed by the Elf Clans than any other human.
Runes: Fertility, Fire,
Ancient Magic: Cauterise, Endurance, Firearrow, Fireblade, Heal, Ignite, Light, Warmth,
Divine Magic: Channel Strength, Consecrate, Cure Disease/Poison, Elemental Summoning (Salamander), Evergreen, Heal Body, Heal Wound, Regenerate Limb,
Cult Skills: Ancient Magic, Lore (Spark of Life), Resilience, Healing, Survival,
Voice of Death and Darkness
A strange and forbidding cult whose members are able to manipulate and control the dead and the darkness they often inhabit. As one rises in the ranks, a cult member becomes increasingly reluctant to reveal their true visage and often remain hooded and cloaked whenever possible. A few even go so far as to remain in full armour whenever they venture out into public, and have ornate masks crafted to shield their faces even when in the privacy of their own home.
Runes: Darkness, Death,
Ancient Magic: Arcane Mark, Boon of Lasting Night, Chill, Demoralise, Hand of Death, Spirit Bane,
Divine Magic: Behold, Consecrate, Eclipse, Elemental Summoning (Shade), Fear, Resurrect, Sever Spirit, Soul Sight, Spirit Block,
Cult Skills: Ancient Magic, Insight, Lore (Voice of Death and Darkness), Oratory, Perception,