Miracles
& Attunement
Miracles
are similar to Cleric’s spells and this system replaces it completely, while
giving non-cleric characters a chance of having their prayers answered. To work
a miracle, the caster must roll a D% under his Attunement score.
Dark Souls 3 Cleric. Gotta love the turtle thing on his back
Attunement
All
characters that follow a faith (including non-clerics) have a base value for
their Attunement, which represents their bond with their divinity/entity/ideal
of worship.
.Non-cleric characters have an Attunement
score of 1+CHA modifier
.Cleric Characters have an attunement of
15+CHA modifier and increase their Attunement score by 3 per level starting at
level 2.
Offerings
Here
comes the great deal. Attunement is usually a pretty low score, but, through offerings,
you may raise temporarily this score until you cast (or botch) a Miracle.
Usually each faith has a set of possible offerings with variable Attunement
bonuses depending on the customs of that faith. Offerings are cumulative.
Example: Offerings to the Scarlet God
The
Scarlet God lives underground and feeds from all blood that is spilled in naked
soil, so let’s feed him. Also, he is petty and wants to be the only god in the
world, so let’s kill heretics and burn their churches.
Note: I use a non- inflating hp system where 20 hp is
a lot, so consider this when making offering tables.
.Self-mutilation:
spend 1hp per attunement point
.Animal
Sacrifice (medium sized, like a goat): 5 attunement
.Human
Sacrifice (Must be willing): 20 Attunement
.Bury
a deceased member of the faith: 10 attunement
.Destroy
a heretic: 5 attunement
.Destroy
a heretic temple or site: 20 attunement
Casting Miracles
A
character may spend his whole Turn (like 6-10 seconds) to ask for a Miracle.
The character must then roll a D% equal to or under his Attunement score plus
his offering bonuses. If it succeeds, the Miracle will take effect.
.All
bonuses from Offerings are reset if the Miracle works OR if it fails by rolling
equal to or over 95
.A D%
roll equal to or over 95 is ALWAYS a failure and possibly a Bane (if the gm
states so).
.A
failed roll that is under 95 do not cause offering bonuses to reset
Miracles
The
exact type of Miracles that may be cast depends on the faith, but usually there
are 4-8 effects that may be expected for each specific deity to bestow.
Example: Miracles of the Scarlet God
The
Scarlet God is a being of Blood, Fire and Earth that lives in the Underground. He
is also seen as a god of Justice and Law. Let’s work with that.
.Grant
Blood - Heals 1d8 per cleric level at touch range. Bane: the cleric takes all the damage he intended to heal
.Bestow
Fire - Causes a fire to start at touch. This fire is magical and spreads
quickly, dealing 1d6 damage per round to anyone in contact with it. If a weapon
is bestowed fire, it deals 1d6 damage per attack. This miracle lasts for a
number of rounds equal to the cleric’s level. Bane: the cleric catches fire
.Divination
- Be it with fire or stone, Divination allows 3 YES or NO questions to the
Scarlet God. This roll must be made in secret by the GM, the character will
almost always believe his answers are true (in case of success or bane). Bane:
all answers are lies
.Imperative
Word - Utters a powerful word of command. If the command given is directly
harmful or dangerous, the target may roll a saving throw to avoid doing it. Bane: Caster is catatonic and may take no
actions for 1d6 hours
Final Observations
If
you wish to use a regular list of spells, feel free to do so, but consider that
1st circle spells and 9th circle spells will be cast with
the same difficulty with this system unchanged. You may want to consider restricting
access to higher level spells by character level or maybe by enforcing penalties to
the D% rolls with higher level magics.
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I
still need to test and tweak with the system, it’s definitely not perfect right
now.
I will
make other (more complete) Offerings and Miracles tables for other Gods some
other day