Divine Traditions
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The Cataclysm Handbook
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Just as spellcasters, warriors, and mythic characters can take on a variety of shapes and traits across various stories, deities can be similarly varied in how they are capable of interacting with the world. In certain settings or campaigns, it may be common for deities to descend to earth and walk amongst mortals. In other settings, the gods may be more distant, perhaps not taking physical form or struggling to communicate their intentions to mortals. In other worlds, the abilities of gods may be asymmetrical, with certain deities having the power to warp reality in manners that others cannot. To account for these distinctions, this book introduces divine traditions to help GMs codify the roles and capabilities of deities within their setting.

One potential application of divine traditions is in conjunction with the walking god template, enabling a more nuanced construction of a deity’s physical manifestation in the setting for the purpose of use as an ally or enemy in a campaign. However, it is not necessary that the walking god template be used with divine traditions, and is quite possible for divine traditions to be implemented in a setting where the gods have no more stats than a simple number designating their effective mythic rank.

A divine tradition is composed of divine boons and divine drawbacks. For every two divine drawbacks a deity possesses, they may select a single divine boon. Certain GMs may wish to grant certain divine boons to all deities in a setting or category or allow deities to select a divine boon for every divine drawback they possess. Divine boons and divine drawback marked with a * apply specifically to gods which are created with the walking god template and may not be appropriate for unstatted gods.


Divine Boons

Additional Domains

The deity gains 2 additional domains. This boon can be selected multiple times.

Divine Arcana*

The deity gains a number of talents equal to half their mythic tier and treats these talents as if they were tied to a domain for the purpose of the domain mastery ability (reducing their spell point cost). This boon can be selected multiple times.

Domain Specialty*

For every domain the deity possesses, they gain the domain abilities of a cleric of a level equal to twice their mythic tier. When creating sphere effects from spheres associated with their domains, the deity is considered to have a caster level equal to their Hit Dice.

Form of Awe*

The deity’s true form is deadly for mortals to look upon. This functions as the mythic presence universal path ability, save that is always active and does not require mythic power to use. The DC of the effect is increased by 5 and any creature affected by the form of awe is affected by the Deadly Vision Mind sphere advanced talent (DC equal to the DC of the form of awe).

Item Creation

A number of times per day equal to their mythic tier, the deity can create any magic item as a full-round action. In addition, they can create unique artifacts in a lengthier process which could take anywhere from minutes to years.

Personal Region

The deity gains a personal region as a demiplane or as a section of an existing plane. This region acts as a demiplane created with the Create Demiplane advanced warp talent, save that it can be of any size. A personal region typically manifests outside of existing space and so does not usually overlap with existing territory (unless an area is of special significance to the deity). If a deity is slain outside their personal region, they reform inside their personal realm but are incapable of leaving for one hundred years. A deity may only possess one personal region but may revise its traits however it wishes and open portals to it at any time.

Project Avatar

A deity may project an avatar of themself in a location where an immensely significant event corresponding to their portfolio is taking place or where a powerful incantation or spell made specifically to summon the avatar is performed. The avatar has the same stats as the deity, save that it cannot use any abilities which require the expenditure of mythic power and does not possess the divine providence ability. An avatar also loses the immortal ability if the deity originally possessed it. This reduces the avatar’s CR by an amount equal to half their mythic tier. If a deity does not have stats, an avatar should be a creature with a CR between 20 and 30. A deity cannot have more avatars at a time than their mythic rank (or 10, if a deity is not given stats), and cannot create an avatar for one year if an avatar is destroyed. A deity senses everything their avatar senses.

Unimpeded Power*

A deity may cause any sphere effect they create that is affected by the domain mastery ability to have a duration of permanent. In addition, they can render such effects immune to dispelling by non-mythic creatures.


Divine Drawbacks

Diminished Defenses*

The deity possess certain vulnerabilities, lacking two of the following immunities if they would otherwise possess them: ability damage, ability drain, aging, banishment, death effects, disease, divinations, energy drain, mind-affecting effects, paralysis, petrification, poison, polymorph, sleep, stunning. The deity can also lose their spell resistance, damage reduction, or unassailable power ability in place of one immunity. They can also lose their divine aura or divine constitution ability in place of two immunities. This drawback can be selected multiple times, each time selecting two additional immunities or the equivalent.

Diminished Gifts

The deity cannot use or grant spells or spell-like abilities of a level greater than its mythic rank. Characters who draw power from the deity cannot have a caster level from their class levels which is greater than twice the diety’s mythic rank. If this drawback is taken a second time, the deity lacks the domain mastery and portfolio sense abilities, as a result losing the ability to grant spells to worshipers.

Faith is Life

The deity’s abilities are tied directly to the veneration and worship that others give them. In order to maintain their current mythic tier, a deity must be worshiped by a certain number of creatures each day. If a deity does not receive worship from the listed minimum worshipers for their current rank (see Table: Sustained by Faith Worshipers), their mythic rank drops by one. If the deity loses all of their mythic ranks, they also lose the walking god template (although certain GMs may wish to not allow gods to fall below a mythic rank of 1.

At GM discretion, sacrifices, rituals, public works, or other factors can increase or even multiply the contributions of an individual worshiper.

Similarly, it falls to the GM to determine what actions would allow for a deity to increase in mythic ranks or regain lost mythic ranks. Requirements could be anything from simply acquiring more followers to performing elaborate rites to performing world-changing events.

Not all campaign settings share the same expectations about population, so several different options are presented to accommodate different world scales. Premodern setting totals assume a world population of a few million, akin to the Medieval period. Modern setting totals assume a world population of several billion, while multiplanetary setting totals assume that many populated worlds with numbers comparable to the modern setting are included in counting the deity’s worshipers.

This drawback counts as two drawbacks for the purpose of determining how many boons it is worth.

Table: Faith is Life Worshipers
Mythic Rank Minimum Worshippers (premodern setting) Minimum Worshipers (modern setting) Minimum Worshipers (multiplanetary setting)
1 50 50,000 1 million
2 100 100,000 10 million
3 500 500,000 100 million
4 1,000 1 million 1 billion
5 5,000 5 million 10 billion
6 10,000 10 million 100 billion
7 50,000 50 million 1 trillion
8 100,000 100 million 10 trillion
9 500,000 500 million 100 trillion
10 1 million 1 billion 1 quadrillion

Imperfect Dominion*

The deity loses the divine providence ability.

Incomprehensible

The deity’s form and mentality are alien to mortal minds to the point where their actions and intentions cannot be followed. The deity lacks the truespeech ability and cannot use portfolio sense to communicate with creatures. In addition, whenever the deity attempts to directly communicate with non-deities (by speaking, writing or other means), there is a 10% chance per mythic rank that their words are misinterpreted or simply not understood. A DC 20 Wisdom check made by the creature being communicated to reduces this chance to 5% per mythic rank.

Outer Power*

The deity’s type changes to outsider with alignment subtypes corresponding to their alignment and the extraplanar subtype. This does not alter the deity’s Hit Dice, saving throws, proficiencies, or skills.

Restricted Realm

The deity’s power is confined to one or more specific structures, countries, nations, planes, or worlds which are designated as its realm. Creatures which gain spells or class features from that deity can only replenish these abilities inside the deity’s realm. In addition, the deity themself cannot leave this realm, only being able to project avatars outside of the realm if they possess the Project Avatar boon (if a deity is forced outside their realm, they lose power and function as an avatar of themself so long as they are outside their realm). This drawback can be selected a second time. If a deity possesses this drawback twice, the deity’s followers cannot use associated class features and divine spells outside the realm and not even the deity’s avatar can move beyond their realm without being destroyed.

Complex rituals may be able to expand a deity’s realm or allow for temporary activity outside of it.


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