GLOG Class: Abnegator
Most folk worship the gods - after all, everyone wants to gain their boons. Almost all have respect for them - after all, everyone wants to avoid their anger. But not you. You are different. You set up a lightning rod out of copper on the roof of the building you are in, then shout "Zeus does not exist!". Your power comes from the perversion of punishments that gods throw upon you for your blasphemy. I worry, though, what they'll do with you upon your death.
Abnegator:
- Starting equipment: A long robe and a mask, a portable lightning rod (when set up, provides +4 to saves against divine lightnings), defaced scripture, a small statue of a god with its face damaged by a spike and a divine curse.
- Starting Skill: Religion
- A: Blasphemous Spellcasting, +1 MD
- B: Cast down False Prophets, +1 MD
- C: Abandon Restraints, +1 MD
- D: Cast down False Gods, +1 MD
Blasphemous Spellcasting: There is great power to divine curses and you have learned to harness it. You start play with the spell Overcome Curse and you roll a d6 for abnegator spells each time you level(choosing one adjacent to it if you roll up one that you already have). Furthermore, each time you overcome a divine curse, earn a spell that represents your newly gained power. Each time you roll doubles, you take d6 damage (if triples 2d6, etc), as you lose the control over divine energies for a moment.
Cast down False Prophets: As you further fight against the divine, though, you learn that your unholy power has another use - it can be used to cancel out the holy. You can, in reaction to a divine spellcaster(except Gods) casting a spell roll any amount of your own magic dice - they are subtracted from their sum - if it is 0 or less, their spell completely fails.
Abandon Restraints: Those who intend on stopping you from breaking laws, or punish you for breaking them have to roll a save - if they fail, they hesitate for a round, as they are blasted by chaotic energies.
Cast down False Gods: You can use your ability from Cast down False Prophets on gods. Those who see you countering the power of their gods have to immediately save, or lose their faith in that God's divine nature (instead seeing them as what they are - an imposter).
Spell List
- Overcome Curse
R: touch T: a willing creature, includes self D: instantaneous
- The caster spends an hour in meditation, focusing on the true power that comes from beyond Gods - at the end of it, they learn of a way that they can incorporate a divine curse into their powers, while overcoming it. As they follow it, the curse slowly fades away.
- Enrage Believer
R: Your Voice T: Any person who worships a god out of reverence, not fear. D: [sum rounds]
- You cause an honest believer to hear anything you say as a blasphemy against their god, making them fly into rage that gives them -2 to hit and +2 to damage, also forcing them to attack you in whatever way they can. If you cast this spell with three or more dice, you may decide that it targets all believers who hear it.
- Break the chains of fear
R: Touch T: A person who fears a god D: [sum] minutes
- You release a person from their fear of gods, letting them genuinely consider if their gods deserve worship, or hatred. If you convince them against their god while they are not afraid of them, they will most likely stay that way. During the effect they also automatically save against divine fear effects.
- Unholy Smite
R: Touch T: A weapon D: [sum] rounds
- You touch a weapon, filling it with the energies sent upon you by the gods, reversing their meaning. It deals [highest] damage more to divine beings/clerics and [highest/2 min 1] damage more to creatures that worship a god.
- Condemn false prophets.
R: Sight T: Divine spellcaster D: instantaneous
- You focus on a divine spellcaster and immediately begin a battle of your wills - you both roll all of your spellcasting dice, with the one having the smaller [sum] taking the difference of your sums as damage. Dice are normally exhausted during this spell by both sides
- Forbidden Ground
R: A chalk circle T: The insides of the Chalk Circle D: Until the circle is broken
- You draw a circle into which anything divine is forbidden to come into. Any creature that is related to the divine that wants to enter it, or cast spells into it has to first roll under or equal to [sum max 19].
- A curse for you too
R: The same plane T: A creature you have a piece of blood/hair/nails of D: [sum] days
- After focusing inwards, the abnegator sends one of the curses that they have defeated upon another - that person feels the full effects of this curse for the duration, while the abnegator can not use the spell granted by this curse.
Example Divine Punishments And Spells Gained from Them
- When anyone blasphemes against the gods or breaks their laws in their sacred places or in the presence of their sacred creatures/priests, they risk suffering divine punishment. When a god curses someone, they immediately suffer the effects until they repent and do a quest dictated by the priest of such a god (or overcome it, if an abnegator is available, although an abnegator only earns new spells if they are the ones to overcome the curse on themselves). Some example curses, and earned spells:
- Delicious (animalistic creatures have -4 to reaction as the smell of the creature reminds them of food) - Overcame by spending three days in a hole, covered in dead meat or something just as stinky. (Grants the spell Foul Smell (cause [sum] creatures that can smell to roll morale or flee immediately)).
- Blindness (you can't see) - Overcame by wholely memorizing the layout of a level of the dungeon (or a similarly dangerous place) and moving through it without falling once. (Grants Create light).
- Deafness (you can't hear) - Overcame by learning a new song while deaf. (Grants Thunder(create a sound that carries through the whole dungeon level/hex, deafening nearby creatures. You can exclude up to [sum] creatures from the effects)).
- Enemy of fire (fires move towards you, trying to burn you if possible) - Overcame by keeping your hand within the fire for a whole minute. (Grants control fire)
- Uncoverable Mark (puts a mark on your forehead that can not be covered, that shows to the others the crime you have committed) - Overcame by showing it proudly to a figure of authority (Grants invisibility)