@section(Theurgists)
@label(theurgists)
@subsection(Divine servants)
  Some mortals, through devotion and study, become attuned enough to a
deity that they can make themselves heard by that deity across the
dimensional barrier through prayer.  In general, their chance of being
heard is dependant on the degree to which their behavior and belief
attunes them to the deity.  

  Similarly, those properly attuned to a deity become sensitive to
its wishes and desires, and it becomes possible for the deity to
contact them sometimes while they pray.  (Note that this doesn't mean
2-way conversation!!!)

  Fanatical followers sometimes develop the ability to perceive astral
entities who are concentrating on a location, individual or object or
have done so recently, or to detect the traces of such spirits or
their servants.

@begin(quotation)
  @paragraph(Prayer) -- Buy @b(Contact: Deity), at: 6- for a religious
layman, 8- for a devout follower, 11- for a fanatical follower.  12-
and better require that the character be devoting his life directly to
his deity's desire and will.

  @paragraph(Spirit-sight) -- Buy @b(Detect Spirit) or some variant,
with whatever advantages you wish.   
@end(quotation)
  
  Some divine servants, by reason of spectacular actions in a deity's
service, birthright, or any one of a number of other reasons, have the
favor of that deity.  This favor can take the form of simple goodwill
or the actual manifestation of divine power (to a very limited
degree).

@begin(quotation)
  @paragraph(Divine Favor) -- Buy @b(Favor: Deity) (using these is not
the character's option; they get used at the deity's will), and/or buy
@b(luck).  
@end(quotation)

@subsection(Clerics)
  Some divine servants can focus their own spiritual energy and attune
it to a deity, allowing that deity to "remote-control" it.  Mortals
with this ability are known as clerics, and these remote-controlled
manifestations are called avatars.  In general, avatars have only
limited effects on the world.

  @begin(quotation) 
@paragraph(Summon Avatar) -- Summon, requires a contact deity roll(-1/2).
  @end(quotation)

@subsection(Spiritists and Druide)
  Although this is much rarer than extradimensional theurgy, there are
those mortals who are attuned to the Elder God, or to aspects of it.
The latter are known as spiritists, the former as druide.

  Spiritists go by many names, depending on culture and on the aspect
of the Elder they are in tune with.  In many cases it is difficult if
not impossible to distinguish them from servants of extradimensional
deities.  Shamans, warlocks, witchdoctors, medicine men, priests,
diabolists, houngans, spiritmongers, hoodoos, sybils, sorcerors,
hexers, dowsers, prophets, and so forth can all be spiritists.  (Of
course, there are those who go under those names who are mages,
extradimensional servants, necromancers, utter charlatans, and
everything in between...)

  Similarly, the abilities of a spiritist depend largely on the aspect
of the Elder concentrated on.  (see Religion and Gods and Spirits,
page @ref(gods), for more details).  However, spiritist abilities fall
into ** major classes:

@begin(itemize)

@begin(multiple)
 @b(Communion) -- Detecting and interacting with elder spirits that
are active nearby.
 @begin(quotation)
  @paragraph(Spirit-sight:)  See Divine Servants, above.

  @paragraph(Divination:) The power to sense things a type of elder
spirit is bound up with, such as weather or fire or water, bought as
appropriate enhanced senses, like Detect Water or Sense Weather,
Discrim. (telescopic is useful here).

  @paragraph(PS: Communion.) Unlike divine servants, spiritists often
@b(can) carry on dialogues with spirits that are locally active.
@end(quotation)
@end(multiple)

@begin(multiple)
@b(Invocation and abjuration) -- Summoning elder spirits to a given
location where some appropriate substance is available, or banishing
them from such a location and/or establishing preventative wards.
@begin(quotation)
 @paragraph(Invocation) Summon elder spirit(s), focus (-1/2) [depends
on the spirit].  
 @paragraph(Abjuration) dozens of ways to buy this, depending on
precise effect -- summon suppress, forcewall vs. spirits, teleport
usable against spirits, specific mindcontrol vs. spirits, and so
forth.  Affects spirits and only spirits is a -1 disadvantage for
abjurations.
@end(quotation)
@end(multiple)

@begin(multiple)
@begin(quotation)
@end(quotation)
@end(multiple

@begin(multiple)
@begin(quotation)
@end(quotation)
@end(multiple)


binding and exorcism
oaths/conjurations
communion/divination
  
@end(itemize)
@subsection(Necromancers)
  @comment(Dead God)

@subsection(Priests)  
  Priests are worshippers of a deity who have been ordained by other
worshippers of that deity with temporal power related to their
religion.  Usually, priests are chosen for their abilities as
administrators, counselors, healers, teachers, and so forth rather
than for any supernatural ability or affinity, although priests are in
genereal at least devout servants of their deity.

@begin(quotation)
  Membership in various priesthoods can be bought as a Perk.
@end(quotation)

@begin(comment)

Temples as bases.


 Spiritualists are sometimes able to perceive astral entities (spirits)
in their immediate environment by concentrating.  Characters with this
ability should purchase Detect Spirit.

 Spiritualists are sometimes able to supply summoned spirits
with enough spiritual energy to allow them to manifest themselves
physically.  Characters with this ability should purchase aid to END,
usable only on spirits.

 Spiritualists are sometimes able to sacrifice mortal creatures,
thereby providing summoned spirits with a physical body.  Characters
with this ability should purchase Possession Ritual:  
  MajorTransform, all or nothing (exorcism).  Provides the following
limitations:  
  Psychlim:  Commanded by spirit (common, total) -25.
  Susceptible to holy ground (3d6/phase, uncommon) -25
  Distinctive Features: Possessed (not concealable, major reaction) -20
And provides 70 points of spirit's major powers.

 There is a sphere of magic, Summoning, that deals with summoning
creatures, including astral entities, and forcing them to perform
against their wills.  Many spiritualists also study this type of
magic, particularly those who traffic with elementals.

  Some spiritualists are able to consecrate a building or plot of land
to their spirit(s).  Characters with this ability should purchase
it as Change Environment.

 Often, individuals who have sold their souls to spirits have
intrinsic abilities they have received in exchange, usually
permanently.  

@end(comment)

