Divination Temples
While most lower level divination spells can be casted anywhere at anytime, many of the more complicated and high ordinance divination spells known to mortals are far more limited as to where and when they can be cast. Higher level divination spells require the caster to be at a well of divination energy, requiring the caster to connect with the divine link between the material plane and the outer planes of the divines. Those who wish to cast spells to tell the future or try to alter their fates must be at one of these locations, and the ability to cast these spells is not only limited by location but also by legal code. Froslakian, Marcean, and Macavurian kingdoms all outlaw the use of fortune-telling divine magic due to cultural beliefs about the importance of fate as a unchanging constant. Oracles and users of occult magic are still allowed to use their limited powers for the purpose of divination magic as their magic deals more with omens and intended messages from deities and spiritual entities. The main issue for these cultures comes from the idea that high level divine spells tend to divulge information not intended for the mortal plane. Hotspots of divination magic are located on every continent in Halth'aire, with most of these wells being home to temples or other buildings which allow mages and diviners to pass through and cast their higher level spells. They are regulated and many require a tribute to be paid to the local church in exchange for entry, and some require payment for each spell or even each question asked as a part of a spell. Some temples are run by trade guilds or even bandit groups who look to extort desperate mages for profit.
Type
Metaphysical, Arcane
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