Saga of the Northlands
In ancient times, the gods appeared to mankind, saying Give to us your oaths, your blood, and your years, and we shall give unto you our power, our blessings, and our guidance. Some of these beings were the gods we now know as the Æsir, Vanir, and Jotnar, and some of these beings were powerful spirits from throughout the Nine Worlds, and all of these beings found men willing to take the oaths and sacrifice their time and toil; in exchange, the power of the gods manifested on Midgard for the first time since the creation of the world.
Godly magic functions as divine magic in all ways except as noted otherwise below.
Using Godly Power
There are several traditions that teach ways to use the power of the gods and the spirits; goðar, drengrs, and fjolkunnigs are all capable of using this power in slightly different ways, and all are therefore known as godly casters.
All godly spells must be cast with the use of a spiritual focus, a physical item with spiritual significance to a godly caster’s patron and a personal significance to the godly caster himself. Every godly caster’s focus is different: a goði of the Vanir might use a sprig of dried grasses from his first sacrifice to Njordr as his focus, a goði of Surtr might use a chunk of volcanic rock he found on a vision quest as his focus, and so on. Replacing a lost or destroyed spiritual focus requires a private and personal quest of several days.
Readying the Power
At the start of the day, as close to dawn as possible, a godly caster must pray to his patron and make a small sacrifice (usually involving burning herbs, spilling wine, cutting his palm, or a similar minor ritual) in a 1-hour ceremony to refresh his spell slots. During this ceremony he chooses one or more spheres to use that day, with the exact number and the set of spheres he can access varying by class.
Godly powers are organized into spheres (short for spheres of influence), groups of thematically-related powers; each god grants access to two spheres. A single sphere consists of three parts: a passive power which is constantly in effect as long as a godly caster has access to the sphere, an active power which can be used several times in a day and must be activated through the Divine Channeling ability (see below), and a spell list. Unless otherwise specified, a sphere active power is activated as a standard action and has a duration of Instantaneous or 1 round (as appropriate), and the save DC for any passive or active powers requiring a save is 10 + 1/2 level + Cha modifier.
A godly caster can spontaneously cast any spell on the spell lists of his current spheres; in effect, those spell lists form his spells known for the day. He may use higher-level spell slots to cast lower-level spells as normal.
A godly caster with this class feature has a number of uses of Divine Channeling per day equal to 3 + his Charisma bonus. These are primarily for using the active powers of his spheres, but each class granting the Divine Channeling class feature may also provide an additional use for this feature. A character who somehow gains access to a sphere but lacks the Divine Channeling class feature can use the sphere’s other benefits normally, he simply cannot use its active powers.
Any feats, spells, class features, or other abilities that modify effective turning level or effective cleric level affect a godly caster’s effective class level for the purposes of determining the effectiveness of sphere powers. Any abilities that enhance or impede the use of turn undead affect the use of sphere active powers in the same way.
A godly caster gains 1 bonus spell slot for each spell level up to and including his key ability bonus . For instance, a cleric with a Wis of 20 (+5 modifier) gains bonus spell slots of 1st, 2nd, 3rd, 4th, and 5th level. Note that he does not gain multiple lower-level bonus slots for a Wisdom above 18 as normal.