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Divine Magic
===Divine Magic===
Divine spellcasters derive their power from forming pacts with spirits (elementals, fey, incorporeal undead, and outsiders), and as such are more similar to druids or shamans than traditional D&D clerics. The natural world itself does not grant powers, since nature is apathetic to mortal appreciation or devotion, so druids as stated do not exist. The choice of patron affects what spells are available. Creatures with innate divine spellcasting ability either have it replaced with innate magic, or are rare exceptions to the rule. Generally, outsiders do not use divine magic since they have their own powers, and it would place them in service to other spirit creatures. On Tellur, most divine spellcasters serve the Fremdin some capacity.
One important point to consider is that the divine spellcasters of Tellur acts as emissaries, heralds, and agents of their patrons, helping to move forth the agenda of their patrons. They are rarely evangelistic, given that the presence of other divine spellcasters implies the existence of other spirits, and trying to convert them is rarely seen as worth the bother. Most Tellurian priests regard attempts at conversion of others as quite uncivil at best, and some might even see it as watering down the teachings of their patrons. Even the Fremd are uninterested in mass conversion, preferring a handful of truly loyal servitors to a mass of worshipers.
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