Originally Posted by RMS
Sure Slash, Crush, True Sword, etc. weren't available to everyone, but that isn't the point. The point is that they completely trump anything available to a sorcery user, straight up. Yes, the sorcerer has some flexibility but the fact is that they can't stand up in a straight fight against such characters. Also, the fact that anyone with a fair amount of those divine spells has an automatic divine intervention that the sorcerer completely lacks can't be underestimated. Also, while those spells aren't available to everyone, they're available to a disproportionate number of PC types. Heck, I don't even think those are the most powerful spell users in the game. The divine followers who also get to become a shaman, getting all the advantages of both can get truly gross pretty easily, but they're still fun. Even a basic shaman can wander around picking up some pretty power divine spells from various spirit cults, not to mention unparalleled access to very powerful otherworld creatures.
In addition, it's not like every sect has every single boosting spell (or similar deal) available. Those are as restricted to certain sects as spirit and divine magic is to certain cults. It's a GM/world problem, not a game problem, if sorcerers are allowed to pick up any and every spell listed without restrictions.
Of course they can't cause identical results, which is exactly the point of having different magic types. Sure it requires a lot of divine magic, but since it's against a sorcerer (apparently) with a lot of very high skills it seems like a wash there: same time and effort to get to that point. I'm not arguing that the sorcerer isn't powerful, isn't going to most likely be very broad in ability with a lot of options to bring to the table. However, the fact is (from a lot of experience here) that straight up a good number of divine magic users are more powerful. A sorcerer is inherently limited by their INT (max 18 for a human) in manipulations of a spell. A divine magic user has no limits to spell power outside of POW gain. In general, the sorcerer can trade off about 8/10 into intensity and duration to get the best longterm to level tradeoff. It's very easy to get divine magic that trumps that.
I can think of a dozen or so cults off the top of my head that can easily generate the list of divine magic to do this. That's just combat oriented cults. On a practical level, for the average person in the game world, there are a whole lot of nature affecting cults with very powerful magic that affect large areas or day-to-day lives in a way sorcery has no ability to affect at all. You shouldn't have to do anything special to create powerful divine users to challenge sorcerers. Of course, they shouldn't be the only challenges either. Powerful creatures, other sorcerers, etc. are also threats. In my longterm RQ campaigns (w/ very powerful characters), the threats and scale has generally escalated so that the characters are either being challenged by other "heroes", the characters are dealing with numbers, or often the character have ended up dealing more with political/leadership issues rather than one-on-one combats. However, we've had several very powerful sorcerers with significant support in the games, and in each case powerful divine users were able to deal with them. The only real issue at that kind of level is that combat tends to turn into "all or nothing": whoever penetrates the other's defenses first, deals a killing blow. (I'll reiterate here that the ability to get 1d10 DI is absolutely huge at this point.)
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