Empyrean / Ynfernael customization

By LordBruce243, in Realms of Terrinoth

-Running a Terrinoth campaign

-Wanting Elven magic as said in the book

-I understand that Divine covers magic from the gods and from the planes

-Obviously I should do narrative flair

-How should I make this work?

-Should I use talents to mod the actions given to Divine like this:

Ynfernael Pact

Passive

Unranked

Tier 2

You gain access to the Conjure and Mask magic actions. Your character may never use an Augment or Predict action.

-Should I make a new magic skill (Planar) or two (Celestial/Abyssal)

Any help/advice would be greatly appreciated! 🙂

What is it that you are missing exactly ? in ROT elven magic is described as 3 kinds. There is the divine or Empyrean magic that works the spheres of light, air,
dreams, and life.

There there is elven sorcery: ROT page 129
"Although the Elves tend to prefer their own more considered
approach to working magic, calling upon the pure energy of
the Empyrean, some Elves study the arcane arts and channel
the energy of the Turning the same way that wizards do."

And the Wealdcallers.

So these covers your basic, divine, arcane and primal skills.

An highelf has Divine as a class skill if by RAW you want to summon things take a career that picks up Arcane and your golden rest is just description.

That said if you want to design a talent that allows divine users to cast conjure go ahead. In the Expanded players guide there is the Polymorph talent might be worth to take a look at as a guide its tier 4 and lets you use a spell in this case transform with some restrictions. If you want it to have access to it earlier maybe make a basic and improved version limit the use to once per encounter or session or something like that.