(Abridged for Questworlds Genre pack, which requires detailed descriptions of magical systems and is already in use in playtesting.)
FAITH:
Despite the Old Gods being dead, people still pray. And sometimes things answer. While not a direct communication with a divine being, those who rely on Faith can alter the course of heavenly destiny, gain an intimate understanding of demonic and undead powers, and occasionally… perform a miracle. Are these powers coming from the Old Gods, or the Devils who trap them? Nobody knows, but if you have to ask, you don’t have Faith. Of course, perhaps you KNOW it’s the devil you are talking to, and that suits you fine…
Faith casters, unlike fantasy clerics, tend to be very specialized. A preacher who communes with ghosts is unlikely to be able to speak with demons. Faith is also constantly tested; otherwise, it’s not Faith, so its magic can sometimes have unexpectedly subtle results even in success. (This is even true if their power is from the Devil.) Overall, however, anyone who can wield Faith has a strong sense of the influence of The Devil and the resolution to fight and resist Them. Faith requires the caster to accept a different power than their own, and hubris and arrogance can corrupt a preacher faster than any witch.
GMs should encourage preachers who use their magic dramatically, accompanied by passionate speeches, and/or utilize their power to assist the weak and lowly. Preachers who become arrogant or addicted to passing judgment should not be curtailed too tightly in their application, but be given consequences as their sins begin to weigh on their souls. The humble Preacher is a classic western trope, but the corrupt priest is also a classic fantasy trope. Remind players when they are headed down a path of villainy and make things more difficult for the player.
Example Keywords:
Exorcist: (Bind Evil, Detect Demonic Presence)
Faith Healer (Lay On Hands, Rally the Faithful)
Ghostly Communion (Seance, Put To Rest)
Demonic Necromancy: (Bind Demon, Hellfire)