I imagine the latter is preferable, in both Gloranthan and meta-game respects, but they're hardly ubiquitous, indeed. I suspect they will occur more often when it's some power that's considered "stolen" or otherwise "acquired" (like the magic weapons) or "learned through hard lessons" (like a lot of Orlanth's social magic), as opposed to things that are essentially 'inherent' to the deity (like Windiness).
In these latter cases, I suspect the pattern might be a little like the old medical saw of "see one, do one, teach one". One participates in such a heroquest, but as 'chorus', and then as a companion, witnessing the deity (and some senior member of your religion embodying the role) accomplish the feat in question. Then one does generic stuff to 'estibalish one's identity" with the deity, and does it again, as the protagonist. Game-mechanically, one might use a more general magical ability, or relationship, or virtue, at this point, rather than, as Jane says, rolling-against-the-ability-you-don't-have-because-you're-questing- to-get-it.
Cheers,
Alex.
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