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Plettro

Circolo degli Antichi
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  1. Might Dominio della Forza e della Potenza. I personaggi con il Dominio della Forza sono tremendamente potenti e aumentano il proprio valore di Forza a 19, ottenendo così un modificatore di +4. Questa forza prodigiosa gli permette di sollevare e rompere qualsiasi oggetto non magico che possano riuscire ad afferrare facilmente, tuttavia, eventuali dimostrazioni di forza veramente straordinaria richiedono l'utilizzo di un Miracolo o di un Dono. Doni Minori - 1pt. Descent of the Mountain - Action The Godbound can hurl any object they can lift to any point in sight. If used as an attack, they must make a normal hit roll modified by Strength. Very large or heavy objects make clumsy weapons and suffer a -4 to hit, but inflict 1d12 damage to those in the area they land on, modified by Strength. Falling Meteor Strike - Action With a moment's concentration, the Godbound can smash any single non-magical object of less than ten feet in diameter. If the object is larger than that, a ten-foot high, wide, and deep hole is punched into it. If the object is magically durable or resilient, the Godbound must Commit Effort for the scene to smash it. The focus required for this blow makes it useless against mobile enemies, but if the Godbound strikes an immobile or helpless target with this gift they suffer four points of damage for every level of the Godbound. Fists of Black Iron - Constant The Godbound's unarmed and weapon attacks are fueled by their tremendous strength. One-handed weapons do 1d10 damage in their hands, and two-handed ones or unarmed attacks made with both hands free inflict 1d12. These attacks count as magical weapons. Shoulders Wide as the World - On Turn Commit Effort. The Godbound can pick up any object no larger than a warship and carry it at their normal movement rate. The gift allows the object to hold together and the Godbound to avoid sinking into the earth, but the object is too unwieldy to use for violent ends. Stronger Than You - Constant Whenever the Godbound is in an opposed Strength check or contest against another creature or opposing it in a grapple or other exercise of strength, the Godbound always wins. If two Godbound with this gift struggle, the test is resolved normally. As an action, the Godbound can confer the benefits of this gift on an ally for one contest or action. Surge of Strength - Instant Commit Effort for the scene to maximize any single damage roll modified by Strength. Such is your aura of tremendous might that you can apply this benefit to an ally within sight if you wish. Doni Maggiori - 2pt. Leap the Moon - On Turn Commit Effort. The Godbound can leap tremendous distances, ignoring all fall damage and able to jump to any point within sight in lieu of their movement action for the round. They can fight flying enemies by using their move action to leap up before striking their target. They cannot leap more than ten total miles of distance per hour, however. Loosening God's Teeth - Action Commit Effort for the day and make a single armed or unarmed attack. If the blow hits, the damage roll is read straight. This damage roll cannot be maximized by other gifts or abilities. Even on a miss, the concussion of the blow does injury as a normal-damage hit. Thews of the Gods - Constant The Godbound is always able to pick up anything smaller than a large building and punch through, smash, or break loose any non-magical substance as a free part of their movement or other actions. This might is quickly deployed, but not finely-controlled enough to help damage rolls or other attacks.
  2. Luck Dominio della Fortuna e del Caso I personaggi con il Dominio della Fortuna hanno la possibilità di lanciare 1d20 una volta al giorno. Nel corso della giornata possono sostituire il risultato del dado con un proprio tiro o con quello di una qualunque altra entità. Doni Minori - 1pt. Blighted Luck - Action A single non-Mob target is cursed with misfortune. They’ll always lose games of chance, bad things of varying non-fatal character will always happen to them, and they always roll twice on hit rolls and saves and take the worse result. Worthy foes can make a Spirit save to resist and require Effort to be committed for the scene. This effect lasts until you choose to lift it, it's dispelled, or a particular event happens. Nine Lives - Constant Automatically reroll saves or enemy hit rolls that would result in the hero’s death or mortal injury. The second roll is taken, even if it’s worse. Salting Away the Luck - Instant Commit Effort after the hero rolls a die while doing something consequential. The die is rerolled, but the initial result is saved. When the Effort is reclaimed the result can be given to anyone else in the hero’s presence, provided a die with the same number of sides is being rolled. Unwilling worthy foes can make a Spirit save to resist the donation. This gift can preserve only one roll at a time. Spun Fortune - Instant Commit Effort for the scene. Another person rerolls a roll you are aware that they just made. Unmarred Beneficence - Constant The hero has a natural AC of 3, luckily avoiding perils. If a misfortune lands randomly on a member of their group, they’re never the victim of it. This base AC isn't improved by armor or shields. The World Against You - On Turn Commit Effort. The hero becomes able to use luck as a weapon with a range of 100 feet, inflicting sudden and wildly-improbable calamities on a foe with normal attack rolls. When used to attack, damage is 1d10 and treated as a magic weapon. The source of this incredible bad luck is not perceptible to mortal onlookers or non-supernatural beings. Doni Maggiori - 2pt. By Chance - Action Commit Effort for the scene. The player dictates an event in their presence that isn’t utterly improbable, and it happens. Damage to foes is limited to a 1d12 die for a focused calamity on a single target or a 1d6 damage die apiece for troubles that affect a group. This power affects only physical objects and events, and not minds or emotions. Impossible Victory - Constant Exactly once, the hero automatically wins a conflict or obtains their end in a situation by blind luck. It may not be a total victory, but it gains their main goal. They then lose the gift, are refunded its cost, and can never purchase it again. Luck miracles cannot replicate this gift. Unfailing Fortune - Constant The hero may always reroll a natural 1 on any die they roll. They can dictate the outcome of any element of chance in gambling or gaming.
  3. Lore Dominio della Conoscenza e del Sapere. I personaggi con il Dominio della Conoscenza possono aumentare il loro valore di Intelligenza o Saggezza a 16, o a 18, in caso fosse già pari o superiore a 16. Doni Minori - 1pt. The Best Course - Action Commit Effort for the scene. Gain one sentence of truthful information from the GM on the best way to accomplish your current desire or goal. New information cannot be gained with this gift until the existing information is acted upon or the goal is abandoned. The Best-Laid Plans - Action Commit Effort for the day and lay out a plan. The GM announces the most relevant complication or threat to the plan’s execution that you don’t already know about. This insight can be drawn upon only once for any particular goal being pursued, with the GM deciding what constitutes a different goal. Mastery of Understanding - Action As an action, erase up to a large mob’s knowledge of a language, an intellectual skill, or a particular topic or event. This can't erase spellcasting abilities or other powers, but lasts until the skill is relearned or the Godbound relents. Worthy foes can save versus Spirit to resist. This combined knowledge, if the gift is bought as a gift, may be stored and granted to a single willing non divine individual of choice. A Truth That Burns - Action Target a visible group of beings involved in some plan. Even a single individual can be targeted, but they must be part of a group of at least 3 people engaged in some plan. You immediately gain knowledge of their plans and tactics as the best-informed leader among them. Thus, if you target the servant of a mighty politician, you would gain knowledge of his schemes and plots. The Unveiled Truth - Action Commit Effort for the scene; get an answer to any question, provided the truth about it is not being intentionally concealed by all who know it. Intentional concealment is generally not feasible for a large group without the aid of divine gifts. This answer is generally brief, no more than a few sentences. A Word Far Off - Action Commit Effort for the scene. Know what’s going on in a particular place or community that you’ve been, learning as many as three sentences of what the GM thinks you’d find most important or most relevant to your immediate interests. You can, by committing an additional effort, see through the eyes of a lesser foe who the GM feels is appropriate to your interest and learn what they hear and see. The Mighty Pen - Action Commit effort for the day. Over the course of a scene, from the ground a library, lab, or other appropriate building of knowledge will pop out, with appropriate equipment, books, tools, and other apparatus for its function, along with one ethereal figure per level who will help in the use of the area. If purchased as a gift and used enough, this can count as a feature for a faction, though it cannot be sacrificed on a failure. Doni Maggiori - 2pt. Disclose the Flaw - Instant Commit Effort for the scene and choose a target, either creature or institution. Know its current weaknesses and most vulnerable elements at that time, including any hidden means by which it might be killed or destroyed. Creatures reveal their hit dice and Effort totals. After using this gift on a foe, by committing effort you can permanently get an update on their current hit dice and effort. Irresistible Query - Action Commit Effort for the day. Ask the GM any question about current or past events and be answered in one word or short phrase. This power cannot be used more than once on a given topic until the situation changes significantly. The Omniscient Scholar - Constant You have mastered all spheres of mortal academic knowledge.The godbound may ask a question. If the answer is known by or can be deduced by any mortal scholar or their library, the answer is immediately provided to the godbound. In addition, any intellectual task that could be accomplished by a mortal scholar in an hour or less can be accomplished by the godbound as an action, with longer tasks being shortened proportionally. Panoptic Glory - On turn Commit effort.You can instantly see, hear, and use your full spectrum of senses to look around any location you have been in, or any person you know the name of not shielded by divine wards. This gift breaks through illusions and can see the true shape of shapeshifters. In a range of a mile, you can scan for any sort of written knowledge, or scholar, but not just random people, detecting their exact location. By committing effort for the scene, you can break even divine level wards against scrying.
  4. Exploration Dominio del Viaggio e dell'Esplorazione. Art by Brock Grossman. I personaggi con il Dominio del Viaggio non possono mai perdersi, sanno sempre dove si trovano e non necessitano mai di riposare e mangiare finché si mantengono in movimento; infatti, ricevono nutrimento e riposo dal tempo che dedicano a viaggiare. Doni Minori - 1pt. Dust At Your Heels - On Turn Commit Effort. You and all who travel with you move at double the usual daily rate of travel and can cross any terrain as if it were flat ground, even mountains or seas. None of you are ever harmed by the natural climate or other insalubrious natural environment.You and those with you cannot be caught by pursuers as long as you keep traveling. Your group will always be moving faster than them regardless of their speed until you halt your movement. If able to go in an uncontested route, you can travel 30 miles per hour, as fast as the fastest land travel. Gate of Wondrous Realms - Action Commit effort for the day. You open or close a gate to uncreated night with a chosen known destination. This does not make the journey any easier, but if you know the rough destination, this can take you anywhere. Know the Path - Constant You always know the safest and easiest way to go to reach any location that is not kept secret from the world. Those who go with you also count their journeying to be food and sleep, allowing constant travel.If you have already been to a location you can commit effort for the scene to instantly journey there with all your companions, so long as it is within 10 miles per level of your current location. Divine Road - Constant Any creature or vehicle you ride can use your hitpoints, AC , and any other constants, gains 1d10 magical damage from it’s touch and collisions, and can be ridden as masterfully as any mortal driver can drive.You can smash through up to five feet worth of non magical material as part of your movement action. Wanderlust - Action Commit effort. A lesser foe of choice is seized with an unstoppable desire to travel, and will instantly go to explore a destination of your choice. Those with strong family ties will attempt to bring their family with them. This gift grants an innate knowledge of where people want to travel, though you do not need to make them travel to their desired location. Commit effort for the day to affect a worthy foe with this with them getting a spirit save to avoid the desire. Master of the Key - Instant You can instantly defeat any mundane trap, lock, tie, binding, guard detail or seal. Commit Effort for the scene to overcome magical barriers, traps, and bindings within sight, including ones of a mental nature. You may do this even if the binding effect would otherwise render you helpless. This can also be used to open a hole into security, for up to five minutes, making guards wander, opening a portal, or making a fence open. The Hour of Need - Action Commit Effort for the day. Up to a dozen allies or a small mob of allies within a week’s journey realized you’d need them there at this time and will arrive this round if they were willing to come. This may induce some problems of causality, but the gift’s power allows their arrival regardless. Doni Maggiori - 2pt. The Exodus Road - On Turn Commit Effort. Your Journeying gifts can apply to any number of willing companions in sight, including whole armies or cities. The Path of Racing Dawn - On Turn Commit Effort. You and those with you can fly or otherwise ignore terrain, traveling at 100 miles an hour, the speed of a fast aerial creature, while journeying or at your normal movement rate while in combat. While in combat, you may instead choose to move at the breakneck pace of 450 feet per turn, but until your next turn all enemy attacks automatically hit those affected, and your party’s attacks automatically miss. Attacks during a chase do not force you to miss or be autohit until the turn after either party ends their movement, as fighting in a chase is natural to you. True Path - Constant You can always tell the true path to any destination chosen by your GM that would aid your quest, though not the details of the location or the journey. You always have a mental map of your area around you to one mile, including any enemies or notable treasures, and with an action you can observe any area in that mile you can reach with simple travel. After reaching a location or meeting a new enemy or person, unless the details are concealed by all who know of it, you can summon up a brief summary of facts travellers in this locale know about it. Nightwalker - Action Commit effort for the day, and partially phase into the uncreated night. You can travel freely within it, unaffected by walls, guards, or other barriers that would otherwise stop your path, and unaffected by the worst dangers of uncreated night. You cannot affect the mortal world or uncreated night here, but can freely see both. Foes in combat with you cannot hurt you with non magical weapons, and other foes cannot see you without supernatural sight. At the end of a scene or before at your choice you must choose to fully enter into uncreated night or the nearest realm, and cannot use this gift again for the rest of the day.
  5. Health Dominio della Medicina e della Salute. I personaggi con il Dominio della Medicina sono immuni a veleni e malattie, e sono capaci di riconoscerli e diagnosticarli immediatamente. Possono aumentare il loro valore di Costituzione a 16, o a 18, in caso fosse già pari o superiore a 16. Doni Minori - 1pt. Ender of Plagues - Action Commit Effort for the scene. Cure all diseases and poisonings within sight. If the Effort is expended for the day, the range of the cure extends to a half-mile around the hero, penetrates walls and other barriers, and you become immediately aware of any disease-inducing curses or sources of pestilence within that area. Flesh Made True - Action You are able to cure a target's maimings, blindings, poisons, mutilations, and birth defects by sight once per round. This does not heal hit point damage, but it can restore lost limbs and crippled functionality. Intrinsic Health - Constant Your maximum hit points increase by 2 extra points per level, including levels gained before you took this gift. This gift can’t be suppressed. Merciful Gaze - Action Lay your gaze on a target within sight, you can heal 2d6 plus your character level points of damage. The target must Commit Effort for the day in order to benefit from the healing, however. NPCs and other ordinary mortals normally can benefit but once per day from this gift. Plaguebringer - On Turn Commit Effort. Your touch or successful weapon attacks cause a sickness of your choice. Worthy foes get a Hardiness save to resist. The sickness can be restricted to them or allowed its natural contagion. The disease appears within 1d6 hours and is at full effect within a day. Lethal sicknesses will kill within 1d6 days without a magical cure. Vital Furnace - On Turn Commit Effort for the day. Instantly heal any hit points lost since the end of your last turn, provided the harm didn’t kill you. Doni Maggiori - 2pt. Burning Vitality - On Turn Commit Effort for the day. Regain 1 hit point per round until at full health. Alternatively, you may Commit Effort for the day to heal 1 hit point or hit die in all allies within 100 yards and raise ordinary mortal beings from the dead with 1 hit die, provided they died within the past five minutes and are not completely mangled. Recipients need not Commit Effort to benefit from this healing. Deplete Health - Action Commit Effort for the scene and choose a target. They sicken, falling to half their current hit dice or hit points, rounded up. Worthy foes get a Hardiness save to resist. The lost hit dice return at the scene’s end if the creature is not dead. This gift does not stack multiple times. Lifegiver - Constant Allies in your presence automatically stabilize at zero hit dice or hit points provided their bodies aren’t torn to pieces. As an action, Commit Effort for the day to revive an ordinary mortal creature from death if they’ve been dead less than a day and some part of their corpse remains intact. Godbound and other mighty entities cannot be revived.
  6. Inferno Dominio del Fuoco. I personaggi con il Dominio del Fuoco sono invulnerabili al fuoco, al fumo e al calore e possono respirare liberamente in questi ambienti. Possono anche utilizzare il fuoco come arma magica con una gittata di 15 metri che infligge 1d10 danni. Inoltre, se lo desiderano, possono proteggere i loro alleati dalle fiamme che generano e controllano. Doni Minori - 1pt. Consuming Gaze - Action An object in sight up to 20 x 20 x 20 feet in size is set on fire, has fire removed, reverses the effects of fire or has the fire reshaped. This even burns normally non-combustible materials. Larger objects may take a few rounds to completely burn away. Objects carried by a person cannot be affected. See page 27 for rules on creating walls of flame or other zones of hazardous terrain. Fire damage can be healed or repaired at no effort cost, but the dead cannot be raised. Firestorm - (Smite) Action Commit Effort for the scene. Choose a point within sight; every chosen target within 100 feet of it is struck by falling flame for a 1d6 die of damage per level of the Godbound. Enemies who remain within this zone after the initial hit take 1 damage per two levels rounded up for each round they stay with the flames, three per two levels of mobs. Firewalker - On Turn Commit Effort for the scene. Instantly know the location of all flames within a mile. As an action, teleport and emerge from any larger than a candle flame with any willing companions in physical contact with you. You cannot move more than ten miles total in any one hour. Fiery passion - Action Commit Effort. All NPCs who are lesser foes within earshot or sight are suffused with a powerful lust or passion of your choice, directed at the object of your choosing. Worthy foes get a Spirit saving throw each round to throw it off. This emotion will make them act to the limits of their character and will last at least a day after the effort is reclaimed. The smoke about - On turn Commit Effort. Fill the air around you with smoke, up a 300 foot radius. You and your allies can see through it, but others with normal senses can see no further than five feet around them. The clouds can melt any mundane ice and allow every ally within it to ignore the first five heat damage they take each turn. Searing Blade - On Turn Commit Effort. You wield fire as a weapon, either lighting a blade in it or using projections of it as a magical weapon at 200 foot range and 1d10 damage die. Individual victims killed by this explode into flames, doing a 1d6 damage die to all desired targets within 20 feet. This gift's damage is always rolled straight against Mobs of lesser foes. Fire Break - Constant You can halt the spread of fires, fiery passions, and similar things within sight as a free action. Additionally, you may commit effort for the scene to immolate any restraints on you, whether physical bonds, magic restraining your body, or insidious psychological influences Doni Maggiori - 2pt. Burning Rebuke - On Turn Commit Effort. Every foe that attacks you while angry or impassioned or stands close to a source of flame suffers your Fray die in fire damage before each attack is resolved, even if they have more hit dice than you or make multiple attacks. Normally, only mindless creatures or remarkably disciplined foes can remain calm enough to avoid the damage. Mobs suffer this damage straight. In addition, any foe who closes into melee combat with you suffers 1 damage per round, 3 for mobs. Deadly inferno - Action Commit Effort to the end of the day to cause a massive 300ft. radius wall of fire to appear, burning everything in its path, doing 1 damage per level to enemies and 3 to mobs if they do not move out within the round. One with the flames - Action Commit effort. Your body becomes one with the flames, freely burning what you chose within ten feet around you, increasing your fray radius to everything within 200 yards burning through any non magical substance in your way as a free action, and once per round allowing you to as an on turn action emerge from a nearby flame within 200 feet. Friendly Fire - Constant People will view any fires you set as natural and normal, and will not see it as unusual for you to set fires. They will protect themselves, prized possessions and dear friends from the consequences of fire, but will not otherwise make any effort to stop fires, and legal prosecution of you for setting fires is impossible for anything short of a divine court. Commit effort for the day, and up to a large mob of foes will not protect themselves or dear friends or possessions from the consequences of fire. Worthy foes can save vs spirit to ignore this.
  7. Snorri Laikarakkin Sì, concordo... Per ora mi preoccuperei di vendicarlo... dico, mentre mi appresto ad avanzare nel cunicolo.
  8. Reesir Adesso che mi sono riscaldato, decido che è tempo di porre fine allo scontro: la musica che animava il campo di battaglia si ferma, mentre ergo sopra la mia testa il braccio che teneva il plettro. Aspetto qualche istante per fare un pò di suspense, ma continuo a tenere il ritmo, almeno a mente. Poi, improvvisamente, il mio braccio cade in picchiata sul liuto e colpisce le corde con una potenza tale da emettere un boato devastante! Posso ricominciare a suonare, ora.
  9. Fertility Dominio della Fertilità e della Vita. Art by Juhyung Kang. I personaggi del Dominio della Fertilità hanno pieno controllo sulla loro possibilità di riprodursi e possono aumentare la propria Costituzione a 16, o a 18, se superiore o uguale a 16. Inoltre, sono immuni a qualsiasi arma o oggetto in legno, mostri vegetali e tossine a base di piante. Doni Minori - 1pt. Birth Blessing - Action Instantly render a target sterile, induce miscarriage, or bless the target with the assurance of a healthy conception which you can shape in the child’s details. You can also cure congenital defects or ensure safe birth. Such is the power of this gift that it can even induce a virgin birth. Resisting targets who are worthy foes can save versus Hardiness. A Second Spring - Action Commit Effort for the day. All allies in sight are refreshed, regaining vigor as if well-fed and rested and healing 1d6 hit points of damage plus the Godbound's level. Unlike most healing effects, recipients need not commit Effort to benefit from this blessing. Seeds of Death - On Turn Commit Effort. You may induce cancers and killing growths as a 1d10 magic weapon with a 200 foot range, making attack rolls as normal. The first round’s use of this power is imperceptible to onlookers and the victim, but the second and further rounds produce visible tumors and growths. Lesser foes will die of cancer 1d6 months after you use this gift on them, barring magical healing, even if you elect to do no damage with a hit. A Sense of Ash - On Turn Commit Effort. You sense all poisons, plagues, environmental damage, or curses on the land within sight. You gain an impression of the persons or causes responsible for them if they are not otherwise concealed by magic. You recognize diseased or disease-inflicting creatures on sight and can determine what plague afflicts them or that they inflict on others. Touch of Green Restraint - Action Commit Effort for the scene. Plants in a 50’ radius around the chosen point in sight erupt to cling to foes. All enemies in the area must make an Evasion saving throw at the start of each round to throw off the vines and regain free movement, though they can still fight in place as normal or launch ranged attacks if they have them. Foes subject to your Fray die suffer it each round they remain bound. Those enemies who reach zero hit dice because of this may be either utterly immobilized or crushed to death at the Godbound’s discretion. Withering Curse - Action Commit Effort for the scene. Forty acres of plants instantly die and the land they were on is cursed to uselessness for a generation unless reversed by this Word’s powers. Optionally, plants and living or cut wood can be reduced to ash as desired in a 50-foot radius. Wooden items held or carried by a bearer are not affected, though buildings or vehicles can be destroyed. Plant monsters suffer 1d12 damage per level. Doni Maggiori - 2pt. Cornucopian Blessing - On Turn Commit Effort. Choose a container holding a non-magical agricultural substance; so long as the Effort remains committed, the supply will never run out, no matter how much is taken from the container. The container can provide up to ten tons of goods per day per hero level, provided its mouth is large enough to disgorge such amounts. Sever the Line - Action Commit Effort for the day and choose a target in sight. The target is rendered sterile and only a gift or similar power can undo it. All their children immediately suffer a 1d12 damage die, grandchildren suffer 1d10, great-grandchildren suffer 1d8, and so forth down to the fifth generation, which suffers 1d4. This curse only works once on any given target, and particular descendants may be spared by the hero. Unending Abundance - Action Commit Effort for the day. The land you designate within a ten mile radius becomes impossibly fertile, crops erupting in mere hours and feeding any number of people within that area. If applied as a gift and not used as a one-off miracle, the persistent fertility counts as a beneficial Feature to any faction that controls the land, though it cannot be sacrificed in the case of a lost Conflict it was involved in.
  10. Permanence Dominio della Permanenza e della Resilienza. Art by firatsolhan I personaggi con il Dominio della Permanenza non hanno bisogno di mangiare, bere, dormire o respirare, inoltre il loro punteggio di Costituzione aumenta a 16, o a 18, se già pari a 16 o più. Doni Minori - 1pt. Amaranth Vitality - Constant Every fifteen minutes you heal two lost hit points per two character levels, rounded up, so long as you are still alive. Body of Iron Will - Constant Your natural armor class is 3. You are impervious to any natural environmental damage, such as that caused by extreme heat, cold, pressure, radiation, or vacuum. Such forces used as a weapon or hazard against you function normally. Armor or shields don't benefit this base AC. Fear not Pain - Constant When hit by a melee physical attack, if it damages you then you can choose to attach yourself to a foe, preventing them from moving any further away if they cannot overcome your strength, and allowing you to pull them closer. In addition, by committing effort for the scene you can as an instant action dispel defensive gifts of anyone who is connected to you. Elemental Scorn - Constant Pick heat, cold, lightning, or some other form of energy. You have an invincible defense against it in all its forms. As an On Turn action, you can Commit Effort to extend this defense to every ally within a hundred yards. You may take this gift more than once to gain immunity to multiple elements; a single Commitment can extend all your defenses. With a week of work you can change your chosen defence. Harder than This - On Turn Commit Effort. Become immune to one physical peril or special attack as long as the effort remains committed. You can’t adapt to weapons, gifts, or spells, but you can adjust to become immune to a dragon’s breath, a basilisk’s gaze, a beast's poison, or a volcano’s caldera. This gift is usually enough to avoid saving throws from an enemy’s special abilities, or walk around safely in a single dangerous environment. Untiring Inspiration - Constant Pick one Influence project you’ve undertaken. Add 1 to the Influence effective on it as you sleeplessly focus on the task. As an action, Commit Effort. All allies within 100 yards are perpetually refreshed, and not in need of rest, eating, drinking, or breathing. Hold the door - Constant You gain an invincible defence against being moved from your position, or forced back in a contest of strength. In addition, if you choose to defend a location no larger than a small building no one can get past you unless they overcome you first. Doni Maggiori - 2pt. Fear No Steel - On Turn Commit Effort. Your determination or supernatural hardiness allows you to shrug off the lesser harms of the world. You take 2 fewer points of damage from all incoming sources of damage, whether physical or Magical and become immune to all non magical attacks by enemies. Unbreakable - Instant Commit Effort for the scene. Until the start of your next turn, you have an invincible defense against any physical, tangible attack or spell effect. Mental and spiritual harms or damage are not deflected. In addition, if this gift is dispelled, you can commit an additional effort for the day to block a single source of physical damage such as one attack. Undying - Constant While you can be brought to zero hit points, mutilated, or burnt, you cannot actually be killed. If not slain you regenerate in an hour, or any chosen time after, with one hd from a chosen body part and during that hour can move body parts at a rate of five feet a round. This gift can only be dispelled by words like murder, or by a minute of focused effort with a miracle of destruction by a word like fire or entropy, and only divine imprisonment serves to prevent recovery. Body parts removed can be reattached freely, or regenerate within an hour, and any body parts removed become unusable for revival if more than a hundred yards away for at least a minute. Any magical healing on your body is applied at the end of the hour. Never sleeping lord - Action Commit Effort and curse or bless a faction or community with a Power score no larger than half your level, rounded up. Phantom images of yourself constantly run around, talking and communing with those within. You may either grant them a beneficial Feature having to do with your never ending endurance. Granted Features can defend, and be sacrificed upon a loss, resulting in this gift becoming non functional for a week. Empyrean Wards do not hinder this effect unless the entire area being cursed or blessed is protected by the ward. The curse or blessing manifests very rapidly in the course of a day, and lasts for as long as the Effort remains Committed. This acts as an effective 8 resistance against any change, making it very hard for any foes to change your community.
  11. The World Dominio della Terra, della Pietra e del Suolo. Art by Eric Deschamps. I personaggi con il Dominio della Terra possono scegliere se aumentare la loro Forza o Costituzione a 16, o a 18, se già a 16 o superiore. Doni Minori - 1pt. Earthwalker - On Turn Commit Effort. You and your companions may pass through stone or soil or metal without need for breath, moving at 60 feet per round whilst under the stone.This gift functions for both natural earth and worked stone, and can be used on soil of any consistency no thinner than mud. You can sense hollow spaces in the earth within 100 feet. If used to attack, this gift is overt and obvious, and does not prevent counter attacks, although it can be used for ambushes. Jewel-Bright Eyes - On Turn Commit Effort. While committed, you can see through earth or stone. With a moment’s focus, you may look outward from any gemstone you’ve ever touched, regardless of where it is now. Mountain Thews - Action Commit Effort to the end of the scene. Perform one feat of impossible strength, lifting an object up to the size of a small ship. If used as an attack, they must make a normal hit roll modified by Strength. Very large or heavy objects make clumsy weapons and suffer a -4 to hit, but inflict 1d12 damage to those in the area they land on, modified by Strength. Obduracy of Stone - Constant Your natural armor class is 3, and you have an invincible defense against harm by stone, earth, or burial. You need not eat, drink, or breathe. Armor and shields do not improve this base armor class. Rebellion of the Soil - Action Commit effort for the scene, and target a foe within sight. The earth seeks to reclaim all of their property, doing one wealth level of destruction per level of the godbound. Worthy foes can save vs spirit to protect their property. If the person controls a faction related power that relies on earth not swallowing it up, the faction loses that feature for the next faction turn. Foes without any property on the earth are immune to this power. Stonespeaker - On Turn Commit Effort. You can communicate with earth or stone or metal, seeing and perceiving everything it has witnessed at a certain time of your choice. Stones have no thought as humans recognize it, but they can perfectly relay all the sounds and sights that took place in their presence. You must specify a particular time to focus on, however. If combined with Jewel Bright Eyes, you can order rocks to commune to you when a person or object appears before it. Fountain of Plenty - Action Commit Effort and bless a faction with a Power score no larger than 2, affecting a city at most. The faction gains the Feature "Fountain of the world", providing them with limitless supplies of easily mined metals, gold, stones, and useful supplies. This Feature can be used to defend during relevant conflicts, but it cannot be sacrificed on a loss, and lasts as long as the Godbound keeps their Effort Committed. Doni Maggiori - 2pt. Builder of Mountain Peaks - On turn Each round, create, modify, or destroy a stone or earth structure of up to 20 x 20 x 20 foot size within your normal line of sight as an on turn action. The structure can be elaborate, to the limit of your own creative skills. See page 27 for rules on trapping victims in walls or zones. You can create normal earth or stone as part of this process. Creatures made entirely of earth or stone within the area may be completely controlled, with worthy foes allowed a Spirit save to resist. If a creature escapes a trap of yours, an additional effort for the scene must be committed to control them again during that scene, or you must use your action to focus your power. Fury of the Avalanche - On Turn The earth trembles and casts forth shards of stone. You can wield these eruptions as a 1d10 magical weapon, attacking all enemies within 200 feet. Any stone creatures or creatures underground are treated as AC 9 for the sake of attacks While the gift lasts, your Fray die may be applied to every lesser foe standing on earth or stone within sight. Tremors of the World’s Heart - Action (smite) Commit Effort to the end of the day to cause a localized earthquake on a point within sight, flattening most buildings within a 100 foot per level radius and throwing lesser foes to their knees. Those toppled must spend their movement action regaining their feet. This does 1 damage per level to foes, 3 to mobs. Seismic Sense - Instant Commit effort. Your will extends out through to the horizon, and you can sense any object in contact with earth or stone, and talk to them as though you were next to them.
  12. Trickery Dominio dell'Inganno, della Menzogna e della Burla. Art by Kirsi Salonen. I personaggi con il Dominio dell'Inganno possono scegliere se aumentare la loro Destrezza o il loro Carisma a 16, o a 18, se già a 16 o superiore. Doni Minori - 1pt. Deceiver’s Unblinking Eye - Constant You can always tell when someone’s trying to lie to you or deceive you. You can see through mortal illusions and disguises. This gift does not affect other Godbound with the Deception Word. No Secrets - Action Commit effort for the scene upon discovering a deception. Instantly know who benefits from the lie, why it was set up, and what untruth they would least like you to discover. Those with the word of trickery or similar words of deception can resist this inquisition with a spirit save. Liar’s Flawless Grace - Constant Your lies can never be detected as such by magic or other special abilities, including those of the Deception Word, and your companions' support of your lies cannot be detected. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm, and even worthy foes will at most simply think you’re wrong, take a different conclusion from your lies, or assume you’re insane, rather than knowing you lied. Perfect Masquerade - On Turn Commit Effort. Instantly appear as any humanoid you have seen. Only beings with supernatural gifts of senses or piercing illusions or those with significant personal knowledge of the individual have any chance to make a Spirit save against the deception unless you do something egregiously out of character. You instinctively mimic voice, language, clothing, mannerisms, and expected habits of behavior, and can supply appropriate clothing to companions. Shadow Play - Action Commit Effort. You can create perfect illusions in sound, smell, and seeming, though they are intangible to the touch. The illusion appears anywhere within sight, can be up to 30 feet in diameter, and can be made to move and seem lifelike without further attention so long as Effort remains committed to them. Invisibility is not an illusion. Veiled Step - On Turn Commit Effort. Foes without gifts or words focused on deception, illusion, or supernatural senses have no chance to detect you or your companions unless you attack, steal, or disrupt them or things they are focused on. Skilled worthy foes who are actively searching for you may also have a chance to detect you if they spend an action searching. While this is usable for effective ambushes, worthy foes will usually be aware of your presence in a battle, preventing any use of it after the first use in a scene except for escape, and any use after the first use against worthy foes requires committing effort for the scene. Mundane attempts to break your stealth have no impact on you, like flour or squeaky doors. Sneak Attack- Instant When attacked or hit with supernatural gifts to disrupt your stealth, commit effort for the scene to maintain your stealth, and inflict a 1d8 straight backlash on whoever discovered you. This gift can only be used once per scene per foe. Doni Maggiori - 2pt. Conviction of Error - Action Commit Effort. All chosen targets present become convinced that one of their beliefs of your choice is actually a terrible lie that has been imposed upon them, whether it is the existence of a god or the fidelity of their spouse. Worthy foes get a Spirit saving throw. They may reconsider this conviction of error once Effort is reclaimed, but will do so only under great pressure of emotions or obvious facts. This gift normally can spread far enough to affect a neighborhood or community of people. Impenetrable Deceit - Action You state something you believe to be false and Commit Effort. Everyone who hears you speak at that moment will believe it, though worthy foes get a Spirit saving throw. A saving throw is also granted if presented with proof to the contrary or the lie is emotionally intolerable to them. This belief will persist even after the effort is reclaimed unless clear evidence contradicts it or the lie is too painful to believe. Just rats - Constant Reality will adjust to fit in with your actions of Trickery. If you state a lie, documents and evidence people check will alter to fit it, memories of lesser foes will be adjusted, and they will always assume something else, like rats, was the cause of the disturbance. This extends to untimely deaths and thievery, and functions less well for broad facts like the main history of a country. While they will react appropriately after discovering you, they will never pursue you or raise an alarm when you are out of sight, and unless dead individuals or possessions are deeply prized, will not notably change their behaviour. Groups, individuals, and evidence under the personal protection or eye of worthy foes can be shielded from this power. The worthy foes can make a spirit save or an appropriate attribute check to protect them from any new beliefs, gaining resistance for a day after to further lies. A Heist that Rocked the World - Constant Your trickery gifts can apply to any number of allies within sight, including entire cities. Your lies can more effectively spread to cover an entire city.
  13. Death Dominio della Morte. Art by Neisbeis. I personaggi con il Dominio della Morte possono comandare qualsiasi non-morto in loro presenza con una azione, arrivando a coordinare al massimo una folla di una taglia qualsiasi. I non-morti maggiori hanno diritto ad un Tiro Salvezza e non accetteranno ordini autodistruttivi. Inoltre, sempre con una azione, possono conoscere i dettagli di chi, cosa e come è morto o sta morendo nel raggio di 30 metri. Doni Minori - 1pt. Keeper of the Graves - On Turn You learn exactly where every corpse, undead or fragment of remains are within 200 feet and their identity in life. You can tell exactly how they died as if you had observed their death personally. If you Commit Effort you have an invincible defense against lesser undead. Mantle of Quietus - Instant Commit Effort for the scene. To assail you brings death. Any lesser foe that tries to physically harm you suffers 1 point of damage before their attack is resolved, with Mobs taking a 1d20 normal die. Foes with multiple attacks per round suffer the damage only once per round. A Pale Crown Beckons - Action Commit Effort for the scene. You can call up undead, summoning parts instantly from the nearest source if necessary. A single greater undead of hit dice no more than twice your level is called, or one Small Mob of 1 HD lesser undead is created for each three levels you have, rounded up. A corpse made into a greater undead must not have received funeral rites or been dead more than a month. The undead are loyal, but dissolve when you use this gift again. Summoned entities or Mobs can be preserved indefinitely for 1 Dominion point each. Scythe Hand - On Turn Commit Effort. There is death in your gaze or your blade, which you may use as a magic weapon. It has a 1d10 damage die and a 200 foot range. This attack always does at least 1 point of damage against living creatures or undead, even if the hit roll misses. White Bone Harvest - (Smite) Action Commit Effort for the scene. As an action, you may instantly destroy any hostile lesser undead in sight provided they are lesser foes. Other undead in sight suffer your level in points of damage, tripled for Mobs. Withholding the Mercy - Constant Those reduced to zero hit dice or hit points within 200 feet of you automatically stabilize or die as your wish. If you desire it, willing living creatures at zero HD or hit points around you may continue to act for as many rounds as you have levels before they unavoidably fall dead. Doni Maggiori - 2pt. No Release - On Turn Commit Effort and choose a visible target. They simply cannot die until you reclaim the Effort. If reduced to zero hit dice or hit points they will be incapacitated for an hour before reviving with one hit point. If their body is destroyed or widely scattered, they will exist in a perpetual haze of blind agony until magic or restorative miracles are used to gather the corpse parts, or until the Effort is reclaimed. A Godbound cannot use this power on their own person. Reaping Word - Action Commit Effort for the scene and choose a target at any range. A gesture suffices if you can see the target, otherwise you must use a name they consider their own true name. Lesser foes drop dead and cannot be revived without your permission. Worthy foes require the Effort be committed to the end of the day and are allowed a Hardiness saving throw to resist. Furthermore, worthy foes must be injured in order to let Death reach them; even a single point of damage is enough. Summons to Day - Action Commit Effort for the day. Any normal mortal creature can be called back from death, provided the corpse is relatively intact, they have not received funerary rites or been delivered to a Paradise, and they have not been dead for more than a month. They revive with 1 hit die. Godbound and supernatural entities cannot be called back this way.
  14. Command Dominio del Comando, della Leadership e del Potere. I personaggi con il Dominio del Comando possono aumentare il loro punteggio di Carisma a 16, o a 18, se era già a 16 o più. Possono comunicare chiaramente con qualsiasi creatura intelligente ed i loro ordini risultano sempre chiari, tuttavia l'obbedienza di chi ascolta viene determinata dalla loro eloquenza e dall'utilizzo di Doni. Doni Minori - 1pt. Guards! Seize him! - Action Up to a Small Mob worth of minions or a half-dozen individual retainers can be made to appear in the current location, provided they're within ten miles of the Godbound. Only formally-pledged followers of the Godbound can be summoned, and they can't be summoned to any place they could not practically reach under their own power. The summoned retainers appear wherever they would most logically enter, the Godbound's powers having caused them to hasten to answer the summons before it was even given. Know the Inner Truth - On Turn Commit Effort for the scene. Understand the true motivations and intentions of any conversational partner, expressed by the GM in a few sentences. Worthy foes get a Spirit saving throw to conceal the truth. The Lieutenant's Wisdom - Action Commit Effort before giving an order to a person or group in your service. While the Effort remains committed, you can spend an action to borrow the senses of any single member of the group or to communicate telepathically with any or all of them, and they can contact you. A subject can break this bond, but you are immediately aware of it. The effect ends when the Effort is reclaimed or the order is fulfilled. The Lines of Rule - On Turn You can spot the true leader in any group or social context. In addition, you may Commit Effort; a group of NPCs who are lesser foes will instinctively obey you as if you were their superior or employer. If the strangeness of this is brought to their attention by circumstances or those unaffected, they get a Spirit saving throw. The Soldier's Faithful Heart - Constant A visible creature of equal or fewer hit dice than your level who freely pledges loyalty to you finds their oath totally binding. Only magical coercion can force them to disobey or betray you until you release them from the effect, even with suicidal or unnatural orders. This gift can't affect more than one hundred people per character level in total. A Thousand Loyal Troops - Action Commit Effort. A visible NPC immediately becomes cooperative toward you, doing for you all they’d do for a superior or employer. Those who are worthy foes get a Spirit save to resist this effect. The cooperativeness lasts even after the Effort is reclaimed, provided the compliance is not abused or wholly improbable. Doni Maggiori - 2pt. Bearer of the Scarlet Crown - Constant Your legitimacy as a ruler is unshakable. You have an intuitive awareness of all publicly-known major events in groups or communities you rule or administer, and can communicate your will to your viceroys and officials at any time, though they cannot answer directly. You gain an extra free point of Dominion every month, though you can only spend these points on your own lands or ruled organizations. New Godbound don't start the game with any stockpile of points, however. Invincible Iron General - Constant All NPC soldiers serving under you gain +1 hit die, a hit bonus equal to your level, and a Morale of 11. Your will is automatically known by all your lieutenants and you always know the location, condition, and general activities of all military units that accept your command. Thrall-Making Shout - Action Commit Effort for the day and give a command. If directed at a group, all lesser foes up to a Vast Mob in number instantly obey anything short of a suicidal order or a command not to defend themselves from obvious peril, provided they are not already engaged in combat against the Godbound. Obedience to this single order lasts for the scene. If directed at a single target not already fighting the Godbound, anything can be demanded of them until the Godbound releases them. Worthy foes get a Spirit saving throw to resist the control.
  15. Bow Dominio dell'Arco e della Precisione. I personaggi con il Dominio dell'Arco non esauriranno mai munizioni, possono richiamare armi da lancio e munizioni da qualunque distanza (purché le abbiano toccate in precedenza), i loro attacchi dalla distanza non feriranno mai il bersaglio se così desiderano e tutti i loro attacchi a distanza sono da considerare magici ai fini di superare eventuali protezioni del bersaglio. Doni Minori - 1pt. Bar the Red Descent - On Turn Commit Effort. You have an invincible defense against normal projectiles and can take no more than 1 point of damage per hit from magical ones. Only actual weapons such as arrows, bullets, spears, and trebuchet rocks are affected by this, not spells or magical effects. Bolt of Invincible Skill - Instant You always hit an unaware or inanimate target, no matter how small or how far under cover it may be. Optionally, you may Commit Effort to the end of the scene to ensure that your current or next ranged attack does maximum damage and hits on anything but a natural roll of 1. Feathered Tempest - On Turn Commit Effort. Against lesser foes, you always hit with ranged attacks. You can spread any overflow damage to any other targets in range subject to this gift. None Beyond Reach - Instant Your ranged attacks have no maximum range provided you can see what you’re shooting at with your natural sight or know its location to within ten feet. This ability extends only to the same realm as the one you are currently inhabiting. Omnipresent Reach - Constant Your ranged weapons have a maximum range as far as your natural line of sight. Your missile weapons always do at least 1d10 damage and are treated as magical weapons. Even without a bow or gun, you may cast bolts of force or conjured weapons for 1d10 damage. The Seeking Flight - On Turn Choose a visible target and Commit Effort to the end of the scene. Your ranged attacks seek them out regardless of range, treat them as AC 9, and completely ignore cover provided there is at least some path for your arrow to reach them. Doni Maggiori - 2pt. The Inexorable Shaft - On Turn Commit Effort. Your ranged attacks strike with tremendous force, always doing their maximum damage on a hit. Your projectiles can penetrate any thickness of non-magical materials in order to pierce the cover that shields a target, though their armor applies as usual. Lord of That Which Falls - Instant Commit Effort. Redirect any ranged weapon attacks in your presence, with their attack roll applied against the new target. Worthy foes may only have their attacks redirected if they're shooting at you. Projectiles may be redirected at any target, though a single victim can be targeted by no more than one attack per round this way. Subjects who have also bound to the Bow Word are immune to this power, as are other divinities affiliated with the bow. Rain of Sorrow - On Turn Commit Effort. Against Mobs, the damage dice of your ranged weapon attacks are rolled straight and add your level. Thus, a 4th level Godbound firing a 1d10 weapon with a +2 attribute bonus would inflict from 7 to 16 hit dice of damage against a Mob. Against targets not grouped into a Mob, you may roll your Fray die against every applicable foe in sight each round.
  16. Monsters Dominio dei Mostri e delle Bestie. Art by Lily Horrors. I personaggi con il Dominio dei Mostri hanno la capacità di comunicare con qualsiasi mostro o bestia esistente. Le bestie prive di intelletto obbediranno sempre a qualunque ordine non vada contro la loro natura. Doni Minori - 1pt. Distant Howl - On Turn Commit Effort. You can communicate with all animals and monsters within a mile. You can borrow their senses if they permit it, and summon them to you freely. Animals or monsters who have spent at least a week in your presence can be reached wherever they are. Intelligent ones can refuse to come if they wish to. Polymorph - Action Commit Effort for the day. The Godbound mimics a gift or innate ability of a beast of some sort they have commanded or defeated, from any Word except Sorcery. They may use this gift at its usual price in Effort, if any, and the shifted form remains usable until the next time they use this gift. Polymorph is usable only once per day. Typically godbound are unlikely to have commanded or defeated beasts with more exotic gifts. Nature of the Beast - Constant You can adopt any mundane trait of a non divine animal you’ve seen- strength, speed, senses- and use it as though you had a supernatural fact in that area. This fact can be changed once a day by committing effort for the day. Link of Unity - Constant You can bond with an animal, linking it as an extension of your spirit and allowing sense-sharing and communication. It uses its normal statistics, but its attacks are treated as magical weapons and its hit dice are twice your level. If it dies, it vanishes, but it can be summoned back by Committing Effort for the day. It can be teleported to your side for the same cost. Only one animal can be bound at a time, and humans bound with Conquer the Beast Within must be normal mortals. 8 dominion can shape such a creature into a powerful supernatural being, per the rules for that. Red in Tooth and Claw - On Turn Commit Effort. You have or can instantly manifest natural weaponry that does 1d10 damage and counts as a magic weapon. Against natural or magical beasts, these talons or fangs always strike against AC 9 as they effortlessly carve through the hides or scales of these foes. Untamed Will - Instant Commit Effort. While committed, no external magic or compulsion can make you do or feel anything contrary to your wishes. You may invoke this gift even after failing a save or being struck by a mental effect. You can freely return whatever results you wish to any mind or emotion reading powers that are used. Nature’s friend - Action Commit Effort for the scene. You can call up monsters, summoning them instantly from the nearest source if necessary. A single greater monster of hit dice no more than twice your level is called, or one Small Mob of 1 HD beasts is created for each three levels you have, rounded up.The monsters are loyal, but flee when you use this gift again. Summoned entities or Mobs can be preserved indefinitely for 1 Dominion point each. Doni Maggiori - 2pt. Conquer the Beast Within - Constant When you defeat a foe in combat, reducing them to zero hit dice, you may choose to subdue them if using a non-lethal attack as described on page 160. Such a subdued victim revives with 1 hit die and forever afterwards is subject to your Beast gifts as if they were an animal or monster. Lord of the Wild - Constant Animals instinctively serve and obey you even to the death, carrying out commands as if they had a human intellect. Magical or intelligent beasts get a Spirit saving throw and cannot be commanded to act in a way that seems suicidal to them or completely against their nature. This gift is notably more effective if you are close by to the victim to keep them in line. Many-Skinned Mantle - Action Adopt the shape of any beast or hybrid, natural or magical. Alternately, transform a visible living creature into a natural beast; Commit Effort until the end of the day to affect a worthy foe, who also gets a Hardiness save to resist. If used as a blessing a human target can end the change at will. Those cursed with a change can’t be turned back by anything short of another gift or similar powerful dispelling. Summon the Horde - Action. Commit effort for the day. When you use this gift you gain a pool of influence equal to 2* your level. This pool regenerates at the end of the day. You can spend it on any normal influence project instantly, turning a warrior into a monstrous beast, or converting an army of animals into your army. At the end of the scene, any changes vanish, and the influence is used up. Creating a powerful magical creature for 8 dominion burns the user at an intensely divine level, and if the creature is destroyed, your 8 influence does not regenerate for a month.
  17. Artifice Dominio dell'Artificio e dell'Ingegno. Art by Igor Ozhiganov. I personaggi con il Dominio dell'Artificio possono creare qualsiasi oggetto non-magico e facilmente trasportabile in un turno e con qualsiasi materiale a disposizione. Per quanto i risultati possano essere peculiari, saranno efficaci e durevoli quanto un oggetto costruito in circostanze e materiali più comuni. Quando si tratta di fabbricare qualcosa, la quantità di lavoro che il personaggio riesce a svolgere in un giorno equivale a quella di 100 uomini per Livello. Doni Minori - 1pt. Faultless Repair - Action You can fix anything with the available materials and tools. Up to a 10 x 10 x 10 foot cube per level worth of objects or constructions can be made like new each round, provided it is not completely destroyed. Every form of rot, decay, damage, and corruption is fixed, even for perishables such as foodstuffs. If repairing magical or enchanted things, Effort is Committed for the scene with each use of the gift. Command the Wheels - Action Commit Effort. You can seize control of any visible vehicle, mechanism, door, or other object with moving parts up to the size of a small ship. If the item was created by you, there is no size limit on what can be controlled. While the Effort remains committed, the object will function exactly as if it were being manipulated, driven or piloted by you. Each new directive requires an action, and worthy foes can save versus Spirit to negate the gift for items they’re using. Hammerhand - On Turn Commit Effort. Every weapon or unarmed attack you use rolls at least a 1d10 damage die and is treated as a magic weapon. Against artificial constructs or inanimate things, this damage roll is read straight. Mark the Maker - Action With an action’s careful inspection, you understand the purpose and operation of any crafted object, magical or mundane. You also gain a brief vision of each person who substantially helped in its creation, and a short description of what they contributed to it. Ten Thousand Tools - Constant Your natural gifts of creation are augmented. Instead of requiring a full round to create a portable mundane object, you may do so as an On Turn action, as part of whatever action you take. This object may be a permanent creation or allowed to disappear afterwards at your discretion. Your daily labor on projects is worth 1,000 laborers per level. This gift is of no use to a Godbound who has not bound this Word. Transmuter - Action Commit Effort for the scene and turn one 10 x 10 x 10 foot cube of material per hero level from one physical substance into another. Items being used or held by a creature cannot be changed. If the effect is used to somehow harm targets, they take a 1d6 damage die for every two character levels of the hero, rounded up. If the substance being created is rare or precious, Effort must be committed for the day. Extremely rare and magical substances cannot be created this way, though mountains of gold can be fabricated. See the Wealth Word for limits on the use of this newfound treasure, as it is all too easy to inflate a region’s mundane economy into chaos. Doni Maggiori - 2pt. The Maker’s Eyes - Action As an action, you may instantly perceive the area around any object you’ve created as if you were there, seeing and hearing all around you. If you Commit Effort for the scene, you may take one action with the object as if you were present to manipulate it. If you choose a specific location to focus on, you see through the nearest valid object. Perpetual Perfection - Constant Everything you make is flawless and impervious to normal decay and use. Only intentional efforts at destruction have any chance of ruining them. The weapons and armor you create count as magical items, ones capable of harming supernatural foes and granting a +1 to hit and damage rolls for mortal wielders. You and other Godbound are too mighty to benefit from this hit and damage bonus. Reverence of Steel - Constant Any clothing or armor you make for yourself gives you an AC of 3 with no saving throw penalties. When you make a suit specifically for another, any saving throw penalties are one class lighter; none for medium armor, and only one saving throw penalized for heavy armor. As an Instant action, Commit Effort for the scene to negate one hit you receive from a manufactured or crafted weapon.
  18. L'ALTO GRIMORIO Art by Jackal0fTrades Qui di seguito è possibile trovare un elenco delle Invocazioni che i vostri personaggi potranno scegliere. Anche qui, come nella sezione dedicata ai Doni e ai Domini, non mi prenderò la briga di tradurre vista la quantità di materiale (e la scarsità di tempo!). Invocazioni della Porta Barred Gates of Forbiddance By means of an arcane connection* the theurge may forbid a subject from entering a particular place. The banned location may be as small as a particular room or as large as a nation, but it must be a single recognizable entity. If the subject is within the area forbidden when the invocation is cast, they must immediately flee to the nearest viable border by the quickest possible route. If brought into it against their will, they can do nothing but flee at the first opportunity. The theurge need not be present inside the area to be warded when casting the spell, but must know its location and general dimensions. Lesser foes are unable to resist this spell, while worthy enemies may make a Spirit saving throw to resist the forbiddance. The forbiddance lasts until it is dispelled or the caster lifts the ban. Beacon of Celestial Purity The theurge shines with a brilliantly clarifying radiance that gently illumines everything within one hundred feet. The light purifies and cleanses everything it touches, rendering objects clean and neutralizing poisons and disease sources, albeit it does not cure afflicted persons or banish magic. Any lies or intentional misdirections spoken within the light become visible as a plume of smoking filth rising from the speaker’s mouth. The lies of others cause painful feedback to the theurge, and inflict a 1d6 damage die each time a lie is spoken. This damage cannot be avoided or negated. The light lasts as long as the caster desires it and remains conscious. Those with the Word of Deception can speak lies without being discovered by this spell. The Bright God's Canticle This invocation requires that the caster sing, forbidding other speech or spellcasting while it is maintained. So long as the caster remains singing, those around them are unable to acknowledge their presence, or the presence of allies who remain close to the theurge. Observers are aware of the sorcerer, but they can do nothing to act on that awareness unless the invocation is ended. The effect is broken if the mage ceases to sing, or they or their allies attack anyone or use hostile effects. Lesser foes are affected automatically by the canticle. For others, the worthy foe with the best saving throw in the group may roll a Spirit save to resist; if successful, no worthy foe is affected, while if it fails, all are subject to the canticle. The Excision of Days A sorcery dearly desired by the more ruthless among the theurges, the rite of the Excision of Days steals life from a person to prolong the life of the caster. The subject must be human, restrained and helpless, and the ritual is too complex to be cast instantly or in a few rounds. The sick and elderly add but a day to the sorcerer’s lifespan. The young and healthy add a month, while infants and children are the richest in life force and add two months apiece to the wizard’s longevity. The victims invariably perish during the ritual, and their souls are dragged down to Hell by the arcane forces involved in the rite. More than one victim can be sacrificed at once if they are all properly prepared. The renewed vitality granted by this ritual is permanent, but prolonged use invariably has a price. After the first century, the theurge usually begins to mutate in ways related to the life force they have stolen, becoming progressively more inhuman and monstrous as less and less of their original life force remains. Many theurges welcome this change, as their new bodies are often gifted with uncanny abilities. Kiss of the Crane A small crane-shaped blade is first anointed with the blood of its target, or otherwise combined with an arcane connection to its intended victim. If the subject is visible, the blade may simply be pointed in their direction, with no need for a connection. When the invocation is cast, the blade leaps into the air and pursues the target, traveling at a rate of a hundred miles an hour to unerringly seek its victim. The magical blade then strikes for 1d6 damage per hit die of the theurge caster, up to a maximum of 10d6. The crane is unerring, but a second crane cannot affect the victim until all injury from the first has healed. Lesser foes cannot resist this spell, but worthy enemies may make an Evasion save to take only half damage. Open the Night Road Many of the Night Roads between realms are hidden deep within the earth or concealed in remote locations far from the cities of men. Of these, some have been sealed shut by ancient sorcery or closed by the slow congealing of natural law. This invocation can be used to open a sealed Night Road entrance or give the caster a sense of the general direction and distance to the nearest one. If the caster is careful, they can open the Road only briefly, leaving it accessible for a few minutes before the existing seal scabs back over the entrance. More reckless casters can tear the seal away entirely, leaving the road open for all to pass until fresh sorcery or natural law closes it once more. Pore of Hell A burning sigil is inscribed on a solid surface, its flames dying to a low ember glow after a few moments. While the invocation remains active, the caster may at any time trigger the pore as an Instant action, causing it to vomit out flames and obsidian splinters at everything within ten feet of the sigil. The caster may choose to have the pore activate automatically when a target comes within three feet of it. The pore inflicts 1d6 damage per hit die or level of the caster, to a maximum of 10d6. Lesser foes get no saving throw against the damage, while worthy foes can make a Hardiness save to resist the explosion unharmed. Once discharged, the pore vanishes. A second pore cannot be laid down within the area of effect of the first. Ranks of Pale Bone The theurge imbues corpses or other remains with an animating force, raising them as soulless lesser undead. For each hit die or level of the caster, 1d6 hit dice worth of lesser undead can be raised, assuming sufficient raw materials are available. The corpses need not be intact, as bones and tissue will merge and flow under the sorcery. Undead that have already been destroyed once, however, are no longer useful for further necromancy. The great majority of human-sized corpses rise as 1 hit die undead, though the corpses of terrible beasts may be more dangerous. The raised creatures are mindlessly loyal to the theurge or any lieutenants they nominate, but otherwise act as do most lesser undead. They remain animate until destroyed or until the invocation that fuels their existence is dispelled. If their creator is slain, the risen creatures will run rampant against the living. Seal of Regnal Dominion The theurge draws a sign of pale emerald light in the air before the chosen target, subverting their will to the caster’s own. While under the seal’s effects, the victim is absolutely obedient to the theurge’s commands, even those suicidal or repugnant to it. They will attempt to carry out instructions to the best of their ability and natural intelligence. Animal targets or those that do not share a language with the theurge can only be made to understand single-word commands. A theurge may have no more thralls under the effect of the seal at once than they have levels or hit dice. Lesser foes have no chance of escaping this dominion, while worthy foes may make a Spirit saving throw to resist, and another each time they receive a hateful command from the theurge. If not resisted, the seal’s effects remain until dispelled or dropped by the caster. Sunder the Lesser Spell The theurge tears away the delicate threads of theurgic sorcery around a target within sight. A single theurgy invocation of the Gate is instantly dispelled along with any number of low magic enchantments within thirty feet of the chosen target point. Breaking theurgic magic always involves a degree of feedback, however, and so the theurge suffers a 1d10 damage die each time this spell ends an invocation. This damage cannot be avoided or negated without spoiling the spell's effect. The Tireless Iron Cavalcade The theurge summons up steeds of black iron and embers, the horses rising from the earth before the caster. Enough horses are summoned to serve up to a dozen companions. The constructs are tireless and perfectly obedient to their riders, allowing their masters to cross twenty miles of distance every hour they ride, or half that when crossing rugged terrain. Natural beasts fear the steeds and will never approach them. The horses will not fight, but have an armor class of 0 and five hit dice apiece for purposes of withstanding damage. They never panic and are immune to mental influences and other conventional mortal passions. While swift and obedient, the horses drain the fertility out of the earth beneath their hooves in order to power their metal shells. The blackened hoofmarks make it trivially easy to track the riders for up to a month thereafter. The marks made by the hooves are too small to cause substantial damage to an area's overall fertility or crop yield. The Trumpet of Far Utterance This invocation requires an arcane connection to the desired target, albeit close friends or pantheon-mates may be contacted without the benefit of such a link. When cast, the invocation summons a gauzy image of the target and a five-foot radius echo of their surroundings. A similar phantasm of the caster appears in the target’s proximity. Caster and target may speak to each other through these phantasms, and a single inanimate object no more than ten pounds in weight may be passed between the two. The tenuous link produces a 25% chance that the object will be lost in transit somewhere in the distance between the two, however, with a brief glimpse of its resting place provided. The link lasts until the caster drops it, to a limit of one hour. If the target doesn’t wish to accept the contact, worthy foes may roll a Spirit save to resist it. If the contact was unwelcome, the arcane connection crumbles after the spell is complete, whereas a voluntary communication leaves the connection intact and usable once more. Invocazioni della Via Curse of the Blighted Strand The theurge lays a terrible curse upon a victim, afflicting them with almost any deformity, sickness, or misfortune that is not directly lethal. The target must be within the caster’s sight, or else the theurge must have an arcane connection to them. The caster may describe any kind of blight to level at the victim, or describe a misfortune that will inevitably befall the victim if it is in any way possible. Thus, a victim might be cursed to always maim themselves during combat, or have their eyes rot away, or to seethe with a hundred and one sicknesses that don’t quite kill them, or so forth. The curse can only affect them, however, and cannot control other people’s actions or thoughts, so a curse that their loved ones would reject them would be impermissible—albeit a curse that they should poison the food of their loved ones accidentally would be quite possible if they ever have anything to do with their family’s meals. The curse lasts until the theurge lifts it, it is dispelled, or a caster-chosen circumstance comes to pass. Lesser foes have no power to resist this curse, while worthy foes may save versus Spirit to avoid it. The Deafening Word of Truth The theurge utters a secret which is magnified into a destructive blast of sound. It affects all in a cone up to one hundred feet long and fifty feet wide at the end, inflicting damage and knocking down light wooden construction. Lesser foes are knocked down, deafened by the word for an hour thereafter and forced to spend their movement action standing up again. The magnitude of the damage done depends on the significance and importance of the secret. A petty secret that isn’t even embarrassing to the caster inflicts no damage at all to hearers. An embarrassing or awkward secret that isn’t otherwise important inflicts a 1d10 damage die on those in the effect. A secret that exposes the caster to significant danger, reveals a weakness that enemies can exploit, or would incur the anger of a dangerous enemy inflicts a 1d20 damage die on those in the effect, and forces all targets to save versus Hardiness or be stunned and unable to act for a round. While the caster may not leave any survivors to discuss the secret, the invocation’s symbolic significance has its effects. Any secret used to power this spell is treated as common scholarly knowledge for the purpose of Knowledge gifts and similar powers, even if no other living creature knows it. Delaying the Coming of Dawn Most often used as an swiftly-cast spell, this invocation tampers with the natural flow of time around the sorcerer. When cast, the GM secretly rolls 1d6 to determine how many rounds it will last. For the duration of the invocation, time stops around the caster. They may act freely during this time, but cannot damage objects or people, take possessions from a person, or move living creatures from their frozen positions. Those around the theurge are oblivious to events that take place while they are acting under the spell. Godbound of the Word of Time and similar temporal creatures are immune to this spell, and may act freely in the otherwise-frozen moment. Repeated use of this spell is dangerous. Each time after the first it's cast in a single scene, roll 1d6. If the number rolled is equal or less than the number of rounds of time-frozen action taken so far in the scene, the spell fails and the caster takes 2d10 straight damage. The Far-Distant Lance This murderous invocation requires an arcane connection with the victim. When completed, the target must immediately make a Hardiness save or perish in some gory and spectacular way of the caster’s choice. Even those who succeed in the saving throw suffer a 1d10 damage die per hit die or level of the caster, up to a 10d10 maximum. Lesser foes get no saving throw at all, and inevitably perish. The amount of force poured through the invocation is painful to the caster, and they suffer half the target’s maximum hit dice in points of damage from the spiritual scorching. While potent, the energy forced through the arcane connection drives the caster out of thaumaturgic alignment with existing connections. Once cast on a target, all other currently-existing arcane connections to that same victim become useless to the caster. Fresh connections must be harvested after every casting. Glyph of Crowned Impunity The theurge inscribes a glowing sigil of rule on their brow, including up to a half-dozen companions in the effect. So long as the sigil remains visible, those under the invocation’s effect have legal impunity in all their actions. They may rob, murder, or offend local mores as they wish, and no onlooker will recognize it as a crime. Those they attack may defend themselves, but only their dear friends and allies will come to their aid, as bystanders looking on will consider it entirely appropriate behavior by those affected. The impunity lasts for one hour or until the glyph is concealed. After the effect ends, those who saw the crime will realize that it was illicit behavior and will likely blame sorcery for their disinclination to interfere. Lesser foes are always affected by the glyph, but worthy enemies may make a Spirit saving throw to resist its effects. Mirrored Wheel of the Seasons The theurge lays hands on the engines of time and nature, adjusting the local climate and weather to match any expected conditions for the area in the next year. A midwinter day could thus be turned to midsummer, or a dank autumn evening to a furious blizzard if such weather was to be found in a typical winter for the area. The weather change is instantaneous, and snow or rain will rapidly build up or vanish over the course of ten minutes to match the targeted weather. The theurge can maintain this temporal displacement for up to one day per level or hit die of the caster. The spell can be maintained for longer still, but inflicts a 1d6 damage die each day thereafter in damage that cannot be healed until the spell is dispelled or released. Once ended, natural weather must continue for as many days as the spell was in effect. Path to the Bright Sanctum The theurgist opens a one-way gate between their present location and a properly-prepared sanctum. The gate is large enough to admit a wagon and remains open for exactly eleven minutes after it is created, regardless of the caster’s wishes. The gate is transparent, and allows sight and hearing into the targeted sanctum. The gate can cross any distance within a realm, but it must always target a sanctum and cannot be used to teleport to arbitrary locations. A theurge must prepare a sanctum personally, the effort taking a full week of purification and careful geomantic arrangement of sigils and carvings at the desired location. A theurge can only maintain one sanctum at a time, though rumors persist of more powerful invocations of teleportation. Shutting the Dark Way The Night Roads bring terrifying plagues when they erupt too close to civilized lands. Uncreated monsters, relict refugees, and the terrible perils of the strange ecosystems of the dark roads all scourge the surrounding lands. While it is sometimes possible to seal these roads with brute force and burial, a powerful theurge can shut them with this invocation. Once cast, the road is permanently sealed until it is opened again with a theurgic invocation or a divine miracle. The theurge must be in the presence of a Night Road entrance to seal it. Sign of Avulsive Banishment The theurge draws on the power of natural law to smite creatures that do not belong to the mundane world. A single Uncreated or angel struck by this invocation takes 1d10 damage per level of the caster, up to a maximum of 10d10 damage with no saving throw allowed. If cast as an area-effect spell, it can target a zone up to thirty feet in radius around a chosen point in sight of the theurge, inflicting a 1d6 damage die per caster hit die or level to all valid targets within the zone. While powerful, the energies drawn by the spell can be dangerous if they cannot be vented. If the theurge targets a creature that is not Uncreated or angelic, or if there are non-valid targets in the area-effect blast, the theurge takes the same damage that they would have inflicted on the target. This backlash cannot be resisted or deflected. The invocation also drains ambient natural energies in the area, and so can only be cast once per scene. Sunder the Greater Spell This dispelling charm functions much as does Sunder the Lesser Spell, but can also affect theurgy of the Way as well as the Gate. Tumulus of Sanctified Night Ancient necromancers had particular difficulties in dealing with hostile Made Gods or divine powers that had dominion over death. Their mindless legions were easily overcome by such powers, or even turned against their master. This spell allowed an expert theurge to protect their fleshless slaves from such influence. Records suggest that similar invocations existed for other elemental entities, automatons, and such creatures as might be easily bent to obedience by a Word. Raising a Tumulus of Sanctified Night requires the special consecration of a burial mound, memorial monument, ossuary, catacomb, or other place of death over the course of a week. Three man-sized sanctified markers or totems are placed within the structure; each must be destroyed or dispelled to negate the effect of the invocation. The spell's effects are strongest within the mound. Inside, all undead are treated as greater undead, and any use of a Word or other divine power to affect them requires the divinity to Commit Effort for the day, this extra surcharge being paid once per scene at most. A number of undead equal to a few dozen or a Small Mob can be specially blessed as bodyguards or lieutenants of the necromancer, and are no longer treated as undead for the purpose of hostile powers or influence. Outside the mound or catacomb, the effects are lesser, but still strong. For a one mile radius per level or hit die of the caster, all undead are treated as greater undead and the lieutenants retain their special immunity. For a ten mile radius per level or hit die of the caster, the lieutenants retain their immunity but no other benefits accrue. A necromancer may raise more than one Tumulus, but each one after the first requires a cumulative 2 point Dominion cost to raise it. Invocazioni del Trono A Heart's Desire This mighty invocation will bring about anything the theurge wishes to happen, assuming it is not utterly impossible The effects may take more or less time to play out depending on the probability and complexity of the request, but events that require only natural chance or the cooperation of lesser foes will automatically happen as the theurge desires. If the result requires the actions of worthy enemies, they get a Spirit saving throw to resist the invocation’s promptings. Unfortunately, this meddling with natural law gouges a deep wound in the theurge’s own fate. At one critical point in a future gaming session, the GM may force the hero to automatically fail a saving throw or attribute check, without any chance to commit Effort or use a gift to salvage the failure. This failure will never kill the theurge, but the invocation cannot be used again until after the misfortune strikes. Auspice of the Divine King The aura of universal kingship clings to the theurge who practices this rite. All lesser foes in their presence will instinctively defer to the caster as their rightful ruler and will obey in any way they might normally obey a king. Worthy foes are allowed a Spirit saving throw to resist, one which may be repeated after each offensive or unnatural order the caster may give them. The invocation lasts for as long as the caster wishes to maintain it, and those bewitched by it will remain loyal servants even after they leave the adept’s presence. Dispelling effects can free individual subjects, but to end the spell itself it must be dispelled from the person of the theurge who cast it. The caster does become exceptionally vulnerable to the affronts of rebellion, however; while the spell is in effect, any damage dice rolled against them automatically do maximum damage. Directed Convulsion of Law The processes of natural law bow to the theurge who commands this invocation. Once cast, the theurge can immunize their persons and those of up to a half-dozen allies from particular natural laws, material objects, or natural phenomena. A theurge could absolve themself of gravity, for example, and fly at their normal movement rate, or exempt themselves from acknowledging a stone wall and walk through it along with their companions. An enemy’s sword could be negated for them, leaving it insubstantial to their touch, or the water in a lake could be ignored, allowing them to stride the lake bottom. The spell affects only a single phenomenon or object at a time. Thus, the caster could ignore a wall or a sword, but not all walls or all swords. The spell can only affect willing allies, and can last for up to an hour. Gifts of Spring and Winter Years are taken or added to the caster of this spell, granting them whatever physical age they choose. The change is permanent and cannot be dispelled, though the caster ages normally afterwards. Unfortunately, this immortality does require a power source to complete the invocation. The use of a divine miracle of some appropriate kind, such as Endurance, or Health, or Fertility, could all be used to fuel the invocation, as could certain powerful artifacts. Lacking these, human sacrifice will do in a pinch, albeit at a great cost. One human must be sacrificed for every year of the theurge’s true age to return them to their chosen physical condition, and all these sacrifices must be made during the course of a single casting The Grinding Teeth of God The adept drags the fabric of reality into the teeth of the celestial gears that support it, churning every solid object in the area of effect into a fine powder. The spell affects an area up to thirty feet in diameter centered on a point within the caster’s sight. Living creatures that keep moving can pull away from the grinding gears and suffer only 1d20 damage for each round they remain in the area of effect. Immobile objects are chewed to dust within ten rounds, whereupon the spell ends. Only the very strongest supernatural substances are capable of resisting this spell. If such an artifact or object gets caught in the area of effect, the celestial engines will bind up and shatter, likely creating a Night Road entrance on the spot, if not an even worse outcome. Legion of Marching Clay The greatest theurges can call up automatons the way lesser sorcerers raise undead husks. This spell conjures 2 hit die minions from clay, stone, wood, metal, or whatever other inanimate material the caster has convenient. One minion is called up per level or hit die of the caster. These automatons are not normally sentient, but they are intelligent as a human being in executing their duties and are utterly loyal to the theurge or their chosen lieutenants. If made from metal or stone, they are immune to non-magical weapon attacks, and if made from clay or softer substances they can develop individual identities and self-will within the boundaries of their obedience. Palace of the Sorcerer-Prince With but a single use of this invocation, the theurge calls forth a luxuriantly-appointed tower or similar structure, one capable of housing up to a hundred inhabitants in comfort. The palace is appointed with dozens of conjured servitors, concubines, and laborers, albeit none are capable of fighting. The tower is sealed against entry by any save the theurge and their chosen guests, though siege weapons or powerful magic can break through the walls and steel-hard windows of tinted glass. The tower naturally creates sufficient food, drink, and other common necessities to serve a hundred guests indefinitely. If taken from the tower, however, these viands crumble away in moments. So too the servitors if they are forced to leave its walls; they know this and will beg piteously to be spared such a death. Some theurges are said to have fashioned favored servants bodies in which to truly exist. The palace may be conjured anywhere there is sufficient relatively flat ground to support it and may be dispelled at the caster’s whim. Any foreign objects or persons left within the tower when it is dispelled will appear on the ground where it once stood, though the caster’s personal possessions may be left stored within whatever timeless pocket realm the tower goes to when it is dispelled. A theurge may have only one palace standing at any one time. Pierce the Veil of Night Lesser spells can open or close an existing Night Road, but this mighty work of sorcery can create one. The spell conjures up a temporary night road from the caster’s location to a desired realm, to Hell, to a known divine Paradise, or to a known shard of Heaven. Fairly accurate knowledge of a destination is required, such as might be contained in ancient manuals or learned through painstaking research. The caster only has the power to determine the road’s general destination, not exactly where it will emerge. Like all Night Roads, it is most likely to burst open in some remote or isolated place. The road itself is temporary and unanchored. Crossing it will require 1d6 days of travel, during which there may be incursions by Uncreated into the unshielded and crudely-formed passage. The road will crumble away in 1d10+7 days. If the heroes are still on it when it starts to collapse, they’re liable to find themselves plunged into Hell, a shard of Heaven, or the nearest available realm. Summon the Black Iron Servitor The theurge uses deep secrets of creation to fabricate a powerful servitor. The creature they create may be formed of any inanimate material they wish or grown from living flesh, and will have twice as many hit dice as the theurge has hit dice or levels, up to a maximum of 20. It is intelligent, utterly loyal to the caster, and has three GM-approved gifts related to its purpose, as suggested by the creator. These powers should be roughly equivalent to short-duration lesser Godbound gifts, albeit not true divine powers, and the creature has 5 points of Effort to fuel them. The servitor is immune to non-magical weapon attacks, and strikes once per round with an attack that always hits and inflicts 1d10 straight damage. It's armor class is 0 and its movement rate is 30'. Creating these servitors takes a week of work, and the theurge may not have more than one of them active at any one time. Sunder Every Sorcery This scourging invocation functions much as Sunder the Greater Spell, but can shatter any form of theurgy. It can even act to dispel gifts and other divine wonders, provided the gift is not Constant and the wonder is not a permanent enchantment or curse. Unworking such powerful effects is dangerous, however, and the caster takes a 1d20 damage die each time they nullify a gift or divine working. *L'Arcane Connection è un "ingrediente" che stabilisce una connessione con il bersaglio: questo ingrediente può essere sangue, capelli o oggetti preziosi per il bersaglio. Questi vanno presi dal bersaglio ed utilizzati entro un giorno e una notte, per poterli utilizzare efficeentemente.
  19. Alacrity Dominio della Rapidità e della Prontezza. Art by Federica Costantini I personaggi con il Dominio dell'Alacrità non possono essere sorpresi, inoltre possono aumentare il loro punteggio di Destrezza a 16, o 18 se era già a 16 o più. Doni Minori - 1pt. All Directions as One - Constant You can navigate vertical or overhanging surfaces as if they were flat ground. You can pass through rough terrain effortlessly. You have an invulnerable defense against being pushed or made to fall. Flickering Advance - On Turn Commit Effort to scene end. Instantly reach any location you can see with your unaided sight out to the horizon, which is usually about three miles away for a character standing on flat terrain. From a high elevation, the maximum range is ten times as far. Mist on Water - On Turn Commit Effort to scene end. Until the end of your turn, you may ignore all solid matter with your movement, provided you end up in a location you can physically occupy. You can’t affect the world during this impossibly fast dash but you have invincible defenses against all non-magical forms of harm. If you end up in a solid object at the turn's end, you're ejected from it harmlessly to the nearest empty space. The Storm Breaks - Instant Before the first round of every combat or time-sensitive circumstance, you may Commit Effort for the scene to get one free bonus round before anyone else acts. Two heroes using this gift roll opposed Dexterity attribute checks to see who takes their action first. Swifter Than The Sun - On Turn Commit Effort. Your movement rate is twice as fast as your fastest pursuer or quarry, to a minimum of 60 feet per move action. If chasing quarry that has divine gifts that allow them to outrace pursuers, the participant with more hit dice is faster, with ties resolved by a coin flip. Walk Between the Rain - Constant Your natural AC is 3. You cannot be hit by anything not driven by a purpose unless you allow it; falling objects will never strike you unless some will to harm you set them in motion. Traps meant to hit an intruder have a chance to hit you. Armor and shields don't benefit you. Doni Maggiori - 2pt. All-Encompassing Presence - On Turn Commit Effort. Twice during your turn, as an On Turn action, you can be anywhere within 100 feet of your current location provided you could conceivably move to that point under your own power. Faster Than Thought - (Smite) Instant Commit Effort to scene end when anyone visible declares an action. You get a free round’s action and movement before they can perform their act. If their desired action is rendered impossible by yours, their action is wasted. As a Smite gift, this can't be used two rounds in a row. Untouchable - Instant Commit Effort to scene end to become tremendously difficult to hit until the start of your next turn. Physical attacks hit you only on a natural 20, even those attacks from foes that would normally hit automatically. As an Instant gift, you may use it after an attack roll.
  20. DOMINI E DONI DIVINI Art by Ryan Barger In questo elenco sono riportati i Domini (e i loro Doni) sceglibili dai personaggi durante le fasi di Creazione del Personaggio e dell'Avanzamento di Livello. A causa dell'elevata quantità di materiale da adattare e tradurre, ho deciso di riportarli in lingua originale, ma farò del mio meglio per presentarli qui in modo chiaro e preciso. In caso vi siano difficoltà linguistiche, sarò ben felice di aiutare e di fornire chiarimenti. Qui di seguito troverete i termini originali accompagnati dalle mie traduzioni, così da evitare confusioni: Godbound = Personaggio Giocante Words = Domini Effort = Fervore (tradurlo in Sforzo mi ricordava Balle Spaziali...) Gifts = Doni Attribute = Caratteristica La quantità di Doni riportata qui sotto non è e non può essere esaustiva: i Doni sono solo un esempio delle capacità che un Dominio può offrire. Ogni Dominio, come già detto nella sezione dedicata alla Creazione del Personaggio, offre abilità speciali intrinsiche: queste non possono essere dissipate o soppresse, in quanto fanno parte dell'essere del [DIO] che giocherete. Inizierete, in fase di creazione del personaggio con 8 punti (6pt in creazione + 2 pt per il Livello 2) per comprare Doni e Domini. Valutate se spenderli tutti adesso o se conservarne alcuni in vista di futuri avanzamenti di livello, visto che sono cumulabili. Elenco dei Domini: -Alacrity -Artifice -Monsters -Bow -Command -Death -Trickery -The World -Permanence -Fertility -Inferno -Health -Exploration -Lore -Luck -Might -Darkness -Passion -Sea -Metamorphosis -Heaven -Sun -Blade -Time -Plenty -Drugs -Slaughter -Sorcery -Birds* -Cities* -Dance* -Desert* -Desire* -Entropy* -Fate* -Fear* -Insects* -Madness* -Music* -Protection* -Theft* -Underworld* -Vengeance* -War* -Winter* *Questi Domini fanno parte di un manuale a pagamento e non saranno accessibili senza l'esplicito consenso del DM. Inoltre, alcuni dei Domini qui riportati sono di una errata di bilanciamento non-ufficiale e per questo motivo non potrebbero corrispondere a quelli del PDF ufficiali. Doni Universali Questi sono effetti comuni che ogni [DIO] può essere capace di replicare a prescindere dai Domini che possiede: ogni volta che vengono utilizzati vanno associati ad uno dei Domini posseduti dal personaggio. Sono tutti Doni minori. Divine Wrath - (Smite) Action 1pt. Commit Effort to the end of the scene. You smite a chosen foe within sight with the energies of a Word, inflicting a 1d8 damage die per character level. You are always immune to the wrath of your own bound Words, as are other entities that wield similar powers. As a Smite power, Divine Wrath cannot be used two rounds in a row. Corona of Fury - (Smite) Action 1pt. Commit Effort to the end of the scene. You hurl a torrent of your Word’s energy at a group of foes, affecting all within a 30-foot radius (9 metri) of a target point within sight of you. Each victim takes a 1d8 die of damage for every two levels you have, rounded up. The fury can selectively spare allies within the area, but the victims then get an appropriate saving throw to resist the effect. You are always immune to the furies of your own bound Words, as are other entities that wield similar powers. As a Smite power, Corona of Fury cannot be used two rounds in a row. Effort of the Word - Constant 1pt./2pt. Your maximum Effort increases by one point. This gift can be taken once for each Word you’ve bonded, but each purchase after the first costs two gift points instead of one. Influence of the Word - Constant 1pt. Your maximum Influence increases by two points. This gift can be taken once for each Word you have bonded. Excellence of the Word - Constant 1pt. Choose one attribute score and raise it to 18. This excellence is usually colored by the Word that grants it; Fire that grants Dexterity might cause sparks to be left behind swift motion, while Earth that grants Wisdom might lend a ponderous and steady tint to your thoughts. This gift may only be taken once, regardless of how many Words your hero has bound. Apoteosi Il Dominio dell'Apoteosi è comune a tutti gli Dei e regola i rapporti tra i personaggi ed i propri discepoli. I Doni dell'Apoteosi non vengono acquistati, ma si guadagnano automaticamente man mano che si sale di livello. Receive the Incense of Faith - Constant Lv. 2 Gained at second level, the Godbound becomes capable of receiving worship from mortal believers and can begin forming their own cult. Sanctify Shrine - Action Lv. 3 Gained at third level, the Godbound’s worshipers can now sanctify temples and shrines to their deity. When properly consecrated, the Godbound can choose to perceive anything going on within their precincts, though they must intentionally choose to watch. They can target a gift or miracle at any person within the sacred grounds at the usual costs in Effort. Such a marvel is free the first time the Godbound so acts in a day, but each successive wonder requires the Godbound to Commit Effort for the day. Properly sanctifying a shrine requires rites and components costing Wealth equal to the Godbound's level, with increases in their level requiring additional expenditures. If the shrine is desecrated, it must be reconsecrated at the full cost. Smite the Apostate - Action Lv. 3 Also at third level, the Godbound can instantly kill an offending worshiper or afflict them with some debilitating suffering appropriate to their Words. This torment lasts as long as the Godbound desires. If another god accepts the worshiper, however, the curse is lifted. Hear Prayer - Constant Lv. 4 At fourth level, the Godbound is capable of hearing the prayers of their faithful. These usually are a subconscious sussurus of petitions, but they can specifically “listen” for particular topics or people if they wish, becoming alerted when those topics arise or those people address them. The Godbound can communicate with their faithful during their prayers, though this inward voice is subtle and does not compel obedience. Perceive the Petitioner - Action Lv. 5 At fifth level, the Godbound can see a particular worshiper and their surroundings with an action's focus, knowing everything about their immediate situation that the worshiper knows. This doesn’t grant deep or subtle knowledge of the situation, but it’s enough to make their current circumstances clear. Mark of the Prophet - Action Lv. 6 At sixth level, the Godbound can consecrate specific worshipers as favored disciples or high priests. One disciple may be chosen for each level of the Godbound, but only one high pontiff can be chosen. If you've access to the deluxe version of Godbound and the mortal creation rules, the disciples instantly become heroic mortals of a level equal to half their patron's level, rounded up and the high priest becomes a heroic mortal of the Godbound's level. Both usually take talents reflective of their patron's portfolio, including a gift or two. This consecrating process takes only a moment, but the consecration cannot be taken from the acolyte until they are dead, even if they later leave their god's service. Attend the Faithful - Action Lv. 7 At seventh level, the Godbound can manifest before a praying worshiper, instantly appearing before them no matter how far away the divinity may be, even from a distant realm. This manifestation lasts no longer than a scene, however, before the Godbound returns to their original location and cannot use this gift again for a day. To Bless the Nations - Action Lv. 8 At eighth level the Godbound can selectively bless or blight the fortunes of a faction that contains a substantial number of their followers. If the faction has a number of worshipers present equal in number to a group of one Power size smaller, the Godbound can selectively add or subtract 2 from any action die roll they take. Thus, if a city of Power 2 had a Power 1 village's worth of faithful among them, they would be subject to the Godbound's influence. The Godbound must be aware of the effort the faction is making to influence the roll, but usually only the most subtle and secretive actions can escape the notice of such a large number of worshipers and their prayers.
  21. Snorri Laikarakkin Sì, a condizione di non separarci... Moggo, guidaci tu e scegli pure da che Tunnel partire... Sai meglio di noi cosa potremmo ritrovare più in là. rispondo a Chazia e a Moggo, rimettendomi dietro a Moggo, cominciando di nuovo a cercare nell'oscurità nel tentativo di individuare la bestia prima che questa trovi noi... Ammetto anche di provare a individuare la creaturina che Moggo ha utilizzato per la missione di avanscoperta: il commento riguardo al suo "pipo" mi ha incuriosito, e non posso fare a meno di chiedermi se la sua sia stata una confessione o un vanto.
  22. Jean Mantonero Con la Madama
  23. Reesir Il tempo dello scontro finale è giunto: il forte è caduto, i profughi scappati... Ma la corona è ancora in pericolo: il nostro nemico è giunto e già sta affrontando direttamente Kosh e Darwyn. Non me ne sto con le mani in mano e comincio subito a suonare una sonata capace di dare coraggio ai miei compagni.
  24. Todd Hostler, "Solo" Netley Nessuno dei due uomini poté fare niente contro la furia di un Melchior sempre più incattivito dalla ferita infertagli dalla strega.
  25. CAMBIARE IL MONDO Gli Strumenti I personaggi, in quanto divinità, potrebbero voler usare il loro potere divino per alterare il mondo che li circonda: in fondo, ne avrebbero pieno diritto! Gli strumenti principali di cui un personaggio si può avvalere per alterare l'ambientazione sono tre: I Doni e i Miracoli servono principalmente per apportare cambiamenti diretti ed immediati che non richiedono grande attenzione sul lungo periodo. L'Influenza è una risorsa astratta che rappresenta le capacità di una divinità di alterare l'ambientazione se vi dedica costantemente tempo e attenzione. Come il Fervore, l'Influenza non viene mai spesa ma bensì investita: ogni personaggio ha un ammontare di punti Influenza pari a 1 + Livello del Personaggio, salvo eventuali Doni che potrebbero aumentare l'ammontare totale di Influenza. Un giocatore impiega influenza quando vuole rappresentare la "manutenzione", il lavoro e costante uso di Doni e Miracoli che un personaggio dedica a determinati progetti nel suo tempo libero. I personaggi hanno anche i punti Dominio. Il Dominio rappresenta il mandato divino dei personaggi che gli permette di plasmare il mondo attorno a loro piacimento. A differenza dell'Influenza, il Dominio viene perso una volta speso e può essere usato per alterare indefinitamente e miracolosamente una situazione... Questo finché qualcun altro non decide di distruggere ciò che avete creato per imporre la propria volontà. Di norma i personaggi non partono con punti Dominio (vi ricordo che ve ne ho regalati 2 in fase di creazione del personaggio) e devono guadagnarseli con grandi imprese e la venerazione dei propri Culti. I Fatti I personaggi non sono gli unici ad avere dei Fatti, anche l'ambientazione ne ha! I Fatti sono delle verità che descrivono determinate situazioni e luoghi all'interno del mondo e le divinità che impersonerete potranno usare gli strumenti elencati sopra per alterarli. Mentre, in alcuni casi, dei Fatti particolarmente importanti potrebbero venire citati esplicitamente dal DM per descrivere il mondo, la maggior parte delle volte questi saranno impliciti (e degni di venire scritti se qualcuno deciderà di alterarli). Certi Fatti sono più difficili da alterare di altri e le modifiche più temerarie (leggi della Natura, ad esempio) dell'ambientazione potrebbero richiedere imprese apposite, una grande spesa di Dominio o scontri di volontà tra divinità e altre creature dal potere simile. Cambiare Fatti con Doni e Miracoli Molti cambiamenti che i personaggi potrebbero voler ottenere possono essere eseguiti semplicemente esercitando i loro Doni. Se un [DIO] della Vita (Health) si imbatte in un villaggio colpito da una piaga, basta un'utilizzo del suo Dono "Ender of Plagues" per salvare la situazione. Salvo eccezioni, questa singola azione è sufficiente per ottenere un risultato duraturo. Questi cambiamenti istantanei sono di solito sufficienti a modificare una situazione a favore del personaggio, ma di solito non sono adatti per apportare modifiche sul lungo termine o complesse. Il [DIO] della Vita, ad esempio, può sì purificare istantaneamente un villaggio dalla piaga, ma questo non fermerà il flusso di rifugiati malati provenienti dalle comunità circostanti afflitte dalla peste: senza una soluzione a lungo termine, è probabile che il villaggio ricada preda della malattia in qualche tempo. Naturalmente, gli eroi possono semplicemente raggiungere i loro scopi alla vecchia maniera. Piuttosto che costringere con i loro poteri un nobile a obbedire alla loro volontà, possono persuaderlo onestamente con favori o minacce, o impegnarsi in intrighi di corte per far mettere al suo posto un erede più accondiscendente. Cambiare Fatti con Influenza L'Influenza rappresenta l'attenzione e il lavoro che un personaggio, tra una avventura e l'altra, impiega per realizzare un cambiamento più complicato e duraturo. Questi cambiamenti durano finché il personaggio è ancora disposto a dedicarvi tempo e lavoro; una volta che l'eroe lascia definitivamente il progetto, le forze naturali dell'entropia e dell'inerzia sociale prenderanno il sopravvento. Il villaggio infestato dalla peste menzionato in precedenza potrebbe essere mantenuto permanentemente libero da malattie dal [DIO] della Vita se rimanesse nei paraggi per ripulirlo di tanto in tanto e sistemare gli inevitabili pellegrini che cercano la sua misericordia divina. Per farlo, dovrebbe investirvi continuamente dell'Influenza e dedicare parte del suo limitato tempo libero e della sua attenzione al mantenimento della salute del villaggio. In generale, mantenere dell'Influenza in una situazione permette al personaggio di controllarla. Se qualcosa va storto, è perché qualcun altro sta agendo alle spalle del personaggio: il [DIO] sta trascorrendo il suo tempo libero occupandosi degli affari su cui ha investito Influenza, e otterrà i risultati che si aspetta di ottenere. Quando il personaggio ritira l'Influenza impegnata, tuttavia, la situazione potrebbe alterarsi. Per i piccoli cambiamenti o alterazioni poco appariscenti, questo potrebbe non comportare nulla... Per eventi significativi, come il convincere un Re ad abdicare in favore del fratello, ritirare Influenza potrebbe provocare una guerra fratricida che distruggerà il regno. Questo è specialmente vero quando dell'Influenza viene investita per alterare le istituzioni mortali, soprattutto se create dal personaggio: senza l'occhio attento del [DIO], queste istituzioni potrebbero collassare o degenerare appena il personaggio volgerà il suo sguardo altrove. La Ricchezza come Influenza La Ricchezza (Wealth) può essere usata per comprare punti Influenza, quando appropriato. I punti Ricchezza non vengono investiti, ma spesi. Ogni punto di Influenza aggiuntivo aumenta il costo in Ricchezza di un punto; quindi, per schierare 3 punti Influenza, è necessario spendere 6 punti Ricchezza. Cambiare Fatti con Dominio Il Dominio è il mezzo più potente per alterare un fatto e rappresenta la padronanza diretta di un [DIO] sui suoi Domini. Cambiamenti assolutamente impossibili e alterazioni del tutto magiche possono essere eseguiti spendendo punti Dominio e invocando un Dominio adatto, anche se i cambiamenti più drastici richiederanno il compimento di qualche atto eroico per spianare la strada al nuovo fatto. Un [DIO] della Vita che volesse mantenere perpetuamente la salute di un villaggio potrebbe spendere il Dominio per bandire completamente ogni male dai confini del villaggio per sempre. Gli abitanti del luogo non si ammalerebbero mai più. Opzionalmente, potrebbe condividere i suoi poteri in modo limitato con accoliti scelti tra gli abitanti del villaggio, concedendo loro la capacità di curare qualsiasi malattia e di ottenere lo stesso effetto generale in modo diverso. Quanto più drastico, esteso e impossibile è il cambiamento, tanto più costoso sarà attuarlo. L'opposizione di altre forze soprannaturali nell'area può ostacolare questi cambiamenti. Se si superano questi ostacoli e si spende una quantità sufficiente di Dominio, è possibile apportare qualsiasi cambiamento a un gruppo di mortali o a un terreno. Le spese di Dominio richiedono tempo e in genere non sono abbastanza veloci da essere utili in tempi brevi. Una spesa di Dominio non può dotare un esercito di capacità permanenti di respirazione sott'acqua quando è improvvisamente cruciale superare uno stretto, ma con qualche settimana di manipolazione divina e una quantità sufficiente di Dominio, il cambiamento può essere effettuato. La maggior parte dei cambiamenti di Dominio non richiede più di un mese per essere realizzata, e questo solo per le modifiche più complesse e impegnative. Una volta attuato un cambiamento spendendo Dominio, esso rimane fino a quando qualche potere avverso non lo distrugge. Per fare ciò, l'opposizione deve spendere tanto Dominio quanto ne ha speso il creatore per annullare la modifica. Se questo tentativo di distruzione comporta il semplice uso della violenza, il nemico potrebbe dover semplicemente uccidere tutti gli accoliti del [DIO] della Salute o cospargere i confini del villaggio di maledizioni magiche. Una splendida accademia magica fondata da una spesa di punti Dominio potrebbe essere distrutta da un rivale che spende abbastanza Dominio per corrompere i suoi studenti e compromettere l'efficacia dei suoi insegnamenti, oppure potrebbe semplicemente far marciare un esercito tra i suoi i corridoi, bruciare l'edificio e uccidere tutti i suoi docenti. Senza un'opposizione organizzata, una modifica al mondo apportata con il Dominio persisterà a tempo indeterminato. Le modifiche che alterano creature viventi sono limitate dal luogo o dalle generazioni. Il potere cambia le creature finché queste continuano a nascere nella stessa area, oppure le cambia in modo che solo un determinato numero di generazioni della loro progenie condivida la benedizione. In entrambi i casi, la portata del cambiamento determina l'ampiezza dell'effetto; un [DIO] che forgia una razza di guerrieri orcheschi può estendere l'effetto a un'intera regione, facendo sì che la sua prole nasca forte e feroce finché nasce all'interno della regione, oppure può estendere queste caratteristiche ai suoi discendenti ovunque essi nascano. In quest'ultimo caso, queste caratteristiche svanirebbero gradualmente nelle generazioni successive. Determinare i Costi Per determinare il costo in Influenza o Dominio di un particolare cambiamento, il DM deve esaminarne la portata e l'entità. Più ampio è il cambiamento e più drammatica è l'alterazione, più difficile è l'esecuzione. Questo costo presuppone, ovviamente, che il [DIO] non sia in grado di effettuare il cambiamento semplicemente con l'esercizio casuale dei suoi doni. Il costo di base di un cambiamento dipende dalla sua portata. Un cambiamento che riguarda solo un villaggio, un quartiere o un'altra piccola comunità di persone, o non più di dieci o venti miglia quadrate, ha un costo base di 1 punto di Influenza o Dominio. Un'azione che interessa un'intera città o un centinaio di chilometri quadrati circa ha un costo base di 2 punti. Interessare un'intera provincia di una nazione, un piccolo stato nazionale o una regione geografica all'interno di uno stato costa 4 punti, mentre interessare un intero regno costa 8 punti. Tentare un cambiamento che colpisca un intero Piano costa 16 punti, e senza dubbio richiede molte grandi imprese durante il processo. Una volta deciso il costo base, a questo viene assegnato un moltiplicatore in base alla difficoltà che il DM ritiene opportuna. Un cambiamento modesto e plausibile, che non richieda di violare le leggi della natura o di irritare i poteri locali, è un cambiamento Plausibile con un moltiplicatore x1. Convincere un signore a intraprendere una linea d'azione che non sia dannosa, stabilire una nuova industria in un luogo che potrebbe ragionevolmente supportarla, bandire un'usanza sociale dannosa che non è alla base della società locale o la scoperta di nuove risorse che potrebbero essere trovate realisticamente in una zona sono tutti esempi di cambiamento Plausibile. I cambiamenti implausibili che richiedono di piegare le regole della natura o del comportamento umano sono Improbabili e hanno un moltiplicatore x2. Convincere un signore a intraprendere una linea d'azione che probabilmente lo danneggerà, stabilire una nuova industria in cui gli abitanti del luogo non hanno alcuna competenza originale, aggiungere una nuova usanza sociale che danneggia l'élite della società o che sconvolgerebbe la gente comune, o evocare risorse che non hanno una collocazione naturale in nessun luogo del sito sono tutti cambiamenti di livello Improbabile. Non sono possibili violazioni complete della natura o del comportamento politico a questo livello, ma la maggior parte degli atti che non raggiungono questo livello di implausibilità possono essere compiuti con questa spesa. I cambiamenti straordinari, politicamente impensabili o fisicamente impossibili, sono cambiamenti Impossibili, che aggiungono un moltiplicatore x4. L'unico limite a questo livello di cambiamento è quello che il GM ritiene plausibile nella descrizione dei propri sforzi da parte dell'eroe, e anche in questo caso un numero sufficiente di grandi gesta può superare le riserve. Convincere un signore a intraprendere una crociata suicida, creare una nuova industria magica che produca qualcosa di incredibilmente avanzato o incantato, stravolgere l'intera struttura di valori di una società a favore di un modello radicalmente opposto e richiamare nuove risorse miracolose che abbiano un qualche effetto magico sono tutti esempi di questo tipo di cambiamento. I cambiamenti impossibili di solito richiedono almeno un'azione importante da compiere per trovare le componenti necessarie, persuadere i locali riluttanti o sconfiggere una forza contraria. I cambiamenti Impossibili particolarmente drammatici possono richiedere più imprese. Opposizione ai cambiamenti Gli [DEI] non sono gli unici attori importanti nel mondo e non tutti i loro cambiamenti sono ben accetti. A volte ci sono difficoltà nell'effettuare un cambiamento che vanno al di là della portata e della magnitudine del lavoro: divinità rivali, maghi esperti o altri nemici potenti possono interferire con il lavoro dei personaggi. Molte entità sovrannaturali conoscono le arti necessarie per ostacolare qualsiasi tentativo di cambiare il loro dominio in modo a loro sgradito finché non vengono sconfitte o persuase a cooperare. Se più entità si oppongono al lavoro, utilizzare la penalità peggiore + 1 per ogni significativa entità contraria aggiuntiva. Esempi: Spiriti Minori, Fattucchieri, Sacerdoti furiosi: 1 Maghi Esperti, Potente Governatore Locale: 2 Circoli Druidici, Accademie di Magia, Mostri Leggendari: 4 Dei Minori, Personaggi dal Livello 1-5: 6 Dei Maggiori, Personaggi dal Livello 6-10: 8 Così, un Dio Minore (+6) che cerca di impedire un cambiamento in una città (costo di base 2), la quale è protetta anche da un'Accademia di Magia (+1), avrà un costo totale di 6+1+2=9 punti. Ciò significa che un cambiamento Plausibile (Costo x1) costerà 9 punti Influenza o Dominio, mentre uno Improbabile (Costo x2) costerà 18 punti. Questa interferenza rende la maggior parte dei cambiamenti difficili e potrebbe obbligare i personaggi a allontanare il Dio Minore, convincerlo a cedere o, in casi estremi, ucciderlo. Alterare ed espandere Ci saranno momenti in cui un eroe vorrà ampliare una modifica o modificarne i dettagli. A condizione che la nuova condizione rientri nella stessa area e nella stessa portata della modifica originale, l'eroe può modificarla a suo piacimento. Se, ad esempio, hanno subornato il consiglio comunale di una città, non hanno bisogno di attuare un nuovo cambiamento ogni volta che vogliono che il consiglio emetta una nuova ordinanza. Le modifiche che rientrano nell'ambito del lavoro iniziale possono essere semplicemente assunte. Se la modifica si espande, interessando un'area più ampia o creando un'alterazione più drastica, allora i personaggi devono pagare l'Influenza o il Dominio per la differenza tra i due costi. Potrebbe anche essere necessario compiere un'impresa per superare gli ostacoli all'espansione dell'area di effetto della modifica. Influenza e Dominio Una volta determinato il costo necessario per apportare un cambiamento all'ambientazione, sarà necessario spendere o investire la quantità necessaria di Influenza o Dominio in base al risultato desiderato. Nel caso in cui si desideri effettuare un cambiamento permanente ma i punti di Dominio non sono sufficienti, è possibile investire i punti Influenza per coprire la quantità di punti di Dominio necessari per apportare il cambiamento desiderato. In questi casi, il cambiamento permane finché il [DIO] mantiene l'Influenza sul progetto e può ritirarla gradualmente man mano che guadagna i punti Dominio necessari per colmare il divario tra l'Influenza investita e il Dominio speso. Gli Artefatti e la loro Creazione Un semidio celebra la conclusione di un progettino... Gli Artefatti sono protesi divine che consentono a chi li porta di impiegare il potere di un Dono divino, indipendentemente dal fatto che abbiano o meno padroneggiato tale Dono o che siano legati al Dominio a cui attingono. I poteri degli Artefatti si presentano in diverse forme e molte volte hanno più di una capacità speciale. Tutti gli Artefatti sono caratterizzati da queste due capacità: L'Artefatto concede all'utilizzatore l'accesso a un Dono che può utilizzare come se lo padroneggiasse o gli permette di ottenere il beneficio di un Dono costante. L'Artefatto fornisce una riserva di Fervore che può essere utilizzata per alimentare i Doni che contiene. Tale Fervore non può essere utilizzato per altri scopi e non può alimentare i Doni "naturali" di un utilizzatore divino. Brandire un Artefatto comporta un costo per l'utilizzatore in quanto deve utilizzare parte della propria energia per armonizzarsi con l'oggetto. La prima volta che si maneggia l'Artefatto nell'arco di 24 ore, l'utilizzatore deve impegnare del Fervore per tutto il giorno in cui lo utilizza. Nel caso in cui si rifiuti di farlo, l'Artefatto diventa inutile e non può fornire alcuna delle sue capacità o benefici, né può essere nuovamente attivato per 24 ore. Quando un personaggio desidera creare un Artefatto, deve fare è assicurarsi di possedere i poteri necessari per farlo: deve avere un Dominio o un Fatto correlato all'artefatto che intende creare, e le capacità dell'oggetto devono riflettere le sue abilità. Un [DIO] dell'Artificio (Artifice) è particolarmente esperto nella creazione di Artefatti e si considera possessori di tutti i Domini e Doni ai fini della creazione di Artefatti, sebbene questi non possano concedere il libero accesso a tutti i Doni di un Dominio (a meno che questo non sia uno di quelli posseduti dal personaggio). La creazione di un artefatto richiede punti Dominio. Il primo passo del processo prevede che l'Artefice scelga uno o più Doni da inserire nell'Artefatto. Si può scegliere qualsiasi Dono che faccia parte (o sia assimilabile) ad uno dei Domini del personaggio, e il personaggio non deve imparare i Doni che desidera infondere nell'oggetto. I Doni costanti e quelli che non richiedono alcun Fervore per essere utilizzati sono più costosi da aggiungere rispetto ai poteri che richiedono Fervore per funzionare. Successivamente, l'Artefice decide quanti punti Fervore deve conservare l'Artefatto. Chi impugna l'Artefatto può utilizzarlo per alimentare i Doni che contiene, utilizzando il Fervore che l'Artefatto ha a disposizione. Tutto il Fervore impegnato dall'Artefatto è investito per tutto il giorno, e i Doni innescati non durano più di una scena. Gli Artefatti riacquistano il Fervore impegnato all'alba di ogni giorno. Tuttavia, un Artefatto non può contenere più Fervore di metà del livello del creatore, arrotondando sempre per eccesso. A meno di particolari abilità, l'utilizzatore di un Artefatto non può mai usare il proprio Fervore per alimentare i Doni dell'Artefatto. Per concludere, l'Artefice ha il potere di decidere se conferire capacità speciali aggiuntive all'Artefatto, ma ad un costo supplementare. Tali capacità normalmente non richiedono Fervore per essere attivate e forniscono i loro benefici a chiunque si leghi all'all'Artefatto. Tra le varie capacità speciali vi sono quelle che permettono di ottenere capacità aggiuntive, come i poteri di un Dominio, o quelle che consentono di dissipare incantesimi e Doni, come se si stesse lanciando un Miracolo. Dopo aver determinato la quantità di Dominio totale necessaria a creare l'Artefatto, il creatore deve trovare almeno un ingrediente di grande potere, che può essere ottenuto solo attraverso una impresa o più. Tuttavia, ogni Artefatto può contenere solo un numero limitato di Doni e capacità speciali. Il manufatto può contenere quanti Doni sono i livelli del creatore. Per esempio, se il creatore ha raggiunto il terzo livello, l'Artefatto può contenere tre Doni. Consentire all'Artefatto di lanciare ogni Miracolo di un Dominio occupa il "posto" di cinque Doni, mentre le capacità speciali di un Dominio ne occupa due e i Doni maggiori o i poteri di dissipazione ne occupano tre. La riserva di Fervore per l'utilizzo dell'Artefatto è limitata alla metà del livello del creatore, arrotondato per eccesso. Gli Artefatti lanciano i Doni ad un livello effettivo pari al livello del creatore o a quello dell'utilizzatore, a seconda di quale sia il maggiore. La creazione di un Artefatto richiede un mese di sforzi in un luogo adatto all'impresa: qualsiasi luogo dove riecheggi il Dominio utilizzato dal creatore sarà adatto per la creazione dell'Artefatto. Se il processo viene interrotto, deve essere ricominciato, ma i punti Dominio non vengono spesi finché l'Artefatto non è completato. Una volta fabbricato, il creatore manterrò per sempre un sottile legame con l'Artefatto e può avere un'impressione della sua distanza e della sua posizione generale in qualsiasi momento. Solo il creatore di un Artefatto può distruggerlo facilmente; chi altri desidera rompere l'oggetto dovrà compiere sforzi eroici per trovare una soluzione... (Il termine [DIO] è un placeholder, che verrà sostituito da un termine più appropriato in seguito alla prima fase che possa rispecchiare al meglio le divinità di questo mondo.)
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