Dominion Cyphers D - H

Dance
Dance is a power of passion and motion, of meaning within itself and words without utterance. Characters with the Dominion of Dance can sway the hearts of watchers and defy the wills of those who would impede them. What grace this Dominion grants, however, it may also take away. Characters of Dance can communicate effectively with any intelligent creature, reading their body language and using small, exquisitely expressive motions to answer in turn. Dance is as restorative as sleep and food to the character and those who dance with them.

Artful Sidestep 
Negate a single physical attack against you that could theoretically be dodged. If it was an area-effect attack, you deftly reposition yourself just outside of the peril.

Expressive Performance  
Your dance conveys an idea or emotion of your choice, along with a target for that emotion. Lesser foes will invariably believe the idea or embrace the emotion and act on it to the limit of their natural character. Worthy foes (7 or higher) get an intellect roll to resist the idea.

Fire Dance
Indicate some natural or environmental hazard, such as a tremendous storm, roaring blaze, collapsing building, or other dangerous circumstance. You and your companions move in perfect harmony with the world around you and are impervious to the hazard avoiding any damage or hindrance from the chaos for the next 12 hours.

Footloose
You are immune to being restrained from free motion, either by physical restraints, paralysis, or magical effects. This is a passive ability that always works.  As an active ability you may pass through solid objects or physical barriers freely for the rest of the round, along with companions who follow you that same round.

Light as Air
Your steps are impossibly graceful and light, allowing you to cross any surface at your full movement rate, whether liquid, vertical, or otherwise unable to bear your weight. Your movement never trips wards or traps that rely on pressure to function. This ability last for one hour.

Perfect Rhythm
Your supernatural grace and sense of rhythm grants you two assets for speed defense. You are immune to falling damage and cannot trip, slip, or be forcibly moved from your chosen position by a hostile force. Th ability last for one hour.

Greater Powers

Dance Battle
While active, your dance becomes terrifying or impossibly seductive to foes, being treated as a magical weapon doing 10 intellect damage with a range out to visual distance. If a creature is brought to zero hit points by this damage, it can either be struck dead by the horror or beauty of the dance, be compelled to flee, or be seduced to your service for the next 24 hours. In the latter case, the creature regains 1 hit point and is suicidally obedient. You may extend the dance per round by spending 6 points.

Shaking the Walls (Smite)
Your footfalls set up a ruinously destructive vibration that can destroy all solid buildings and structures of your choice within one hundred feet per character level as if by an earthquake, sparing only those reinforced with divine made materials. Enemy creatures caught within this zone suffer your character level in damage times 10. Your allies and targets exempted by you never suffer harm from collapsing structures.

Walk Without Rhythm
Target a single visible worthy foe (7 or higher) or any number of lesser foes in sight. Victims become unable to move in graceful or controlled ways and lose their Move action each round.  Their speed defense is reduced by 2. Worthy foes can try to throw off this effect, but lesser foes are affected so long as you remain in the area. If only a single lesser foe is targeted by this power, the duration is permanent or until you release them, and the target is reduced to utter physical helplessness by palsies and tremors.

Death
Death is known to all that is mortal, and this power gives command over this inevitable fate. Its miracles avert or bring about death, reveal details about a death, rule the unquiet dead, or create restless undead. Characters with the Death Dominion may command undead in their presence as an action, ordering up to one Mob of any size. Greater undead have an ability to resist, and cannot be commanded to self-destruct. As an action, they also know the details of what, where, and how anything died or is dying within 100 feet of them.

Keeper of the Graves
For the next 24 hours 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.  You are also ignored by lesser undead unless you attack them.

Mantle of Quietus 
To assail you brings death. Any level 1 through 3 foe perishes and other foes foe that tries to physically harm you suffers 6 points of damage before their attack is resolved. This is a passive ability and does not deplete, but must be willed away. As a side effect, things around your noticeably age when handled by you.

A Pale Crown Beckons 
You can call up undead, summoning parts instantly from the nearest source if necessary. A single greater undead  no more than twice your level is called, or one Small Mob of d10+5 skeletons, zombies or ghouls is created for each level you have. 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. The lesser undead will gradually decay unless this or a similar power restores them.

Scythe Hand (Smite)
There is death in your gaze or your blade, which you may use as a magic weapon. It does 8 damage and a 200 foot range. This attack always does at least 4 point of damage against living creatures or undead, even if the hit roll misses. You may not use this attack every round, but must rest after one round of use.

White Bone Harvest 
As an action, you may instantly destroy any hostile lesser undead in sight. This effects any lesser undead that can be seen.  Other undead in sight lose half of their points. This power may be used every other turn.

Withholding the Mercy 
Those reduced to zero hit points within 200 feet of you automatically stabilize or die as your wish. If you desire it, willing living creatures at zero hit points around you may continue to act for as many rounds as you have levels before they unavoidably fall dead.

GREATER POWERS

No Release 
Choose a visible target. They simply cannot die until you will it. 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 you discontinue the power. A character cannot use this power on their own person.

Reaping Word 
A gesture suffices if you can see the target, otherwise you must use a name they consider their own true name. Lesser foes of level 7 or less drop dead and cannot be revived without your permission. Greater foes require an accordingly might roll.

Summons to 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 the Afterlife, and they have not been dead for more than a month. They revive with 1 hit die. Characters and supernatural entities cannot be called back this way.


Deception
The arts of Deception are those of stealth, illusion, and lies. A masterful trickster is skilled at detecting impositions as well as uttering them, and their miracles may have to do with revealing deceit as well as impressing it on the minds of others. Gifts of stealth and concealment usually apply as long as the hero is avoiding attention and acting discreetly. Violence, loud noises, and directly exposing themselves to guards or other vigilant sorts risks the loss of concealment. Characters gain 2 assets in lying or deceiving others.


Deceiver’s Unblinking Eye
For the next 12 hours 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 characters with the Deception dominion.

A Familiar Face 
For the next 24 hours you may blend in with a populace or group. Assuming they’re not actively vigilant for intruders, no one will bother you unless you wish otherwise, and you will intuitively know how to act, speak, and conduct business so as to avoid drawing attention. This blending works even with entities who look nothing like humans.

Liar’s Flawless Grace
For the next 6 hours your lies can never be detected as such by magic or other special abilities, including those of the Deception dominion. Lesser foes (Level 6 or lower) will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm.

Perfect Masquerade 
Instantly appear as any humanoid you have seen. Only foes with significant personal knowledge of the individual have any chance to detect the deception unless you do something egregiously out of character. You instinctively mimic voice, clothing, mannerisms, and expected habits of behavior.

Shadow Play 
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 for an hour. Invisibility is not an illusion.

Veiled Step
For the next 2 hours lesser foes (Level 6 or lower) have no chance to detect you so long as you stay out of their immediate presence and don’t draw attention. 

GREATER POWERS

Conviction of Error 
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. Higher level foes (8 and higher) can try to resist. 

Impenetrable Deceit
You state something you believe to be false. Everyone who hears you speak at that moment will believe it, though higher level foes can resist. 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  unless clear evidence contradicts it or the lie is too painful to believe.

Walking Ghost
For the next 12 hours you cannot be detected by lesser foes unless you attack them or otherwise draw blatant attention, even if you are standing right in front of the NPC. Higher level foes have a chance to notice you if you go into their presence or they’re actively searching for hidden foes. Attacks and loud actions always draw attention. Possessing this gift replaces Veiled Step, if already had and another may be chosen.

Desert
Master of dust and desolation, a character of the Desert rules over dry wastelands and stony barrens. They call upon the parching air and killing heat of their domains, and are lords of the baffling mirages and the empty spaces that mislead the luckless wayfarer. A character of the Deserts has an invulnerable defense against natural fire and any temperature found in a mundane desert. They take half damage from magical fire. They have no need of food or water and have an invulnerable defense against getting lost, regardless of their surroundings. Many of their gifts relate to manipulating desert surroundings. For the purposes of such gifts, a “desert” is any arid, sandy or rocky terrain at least a hundred and one feet in diameter, with edge cases determined by the GM. Such “deserts” can be natural or man-made.

Azure Oasis Spring
Summon a water source, causing a new spring to gush forth. Repeated use of this ability can provide sufficient water supplies for almost any number of people, or erode and destroy non-magical structures within an hour. At the character's discretion, this summoned water
is magically invigorating, supplying all food needs for those who drink it. These springs last until physically destroyed or dispelled by the character. Optionally, the character may instead instantly destroy all open water and kill all natural springs within two hundred feet
per character level, transforming ordinary land into sandy wastes.

Curse of Dust (Smite) 
All terrain of your choice up to a radius of a quarter-mile per PC level is immediately blasted into desert. If directed at a single visible creature instead, it is withered to a dehydrated
corpse. Worthy foes can make a might roll to simply take the character's level in points of damage. Creatures made of metal, stone, dessicated flesh, or other substances without liquid components are unharmed by this power.

Sandshaper
You may  shape sand, sedimentary rock, and dry earth within visible range into any configuration you wish within a 20-foot cube per character level. The shaped sand is as sturdy as sandstone after being formed. Shaped walls have hit points equal to the character's level for each foot of thickness; if sufficient damage is done, a creature-sized hole is punched through it.

Shining Mirage
Conjure an illusion of choice within visible distance. This illusion can operate independently once created, provides all necessary audible and olfactory components, and acts as is appropriate for its seeming, but it cannot affect physical objects and is immaterial to the touch. The character can move or alter the illusion until it disappears after an hour. Invisibility is not an illusion, but a false wall or tapestry is.

Sirocco Sword
You wield furnace winds and cutting sand as a magical weapon, doing  8 damage out to visible range. Against creatures that require water to live, the attack always inflicts at least 2 point of damage, even on a miss.

Wanderer Among the Dunes
Target a single creature or up to a large mob of lesser foes. The target becomes hopelessly lost, regardless of the simplicity and familiarity of their surroundings, and cannot find a way out of their current location or room. Even if physically carried away, they reappear in their fixed location. This curse lasts until the character releases a lesser foe, or until a worthy foe succeeds on an intellect roll, which they may attempt every hour. Victims will not notice the curse until they actually try to leave the area they are in.

Greater Powers

Flesh of Shifting Sands
Transform your body to a flowing storm of sand. While so transformed, you are invulnerably immune to non-magical weapons and any physical cutting or piercing injury. You cannot
manipulate physical objects while so transformed, but you may use your abilities and attack with unarmed weaponry. You may move at twice your normal movement rate, pass through sand or earth as if it was empty space, and flow through any hole or gap that can admit a single grain of sand. Your belongings transform with you, though you can shed them to allow others to pick them up while you remain transformed. You can still be affected by spells. This ability last for one hour or until you resume your normal form.

Lord of the Empty Quarter
You focus for a brief moment, and can immediately perceive any area of desert connected to the same desert area you stand on. If you are looking for a particular thing in the accessible area, you automatically find it. If you spend 8 points, you and your companions can
instantly appear in any connected area of desert. If you are outside of a desert, you and any allies with you may appear from any human-sized bank of sand within one mile per level instead, appearing from the mound of sand closest to your destination. What kind of soil counts as “sand or wasteland” is up to the GM, but mere dry dirt is not sufficient for this power.

Rage of the Simoom (Smite) 
Call up a murderous windstorm of killing heat and scouring sand. All enemies within visible range suffer 12 damage per two levels you possess, rounded up, with worthy foes allowed to save versus Hardiness to halve the damage, rounded up. Mobs suffer 3 points of damage per character level instead of rolling for damage. Light wooden structures and similar objects are destroyed by the winds, while sturdier buildings are scoured and scorched by the gale. At the wielder's discretion, easily-flammable objects may be set on fire by the gift.

Desire
The Dominion of Desire speaks of cravings of every kind, both carnal and intellectual. It rules over wanting and the compromises that are made to obtain a terrible need. The favored of Desire automatically gains an asset in favorable interactions with others. At their discretion, others will find them romantically compatible regardless of the onlooker's usual and natural tastes.

Enslaving Passion
The character's words, gestures, and attention are so dizzying that the victim loses their ability to resist the hero's wishes. Their attention counts as a 8 intellect damage with a range sufficient to hit a target able to see them. Damage this gift does is emotional, eroding the victim's will; if reduced to zero hit points the victim regains one hit point and becomes the character's utter thrall for the next 48 hours, performing any non-suicidal act but regaining their self-control at its end. This gift only affects intelligent free-willed targets and its use is obviously supernatural to both onlookers and the target.

Incandescent Need 
Provoke a tremendous desire for a person, a thing, a general type of activity, or to be in a place. Targets will act to the limit of their character to obtain their desire, with most people doing anything short of easily-detectable crimes to obtain it, and will feel intense pleasure in it. The character can affect up to two dozen targets in their vicinity. Worthy foes get an intellect roll to resist this power. The effect lasts until for up to a 48 hours.

Quench the Heart
Extinguish desire in a visible target's heart, either for a person, a goal, a sex, a general type of activity, or a place. Nothing about the subtracted subject will be able to interest or give pleasure to the target, though disciplined persons may engage with it regardless out of a sense of duty. Worthy foes get an intellect roll to resist. If the character spend 8 points, the up to a two dozen targets in their vicinity are affected. The effect lasts for a week or when the character releases the target.

Self-Possession
The character has an invincible immunity to any mental effect that would influence their desires or actions. By spending 10 points they can extend this immunity to all allies within 200 feet for the scene. This effects fear and mind control.

Sense the Need
Choose a visible target. Obtain a complete understanding of their romantic tastes, any significant pleasures they take, and their want that is most relevant to the character's interests or goals. If phrased as a question as to what the target wants in exchange for a 
particular  service or favor, the most likely necessary inducement is revealed, according to the GM's judgment. 

Unbearable Beauty 
The character automatically wins initiative against lesser opponents as they find themselves reluctant to strike the character. The first attack any creature or mob launches at the user each fight is an automatic miss as they hesitate in their attack. More power opponents, level 7 or higher may try to overcome the charm by making an intellect roll, but they still lose initiative the first round.

Greater Powers

Agony of Desire
Choose a visible target up to 50 in size. Implant a non-self-harming desire for a particular thing or action; if the target does not spend at least one action on its round pursuing 
that activity or seeking to obtain that thing, it suffers 3 points of intellect damage per level of the character. If reduced to zero  hit points by this, it regains one hit point and becomes unable to do anything but pursue that desire. Worthy foes can attempt an intellect roll to end the power at the start of each of their rounds, but each such save attempt inflicts 3 points of damage per character level. Only one desire can be implanted at a time and lasts until they overcome the compulsion or succumb to it.

Let's make a deal
The character must offer a visible target something they find desirable, whether a person, thing, or favor in exchange for some favor or action on the target's part. If the target desires the offered thing badly and has no important reason to refuse the trade, it must accept it and
perform their side of the trade in good faith. If the offered thing is inadequate recompense or the target has a powerful reason not to accept the trade, a worthy foe (level 8 or higher) may make an intellect roll to resist this power and become immune to it. Lesser foes get no save even against terrible deals. This gift cannot induce a target to do something suicidal or profoundly contrary to their nature. If the character promises a favor that they then fail to perform, they become unable to make any successful saving throw against the offended target or avoid any of their attack rolls for a year and a day thereafter. This gift is subtle, and an affected target will not usually suspect any magical influence unless the deal offered is obviously unequal.

Thrall to Desire
Choose a visible intelligent target. Lesser foes become utterly and permanently enthralled by the character, providing any service that is not outright suicidal. Worthy foes get a Spirit saving throw to resist this power. This enthrallment lasts until it is dispelled, the subject spends at least 24 hours without having at least five minutes of focused personal attention from the Godbound, or the Godbound releases the victim.

Earth
The dominion of Earth gives command over stone and soil, and evokes the hardness and obduracy of rock. Miracles of Earth revolve around stone, earth, strength, hardness, and durability, and can be used to grant brief marvels of these qualities to the hero or others. Metal can be destroyed or purified from ore by this Word, but it cannot be molded the same way in which raw stone or soil can be shaped. Character's with this dominion have their carrying capacity increased five-fold.


Earthwalker 
This power allows You and your companions may pass through stone or soil without need for breath for 1 hour. You may take along 3 companions and and additional 3 for every 2 points you spend. It requires an action to enter or leave earthen environs. 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.

Jewel-Bright Eyes
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
Perform one feat of impossible strength. This feat requires too much focus to be an effective attack, but you can lift, throw, or break almost anything you can lay your hands on, ranging up in size to a modest house or a small ship.

Obduracy of Stone
For the next 6 hours your natural armor  is 6, and you possess 2 assets against harm by stone or earth attacks and acid is as water to you. You need not eat, drink, or breathe. 

Rebellion of the Soil
Cause one visible non-magical stone or metal object no larger than a house to disintegrate or collapse. You can collapse larger non-magical structures a piece at a time. The collapse can be destructive, inflicting 12 damage on all inside, or controlled so as to leave those within
unharmed. Worn armor or items cannot be affected by this power.

Stonespeaker 
You can communicate with earth or stone, 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.

GREATER POWERS

Builder of Mountain Peaks 
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. The structure can be elaborate, to the limit of your own creative skills. 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 higher level (8) foes allowed to resist.

Fury of the Avalanche
The earth trembles and casts forth shards of stone. You may wield these eruptions as a magical weapon for 1 minute.  Any target on earth is automatically struck for 12 points of damage. The damage may be increased at a 1 for 2 ratio or the number of target increased at the same ratio. If the character exerts more than 10 points in a single attack (doing either 32 damage or 21 targets) They must make an additional depletion roll. This attack does not effect flying opponents.

Tremors of the World’s Heart
You may cause a localized earthquake on a point within sight, flattening most buildings within a 500-foot radius and throwing others to their knees. Those toppled must spend their movement action regaining their feet. The full devastation to the surroundings requires about 15 seconds to complete.



Endurance
The dominion of Endurance is one of hardiness, determination, and unflagging exertion. Its miracles can grant survival even in the face of certain death, strength when exhaustion would otherwise overwhelm, and resistance against unwanted sorcery or curses. A character graced with this Dominion is fearsomely difficult to harm physically, but the dominion cannot deflect magical attacksIts miracles can't extend immunities to others unless noted otherwise. Heroes of Endurance need not eat, sleep, drink, or breathe, and gain two assets in resisting any disease or poison.


Amaranth Vitality 
You make a recover roll that adds +6 to the recovery roll points.

Body of Iron Will 
For the next 12 hours your natural armor  is 6. 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. This augments other armor the character may possess.

Defy the Iron
Negate one physical attack or instance of bodily injury. This gift can't ward off mental or magical damage types, or effects. This immunity extends only to one round worth of damage when facing an ongoing peril that does damage each round.

Elemental Scorn
Pick heat, cold, lightning, or some other form of energy. You are immune against it in all its forms for the next hour. As an action, you can spend 6 points to extend this defense to every ally within a hundred yards. When you use elemental scorn you must choose the element it negates.  This power cannot be used multiple times to stack up different resistances.

Harder than This 
For the next hour you become immune to one physical peril or special attack. You can’t adapt to weapons 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.

Untiring Inspiration
 All allies within 100 yards are perpetually refreshed, and not in need of rest, eating, drinking, or breathing for the next 24 hours.

GREATER POWERS

Fear No Steel 
For the next hour your determination or supernatural hardiness allows you to shrug off the lesser harms of the world. You take 8 fewer point of damage from all incoming sources of damage, whether physical or magical. You are also immune to all non-magical weapons.

Unbreakable
For the next minute, you are immune to any physical, tangible attack or elemental attack. Non-elemental attacks can still effect you but you gain 2 assets in resisting them. 

Undying 
While you can be brought to zero points, mutilated, or burnt, you cannot actually be killed except by a cypher or weapon that devours or destroys souls. If not slain, you regenerate back three point per round from your largest remaining piece until restored.



Entropy
Characters of Entropy are avatars of disorder and decay, the eidolons who cause things to fall apart and ensure the center cannot hold. Matter, passions, plans… these things crumble before the character's will. Yet this Word is not entirely negative, for one with the Word of Entropy can also cause it to withdraw its eroding influence from a chosen subject, preserving it in perfect and unnatural order until that favor is withdrawn. They cannot heal, but they can keep things from getting worse for that which they guard. The Dominion of Entropy grants a character no need for food, drink, sleep, or air, and they also seem to be functionally unaging. They can destroy any non-divine inanimate object they touch as a Main Action, or up to three cubic feet of a larger object per round.


Disordered Minds 
Commit Effort for the scene and target a visible creature while nominating some purpose or action the creature is trying to carry out, whether killing a foe or proclaiming a royal edict. They will immediately perform the most harmful and disruptive action they can take
in contradiction of that goal, whether an intentional miss or critically garbling the edict in transmitting it. They will be convinced they are behaving sensibly despite all argument until released by the Godbound. Lesser foes cannot resist this gift, while worthy foes can save
versus Spirit to break free before each round of bungling.


Functional Lifespan
Commit Effort for the scene and target a visible creature or an object or part of an object no larger than a cottage. The target becomes immune to natural weathering, decay, or aging, though it can still be damaged normally by intentional action or uncharacteristic abuse.
Supernatural creatures or humans with more than 1 HD can't be made immortal this way, though their lifespan can be maximized.


Low Impact 
Commit Effort for the scene and target a visible attack or injurious
event that has just happened. Harm is negated as the force drains
away uselessly or the object remains undisrupted by the attack. This
gift normally only applies to hit point damage or physical disruption.

Perfect Efficiency Constant
Gain one point of Effort. Also, as an On Turn action, Commit Effort
to ignore a number of points of an Uncreated's Cold Breath ability
equal to half your level, rounded down, while it remains Committed.

Sap the Force Instant
The Godbound targets a creature that has just Committed Effort for
any reason. The Effort is lost and the creature must Commit it again
as an Instant action if their desired effect is to come to pass. This gift
can be used only once per scene on a given target.

Things Fall Apart Constant
The Godbound's displeasure causes physical decay, dissolution, and
collapse. They may use it as a magical ranged weapon out to sight
distance, doing 1d10 damage. Against inanimate objects, this damage
is always maximum, and can erode a sphere up to 6 feet in diameter
of non-divine matter every round.

Zero Functional Lifespan Action
Target a visible object no larger than a person, or Commit Effort for
the day to target an object no larger than a large sailing ship. The
object immediately decays as if aged up to one century per character
level, a span usually sufficient to destroy all but the most obdurate
materials or magical items designed to last indefinitely. If used against
a magical vehicle, Godwalker, or other artifice that requires maintenance,
the target immediately takes 1d8 damage per two character levels of the user, rounded up.


Fertility
Fertility for their lands and children for their families are two of the dearest desires of all common folk, and the Word of Fertility grants such blessings. But what it gives it may also take away, and the miracles of this power can also be used to blight land and curse lineages. Immediate miracles tend to briefly influence desire, sexuality, harvests, and blights, while the gifts of the Word can produce more lasting effects


Birth Blessing
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. 

A Second Spring 
All allies in sight are refreshed, regaining vigor as if well-fed and rested and healing 6 hit points of damage plus the character's level. 

Seeds of Death 
You may induce cancers and killing growths as a 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 (6 or lower) will die of cancer 1d6 days 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 
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. You gain 2 assets in treating that disease.

Touch of Green Restraint 
Plants in a 50’ radius around the chosen point in sight erupt to cling to foes. All enemies in the area must make an speed check 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. The vines do 4 points of constricting damage and suffocating damage not absorbed by material armors, magic or ordinary. Those enemies who reach zero because of this may be either utterly immobilized or crushed to death at the character's discretion. This ability last for one minute.

Withering Curse 
Forty acres of plants instantly die and the land they were on is cursed to uselessness for a generation unless reversed by this dominion'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 10 damage per level of the character.

GREATER POWERS

Cornucopian Blessing 
Choose a container holding a non-magical agricultural substance, 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, provided its mouth is large enough to disgorge such amounts. The character may decide to dismiss the blessing at any time. 

Sever the Line 
The target is rendered sterile and only another deity or similar power can undo it. All their children immediately suffer a 12 damage, grandchildren suffer 10, great-grandchildren suffer 8, and so forth down to the fifth generation, which suffers 4. This curse only works once on any given target, and particular descendants may be spared by the character.

Unending Abundance 
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. The blessing last for d10 years.

Fire

Born of red flame, the dominion of Fire grants powers of burning, melting, and destroying those things displeasing to the character. It may also be used to shield allies from the fury of the flame, or undo the damage that fire has done to a person or object. Its miracles may also bring light to a place, or to conceal with veils of choking smoke. More subtle miracles may invoke Fire’s ties to passions of fury and lust, enkindling these feelings in others or causing them to spread to others like the swelling of a growing flame. Characters with the Fire dominion are immune to fire and ignore the effects of smoke They may wield fire as a magical weapon with a range of up to 50 feet and a 8 damage.


Consuming Gaze
An object in sight up to 20 x 20 x 20 feet in size is consumed in flame and turned to fine ash, even if normally non-combustible. 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.

Firestorm (Smite)  
Choose a point within sight; every chosen target within 100 feet of it is struck by falling flame for a 4 die of damage per level of the character, with an Speed roll allowed to halve the damage taken, rounded up. This ability can not be used in two consecutive turns.

Firewalker 
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. By spending points they may increase the range on a 1 miles to 2 points.

Give Forth the Ashes
Unburn objects or creatures in a 20 x 20 x 20 foot cube each round, repairing damage and restoring the condition of burnt objects. Fire damage is healed at no cost, but the dead are not raised.

Master of the Furnace 
Shape and mold all flame within sight, directing or extinguishing it as you wish. As an action, set an unattended, inanimate object within sight on fire if it’s flammable. Objects larger than a wagon can be ignited only in part.

Nimbus of Flame
You’re surrounded by a halo of searing heat. Anyone who attacks you in melee combat takes 4 point of fire damage before the attack is resolved. Assailants can suffer only one such injury per round, even if they launch multiple attacks. This ability last for one minute.

GREATER POWERS

Burning Rebuke
For the next hour every foe that attacks you while angry or impassioned suffers 8 fire damage before each attack is resolved. Intelligent opponents may try to take only half damage by making a might check.

Cinder Words
For the next minute your voice scorches your enemies. Every  foe within earshot takes 6 damage each round. You can ignite unattended objects.

Searing Blade
You wield fire as a weapon, either lining a blade in it or using projections of it as a magical weapon with a 200 foot range and 16 damage. Individual victims killed by this explode into flames, doing a 8 damage die to all desired targets within 20 feet. The character may chose to make any allies immune to the explosion.



Health
Bread, children, and health; these things are ever in the prayers of the people. The dominion of Health offers one of these at least, banishing illness and putting aright mismade flesh. Miracles of Health can banish plagues and cure injuries, though gifts are generally needed for large-scale workings save in relatively minor feats of healing. Vengeful demigods of Health can also inflict the same plagues they might cure. While potent, powers of healing often demand much from the reserves of those who would benefit by them. Characters with the Health dominion are immune to diseases and poisons, and can diagnose them instantly.


Ender of Plagues
Cure all diseases and poisonings within sight. If the character concentrates for the day, the range of the cure extends to a 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
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.

Merciful Gaze
By your gaze on a target within sight, you can heal 6 points plus your character level points of damage. NPCs and other ordinary mortals normally can benefit but once per day from this gift. This depletion rate is 1 in d10.

Plaguebringer 
Your touch or successful weapon attacks cause a sickness of your choice. Higher level foes get a might roll 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 
Instantly heal any hit points lost since the end of your last turn, provided the harm didn’t kill you.

GREATER POWERS

Burning Vitality 
Regain 6 hit point per round until at full health. Alternatively, you may heal 4 hit point per round in all allies within 100 yards and raise ordinary mortal beings from the dead with 1 hit point, provided they died within the past 30 minutes and are not completely mangled. Allies lose the benefit of this power once they reach full health.

Deplete Health
A chosen target sickens, falling to half their current hit points, rounded up. Higher level foes get a might roll to resist. This cypher does not stack multiple times and cannot be used in tow consecutive turns.

Lifegiver 
Allies in your presence automatically stabilize at 1 hit points provided their bodies aren’t torn to pieces. As an action you may  revive an ordinary mortal creature from death if they’ve been dead less than a day and some part of their corpse remains intact. Characters and other mighty entities cannot be revived.

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