Dominion Cyphers I - P

Journeying
The hero fares far with the dominion of Journeying, which concerns itself with long travels and perilous paths. Miracles of Journeying involve swift transportation to a desired place, the sundering of barriers to the hero’s path, and the avoidance of peril while on the road. Other miracles can seal or open existing Night Roads. Note that the gifts of Journeying apply to travel rather than simple movement. Gifts that speak of travel mean for the hero to be moving from one location to another destination rather than just running around in a single area. Characters with the Dominion of Journeying always know exactly where they are, never lose their way to a known destination, and may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal. 

Dust At Your Heels 

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. The power may be used 12 hours before expiring.

Know the Path

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.

Master of the Key 

You can instantly defeat any mundane trap, lock, tie, binding or seal. You 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.

Opening the Way 

Create a hole in security, whether it’s a guard suddenly wandering away from his post or a rift appearing in a magical barrier. The hole will allow you and your allies a clear path into or past a place and will last as long as is practical, no less than five minutes. This security hole is not usually large enough to allow unhindered movement within the location, only entry into it.

Swift Progress 

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 unsalubrious natural environment. This ability last 24 hours. It may be increased by spending 3 points for each additional day.


Untroubled Passage 
While you travel, you and those with you will never be hindered by chance-met creatures or bad weather. 

Greater Powers

The Exodus Road 

Your Journeying gifts can apply to any number of willing companions in sight, including whole armies or cities.

The Hour of Need 

Up to two dozen 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. Alternatively, your primary disciple  or worshiper may be made to arrive. This may induce some problems of causality, but the gift’s power allows their arrival regardless.

The Path of Racing Dawn 

You and those with you can fly or otherwise ignore terrain, moving at a rate of 100 miles an hour while journeying. You can cross shorter distances through the air, though the flight is not precise enough to serve in combat or other cramped interior spaces. You can travel at this rate for up to 24 hours.

Knowledge
Knowledge is the dominion of understanding. All that mortal scholars know is within the purview of this dominion, along with secrets of the past and present. The dominion of Knowledge cannot penetrate the veil of the future, but it can reveal almost anything of the present world. Deep mysteries of a campaign world cannot be pried loose, however. Facts or events perpetrated by someone with the dominion of Deception allow their enactor an intellect saving throw to conceal events from the dominion of Knowledge.

The Best Course 

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 

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.

Excision of Understanding 

You may erase a visible target'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 character relents. Higher level foes (8) can save versus intellect to resist.

A Truth That Burns 

Choose a visible target. Learn the knowledge of them or their plans that they least want you to know, as judged by the GM. Higher level foes get an intellect saving throw to resist this subtle inquisition.

The Unveiled Truth 

Get an answer to any question, provided the truth about it is not being intentionally concealed by all who know it. This answer is generally brief, no more than a few sentences.

A Word Far Off 
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.

Greater Powers


Disclose the Flaw 

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 abilities and powers.

Irresistible Query

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 
You have mastered all spheres of mortal academic knowledge. You always know the answer to any question involving such learning, if any mortal sage knows it and automatically succeed on skill checks to accomplish intellectual tasks if they're within mortal capabilities.


Luck
Luck is a subtle dominion in the main, without many of the blatantly obvious effects of the other domains. Instead, luck simply graces those blessed by its power, ensuring that things somehow work out well for them and very poorly for those who displease them. Luck miracles can be used to rework fate, ensuring that seemingly-random events turn out well or poorly for those targeted by the character's attentions. Characters gifted in the Luck Dominion may roll two 1d20 once a day, taking the best result. At any time during that day, they may replace their own or someone else’s 1d20 roll with the one in reserve. They can only replace a roll once per day.

Blighted Luck
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. Higher level foes can make an intellect save to resist. This effect lasts until you choose to lift it, it's dispelled, or a particular event happens.

Nine Lives 
For the next six hours, 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 
After the hero rolls a die while doing something consequential. The die is rerolled, but the initial result is saved. When the power is activated the result can be given to anyone else in the character’s presence.  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 
For the next hour the character has two assets in whatever tasks is set before them. If a misfortune lands randomly on a member of their group, they’re never the victim of it.


The World Against You
The character becomes able to use luck as a weapon with a range of 500 feet, inflicting sudden and wildly-improbable calamities on a foe with normal attack rolls. Consult the curse table to inflict a random curse or opt to inflict 8 points of damage.

Greater Powers

By Chance 
The player dictates an event in their presence that isn’t utterly improbable, and it happens. Damage to foes is limited to a 12 damage for a focused calamity on a single target or 6 damage  apiece for troubles that affect a group. This power affects only physical objects and events, and not minds or emotions.

Impossible Victory 
The character 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 this cypher and can never purchase it again.


Unfailing Fortune 
For the next hour the character may always reroll a natural 1 on any die they roll. They can subtly dictate the outcome of any element of chance in gambling or gaming.

Might
The primal power of strength is embodied in the dominion of Might. Many martial characters are strong, but a deity of Might excels them all in raw physical strength, and can perform miracles of lifting, throwing, or breaking things with their bare hands. They also have the power to bless their allies with similar graces of strength, though usually for specific actions or challenges rather than as a standing bonus to their abilities.

Descent of the Mountain 
The character 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 -3 to hit, but inflict 10 damage to those in the area they land on, modified by Strength.

Falling Meteor Strike 
With a moment's concentration, the character 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 character must commit effort to smash it. The focus required for this blow makes it useless against mobile enemies.

Fists of Black Iron 
For the next minute your unarmed and weapon attacks are fueled by their tremendous strength. One-handed weapons do 10 damage with their hands, and two-handed ones or unarmed attacks made with both hands free inflict 12. These attacks count as magical weapons.

Shoulders Wide as the World
The character 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 character to avoid sinking into the earth, but the object is too unwieldy to use for violent ends. They can carry the object for up to 1 hour, by spending 3 points they may increase the duration.

Stronger Than You
Whenever the character is in an opposed Strength check or contest against another creature or opposing it in a grapple or other exercise of strength, the character always wins. If two characters with this gift struggle, the test is resolved normally. As an action, the character can confer the benefits of this gift on an ally for one contest or action.

Greater Powers

Leap the Moon
For the next hour the character 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
For the next minute make a single armed or unarmed attack. If the blow hits, the damage roll is tripled and the opponent is stunned for the next round.

Thews of the Gods 
The character 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.

Night
Dreams, sleep, darkness, and calm are found beneath the banner of night. Night passes over many places at once, and enters into even the most well-guarded chambers. The dominion of Night can work miracles involving sleep, blindness, swift passage into darkness, and physical intangibility. These gifts often require a dimly-lit area for best effect. Characters with dominion of Night can see perfectly in darkness. They need not sleep, and their actions will never involuntarily cause the awakening of any sleepers around them.

Damn Their Eyes 
Choose a target in sight. Lesser foes are blinded, while higher level foes can resist. Optionally, you can blind the target only to particular people or things. Those selectively blinded will not realize their blindness until it’s pointed out or physically encountered. The blindness lasts as long as you desire in lesser foes, or ends after the scene for worthy foes. Blinded enemies usually suffer a -4 to all melee hit rolls and have no meaningful chance to hit with ranged attacks, barring superhuman senses in other ways.

The Darkling Stairs You can fly or move along vertical surfaces at your normal movement rate, provided you are surrounded by darkness too deep to tell a white thread from a black one. The power lingers one round after bright light.

Knives of Night 
You are now able to harden darkness into a weapon with a range of 200 feet. When used to attack, it does 10 damage and is treated as a magical weapon. Foes reduced to zero hit points can either be killed, put to sleep, or permanently blinded at your discretion.

A Road of Shadows
 Step into one shadow and emerge from the one nearest to the desired destination, provided it’s within a mile. The gift can move you no more than ten miles total in any one hour.

The Still Silence of Sleep
Choose a point in sight. All lesser foes within 50 feet of that point must make a Intellect save or fall asleep. You may dictate a sleeping person’s dreams or nightmares if you can see them, though worthy foes can save to resist. You can send and receive messages with your fellow pantheon members and close associates through dreams, if they permit it.

Welcoming the Dusk
Create darkness around you in any configuration, up to a 30 foot radius. You can see through it, and it can follow you, but it is impenetrable to those outside the radius.

Greater Powers

A Darkness at Noon 
You bring or dispel night in a radius up to a mile per level. At night, the moon is at whatever phase you desire, while banished night leaves the sun overhead. Optionally, you may ensure that no lesser foe sleepers within that area will wake up for anything but severe physical injury, or send them specific dreams.

Flesh of Shadows
Become an almost-insubstantial shadow, unable to affect the real world or pass through solid objects, but with an invincible defense against non-magical weapon attacks but not spells.

A Speaker in Dreams
You can communicate with anyone you have seen before via shared dreams they recall perfectly. You can also spy on their dreams to get an idea of their greatest concerns and learn their location. Unwilling worthy foes can make a Intellect save to resist.

Passion
The Dominion of Passion commands the heart, filling it with the emotions desired by the character or banishing those feelings that prove troublesome. While these emotions can be overwhelming, the character cannot dictate what the subjects do with them. In this way, Passion inspires personal action in its targets, but does not give the character direct control.

Banner of Passion
All NPCs who are lesser foes within earshot or sight are suffused with a powerful emotion of your choice, directed at the object of your choosing. Level 7 of higher foes get an Intellect roll 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.

Fashioning a Friend 
Beguile a visible creature, inspiring it to feelings of friendship and cooperativeness towards you. It will not question these feelings, however irrational, and they will persist
until you obviously betray it or do it blatant harm. Lesser foes have no resistance against this power, while worthy foes can save versus Intellect to avoid the enchantment.

Follow the Threads 
You may study a target for one action to identify the half-dozen people most emotionally significant to them, learning their appearance, the name the target knows them as, and a few words of description of the bond between them. Lesser foes cannot resist this, while worthy
foes can save versus Intellect to maintain their secrets.

Heart of the Lion
You have an invincible defense against fear and all unwanted emotion- affecting effects. You
share this immunity with all allies within 100 yards.

Snuff the Heart's Candle
Instantly quell an emotion in a visible target. You can extinguish a particular emotion entirely, such as fear, loyalty or love, or you can selectively snuff it towards particular people or activities. The target is unable to feel that emotion toward the selected subjects until you
release them from the effect. Lesser foes are automatically affected, while worthy foes can save versus Intellect to resist the stilling.

Terrifying Mien 
 All NPC lesser foes who can see or hear you flee in terror, albeit those without a means of escape might surrender on the spot. Worthy foes can resist the effects. PCs are immune.

Greater Powers

A Heart like Clay
You completely control a subject's emotions, dictating all they feel and their emotional attitudes toward any persons or subjects of your choice. Lesser foes are utterly helpless
against this shaping and can be driven to wholly uncharacteristic extremes by it. Worthy foes can only be molded within the limits of their own usual emotional range and can save versus Intellect to resist the shaping. The emotions persist despite all adversities until the
character releases the subject.

Infectious Passion
Plant a seed of a particular emotional attitude toward a chosen person or topic in a visible target. If that target is affected, they become infectious, spreading that same attitude
toward their friends and associates over the course of a single contact. The infection can spread five or six degrees before it loses its magical potency, usually enough to completely overwhelm a village, court, or neighborhood. Lesser foes get no saving throw, but worthy enemies can save versus Intellect to resist. It lasts until the character releases the victims or the emotion becomes blatantly inappropriate.

A Song Buried Deep
Choose a phrase, passage of music, image, or person in your presence. At a time or context of your choosing, the sight or experience of that subject unleashes the effects of a Banner
of Passion on all present. You can define the context as precisely as you wish and choose the Banner's effects and focus beforehand.  Note that the effects apply to any matching phrase, music, or image; if the character uses this power on a nation's battle flag and bids it trigger for friendly soldiers when facing combat, every allied military unit within miles will be affected provided they've got a matching battle flag. If the character imbues a traditional greeting with the passion, then every person who hears the greeting will be affected.

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