@opencharacter/godbound-core 0.1.0 → 0.2.0

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- export default {"words.alacrity.name":"Alacrity","words.alacrity.description":"The Word of swiftness and impossible grace, Alacrity grants miracles of haste to the hero who possesses it. Miracles of its power might involve completing a particular task in but moments, evading some otherwise-inescapable peril, or responding to an event before its enactor can even begin. Alacrity is not Journeying, however, and its movement tends to be restricted to a single particular place or a short distance rather than swift transit between far-flung locations. Heroes with the Alacrity Word cannot be surprised. They may increase their Dexterity to 16, or to 18 if it’s already 16 or higher.","words.artifice.name":"Artifice","words.artifice.description":"This is the Word of crafters, builders, and devisers of wondrous creations. Some Godbound express their affinity through a particular form of crafting, such as blacksmithing or shipbuilding, while others are patrons of a broader range of creative labor. Even focused artisans can use their powers generally, however. Miracles of Artifice involve the creation, command, repair, or destruction of physical objects. Heroes with the Artifice Word can create any non-magical object a normal man can carry as a round’s action, using whatever materials are to hand. While the ensuing creation may look odd, and any \"foodstuffs\" are inedible, it functions and lasts as well as a normal object of its type and usual substance. The hero’s crafting efforts for a day count as 100 laborers per character level when an estimate is needed.","words.beasts.name":"Beasts","words.beasts.description":"The Word of the animal realm, gifts of the Beast may be used on any natural or magical animal, though not creatures fashioned entirely of sorcery or impossible artifice. Most creatures of human intelligence do not qualify as beasts, though some exceptionally primal or savage entities might be treated as such. Miracles of the Beast Word involve adopting traits of animals, impressing these traits on others, full or hybrid shapeshifting, commanding beasts, or calling forth animals. Some powers grant the user the full or partial shape of an animal, or allow them to transform another. If used as a curse, the hero may inflict the animal’s intellect on the target or allow them to retain their own mind in their new shell. If used as a blessing or a personal transformation, the original mind is retained, albeit with an instinctive awareness of how to use the beast’s natural abilities. Shapeshifting rules are described in detail on page 160. If using a creature's natural weaponry to attack, small but dangerous creatures use a 1d6 damage die, wolf- or bear-sized ones use a 1d8 damage die, and larger creatures use a 1d10 damage die. Thus, transforming mortals into fierce beasts wouldn't actually improve their prowess, but would only change their outward appearance and give them the natural locomotion of the beasts. While the gifts here don't address it, other miracles or gifts of the Beast Word might be able to grant special abilities or qualities of an animal's form for additional Effort. Heroes with the Beast Word can speak to animals. Unintelligent beasts will always comply with requests that aren't unnatural to them.","words.bow.name":"Bow","words.bow.description":"The Bow Word includes all divinities of ranged combat, whether with bow, hurled spear, pistol, rifle, thrown dagger, or a flung lightning bolt. Heroes with the Omnipresent Reach gift may not actually use a physical weapon at all, instead hurling bolts of some appropriate energy. Such bolts may do elemental damage if the hero is aligned with such Words, or they might be physical blasts of concussive divine force. Miracles of the Bow involve impossibly accurate damage delivered over enormous distances or the cursing and condemning of another’s attempt at a ranged attack. Note that the benefits granted by gifts of the Bow apply only to projectiles and other weapons or bolts called forth by the gifts of this Word. They don’t apply to other ranged attacks from other Words or to magic that just happen to be delivered at range, such as the Divine Wrath gift allowed to all Words. Heroes with the Bow Word never run out of normal ammunition. They may instantly call ranged or throwing weapons they've used to their hands over any distance, and their ranged weapon attacks never harm any target they did not intend to hurt. Their ranged attacks always count as magical for purposes of overcoming defenses.","words.command.name":"Command","words.command.description":"The Word of Command speaks of obedience, leadership and rule. Godbound of Command can compel the submission of others to their will and the acceptance of their rulership, but they cannot touch the hearts of those they command. While enthralled subjects will carry out orders meticulously and rationally, they will not exert their own initiative unless they agree with the Godbound's desires. Heroes with the Command Word may set their Charisma score to 16, or 18 if it’s already 16 or higher. They may communicate with any intelligent creature, understanding them and being understood in turn. Their commands are always correctly understood, though obedience will depend on their eloquence or the use of their gifts.","words.death.name":"Death","words.death.description":"Death is known to all that is mortal, and this Word 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. Heroes with the Death Word may command undead in their presence as an action, ordering up to one Mob of any size. Greater undead get a Spirit saving throw to resist, and cannot be commanded to self-destruct. As an On Turn action, they also know the details of what, where, and how anything died or is dying within 100 feet of them.","words.deception.choices.attribute.prompt":"Attribute the Word raises","words.deception.choices.attribute.options.dex.name":"Dexterity","words.deception.choices.attribute.options.cha.name":"Charisma","words.deception.name":"Deception","words.deception.description":"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. Heroes with the Deception Word may raise either their Dexterity or Charisma to 16, depending on whether they favor stealth or lies. If either score is already 16 or higher, they may set it to 18 instead.","words.earth.choices.attribute.prompt":"Attribute the Word raises","words.earth.choices.attribute.options.str.name":"Strength","words.earth.choices.attribute.options.con.name":"Constitution","words.earth.name":"Earth","words.earth.description":"The Word 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. Heroes with the Earth Word may set either their Strength or Constitution scores to 16, depending on whether they emphasize the strength of load-bearing stone or the hardness of solid rock. If the chosen score is already 16 or higher, they may set it to 18 instead.","words.endurance.name":"Endurance","words.endurance.description":"The Word 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 Godbound graced with this Word is fearsomely difficult to harm physically, but the Word cannot deflect mental or spiritual damage sources or compulsions, like a Knowledge Divine Wrath or a Command compulsion. As a guide, if it would involve a Spirit save then Endurance can't stop it. Its miracles can't extend immunities to others unless noted otherwise. Heroes of Endurance need not eat, sleep, drink, or breathe, and may set their Constitution score to 16, or 18 if it’s already 16 or higher.","words.fertility.name":"Fertility","words.fertility.description":"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. Heroes with the Fertility Word have perfect control over their reproduction and may set their Constitution score to 16, or 18 if it’s already 16 or higher. They have an invincible defense against wooden weapons or objects, vegetal monsters, and plant-based toxins.","words.fire.name":"Fire","words.fire.description":"Born of red flame, the Word of Fire grants powers of burning, melting, and destroying those things displeasing to the hero. 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. Heroes with the Fire Word have an invincible defense against flame and smoke. They may wield fire as a magical weapon with a range of up to 50 feet and a 1d10 damage die.","words.health.name":"Health","words.health.description":"Bread, children, and health; these things are ever in the prayers of the people. The Word 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 re-serves of those who would benefit by them. Some gifts require those healed to Commit Effort for the day to absorb the healing energies. NPCs and others without listed Effort scores can be assumed to be able to benefit from such healing once a day at most. Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution to 16, or to 18 if it’s already 16 or higher.","words.journeying.name":"Journeying","words.journeying.description":"The hero fares far with the Word 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. Heroes with the Word 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.","words.knowledge.choices.attribute.prompt":"Attribute the Word raises","words.knowledge.choices.attribute.options.int.name":"Intelligence","words.knowledge.choices.attribute.options.wis.name":"Wisdom","words.knowledge.name":"Knowledge","words.knowledge.description":"Knowledge is the Word of understanding. All that mortal scholars know is within the purview of this Word, along with secrets of the past and present. The Word 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 Word of Deception allow their enactor a Spirit saving throw to conceal events from the Word of Knowledge. Heroes with the Knowledge Word may set either their Intelligence or Wisdom attribute to 16. If the score is already 16 or higher, they may set it to 18 instead.","words.luck.name":"Luck","words.luck.description":"Luck is a subtle Word 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 hero’s attentions. Heroes gifted in the Luck Word may roll 1d20 once a day. 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.","words.might.name":"Might","words.might.description":"The primal power of strength is embodied in the Word of Might. Many martial Godbound are strong, but a Godbound 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. A Godbound of the Word of Might is tremendously powerful, gaining a Strength score of 19 and a +4 attribute modifier for Strength. This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle.","words.night.name":"Night","words.night.description":"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 Word 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. Heroes with the Word 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.","words.passion.choices.attribute.prompt":"Attribute the Word raises","words.passion.choices.attribute.options.cha.name":"Charisma","words.passion.choices.attribute.options.wis.name":"Wisdom","words.passion.name":"Passion","words.passion.description":"The Word of Passion commands the heart, filling it with the emotions desired by the Godbound or banishing those feelings that prove troublesome. While these emotions can be overwhelming, the Godbound cannot dictate what the subjects do with them. In this way, Passion inspires personal action in its targets, but does not give the direct control granted by the Word of Command. Heroes with the Word of Passion are blessed with grace and an under-standing of the heart. They may set either their Charisma or Wisdom attribute score to 16, or 18 if the score is already that high.","words.sea.name":"Sea","words.sea.description":"The Word of the sea commands water in all its forms, but most often that of the rivers and the oceans. All creatures that dwell within water are subject to the sea, and its waters can carry its blessed far away or crush and erode those less favored. Miracles of the sea can smash with crushing pressure, conjure vast amounts of water, control the flow of liquids, or purify with the cleansing salt of the oceans. Heroes with the Sea Word have an invincible defense against cold, can breathe water, swim at twice their normal movement rate, and see with perfect clarity underwater, regardless of available light. They may grant these benefits to their companions, except for cold immunity.","words.sky.name":"Sky","words.sky.description":"The sky rules weather, flight, lightning, and wind. Those blessed by its might navigate the air as easily as the earth, wield lightning as a weapon, or blight whole cities with storm and wind. Miracles of the sky might banish hostile weather, smite a target with a bolt of lightning, conjure wind to lift and carry a thing, or perform some other feat of aerial command. Heroes with the Sky Word are never harmed by falling, need not breathe, and have an invincible defense against electricity, cold and injurious sounds.","words.sorcery.name":"Sorcery","words.sorcery.description":"Sorcery is an unusual Word, one representing a bond with the fundamental laws of creation and the deep, subtle secrets of its operation. Sorcery has no native miracles and cannot be used by itself to create effects or mimic its gifts. Instead, mastery of its gifts allows a God-bound to wield the flexible and potent powers of theurgy. Godbound affiliated with the Sorcery Word brush aside the incantations of lesser mages. As an Instant ability, the PC can Commit Effort for the scene to instantly negate any low magic spell being cast in their presence or banish or destroy any low magic construct or summoned entity. This counter does not function against theurgy or arcane powers that are merely similar to low magic spells.","words.sun.name":"Sun","words.sun.description":"Light, hope, vision and purity are the purviews of the Sun Word. The sun banishes malevolent sorcery and gives courage with its radiance. Miracles of the sun might be used to break spells, reveal truths, give hope, or blast the impure with torrents of celestial flame. The sun’s eye is all-seeing, and gifts of vision also fall under this sphere. Heroes with the Sun Word may shed daylight at will up to 200 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fire damage. Their vision can pierce blindfolds or survive even the physical removal of their eyes.","words.sword.name":"Sword","words.sword.description":"The Word of the Sword is that of melee combat, of direct struggle between the Godbound and their foes. Miracles of the Sword involve unerring strokes, tremendous blows, or marvelous escapes from harm in battle. While potent, these miracles do not work at range. Heroes with the Sword Word treat all their weapon or unarmed attacks as magical, cannot be disarmed, and can summon any melee weapon they’ve ever used immediately to hand as an Instant action.","words.time.name":"Time","words.time.description":"Time is a complex Word, one ruling events of the past and future. While temporal gifts can often see the future, such outcomes are not set. Predictions can be overcome by events and choices, though some gifts of Time allow the user to fix a future’s certainty, unless their will is overcome by a stronger power. Miracles of Time can alter the past and rewrite prior events, but it is generally necessary to manipulate specific events rather than simply decree a broad swath of history. Temporal manipulation cannot kill people or erase things of great occult power, but it can alter how past events played out. Heroes with the Time Word always know the exact time, and are immune to any uses of this Word to affect them or scry on them. They may set their Wisdom to 16, or 18 if it’s already 16 or higher.","words.wealth.name":"Wealth","words.wealth.description":"Wealth is the Word not only of gold, but of prosperity of all kinds. Steady pay, full larders, warm clothes, and sturdy roofs are the purview of this Word. Some of its powers interact with the Faction system on page 134, giving blessings or curses to whole cities or nations. Some gifts of Wealth allow the creation of non-magical objects, and a hero can use these powers to create great sums of gold or other precious materials. As a general rule, these gifts can be used to create enough Wealth to accomplish any immediate end desired, but the inflation caused by such a sudden rush of fist-sized jewels will make further artificial Wealth expenditures in the area useless for some time. A hero who operates more slowly, using the gifts to create actual objects of practical use, does not cause this sort of inflation. Such created Wealth is useless for the purposes of exerting Dominion, and cannot be spent for that end. Heroes with the Wealth Word are never short of money, and can always afford anything that costs 1 Wealth or less. They always have sufficient food, drink, and clothing for themselves and their companions, drawing it from nothingness if necessary.","gifts.apotheosis.receive-the-incense-of-faith.name":"Receive the Incense of Faith","gifts.apotheosis.receive-the-incense-of-faith.description":"Gained at second level, the Godbound becomes capable of receiving worship from mortal believers and can begin forming their own cult.","gifts.apotheosis.sanctify-shrine.name":"Sanctify Shrine","gifts.apotheosis.sanctify-shrine.description":"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.","gifts.apotheosis.smite-the-apostate.name":"Smite the Apostate","gifts.apotheosis.smite-the-apostate.description":"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.","gifts.apotheosis.hear-prayer.name":"Hear Prayer","gifts.apotheosis.hear-prayer.description":"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.","gifts.apotheosis.perceive-the-petitioner.name":"Perceive the Petitioner","gifts.apotheosis.perceive-the-petitioner.description":"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.","gifts.apotheosis.mark-of-the-prophet.name":"Mark of the Prophet","gifts.apotheosis.mark-of-the-prophet.description":"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. If the mortal hero rules are unavailable, treat the disciples as Skilled Mages or Major Heroes from the mortal section of the bestiary chapter, and the high priest as a lesser Eldritch. 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.","gifts.apotheosis.attend-the-faithful.name":"Attend the Faithful","gifts.apotheosis.attend-the-faithful.description":"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.","gifts.apotheosis.to-bless-the-nations.name":"To Bless the Nations","gifts.apotheosis.to-bless-the-nations.description":"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.","words.apotheosis.name":"Apotheosis","words.apotheosis.description":"The Word of Apotheosis is a special Word. It cannot be selected as a bound Word by a Godbound, nor does it have any miracles of its own associated with it. Instead, it represents those special abilities suitable to a budding deity, automatically gained as they grow in might. Many apotheosis powers apply only to worshipers. A worshiper is an intelligent being who knowingly and willingly pledges to worship a Godbound or other deific Word-bound entity, such as a parasite god or Made God. The worshiper may be coerced by circumstances or threats, but cannot be magically compelled or induced. A worshiper may be a servant of only one deity at a time. Those who pledge to a pantheon have their worship assigned to the member god most suited to their nature, whether or not the worshiper is aware of it. Worshipers can turn against a god, but they can't renounce their state. The most they can do is find a new god to accept their loyalty. Gods always know whether or not a person is a worshiper of theirs, though they have no automatic insight into whether or not they are an obedient worshiper. They may reject a worshiper at any time, or accept a change of allegiance from another god's devotees. A god is not automatically made aware of a person's choice to worship them, though they can tell of that fact with a glance at the new worshiper. Gods always have custody of the souls of their devotees. They may damn their faithful dead to Hell at their will, but otherwise, the souls of the dead hover unseen and sleeping in the presence of their god, or are dispatched to the divinity's paradise. A soul unsheltered by a paradise will fall into Hell if their patron deity is slain. The only way to gain the gifts of apotheosis is through gaining character levels. They may be used as given, but the Word does not grant miracles, nor can miracles be used to mimic its powers.","invocations.barred-gates-of-forbiddance.name":"Barred Gates of Forbiddance","invocations.barred-gates-of-forbiddance.description":"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.","invocations.barred-gates-of-forbiddance.prerequisites.adept":"Requires Adept of the Gate.","invocations.beacon-of-celestial-purity.name":"Beacon of Celestial Purity","invocations.beacon-of-celestial-purity.description":"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.","invocations.beacon-of-celestial-purity.prerequisites.adept":"Requires Adept of the Gate.","invocations.bright-gods-canticle.name":"The Bright God's Canticle","invocations.bright-gods-canticle.description":"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.","invocations.bright-gods-canticle.prerequisites.adept":"Requires Adept of the Gate.","invocations.excision-of-days.name":"The Excision of Days","invocations.excision-of-days.description":"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.","invocations.excision-of-days.prerequisites.adept":"Requires Adept of the Gate.","invocations.kiss-of-the-crane.name":"Kiss of the Crane","invocations.kiss-of-the-crane.description":"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.","invocations.kiss-of-the-crane.prerequisites.adept":"Requires Adept of the Gate.","invocations.open-the-night-road.name":"Open the Night Road","invocations.open-the-night-road.description":"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.","invocations.open-the-night-road.prerequisites.adept":"Requires Adept of the Gate.","invocations.pore-of-hell.name":"Pore of Hell","invocations.pore-of-hell.description":"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.","invocations.pore-of-hell.prerequisites.adept":"Requires Adept of the Gate.","invocations.ranks-of-pale-bone.name":"Ranks of Pale Bone","invocations.ranks-of-pale-bone.description":"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 or fearsome Misbegotten 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.","invocations.ranks-of-pale-bone.prerequisites.adept":"Requires Adept of the Gate.","invocations.seal-of-regnal-dominion.name":"Seal of Regnal Dominion","invocations.seal-of-regnal-dominion.description":"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.","invocations.seal-of-regnal-dominion.prerequisites.adept":"Requires Adept of the Gate.","invocations.sunder-the-lesser-spell.name":"Sunder the Lesser Spell","invocations.sunder-the-lesser-spell.description":"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.","invocations.sunder-the-lesser-spell.prerequisites.adept":"Requires Adept of the Gate.","invocations.tireless-iron-cavalcade.name":"The Tireless Iron Cavalcade","invocations.tireless-iron-cavalcade.description":"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.","invocations.tireless-iron-cavalcade.prerequisites.adept":"Requires Adept of the Gate.","invocations.trumpet-of-far-utterance.name":"The Trumpet of Far Utterance","invocations.trumpet-of-far-utterance.description":"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.","invocations.trumpet-of-far-utterance.prerequisites.adept":"Requires Adept of the Gate.","invocations.curse-of-the-blighted-strand.name":"Curse of the Blighted Strand","invocations.curse-of-the-blighted-strand.description":"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.","invocations.curse-of-the-blighted-strand.prerequisites.adept":"Requires Adept of the Way.","invocations.deafening-word-of-truth.name":"The Deafening Word of Truth","invocations.deafening-word-of-truth.description":"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.","invocations.deafening-word-of-truth.prerequisites.adept":"Requires Adept of the Way.","invocations.delaying-the-coming-of-dawn.name":"Delaying the Coming of Dawn","invocations.delaying-the-coming-of-dawn.description":"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.","invocations.delaying-the-coming-of-dawn.prerequisites.adept":"Requires Adept of the Way.","invocations.far-distant-lance.name":"The Far-Distant Lance","invocations.far-distant-lance.description":"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.","invocations.far-distant-lance.prerequisites.adept":"Requires Adept of the Way.","invocations.glyph-of-crowned-impunity.name":"Glyph of Crowned Impunity","invocations.glyph-of-crowned-impunity.description":"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 re-mains 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.","invocations.glyph-of-crowned-impunity.prerequisites.adept":"Requires Adept of the Way.","invocations.mirrored-wheel-of-the-seasons.name":"Mirrored Wheel of the Seasons","invocations.mirrored-wheel-of-the-seasons.description":"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.","invocations.mirrored-wheel-of-the-seasons.prerequisites.adept":"Requires Adept of the Way.","invocations.path-to-the-bright-sanctum.name":"Path to the Bright Sanctum","invocations.path-to-the-bright-sanctum.description":"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.","invocations.path-to-the-bright-sanctum.prerequisites.adept":"Requires Adept of the Way.","invocations.shutting-the-dark-way.name":"Shutting the Dark Way","invocations.shutting-the-dark-way.description":"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.","invocations.shutting-the-dark-way.prerequisites.adept":"Requires Adept of the Way.","invocations.sign-of-avulsive-banishment.name":"Sign of Avulsive Banishment","invocations.sign-of-avulsive-banishment.description":"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.","invocations.sign-of-avulsive-banishment.prerequisites.adept":"Requires Adept of the Way.","invocations.sunder-the-greater-spell.name":"Sunder the Greater Spell","invocations.sunder-the-greater-spell.description":"This dispelling charm functions much as does Sunder the Lesser Spell, but can also affect theurgy of the Way as well as the Gate.","invocations.sunder-the-greater-spell.prerequisites.adept":"Requires Adept of the Way.","invocations.tumulus-of-sanctified-night.name":"Tumulus of Sanctified Night","invocations.tumulus-of-sanctified-night.description":"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.","invocations.tumulus-of-sanctified-night.prerequisites.adept":"Requires Adept of the Way.","invocations.hearts-desire.name":"A Heart's Desire","invocations.hearts-desire.description":"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.","invocations.hearts-desire.prerequisites.adept":"Requires Adept of the Throne.","invocations.auspice-of-the-divine-king.name":"Auspice of the Divine King","invocations.auspice-of-the-divine-king.description":"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.","invocations.auspice-of-the-divine-king.prerequisites.adept":"Requires Adept of the Throne.","invocations.directed-convulsion-of-law.name":"Directed Convulsion of Law","invocations.directed-convulsion-of-law.description":"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.","invocations.directed-convulsion-of-law.prerequisites.adept":"Requires Adept of the Throne.","invocations.gifts-of-spring-and-winter.name":"Gifts of Spring and Winter","invocations.gifts-of-spring-and-winter.description":"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.","invocations.gifts-of-spring-and-winter.prerequisites.adept":"Requires Adept of the Throne.","invocations.grinding-teeth-of-god.name":"The Grinding Teeth of God","invocations.grinding-teeth-of-god.description":"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.","invocations.grinding-teeth-of-god.prerequisites.adept":"Requires Adept of the Throne.","invocations.legion-of-marching-clay.name":"Legion of Marching Clay","invocations.legion-of-marching-clay.description":"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.","invocations.legion-of-marching-clay.prerequisites.adept":"Requires Adept of the Throne.","invocations.palace-of-the-sorcerer-prince.name":"Palace of the Sorcerer-Prince","invocations.palace-of-the-sorcerer-prince.description":"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.","invocations.palace-of-the-sorcerer-prince.prerequisites.adept":"Requires Adept of the Throne.","invocations.pierce-the-veil-of-night.name":"Pierce the Veil of Night","invocations.pierce-the-veil-of-night.description":"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.","invocations.pierce-the-veil-of-night.prerequisites.adept":"Requires Adept of the Throne.","invocations.summon-the-black-iron-servitor.name":"Summon the Black Iron Servitor","invocations.summon-the-black-iron-servitor.description":"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.","invocations.summon-the-black-iron-servitor.prerequisites.adept":"Requires Adept of the Throne.","invocations.sunder-every-sorcery.name":"Sunder Every Sorcery","invocations.sunder-every-sorcery.description":"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.","invocations.sunder-every-sorcery.prerequisites.adept":"Requires Adept of the Throne.","traditions.academy-of-thought.name":"The Academy of Thought","traditions.academy-of-thought.description":"The Academicians of Thought have their greatest school at the Bronze Collegium in the great city of Xilong in the Dulimbai Regency, where they study their arts alongside the chroniclers of dead realms and the reckless investigators of god-husks and lost artifices. They proudly claim to be heritors of the philosophers of selfhood that aided in the selection and priming of individuals for their eventual transformation into the Made Gods. As such, they are a notoriously atheistic tradition, ever prying into unseemly matters and profane secrets, and the ancestor-cultists of Dulimbai regard them with distinct mistrust. Academicians pride themselves on the sublimity of their tradition. Its powers may be invoked spontaneously, and are so subtle that only another Academician can tell when a spell is being cast. This elegance comes at a price, however, as such quick castings force an excessive surge of magical energy through the sorcerer’s brain tissues and leave them faintly debilitated for a time thereafter. Each spell cast spontaneously applies a cumulative -1 penalty to all hit rolls, attribute checks and saving throws until the caster can rest for half an hour. A caster can avoid incrementing this increasing penalty by routing the power through softer tissues and accepting a 1d6 damage die of injury. Aside from this complication, the arts of the Academician are extremely cerebral in nature. None of its spells can affect the physical world in any way; they function only on the brains of living creatures, intelligent or otherwise. Lesser foes get no saving throw against their spells, but worthy enemies may make a Spirit save to resist them. Apprentice Sense surface emotions in a subject, understand the speaker of a foreign language, reroll a saving throw against a mental effect as an Instant spell, or have a brief mental conversation with a willing target in sight. Adept Project emotions to a subject, create a mental link of communication with a willing target that extends out to a mile, read surface thoughts and strong images in a target, or trick a target into seeing or hearing something illusory. Master Control a target’s emotions fully within their usual range of passions, compel a target to obey for a scene in any non-harmful way, implant a subconscious suggestion they will carry out later that day if it is not against their nature, or read well-remembered memories on a specific topic from a target Archmage Inflict 2d6 psychic damage dice on a target, compel a target to obey for a scene in any non-suicidal way, or for a day in any not-especially-objectionable way, or deeply probe into even forgotten memories on a particular topic.","traditions.cinnabar-order.name":"The Cinnabar Order","traditions.cinnabar-order.description":"A priesthood of scourging flame from the red sand deserts of the Oasis States, the Cinnabar Order works its ways in flame-shrines and monasteries of ash. Their adepts bring sourceless fire to the inhabitants of the great pyramid-cities. Each likely boy or girl is obliged to spend long years in study before they are permitted to leave the shrine where they were trained. Some are enlisted by a city in need of another flame-sorcerer, while others travel to the wet lands for their damp green secrets. They revere the dead gods of fire and heat, mastering their ancient liturgies to call forth the flame that their people need to survive in a land where there is little to burn. Their arts are quick and easy to invoke, and they may cast spells spontaneously. While the Cinnabar Order is a vital part of the life of the great pyramid-arcologies of the Oasis States, its members are viewed with a mix of fear and distaste. The ancient adepts of the Order were strongly opposed to the transhuman breeding experiments that continue to this day among the families of the pyramids, and their refusal to cooperate in lending Cinnabar Order pupils to the genetic stock won them the displeasure of the cities' sorcerous flesh-shapers. The arcane descendants of these ancient fire-magi preserve their distance from the eugenic experiments of the Oasian nobility, obliging the Order's leaders to remain in the security of their ash monasteries. Despite this ancient hostility, the pyramids still need the magical fires that the Cinnabar Order provides in order to maintain their massive enchanted hydroponic gardens. As such, they are paid in necessities for their monasteries and maintain a certain legal impunity under Oasian law. So long as they don't interfere too overtly with the nobility, they and their servants may ignore almost all other laws. Apprentice Every apprentice of the Cinnabar Order is skilled in desert survival, the finding of water, the liturgies of the dead red gods, and the subtleties of all things that burn and explode. They are not taught any magical secrets until they have mastered all these things, however. Adept Adepts can make torches or candles burn all day without being consumed, become immune to fires smaller than a bonfire, light a nimbus of fire around their limbs (turning them into 1d6 weapons), summon 2 HD Cinnabar Sparks from the bestiary chapter, or cause a one foot cube of matter to become flammable regardless of its composition. Master Masters of the Cinnabar Order can hurl bolts of flame (1d10), become immune to mundane flames, extinguish a fire no larger than a house fire, create a nimbus of flame for a scene that burns everyone around them within 10 feet for 1d4 damage, control the burning of a fire no larger than a bonfire, summon 4 HD Cinnabar Sparks, or command creatures of flame to briefly obey them for a scene. Archmage Archmages can hurl exploding balls of flame that do 2d10 damage to everything within a 20’ radius of their landing point, become immune even to magical flames, summon an 8 HD Cinnabar Conflagration, or extinguish all fires around them in a 50’ radius.","traditions.curse-eaters.name":"Curse-Eaters","traditions.curse-eaters.description":"Grim heritors of ancient theotechnic disaster recovery methods, “curse-eaters” are an informal brotherhood of initiates trained in the lifting and banishing of hostile magical effects. While they are honored for their utility in dispelling dangerous magic, the wise also understand that they can lay down the same blights they lift up. Most are glad to receive them and glad to see them go once the work is done. A loose fraternity of these practitioners is found in the Raktine Confederacy, some in service to the Black Academies while others serve as freelance defenders of the peasants. A few curse-eaters are also found in Ancalia, where their secrets formed the basis for the Invocatant order of Ancalian knighthood. Their special expertise is sometimes requested when the Invocatants can't deal with a problem alone. The blights of curse-eaters can take many forms: unluck, sickness, or even death in the case of the mightiest banes. These curses will usually last for a month, if strong or overt, or a year for more subtle afflictions. The very mightiest curses can last generations, though these are usually only enough to afflict a victim rather than kill them. Lesser curses can either affect a specific type of action and force a -4 penalty on d20 rolls for it, or be general ill-luck that applies a -2 penalty to all d20 rolls. Greater curses can force automatic failure of specific actions for a few times before they unravel, or simply cause the automatic failure of the first attempt at the action each scene before applying a -4 penalty to further attempts. Greater curses can also inflict severe, lasting sicknesses, or result in the almost-certain eventual deaths of lesser foes. Curse-eaters can prepare their spells beforehand in small tokens which they crush or break to release the effect. When they turn a curse back on its caster or detect a blight’s enactor, they can reach any distance to the sorcerer responsible for it; the magic itself gives them a connection which defies normal limits of range. Apprentice Apprentice curse-eaters can detect the presence of magic, sense and identify curses and their effects, or dispel low magic effects on their own person. Adept Adepts can dispel low magic on a target, receive a vision of the person who laid a curse on someone, or lay a curse on someone that can last as much as a year and inflict subtle but significant hindrance. Master Those who have mastered the curse-eater's arts can dispel low magic on a building or structure and everyone in it, create a shield that negates the next hostile low magic spell, place a greater curse on someone that will probably get them killed within a month or debilitated indefinitely, or place a lesser curse on an entire group of people in your presence. Archmage The rare curse-eater who lives long enough to become an archmage can create a shield that reflects the next hostile low magic spell back at the caster, place a greater curse on a lesser foe that will kill them in moments, place a lesser curse that will dilute as it travels down to their heirs for seven generations, or lift a curse from someone and send it back at its caster.","traditions.empty-way.name":"The Empty Way","traditions.empty-way.description":"Some see the secrets of the ancients as a path to power and control. They wield magic as a tool, using the ancient invocations and occult prayers to compel the tattered remnants of divinity to obey their purposes. The adepts of the Empty Way turned their back on such profane behavior long centuries ago. Since then they have kept to themselves in isolated monasteries and remote hermitages, taking as disciples those souls who sought refuge from the world and a path toward perfection of the soul. Adepts of the Empty Way are found throughout Arcem, though most often as Raktian hermits or monastics who follow a Uniter version of the doctrine, or Toban lamas and their disciples who use their arts to defend and advance the interests of their monastery. Individual mystical practitioners are also found in Dulimbai, along with a scattering of Lomite atheist-monks in the far north. The magic of the Empty Way is quick to employ, and may be cast spontaneously. It requires no material instruments whatsoever, not even when it is cast as a ritual. The sages of this path obstinately re-nounce the use of magic as a tool to affect the outside world, however, and so spells of the Empty Way only ever affect the caster. They may then choose to use their newfound strength to act in the world, but their philosophers consider that a very different prospect than that of the direct employ of sorcery. Initiates of the Empty Way symbolize their renunciation of direct influence on the world by their adoption of a particular taboo, whether celibacy, poverty, rigid dietary bans, strict obedience to a superior, lengthy periods of prayer each day, or some other stricture. Breaking this taboo or neglecting this duty costs them all use of their powers until they can spend a full day in meditation and purification. Those of the Empty Way who learn another tradition’s magic may use that magic normally, though other adepts of the path are apt to view them as very bad believers for meddling with magic that way. Apprentice The apprentice can cast spells to gain immunity to hot or cold weather, ignore hunger and thirst for a day, become impervious to pain and able to fight on for one round after reaching zero hit dice or hit points, or turn their unarmed attacks into 1d6 weapons for a scene. Adept The adept's spells can turn unarmed attacks into 1d8 weapons, grant them a natural armor class of 5 for a scene, leap up to sixty feet horizontally or half that vertically, gain immunity to natural flame or frost, or heal 1 hit die or hit point of damage as an Instant action. Master The sage master's spells can purge disease or poison from the blood, grant them a natural armor class of 3 for a scene, levitate up or down at their full movement rate for a scene, see clearly even in perfect darkness, or satiate their need for food, sleep, and drink for the day. Archmage An archmage may turn unarmed attacks into 1d10 weapons, turn invisible for a scene or until they take a vigorous action, become impervious to non-magical weapon attacks for a scene so long as they take no hostile action, restore youthful vigor for the day regardless of age, or gain immunity to mortal mind-affecting magic for the day.","traditions.hedge-magic.name":"Hedge Magic","traditions.hedge-magic.description":"A practice that requires years of laborious study, hedge magic teaches its pupils the subtle knowledge of the common folk, their cures and planting-times and luck-charms. In most places this tradition is thickly encrusted with the superstitions and traditions of the local practitioners, leaving a vast amount of effort to be expended before any true magic is learned. While almost any adequately clever man or woman can learn to use the disjointed arts of the hedge magician, it takes time and patient labor to learn the craft. Apprentices and adepts actually have no magical powers at all, and are simply well-versed in all the knowledge necessary for a village wise-man or wise-woman. Treat familiarity with this tradition as a helpful Fact when such knowledge is relevant to an attribute check. Hedge magic takes the usual ritual time to cast. Hedge mages are found throughout Arcem. Almost every hamlet worth a name has at least an apprentice of the art in residence, though the vast majority of these \"mages\" have no magical talent whatsoever. Adepts are the most commonly found, with most of those rare few that have actual arcane potential never getting the opportunity to develop magic. Only when their teacher is truly gifted as well do they have the chance to learn the deeper secrets of roots, seasons, and the man-agement of troublesome neighbors. Of course, having true magic can be a curse when those neighbors start demanding miracles from you. Apprentice Apprentice hedge magicians study herbs, livestock, the rudiments of fortunetelling, and the fabrication of the necessary tools and charms for later work. No true magic is learned at this level of experience. Most are apprenticed young and have mastered this level of expertise by their eighteenth birthday. Adept Adepts are proficient healers and herbalists, and talented at dealing with humans and animals alike. They know much of managing people, keeping the common folk in due awe of their learning without promising too much or inspiring excessive dread. Most villages have hedge magicians of this level of expertise, with knowledge but no true magic at their command. Master This degree is rarely ever learned before an adept’s fiftieth winter. The magician can perform true magic now, albeit of a modest and subtle type. They can cure sick livestock and minor human ailments, ensure wounds heal cleanly, find lost objects within familiar terrain, bring luck or misfortune to a specific endeavor (+/-2 to relevant attribute checks), or perform rituals that restore vigor and wakefulness to a group. Archmage Only the oldest and wisest of hedge mages attain to this degree of mastery. They can break mortal curses, miraculously heal physical wounds for 1d6 hit dice of healing, cure any non-magical diseases, bless or curse an undertaking so as to roll twice on one attribute check and take the better or worse, identify the general properties of magical objects or effects, bewitch people to friendliness or enmity, or foretell a very likely near future for a person. Any healing requires that the recipient Commit Effort for the day to assimilate the power. Those without listed Effort can benefit from healing once per day.","traditions.merciful-hand.name":"The Merciful Hand","traditions.merciful-hand.description":"In the wake of the Last War the loss of life was incalculable. Where only some of the secrets of the past could be preserved, the arts of magical healing were among those most often rescued. Ancient divine protocols of succor were passed down among numerous nations and peoples, and the ensuing body of knowledge came to be known in many lands as the Merciful Hand. These adepts are honored in all civilized lands, and only monsters or the truly barbarous would dare to harm them. Custom demands that they give at least an hour or two of their labor wherever they might stay the night. Their hospice-academies are rare, but are invariably well-supported by the local nobility, though in some lands this closeness has become an unhealthily incestuous bond between the Hand and the nobility. In these places only apprentices of suitably good breeding are allowed to enter the academy, thus neglecting suitable candidates of less glorious lineage and leaving the hospice much more interested in the concerns of the great. Given how few have the magical gifts required, this can make an adept of the Hand even rarer than they are now. The tradition’s spells are potent, but have no power to harm a person or affect an unwilling target. Its initiates can prepare some of the more commonly-needed spells beforehand in elixirs and poultices. Apprentice The apprentice engages in study of the healing arts and beneficial herbs, with no true magic learned at this level yet. This skill does apply as a useful Fact when performing medical services, however. Adept The adept knows charms to stabilize the gravely wounded, cure non-lethal diseases, numb pain, alleviate non-crippling symptoms, and magically identify even very esoteric diseases. Master The charms of the master cure 1d6 points of physical damage to hit points or hit dice, cure even lethal diseases, bring gravely-wounded sorts back onto their feet and functional so long as they’re not further harmed, correct lamed limbs and damaged but essentially-intact organs, and grant blessings to protect infection by mundane diseases. Archmage The mighty spells of the archmage can cure 2d6 physical damage, cure even magical diseases, regrow missing limbs and body parts, and provide blessings to protect against infection by magical diseases. Even so, there are some dire sicknesses that cannot be cured even by an archmage of the Merciful Hand, particularly those magical biological weapons unleashed by some of the more merciless civilizations that fought in the Last War.","traditions.seers-of-the-bright-eye.name":"Seers of the Bright Eye","traditions.seers-of-the-bright-eye.description":"The making of the Made Gods required a more than mortal awareness of the flow of arcane energies and divine numina. While the rarefied excellencies of awareness that went into creating these artificial gods is long since lost, the Seers of the Bright Eye have managed to retain the more prosaic arts of foretelling and far-seeing that win them their current coin and influence. Lesser Seers are little more than street-corner fortune-tellers, using a few small arts to puzzle out what a petitioner wants to be told of the future. In cities were several dwell, they usually form together into formal guilds of oracles, the better to avoid treading on each others’ prophecies and to train apprentices in the art. These novices are often recruited from likely urchins, and are little more than slave labor. Many of them have no actual magical talent whatsoever, and make their fortune with a glib tongue and a skill at cold reading. Some Seers with actual talent or determination refine their abilities to truly behold the future and cast their senses beyond their immediate surroundings. While the future is always mutable, they can gain hints of what is to come and visions of likely future events. This gifted elite finds service in the courts of nobles and princes, though most are regularly forced to prove the strength of their gifts by their suspicious patrons. This gift is hindered by the relatively simple warding practices that can serve to blind a Seer’s vision. Any location wrought with these wards becomes impenetrable to a Seer’s magic or future sight. Any competent occult adept knows how to lay these wards, but they also require regular tending to maintain their power. Exceptionally powerful and costly wards can last indefinitely, however, so long as they remain physically intact. Apprentice The apprentice can determine likely immediate good or bad outcomes from a choice, detect curses or magic, pinpoint the time and location of the caster, and identify a person’s predominant character traits if they have been seen or their birth date is known. Adept The adept can gain brief visions of familiar people and their surroundings, identify magic items and standing spells, get visions of important events likely to happen to them in the next week, overhear the sounds of a remote place they’ve visited before, and locate lost objects familiar to them. Such scrying never lasts more than a half-hour per spell cast. Master The master can locate people they’ve seen or had carefully described to them, ask questions about probable futures and receive yes or no answers, gain visions of where to go to find something, and scry distant locations known to them. Repeated queries about a single future topic tend to distort the readings, however. Archmage Archmages can penetrate weak wards against divination, such as those laid down by occultists of less than master expertise in their low magic tradition. They can also locate people or objects on a casual description, provide a detailed oracular description of a likely near-future event, or create a movable scrying point in a distant location. Their scrying spells last for an hour each at most.","traditions.theotechnicians.name":"The Theotechnicians","traditions.theotechnicians.description":"The Made Gods required a priesthood of theotechnical servitors, trained in the due maintenance and preservation of the elaborate edifices of occult artifice that supported their divine power. Each god had his or her own maintenance priesthood, of course, but the shared principles and secrets of the tradition have long since survived their original patrons. Today, the Bright Republic still maintains a reliable tradition of theotechnology in its sophisticated etheric engines and industrial infrastructure, but the deepest secrets of the arts are preserved by the jungle sages of the Thousand Gods. In the present day, theotechnicians serve as engineers and artificers to the great and small, with even their apprentices capable of erecting sturdy structures and repairing damaged tools and buildings. They are in greatest demand when relics of the Made Gods are unearthed, or ancient artifice-marvels need repair and recharging. Most Bright Republic towns have at least one theotechnician on hand to tend to their marvels, and cities make use of them to preserve ancient wonders that no person living can reproduce. The god-tribes of the Thousand Gods have even more such learned men and women, kept constantly in service by their merciless divine tyrants. While applicable to relics and wonders of all kinds, theotechnical work is not cheap. No work can be done unless the theotechnician has access to substantial resources, a minimum of Wealth 1 for any serious work beyond minor repairs and identifications. Its automata and artificing work remain functional as long as they are intact, however, and do not vanish or shut down at dawn. The Wealth used to make the gear must be natural; conjured components spoil the magic. Apprentice Apprentices learn no magic, but become skilled in architecture, tinkering, and the crafting of delicate work such as a jeweler or goldsmith might do. Those of the Thousand Gods focus more on learning of the myriad divinities of the land and their specific powers and servants. Adept Adept theotechnicians treat their art as sufficient justification for being able to create minor magic items as described in the Treasures chapter. Each month of their determined labor counts as 1 Dominion point for the creation of a minor magic item, though they cannot create them in bulk as Godbound can or create arms and armor more powerful than those with a +1 bonus. Adepts can identify the function and powers of such minor magic items. Master A master theotechnician can fashion up to +2 weapons and armor, and at a cost of 1 Wealth point and a week's work they can build a 4 HD minor servitor. This servitor is not sentient, but it will obey the master intelligently. Archmage Archmages of the theotechnicians can build +3 weapons and armor and can fabricate 8 HD servitors with a month's work and 2 Wealth points of expenditure. Archmages automatically succeed at all saving throws forced on them by effects generated by minor magical items.","gifts.universal.divine-wrath.name":"Divine Wrath","gifts.universal.divine-wrath.description":"Commit Effort to the end of the scene. You smite a chosen foe within sight with the energies of the 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.","gifts.universal.corona-of-fury.name":"Corona of Fury","gifts.universal.corona-of-fury.description":"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 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. Corona of Fury cannot be used two rounds in a row.","gifts.universal.effort-of-the-word.name":"Effort of the Word","gifts.universal.effort-of-the-word.description":"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.","gifts.universal.influence-of-the-word.name":"Influence of the Word","gifts.universal.influence-of-the-word.description":"Your maximum Influence increases by two points. This gift can be taken once for each Word you have bonded.","gifts.universal.excellence-of-the-word.choices.attribute.prompt":"Attribute raised to 18","gifts.universal.excellence-of-the-word.choices.attribute.options.str.name":"Strength","gifts.universal.excellence-of-the-word.choices.attribute.options.dex.name":"Dexterity","gifts.universal.excellence-of-the-word.choices.attribute.options.con.name":"Constitution","gifts.universal.excellence-of-the-word.choices.attribute.options.wis.name":"Wisdom","gifts.universal.excellence-of-the-word.choices.attribute.options.int.name":"Intelligence","gifts.universal.excellence-of-the-word.choices.attribute.options.cha.name":"Charisma","gifts.universal.excellence-of-the-word.name":"Excellence of the Word","gifts.universal.excellence-of-the-word.description":"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. Smite Powers Some gifts or miracles blast a target with a direct surge of divine fury, scourging them with the power of the gods. While impressive, a Godbound can't channel such energies continuously. You can't use a gift or miracle with the Smite keyword two rounds in a row, even if you're an NPC with multiple actions per round. Gifts that augment an attack or deal modest damage to large numbers of foes aren't generally Smite attacks. Instead, the keyword is meant to keep players from pouring all of their Effort into continuous heavy blasts, rather than more creative combat.","gifts.alacrity.all-directions-as-one.name":"All Directions as One","gifts.alacrity.all-directions-as-one.description":"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.","gifts.alacrity.flickering-advance.name":"Flickering Advance","gifts.alacrity.flickering-advance.description":"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.","gifts.alacrity.mist-on-water.name":"Mist on Water","gifts.alacrity.mist-on-water.description":"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.","gifts.alacrity.storm-breaks.name":"The Storm Breaks","gifts.alacrity.storm-breaks.description":"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.","gifts.alacrity.swifter-than-the-sun.name":"Swifter Than The Sun","gifts.alacrity.swifter-than-the-sun.description":"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.","gifts.alacrity.walk-between-the-rain.name":"Walk Between the Rain","gifts.alacrity.walk-between-the-rain.description":"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.","gifts.alacrity.all-encompassing-presence.prerequisites.word":"Only a hero bound to the Word of Alacrity can master its greater gifts.","gifts.alacrity.all-encompassing-presence.name":"All-Encompassing Presence","gifts.alacrity.all-encompassing-presence.description":"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.","gifts.alacrity.faster-than-thought.prerequisites.word":"Only a hero bound to the Word of Alacrity can master its greater gifts.","gifts.alacrity.faster-than-thought.name":"Faster Than Thought","gifts.alacrity.faster-than-thought.description":"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.","gifts.alacrity.untouchable.prerequisites.word":"Only a hero bound to the Word of Alacrity can master its greater gifts.","gifts.alacrity.untouchable.name":"Untouchable","gifts.alacrity.untouchable.description":"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.","gifts.artifice.command-the-wheels.name":"Command the Wheels","gifts.artifice.command-the-wheels.description":"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.","gifts.artifice.faultless-repair.name":"Faultless Repair","gifts.artifice.faultless-repair.description":"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.","gifts.artifice.hammerhand.name":"Hammerhand","gifts.artifice.hammerhand.description":"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.","gifts.artifice.mark-the-maker.name":"Mark the Maker","gifts.artifice.mark-the-maker.description":"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.","gifts.artifice.ten-thousand-tools.name":"Ten Thousand Tools","gifts.artifice.ten-thousand-tools.description":"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.","gifts.artifice.transmuter.name":"Transmuter","gifts.artifice.transmuter.description":"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.","gifts.artifice.makers-eyes.prerequisites.word":"Only a hero bound to the Word of Artifice can master its greater gifts.","gifts.artifice.makers-eyes.name":"The Maker's Eyes","gifts.artifice.makers-eyes.description":"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.","gifts.artifice.perpetual-perfection.prerequisites.word":"Only a hero bound to the Word of Artifice can master its greater gifts.","gifts.artifice.perpetual-perfection.name":"Perpetual Perfection","gifts.artifice.perpetual-perfection.description":"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.","gifts.artifice.reverence-of-steel.prerequisites.word":"Only a hero bound to the Word of Artifice can master its greater gifts.","gifts.artifice.reverence-of-steel.name":"Reverence of Steel","gifts.artifice.reverence-of-steel.description":"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.","gifts.beasts.distant-howl.name":"Distant Howl","gifts.beasts.distant-howl.description":"Commit Effort. You can communicate from afar with any animal whose location you know to within a mile. You can borrow their senses if they permit it. Animals who have spent at least a week in your presence can be reached wherever they are.","gifts.beasts.eyes-of-the-cat.name":"Eyes of the Cat","gifts.beasts.eyes-of-the-cat.description":"You have supernally-keen senses; you can see in perfect darkness, hear perfectly any noise within a hundred yards, and track by scent.","gifts.beasts.link-of-unity.name":"Link of Unity","gifts.beasts.link-of-unity.description":"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.","gifts.beasts.red-in-tooth-and-claw.name":"Red in Tooth and Claw","gifts.beasts.red-in-tooth-and-claw.description":"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.","gifts.beasts.scent-the-prey.name":"Scent the Prey","gifts.beasts.scent-the-prey.description":"Commit Effort to gain an intuitive awareness of the locations and types of all beasts within a mile radius. You may telepathically summon any of them to come to you as quickly as they can safely do so. Magical or intelligent beasts can refuse to come if they so choose.","gifts.beasts.untamed-will.name":"Untamed Will","gifts.beasts.untamed-will.description":"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.","gifts.beasts.conquer-the-beast-within.prerequisites.word":"Only a hero bound to the Word of Beasts can master its greater gifts.","gifts.beasts.conquer-the-beast-within.name":"Conquer the Beast Within","gifts.beasts.conquer-the-beast-within.description":"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.","gifts.beasts.lord-of-the-wild.prerequisites.word":"Only a hero bound to the Word of Beasts can master its greater gifts.","gifts.beasts.lord-of-the-wild.name":"Lord of the Wild","gifts.beasts.lord-of-the-wild.description":"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.","gifts.beasts.many-skinned-mantle.prerequisites.word":"Only a hero bound to the Word of Beasts can master its greater gifts.","gifts.beasts.many-skinned-mantle.name":"Many-Skinned Mantle","gifts.beasts.many-skinned-mantle.description":"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.","gifts.bow.bar-the-red-descent.name":"Bar the Red Descent","gifts.bow.bar-the-red-descent.description":"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.","gifts.bow.bolt-of-invincible-skill.name":"Bolt of Invincible Skill","gifts.bow.bolt-of-invincible-skill.description":"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.","gifts.bow.feathered-tempest.name":"Feathered Tempest","gifts.bow.feathered-tempest.description":"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.","gifts.bow.none-beyond-reach.name":"None Beyond Reach","gifts.bow.none-beyond-reach.description":"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.","gifts.bow.omnipresent-reach.name":"Omnipresent Reach","gifts.bow.omnipresent-reach.description":"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 pistols and rifles of the Bright Republic work for you even in the absence of an etheric node's stabilizing effect.","gifts.bow.seeking-flight.name":"The Seeking Flight","gifts.bow.seeking-flight.description":"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.","gifts.bow.inexorable-shaft.prerequisites.word":"Only a hero bound to the Word of Bow can master its greater gifts.","gifts.bow.inexorable-shaft.name":"The Inexorable Shaft","gifts.bow.inexorable-shaft.description":"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.","gifts.bow.lord-of-that-which-falls.prerequisites.word":"Only a hero bound to the Word of Bow can master its greater gifts.","gifts.bow.lord-of-that-which-falls.name":"Lord of That Which Falls","gifts.bow.lord-of-that-which-falls.description":"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.","gifts.bow.rain-of-sorrow.prerequisites.word":"Only a hero bound to the Word of Bow can master its greater gifts.","gifts.bow.rain-of-sorrow.name":"Rain of Sorrow","gifts.bow.rain-of-sorrow.description":"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.","gifts.command.guards-seize-him.name":"Guards! Seize him!","gifts.command.guards-seize-him.description":"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.","gifts.command.know-the-inner-truth.name":"Know the Inner Truth","gifts.command.know-the-inner-truth.description":"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.","gifts.command.lieutenants-wisdom.name":"The Lieutenant's Wisdom","gifts.command.lieutenants-wisdom.description":"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.","gifts.command.lines-of-rule.name":"The Lines of Rule","gifts.command.lines-of-rule.description":"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.","gifts.command.soldiers-faithful-heart.name":"The Soldier's Faithful Heart","gifts.command.soldiers-faithful-heart.description":"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.","gifts.command.thousand-loyal-troops.name":"A Thousand Loyal Troops","gifts.command.thousand-loyal-troops.description":"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.","gifts.command.bearer-of-the-scarlet-crown.prerequisites.word":"Only a hero bound to the Word of Command can master its greater gifts.","gifts.command.bearer-of-the-scarlet-crown.name":"Bearer of the Scarlet Crown","gifts.command.bearer-of-the-scarlet-crown.description":"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.","gifts.command.invincible-iron-general.prerequisites.word":"Only a hero bound to the Word of Command can master its greater gifts.","gifts.command.invincible-iron-general.name":"Invincible Iron General","gifts.command.invincible-iron-general.description":"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.","gifts.command.thrall-making-shout.prerequisites.word":"Only a hero bound to the Word of Command can master its greater gifts.","gifts.command.thrall-making-shout.name":"Thrall-Making Shout","gifts.command.thrall-making-shout.description":"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.","gifts.death.keeper-of-the-graves.name":"Keeper of the Graves","gifts.death.keeper-of-the-graves.description":"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.","gifts.death.mantle-of-quietus.name":"Mantle of Quietus","gifts.death.mantle-of-quietus.description":"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.","gifts.death.pale-crown-beckons.name":"A Pale Crown Beckons","gifts.death.pale-crown-beckons.description":"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.","gifts.death.scythe-hand.name":"Scythe Hand","gifts.death.scythe-hand.description":"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.","gifts.death.white-bone-harvest.name":"White Bone Harvest","gifts.death.white-bone-harvest.description":"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.","gifts.death.withholding-the-mercy.name":"Withholding the Mercy","gifts.death.withholding-the-mercy.description":"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.","gifts.death.no-release.prerequisites.word":"Only a hero bound to the Word of Death can master its greater gifts.","gifts.death.no-release.name":"No Release","gifts.death.no-release.description":"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.","gifts.death.reaping-word.prerequisites.word":"Only a hero bound to the Word of Death can master its greater gifts.","gifts.death.reaping-word.name":"Reaping Word","gifts.death.reaping-word.description":"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.","gifts.death.summons-to-day.prerequisites.word":"Only a hero bound to the Word of Death can master its greater gifts.","gifts.death.summons-to-day.name":"Summons to Day","gifts.death.summons-to-day.description":"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.","gifts.deception.deceivers-unblinking-eye.name":"Deceiver's Unblinking Eye","gifts.deception.deceivers-unblinking-eye.description":"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.","gifts.deception.familiar-face.name":"A Familiar Face","gifts.deception.familiar-face.description":"Commit Effort to 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.","gifts.deception.liars-flawless-grace.name":"Liar's Flawless Grace","gifts.deception.liars-flawless-grace.description":"Your lies can never be detected as such by magic or other special abilities, including those of the Deception Word. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm.","gifts.deception.perfect-masquerade.name":"Perfect Masquerade","gifts.deception.perfect-masquerade.description":"Commit Effort. Instantly appear as any humanoid you have seen. Only worthy foes 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, clothing, mannerisms, and expected habits of behavior.","gifts.deception.shadow-play.name":"Shadow Play","gifts.deception.shadow-play.description":"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.","gifts.deception.veiled-step.name":"Veiled Step","gifts.deception.veiled-step.description":"Commit Effort. Lesser foes have no chance to detect you so long as you stay out of their immediate presence and don’t draw attention. Worthy foes can try a Spirit save to resist when you are near.","gifts.deception.conviction-of-error.prerequisites.word":"Only a hero bound to the Word of Deception can master its greater gifts.","gifts.deception.conviction-of-error.name":"Conviction of Error","gifts.deception.conviction-of-error.description":"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.","gifts.deception.impenetrable-deceit.prerequisites.word":"Only a hero bound to the Word of Deception can master its greater gifts.","gifts.deception.impenetrable-deceit.name":"Impenetrable Deceit","gifts.deception.impenetrable-deceit.description":"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.","gifts.deception.walking-ghost.prerequisites.word":"Only a hero bound to the Word of Deception can master its greater gifts.","gifts.deception.walking-ghost.name":"Walking Ghost","gifts.deception.walking-ghost.description":"Commit Effort. 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. Worthy foes have a chance to notice you with a Spirit save if you go into their presence or they’re actively searching for hidden foes. Attacks and loud actions always draw attention. Buying this gift refunds Veiled Step, if already had.","gifts.earth.earthwalker.name":"Earthwalker","gifts.earth.earthwalker.description":"Commit Effort. You and your companions may pass through stone or soil without need for breath. 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.","gifts.earth.jewel-bright-eyes.name":"Jewel-Bright Eyes","gifts.earth.jewel-bright-eyes.description":"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.","gifts.earth.mountain-thews.name":"Mountain Thews","gifts.earth.mountain-thews.description":"Commit Effort to the end of the scene. 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.","gifts.earth.obduracy-of-stone.name":"Obduracy of Stone","gifts.earth.obduracy-of-stone.description":"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.","gifts.earth.rebellion-of-the-soil.name":"Rebellion of the Soil","gifts.earth.rebellion-of-the-soil.description":"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 1d20 damage on all inside, or controlled so as to leave those within unharmed. Worn armor or items cannot be affected by this power.","gifts.earth.stonespeaker.name":"Stonespeaker","gifts.earth.stonespeaker.description":"Commit Effort. 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.","gifts.earth.builder-of-mountain-peaks.prerequisites.word":"Only a hero bound to the Word of Earth can master its greater gifts.","gifts.earth.builder-of-mountain-peaks.name":"Builder of Mountain Peaks","gifts.earth.builder-of-mountain-peaks.description":"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. 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.","gifts.earth.fury-of-the-avalanche.prerequisites.word":"Only a hero bound to the Word of Earth can master its greater gifts.","gifts.earth.fury-of-the-avalanche.name":"Fury of the Avalanche","gifts.earth.fury-of-the-avalanche.description":"The earth trembles and casts forth shards of stone. Commit Effort to wield these eruptions as a 1d10 magical weapon for as long as Effort remains committed. While the gift lasts, your Fray die may be applied to every lesser foe standing on earth or stone within sight.","gifts.earth.tremors-of-the-worlds-heart.prerequisites.word":"Only a hero bound to the Word of Earth can master its greater gifts.","gifts.earth.tremors-of-the-worlds-heart.name":"Tremors of the World's Heart","gifts.earth.tremors-of-the-worlds-heart.description":"Commit Effort to the end of the day to cause a localized earthquake on a point within sight, flattening most buildings within a 300-foot radius and throwing lesser foes to their knees. Those toppled must spend their movement action regaining their feet. The full devastation to the surroundings requires about sixty seconds to complete.","gifts.endurance.amaranth-vitality.name":"Amaranth Vitality","gifts.endurance.amaranth-vitality.description":"Every fifteen minutes you heal one lost hit point per three character levels, rounded up, so long as you are still alive.","gifts.endurance.body-of-iron-will.name":"Body of Iron Will","gifts.endurance.body-of-iron-will.description":"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.","gifts.endurance.defy-the-iron.name":"Defy the Iron","gifts.endurance.defy-the-iron.description":"Commit Effort to the end of scene. Negate one physical attack or instance of bodily injury. This gift can't ward off mental or spiritual damage types, or magical effects that would normally provoke a Spirit save. This immunity extends only to one round worth of damage when facing an ongoing peril that does damage each round.","gifts.endurance.elemental-scorn.name":"Elemental Scorn","gifts.endurance.elemental-scorn.description":"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 other elements; a single Commitment can extend all your defenses.","gifts.endurance.harder-than-this.name":"Harder than This","gifts.endurance.harder-than-this.description":"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.","gifts.endurance.untiring-inspiration.name":"Untiring Inspiration","gifts.endurance.untiring-inspiration.description":"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.","gifts.endurance.fear-no-steel.prerequisites.word":"Only a hero bound to the Word of Endurance can master its greater gifts.","gifts.endurance.fear-no-steel.name":"Fear No Steel","gifts.endurance.fear-no-steel.description":"Commit Effort. Your determination or supernatural hardiness allows you to shrug off the lesser harms of the world. You take 1 fewer point of damage from all incoming sources of damage, whether physical or magical. Optionally, Commit Effort for the day to become immune for a scene to attacks from lesser foes without magical weapons.","gifts.endurance.unbreakable.prerequisites.word":"Only a hero bound to the Word of Endurance can master its greater gifts.","gifts.endurance.unbreakable.name":"Unbreakable","gifts.endurance.unbreakable.description":"Commit Effort to the end of the day. 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.","gifts.endurance.undying.prerequisites.word":"Only a hero bound to the Word of Endurance can master its greater gifts.","gifts.endurance.undying.name":"Undying","gifts.endurance.undying.description":"While you can be brought to zero hit points, mutilated, or burnt, you cannot actually be killed except by the effect or aid of a Word-powered gift, divine miracle, or gift-enhanced attack. If not slain, you regenerate back to one hit point in an hour from your largest remaining piece.","gifts.fertility.birth-blessing.name":"Birth Blessing","gifts.fertility.birth-blessing.description":"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.","gifts.fertility.second-spring.name":"A Second Spring","gifts.fertility.second-spring.description":"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.","gifts.fertility.seeds-of-death.name":"Seeds of Death","gifts.fertility.seeds-of-death.description":"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.","gifts.fertility.sense-of-ash.name":"A Sense of Ash","gifts.fertility.sense-of-ash.description":"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.","gifts.fertility.touch-of-green-restraint.name":"Touch of Green Restraint","gifts.fertility.touch-of-green-restraint.description":"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.","gifts.fertility.withering-curse.name":"Withering Curse","gifts.fertility.withering-curse.description":"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.","gifts.fertility.cornucopian-blessing.prerequisites.word":"Only a hero bound to the Word of Fertility can master its greater gifts.","gifts.fertility.cornucopian-blessing.name":"Cornucopian Blessing","gifts.fertility.cornucopian-blessing.description":"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.","gifts.fertility.sever-the-line.prerequisites.word":"Only a hero bound to the Word of Fertility can master its greater gifts.","gifts.fertility.sever-the-line.name":"Sever the Line","gifts.fertility.sever-the-line.description":"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.","gifts.fertility.unending-abundance.prerequisites.word":"Only a hero bound to the Word of Fertility can master its greater gifts.","gifts.fertility.unending-abundance.name":"Unending Abundance","gifts.fertility.unending-abundance.description":"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.","gifts.fire.consuming-gaze.name":"Consuming Gaze","gifts.fire.consuming-gaze.description":"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.","gifts.fire.firestorm.name":"Firestorm","gifts.fire.firestorm.description":"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, with an Evasion save allowed to halve the damage taken, rounded up.","gifts.fire.firewalker.name":"Firewalker","gifts.fire.firewalker.description":"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 one mile total in any one hour.","gifts.fire.give-forth-the-ashes.name":"Give Forth the Ashes","gifts.fire.give-forth-the-ashes.description":"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 Effort cost, but the dead are not raised.","gifts.fire.master-of-the-furnace.name":"Master of the Furnace","gifts.fire.master-of-the-furnace.description":"Commit Effort. 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.","gifts.fire.nimbus-of-flame.name":"Nimbus of Flame","gifts.fire.nimbus-of-flame.description":"Commit Effort. You’re surrounded by a halo of searing heat. Anyone who attacks you in melee combat takes 1 point of fire damage before the attack is resolved. Assailants can suffer only one such injury per round, even if they launch multiple attacks.","gifts.fire.burning-rebuke.prerequisites.word":"Only a hero bound to the Word of Fire can master its greater gifts.","gifts.fire.burning-rebuke.name":"Burning Rebuke","gifts.fire.burning-rebuke.description":"Commit Effort. Every foe that attacks you while angry or impassioned 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.","gifts.fire.cinder-words.prerequisites.word":"Only a hero bound to the Word of Fire can master its greater gifts.","gifts.fire.cinder-words.name":"Cinder Words","gifts.fire.cinder-words.description":"Commit Effort. Your voice scorches your enemies. Every lesser foe within earshot takes your Fray damage each round. You can ignite unattended objects with a word as a free action once a round.","gifts.fire.searing-blade.prerequisites.word":"Only a hero bound to the Word of Fire can master its greater gifts.","gifts.fire.searing-blade.name":"Searing Blade","gifts.fire.searing-blade.description":"Commit Effort. You wield fire as a weapon, either limning a blade in it or using projections of it as a magical weapon with a 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.","gifts.health.ender-of-plagues.name":"Ender of Plagues","gifts.health.ender-of-plagues.description":"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.","gifts.health.flesh-made-true.name":"Flesh Made True","gifts.health.flesh-made-true.description":"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.","gifts.health.intrinsic-health.name":"Intrinsic Health","gifts.health.intrinsic-health.description":"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.","gifts.health.merciful-gaze.name":"Merciful Gaze","gifts.health.merciful-gaze.description":"By 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.","gifts.health.plaguebringer.name":"Plaguebringer","gifts.health.plaguebringer.description":"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.","gifts.health.vital-furnace.name":"Vital Furnace","gifts.health.vital-furnace.description":"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.","gifts.health.burning-vitality.prerequisites.word":"Only a hero bound to the Word of Health can master its greater gifts.","gifts.health.burning-vitality.name":"Burning Vitality","gifts.health.burning-vitality.description":"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.","gifts.health.deplete-health.prerequisites.word":"Only a hero bound to the Word of Health can master its greater gifts.","gifts.health.deplete-health.name":"Deplete Health","gifts.health.deplete-health.description":"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.","gifts.health.lifegiver.prerequisites.word":"Only a hero bound to the Word of Health can master its greater gifts.","gifts.health.lifegiver.name":"Lifegiver","gifts.health.lifegiver.description":"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.","gifts.journeying.dust-at-your-heels.name":"Dust At Your Heels","gifts.journeying.dust-at-your-heels.description":"Commit Effort. 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.","gifts.journeying.know-the-path.name":"Know the Path","gifts.journeying.know-the-path.description":"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.","gifts.journeying.master-of-the-key.name":"Master of the Key","gifts.journeying.master-of-the-key.description":"You can instantly defeat any mundane trap, lock, tie, binding 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.","gifts.journeying.opening-the-way.name":"Opening the Way","gifts.journeying.opening-the-way.description":"Commit Effort for the scene to 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.","gifts.journeying.swift-progress.name":"Swift Progress","gifts.journeying.swift-progress.description":"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 unsalubrious natural environment.","gifts.journeying.untroubled-passage.name":"Untroubled Passage","gifts.journeying.untroubled-passage.description":"Commit Effort. While you travel, you and those with you will never be hindered by chance-met creatures or bad weather. Worthy foes wandering in your path get a Spirit saving throw to notice you.","gifts.journeying.exodus-road.prerequisites.word":"Only a hero bound to the Word of Journeying can master its greater gifts.","gifts.journeying.exodus-road.name":"The Exodus Road","gifts.journeying.exodus-road.description":"Commit Effort. Your Journeying gifts can apply to any number of willing companions in sight, including whole armies or cities.","gifts.journeying.hour-of-need.prerequisites.word":"Only a hero bound to the Word of Journeying can master its greater gifts.","gifts.journeying.hour-of-need.name":"The Hour of Need","gifts.journeying.hour-of-need.description":"Commit Effort for the day. Up to a 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. This may induce some problems of causality, but the gift’s power allows their arrival regardless.","gifts.journeying.path-of-racing-dawn.prerequisites.word":"Only a hero bound to the Word of Journeying can master its greater gifts.","gifts.journeying.path-of-racing-dawn.name":"The Path of Racing Dawn","gifts.journeying.path-of-racing-dawn.description":"Commit Effort. 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.","gifts.knowledge.best-course.name":"The Best Course","gifts.knowledge.best-course.description":"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.","gifts.knowledge.best-laid-plans.name":"The Best-Laid Plans","gifts.knowledge.best-laid-plans.description":"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.","gifts.knowledge.excision-of-understanding.name":"Excision of Understanding","gifts.knowledge.excision-of-understanding.description":"As an action, 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 Godbound relents. Worthy foes can save versus Spirit to resist.","gifts.knowledge.truth-that-burns.name":"A Truth That Burns","gifts.knowledge.truth-that-burns.description":"Commit Effort for the scene and choose a visible target. Learn the knowledge of them or their plans that they least want you to know, as judged by the GM. Worthy foes get a Spirit saving throw to resist this subtle inquisition.","gifts.knowledge.unveiled-truth.name":"The Unveiled Truth","gifts.knowledge.unveiled-truth.description":"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. This answer is generally brief, no more than a few sentences.","gifts.knowledge.word-far-off.name":"A Word Far Off","gifts.knowledge.word-far-off.description":"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.","gifts.knowledge.disclose-the-flaw.prerequisites.word":"Only a hero bound to the Word of Knowledge can master its greater gifts.","gifts.knowledge.disclose-the-flaw.name":"Disclose the Flaw","gifts.knowledge.disclose-the-flaw.description":"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.","gifts.knowledge.irresistible-query.prerequisites.word":"Only a hero bound to the Word of Knowledge can master its greater gifts.","gifts.knowledge.irresistible-query.name":"Irresistible Query","gifts.knowledge.irresistible-query.description":"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.","gifts.knowledge.omniscient-scholar.prerequisites.word":"Only a hero bound to the Word of Knowledge can master its greater gifts.","gifts.knowledge.omniscient-scholar.name":"The Omniscient Scholar","gifts.knowledge.omniscient-scholar.description":"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 attribute checks to accomplish intellectual tasks if they're within mortal capabilities.","gifts.luck.blighted-luck.name":"Blighted Luck","gifts.luck.blighted-luck.description":"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.","gifts.luck.nine-lives.name":"Nine Lives","gifts.luck.nine-lives.description":"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.","gifts.luck.salting-away-the-luck.name":"Salting Away the Luck","gifts.luck.salting-away-the-luck.description":"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.","gifts.luck.spun-fortune.name":"Spun Fortune","gifts.luck.spun-fortune.description":"Commit Effort for the scene. Another person rerolls a roll you are aware that they just made.","gifts.luck.unmarred-beneficence.name":"Unmarred Beneficence","gifts.luck.unmarred-beneficence.description":"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.","gifts.luck.world-against-you.name":"The World Against You","gifts.luck.world-against-you.description":"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.","gifts.luck.by-chance.prerequisites.word":"Only a hero bound to the Word of Luck can master its greater gifts.","gifts.luck.by-chance.name":"By Chance","gifts.luck.by-chance.description":"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.","gifts.luck.impossible-victory.prerequisites.word":"Only a hero bound to the Word of Luck can master its greater gifts.","gifts.luck.impossible-victory.name":"Impossible Victory","gifts.luck.impossible-victory.description":"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.","gifts.luck.unfailing-fortune.prerequisites.word":"Only a hero bound to the Word of Luck can master its greater gifts.","gifts.luck.unfailing-fortune.name":"Unfailing Fortune","gifts.luck.unfailing-fortune.description":"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.","gifts.might.descent-of-the-mountain.name":"Descent of the Mountain","gifts.might.descent-of-the-mountain.description":"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.","gifts.might.falling-meteor-strike.name":"Falling Meteor Strike","gifts.might.falling-meteor-strike.description":"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.","gifts.might.fists-of-black-iron.name":"Fists of Black Iron","gifts.might.fists-of-black-iron.description":"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.","gifts.might.shoulders-wide-as-the-world.name":"Shoulders Wide as the World","gifts.might.shoulders-wide-as-the-world.description":"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.","gifts.might.stronger-than-you.name":"Stronger Than You","gifts.might.stronger-than-you.description":"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.","gifts.might.surge-of-strength.name":"Surge of Strength","gifts.might.surge-of-strength.description":"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.","gifts.might.leap-the-moon.prerequisites.word":"Only a hero bound to the Word of Might can master its greater gifts.","gifts.might.leap-the-moon.name":"Leap the Moon","gifts.might.leap-the-moon.description":"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.","gifts.might.loosening-gods-teeth.prerequisites.word":"Only a hero bound to the Word of Might can master its greater gifts.","gifts.might.loosening-gods-teeth.name":"Loosening God's Teeth","gifts.might.loosening-gods-teeth.description":"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.","gifts.might.thews-of-the-gods.prerequisites.word":"Only a hero bound to the Word of Might can master its greater gifts.","gifts.might.thews-of-the-gods.name":"Thews of the Gods","gifts.might.thews-of-the-gods.description":"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.","gifts.night.damn-their-eyes.name":"Damn Their Eyes","gifts.night.damn-their-eyes.description":"Choose a target in sight. Lesser foes are blinded, while worthy foes can save versus Hardiness to resist and require the hero to Commit Effort for the scene to affect them . 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.","gifts.night.darkling-stairs.name":"The Darkling Stairs","gifts.night.darkling-stairs.description":"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.","gifts.night.knives-of-night.name":"Knives of Night","gifts.night.knives-of-night.description":"Commit Effort. You are now able to harden darkness into a weapon with a range of 200 feet. When used to attack, it does 1d10 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.","gifts.night.road-of-shadows.name":"A Road of Shadows","gifts.night.road-of-shadows.description":"Commit Effort for the scene. 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.","gifts.night.still-silence-of-sleep.name":"The Still Silence of Sleep","gifts.night.still-silence-of-sleep.description":"Commit Effort for the scene and choose a point in sight. All lesser foes within 50 feet of that point must make a Spirit 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.","gifts.night.welcoming-the-dusk.name":"Welcoming the Dusk","gifts.night.welcoming-the-dusk.description":"Commit Effort. Create darkness around you in any configuration, up to a 30 foot radius. You can see through it, and it can follow you.","gifts.night.darkness-at-noon.prerequisites.word":"Only a hero bound to the Word of Night can master its greater gifts.","gifts.night.darkness-at-noon.name":"A Darkness at Noon","gifts.night.darkness-at-noon.description":"Commit Effort for the scene. 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.","gifts.night.flesh-of-shadows.prerequisites.word":"Only a hero bound to the Word of Night can master its greater gifts.","gifts.night.flesh-of-shadows.name":"Flesh of Shadows","gifts.night.flesh-of-shadows.description":"Commit Effort. 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.","gifts.night.speaker-in-dreams.prerequisites.word":"Only a hero bound to the Word of Night can master its greater gifts.","gifts.night.speaker-in-dreams.name":"A Speaker in Dreams","gifts.night.speaker-in-dreams.description":"Commit Effort. 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 Spirit save to resist.","gifts.passion.banner-of-passion.name":"Banner of Passion","gifts.passion.banner-of-passion.description":"Commit Effort. 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. 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.","gifts.passion.fashioning-a-friend.name":"Fashioning a Friend","gifts.passion.fashioning-a-friend.description":"Commit Effort for the scene to 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 Spirit to avoid the enchantment.","gifts.passion.follow-the-threads.name":"Follow the Threads","gifts.passion.follow-the-threads.description":"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 Spirit to maintain their secrets.","gifts.passion.heart-of-the-lion.name":"Heart of the Lion","gifts.passion.heart-of-the-lion.description":"You have an invincible defense against fear and all unwanted emotion-affecting effects. You may Commit Effort for the scene as an Instant action to share this immunity with all allies within 100 yards.","gifts.passion.snuff-the-hearts-candle.name":"Snuff the Heart's Candle","gifts.passion.snuff-the-hearts-candle.description":"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 Spirit to resist the stilling.","gifts.passion.terrifying-mien.name":"Terrifying Mien","gifts.passion.terrifying-mien.description":"Commit Effort to the end of the scene. All NPC foes who can see or hear you, must instantly make a Morale check. Lesser foes roll this at a -2 penalty. Foes that fail this check will usually flee in terror, albeit those without a means of escape might surrender on the spot. This gift can be used against a foe only once per scene, and PCs are immune.","gifts.passion.heart-like-clay.prerequisites.word":"Only a hero bound to the Word of Passion can master its greater gifts.","gifts.passion.heart-like-clay.name":"A Heart like Clay","gifts.passion.heart-like-clay.description":"Commit Effort for the scene to 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 Spirit to resist the shaping. The emotions persist despite all adversities until the Godbound releases the subject.","gifts.passion.infectious-passion.prerequisites.word":"Only a hero bound to the Word of Passion can master its greater gifts.","gifts.passion.infectious-passion.name":"Infectious Passion","gifts.passion.infectious-passion.description":"Commit Effort for the scene to 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 Spirit to resist. It lasts until the Godbound releases the victims or the emotion becomes blatantly inappropriate.","gifts.passion.song-buried-deep.prerequisites.word":"Only a hero bound to the Word of Passion can master its greater gifts.","gifts.passion.song-buried-deep.name":"A Song Buried Deep","gifts.passion.song-buried-deep.description":"Commit Effort for the day and 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. The maximum range of this effect is one mile per level of the Godbound. Note that the effects apply to any matching phrase, music, or image; if the Godbound 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 Godbound imbues a traditional greeting with the passion, then every person who hears the greeting will be affected.","gifts.sea.body-of-water.name":"Body of Water","gifts.sea.body-of-water.description":"Your flesh flows around dangers and encapsulates toxins. Your natural armor class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. This AC isn't improved by shields or armor.","gifts.sea.crushing-depths.name":"Crushing Depths","gifts.sea.crushing-depths.description":"Commit Effort for the scene. Destroy any non-magical object you’re touching, up to 20 x 20 x 20 feet in size, as it erodes or is compressed into splinters. Living creatures require a normal weapon or unarmed attack to hit and are not automatically destroyed, though the damage die is treated as if it rolled the maximum possible.","gifts.sea.living-torrent.name":"Living Torrent","gifts.sea.living-torrent.description":"Commit Effort. Spout a torrent of water at dangerous levels of pressure. The water can be used as a ranged weapon out to 100 feet, doing 1d10 damage and counting as a magical weapon. It will destroy one foot of earthen or wooden barriers in one round. The water can be allowed to remain after using this power, or allowed to vanish as the wielder wills.","gifts.sea.lord-of-the-waters.name":"Lord of the Waters","gifts.sea.lord-of-the-waters.description":"Commit Effort. While in effect, you can transform into any non-magical sea creature larger than a shrimp and smaller than a kraken. You can speak to and command all natural sea life, sense every living creature under or on the water within a mile, and summon such life to your presence as needed. Intelligent creatures need not obey your summons or commands if they do not wish to do so. Ships or fleets in your company are impervious to storms and reefs.","gifts.sea.secrets-of-the-deep.name":"Secrets of the Deep","gifts.sea.secrets-of-the-deep.description":"Commit Effort. You sense the exact position of all flowing liquids within 200 feet, including the blood in living veins. By touching a body of water and seeking a particular thing or type of object, you become aware of every place where such a thing is sunken, floating or wave-lapped within ten miles.","gifts.sea.walking-with-the-tide.name":"Walking With the Tide","gifts.sea.walking-with-the-tide.description":"Commit Effort for the scene. Enter a body of water large enough to submerge you and emerge from any like body of water within a mile, exiting at the nearest suitable pool to your desired location. If the bodies of water are connected by waters wide enough to admit a creature of your size, the range increases to a hundred miles.","gifts.sea.river-tamer.prerequisites.word":"Only a hero bound to the Word of Sea can master its greater gifts.","gifts.sea.river-tamer.name":"River Tamer","gifts.sea.river-tamer.description":"Commit Effort. Amounts of water no larger than a small river can be redirected, made to flow into the air or move in otherwise impossible fashion. The water may sweep away buildings or creatures depending on the amounts involved, and is sufficient to speed a ship at sea at ten times its usual pace. The flow continues as long as effort remains committed, and can be controlled up to 1,000 feet away from the hero as an action. The hero and their allies are never unwillingly moved or harmed by this water.","gifts.sea.salt-spray-purity.prerequisites.word":"Only a hero bound to the Word of Sea can master its greater gifts.","gifts.sea.salt-spray-purity.name":"Salt-Spray Purity","gifts.sea.salt-spray-purity.description":"Commit Effort for the scene. Dispel or automatically resist any single magical effect targeted at you or an ally. For the duration of the scene, that effect or gift cannot affect the subject you defended, even if it is applied again. Optionally, instead of this effect, you may suppress any other Godbound gift for one round as if by a successful miracle.","gifts.sea.tsunami-hand.prerequisites.word":"Only a hero bound to the Word of Sea can master its greater gifts.","gifts.sea.tsunami-hand.name":"Tsunami Hand","gifts.sea.tsunami-hand.description":"Commit Effort for the scene. You strike a blow which becomes a crashing wave, rushing up to 200 feet in width, 30 feet in height and 100 feet in length before it drains away. Small buildings and fragile structures are destroyed, and creatures take your level in points of damage, tripled for Mobs. The wave can be cast in a smaller area if desired, does not harm targets you wish preserved, and vanishes after it breaks so as not to leave the area inundated.","gifts.sky.clouds-below.name":"The Clouds Below","gifts.sky.clouds-below.description":"Commit Effort. Fill the air around you with mist, 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 douse any mundane fire and allow every ally within it to ignore the first 5 points of fire damage they take each round.","gifts.sky.eyes-above.name":"Eyes Above","gifts.sky.eyes-above.description":"Gain a bird’s-eye view of a mile around you, gazing swiftly enough to immediately spot particular individuals or things you might be looking for. You can focus on individual locations within that mile, observing everything going on but unable to overhear ordinary speech. The sight cannot penetrate roofs or other cover.","gifts.sky.rain-of-lightning.name":"Rain of Lightning","gifts.sky.rain-of-lightning.description":"Choose a point within sight; every desired target within 100 feet suffers a 1d6 die of electrical damage as a cloud of lightning envelops them. The bolts are enough to kill the weak, but can’t destroy objects.","gifts.sky.sapphire-wings.name":"Sapphire Wings","gifts.sky.sapphire-wings.description":"Commit Effort. The hero can fly at twice their usual movement rate. If undistracted and able to fly in a straight line, they can reach speeds of up to 100 miles an hour.","gifts.sky.stormsword.name":"Stormsword","gifts.sky.stormsword.description":"Commit Effort. Wield electricity as a ranged weapon out to 200 feet, or sheath your weapon in lightning. Damage done is a minimum of 1d10 and counts as a magical weapon. Attacks against wet or metal-armored foes always do at least 1 point of damage, even on a miss.","gifts.sky.windsinger.name":"Windsinger","gifts.sky.windsinger.description":"Commit Effort. Control weather within a mile, from still air to rainstorms strong enough to knock down fragile structures and make mundane archery impossible, Weather changes occur instantly on use of this gift and last as long as Effort remains committed. When released, the weather rapidly returns to its normal condition.","gifts.sky.boreal-spike.prerequisites.word":"Only a hero bound to the Word of Sky can master its greater gifts.","gifts.sky.boreal-spike.name":"Boreal Spike","gifts.sky.boreal-spike.description":"Commit Effort for the scene. Bring down the icy chill of the heavens on a point within sight. Every chosen target within 200 feet is frozen for a number of points of damage equal to your level. Against Mobs, the spike does 1d10 damage straight for every two character levels of the hero, rounded up. Liquids in range are frozen solid up to 200 feet deep and all normal fires are extinguished.","gifts.sky.fury-of-the-heavens.prerequisites.word":"Only a hero bound to the Word of Sky can master its greater gifts.","gifts.sky.fury-of-the-heavens.name":"Fury of the Heavens","gifts.sky.fury-of-the-heavens.description":"Commit Effort for the scene. For the rest of the scene, when under the open sky you can hit one target or Mob within sight with a bolt that does your level in damage, with a Hardiness save for half. The blasts can destroy structures less sturdy than a stone building. Invoking these bolts is a Smite action, and as such it can't be done two rounds in a row.","gifts.sky.voice-of-the-winds.prerequisites.word":"Only a hero bound to the Word of Sky can master its greater gifts.","gifts.sky.voice-of-the-winds.name":"Voice of the Winds","gifts.sky.voice-of-the-winds.description":"You may focus on a specific point within ten miles to hear everything happening there unless it’s sealed from outside air. You can speak to that point and be heard there alone. If you spend an action shouting, foes within 100 feet of you suffer your Fray die if applicable.","gifts.sorcery.adept-of-the-gate.choices.invocations.prompt":"Invocations of the Gate","gifts.sorcery.adept-of-the-gate.name":"Adept of the Gate","gifts.sorcery.adept-of-the-gate.description":"You have been initiated into the Gate, the humblest level of theurgy, albeit still one beyond all but the mightiest mortal wizards. You may choose four invocations of the Gate to master as part of this learning and may learn more as you find them.","gifts.sorcery.excellent-pause.name":"The Excellent Pause","gifts.sorcery.excellent-pause.description":"When you cast a theurgy invocation or low magic spell, you may Commit Effort just before it is triggered. The spell is then suspended and may be released as an action at any time thereafter, with the Committed Effort returning at the end of that scene. You may suspend more than one spell if you're willing to Commit the Effort to each, but releasing a spell requires your action for the turn.","gifts.sorcery.greater-pavis-of-rule.name":"Greater Pavis of Rule","gifts.sorcery.greater-pavis-of-rule.description":"Commit Effort for the scene. For the duration, you are immune to all low magic spells and gain a +4 bonus on all saving throws versus theurgy. If a theurgy invocation would not normally allow a save, you can make one without the bonus to resist its effects.","gifts.sorcery.perfection-of-understanding.name":"Perfection of Understanding","gifts.sorcery.perfection-of-understanding.description":"You are a remarkably swift student of magic. You can learn any low magic path within a month, taking one week per level of initiation of your teacher, without requiring a Fact committed to it. You can learn theurgy spells at a vastly accelerated rate as well; one day for an invocation of any degree. You automatically understand any low magic or theurgy used against you or in your presence, knowing its function, limits, and degree of power. You can also recognize the author of a magical working if you’ve seen other examples of their work.","gifts.sorcery.subtle-eye-of-knowing.name":"The Subtle Eye of Knowing","gifts.sorcery.subtle-eye-of-knowing.description":"With a moment’s concentration, you can discern any low magic or theurgy active in the area, identifying its general function. Other forms of magic present are noted, but only a vague sense of danger or weal is imparted. This gaze immediately identifies any theurges or low magic practitioners in sight.","gifts.sorcery.will-that-burns.name":"The Will that Burns","gifts.sorcery.will-that-burns.description":"When struck while maintaining concentration, such as while casting a theurgy invocation, you may Commit Effort for the scene to maintain your concentration, prevent the loss of the spell, and inflict a 1d8 straight damage die on the foe that struck you as a mystic backlash.","gifts.sorcery.wizards-wrath.name":"Wizard's Wrath","gifts.sorcery.wizards-wrath.description":"Commit Effort. Your Fray die can harm even worthy foes, those enemies of greater hit dice than you have levels. This power also affects those gifts that allow you to apply your Fray die as part of their effects, increasing the potency of such powers.","gifts.sorcery.adept-of-the-throne.prerequisites.adept":"Requires Adept of the Way.","gifts.sorcery.adept-of-the-throne.prerequisites.word":"Only a hero bound to the Word of Sorcery can master its greater gifts.","gifts.sorcery.adept-of-the-throne.choices.invocations.prompt":"Invocations of the Throne","gifts.sorcery.adept-of-the-throne.name":"Adept of the Throne","gifts.sorcery.adept-of-the-throne.description":"You have been initiated into the Throne, the deepest degree of theurgy’s secrets. You must be an adept of the Way to master this. You master two invocations of the Throne as part of this learning and may learn more as you find them.","gifts.sorcery.adept-of-the-way.prerequisites.adept":"Requires Adept of the Gate.","gifts.sorcery.adept-of-the-way.prerequisites.word":"Only a hero bound to the Word of Sorcery can master its greater gifts.","gifts.sorcery.adept-of-the-way.choices.invocations.prompt":"Invocations of the Way","gifts.sorcery.adept-of-the-way.name":"Adept of the Way","gifts.sorcery.adept-of-the-way.description":"You have been initiated into the Way, the second tier of theurgic mysteries. You must already be an adept of the Gate to master this. You master three invocations of the Way as part of this learning and may learn more as you find them.","gifts.sorcery.ruler-of-the-lesser-paths.prerequisites.word":"Only a hero bound to the Word of Sorcery can master its greater gifts.","gifts.sorcery.ruler-of-the-lesser-paths.name":"Ruler of the Lesser Paths","gifts.sorcery.ruler-of-the-lesser-paths.description":"Commit Effort. After an hour’s meditation, you may select one low magic tradition which you have spent at least a day in study with a practitioner of any level of mastery. Until the Effort is reclaimed, you may cast spells as an archmage of that path. While this gift is in effect, you are entirely immune to that path’s spells if you so desire.","gifts.sun.body-of-burning-light.name":"Body of Burning Light","gifts.sun.body-of-burning-light.description":"Commit Effort. Your brilliance makes you almost impossible to target, by creatures who operate by means of vision. While you shine, your natural AC is 3 against creatures with sight. Your weapons or unarmed attacks count as a magical weapon with a range of 200 feet, and do a minimum of 1d10 damage. Your corona counts as natural sunlight for susceptible creatures. Armor and shields don't aid this AC.","gifts.sun.hasten-to-the-light.name":"Hasten to the Light","gifts.sun.hasten-to-the-light.description":"Commit Effort for the scene. Instantly appear in any place lit by natural sunlight or your own radiance, provided it's within one mile. You appear at the nearest valid light to your desired destination. This gift can't move you more than a mile of total distance per hour.","gifts.sun.hope-of-the-dawn.name":"Hope of the Dawn","gifts.sun.hope-of-the-dawn.description":"Commit Effort. You and allies within your general area gain a Morale of 12 and an invincible defense against magical emotional influence. Allied NPCs gain +1 hit die and +1 to hit. Those in sight of you have an instinctive awareness of your wishes, though they are not compelled to obey.","gifts.sun.illumine-that-which-is.name":"Illumine That Which Is","gifts.sun.illumine-that-which-is.description":"Commit Effort. Your radiance limns magical effects on people, banishes magical darkness, dispels mortal illusion, and reveals magical items. Those with the gifts of Deception or Night may make a Spirit saving throw to maintain their illusions or gloom.","gifts.sun.purity-of-brilliant-law.name":"Purity of Brilliant Law","gifts.sun.purity-of-brilliant-law.description":"Commit Effort for the scene. Defensively dispel a hostile magical effect on yourself or offensively dispel another gift for a round as if with a miracle. This gift functions more swiftly than a conventional miracle of dispelling, and the Effort need not be committed for so long.","gifts.sun.sunlit-sight.name":"Sunlit Sight","gifts.sun.sunlit-sight.description":"Commit Effort. Choose a place you’ve been that is currently lit directly by the sun. While the Effort is committed, see and hear everything in that place as if present. Your voice can be heard there by those present.","gifts.sun.creations-first-light.prerequisites.word":"Only a hero bound to the Word of Sun can master its greater gifts.","gifts.sun.creations-first-light.name":"Creation's First Light","gifts.sun.creations-first-light.description":"Commit Effort. Your vision penetrates any non-magical barrier, allowing you to see anything and everything out to the horizon. Focusing on something not in the immediate area requires a round. This vision automatically penetrates illusions and sees the true shape of shapeshifters. It cannot pierce the gifts of the Deception Word, however.","gifts.sun.purging-noonday-blaze.prerequisites.word":"Only a hero bound to the Word of Sun can master its greater gifts.","gifts.sun.purging-noonday-blaze.name":"Purging Noonday Blaze","gifts.sun.purging-noonday-blaze.description":"Commit Effort for the scene. A burning light permanently banishes all undesired low magic out to sight range. If the Effort is committed for a day, it suppresses all offensive gifts or magical powers of a single target for one round, as if by a successful miracle applied to each. This gift can be used for such offensive dispelling only once per scene.","gifts.sun.sunstrike.prerequisites.word":"Only a hero bound to the Word of Sun can master its greater gifts.","gifts.sun.sunstrike.name":"Sunstrike","gifts.sun.sunstrike.description":"Commit Effort for the scene. If the sun is in the sky, its radiance strikes a desired visible foe for 1d10 fire damage per level of the Godbound, This blaze will penetrate any roof or ceiling not proof against divine gifts in order to strike the target. If the sun is not in the sky the bolt does 1d6 damage per level. Creatures not of this world, such as summoned entities, angels or Uncreated, always take 1d10 damage per level and roll the damage twice to take the harshest result.","gifts.sword.contempt-of-distance.name":"Contempt of Distance","gifts.sword.contempt-of-distance.description":"Your movement action can take you to any point in movement range, provided the path is unobstructed and there’s a target to hit at the end of the move. A hero could thus dash straight to a rooftop or balcony without navigating the physical route there. Foes too far away to reach in one round can be pursued over multiple rounds, but they must be attacked once reached. This pursuit can even extend into the air, supporting the hero until they defeat their enemy or choose to disengage, whereupon they land safely at a point below.","gifts.sword.nine-iron-walls.name":"Nine Iron Walls","gifts.sword.nine-iron-walls.description":"Commit Effort for the scene. You have an invincible defense against all physical attacks until the start of your next round. This defense does not apply to environmental hazards, spells, or other non-attack forms of harm. As with all Instants, this can be used even after an assailant has rolled a successful hit.","gifts.sword.steel-without-end.name":"Steel Without End","gifts.sword.steel-without-end.description":"All your melee weapon attacks are treated as magic weapons doing a 1d10+1 damage die, including unarmed attacks. As with all weapon-boosting gifts, you may use any attribute to modify attacks made in this way, provided you can explain how it is relevant to your style.","gifts.sword.thirsting-razor.name":"Thirsting Razor","gifts.sword.thirsting-razor.description":"Commit Effort. You always hit lesser foes with your melee attacks. No attack roll is necessary, but this benefit applies only to actual melee weapon or unarmed attacks, and not to other effects that involve hitting a foe to inflict a hostile effect.","gifts.sword.through-a-red-forest.name":"Through A Red Forest","gifts.sword.through-a-red-forest.description":"Commit Effort. While the Effort is committed, when fighting multiple lesser foes or a Mob of them, you may choose to take damage as if from a successful hit from one of them of the GM’s choice. You then gain an invincible defense against weapon or unarmed attacks from the rest of these lesser foes until the start of your next turn.","gifts.sword.unerring-blade.name":"Unerring Blade","gifts.sword.unerring-blade.description":"Commit Effort to the scene’s end. Your current or next melee attack hits on anything but a natural roll of 1 and does maximum damage. This strike can penetrate any protection short of an invincible defense against the weapon being used.","gifts.sword.cutting-the-crimson-road.prerequisites.word":"Only a hero bound to the Word of Sword can master its greater gifts.","gifts.sword.cutting-the-crimson-road.name":"Cutting the Crimson Road","gifts.sword.cutting-the-crimson-road.description":"Commit Effort. Against foes of half or fewer hit dice than you have levels, to a minimum of 1, your melee damage rolls are read straight and always maximized. The overflow can be applied against any other foes that fit the conditions and are within 10 feet. Against Mobs made up of applicable creatures, you instead simply roll your damage die straight without maximizing it. This gift does not affect Fray dice.","gifts.sword.path-through-war.prerequisites.word":"Only a hero bound to the Word of Sword can master its greater gifts.","gifts.sword.path-through-war.name":"The Path Through War","gifts.sword.path-through-war.description":"Commit Effort. So long as you don’t make an attack roll or cast a hostile effect that round, you have an invincible defense against all weapon or unarmed attacks. You can still use your Fray die while under this effect. This defense is not applicable to environmental, spell, or magical effect damage. Once this gift is dropped or ended, it cannot be re-activated during that same scene.","gifts.sword.shattering-hand.prerequisites.word":"Only a hero bound to the Word of Sword can master its greater gifts.","gifts.sword.shattering-hand.name":"Shattering Hand","gifts.sword.shattering-hand.description":"Commit Effort. Your melee damage rolls and Fray dice are always the maximum possible. You can destroy barriers as thick as five feet of stonework in front of you in one round’s action, smashing them with a blow or as part of your movement action. Magical substances may resist this power.","gifts.time.echoes-of-the-past.name":"Echoes of the Past","gifts.time.echoes-of-the-past.description":"Commit Effort for the scene. Choose a particular time or known event in the past that occurred at this location and witness it as if you were present.","gifts.time.immediate-foresight.name":"Immediate Foresight","gifts.time.immediate-foresight.description":"You cannot be surprised. Your natural armor class is 3, as you instinctively avoid foreseen blows. Armor and shields don't aid this AC.","gifts.time.look-forward.name":"Look Forward","gifts.time.look-forward.description":"Commit Effort for the day. Ask a question about a situation’s future outcome or the future actions of a person you’ve seen before. The GM gives a one-sentence answer regarding the most probable outcome or actions that seems likely to them.","gifts.time.prophetic-insight.name":"Prophetic Insight","gifts.time.prophetic-insight.description":"Commit Effort for the day. Make a prophecy about a particular event involving a person present. It will come to pass if it is not completely improbable. If it directly involves an unwilling worthy foe, they can make a Spirit save to disrupt the effect. Events that immediately involve more than a hundred people cannot be so ordained, nor can a person’s inevitable death or great ruin be foretold unless they count as a lesser foe. Even then, they are allowed a Spirit saving throw.","gifts.time.reflex-of-regret.name":"Reflex of Regret","gifts.time.reflex-of-regret.description":"Commit Effort for the scene. Replay your action for that round as if your actions had never occurred. You can use this gift only once per round, and you can’t use it if you’re dead or incapacitated.","gifts.time.withering-hour.name":"Withering Hour","gifts.time.withering-hour.description":"Commit Effort. Your weapon, glance, or unarmed blows are treated as magic weapons doing 1d10 damage out to a 200 foot range. Those injured by this effect grow older or more decayed, even immortals fraying. Instead of killing a victim with this, you can age them arbitrarily.","gifts.time.hand-on-the-balance.prerequisites.word":"Only a hero bound to the Word of Time can master its greater gifts.","gifts.time.hand-on-the-balance.name":"A Hand on the Balance","gifts.time.hand-on-the-balance.description":"Commit Effort for the day, choose a single visible creature or object, and define a particular outcome or event involving that target, however broad or narrow it may be. If that outcome or event is ever about to occur, you become instantly aware of it and can take one action as if you were standing next to the target. You can attack the target, manipulate an object, use a gift, invoke a miracle, or do anything else you can do in one action, affecting the target and anyone else present, though you are not actually there and cannot be perceived or affected. This power can affect a given target only once per day, and you can't have multiple applications of the gift on a single target.","gifts.time.sundered-moment.prerequisites.word":"Only a hero bound to the Word of Time can master its greater gifts.","gifts.time.sundered-moment.name":"Sundered Moment","gifts.time.sundered-moment.description":"Commit Effort for the scene. Perform your action for the round, then reset time to its beginning and perform another round’s action. Choose your preferred round; its outcomes become real while the other ceases to exist, even if you perished in it. You remember both rounds, however. Using this gift more than once per scene increases the Effort cost to a day-long Commitment.","gifts.time.reweave-time.prerequisites.word":"Only a hero bound to the Word of Time can master its greater gifts.","gifts.time.reweave-time.name":"Reweave Time","gifts.time.reweave-time.description":"Commit Effort for the day and choose an event in the area which has taken place in the last hour. You may reweave the past to produce a different outcome to the event, provided the outcome you ordain is possible. Such reweaving cannot kill or resurrect creatures, cannot restore Committed Effort, and must be restricted to an event of no more than 15 minutes duration. A hostile worthy foe involved in the events may make a Spirit saving throw to foil the reweaving.","gifts.wealth.craft-to-make.name":"The Craft to Make","gifts.wealth.craft-to-make.description":"Commit Effort. You can create or duplicate any mundane inanimate object you’ve seen before in one round, provided it’s no larger than a wagon. The object is permanent if it is created mostly out of serviceable preexisting materials. If you make its major parts from nothing, it lasts only as long as the Effort is committed.","gifts.wealth.ever-sufficient-provenance.name":"Ever-Sufficient Provenance","gifts.wealth.ever-sufficient-provenance.description":"Commit Effort. You can produce any mundane objects or domesticated animals you need as long as the Effort remains committed, enough to outfit or horse one hundred people per level. The objects and creatures vanish once the Effort is reclaimed. The objects must be no larger than a horse, and the animals are docile and unfit for war, though they can be butchered or put to other normal uses. If the Effort is left committed long enough for them to be eaten, they will still nourish their consumers after the Effort is reclaimed.","gifts.wealth.flawless-reproduction.name":"Flawless Reproduction","gifts.wealth.flawless-reproduction.description":"Commit Effort and touch a non-magical object or domestic animal no larger than a large wagon. Every minute, a perfect duplicate of the thing appears somewhere near the original until the Effort is reclaimed. This duplicate persists even after the Effort is reclaimed.","gifts.wealth.prosperitys-abundance.name":"Prosperity's Abundance","gifts.wealth.prosperitys-abundance.description":"Spend the Wealth necessary to purchase a generally-available object or service, with a minimum of 1 point, and have it appear instantly. Services are performed by unseen hands to a good quality of work, taking as long as it would take to execute the work normally. Only \"real\" Wealth can power this gift, not Wealth created by magic or gifts.","gifts.wealth.sustain-the-multitude.name":"Sustain the Multitude","gifts.wealth.sustain-the-multitude.description":"Commit Effort and bless a faction with a Power score no larger than 2, affecting a city at most. The faction gains the Feature \"We always have enough to survive\", providing them with sufficient supplies of food, clothing, and other needs regardless of the bleakness of their surroundings or recent losses. 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.","gifts.wealth.wither-the-purse.name":"Wither the Purse","gifts.wealth.wither-the-purse.description":"Commit Effort for the scene and target a victim in sight. Their finances suffer immediate and drastic loss, whether from thieves, arson, misfortune, or bad trade. They lose one Wealth point worth of possessions per level of the Godbound. Worthy foes can make a Spirit save to resist. Those who steward others’ money or have far-flung possessions lose only their own personal funds or those in the immediate area. If used against someone who directly controls a faction's wealth or facilities, their faction loses the benefit of one economically-related Feature the victim oversees for the next faction turn.","gifts.wealth.forever-sufficient.prerequisites.word":"Only a hero bound to the Word of Wealth can master its greater gifts.","gifts.wealth.forever-sufficient.name":"Forever Sufficient","gifts.wealth.forever-sufficient.description":"You and your companions always have whatever mundane objects or mounts you need, provided they're no larger than a small sailing ship. Luck, foresight, and strange provenance conspire to bring you your desires exactly when you need them, every object needed appearing in their pockets, packs, or nearby surroundings. These objects tend to vanish or be lost after you stop needing them, and they cannot replicate precise other objects such as keys or seals.","gifts.wealth.golden-gods-hand.prerequisites.word":"Only a hero bound to the Word of Wealth can master its greater gifts.","gifts.wealth.golden-gods-hand.name":"The Golden God's Hand","gifts.wealth.golden-gods-hand.description":"Commit Effort and curse or bless a faction or community with a Power score no larger than half your level, rounded up. You may either grant them a beneficial Feature having to do with prosperity or wealth, or you may suppress an existing Feature they have that relies on money or large amounts of resources. Granted Features can defend, but cannot be sacrificed on a loss. 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.","gifts.wealth.thieves-bane.prerequisites.word":"Only a hero bound to the Word of Wealth can master its greater gifts.","gifts.wealth.thieves-bane.name":"Thieves' Bane","gifts.wealth.thieves-bane.description":"Lesser foes are utterly unable to successfully rob you or your companions by stealth or fraudulent bargaining. Whenever any worthy foe attempts to steal from or monetarily defraud you or your companions, you catch an immediate vision of the attempt and can take a single action against the thief as if you were standing next to them, though they can do nothing against you in return. If multiple thieves are involved, you get one action against each. Thieves who are worthy foes can make a Spirit saving throw to escape your notice.","weapons.unarmed.name":"Unarmed","weapons.unarmed.description":"Punch, kick, bite.","weapons.light.name":"Light weapon","weapons.light.description":"Dirk, club, rapier.","weapons.medium.name":"Medium weapon","weapons.medium.description":"Sword, spear, mace.","weapons.heavy.name":"Heavy weapon","weapons.heavy.description":"Greatsword, maul.","weapons.ranged-one-handed.name":"One-handed ranged weapon","weapons.ranged-one-handed.description":"Pistol, javelin, knife.","weapons.ranged-two-handed.name":"Two-handed ranged weapon","weapons.ranged-two-handed.description":"Bow, rifle, crossbow.","weapons.paired.name":"Paired weapons","weapons.paired.description":"For dual-weapon wielders, treat their paired weapons as a single two-handed weapon doing 1d10 damage and using either Strength or Dexterity as the attribute that modifies their rolls.","armor.light.name":"Light armor","armor.light.description":"Leathers or hides.","armor.medium.choices.penalized.prompt":"Save the armor hinders","armor.medium.choices.penalized.options.hardiness.name":"Hardiness","armor.medium.choices.penalized.options.evasion.name":"Evasion","armor.medium.choices.penalized.options.spirit.name":"Spirit","armor.medium.name":"Medium armor","armor.medium.description":"Mail or light plate. -4 to one save.","armor.heavy.choices.penalized.prompt":"Saves the armor hinders","armor.heavy.choices.penalized.options.hardiness.name":"Hardiness","armor.heavy.choices.penalized.options.evasion.name":"Evasion","armor.heavy.choices.penalized.options.spirit.name":"Spirit","armor.heavy.name":"Heavy armor","armor.heavy.description":"Heavy plate. -4 to two saves.","shields.shield.name":"Shield","shields.shield.description":"-1 bonus to armor class.","pack.name":"Godbound","headline":"Level {field_level} {type_word_each}","headline.separator":" / ","types.word.headline":"{name}","creation.guided.name":"Create a hero","creation.guided.description":"Roll or assign the attributes, choose three Words, spend six points on gifts, then choose armor and a weapon.","creation.random.name":"Random hero","creation.random.description":"Roll the attributes in order and draw the Words, the gifts, the armor and the weapon.","constraints.creation-words":"A new hero is bound to three Words","constraints.effort-limit":"More Effort is committed than the hero has","constraints.influence-limit":"More Influence is committed than the hero has","constraints.gift-points":"More gift points are spent than the hero has","constraints.effort-of-the-word":"Effort of the Word can be taken once for each bound Word","constraints.influence-of-the-word":"Influence of the Word can be taken once for each bound Word","constraints.gift-once":"This gift can be learned only once","constraints.prepared-spells":"No more than two prepared spells per level","constraints.spontaneous-spells":"No more spontaneous spells than the level allows before an hour's respite","fields.attributes.str.score.name":"Strength","fields.attributes.str.score.short":"STR","fields.attributes.dex.score.name":"Dexterity","fields.attributes.dex.score.short":"DEX","fields.attributes.con.score.name":"Constitution","fields.attributes.con.score.short":"CON","fields.attributes.wis.score.name":"Wisdom","fields.attributes.wis.score.short":"WIS","fields.attributes.int.score.name":"Intelligence","fields.attributes.int.score.short":"INT","fields.attributes.cha.score.name":"Charisma","fields.attributes.cha.score.short":"CHA","fields.attributes.str.base.name":"Strength (rolled)","fields.attributes.dex.base.name":"Dexterity (rolled)","fields.attributes.con.base.name":"Constitution (rolled)","fields.attributes.wis.base.name":"Wisdom (rolled)","fields.attributes.int.base.name":"Intelligence (rolled)","fields.attributes.cha.base.name":"Charisma (rolled)","fields.attributes.str.mod.name":"Strength modifier","fields.attributes.dex.mod.name":"Dexterity modifier","fields.attributes.con.mod.name":"Constitution modifier","fields.attributes.wis.mod.name":"Wisdom modifier","fields.attributes.int.mod.name":"Intelligence modifier","fields.attributes.cha.mod.name":"Charisma modifier","fields.attributes.str.check.name":"Strength check","fields.attributes.dex.check.name":"Dexterity check","fields.attributes.con.check.name":"Constitution check","fields.attributes.wis.check.name":"Wisdom check","fields.attributes.int.check.name":"Intelligence check","fields.attributes.cha.check.name":"Charisma check","fields.facts.origin.name":"Origin","fields.facts.career.name":"Past career","fields.facts.relationship.name":"Relationship","fields.facts.level2.name":"Fact (level 2)","fields.facts.level3.name":"Fact (level 3)","fields.facts.level4.name":"Fact (level 4)","fields.facts.level5.name":"Fact (level 5)","fields.facts.level6.name":"Fact (level 6)","fields.facts.level7.name":"Fact (level 7)","fields.facts.level8.name":"Fact (level 8)","fields.facts.level9.name":"Fact (level 9)","fields.facts.level10.name":"Fact (level 10)","fields.goal.name":"Goal","fields.level.name":"Level","fields.xp.current.name":"Experience","fields.xp.next.name":"Experience for the next level","fields.dominion.current.name":"Dominion","fields.dominion.spent.name":"Dominion spent","fields.dominion.next.name":"Dominion spent for the next level","fields.dominion.monthly.name":"Dominion per month","fields.apotheosis.free.name":"Free divinity","fields.wealth.current.name":"Wealth","fields.influence.max.name":"Maximum Influence","fields.influence.committed.name":"Committed Influence","fields.influence.free.name":"Influence","fields.effort.max.name":"Maximum Effort","fields.effort.free.name":"Effort","fields.effort.committed.name":"Committed Effort","fields.effort.active.name":"Effort held by gifts","fields.effort.scene.name":"Effort committed for the scene","fields.effort.day.name":"Effort committed for the day","fields.luck.reserve.name":"Luck roll in reserve","fields.hp.max.name":"Maximum hit points","fields.hp.current.name":"Hit points","fields.attack.bonus.name":"Attack bonus","fields.ac.value.name":"Armor class","fields.ac.natural.name":"Natural armor class","fields.ac.armor.name":"Armor's armor class","fields.ac.shield.name":"Shield bonus","fields.miracle.armor.name":"Divine armor (miracle)","fields.saves.hardiness.value.name":"Hardiness","fields.saves.evasion.value.name":"Evasion","fields.saves.spirit.value.name":"Spirit","fields.saves.hardiness.penalty.name":"Hardiness armor penalty","fields.saves.evasion.penalty.name":"Evasion armor penalty","fields.saves.spirit.penalty.name":"Spirit armor penalty","fields.fray.die.name":"Fray die","fields.fury.active.name":"Divine fury","fields.fury.spent.name":"Divine fury spent this level","fields.gifts.points.total.name":"Gift points","fields.gifts.points.spent.name":"Gift points spent","fields.gifts.points.free.name":"Unspent gift points","fields.lowMagic.spontaneous.name":"Spontaneous spells cast","fields.lowMagic.spontaneousMax.name":"Spontaneous spells allowed","fields.lowMagic.prepared.name":"Prepared spells","fields.lowMagic.preparedMax.name":"Prepared spells allowed","fields.lowMagic.strain.name":"Spellcasting strain","groups.attributes.label":"Attributes","groups.saves.label":"Saving throws","groups.combat.label":"Combat","groups.effort.label":"Effort and Influence","groups.facts.label":"Facts","groups.advancement.label":"Advancement","groups.resources.label":"Dominion and Wealth","groups.low-magic.label":"Low magic","groups.words.label":"Words","groups.gifts.label":"Divine gifts","groups.gifts.sections.0.name":"Lesser gifts","groups.gifts.sections.1.name":"Greater gifts","groups.gifts.sections.2.name":"Universal gifts","groups.gifts.sections.3.name":"Gifts of Apotheosis","groups.invocations.label":"Theurgic invocations","groups.invocations.sections.0.name":"Invocations of the Gate","groups.invocations.sections.1.name":"Invocations of the Way","groups.invocations.sections.2.name":"Invocations of the Throne","groups.traditions.label":"Low magic traditions","groups.weapons.label":"Weapons","groups.armor.label":"Armor","groups.shields.label":"Shields","groups.artifacts.label":"Artifacts","groups.attacks.label":"Attacks","groups.rolls.label":"Checks and saves","groups.powers.label":"Gifts, miracles and Effort","groups.health-actions.label":"Hit points and rest","groups.creation.label":"Creation and advancement","situational.fact.name":"A relevant Fact (+4)","situational.luckReserve.name":"Use the Luck reserve roll","bands.d20.success.name":"Success","bands.d20.failure.name":"Failure","bands.attack.hit.name":"Hit","bands.attack.miss.name":"Miss","bands.attack.rolled.name":"Rolled","types.word.name":"Word","types.word.fields.bindable.name":"Can be bound","types.word.fields.damage.name":"Weapon damage","types.word.fields.ranged.name":"Ranged weapon","types.word.fields.range.name":"Range (feet)","types.gift.name":"Gift","types.gift.block":"{has_word, select, true {{word_name} · } other {}}{has_apotheosisLevel, select, true {Level {apotheosisLevel} · } other {}}{has_degree, select, true {{degree_name} · } other {}}{smite, select, true {(Smite) } other {}}{activation_name}{commit, select, none {} other { · Commit Effort: {commit_name}}}","types.gift.state.committed.name":"Effort held","types.gift.fields.word.name":"Word","types.gift.fields.degree.name":"Degree","types.gift.fields.degree.values.lesser.name":"Lesser","types.gift.fields.degree.values.greater.name":"Greater","types.gift.fields.activation.name":"Activation","types.gift.fields.activation.values.constant.name":"Constant","types.gift.fields.activation.values.on-turn.name":"On Turn","types.gift.fields.activation.values.action.name":"Action","types.gift.fields.activation.values.instant.name":"Instant","types.gift.fields.smite.name":"Smite","types.gift.fields.commit.name":"Effort commitment","types.gift.fields.commit.values.none.name":"None","types.gift.fields.commit.values.active.name":"While active","types.gift.fields.commit.values.scene.name":"To the end of the scene","types.gift.fields.commit.values.day.name":"For the day","types.gift.fields.repeatable.name":"Can be taken again","types.gift.fields.requires.name":"Requires","types.gift.fields.apotheosisLevel.name":"Level gained","types.gift.fields.damage.name":"Weapon damage","types.gift.fields.ranged.name":"Ranged weapon","types.gift.fields.range.name":"Range (feet)","types.gift.fields.attribute.name":"Attribute","types.gift.fields.attribute.values.str.name":"Strength","types.gift.fields.attribute.values.dex.name":"Dexterity","types.gift.fields.attribute.values.str-or-dex.name":"Strength or Dexterity","types.gift.fields.twoHanded.name":"Two-handed","types.gift.fields.hitModifier.name":"Hit modifier","types.gift.fields.blast.name":"Damage","types.gift.fields.blastMob.name":"Damage against a Mob","types.gift.fields.blastStraight.name":"Damage read straight","types.gift.fields.halvedBy.name":"Save for half","types.gift.fields.halvedBy.values.hardiness.name":"Hardiness","types.gift.fields.halvedBy.values.evasion.name":"Evasion","types.gift.fields.halvedBy.values.spirit.name":"Spirit","types.gift.fields.healing.name":"Healing","types.gift.fields.healingCost.name":"Cost to the one healed","types.gift.fields.healingCost.values.none.name":"None","types.gift.fields.healingCost.values.day.name":"Effort for the day","types.invocation.name":"Invocation","types.invocation.block":"Invocation of the {tier_name}","types.invocation.fields.tier.name":"Degree","types.invocation.fields.tier.values.gate.name":"Gate","types.invocation.fields.tier.values.way.name":"Way","types.invocation.fields.tier.values.throne.name":"Throne","types.tradition.name":"Low magic tradition","types.tradition.block":"{casting_name}","types.tradition.fields.casting.name":"Casting","types.tradition.fields.casting.values.ritual.name":"Rituals only","types.tradition.fields.casting.values.spontaneous.name":"Spontaneous spells","types.tradition.fields.casting.values.prepared.name":"Prepared spells","types.tradition.fields.strain.name":"Quick casting strains the caster","types.artifact.name":"Artifact","types.artifact.state.bonded.name":"Bonded today","types.artifact.state.spent.name":"Effort spent","types.artifact.fields.effort.name":"Effort","types.artifact.fields.dominionCost.name":"Creation cost (Dominion)","types.weapon.name":"Weapon","types.weapon.block":"{damage} · {attribute_name}{has_range, select, true { · {range} yards} other {}}","types.weapon.fields.damage.name":"Damage","types.weapon.fields.attribute.name":"Attribute","types.weapon.fields.attribute.values.str.name":"Strength","types.weapon.fields.attribute.values.dex.name":"Dexterity","types.weapon.fields.attribute.values.str-or-dex.name":"Strength or Dexterity","types.weapon.fields.ranged.name":"Ranged","types.weapon.fields.twoHanded.name":"Two-handed","types.weapon.fields.range.name":"Range (yards)","types.armor.name":"Armor","types.armor.block":"AC {ac}{penalties, plural, =0 {} one { · -4 to one save} other { · -4 to # saves}}","types.armor.fields.weight.name":"Weight","types.armor.fields.weight.values.light.name":"Light","types.armor.fields.weight.values.medium.name":"Medium","types.armor.fields.weight.values.heavy.name":"Heavy","types.armor.fields.ac.name":"Armor class","types.armor.fields.penalties.name":"Saves penalized","types.shield.name":"Shield","types.shield.fields.bonus.name":"Armor class bonus","tags.attribute.name":"Attribute","tags.attribute-base.name":"Rolled attribute","tags.attribute-mod.name":"Attribute modifier","tags.attribute-check.name":"Attribute check target","tags.attr.name":"Attribute","tags.attr.str.name":"Strength","tags.attr.dex.name":"Dexterity","tags.attr.con.name":"Constitution","tags.attr.wis.name":"Wisdom","tags.attr.int.name":"Intelligence","tags.attr.cha.name":"Charisma","tags.save.name":"Saving throw","tags.save.hardiness.name":"Hardiness","tags.save.evasion.name":"Evasion","tags.save.spirit.name":"Spirit","tags.save-penalty.name":"Armor penalty","tags.check.name":"Attribute check","tags.check.str.name":"Strength check","tags.check.dex.name":"Dexterity check","tags.check.con.name":"Constitution check","tags.check.wis.name":"Wisdom check","tags.check.int.name":"Intelligence check","tags.check.cha.name":"Charisma check","tags.attack.name":"Attack","tags.attack.melee.name":"Melee attack","tags.attack.ranged.name":"Ranged attack","tags.damage.name":"Damage","tags.damage.melee.name":"Melee damage","tags.damage.ranged.name":"Ranged damage","tags.damage.gift.name":"Gift damage","tags.damage.miracle.name":"Miracle damage","tags.fray.name":"Fray","tags.healing.name":"Healing","tags.luck.name":"Luck","tags.backlash.name":"Backlash","tags.failed-save.name":"Failed save","tags.creation.name":"Creation","tags.level.name":"Level","tags.effort.name":"Effort","tags.miracle.name":"Miracle","tags.influence.name":"Influence","tags.rest.name":"Rest","tags.health.name":"Hit points","tags.fury.name":"Divine fury","tags.gift.name":"Gift","tags.theurgy.name":"Theurgy","tags.low-magic.name":"Low magic","tags.artifact.name":"Artifact","followUps.level-up.name":"Gain a level","followUps.level-up.description":"Enough experience earned and Dominion spent for the next level","followUps.divine-fury.name":"Divine fury","followUps.divine-fury.description":"At zero hit points, the hero may enter a divine fury","actions.attribute-check.name":"Attribute check","actions.attribute-check.params.attribute.name":"Attribute","actions.attribute-check.params.attribute.values.str.name":"Strength","actions.attribute-check.params.attribute.values.dex.name":"Dexterity","actions.attribute-check.params.attribute.values.con.name":"Constitution","actions.attribute-check.params.attribute.values.wis.name":"Wisdom","actions.attribute-check.params.attribute.values.int.name":"Intelligence","actions.attribute-check.params.attribute.values.cha.name":"Charisma","actions.attribute-check.params.modifier.name":"Modifier","actions.attribute-check.params.modifier.description":"-4 for feats that tax human limits, up to -8 for the barely possible","actions.saving-throw.name":"Saving throw","actions.saving-throw.params.save.name":"Save","actions.saving-throw.params.save.values.hardiness.name":"Hardiness","actions.saving-throw.params.save.values.evasion.name":"Evasion","actions.saving-throw.params.save.values.spirit.name":"Spirit","actions.saving-throw.params.modifier.name":"Modifier","actions.saving-throw.steps.effort.prompt":"Commit Effort for the day to succeed instead?","actions.saving-throw.options.commit.name":"Commit Effort and succeed","actions.saving-throw.options.accept.name":"Accept the failure","actions.attack.name":"Attack","actions.attack.params.attribute.name":"Attribute","actions.attack.params.attribute.values.str.name":"Strength","actions.attack.params.attribute.values.dex.name":"Dexterity","actions.attack.params.attribute.values.con.name":"Constitution","actions.attack.params.attribute.values.wis.name":"Wisdom","actions.attack.params.attribute.values.int.name":"Intelligence","actions.attack.params.attribute.values.cha.name":"Charisma","actions.attack.params.targetAc.name":"Target's armor class","actions.attack.params.modifier.name":"Hit modifier","actions.attack.params.maximize.name":"Maximum damage","actions.attack.params.straight.name":"Read the damage straight","actions.fray.name":"Fray die","actions.fray.params.straight.name":"Read the damage straight","actions.fray.results.rolled.name":"Rolled","actions.take-damage.name":"Take damage","actions.take-damage.params.amount.name":"Damage","actions.take-damage.results.taken.name":"Taken","actions.heal.name":"Heal","actions.heal.params.amount.name":"Hit points","actions.heal.params.magical.name":"Magical healing (commits a day's Effort)","actions.heal.results.healed.name":"Healed","actions.rest.name":"A full day's rest","actions.rest.results.rested.name":"Rested","actions.divine-fury.name":"Divine fury","actions.divine-fury.results.raging.name":"Raging","actions.end-fury.name":"End the divine fury","actions.end-fury.results.ended.name":"Ended","actions.commit-effort.name":"Commit Effort","actions.commit-effort.params.duration.name":"For","actions.commit-effort.params.duration.values.scene.name":"The scene","actions.commit-effort.params.duration.values.day.name":"The day","actions.commit-effort.params.amount.name":"Effort","actions.commit-effort.results.committed.name":"Committed","actions.miracle.name":"Miracle","actions.miracle.params.kind.name":"Miracle","actions.miracle.params.kind.values.effect.name":"An effect of a Word","actions.miracle.params.kind.values.mimic-day-gift.name":"Mimic a gift that commits for the day","actions.miracle.params.kind.values.armor.name":"Natural armor class 3 for the scene","actions.miracle.params.kind.values.hurt-one.name":"Hurt one target","actions.miracle.params.kind.values.hurt-several.name":"Hurt several targets","actions.miracle.params.straight.name":"Read the damage straight","actions.miracle.results.invoked.name":"Invoked","actions.end-scene.name":"End of the scene","actions.end-scene.results.ended.name":"Ended","actions.new-day.name":"A new day","actions.new-day.params.keepActive.name":"Keep gifts going","actions.new-day.results.dawn.name":"Dawn","actions.commit-influence.name":"Commit Influence","actions.commit-influence.params.amount.name":"Influence","actions.commit-influence.results.committed.name":"Committed","actions.reclaim-influence.name":"Reclaim Influence","actions.reclaim-influence.params.amount.name":"Influence","actions.reclaim-influence.results.reclaimed.name":"Reclaimed","actions.invoke-gift.name":"Use the gift","actions.invoke-gift.results.invoked.name":"Invoked","actions.release-gift.name":"Reclaim the Effort","actions.release-gift.results.released.name":"Reclaimed","actions.gift-blast.name":"Deal damage","actions.gift-blast.params.mob.name":"Against a Mob","actions.gift-blast.params.straight.name":"Read the damage straight","actions.gift-blast.results.rolled.name":"Rolled","actions.gift-heal.name":"Heal","actions.gift-heal.params.onSelf.name":"Heal yourself","actions.gift-heal.results.healed.name":"Healed","actions.luck-reserve.name":"Roll the day's luck","actions.luck-reserve.results.rolled.name":"Rolled","actions.spend-luck.name":"Use the luck roll","actions.spend-luck.results.spent.name":"Used","actions.cast-invocation.name":"Cast the invocation","actions.cast-invocation.params.speed.name":"Casting","actions.cast-invocation.params.speed.values.slow.name":"Slowly (no Effort)","actions.cast-invocation.params.speed.values.quick.name":"Quickly (Effort for the scene)","actions.cast-invocation.params.speed.values.instant.name":"Instantly (Effort for the day and backlash)","actions.cast-invocation.results.cast.name":"Cast","actions.cast-spontaneous.name":"Cast a spell","actions.cast-spontaneous.steps.cost.prompt":"Take the strain or a d6 damage die?","actions.cast-spontaneous.options.strain.name":"A cumulative -1 penalty","actions.cast-spontaneous.options.injury.name":"A 1d6 damage die","actions.cast-spontaneous.results.cast.name":"Cast","actions.prepare-spell.name":"Prepare a spell","actions.prepare-spell.results.prepared.name":"Prepared","actions.release-spell.name":"Release a prepared spell","actions.release-spell.results.released.name":"Released","actions.magic-respite.name":"An hour's respite","actions.magic-respite.results.rested.name":"Rested","actions.negate-low-magic.name":"Negate low magic","actions.negate-low-magic.results.negated.name":"Negated","actions.bond-artifact.name":"Bond with the artifact","actions.bond-artifact.results.bonded.name":"Bonded","actions.create-character.name":"Create a hero","actions.create-character.params.random.name":"Random","actions.create-character.results.created.name":"Created","actions.create-character.steps.method.prompt":"Roll the attributes or assign the array?","actions.create-character.options.roll.name":"Roll 4d6, drop the lowest, six times","actions.create-character.options.array.name":"Assign 16, 14, 13, 13, 10 and 8","actions.create-character.steps.roll1.name":"Roll an attribute","actions.create-character.steps.roll2.name":"Roll an attribute","actions.create-character.steps.roll3.name":"Roll an attribute","actions.create-character.steps.roll4.name":"Roll an attribute","actions.create-character.steps.roll5.name":"Roll an attribute","actions.create-character.steps.roll6.name":"Roll an attribute","actions.create-character.steps.attributes.prompt":"Assign the scores to the attributes","actions.create-character.steps.words.prompt":"Bind three Words","actions.create-character.steps.moreWords.prompt":"Spend three gift points to bind a fourth Word?","actions.create-character.options.no.name":"No","actions.create-character.options.yes.name":"Yes","actions.create-character.steps.extraWord.prompt":"The fourth Word","actions.create-character.steps.gifts.prompt":"Spend gift points on gifts","actions.create-character.steps.armor.prompt":"Armor","actions.create-character.options.none.name":"None","actions.create-character.options.light.name":"Light armor","actions.create-character.options.medium.name":"Medium armor","actions.create-character.options.heavy.name":"Heavy armor","actions.create-character.steps.shield.prompt":"Shield","actions.create-character.options.shield.name":"Shield","actions.create-character.steps.weapon.prompt":"Weapon","actions.level-up.name":"Gain a level","actions.level-up.results.advanced.name":"Advanced","actions.level-up.steps.newWord.prompt":"Spend three gift points to bind a new Word?","actions.level-up.options.no.name":"No","actions.level-up.options.yes.name":"Yes","actions.level-up.steps.word.prompt":"The new Word","actions.level-up.steps.gifts.prompt":"Spend gift points on gifts"};
2
+ export default {"words.alacrity.name":"Alacrity","words.alacrity.description":"The Word of swiftness and impossible grace, Alacrity grants miracles of haste to the hero who possesses it. Miracles of its power might involve completing a particular task in but moments, evading some otherwise-inescapable peril, or responding to an event before its enactor can even begin. Alacrity is not Journeying, however, and its movement tends to be restricted to a single particular place or a short distance rather than swift transit between far-flung locations. Heroes with the Alacrity Word cannot be surprised. They may increase their Dexterity to 16, or to 18 if it’s already 16 or higher.","words.artifice.name":"Artifice","words.artifice.description":"This is the Word of crafters, builders, and devisers of wondrous creations. Some Godbound express their affinity through a particular form of crafting, such as blacksmithing or shipbuilding, while others are patrons of a broader range of creative labor. Even focused artisans can use their powers generally, however. Miracles of Artifice involve the creation, command, repair, or destruction of physical objects. Heroes with the Artifice Word can create any non-magical object a normal man can carry as a round’s action, using whatever materials are to hand. While the ensuing creation may look odd, and any \"foodstuffs\" are inedible, it functions and lasts as well as a normal object of its type and usual substance. The hero’s crafting efforts for a day count as 100 laborers per character level when an estimate is needed.","words.beasts.name":"Beasts","words.beasts.description":"The Word of the animal realm, gifts of the Beast may be used on any natural or magical animal, though not creatures fashioned entirely of sorcery or impossible artifice. Most creatures of human intelligence do not qualify as beasts, though some exceptionally primal or savage entities might be treated as such. Miracles of the Beast Word involve adopting traits of animals, impressing these traits on others, full or hybrid shapeshifting, commanding beasts, or calling forth animals. Some powers grant the user the full or partial shape of an animal, or allow them to transform another. If used as a curse, the hero may inflict the animal’s intellect on the target or allow them to retain their own mind in their new shell. If used as a blessing or a personal transformation, the original mind is retained, albeit with an instinctive awareness of how to use the beast’s natural abilities. Shapeshifting rules are described in detail on page 160. If using a creature's natural weaponry to attack, small but dangerous creatures use a 1d6 damage die, wolf- or bear-sized ones use a 1d8 damage die, and larger creatures use a 1d10 damage die. Thus, transforming mortals into fierce beasts wouldn't actually improve their prowess, but would only change their outward appearance and give them the natural locomotion of the beasts. While the gifts here don't address it, other miracles or gifts of the Beast Word might be able to grant special abilities or qualities of an animal's form for additional Effort. Heroes with the Beast Word can speak to animals. Unintelligent beasts will always comply with requests that aren't unnatural to them.","words.bow.name":"Bow","words.bow.description":"The Bow Word includes all divinities of ranged combat, whether with bow, hurled spear, pistol, rifle, thrown dagger, or a flung lightning bolt. Heroes with the Omnipresent Reach gift may not actually use a physical weapon at all, instead hurling bolts of some appropriate energy. Such bolts may do elemental damage if the hero is aligned with such Words, or they might be physical blasts of concussive divine force. Miracles of the Bow involve impossibly accurate damage delivered over enormous distances or the cursing and condemning of another’s attempt at a ranged attack. Note that the benefits granted by gifts of the Bow apply only to projectiles and other weapons or bolts called forth by the gifts of this Word. They don’t apply to other ranged attacks from other Words or to magic that just happen to be delivered at range, such as the Divine Wrath gift allowed to all Words. Heroes with the Bow Word never run out of normal ammunition. They may instantly call ranged or throwing weapons they've used to their hands over any distance, and their ranged weapon attacks never harm any target they did not intend to hurt. Their ranged attacks always count as magical for purposes of overcoming defenses.","words.command.name":"Command","words.command.description":"The Word of Command speaks of obedience, leadership and rule. Godbound of Command can compel the submission of others to their will and the acceptance of their rulership, but they cannot touch the hearts of those they command. While enthralled subjects will carry out orders meticulously and rationally, they will not exert their own initiative unless they agree with the Godbound's desires. Heroes with the Command Word may set their Charisma score to 16, or 18 if it’s already 16 or higher. They may communicate with any intelligent creature, understanding them and being understood in turn. Their commands are always correctly understood, though obedience will depend on their eloquence or the use of their gifts.","words.death.name":"Death","words.death.description":"Death is known to all that is mortal, and this Word 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. Heroes with the Death Word may command undead in their presence as an action, ordering up to one Mob of any size. Greater undead get a Spirit saving throw to resist, and cannot be commanded to self-destruct. As an On Turn action, they also know the details of what, where, and how anything died or is dying within 100 feet of them.","words.deception.choices.attribute.prompt":"Attribute the Word raises","words.deception.choices.attribute.options.dex.name":"Dexterity","words.deception.choices.attribute.options.cha.name":"Charisma","words.deception.name":"Deception","words.deception.description":"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. Heroes with the Deception Word may raise either their Dexterity or Charisma to 16, depending on whether they favor stealth or lies. If either score is already 16 or higher, they may set it to 18 instead.","words.earth.choices.attribute.prompt":"Attribute the Word raises","words.earth.choices.attribute.options.str.name":"Strength","words.earth.choices.attribute.options.con.name":"Constitution","words.earth.name":"Earth","words.earth.description":"The Word 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. Heroes with the Earth Word may set either their Strength or Constitution scores to 16, depending on whether they emphasize the strength of load-bearing stone or the hardness of solid rock. If the chosen score is already 16 or higher, they may set it to 18 instead.","words.endurance.name":"Endurance","words.endurance.description":"The Word 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 Godbound graced with this Word is fearsomely difficult to harm physically, but the Word cannot deflect mental or spiritual damage sources or compulsions, like a Knowledge Divine Wrath or a Command compulsion. As a guide, if it would involve a Spirit save then Endurance can't stop it. Its miracles can't extend immunities to others unless noted otherwise. Heroes of Endurance need not eat, sleep, drink, or breathe, and may set their Constitution score to 16, or 18 if it’s already 16 or higher.","words.fertility.name":"Fertility","words.fertility.description":"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. Heroes with the Fertility Word have perfect control over their reproduction and may set their Constitution score to 16, or 18 if it’s already 16 or higher. They have an invincible defense against wooden weapons or objects, vegetal monsters, and plant-based toxins.","words.fire.name":"Fire","words.fire.description":"Born of red flame, the Word of Fire grants powers of burning, melting, and destroying those things displeasing to the hero. 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. Heroes with the Fire Word have an invincible defense against flame and smoke. They may wield fire as a magical weapon with a range of up to 50 feet and a 1d10 damage die.","words.health.name":"Health","words.health.description":"Bread, children, and health; these things are ever in the prayers of the people. The Word 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 re-serves of those who would benefit by them. Some gifts require those healed to Commit Effort for the day to absorb the healing energies. NPCs and others without listed Effort scores can be assumed to be able to benefit from such healing once a day at most. Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution to 16, or to 18 if it’s already 16 or higher.","words.journeying.name":"Journeying","words.journeying.description":"The hero fares far with the Word 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. Heroes with the Word 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.","words.knowledge.choices.attribute.prompt":"Attribute the Word raises","words.knowledge.choices.attribute.options.int.name":"Intelligence","words.knowledge.choices.attribute.options.wis.name":"Wisdom","words.knowledge.name":"Knowledge","words.knowledge.description":"Knowledge is the Word of understanding. All that mortal scholars know is within the purview of this Word, along with secrets of the past and present. The Word 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 Word of Deception allow their enactor a Spirit saving throw to conceal events from the Word of Knowledge. Heroes with the Knowledge Word may set either their Intelligence or Wisdom attribute to 16. If the score is already 16 or higher, they may set it to 18 instead.","words.luck.name":"Luck","words.luck.description":"Luck is a subtle Word 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 hero’s attentions. Heroes gifted in the Luck Word may roll 1d20 once a day. 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.","words.might.name":"Might","words.might.description":"The primal power of strength is embodied in the Word of Might. Many martial Godbound are strong, but a Godbound 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. A Godbound of the Word of Might is tremendously powerful, gaining a Strength score of 19 and a +4 attribute modifier for Strength. This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle.","words.night.name":"Night","words.night.description":"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 Word 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. Heroes with the Word 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.","words.passion.choices.attribute.prompt":"Attribute the Word raises","words.passion.choices.attribute.options.cha.name":"Charisma","words.passion.choices.attribute.options.wis.name":"Wisdom","words.passion.name":"Passion","words.passion.description":"The Word of Passion commands the heart, filling it with the emotions desired by the Godbound or banishing those feelings that prove troublesome. While these emotions can be overwhelming, the Godbound cannot dictate what the subjects do with them. In this way, Passion inspires personal action in its targets, but does not give the direct control granted by the Word of Command. Heroes with the Word of Passion are blessed with grace and an under-standing of the heart. They may set either their Charisma or Wisdom attribute score to 16, or 18 if the score is already that high.","words.sea.name":"Sea","words.sea.description":"The Word of the sea commands water in all its forms, but most often that of the rivers and the oceans. All creatures that dwell within water are subject to the sea, and its waters can carry its blessed far away or crush and erode those less favored. Miracles of the sea can smash with crushing pressure, conjure vast amounts of water, control the flow of liquids, or purify with the cleansing salt of the oceans. Heroes with the Sea Word have an invincible defense against cold, can breathe water, swim at twice their normal movement rate, and see with perfect clarity underwater, regardless of available light. They may grant these benefits to their companions, except for cold immunity.","words.sky.name":"Sky","words.sky.description":"The sky rules weather, flight, lightning, and wind. Those blessed by its might navigate the air as easily as the earth, wield lightning as a weapon, or blight whole cities with storm and wind. Miracles of the sky might banish hostile weather, smite a target with a bolt of lightning, conjure wind to lift and carry a thing, or perform some other feat of aerial command. Heroes with the Sky Word are never harmed by falling, need not breathe, and have an invincible defense against electricity, cold and injurious sounds.","words.sorcery.name":"Sorcery","words.sorcery.description":"Sorcery is an unusual Word, one representing a bond with the fundamental laws of creation and the deep, subtle secrets of its operation. Sorcery has no native miracles and cannot be used by itself to create effects or mimic its gifts. Instead, mastery of its gifts allows a God-bound to wield the flexible and potent powers of theurgy. Godbound affiliated with the Sorcery Word brush aside the incantations of lesser mages. As an Instant ability, the PC can Commit Effort for the scene to instantly negate any low magic spell being cast in their presence or banish or destroy any low magic construct or summoned entity. This counter does not function against theurgy or arcane powers that are merely similar to low magic spells.","words.sun.name":"Sun","words.sun.description":"Light, hope, vision and purity are the purviews of the Sun Word. The sun banishes malevolent sorcery and gives courage with its radiance. Miracles of the sun might be used to break spells, reveal truths, give hope, or blast the impure with torrents of celestial flame. The sun’s eye is all-seeing, and gifts of vision also fall under this sphere. Heroes with the Sun Word may shed daylight at will up to 200 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fire damage. Their vision can pierce blindfolds or survive even the physical removal of their eyes.","words.sword.name":"Sword","words.sword.description":"The Word of the Sword is that of melee combat, of direct struggle between the Godbound and their foes. Miracles of the Sword involve unerring strokes, tremendous blows, or marvelous escapes from harm in battle. While potent, these miracles do not work at range. Heroes with the Sword Word treat all their weapon or unarmed attacks as magical, cannot be disarmed, and can summon any melee weapon they’ve ever used immediately to hand as an Instant action.","words.time.name":"Time","words.time.description":"Time is a complex Word, one ruling events of the past and future. While temporal gifts can often see the future, such outcomes are not set. Predictions can be overcome by events and choices, though some gifts of Time allow the user to fix a future’s certainty, unless their will is overcome by a stronger power. Miracles of Time can alter the past and rewrite prior events, but it is generally necessary to manipulate specific events rather than simply decree a broad swath of history. Temporal manipulation cannot kill people or erase things of great occult power, but it can alter how past events played out. Heroes with the Time Word always know the exact time, and are immune to any uses of this Word to affect them or scry on them. They may set their Wisdom to 16, or 18 if it’s already 16 or higher.","words.wealth.name":"Wealth","words.wealth.description":"Wealth is the Word not only of gold, but of prosperity of all kinds. Steady pay, full larders, warm clothes, and sturdy roofs are the purview of this Word. Some of its powers interact with the Faction system on page 134, giving blessings or curses to whole cities or nations. Some gifts of Wealth allow the creation of non-magical objects, and a hero can use these powers to create great sums of gold or other precious materials. As a general rule, these gifts can be used to create enough Wealth to accomplish any immediate end desired, but the inflation caused by such a sudden rush of fist-sized jewels will make further artificial Wealth expenditures in the area useless for some time. A hero who operates more slowly, using the gifts to create actual objects of practical use, does not cause this sort of inflation. Such created Wealth is useless for the purposes of exerting Dominion, and cannot be spent for that end. Heroes with the Wealth Word are never short of money, and can always afford anything that costs 1 Wealth or less. They always have sufficient food, drink, and clothing for themselves and their companions, drawing it from nothingness if necessary.","gifts.apotheosis.receive-the-incense-of-faith.name":"Receive the Incense of Faith","gifts.apotheosis.receive-the-incense-of-faith.description":"Gained at second level, the Godbound becomes capable of receiving worship from mortal believers and can begin forming their own cult.","gifts.apotheosis.sanctify-shrine.name":"Sanctify Shrine","gifts.apotheosis.sanctify-shrine.description":"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.","gifts.apotheosis.smite-the-apostate.name":"Smite the Apostate","gifts.apotheosis.smite-the-apostate.description":"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.","gifts.apotheosis.hear-prayer.name":"Hear Prayer","gifts.apotheosis.hear-prayer.description":"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.","gifts.apotheosis.perceive-the-petitioner.name":"Perceive the Petitioner","gifts.apotheosis.perceive-the-petitioner.description":"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.","gifts.apotheosis.mark-of-the-prophet.name":"Mark of the Prophet","gifts.apotheosis.mark-of-the-prophet.description":"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. If the mortal hero rules are unavailable, treat the disciples as Skilled Mages or Major Heroes from the mortal section of the bestiary chapter, and the high priest as a lesser Eldritch. 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.","gifts.apotheosis.attend-the-faithful.name":"Attend the Faithful","gifts.apotheosis.attend-the-faithful.description":"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.","gifts.apotheosis.to-bless-the-nations.name":"To Bless the Nations","gifts.apotheosis.to-bless-the-nations.description":"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.","words.apotheosis.name":"Apotheosis","words.apotheosis.description":"The Word of Apotheosis is a special Word. It cannot be selected as a bound Word by a Godbound, nor does it have any miracles of its own associated with it. Instead, it represents those special abilities suitable to a budding deity, automatically gained as they grow in might. Many apotheosis powers apply only to worshipers. A worshiper is an intelligent being who knowingly and willingly pledges to worship a Godbound or other deific Word-bound entity, such as a parasite god or Made God. The worshiper may be coerced by circumstances or threats, but cannot be magically compelled or induced. A worshiper may be a servant of only one deity at a time. Those who pledge to a pantheon have their worship assigned to the member god most suited to their nature, whether or not the worshiper is aware of it. Worshipers can turn against a god, but they can't renounce their state. The most they can do is find a new god to accept their loyalty. Gods always know whether or not a person is a worshiper of theirs, though they have no automatic insight into whether or not they are an obedient worshiper. They may reject a worshiper at any time, or accept a change of allegiance from another god's devotees. A god is not automatically made aware of a person's choice to worship them, though they can tell of that fact with a glance at the new worshiper. Gods always have custody of the souls of their devotees. They may damn their faithful dead to Hell at their will, but otherwise, the souls of the dead hover unseen and sleeping in the presence of their god, or are dispatched to the divinity's paradise. A soul unsheltered by a paradise will fall into Hell if their patron deity is slain. The only way to gain the gifts of apotheosis is through gaining character levels. They may be used as given, but the Word does not grant miracles, nor can miracles be used to mimic its powers.","invocations.barred-gates-of-forbiddance.name":"Barred Gates of Forbiddance","invocations.barred-gates-of-forbiddance.description":"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.","invocations.barred-gates-of-forbiddance.prerequisites.adept":"Adept of the Gate","invocations.beacon-of-celestial-purity.name":"Beacon of Celestial Purity","invocations.beacon-of-celestial-purity.description":"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.","invocations.beacon-of-celestial-purity.prerequisites.adept":"Adept of the Gate","invocations.bright-gods-canticle.name":"The Bright God's Canticle","invocations.bright-gods-canticle.description":"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.","invocations.bright-gods-canticle.prerequisites.adept":"Adept of the Gate","invocations.excision-of-days.name":"The Excision of Days","invocations.excision-of-days.description":"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.","invocations.excision-of-days.prerequisites.adept":"Adept of the Gate","invocations.kiss-of-the-crane.name":"Kiss of the Crane","invocations.kiss-of-the-crane.description":"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.","invocations.kiss-of-the-crane.prerequisites.adept":"Adept of the Gate","invocations.open-the-night-road.name":"Open the Night Road","invocations.open-the-night-road.description":"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.","invocations.open-the-night-road.prerequisites.adept":"Adept of the Gate","invocations.pore-of-hell.name":"Pore of Hell","invocations.pore-of-hell.description":"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.","invocations.pore-of-hell.prerequisites.adept":"Adept of the Gate","invocations.ranks-of-pale-bone.name":"Ranks of Pale Bone","invocations.ranks-of-pale-bone.description":"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 or fearsome Misbegotten 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.","invocations.ranks-of-pale-bone.prerequisites.adept":"Adept of the Gate","invocations.seal-of-regnal-dominion.name":"Seal of Regnal Dominion","invocations.seal-of-regnal-dominion.description":"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.","invocations.seal-of-regnal-dominion.prerequisites.adept":"Adept of the Gate","invocations.sunder-the-lesser-spell.name":"Sunder the Lesser Spell","invocations.sunder-the-lesser-spell.description":"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.","invocations.sunder-the-lesser-spell.prerequisites.adept":"Adept of the Gate","invocations.tireless-iron-cavalcade.name":"The Tireless Iron Cavalcade","invocations.tireless-iron-cavalcade.description":"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.","invocations.tireless-iron-cavalcade.prerequisites.adept":"Adept of the Gate","invocations.trumpet-of-far-utterance.name":"The Trumpet of Far Utterance","invocations.trumpet-of-far-utterance.description":"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.","invocations.trumpet-of-far-utterance.prerequisites.adept":"Adept of the Gate","invocations.curse-of-the-blighted-strand.name":"Curse of the Blighted Strand","invocations.curse-of-the-blighted-strand.description":"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.","invocations.curse-of-the-blighted-strand.prerequisites.adept":"Adept of the Way","invocations.deafening-word-of-truth.name":"The Deafening Word of Truth","invocations.deafening-word-of-truth.description":"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.","invocations.deafening-word-of-truth.prerequisites.adept":"Adept of the Way","invocations.delaying-the-coming-of-dawn.name":"Delaying the Coming of Dawn","invocations.delaying-the-coming-of-dawn.description":"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.","invocations.delaying-the-coming-of-dawn.prerequisites.adept":"Adept of the Way","invocations.far-distant-lance.name":"The Far-Distant Lance","invocations.far-distant-lance.description":"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.","invocations.far-distant-lance.prerequisites.adept":"Adept of the Way","invocations.glyph-of-crowned-impunity.name":"Glyph of Crowned Impunity","invocations.glyph-of-crowned-impunity.description":"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 re-mains 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.","invocations.glyph-of-crowned-impunity.prerequisites.adept":"Adept of the Way","invocations.mirrored-wheel-of-the-seasons.name":"Mirrored Wheel of the Seasons","invocations.mirrored-wheel-of-the-seasons.description":"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.","invocations.mirrored-wheel-of-the-seasons.prerequisites.adept":"Adept of the Way","invocations.path-to-the-bright-sanctum.name":"Path to the Bright Sanctum","invocations.path-to-the-bright-sanctum.description":"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.","invocations.path-to-the-bright-sanctum.prerequisites.adept":"Adept of the Way","invocations.shutting-the-dark-way.name":"Shutting the Dark Way","invocations.shutting-the-dark-way.description":"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.","invocations.shutting-the-dark-way.prerequisites.adept":"Adept of the Way","invocations.sign-of-avulsive-banishment.name":"Sign of Avulsive Banishment","invocations.sign-of-avulsive-banishment.description":"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.","invocations.sign-of-avulsive-banishment.prerequisites.adept":"Adept of the Way","invocations.sunder-the-greater-spell.name":"Sunder the Greater Spell","invocations.sunder-the-greater-spell.description":"This dispelling charm functions much as does Sunder the Lesser Spell, but can also affect theurgy of the Way as well as the Gate.","invocations.sunder-the-greater-spell.prerequisites.adept":"Adept of the Way","invocations.tumulus-of-sanctified-night.name":"Tumulus of Sanctified Night","invocations.tumulus-of-sanctified-night.description":"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.","invocations.tumulus-of-sanctified-night.prerequisites.adept":"Adept of the Way","invocations.hearts-desire.name":"A Heart's Desire","invocations.hearts-desire.description":"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.","invocations.hearts-desire.prerequisites.adept":"Adept of the Throne","invocations.auspice-of-the-divine-king.name":"Auspice of the Divine King","invocations.auspice-of-the-divine-king.description":"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.","invocations.auspice-of-the-divine-king.prerequisites.adept":"Adept of the Throne","invocations.directed-convulsion-of-law.name":"Directed Convulsion of Law","invocations.directed-convulsion-of-law.description":"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.","invocations.directed-convulsion-of-law.prerequisites.adept":"Adept of the Throne","invocations.gifts-of-spring-and-winter.name":"Gifts of Spring and Winter","invocations.gifts-of-spring-and-winter.description":"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.","invocations.gifts-of-spring-and-winter.prerequisites.adept":"Adept of the Throne","invocations.grinding-teeth-of-god.name":"The Grinding Teeth of God","invocations.grinding-teeth-of-god.description":"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.","invocations.grinding-teeth-of-god.prerequisites.adept":"Adept of the Throne","invocations.legion-of-marching-clay.name":"Legion of Marching Clay","invocations.legion-of-marching-clay.description":"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.","invocations.legion-of-marching-clay.prerequisites.adept":"Adept of the Throne","invocations.palace-of-the-sorcerer-prince.name":"Palace of the Sorcerer-Prince","invocations.palace-of-the-sorcerer-prince.description":"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.","invocations.palace-of-the-sorcerer-prince.prerequisites.adept":"Adept of the Throne","invocations.pierce-the-veil-of-night.name":"Pierce the Veil of Night","invocations.pierce-the-veil-of-night.description":"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.","invocations.pierce-the-veil-of-night.prerequisites.adept":"Adept of the Throne","invocations.summon-the-black-iron-servitor.name":"Summon the Black Iron Servitor","invocations.summon-the-black-iron-servitor.description":"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.","invocations.summon-the-black-iron-servitor.prerequisites.adept":"Adept of the Throne","invocations.sunder-every-sorcery.name":"Sunder Every Sorcery","invocations.sunder-every-sorcery.description":"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.","invocations.sunder-every-sorcery.prerequisites.adept":"Adept of the Throne","traditions.academy-of-thought.name":"The Academy of Thought","traditions.academy-of-thought.description":"The Academicians of Thought have their greatest school at the Bronze Collegium in the great city of Xilong in the Dulimbai Regency, where they study their arts alongside the chroniclers of dead realms and the reckless investigators of god-husks and lost artifices. They proudly claim to be heritors of the philosophers of selfhood that aided in the selection and priming of individuals for their eventual transformation into the Made Gods. As such, they are a notoriously atheistic tradition, ever prying into unseemly matters and profane secrets, and the ancestor-cultists of Dulimbai regard them with distinct mistrust. Academicians pride themselves on the sublimity of their tradition. Its powers may be invoked spontaneously, and are so subtle that only another Academician can tell when a spell is being cast. This elegance comes at a price, however, as such quick castings force an excessive surge of magical energy through the sorcerer’s brain tissues and leave them faintly debilitated for a time thereafter. Each spell cast spontaneously applies a cumulative -1 penalty to all hit rolls, attribute checks and saving throws until the caster can rest for half an hour. A caster can avoid incrementing this increasing penalty by routing the power through softer tissues and accepting a 1d6 damage die of injury. Aside from this complication, the arts of the Academician are extremely cerebral in nature. None of its spells can affect the physical world in any way; they function only on the brains of living creatures, intelligent or otherwise. Lesser foes get no saving throw against their spells, but worthy enemies may make a Spirit save to resist them. Apprentice Sense surface emotions in a subject, understand the speaker of a foreign language, reroll a saving throw against a mental effect as an Instant spell, or have a brief mental conversation with a willing target in sight. Adept Project emotions to a subject, create a mental link of communication with a willing target that extends out to a mile, read surface thoughts and strong images in a target, or trick a target into seeing or hearing something illusory. Master Control a target’s emotions fully within their usual range of passions, compel a target to obey for a scene in any non-harmful way, implant a subconscious suggestion they will carry out later that day if it is not against their nature, or read well-remembered memories on a specific topic from a target Archmage Inflict 2d6 psychic damage dice on a target, compel a target to obey for a scene in any non-suicidal way, or for a day in any not-especially-objectionable way, or deeply probe into even forgotten memories on a particular topic.","traditions.cinnabar-order.name":"The Cinnabar Order","traditions.cinnabar-order.description":"A priesthood of scourging flame from the red sand deserts of the Oasis States, the Cinnabar Order works its ways in flame-shrines and monasteries of ash. Their adepts bring sourceless fire to the inhabitants of the great pyramid-cities. Each likely boy or girl is obliged to spend long years in study before they are permitted to leave the shrine where they were trained. Some are enlisted by a city in need of another flame-sorcerer, while others travel to the wet lands for their damp green secrets. They revere the dead gods of fire and heat, mastering their ancient liturgies to call forth the flame that their people need to survive in a land where there is little to burn. Their arts are quick and easy to invoke, and they may cast spells spontaneously. While the Cinnabar Order is a vital part of the life of the great pyramid-arcologies of the Oasis States, its members are viewed with a mix of fear and distaste. The ancient adepts of the Order were strongly opposed to the transhuman breeding experiments that continue to this day among the families of the pyramids, and their refusal to cooperate in lending Cinnabar Order pupils to the genetic stock won them the displeasure of the cities' sorcerous flesh-shapers. The arcane descendants of these ancient fire-magi preserve their distance from the eugenic experiments of the Oasian nobility, obliging the Order's leaders to remain in the security of their ash monasteries. Despite this ancient hostility, the pyramids still need the magical fires that the Cinnabar Order provides in order to maintain their massive enchanted hydroponic gardens. As such, they are paid in necessities for their monasteries and maintain a certain legal impunity under Oasian law. So long as they don't interfere too overtly with the nobility, they and their servants may ignore almost all other laws. Apprentice Every apprentice of the Cinnabar Order is skilled in desert survival, the finding of water, the liturgies of the dead red gods, and the subtleties of all things that burn and explode. They are not taught any magical secrets until they have mastered all these things, however. Adept Adepts can make torches or candles burn all day without being consumed, become immune to fires smaller than a bonfire, light a nimbus of fire around their limbs (turning them into 1d6 weapons), summon 2 HD Cinnabar Sparks from the bestiary chapter, or cause a one foot cube of matter to become flammable regardless of its composition. Master Masters of the Cinnabar Order can hurl bolts of flame (1d10), become immune to mundane flames, extinguish a fire no larger than a house fire, create a nimbus of flame for a scene that burns everyone around them within 10 feet for 1d4 damage, control the burning of a fire no larger than a bonfire, summon 4 HD Cinnabar Sparks, or command creatures of flame to briefly obey them for a scene. Archmage Archmages can hurl exploding balls of flame that do 2d10 damage to everything within a 20’ radius of their landing point, become immune even to magical flames, summon an 8 HD Cinnabar Conflagration, or extinguish all fires around them in a 50’ radius.","traditions.curse-eaters.name":"Curse-Eaters","traditions.curse-eaters.description":"Grim heritors of ancient theotechnic disaster recovery methods, “curse-eaters” are an informal brotherhood of initiates trained in the lifting and banishing of hostile magical effects. While they are honored for their utility in dispelling dangerous magic, the wise also understand that they can lay down the same blights they lift up. Most are glad to receive them and glad to see them go once the work is done. A loose fraternity of these practitioners is found in the Raktine Confederacy, some in service to the Black Academies while others serve as freelance defenders of the peasants. A few curse-eaters are also found in Ancalia, where their secrets formed the basis for the Invocatant order of Ancalian knighthood. Their special expertise is sometimes requested when the Invocatants can't deal with a problem alone. The blights of curse-eaters can take many forms: unluck, sickness, or even death in the case of the mightiest banes. These curses will usually last for a month, if strong or overt, or a year for more subtle afflictions. The very mightiest curses can last generations, though these are usually only enough to afflict a victim rather than kill them. Lesser curses can either affect a specific type of action and force a -4 penalty on d20 rolls for it, or be general ill-luck that applies a -2 penalty to all d20 rolls. Greater curses can force automatic failure of specific actions for a few times before they unravel, or simply cause the automatic failure of the first attempt at the action each scene before applying a -4 penalty to further attempts. Greater curses can also inflict severe, lasting sicknesses, or result in the almost-certain eventual deaths of lesser foes. Curse-eaters can prepare their spells beforehand in small tokens which they crush or break to release the effect. When they turn a curse back on its caster or detect a blight’s enactor, they can reach any distance to the sorcerer responsible for it; the magic itself gives them a connection which defies normal limits of range. Apprentice Apprentice curse-eaters can detect the presence of magic, sense and identify curses and their effects, or dispel low magic effects on their own person. Adept Adepts can dispel low magic on a target, receive a vision of the person who laid a curse on someone, or lay a curse on someone that can last as much as a year and inflict subtle but significant hindrance. Master Those who have mastered the curse-eater's arts can dispel low magic on a building or structure and everyone in it, create a shield that negates the next hostile low magic spell, place a greater curse on someone that will probably get them killed within a month or debilitated indefinitely, or place a lesser curse on an entire group of people in your presence. Archmage The rare curse-eater who lives long enough to become an archmage can create a shield that reflects the next hostile low magic spell back at the caster, place a greater curse on a lesser foe that will kill them in moments, place a lesser curse that will dilute as it travels down to their heirs for seven generations, or lift a curse from someone and send it back at its caster.","traditions.empty-way.name":"The Empty Way","traditions.empty-way.description":"Some see the secrets of the ancients as a path to power and control. They wield magic as a tool, using the ancient invocations and occult prayers to compel the tattered remnants of divinity to obey their purposes. The adepts of the Empty Way turned their back on such profane behavior long centuries ago. Since then they have kept to themselves in isolated monasteries and remote hermitages, taking as disciples those souls who sought refuge from the world and a path toward perfection of the soul. Adepts of the Empty Way are found throughout Arcem, though most often as Raktian hermits or monastics who follow a Uniter version of the doctrine, or Toban lamas and their disciples who use their arts to defend and advance the interests of their monastery. Individual mystical practitioners are also found in Dulimbai, along with a scattering of Lomite atheist-monks in the far north. The magic of the Empty Way is quick to employ, and may be cast spontaneously. It requires no material instruments whatsoever, not even when it is cast as a ritual. The sages of this path obstinately re-nounce the use of magic as a tool to affect the outside world, however, and so spells of the Empty Way only ever affect the caster. They may then choose to use their newfound strength to act in the world, but their philosophers consider that a very different prospect than that of the direct employ of sorcery. Initiates of the Empty Way symbolize their renunciation of direct influence on the world by their adoption of a particular taboo, whether celibacy, poverty, rigid dietary bans, strict obedience to a superior, lengthy periods of prayer each day, or some other stricture. Breaking this taboo or neglecting this duty costs them all use of their powers until they can spend a full day in meditation and purification. Those of the Empty Way who learn another tradition’s magic may use that magic normally, though other adepts of the path are apt to view them as very bad believers for meddling with magic that way. Apprentice The apprentice can cast spells to gain immunity to hot or cold weather, ignore hunger and thirst for a day, become impervious to pain and able to fight on for one round after reaching zero hit dice or hit points, or turn their unarmed attacks into 1d6 weapons for a scene. Adept The adept's spells can turn unarmed attacks into 1d8 weapons, grant them a natural armor class of 5 for a scene, leap up to sixty feet horizontally or half that vertically, gain immunity to natural flame or frost, or heal 1 hit die or hit point of damage as an Instant action. Master The sage master's spells can purge disease or poison from the blood, grant them a natural armor class of 3 for a scene, levitate up or down at their full movement rate for a scene, see clearly even in perfect darkness, or satiate their need for food, sleep, and drink for the day. Archmage An archmage may turn unarmed attacks into 1d10 weapons, turn invisible for a scene or until they take a vigorous action, become impervious to non-magical weapon attacks for a scene so long as they take no hostile action, restore youthful vigor for the day regardless of age, or gain immunity to mortal mind-affecting magic for the day.","traditions.hedge-magic.name":"Hedge Magic","traditions.hedge-magic.description":"A practice that requires years of laborious study, hedge magic teaches its pupils the subtle knowledge of the common folk, their cures and planting-times and luck-charms. In most places this tradition is thickly encrusted with the superstitions and traditions of the local practitioners, leaving a vast amount of effort to be expended before any true magic is learned. While almost any adequately clever man or woman can learn to use the disjointed arts of the hedge magician, it takes time and patient labor to learn the craft. Apprentices and adepts actually have no magical powers at all, and are simply well-versed in all the knowledge necessary for a village wise-man or wise-woman. Treat familiarity with this tradition as a helpful Fact when such knowledge is relevant to an attribute check. Hedge magic takes the usual ritual time to cast. Hedge mages are found throughout Arcem. Almost every hamlet worth a name has at least an apprentice of the art in residence, though the vast majority of these \"mages\" have no magical talent whatsoever. Adepts are the most commonly found, with most of those rare few that have actual arcane potential never getting the opportunity to develop magic. Only when their teacher is truly gifted as well do they have the chance to learn the deeper secrets of roots, seasons, and the man-agement of troublesome neighbors. Of course, having true magic can be a curse when those neighbors start demanding miracles from you. Apprentice Apprentice hedge magicians study herbs, livestock, the rudiments of fortunetelling, and the fabrication of the necessary tools and charms for later work. No true magic is learned at this level of experience. Most are apprenticed young and have mastered this level of expertise by their eighteenth birthday. Adept Adepts are proficient healers and herbalists, and talented at dealing with humans and animals alike. They know much of managing people, keeping the common folk in due awe of their learning without promising too much or inspiring excessive dread. Most villages have hedge magicians of this level of expertise, with knowledge but no true magic at their command. Master This degree is rarely ever learned before an adept’s fiftieth winter. The magician can perform true magic now, albeit of a modest and subtle type. They can cure sick livestock and minor human ailments, ensure wounds heal cleanly, find lost objects within familiar terrain, bring luck or misfortune to a specific endeavor (+/-2 to relevant attribute checks), or perform rituals that restore vigor and wakefulness to a group. Archmage Only the oldest and wisest of hedge mages attain to this degree of mastery. They can break mortal curses, miraculously heal physical wounds for 1d6 hit dice of healing, cure any non-magical diseases, bless or curse an undertaking so as to roll twice on one attribute check and take the better or worse, identify the general properties of magical objects or effects, bewitch people to friendliness or enmity, or foretell a very likely near future for a person. Any healing requires that the recipient Commit Effort for the day to assimilate the power. Those without listed Effort can benefit from healing once per day.","traditions.merciful-hand.name":"The Merciful Hand","traditions.merciful-hand.description":"In the wake of the Last War the loss of life was incalculable. Where only some of the secrets of the past could be preserved, the arts of magical healing were among those most often rescued. Ancient divine protocols of succor were passed down among numerous nations and peoples, and the ensuing body of knowledge came to be known in many lands as the Merciful Hand. These adepts are honored in all civilized lands, and only monsters or the truly barbarous would dare to harm them. Custom demands that they give at least an hour or two of their labor wherever they might stay the night. Their hospice-academies are rare, but are invariably well-supported by the local nobility, though in some lands this closeness has become an unhealthily incestuous bond between the Hand and the nobility. In these places only apprentices of suitably good breeding are allowed to enter the academy, thus neglecting suitable candidates of less glorious lineage and leaving the hospice much more interested in the concerns of the great. Given how few have the magical gifts required, this can make an adept of the Hand even rarer than they are now. The tradition’s spells are potent, but have no power to harm a person or affect an unwilling target. Its initiates can prepare some of the more commonly-needed spells beforehand in elixirs and poultices. Apprentice The apprentice engages in study of the healing arts and beneficial herbs, with no true magic learned at this level yet. This skill does apply as a useful Fact when performing medical services, however. Adept The adept knows charms to stabilize the gravely wounded, cure non-lethal diseases, numb pain, alleviate non-crippling symptoms, and magically identify even very esoteric diseases. Master The charms of the master cure 1d6 points of physical damage to hit points or hit dice, cure even lethal diseases, bring gravely-wounded sorts back onto their feet and functional so long as they’re not further harmed, correct lamed limbs and damaged but essentially-intact organs, and grant blessings to protect infection by mundane diseases. Archmage The mighty spells of the archmage can cure 2d6 physical damage, cure even magical diseases, regrow missing limbs and body parts, and provide blessings to protect against infection by magical diseases. Even so, there are some dire sicknesses that cannot be cured even by an archmage of the Merciful Hand, particularly those magical biological weapons unleashed by some of the more merciless civilizations that fought in the Last War.","traditions.seers-of-the-bright-eye.name":"Seers of the Bright Eye","traditions.seers-of-the-bright-eye.description":"The making of the Made Gods required a more than mortal awareness of the flow of arcane energies and divine numina. While the rarefied excellencies of awareness that went into creating these artificial gods is long since lost, the Seers of the Bright Eye have managed to retain the more prosaic arts of foretelling and far-seeing that win them their current coin and influence. Lesser Seers are little more than street-corner fortune-tellers, using a few small arts to puzzle out what a petitioner wants to be told of the future. In cities were several dwell, they usually form together into formal guilds of oracles, the better to avoid treading on each others’ prophecies and to train apprentices in the art. These novices are often recruited from likely urchins, and are little more than slave labor. Many of them have no actual magical talent whatsoever, and make their fortune with a glib tongue and a skill at cold reading. Some Seers with actual talent or determination refine their abilities to truly behold the future and cast their senses beyond their immediate surroundings. While the future is always mutable, they can gain hints of what is to come and visions of likely future events. This gifted elite finds service in the courts of nobles and princes, though most are regularly forced to prove the strength of their gifts by their suspicious patrons. This gift is hindered by the relatively simple warding practices that can serve to blind a Seer’s vision. Any location wrought with these wards becomes impenetrable to a Seer’s magic or future sight. Any competent occult adept knows how to lay these wards, but they also require regular tending to maintain their power. Exceptionally powerful and costly wards can last indefinitely, however, so long as they remain physically intact. Apprentice The apprentice can determine likely immediate good or bad outcomes from a choice, detect curses or magic, pinpoint the time and location of the caster, and identify a person’s predominant character traits if they have been seen or their birth date is known. Adept The adept can gain brief visions of familiar people and their surroundings, identify magic items and standing spells, get visions of important events likely to happen to them in the next week, overhear the sounds of a remote place they’ve visited before, and locate lost objects familiar to them. Such scrying never lasts more than a half-hour per spell cast. Master The master can locate people they’ve seen or had carefully described to them, ask questions about probable futures and receive yes or no answers, gain visions of where to go to find something, and scry distant locations known to them. Repeated queries about a single future topic tend to distort the readings, however. Archmage Archmages can penetrate weak wards against divination, such as those laid down by occultists of less than master expertise in their low magic tradition. They can also locate people or objects on a casual description, provide a detailed oracular description of a likely near-future event, or create a movable scrying point in a distant location. Their scrying spells last for an hour each at most.","traditions.theotechnicians.name":"The Theotechnicians","traditions.theotechnicians.description":"The Made Gods required a priesthood of theotechnical servitors, trained in the due maintenance and preservation of the elaborate edifices of occult artifice that supported their divine power. Each god had his or her own maintenance priesthood, of course, but the shared principles and secrets of the tradition have long since survived their original patrons. Today, the Bright Republic still maintains a reliable tradition of theotechnology in its sophisticated etheric engines and industrial infrastructure, but the deepest secrets of the arts are preserved by the jungle sages of the Thousand Gods. In the present day, theotechnicians serve as engineers and artificers to the great and small, with even their apprentices capable of erecting sturdy structures and repairing damaged tools and buildings. They are in greatest demand when relics of the Made Gods are unearthed, or ancient artifice-marvels need repair and recharging. Most Bright Republic towns have at least one theotechnician on hand to tend to their marvels, and cities make use of them to preserve ancient wonders that no person living can reproduce. The god-tribes of the Thousand Gods have even more such learned men and women, kept constantly in service by their merciless divine tyrants. While applicable to relics and wonders of all kinds, theotechnical work is not cheap. No work can be done unless the theotechnician has access to substantial resources, a minimum of Wealth 1 for any serious work beyond minor repairs and identifications. Its automata and artificing work remain functional as long as they are intact, however, and do not vanish or shut down at dawn. The Wealth used to make the gear must be natural; conjured components spoil the magic. Apprentice Apprentices learn no magic, but become skilled in architecture, tinkering, and the crafting of delicate work such as a jeweler or goldsmith might do. Those of the Thousand Gods focus more on learning of the myriad divinities of the land and their specific powers and servants. Adept Adept theotechnicians treat their art as sufficient justification for being able to create minor magic items as described in the Treasures chapter. Each month of their determined labor counts as 1 Dominion point for the creation of a minor magic item, though they cannot create them in bulk as Godbound can or create arms and armor more powerful than those with a +1 bonus. Adepts can identify the function and powers of such minor magic items. Master A master theotechnician can fashion up to +2 weapons and armor, and at a cost of 1 Wealth point and a week's work they can build a 4 HD minor servitor. This servitor is not sentient, but it will obey the master intelligently. Archmage Archmages of the theotechnicians can build +3 weapons and armor and can fabricate 8 HD servitors with a month's work and 2 Wealth points of expenditure. Archmages automatically succeed at all saving throws forced on them by effects generated by minor magical items.","gifts.universal.divine-wrath.name":"Divine Wrath","gifts.universal.divine-wrath.description":"Commit Effort to the end of the scene. You smite a chosen foe within sight with the energies of the 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.","gifts.universal.corona-of-fury.name":"Corona of Fury","gifts.universal.corona-of-fury.description":"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 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. Corona of Fury cannot be used two rounds in a row.","gifts.universal.effort-of-the-word.name":"Effort of the Word","gifts.universal.effort-of-the-word.description":"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.","gifts.universal.influence-of-the-word.name":"Influence of the Word","gifts.universal.influence-of-the-word.description":"Your maximum Influence increases by two points. This gift can be taken once for each Word you have bonded.","gifts.universal.excellence-of-the-word.choices.attribute.prompt":"Attribute raised to 18","gifts.universal.excellence-of-the-word.choices.attribute.options.str.name":"Strength","gifts.universal.excellence-of-the-word.choices.attribute.options.dex.name":"Dexterity","gifts.universal.excellence-of-the-word.choices.attribute.options.con.name":"Constitution","gifts.universal.excellence-of-the-word.choices.attribute.options.wis.name":"Wisdom","gifts.universal.excellence-of-the-word.choices.attribute.options.int.name":"Intelligence","gifts.universal.excellence-of-the-word.choices.attribute.options.cha.name":"Charisma","gifts.universal.excellence-of-the-word.name":"Excellence of the Word","gifts.universal.excellence-of-the-word.description":"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. Smite Powers Some gifts or miracles blast a target with a direct surge of divine fury, scourging them with the power of the gods. While impressive, a Godbound can't channel such energies continuously. You can't use a gift or miracle with the Smite keyword two rounds in a row, even if you're an NPC with multiple actions per round. Gifts that augment an attack or deal modest damage to large numbers of foes aren't generally Smite attacks. Instead, the keyword is meant to keep players from pouring all of their Effort into continuous heavy blasts, rather than more creative combat.","gifts.alacrity.all-directions-as-one.name":"All Directions as One","gifts.alacrity.all-directions-as-one.description":"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.","gifts.alacrity.flickering-advance.name":"Flickering Advance","gifts.alacrity.flickering-advance.description":"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.","gifts.alacrity.mist-on-water.name":"Mist on Water","gifts.alacrity.mist-on-water.description":"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.","gifts.alacrity.storm-breaks.name":"The Storm Breaks","gifts.alacrity.storm-breaks.description":"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.","gifts.alacrity.swifter-than-the-sun.name":"Swifter Than The Sun","gifts.alacrity.swifter-than-the-sun.description":"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.","gifts.alacrity.walk-between-the-rain.name":"Walk Between the Rain","gifts.alacrity.walk-between-the-rain.description":"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.","gifts.alacrity.all-encompassing-presence.prerequisites.word":"Bound to the Word of Alacrity","gifts.alacrity.all-encompassing-presence.name":"All-Encompassing Presence","gifts.alacrity.all-encompassing-presence.description":"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.","gifts.alacrity.faster-than-thought.prerequisites.word":"Bound to the Word of Alacrity","gifts.alacrity.faster-than-thought.name":"Faster Than Thought","gifts.alacrity.faster-than-thought.description":"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.","gifts.alacrity.untouchable.prerequisites.word":"Bound to the Word of Alacrity","gifts.alacrity.untouchable.name":"Untouchable","gifts.alacrity.untouchable.description":"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.","gifts.artifice.command-the-wheels.name":"Command the Wheels","gifts.artifice.command-the-wheels.description":"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.","gifts.artifice.faultless-repair.name":"Faultless Repair","gifts.artifice.faultless-repair.description":"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.","gifts.artifice.hammerhand.name":"Hammerhand","gifts.artifice.hammerhand.description":"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.","gifts.artifice.mark-the-maker.name":"Mark the Maker","gifts.artifice.mark-the-maker.description":"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.","gifts.artifice.ten-thousand-tools.name":"Ten Thousand Tools","gifts.artifice.ten-thousand-tools.description":"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.","gifts.artifice.transmuter.name":"Transmuter","gifts.artifice.transmuter.description":"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.","gifts.artifice.makers-eyes.prerequisites.word":"Bound to the Word of Artifice","gifts.artifice.makers-eyes.name":"The Maker's Eyes","gifts.artifice.makers-eyes.description":"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.","gifts.artifice.perpetual-perfection.prerequisites.word":"Bound to the Word of Artifice","gifts.artifice.perpetual-perfection.name":"Perpetual Perfection","gifts.artifice.perpetual-perfection.description":"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.","gifts.artifice.reverence-of-steel.prerequisites.word":"Bound to the Word of Artifice","gifts.artifice.reverence-of-steel.name":"Reverence of Steel","gifts.artifice.reverence-of-steel.description":"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.","gifts.beasts.distant-howl.name":"Distant Howl","gifts.beasts.distant-howl.description":"Commit Effort. You can communicate from afar with any animal whose location you know to within a mile. You can borrow their senses if they permit it. Animals who have spent at least a week in your presence can be reached wherever they are.","gifts.beasts.eyes-of-the-cat.name":"Eyes of the Cat","gifts.beasts.eyes-of-the-cat.description":"You have supernally-keen senses; you can see in perfect darkness, hear perfectly any noise within a hundred yards, and track by scent.","gifts.beasts.link-of-unity.name":"Link of Unity","gifts.beasts.link-of-unity.description":"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.","gifts.beasts.red-in-tooth-and-claw.name":"Red in Tooth and Claw","gifts.beasts.red-in-tooth-and-claw.description":"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.","gifts.beasts.scent-the-prey.name":"Scent the Prey","gifts.beasts.scent-the-prey.description":"Commit Effort to gain an intuitive awareness of the locations and types of all beasts within a mile radius. You may telepathically summon any of them to come to you as quickly as they can safely do so. Magical or intelligent beasts can refuse to come if they so choose.","gifts.beasts.untamed-will.name":"Untamed Will","gifts.beasts.untamed-will.description":"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.","gifts.beasts.conquer-the-beast-within.prerequisites.word":"Bound to the Word of Beasts","gifts.beasts.conquer-the-beast-within.name":"Conquer the Beast Within","gifts.beasts.conquer-the-beast-within.description":"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.","gifts.beasts.lord-of-the-wild.prerequisites.word":"Bound to the Word of Beasts","gifts.beasts.lord-of-the-wild.name":"Lord of the Wild","gifts.beasts.lord-of-the-wild.description":"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.","gifts.beasts.many-skinned-mantle.prerequisites.word":"Bound to the Word of Beasts","gifts.beasts.many-skinned-mantle.name":"Many-Skinned Mantle","gifts.beasts.many-skinned-mantle.description":"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.","gifts.bow.bar-the-red-descent.name":"Bar the Red Descent","gifts.bow.bar-the-red-descent.description":"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.","gifts.bow.bolt-of-invincible-skill.name":"Bolt of Invincible Skill","gifts.bow.bolt-of-invincible-skill.description":"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.","gifts.bow.feathered-tempest.name":"Feathered Tempest","gifts.bow.feathered-tempest.description":"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.","gifts.bow.none-beyond-reach.name":"None Beyond Reach","gifts.bow.none-beyond-reach.description":"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.","gifts.bow.omnipresent-reach.name":"Omnipresent Reach","gifts.bow.omnipresent-reach.description":"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 pistols and rifles of the Bright Republic work for you even in the absence of an etheric node's stabilizing effect.","gifts.bow.seeking-flight.name":"The Seeking Flight","gifts.bow.seeking-flight.description":"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.","gifts.bow.inexorable-shaft.prerequisites.word":"Bound to the Word of Bow","gifts.bow.inexorable-shaft.name":"The Inexorable Shaft","gifts.bow.inexorable-shaft.description":"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.","gifts.bow.lord-of-that-which-falls.prerequisites.word":"Bound to the Word of Bow","gifts.bow.lord-of-that-which-falls.name":"Lord of That Which Falls","gifts.bow.lord-of-that-which-falls.description":"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.","gifts.bow.rain-of-sorrow.prerequisites.word":"Bound to the Word of Bow","gifts.bow.rain-of-sorrow.name":"Rain of Sorrow","gifts.bow.rain-of-sorrow.description":"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.","gifts.command.guards-seize-him.name":"Guards! Seize him!","gifts.command.guards-seize-him.description":"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.","gifts.command.know-the-inner-truth.name":"Know the Inner Truth","gifts.command.know-the-inner-truth.description":"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.","gifts.command.lieutenants-wisdom.name":"The Lieutenant's Wisdom","gifts.command.lieutenants-wisdom.description":"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.","gifts.command.lines-of-rule.name":"The Lines of Rule","gifts.command.lines-of-rule.description":"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.","gifts.command.soldiers-faithful-heart.name":"The Soldier's Faithful Heart","gifts.command.soldiers-faithful-heart.description":"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.","gifts.command.thousand-loyal-troops.name":"A Thousand Loyal Troops","gifts.command.thousand-loyal-troops.description":"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.","gifts.command.bearer-of-the-scarlet-crown.prerequisites.word":"Bound to the Word of Command","gifts.command.bearer-of-the-scarlet-crown.name":"Bearer of the Scarlet Crown","gifts.command.bearer-of-the-scarlet-crown.description":"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.","gifts.command.invincible-iron-general.prerequisites.word":"Bound to the Word of Command","gifts.command.invincible-iron-general.name":"Invincible Iron General","gifts.command.invincible-iron-general.description":"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.","gifts.command.thrall-making-shout.prerequisites.word":"Bound to the Word of Command","gifts.command.thrall-making-shout.name":"Thrall-Making Shout","gifts.command.thrall-making-shout.description":"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.","gifts.death.keeper-of-the-graves.name":"Keeper of the Graves","gifts.death.keeper-of-the-graves.description":"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.","gifts.death.mantle-of-quietus.name":"Mantle of Quietus","gifts.death.mantle-of-quietus.description":"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.","gifts.death.pale-crown-beckons.name":"A Pale Crown Beckons","gifts.death.pale-crown-beckons.description":"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.","gifts.death.scythe-hand.name":"Scythe Hand","gifts.death.scythe-hand.description":"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.","gifts.death.white-bone-harvest.name":"White Bone Harvest","gifts.death.white-bone-harvest.description":"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.","gifts.death.withholding-the-mercy.name":"Withholding the Mercy","gifts.death.withholding-the-mercy.description":"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.","gifts.death.no-release.prerequisites.word":"Bound to the Word of Death","gifts.death.no-release.name":"No Release","gifts.death.no-release.description":"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.","gifts.death.reaping-word.prerequisites.word":"Bound to the Word of Death","gifts.death.reaping-word.name":"Reaping Word","gifts.death.reaping-word.description":"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.","gifts.death.summons-to-day.prerequisites.word":"Bound to the Word of Death","gifts.death.summons-to-day.name":"Summons to Day","gifts.death.summons-to-day.description":"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.","gifts.deception.deceivers-unblinking-eye.name":"Deceiver's Unblinking Eye","gifts.deception.deceivers-unblinking-eye.description":"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.","gifts.deception.familiar-face.name":"A Familiar Face","gifts.deception.familiar-face.description":"Commit Effort to 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.","gifts.deception.liars-flawless-grace.name":"Liar's Flawless Grace","gifts.deception.liars-flawless-grace.description":"Your lies can never be detected as such by magic or other special abilities, including those of the Deception Word. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm.","gifts.deception.perfect-masquerade.name":"Perfect Masquerade","gifts.deception.perfect-masquerade.description":"Commit Effort. Instantly appear as any humanoid you have seen. Only worthy foes 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, clothing, mannerisms, and expected habits of behavior.","gifts.deception.shadow-play.name":"Shadow Play","gifts.deception.shadow-play.description":"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.","gifts.deception.veiled-step.name":"Veiled Step","gifts.deception.veiled-step.description":"Commit Effort. Lesser foes have no chance to detect you so long as you stay out of their immediate presence and don’t draw attention. Worthy foes can try a Spirit save to resist when you are near.","gifts.deception.conviction-of-error.prerequisites.word":"Bound to the Word of Deception","gifts.deception.conviction-of-error.name":"Conviction of Error","gifts.deception.conviction-of-error.description":"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.","gifts.deception.impenetrable-deceit.prerequisites.word":"Bound to the Word of Deception","gifts.deception.impenetrable-deceit.name":"Impenetrable Deceit","gifts.deception.impenetrable-deceit.description":"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.","gifts.deception.walking-ghost.prerequisites.word":"Bound to the Word of Deception","gifts.deception.walking-ghost.name":"Walking Ghost","gifts.deception.walking-ghost.description":"Commit Effort. 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. Worthy foes have a chance to notice you with a Spirit save if you go into their presence or they’re actively searching for hidden foes. Attacks and loud actions always draw attention. Buying this gift refunds Veiled Step, if already had.","gifts.earth.earthwalker.name":"Earthwalker","gifts.earth.earthwalker.description":"Commit Effort. You and your companions may pass through stone or soil without need for breath. 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.","gifts.earth.jewel-bright-eyes.name":"Jewel-Bright Eyes","gifts.earth.jewel-bright-eyes.description":"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.","gifts.earth.mountain-thews.name":"Mountain Thews","gifts.earth.mountain-thews.description":"Commit Effort to the end of the scene. 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.","gifts.earth.obduracy-of-stone.name":"Obduracy of Stone","gifts.earth.obduracy-of-stone.description":"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.","gifts.earth.rebellion-of-the-soil.name":"Rebellion of the Soil","gifts.earth.rebellion-of-the-soil.description":"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 1d20 damage on all inside, or controlled so as to leave those within unharmed. Worn armor or items cannot be affected by this power.","gifts.earth.stonespeaker.name":"Stonespeaker","gifts.earth.stonespeaker.description":"Commit Effort. 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.","gifts.earth.builder-of-mountain-peaks.prerequisites.word":"Bound to the Word of Earth","gifts.earth.builder-of-mountain-peaks.name":"Builder of Mountain Peaks","gifts.earth.builder-of-mountain-peaks.description":"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. 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.","gifts.earth.fury-of-the-avalanche.prerequisites.word":"Bound to the Word of Earth","gifts.earth.fury-of-the-avalanche.name":"Fury of the Avalanche","gifts.earth.fury-of-the-avalanche.description":"The earth trembles and casts forth shards of stone. Commit Effort to wield these eruptions as a 1d10 magical weapon for as long as Effort remains committed. While the gift lasts, your Fray die may be applied to every lesser foe standing on earth or stone within sight.","gifts.earth.tremors-of-the-worlds-heart.prerequisites.word":"Bound to the Word of Earth","gifts.earth.tremors-of-the-worlds-heart.name":"Tremors of the World's Heart","gifts.earth.tremors-of-the-worlds-heart.description":"Commit Effort to the end of the day to cause a localized earthquake on a point within sight, flattening most buildings within a 300-foot radius and throwing lesser foes to their knees. Those toppled must spend their movement action regaining their feet. The full devastation to the surroundings requires about sixty seconds to complete.","gifts.endurance.amaranth-vitality.name":"Amaranth Vitality","gifts.endurance.amaranth-vitality.description":"Every fifteen minutes you heal one lost hit point per three character levels, rounded up, so long as you are still alive.","gifts.endurance.body-of-iron-will.name":"Body of Iron Will","gifts.endurance.body-of-iron-will.description":"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.","gifts.endurance.defy-the-iron.name":"Defy the Iron","gifts.endurance.defy-the-iron.description":"Commit Effort to the end of scene. Negate one physical attack or instance of bodily injury. This gift can't ward off mental or spiritual damage types, or magical effects that would normally provoke a Spirit save. This immunity extends only to one round worth of damage when facing an ongoing peril that does damage each round.","gifts.endurance.elemental-scorn.name":"Elemental Scorn","gifts.endurance.elemental-scorn.description":"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 other elements; a single Commitment can extend all your defenses.","gifts.endurance.harder-than-this.name":"Harder than This","gifts.endurance.harder-than-this.description":"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.","gifts.endurance.untiring-inspiration.name":"Untiring Inspiration","gifts.endurance.untiring-inspiration.description":"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.","gifts.endurance.fear-no-steel.prerequisites.word":"Bound to the Word of Endurance","gifts.endurance.fear-no-steel.name":"Fear No Steel","gifts.endurance.fear-no-steel.description":"Commit Effort. Your determination or supernatural hardiness allows you to shrug off the lesser harms of the world. You take 1 fewer point of damage from all incoming sources of damage, whether physical or magical. Optionally, Commit Effort for the day to become immune for a scene to attacks from lesser foes without magical weapons.","gifts.endurance.unbreakable.prerequisites.word":"Bound to the Word of Endurance","gifts.endurance.unbreakable.name":"Unbreakable","gifts.endurance.unbreakable.description":"Commit Effort to the end of the day. 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.","gifts.endurance.undying.prerequisites.word":"Bound to the Word of Endurance","gifts.endurance.undying.name":"Undying","gifts.endurance.undying.description":"While you can be brought to zero hit points, mutilated, or burnt, you cannot actually be killed except by the effect or aid of a Word-powered gift, divine miracle, or gift-enhanced attack. If not slain, you regenerate back to one hit point in an hour from your largest remaining piece.","gifts.fertility.birth-blessing.name":"Birth Blessing","gifts.fertility.birth-blessing.description":"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.","gifts.fertility.second-spring.name":"A Second Spring","gifts.fertility.second-spring.description":"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.","gifts.fertility.seeds-of-death.name":"Seeds of Death","gifts.fertility.seeds-of-death.description":"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.","gifts.fertility.sense-of-ash.name":"A Sense of Ash","gifts.fertility.sense-of-ash.description":"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.","gifts.fertility.touch-of-green-restraint.name":"Touch of Green Restraint","gifts.fertility.touch-of-green-restraint.description":"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.","gifts.fertility.withering-curse.name":"Withering Curse","gifts.fertility.withering-curse.description":"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.","gifts.fertility.cornucopian-blessing.prerequisites.word":"Bound to the Word of Fertility","gifts.fertility.cornucopian-blessing.name":"Cornucopian Blessing","gifts.fertility.cornucopian-blessing.description":"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.","gifts.fertility.sever-the-line.prerequisites.word":"Bound to the Word of Fertility","gifts.fertility.sever-the-line.name":"Sever the Line","gifts.fertility.sever-the-line.description":"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.","gifts.fertility.unending-abundance.prerequisites.word":"Bound to the Word of Fertility","gifts.fertility.unending-abundance.name":"Unending Abundance","gifts.fertility.unending-abundance.description":"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.","gifts.fire.consuming-gaze.name":"Consuming Gaze","gifts.fire.consuming-gaze.description":"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.","gifts.fire.firestorm.name":"Firestorm","gifts.fire.firestorm.description":"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, with an Evasion save allowed to halve the damage taken, rounded up.","gifts.fire.firewalker.name":"Firewalker","gifts.fire.firewalker.description":"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 one mile total in any one hour.","gifts.fire.give-forth-the-ashes.name":"Give Forth the Ashes","gifts.fire.give-forth-the-ashes.description":"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 Effort cost, but the dead are not raised.","gifts.fire.master-of-the-furnace.name":"Master of the Furnace","gifts.fire.master-of-the-furnace.description":"Commit Effort. 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.","gifts.fire.nimbus-of-flame.name":"Nimbus of Flame","gifts.fire.nimbus-of-flame.description":"Commit Effort. You’re surrounded by a halo of searing heat. Anyone who attacks you in melee combat takes 1 point of fire damage before the attack is resolved. Assailants can suffer only one such injury per round, even if they launch multiple attacks.","gifts.fire.burning-rebuke.prerequisites.word":"Bound to the Word of Fire","gifts.fire.burning-rebuke.name":"Burning Rebuke","gifts.fire.burning-rebuke.description":"Commit Effort. Every foe that attacks you while angry or impassioned 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.","gifts.fire.cinder-words.prerequisites.word":"Bound to the Word of Fire","gifts.fire.cinder-words.name":"Cinder Words","gifts.fire.cinder-words.description":"Commit Effort. Your voice scorches your enemies. Every lesser foe within earshot takes your Fray damage each round. You can ignite unattended objects with a word as a free action once a round.","gifts.fire.searing-blade.prerequisites.word":"Bound to the Word of Fire","gifts.fire.searing-blade.name":"Searing Blade","gifts.fire.searing-blade.description":"Commit Effort. You wield fire as a weapon, either limning a blade in it or using projections of it as a magical weapon with a 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.","gifts.health.ender-of-plagues.name":"Ender of Plagues","gifts.health.ender-of-plagues.description":"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.","gifts.health.flesh-made-true.name":"Flesh Made True","gifts.health.flesh-made-true.description":"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.","gifts.health.intrinsic-health.name":"Intrinsic Health","gifts.health.intrinsic-health.description":"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.","gifts.health.merciful-gaze.name":"Merciful Gaze","gifts.health.merciful-gaze.description":"By 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.","gifts.health.plaguebringer.name":"Plaguebringer","gifts.health.plaguebringer.description":"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.","gifts.health.vital-furnace.name":"Vital Furnace","gifts.health.vital-furnace.description":"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.","gifts.health.burning-vitality.prerequisites.word":"Bound to the Word of Health","gifts.health.burning-vitality.name":"Burning Vitality","gifts.health.burning-vitality.description":"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.","gifts.health.deplete-health.prerequisites.word":"Bound to the Word of Health","gifts.health.deplete-health.name":"Deplete Health","gifts.health.deplete-health.description":"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.","gifts.health.lifegiver.prerequisites.word":"Bound to the Word of Health","gifts.health.lifegiver.name":"Lifegiver","gifts.health.lifegiver.description":"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.","gifts.journeying.dust-at-your-heels.name":"Dust At Your Heels","gifts.journeying.dust-at-your-heels.description":"Commit Effort. 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.","gifts.journeying.know-the-path.name":"Know the Path","gifts.journeying.know-the-path.description":"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.","gifts.journeying.master-of-the-key.name":"Master of the Key","gifts.journeying.master-of-the-key.description":"You can instantly defeat any mundane trap, lock, tie, binding 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.","gifts.journeying.opening-the-way.name":"Opening the Way","gifts.journeying.opening-the-way.description":"Commit Effort for the scene to 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.","gifts.journeying.swift-progress.name":"Swift Progress","gifts.journeying.swift-progress.description":"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 unsalubrious natural environment.","gifts.journeying.untroubled-passage.name":"Untroubled Passage","gifts.journeying.untroubled-passage.description":"Commit Effort. While you travel, you and those with you will never be hindered by chance-met creatures or bad weather. Worthy foes wandering in your path get a Spirit saving throw to notice you.","gifts.journeying.exodus-road.prerequisites.word":"Bound to the Word of Journeying","gifts.journeying.exodus-road.name":"The Exodus Road","gifts.journeying.exodus-road.description":"Commit Effort. Your Journeying gifts can apply to any number of willing companions in sight, including whole armies or cities.","gifts.journeying.hour-of-need.prerequisites.word":"Bound to the Word of Journeying","gifts.journeying.hour-of-need.name":"The Hour of Need","gifts.journeying.hour-of-need.description":"Commit Effort for the day. Up to a 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. This may induce some problems of causality, but the gift’s power allows their arrival regardless.","gifts.journeying.path-of-racing-dawn.prerequisites.word":"Bound to the Word of Journeying","gifts.journeying.path-of-racing-dawn.name":"The Path of Racing Dawn","gifts.journeying.path-of-racing-dawn.description":"Commit Effort. 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.","gifts.knowledge.best-course.name":"The Best Course","gifts.knowledge.best-course.description":"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.","gifts.knowledge.best-laid-plans.name":"The Best-Laid Plans","gifts.knowledge.best-laid-plans.description":"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.","gifts.knowledge.excision-of-understanding.name":"Excision of Understanding","gifts.knowledge.excision-of-understanding.description":"As an action, 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 Godbound relents. Worthy foes can save versus Spirit to resist.","gifts.knowledge.truth-that-burns.name":"A Truth That Burns","gifts.knowledge.truth-that-burns.description":"Commit Effort for the scene and choose a visible target. Learn the knowledge of them or their plans that they least want you to know, as judged by the GM. Worthy foes get a Spirit saving throw to resist this subtle inquisition.","gifts.knowledge.unveiled-truth.name":"The Unveiled Truth","gifts.knowledge.unveiled-truth.description":"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. This answer is generally brief, no more than a few sentences.","gifts.knowledge.word-far-off.name":"A Word Far Off","gifts.knowledge.word-far-off.description":"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.","gifts.knowledge.disclose-the-flaw.prerequisites.word":"Bound to the Word of Knowledge","gifts.knowledge.disclose-the-flaw.name":"Disclose the Flaw","gifts.knowledge.disclose-the-flaw.description":"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.","gifts.knowledge.irresistible-query.prerequisites.word":"Bound to the Word of Knowledge","gifts.knowledge.irresistible-query.name":"Irresistible Query","gifts.knowledge.irresistible-query.description":"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.","gifts.knowledge.omniscient-scholar.prerequisites.word":"Bound to the Word of Knowledge","gifts.knowledge.omniscient-scholar.name":"The Omniscient Scholar","gifts.knowledge.omniscient-scholar.description":"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 attribute checks to accomplish intellectual tasks if they're within mortal capabilities.","gifts.luck.blighted-luck.name":"Blighted Luck","gifts.luck.blighted-luck.description":"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.","gifts.luck.nine-lives.name":"Nine Lives","gifts.luck.nine-lives.description":"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.","gifts.luck.salting-away-the-luck.name":"Salting Away the Luck","gifts.luck.salting-away-the-luck.description":"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.","gifts.luck.spun-fortune.name":"Spun Fortune","gifts.luck.spun-fortune.description":"Commit Effort for the scene. Another person rerolls a roll you are aware that they just made.","gifts.luck.unmarred-beneficence.name":"Unmarred Beneficence","gifts.luck.unmarred-beneficence.description":"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.","gifts.luck.world-against-you.name":"The World Against You","gifts.luck.world-against-you.description":"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.","gifts.luck.by-chance.prerequisites.word":"Bound to the Word of Luck","gifts.luck.by-chance.name":"By Chance","gifts.luck.by-chance.description":"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.","gifts.luck.impossible-victory.prerequisites.word":"Bound to the Word of Luck","gifts.luck.impossible-victory.name":"Impossible Victory","gifts.luck.impossible-victory.description":"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.","gifts.luck.unfailing-fortune.prerequisites.word":"Bound to the Word of Luck","gifts.luck.unfailing-fortune.name":"Unfailing Fortune","gifts.luck.unfailing-fortune.description":"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.","gifts.might.descent-of-the-mountain.name":"Descent of the Mountain","gifts.might.descent-of-the-mountain.description":"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.","gifts.might.falling-meteor-strike.name":"Falling Meteor Strike","gifts.might.falling-meteor-strike.description":"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.","gifts.might.fists-of-black-iron.name":"Fists of Black Iron","gifts.might.fists-of-black-iron.description":"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.","gifts.might.shoulders-wide-as-the-world.name":"Shoulders Wide as the World","gifts.might.shoulders-wide-as-the-world.description":"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.","gifts.might.stronger-than-you.name":"Stronger Than You","gifts.might.stronger-than-you.description":"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.","gifts.might.surge-of-strength.name":"Surge of Strength","gifts.might.surge-of-strength.description":"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.","gifts.might.leap-the-moon.prerequisites.word":"Bound to the Word of Might","gifts.might.leap-the-moon.name":"Leap the Moon","gifts.might.leap-the-moon.description":"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.","gifts.might.loosening-gods-teeth.prerequisites.word":"Bound to the Word of Might","gifts.might.loosening-gods-teeth.name":"Loosening God's Teeth","gifts.might.loosening-gods-teeth.description":"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.","gifts.might.thews-of-the-gods.prerequisites.word":"Bound to the Word of Might","gifts.might.thews-of-the-gods.name":"Thews of the Gods","gifts.might.thews-of-the-gods.description":"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.","gifts.night.damn-their-eyes.name":"Damn Their Eyes","gifts.night.damn-their-eyes.description":"Choose a target in sight. Lesser foes are blinded, while worthy foes can save versus Hardiness to resist and require the hero to Commit Effort for the scene to affect them . 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.","gifts.night.darkling-stairs.name":"The Darkling Stairs","gifts.night.darkling-stairs.description":"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.","gifts.night.knives-of-night.name":"Knives of Night","gifts.night.knives-of-night.description":"Commit Effort. You are now able to harden darkness into a weapon with a range of 200 feet. When used to attack, it does 1d10 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.","gifts.night.road-of-shadows.name":"A Road of Shadows","gifts.night.road-of-shadows.description":"Commit Effort for the scene. 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.","gifts.night.still-silence-of-sleep.name":"The Still Silence of Sleep","gifts.night.still-silence-of-sleep.description":"Commit Effort for the scene and choose a point in sight. All lesser foes within 50 feet of that point must make a Spirit 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.","gifts.night.welcoming-the-dusk.name":"Welcoming the Dusk","gifts.night.welcoming-the-dusk.description":"Commit Effort. Create darkness around you in any configuration, up to a 30 foot radius. You can see through it, and it can follow you.","gifts.night.darkness-at-noon.prerequisites.word":"Bound to the Word of Night","gifts.night.darkness-at-noon.name":"A Darkness at Noon","gifts.night.darkness-at-noon.description":"Commit Effort for the scene. 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.","gifts.night.flesh-of-shadows.prerequisites.word":"Bound to the Word of Night","gifts.night.flesh-of-shadows.name":"Flesh of Shadows","gifts.night.flesh-of-shadows.description":"Commit Effort. 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.","gifts.night.speaker-in-dreams.prerequisites.word":"Bound to the Word of Night","gifts.night.speaker-in-dreams.name":"A Speaker in Dreams","gifts.night.speaker-in-dreams.description":"Commit Effort. 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 Spirit save to resist.","gifts.passion.banner-of-passion.name":"Banner of Passion","gifts.passion.banner-of-passion.description":"Commit Effort. 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. 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.","gifts.passion.fashioning-a-friend.name":"Fashioning a Friend","gifts.passion.fashioning-a-friend.description":"Commit Effort for the scene to 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 Spirit to avoid the enchantment.","gifts.passion.follow-the-threads.name":"Follow the Threads","gifts.passion.follow-the-threads.description":"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 Spirit to maintain their secrets.","gifts.passion.heart-of-the-lion.name":"Heart of the Lion","gifts.passion.heart-of-the-lion.description":"You have an invincible defense against fear and all unwanted emotion-affecting effects. You may Commit Effort for the scene as an Instant action to share this immunity with all allies within 100 yards.","gifts.passion.snuff-the-hearts-candle.name":"Snuff the Heart's Candle","gifts.passion.snuff-the-hearts-candle.description":"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 Spirit to resist the stilling.","gifts.passion.terrifying-mien.name":"Terrifying Mien","gifts.passion.terrifying-mien.description":"Commit Effort to the end of the scene. All NPC foes who can see or hear you, must instantly make a Morale check. Lesser foes roll this at a -2 penalty. Foes that fail this check will usually flee in terror, albeit those without a means of escape might surrender on the spot. This gift can be used against a foe only once per scene, and PCs are immune.","gifts.passion.heart-like-clay.prerequisites.word":"Bound to the Word of Passion","gifts.passion.heart-like-clay.name":"A Heart like Clay","gifts.passion.heart-like-clay.description":"Commit Effort for the scene to 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 Spirit to resist the shaping. The emotions persist despite all adversities until the Godbound releases the subject.","gifts.passion.infectious-passion.prerequisites.word":"Bound to the Word of Passion","gifts.passion.infectious-passion.name":"Infectious Passion","gifts.passion.infectious-passion.description":"Commit Effort for the scene to 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 Spirit to resist. It lasts until the Godbound releases the victims or the emotion becomes blatantly inappropriate.","gifts.passion.song-buried-deep.prerequisites.word":"Bound to the Word of Passion","gifts.passion.song-buried-deep.name":"A Song Buried Deep","gifts.passion.song-buried-deep.description":"Commit Effort for the day and 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. The maximum range of this effect is one mile per level of the Godbound. Note that the effects apply to any matching phrase, music, or image; if the Godbound 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 Godbound imbues a traditional greeting with the passion, then every person who hears the greeting will be affected.","gifts.sea.body-of-water.name":"Body of Water","gifts.sea.body-of-water.description":"Your flesh flows around dangers and encapsulates toxins. Your natural armor class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. This AC isn't improved by shields or armor.","gifts.sea.crushing-depths.name":"Crushing Depths","gifts.sea.crushing-depths.description":"Commit Effort for the scene. Destroy any non-magical object you’re touching, up to 20 x 20 x 20 feet in size, as it erodes or is compressed into splinters. Living creatures require a normal weapon or unarmed attack to hit and are not automatically destroyed, though the damage die is treated as if it rolled the maximum possible.","gifts.sea.living-torrent.name":"Living Torrent","gifts.sea.living-torrent.description":"Commit Effort. Spout a torrent of water at dangerous levels of pressure. The water can be used as a ranged weapon out to 100 feet, doing 1d10 damage and counting as a magical weapon. It will destroy one foot of earthen or wooden barriers in one round. The water can be allowed to remain after using this power, or allowed to vanish as the wielder wills.","gifts.sea.lord-of-the-waters.name":"Lord of the Waters","gifts.sea.lord-of-the-waters.description":"Commit Effort. While in effect, you can transform into any non-magical sea creature larger than a shrimp and smaller than a kraken. You can speak to and command all natural sea life, sense every living creature under or on the water within a mile, and summon such life to your presence as needed. Intelligent creatures need not obey your summons or commands if they do not wish to do so. Ships or fleets in your company are impervious to storms and reefs.","gifts.sea.secrets-of-the-deep.name":"Secrets of the Deep","gifts.sea.secrets-of-the-deep.description":"Commit Effort. You sense the exact position of all flowing liquids within 200 feet, including the blood in living veins. By touching a body of water and seeking a particular thing or type of object, you become aware of every place where such a thing is sunken, floating or wave-lapped within ten miles.","gifts.sea.walking-with-the-tide.name":"Walking With the Tide","gifts.sea.walking-with-the-tide.description":"Commit Effort for the scene. Enter a body of water large enough to submerge you and emerge from any like body of water within a mile, exiting at the nearest suitable pool to your desired location. If the bodies of water are connected by waters wide enough to admit a creature of your size, the range increases to a hundred miles.","gifts.sea.river-tamer.prerequisites.word":"Bound to the Word of Sea","gifts.sea.river-tamer.name":"River Tamer","gifts.sea.river-tamer.description":"Commit Effort. Amounts of water no larger than a small river can be redirected, made to flow into the air or move in otherwise impossible fashion. The water may sweep away buildings or creatures depending on the amounts involved, and is sufficient to speed a ship at sea at ten times its usual pace. The flow continues as long as effort remains committed, and can be controlled up to 1,000 feet away from the hero as an action. The hero and their allies are never unwillingly moved or harmed by this water.","gifts.sea.salt-spray-purity.prerequisites.word":"Bound to the Word of Sea","gifts.sea.salt-spray-purity.name":"Salt-Spray Purity","gifts.sea.salt-spray-purity.description":"Commit Effort for the scene. Dispel or automatically resist any single magical effect targeted at you or an ally. For the duration of the scene, that effect or gift cannot affect the subject you defended, even if it is applied again. Optionally, instead of this effect, you may suppress any other Godbound gift for one round as if by a successful miracle.","gifts.sea.tsunami-hand.prerequisites.word":"Bound to the Word of Sea","gifts.sea.tsunami-hand.name":"Tsunami Hand","gifts.sea.tsunami-hand.description":"Commit Effort for the scene. You strike a blow which becomes a crashing wave, rushing up to 200 feet in width, 30 feet in height and 100 feet in length before it drains away. Small buildings and fragile structures are destroyed, and creatures take your level in points of damage, tripled for Mobs. The wave can be cast in a smaller area if desired, does not harm targets you wish preserved, and vanishes after it breaks so as not to leave the area inundated.","gifts.sky.clouds-below.name":"The Clouds Below","gifts.sky.clouds-below.description":"Commit Effort. Fill the air around you with mist, 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 douse any mundane fire and allow every ally within it to ignore the first 5 points of fire damage they take each round.","gifts.sky.eyes-above.name":"Eyes Above","gifts.sky.eyes-above.description":"Gain a bird’s-eye view of a mile around you, gazing swiftly enough to immediately spot particular individuals or things you might be looking for. You can focus on individual locations within that mile, observing everything going on but unable to overhear ordinary speech. The sight cannot penetrate roofs or other cover.","gifts.sky.rain-of-lightning.name":"Rain of Lightning","gifts.sky.rain-of-lightning.description":"Choose a point within sight; every desired target within 100 feet suffers a 1d6 die of electrical damage as a cloud of lightning envelops them. The bolts are enough to kill the weak, but can’t destroy objects.","gifts.sky.sapphire-wings.name":"Sapphire Wings","gifts.sky.sapphire-wings.description":"Commit Effort. The hero can fly at twice their usual movement rate. If undistracted and able to fly in a straight line, they can reach speeds of up to 100 miles an hour.","gifts.sky.stormsword.name":"Stormsword","gifts.sky.stormsword.description":"Commit Effort. Wield electricity as a ranged weapon out to 200 feet, or sheath your weapon in lightning. Damage done is a minimum of 1d10 and counts as a magical weapon. Attacks against wet or metal-armored foes always do at least 1 point of damage, even on a miss.","gifts.sky.windsinger.name":"Windsinger","gifts.sky.windsinger.description":"Commit Effort. Control weather within a mile, from still air to rainstorms strong enough to knock down fragile structures and make mundane archery impossible, Weather changes occur instantly on use of this gift and last as long as Effort remains committed. When released, the weather rapidly returns to its normal condition.","gifts.sky.boreal-spike.prerequisites.word":"Bound to the Word of Sky","gifts.sky.boreal-spike.name":"Boreal Spike","gifts.sky.boreal-spike.description":"Commit Effort for the scene. Bring down the icy chill of the heavens on a point within sight. Every chosen target within 200 feet is frozen for a number of points of damage equal to your level. Against Mobs, the spike does 1d10 damage straight for every two character levels of the hero, rounded up. Liquids in range are frozen solid up to 200 feet deep and all normal fires are extinguished.","gifts.sky.fury-of-the-heavens.prerequisites.word":"Bound to the Word of Sky","gifts.sky.fury-of-the-heavens.name":"Fury of the Heavens","gifts.sky.fury-of-the-heavens.description":"Commit Effort for the scene. For the rest of the scene, when under the open sky you can hit one target or Mob within sight with a bolt that does your level in damage, with a Hardiness save for half. The blasts can destroy structures less sturdy than a stone building. Invoking these bolts is a Smite action, and as such it can't be done two rounds in a row.","gifts.sky.voice-of-the-winds.prerequisites.word":"Bound to the Word of Sky","gifts.sky.voice-of-the-winds.name":"Voice of the Winds","gifts.sky.voice-of-the-winds.description":"You may focus on a specific point within ten miles to hear everything happening there unless it’s sealed from outside air. You can speak to that point and be heard there alone. If you spend an action shouting, foes within 100 feet of you suffer your Fray die if applicable.","gifts.sorcery.adept-of-the-gate.choices.invocations.prompt":"Invocations of the Gate","gifts.sorcery.adept-of-the-gate.name":"Adept of the Gate","gifts.sorcery.adept-of-the-gate.description":"You have been initiated into the Gate, the humblest level of theurgy, albeit still one beyond all but the mightiest mortal wizards. You may choose four invocations of the Gate to master as part of this learning and may learn more as you find them.","gifts.sorcery.excellent-pause.name":"The Excellent Pause","gifts.sorcery.excellent-pause.description":"When you cast a theurgy invocation or low magic spell, you may Commit Effort just before it is triggered. The spell is then suspended and may be released as an action at any time thereafter, with the Committed Effort returning at the end of that scene. You may suspend more than one spell if you're willing to Commit the Effort to each, but releasing a spell requires your action for the turn.","gifts.sorcery.greater-pavis-of-rule.name":"Greater Pavis of Rule","gifts.sorcery.greater-pavis-of-rule.description":"Commit Effort for the scene. For the duration, you are immune to all low magic spells and gain a +4 bonus on all saving throws versus theurgy. If a theurgy invocation would not normally allow a save, you can make one without the bonus to resist its effects.","gifts.sorcery.perfection-of-understanding.name":"Perfection of Understanding","gifts.sorcery.perfection-of-understanding.description":"You are a remarkably swift student of magic. You can learn any low magic path within a month, taking one week per level of initiation of your teacher, without requiring a Fact committed to it. You can learn theurgy spells at a vastly accelerated rate as well; one day for an invocation of any degree. You automatically understand any low magic or theurgy used against you or in your presence, knowing its function, limits, and degree of power. You can also recognize the author of a magical working if you’ve seen other examples of their work.","gifts.sorcery.subtle-eye-of-knowing.name":"The Subtle Eye of Knowing","gifts.sorcery.subtle-eye-of-knowing.description":"With a moment’s concentration, you can discern any low magic or theurgy active in the area, identifying its general function. Other forms of magic present are noted, but only a vague sense of danger or weal is imparted. This gaze immediately identifies any theurges or low magic practitioners in sight.","gifts.sorcery.will-that-burns.name":"The Will that Burns","gifts.sorcery.will-that-burns.description":"When struck while maintaining concentration, such as while casting a theurgy invocation, you may Commit Effort for the scene to maintain your concentration, prevent the loss of the spell, and inflict a 1d8 straight damage die on the foe that struck you as a mystic backlash.","gifts.sorcery.wizards-wrath.name":"Wizard's Wrath","gifts.sorcery.wizards-wrath.description":"Commit Effort. Your Fray die can harm even worthy foes, those enemies of greater hit dice than you have levels. This power also affects those gifts that allow you to apply your Fray die as part of their effects, increasing the potency of such powers.","gifts.sorcery.adept-of-the-throne.prerequisites.adept":"Adept of the Way","gifts.sorcery.adept-of-the-throne.prerequisites.word":"Bound to the Word of Sorcery","gifts.sorcery.adept-of-the-throne.choices.invocations.prompt":"Invocations of the Throne","gifts.sorcery.adept-of-the-throne.name":"Adept of the Throne","gifts.sorcery.adept-of-the-throne.description":"You have been initiated into the Throne, the deepest degree of theurgy’s secrets. You must be an adept of the Way to master this. You master two invocations of the Throne as part of this learning and may learn more as you find them.","gifts.sorcery.adept-of-the-way.prerequisites.adept":"Adept of the Gate","gifts.sorcery.adept-of-the-way.prerequisites.word":"Bound to the Word of Sorcery","gifts.sorcery.adept-of-the-way.choices.invocations.prompt":"Invocations of the Way","gifts.sorcery.adept-of-the-way.name":"Adept of the Way","gifts.sorcery.adept-of-the-way.description":"You have been initiated into the Way, the second tier of theurgic mysteries. You must already be an adept of the Gate to master this. You master three invocations of the Way as part of this learning and may learn more as you find them.","gifts.sorcery.ruler-of-the-lesser-paths.prerequisites.word":"Bound to the Word of Sorcery","gifts.sorcery.ruler-of-the-lesser-paths.name":"Ruler of the Lesser Paths","gifts.sorcery.ruler-of-the-lesser-paths.description":"Commit Effort. After an hour’s meditation, you may select one low magic tradition which you have spent at least a day in study with a practitioner of any level of mastery. Until the Effort is reclaimed, you may cast spells as an archmage of that path. While this gift is in effect, you are entirely immune to that path’s spells if you so desire.","gifts.sun.body-of-burning-light.name":"Body of Burning Light","gifts.sun.body-of-burning-light.description":"Commit Effort. Your brilliance makes you almost impossible to target, by creatures who operate by means of vision. While you shine, your natural AC is 3 against creatures with sight. Your weapons or unarmed attacks count as a magical weapon with a range of 200 feet, and do a minimum of 1d10 damage. Your corona counts as natural sunlight for susceptible creatures. Armor and shields don't aid this AC.","gifts.sun.hasten-to-the-light.name":"Hasten to the Light","gifts.sun.hasten-to-the-light.description":"Commit Effort for the scene. Instantly appear in any place lit by natural sunlight or your own radiance, provided it's within one mile. You appear at the nearest valid light to your desired destination. This gift can't move you more than a mile of total distance per hour.","gifts.sun.hope-of-the-dawn.name":"Hope of the Dawn","gifts.sun.hope-of-the-dawn.description":"Commit Effort. You and allies within your general area gain a Morale of 12 and an invincible defense against magical emotional influence. Allied NPCs gain +1 hit die and +1 to hit. Those in sight of you have an instinctive awareness of your wishes, though they are not compelled to obey.","gifts.sun.illumine-that-which-is.name":"Illumine That Which Is","gifts.sun.illumine-that-which-is.description":"Commit Effort. Your radiance limns magical effects on people, banishes magical darkness, dispels mortal illusion, and reveals magical items. Those with the gifts of Deception or Night may make a Spirit saving throw to maintain their illusions or gloom.","gifts.sun.purity-of-brilliant-law.name":"Purity of Brilliant Law","gifts.sun.purity-of-brilliant-law.description":"Commit Effort for the scene. Defensively dispel a hostile magical effect on yourself or offensively dispel another gift for a round as if with a miracle. This gift functions more swiftly than a conventional miracle of dispelling, and the Effort need not be committed for so long.","gifts.sun.sunlit-sight.name":"Sunlit Sight","gifts.sun.sunlit-sight.description":"Commit Effort. Choose a place you’ve been that is currently lit directly by the sun. While the Effort is committed, see and hear everything in that place as if present. Your voice can be heard there by those present.","gifts.sun.creations-first-light.prerequisites.word":"Bound to the Word of Sun","gifts.sun.creations-first-light.name":"Creation's First Light","gifts.sun.creations-first-light.description":"Commit Effort. Your vision penetrates any non-magical barrier, allowing you to see anything and everything out to the horizon. Focusing on something not in the immediate area requires a round. This vision automatically penetrates illusions and sees the true shape of shapeshifters. It cannot pierce the gifts of the Deception Word, however.","gifts.sun.purging-noonday-blaze.prerequisites.word":"Bound to the Word of Sun","gifts.sun.purging-noonday-blaze.name":"Purging Noonday Blaze","gifts.sun.purging-noonday-blaze.description":"Commit Effort for the scene. A burning light permanently banishes all undesired low magic out to sight range. If the Effort is committed for a day, it suppresses all offensive gifts or magical powers of a single target for one round, as if by a successful miracle applied to each. This gift can be used for such offensive dispelling only once per scene.","gifts.sun.sunstrike.prerequisites.word":"Bound to the Word of Sun","gifts.sun.sunstrike.name":"Sunstrike","gifts.sun.sunstrike.description":"Commit Effort for the scene. If the sun is in the sky, its radiance strikes a desired visible foe for 1d10 fire damage per level of the Godbound, This blaze will penetrate any roof or ceiling not proof against divine gifts in order to strike the target. If the sun is not in the sky the bolt does 1d6 damage per level. Creatures not of this world, such as summoned entities, angels or Uncreated, always take 1d10 damage per level and roll the damage twice to take the harshest result.","gifts.sword.contempt-of-distance.name":"Contempt of Distance","gifts.sword.contempt-of-distance.description":"Your movement action can take you to any point in movement range, provided the path is unobstructed and there’s a target to hit at the end of the move. A hero could thus dash straight to a rooftop or balcony without navigating the physical route there. Foes too far away to reach in one round can be pursued over multiple rounds, but they must be attacked once reached. This pursuit can even extend into the air, supporting the hero until they defeat their enemy or choose to disengage, whereupon they land safely at a point below.","gifts.sword.nine-iron-walls.name":"Nine Iron Walls","gifts.sword.nine-iron-walls.description":"Commit Effort for the scene. You have an invincible defense against all physical attacks until the start of your next round. This defense does not apply to environmental hazards, spells, or other non-attack forms of harm. As with all Instants, this can be used even after an assailant has rolled a successful hit.","gifts.sword.steel-without-end.name":"Steel Without End","gifts.sword.steel-without-end.description":"All your melee weapon attacks are treated as magic weapons doing a 1d10+1 damage die, including unarmed attacks. As with all weapon-boosting gifts, you may use any attribute to modify attacks made in this way, provided you can explain how it is relevant to your style.","gifts.sword.thirsting-razor.name":"Thirsting Razor","gifts.sword.thirsting-razor.description":"Commit Effort. You always hit lesser foes with your melee attacks. No attack roll is necessary, but this benefit applies only to actual melee weapon or unarmed attacks, and not to other effects that involve hitting a foe to inflict a hostile effect.","gifts.sword.through-a-red-forest.name":"Through A Red Forest","gifts.sword.through-a-red-forest.description":"Commit Effort. While the Effort is committed, when fighting multiple lesser foes or a Mob of them, you may choose to take damage as if from a successful hit from one of them of the GM’s choice. You then gain an invincible defense against weapon or unarmed attacks from the rest of these lesser foes until the start of your next turn.","gifts.sword.unerring-blade.name":"Unerring Blade","gifts.sword.unerring-blade.description":"Commit Effort to the scene’s end. Your current or next melee attack hits on anything but a natural roll of 1 and does maximum damage. This strike can penetrate any protection short of an invincible defense against the weapon being used.","gifts.sword.cutting-the-crimson-road.prerequisites.word":"Bound to the Word of Sword","gifts.sword.cutting-the-crimson-road.name":"Cutting the Crimson Road","gifts.sword.cutting-the-crimson-road.description":"Commit Effort. Against foes of half or fewer hit dice than you have levels, to a minimum of 1, your melee damage rolls are read straight and always maximized. The overflow can be applied against any other foes that fit the conditions and are within 10 feet. Against Mobs made up of applicable creatures, you instead simply roll your damage die straight without maximizing it. This gift does not affect Fray dice.","gifts.sword.path-through-war.prerequisites.word":"Bound to the Word of Sword","gifts.sword.path-through-war.name":"The Path Through War","gifts.sword.path-through-war.description":"Commit Effort. So long as you don’t make an attack roll or cast a hostile effect that round, you have an invincible defense against all weapon or unarmed attacks. You can still use your Fray die while under this effect. This defense is not applicable to environmental, spell, or magical effect damage. Once this gift is dropped or ended, it cannot be re-activated during that same scene.","gifts.sword.shattering-hand.prerequisites.word":"Bound to the Word of Sword","gifts.sword.shattering-hand.name":"Shattering Hand","gifts.sword.shattering-hand.description":"Commit Effort. Your melee damage rolls and Fray dice are always the maximum possible. You can destroy barriers as thick as five feet of stonework in front of you in one round’s action, smashing them with a blow or as part of your movement action. Magical substances may resist this power.","gifts.time.echoes-of-the-past.name":"Echoes of the Past","gifts.time.echoes-of-the-past.description":"Commit Effort for the scene. Choose a particular time or known event in the past that occurred at this location and witness it as if you were present.","gifts.time.immediate-foresight.name":"Immediate Foresight","gifts.time.immediate-foresight.description":"You cannot be surprised. Your natural armor class is 3, as you instinctively avoid foreseen blows. Armor and shields don't aid this AC.","gifts.time.look-forward.name":"Look Forward","gifts.time.look-forward.description":"Commit Effort for the day. Ask a question about a situation’s future outcome or the future actions of a person you’ve seen before. The GM gives a one-sentence answer regarding the most probable outcome or actions that seems likely to them.","gifts.time.prophetic-insight.name":"Prophetic Insight","gifts.time.prophetic-insight.description":"Commit Effort for the day. Make a prophecy about a particular event involving a person present. It will come to pass if it is not completely improbable. If it directly involves an unwilling worthy foe, they can make a Spirit save to disrupt the effect. Events that immediately involve more than a hundred people cannot be so ordained, nor can a person’s inevitable death or great ruin be foretold unless they count as a lesser foe. Even then, they are allowed a Spirit saving throw.","gifts.time.reflex-of-regret.name":"Reflex of Regret","gifts.time.reflex-of-regret.description":"Commit Effort for the scene. Replay your action for that round as if your actions had never occurred. You can use this gift only once per round, and you can’t use it if you’re dead or incapacitated.","gifts.time.withering-hour.name":"Withering Hour","gifts.time.withering-hour.description":"Commit Effort. Your weapon, glance, or unarmed blows are treated as magic weapons doing 1d10 damage out to a 200 foot range. Those injured by this effect grow older or more decayed, even immortals fraying. Instead of killing a victim with this, you can age them arbitrarily.","gifts.time.hand-on-the-balance.prerequisites.word":"Bound to the Word of Time","gifts.time.hand-on-the-balance.name":"A Hand on the Balance","gifts.time.hand-on-the-balance.description":"Commit Effort for the day, choose a single visible creature or object, and define a particular outcome or event involving that target, however broad or narrow it may be. If that outcome or event is ever about to occur, you become instantly aware of it and can take one action as if you were standing next to the target. You can attack the target, manipulate an object, use a gift, invoke a miracle, or do anything else you can do in one action, affecting the target and anyone else present, though you are not actually there and cannot be perceived or affected. This power can affect a given target only once per day, and you can't have multiple applications of the gift on a single target.","gifts.time.sundered-moment.prerequisites.word":"Bound to the Word of Time","gifts.time.sundered-moment.name":"Sundered Moment","gifts.time.sundered-moment.description":"Commit Effort for the scene. Perform your action for the round, then reset time to its beginning and perform another round’s action. Choose your preferred round; its outcomes become real while the other ceases to exist, even if you perished in it. You remember both rounds, however. Using this gift more than once per scene increases the Effort cost to a day-long Commitment.","gifts.time.reweave-time.prerequisites.word":"Bound to the Word of Time","gifts.time.reweave-time.name":"Reweave Time","gifts.time.reweave-time.description":"Commit Effort for the day and choose an event in the area which has taken place in the last hour. You may reweave the past to produce a different outcome to the event, provided the outcome you ordain is possible. Such reweaving cannot kill or resurrect creatures, cannot restore Committed Effort, and must be restricted to an event of no more than 15 minutes duration. A hostile worthy foe involved in the events may make a Spirit saving throw to foil the reweaving.","gifts.wealth.craft-to-make.name":"The Craft to Make","gifts.wealth.craft-to-make.description":"Commit Effort. You can create or duplicate any mundane inanimate object you’ve seen before in one round, provided it’s no larger than a wagon. The object is permanent if it is created mostly out of serviceable preexisting materials. If you make its major parts from nothing, it lasts only as long as the Effort is committed.","gifts.wealth.ever-sufficient-provenance.name":"Ever-Sufficient Provenance","gifts.wealth.ever-sufficient-provenance.description":"Commit Effort. You can produce any mundane objects or domesticated animals you need as long as the Effort remains committed, enough to outfit or horse one hundred people per level. The objects and creatures vanish once the Effort is reclaimed. The objects must be no larger than a horse, and the animals are docile and unfit for war, though they can be butchered or put to other normal uses. If the Effort is left committed long enough for them to be eaten, they will still nourish their consumers after the Effort is reclaimed.","gifts.wealth.flawless-reproduction.name":"Flawless Reproduction","gifts.wealth.flawless-reproduction.description":"Commit Effort and touch a non-magical object or domestic animal no larger than a large wagon. Every minute, a perfect duplicate of the thing appears somewhere near the original until the Effort is reclaimed. This duplicate persists even after the Effort is reclaimed.","gifts.wealth.prosperitys-abundance.name":"Prosperity's Abundance","gifts.wealth.prosperitys-abundance.description":"Spend the Wealth necessary to purchase a generally-available object or service, with a minimum of 1 point, and have it appear instantly. Services are performed by unseen hands to a good quality of work, taking as long as it would take to execute the work normally. Only \"real\" Wealth can power this gift, not Wealth created by magic or gifts.","gifts.wealth.sustain-the-multitude.name":"Sustain the Multitude","gifts.wealth.sustain-the-multitude.description":"Commit Effort and bless a faction with a Power score no larger than 2, affecting a city at most. The faction gains the Feature \"We always have enough to survive\", providing them with sufficient supplies of food, clothing, and other needs regardless of the bleakness of their surroundings or recent losses. 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.","gifts.wealth.wither-the-purse.name":"Wither the Purse","gifts.wealth.wither-the-purse.description":"Commit Effort for the scene and target a victim in sight. Their finances suffer immediate and drastic loss, whether from thieves, arson, misfortune, or bad trade. They lose one Wealth point worth of possessions per level of the Godbound. Worthy foes can make a Spirit save to resist. Those who steward others’ money or have far-flung possessions lose only their own personal funds or those in the immediate area. If used against someone who directly controls a faction's wealth or facilities, their faction loses the benefit of one economically-related Feature the victim oversees for the next faction turn.","gifts.wealth.forever-sufficient.prerequisites.word":"Bound to the Word of Wealth","gifts.wealth.forever-sufficient.name":"Forever Sufficient","gifts.wealth.forever-sufficient.description":"You and your companions always have whatever mundane objects or mounts you need, provided they're no larger than a small sailing ship. Luck, foresight, and strange provenance conspire to bring you your desires exactly when you need them, every object needed appearing in their pockets, packs, or nearby surroundings. These objects tend to vanish or be lost after you stop needing them, and they cannot replicate precise other objects such as keys or seals.","gifts.wealth.golden-gods-hand.prerequisites.word":"Bound to the Word of Wealth","gifts.wealth.golden-gods-hand.name":"The Golden God's Hand","gifts.wealth.golden-gods-hand.description":"Commit Effort and curse or bless a faction or community with a Power score no larger than half your level, rounded up. You may either grant them a beneficial Feature having to do with prosperity or wealth, or you may suppress an existing Feature they have that relies on money or large amounts of resources. Granted Features can defend, but cannot be sacrificed on a loss. 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.","gifts.wealth.thieves-bane.prerequisites.word":"Bound to the Word of Wealth","gifts.wealth.thieves-bane.name":"Thieves' Bane","gifts.wealth.thieves-bane.description":"Lesser foes are utterly unable to successfully rob you or your companions by stealth or fraudulent bargaining. Whenever any worthy foe attempts to steal from or monetarily defraud you or your companions, you catch an immediate vision of the attempt and can take a single action against the thief as if you were standing next to them, though they can do nothing against you in return. If multiple thieves are involved, you get one action against each. Thieves who are worthy foes can make a Spirit saving throw to escape your notice.","weapons.unarmed.name":"Unarmed","weapons.unarmed.description":"Punch, kick, bite.","weapons.light.name":"Light weapon","weapons.light.description":"Dirk, club, rapier.","weapons.medium.name":"Medium weapon","weapons.medium.description":"Sword, spear, mace.","weapons.heavy.name":"Heavy weapon","weapons.heavy.description":"Greatsword, maul.","weapons.ranged-one-handed.name":"One-handed ranged weapon","weapons.ranged-one-handed.description":"Pistol, javelin, knife.","weapons.ranged-two-handed.name":"Two-handed ranged weapon","weapons.ranged-two-handed.description":"Bow, rifle, crossbow.","weapons.paired.name":"Paired weapons","weapons.paired.description":"For dual-weapon wielders, treat their paired weapons as a single two-handed weapon doing 1d10 damage and using either Strength or Dexterity as the attribute that modifies their rolls.","armor.light.name":"Light armor","armor.light.description":"Leathers or hides.","armor.medium.choices.penalized.prompt":"Save the armor hinders","armor.medium.choices.penalized.options.hardiness.name":"Hardiness","armor.medium.choices.penalized.options.evasion.name":"Evasion","armor.medium.choices.penalized.options.spirit.name":"Spirit","armor.medium.name":"Medium armor","armor.medium.description":"Mail or light plate. -4 to one save.","armor.heavy.choices.penalized.prompt":"Saves the armor hinders","armor.heavy.choices.penalized.options.hardiness.name":"Hardiness","armor.heavy.choices.penalized.options.evasion.name":"Evasion","armor.heavy.choices.penalized.options.spirit.name":"Spirit","armor.heavy.name":"Heavy armor","armor.heavy.description":"Heavy plate. -4 to two saves.","shields.shield.name":"Shield","shields.shield.description":"-1 bonus to armor class.","pack.name":"Godbound","headline":"Level {field_level} {type_word_each}","headline.separator":" / ","types.word.headline":"{name}","creation.guided.name":"Create a hero","creation.guided.description":"Roll or assign the attributes, choose three Words, spend six points on gifts, then choose armor and a weapon.","creation.random.name":"Random hero","creation.random.description":"Roll the attributes in order and draw the Words, the gifts, the armor and the weapon.","constraints.creation-words":"A new hero is bound to three Words","constraints.effort-limit":"More Effort is committed than the hero has","constraints.influence-limit":"More Influence is committed than the hero has","constraints.gift-points":"More gift points are spent than the hero has","constraints.effort-of-the-word":"Effort of the Word can be taken once for each bound Word","constraints.influence-of-the-word":"Influence of the Word can be taken once for each bound Word","constraints.gift-once":"This gift can be learned only once","constraints.prepared-spells":"No more than two prepared spells per level","constraints.spontaneous-spells":"No more spontaneous spells than the level allows before an hour's respite","fields.attributes.str.score.name":"Strength","fields.attributes.str.score.short":"STR","fields.attributes.dex.score.name":"Dexterity","fields.attributes.dex.score.short":"DEX","fields.attributes.con.score.name":"Constitution","fields.attributes.con.score.short":"CON","fields.attributes.wis.score.name":"Wisdom","fields.attributes.wis.score.short":"WIS","fields.attributes.int.score.name":"Intelligence","fields.attributes.int.score.short":"INT","fields.attributes.cha.score.name":"Charisma","fields.attributes.cha.score.short":"CHA","fields.attributes.str.base.name":"Strength (rolled)","fields.attributes.dex.base.name":"Dexterity (rolled)","fields.attributes.con.base.name":"Constitution (rolled)","fields.attributes.wis.base.name":"Wisdom (rolled)","fields.attributes.int.base.name":"Intelligence (rolled)","fields.attributes.cha.base.name":"Charisma (rolled)","fields.attributes.str.mod.name":"Strength modifier","fields.attributes.dex.mod.name":"Dexterity modifier","fields.attributes.con.mod.name":"Constitution modifier","fields.attributes.wis.mod.name":"Wisdom modifier","fields.attributes.int.mod.name":"Intelligence modifier","fields.attributes.cha.mod.name":"Charisma modifier","fields.attributes.str.check.name":"Strength check","fields.attributes.dex.check.name":"Dexterity check","fields.attributes.con.check.name":"Constitution check","fields.attributes.wis.check.name":"Wisdom check","fields.attributes.int.check.name":"Intelligence check","fields.attributes.cha.check.name":"Charisma check","fields.facts.origin.name":"Origin","fields.facts.career.name":"Past career","fields.facts.relationship.name":"Relationship","fields.facts.level2.name":"Fact (level 2)","fields.facts.level3.name":"Fact (level 3)","fields.facts.level4.name":"Fact (level 4)","fields.facts.level5.name":"Fact (level 5)","fields.facts.level6.name":"Fact (level 6)","fields.facts.level7.name":"Fact (level 7)","fields.facts.level8.name":"Fact (level 8)","fields.facts.level9.name":"Fact (level 9)","fields.facts.level10.name":"Fact (level 10)","fields.goal.name":"Goal","fields.level.name":"Level","fields.xp.current.name":"Experience","fields.xp.next.name":"Experience for the next level","fields.dominion.current.name":"Dominion","fields.dominion.spent.name":"Dominion spent","fields.dominion.next.name":"Dominion spent for the next level","fields.dominion.monthly.name":"Dominion per month","fields.apotheosis.free.name":"Free divinity","fields.wealth.current.name":"Wealth","fields.influence.max.name":"Maximum Influence","fields.influence.committed.name":"Committed Influence","fields.influence.free.name":"Influence","fields.effort.max.name":"Maximum Effort","fields.effort.free.name":"Effort","fields.effort.committed.name":"Committed Effort","fields.effort.active.name":"Effort held by gifts","fields.effort.scene.name":"Effort committed for the scene","fields.effort.scene.short":"Scene","fields.effort.day.name":"Effort committed for the day","fields.effort.day.short":"Day","fields.luck.reserve.name":"Luck roll in reserve","fields.hp.max.name":"Maximum hit points","fields.hp.current.name":"Hit points","fields.attack.bonus.name":"Attack bonus","fields.ac.value.name":"Armor class","fields.ac.natural.name":"Natural armor class","fields.ac.armor.name":"Armor's armor class","fields.ac.shield.name":"Shield bonus","fields.miracle.armor.name":"Divine armor (miracle)","fields.saves.hardiness.value.name":"Hardiness","fields.saves.evasion.value.name":"Evasion","fields.saves.spirit.value.name":"Spirit","fields.saves.hardiness.penalty.name":"Hardiness armor penalty","fields.saves.evasion.penalty.name":"Evasion armor penalty","fields.saves.spirit.penalty.name":"Spirit armor penalty","fields.fray.die.name":"Fray die","fields.fury.active.name":"Divine fury","fields.fury.spent.name":"Divine fury spent this level","fields.gifts.points.total.name":"Gift points","fields.gifts.points.spent.name":"Gift points spent","fields.gifts.points.free.name":"Unspent gift points","fields.lowMagic.spontaneous.name":"Spontaneous spells cast","fields.lowMagic.spontaneousMax.name":"Spontaneous spells allowed","fields.lowMagic.prepared.name":"Prepared spells","fields.lowMagic.preparedMax.name":"Prepared spells allowed","fields.lowMagic.strain.name":"Spellcasting strain","groups.attributes.label":"Attributes","groups.saves.label":"Saving throws","groups.combat.label":"Combat","groups.effort.label":"Effort and Influence","groups.facts.label":"Facts","groups.advancement.label":"Advancement","groups.resources.label":"Dominion and Wealth","groups.low-magic.label":"Low magic","groups.words.label":"Words","groups.gifts.label":"Divine gifts","groups.gifts.sections.0.name":"Lesser gifts","groups.gifts.sections.1.name":"Greater gifts","groups.gifts.sections.2.name":"Universal gifts","groups.gifts.sections.3.name":"Gifts of Apotheosis","groups.invocations.label":"Theurgic invocations","groups.invocations.sections.0.name":"Invocations of the Gate","groups.invocations.sections.1.name":"Invocations of the Way","groups.invocations.sections.2.name":"Invocations of the Throne","groups.traditions.label":"Low magic traditions","groups.weapons.label":"Weapons","groups.armor.label":"Armor","groups.shields.label":"Shields","groups.artifacts.label":"Artifacts","groups.attacks.label":"Attacks","groups.rolls.label":"Checks and saves","groups.powers.label":"Gifts, miracles and Effort","groups.health-actions.label":"Hit points and rest","groups.creation.label":"Creation and advancement","situational.fact.name":"A relevant Fact (+4)","situational.luckReserve.name":"Use the Luck reserve roll","bands.d20.success.name":"Success","bands.d20.failure.name":"Failure","bands.attack.hit.name":"Hit","bands.attack.miss.name":"Miss","bands.attack.rolled.name":"Rolled","types.word.name":"Word","types.word.fields.bindable.name":"Can be bound","types.word.fields.damage.name":"Weapon damage","types.word.fields.ranged.name":"Ranged weapon","types.word.fields.range.name":"Range (feet)","types.gift.name":"Gift","types.gift.block":"{has_word, select, true {{word_name} · } other {}}{has_apotheosisLevel, select, true {Level {apotheosisLevel} · } other {}}{has_degree, select, true {{degree_name} · } other {}}{smite, select, true {(Smite) } other {}}{activation_name}{commit, select, none {} other { · Commit Effort: {commit_name}}}","types.gift.state.committed.name":"Effort held","types.gift.state.artifactEffort.name":"Artifact Effort","types.gift.fields.word.name":"Word","types.gift.fields.degree.name":"Degree","types.gift.fields.degree.values.lesser.name":"Lesser","types.gift.fields.degree.values.greater.name":"Greater","types.gift.fields.activation.name":"Activation","types.gift.fields.activation.values.constant.name":"Constant","types.gift.fields.activation.values.on-turn.name":"On Turn","types.gift.fields.activation.values.action.name":"Action","types.gift.fields.activation.values.instant.name":"Instant","types.gift.fields.smite.name":"Smite","types.gift.fields.commit.name":"Effort commitment","types.gift.fields.commit.values.none.name":"None","types.gift.fields.commit.values.active.name":"While active","types.gift.fields.commit.values.scene.name":"To the end of the scene","types.gift.fields.commit.values.day.name":"For the day","types.gift.fields.repeatable.name":"Can be taken again","types.gift.fields.requires.name":"Requires","types.gift.fields.apotheosisLevel.name":"Level gained","types.gift.fields.damage.name":"Weapon damage","types.gift.fields.ranged.name":"Ranged weapon","types.gift.fields.range.name":"Range (feet)","types.gift.fields.attribute.name":"Attribute","types.gift.fields.attribute.values.str.name":"Strength","types.gift.fields.attribute.values.dex.name":"Dexterity","types.gift.fields.attribute.values.str-or-dex.name":"Strength or Dexterity","types.gift.fields.twoHanded.name":"Two-handed","types.gift.fields.hitModifier.name":"Hit modifier","types.gift.fields.blast.name":"Damage","types.gift.fields.blastMob.name":"Damage against a Mob","types.gift.fields.blastStraight.name":"Damage read straight","types.gift.fields.halvedBy.name":"Save for half","types.gift.fields.halvedBy.values.hardiness.name":"Hardiness","types.gift.fields.halvedBy.values.evasion.name":"Evasion","types.gift.fields.halvedBy.values.spirit.name":"Spirit","types.gift.fields.healing.name":"Healing","types.gift.fields.healingCost.name":"Cost to the one healed","types.gift.fields.healingCost.values.none.name":"None","types.gift.fields.healingCost.values.day.name":"Effort for the day","types.invocation.name":"Invocation","types.invocation.block":"Invocation of the {tier_name}","types.invocation.fields.tier.name":"Degree","types.invocation.fields.tier.values.gate.name":"Gate","types.invocation.fields.tier.values.way.name":"Way","types.invocation.fields.tier.values.throne.name":"Throne","types.tradition.name":"Low magic tradition","types.tradition.block":"{casting_name}","types.tradition.fields.casting.name":"Casting","types.tradition.fields.casting.values.ritual.name":"Rituals only","types.tradition.fields.casting.values.spontaneous.name":"Spontaneous spells","types.tradition.fields.casting.values.prepared.name":"Prepared spells","types.tradition.fields.strain.name":"Quick casting strains the caster","types.artifact.name":"Artifact","types.artifact.state.bonded.name":"Bonded today","types.artifact.state.spent.name":"Effort spent","types.artifact.fields.effort.name":"Effort","types.artifact.fields.dominionCost.name":"Creation cost (Dominion)","types.weapon.name":"Weapon","types.weapon.block":"{damage} · {attribute_name}{has_range, select, true { · {range} yards} other {}}","types.weapon.fields.damage.name":"Damage","types.weapon.fields.attribute.name":"Attribute","types.weapon.fields.attribute.values.str.name":"Strength","types.weapon.fields.attribute.values.dex.name":"Dexterity","types.weapon.fields.attribute.values.str-or-dex.name":"Strength or Dexterity","types.weapon.fields.ranged.name":"Ranged","types.weapon.fields.twoHanded.name":"Two-handed","types.weapon.fields.range.name":"Range (yards)","types.armor.name":"Armor","types.armor.block":"AC {ac}{penalties, plural, =0 {} one { · -4 to one save} other { · -4 to # saves}}","types.armor.fields.weight.name":"Weight","types.armor.fields.weight.values.light.name":"Light","types.armor.fields.weight.values.medium.name":"Medium","types.armor.fields.weight.values.heavy.name":"Heavy","types.armor.fields.ac.name":"Armor class","types.armor.fields.penalties.name":"Saves penalized","types.shield.name":"Shield","types.shield.fields.bonus.name":"Armor class bonus","tags.attribute.name":"Attribute","tags.attribute-base.name":"Rolled attribute","tags.attribute-mod.name":"Attribute modifier","tags.attribute-check.name":"Attribute check target","tags.attr.name":"Attribute","tags.attr.str.name":"Strength","tags.attr.dex.name":"Dexterity","tags.attr.con.name":"Constitution","tags.attr.wis.name":"Wisdom","tags.attr.int.name":"Intelligence","tags.attr.cha.name":"Charisma","tags.save.name":"Saving throw","tags.save.hardiness.name":"Hardiness","tags.save.evasion.name":"Evasion","tags.save.spirit.name":"Spirit","tags.save-penalty.name":"Armor penalty","tags.check.name":"Attribute check","tags.check.str.name":"Strength check","tags.check.dex.name":"Dexterity check","tags.check.con.name":"Constitution check","tags.check.wis.name":"Wisdom check","tags.check.int.name":"Intelligence check","tags.check.cha.name":"Charisma check","tags.attack.name":"Attack","tags.attack.melee.name":"Melee attack","tags.attack.ranged.name":"Ranged attack","tags.damage.name":"Damage","tags.damage.melee.name":"Melee damage","tags.damage.ranged.name":"Ranged damage","tags.damage.gift.name":"Gift damage","tags.damage.miracle.name":"Miracle damage","tags.fray.name":"Fray","tags.healing.name":"Healing","tags.luck.name":"Luck","tags.backlash.name":"Backlash","tags.failed-save.name":"Failed save","tags.creation.name":"Creation","tags.creation.finish.name":"Creation finish","tags.level.name":"Level","tags.level.gain.name":"New level","tags.effort.name":"Effort","tags.miracle.name":"Miracle","tags.influence.name":"Influence","tags.rest.name":"Rest","tags.rest.day.name":"New day","tags.rest.scene.name":"Scene end","tags.health.name":"Hit points","tags.fury.name":"Divine fury","tags.gift.name":"Gift","tags.theurgy.name":"Theurgy","tags.low-magic.name":"Low magic","tags.artifact.name":"Artifact","followUps.level-up.name":"Gain a level","followUps.level-up.description":"Enough experience earned and Dominion spent for the next level","followUps.divine-fury.name":"Divine fury","followUps.divine-fury.description":"At zero hit points, the hero may enter a divine fury","actions.attribute-check.name":"Attribute check","actions.attribute-check.params.attribute.name":"Attribute","actions.attribute-check.params.attribute.values.str.name":"Strength","actions.attribute-check.params.attribute.values.dex.name":"Dexterity","actions.attribute-check.params.attribute.values.con.name":"Constitution","actions.attribute-check.params.attribute.values.wis.name":"Wisdom","actions.attribute-check.params.attribute.values.int.name":"Intelligence","actions.attribute-check.params.attribute.values.cha.name":"Charisma","actions.attribute-check.params.modifier.name":"Modifier","actions.attribute-check.params.modifier.description":"-4 for feats that tax human limits, up to -8 for the barely possible","actions.saving-throw.name":"Saving throw","actions.saving-throw.params.save.name":"Save","actions.saving-throw.params.save.values.hardiness.name":"Hardiness","actions.saving-throw.params.save.values.evasion.name":"Evasion","actions.saving-throw.params.save.values.spirit.name":"Spirit","actions.saving-throw.params.modifier.name":"Modifier","actions.saving-throw.steps.effort.prompt":"Commit Effort for the day to succeed instead?","actions.saving-throw.options.commit.name":"Commit Effort and succeed","actions.saving-throw.options.accept.name":"Accept the failure","actions.attack.name":"Attack","actions.attack.params.attribute.name":"Attribute","actions.attack.params.attribute.values.str.name":"Strength","actions.attack.params.attribute.values.dex.name":"Dexterity","actions.attack.params.attribute.values.con.name":"Constitution","actions.attack.params.attribute.values.wis.name":"Wisdom","actions.attack.params.attribute.values.int.name":"Intelligence","actions.attack.params.attribute.values.cha.name":"Charisma","actions.attack.params.targetAc.name":"Target's armor class","actions.attack.params.modifier.name":"Hit modifier","actions.attack.params.maximize.name":"Maximum damage","actions.attack.params.straight.name":"Read the damage straight","actions.fray.name":"Fray die","actions.fray.params.straight.name":"Read the damage straight","actions.fray.results.rolled.name":"Rolled","actions.take-damage.name":"Take damage","actions.take-damage.params.amount.name":"Damage","actions.take-damage.results.taken.name":"Taken","actions.heal.name":"Heal","actions.heal.params.amount.name":"Hit points regained","actions.heal.params.magical.name":"Magical healing (commits a day's Effort)","actions.heal.results.healed.name":"Healed","actions.heal.results.no-effort.name":"Not enough free Effort","actions.rest.name":"A full day's rest","actions.rest.results.rested.name":"Rested","actions.divine-fury.name":"Divine fury","actions.divine-fury.results.raging.name":"Raging","actions.end-fury.name":"End the divine fury","actions.end-fury.results.ended.name":"Ended","actions.commit-effort.name":"Commit Effort","actions.commit-effort.params.duration.name":"For","actions.commit-effort.params.duration.values.scene.name":"The scene","actions.commit-effort.params.duration.values.day.name":"The day","actions.commit-effort.params.amount.name":"Effort","actions.commit-effort.results.committed.name":"Committed","actions.miracle.name":"Miracle","actions.miracle.params.kind.name":"Miracle","actions.miracle.params.kind.values.effect.name":"An effect of a Word","actions.miracle.params.kind.values.mimic-day-gift.name":"Mimic a gift that commits for the day","actions.miracle.params.kind.values.armor.name":"Natural armor class 3 for the scene","actions.miracle.params.kind.values.hurt-one.name":"Hurt one target","actions.miracle.params.kind.values.hurt-several.name":"Hurt several targets","actions.miracle.params.straight.name":"Read the damage straight","actions.miracle.results.invoked.name":"Invoked","actions.miracle.results.no-effort.name":"Not enough free Effort","actions.end-scene.name":"End of the scene","actions.end-scene.results.ended.name":"Ended","actions.new-day.name":"A new day","actions.new-day.params.keepActive.name":"Keep gifts going","actions.new-day.results.dawn.name":"Dawn","actions.commit-influence.name":"Commit Influence","actions.commit-influence.params.amount.name":"Influence","actions.commit-influence.results.committed.name":"Committed","actions.reclaim-influence.name":"Reclaim Influence","actions.reclaim-influence.params.amount.name":"Influence","actions.reclaim-influence.results.reclaimed.name":"Reclaimed","actions.invoke-gift.name":"Use the gift","actions.invoke-gift.results.invoked.name":"Invoked","actions.release-gift.name":"Reclaim the Effort","actions.release-gift.results.released.name":"Reclaimed","actions.gift-blast.name":"Deal damage","actions.gift-blast.params.mob.name":"Against a Mob","actions.gift-blast.params.straight.name":"Read the damage straight","actions.gift-blast.results.rolled.name":"Rolled","actions.gift-heal.name":"Heal","actions.gift-heal.params.onSelf.name":"Heal yourself","actions.gift-heal.results.healed.name":"Healed","actions.luck-reserve.name":"Roll the day's luck","actions.luck-reserve.results.rolled.name":"Rolled","actions.spend-luck.name":"Use the luck roll","actions.spend-luck.results.spent.name":"Used","actions.cast-invocation.name":"Cast the invocation","actions.cast-invocation.params.speed.name":"Casting","actions.cast-invocation.params.speed.values.slow.name":"Slowly (no Effort)","actions.cast-invocation.params.speed.values.quick.name":"Quickly (Effort for the scene)","actions.cast-invocation.params.speed.values.instant.name":"Instantly (Effort for the day and backlash)","actions.cast-invocation.results.cast.name":"Cast","actions.cast-spontaneous.name":"Cast a spell","actions.cast-spontaneous.steps.cost.prompt":"Take the strain or a d6 damage die?","actions.cast-spontaneous.options.strain.name":"A cumulative -1 penalty","actions.cast-spontaneous.options.injury.name":"A 1d6 damage die","actions.cast-spontaneous.results.cast.name":"Cast","actions.prepare-spell.name":"Prepare a spell","actions.prepare-spell.results.prepared.name":"Prepared","actions.release-spell.name":"Release a prepared spell","actions.release-spell.results.released.name":"Released","actions.magic-respite.name":"An hour's respite","actions.magic-respite.results.rested.name":"Rested","actions.negate-low-magic.name":"Negate low magic","actions.negate-low-magic.results.negated.name":"Negated","actions.bond-artifact.name":"Bond with the artifact","actions.bond-artifact.results.bonded.name":"Bonded","actions.create-character.name":"Create a hero","actions.create-character.params.random.name":"Random","actions.create-character.results.created.name":"Created","actions.create-character.steps.method.prompt":"Roll the attributes or assign the array?","actions.create-character.options.roll.name":"Roll 4d6, drop the lowest, six times","actions.create-character.options.array.name":"Assign 16, 14, 13, 13, 10 and 8","actions.create-character.steps.roll1.name":"Roll an attribute","actions.create-character.steps.roll2.name":"Roll an attribute","actions.create-character.steps.roll3.name":"Roll an attribute","actions.create-character.steps.roll4.name":"Roll an attribute","actions.create-character.steps.roll5.name":"Roll an attribute","actions.create-character.steps.roll6.name":"Roll an attribute","actions.create-character.steps.attributes.prompt":"Assign the scores to the attributes","actions.create-character.steps.words.prompt":"Bind three Words","actions.create-character.steps.moreWords.prompt":"Spend three gift points to bind a fourth Word?","actions.create-character.options.no.name":"No","actions.create-character.options.yes.name":"Yes","actions.create-character.steps.extraWord.prompt":"The fourth Word","actions.create-character.steps.gifts.prompt":"Spend gift points on gifts","actions.create-character.steps.armor.prompt":"Armor","actions.create-character.options.none.name":"None","actions.create-character.steps.shield.prompt":"Shield","actions.create-character.steps.weapon.prompt":"Weapon","actions.level-up.name":"Gain a level","actions.level-up.results.advanced.name":"Advanced","actions.level-up.steps.newWord.prompt":"Spend three gift points to bind a new Word?","actions.level-up.options.no.name":"No","actions.level-up.options.yes.name":"Yes","actions.level-up.steps.word.prompt":"The new Word","actions.level-up.steps.gifts.prompt":"Spend gift points on gifts"};