@opencharacter/godbound-core 0.1.0 → 0.2.0

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package/dist/i18n/en.json CHANGED
@@ -81,103 +81,103 @@
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  "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.",
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  "invocations.barred-gates-of-forbiddance.name": "Barred Gates of Forbiddance",
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  "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.",
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- "invocations.barred-gates-of-forbiddance.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.barred-gates-of-forbiddance.prerequisites.adept": "Adept of the Gate",
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  "invocations.beacon-of-celestial-purity.name": "Beacon of Celestial Purity",
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  "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.",
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- "invocations.beacon-of-celestial-purity.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.beacon-of-celestial-purity.prerequisites.adept": "Adept of the Gate",
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  "invocations.bright-gods-canticle.name": "The Bright God's Canticle",
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  "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.",
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- "invocations.bright-gods-canticle.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.bright-gods-canticle.prerequisites.adept": "Adept of the Gate",
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  "invocations.excision-of-days.name": "The Excision of Days",
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  "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.",
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- "invocations.excision-of-days.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.excision-of-days.prerequisites.adept": "Adept of the Gate",
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  "invocations.kiss-of-the-crane.name": "Kiss of the Crane",
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  "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.",
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- "invocations.kiss-of-the-crane.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.kiss-of-the-crane.prerequisites.adept": "Adept of the Gate",
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  "invocations.open-the-night-road.name": "Open the Night Road",
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  "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.",
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- "invocations.open-the-night-road.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.open-the-night-road.prerequisites.adept": "Adept of the Gate",
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  "invocations.pore-of-hell.name": "Pore of Hell",
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  "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.",
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- "invocations.pore-of-hell.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.pore-of-hell.prerequisites.adept": "Adept of the Gate",
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  "invocations.ranks-of-pale-bone.name": "Ranks of Pale Bone",
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  "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.",
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- "invocations.ranks-of-pale-bone.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.ranks-of-pale-bone.prerequisites.adept": "Adept of the Gate",
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  "invocations.seal-of-regnal-dominion.name": "Seal of Regnal Dominion",
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  "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.",
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- "invocations.seal-of-regnal-dominion.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.seal-of-regnal-dominion.prerequisites.adept": "Adept of the Gate",
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  "invocations.sunder-the-lesser-spell.name": "Sunder the Lesser Spell",
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  "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.",
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- "invocations.sunder-the-lesser-spell.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.sunder-the-lesser-spell.prerequisites.adept": "Adept of the Gate",
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  "invocations.tireless-iron-cavalcade.name": "The Tireless Iron Cavalcade",
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  "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.",
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- "invocations.tireless-iron-cavalcade.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.tireless-iron-cavalcade.prerequisites.adept": "Adept of the Gate",
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  "invocations.trumpet-of-far-utterance.name": "The Trumpet of Far Utterance",
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  "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.",
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- "invocations.trumpet-of-far-utterance.prerequisites.adept": "Requires Adept of the Gate.",
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+ "invocations.trumpet-of-far-utterance.prerequisites.adept": "Adept of the Gate",
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  "invocations.curse-of-the-blighted-strand.name": "Curse of the Blighted Strand",
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  "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.",
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- "invocations.curse-of-the-blighted-strand.prerequisites.adept": "Requires Adept of the Way.",
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+ "invocations.curse-of-the-blighted-strand.prerequisites.adept": "Adept of the Way",
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  "invocations.deafening-word-of-truth.name": "The Deafening Word of Truth",
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  "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.",
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- "invocations.deafening-word-of-truth.prerequisites.adept": "Requires Adept of the Way.",
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+ "invocations.deafening-word-of-truth.prerequisites.adept": "Adept of the Way",
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  "invocations.delaying-the-coming-of-dawn.name": "Delaying the Coming of Dawn",
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  "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.",
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- "invocations.delaying-the-coming-of-dawn.prerequisites.adept": "Requires Adept of the Way.",
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+ "invocations.delaying-the-coming-of-dawn.prerequisites.adept": "Adept of the Way",
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  "invocations.far-distant-lance.name": "The Far-Distant Lance",
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  "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.",
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- "invocations.far-distant-lance.prerequisites.adept": "Requires Adept of the Way.",
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+ "invocations.far-distant-lance.prerequisites.adept": "Adept of the Way",
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  "invocations.glyph-of-crowned-impunity.name": "Glyph of Crowned Impunity",
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  "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.",
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- "invocations.glyph-of-crowned-impunity.prerequisites.adept": "Requires Adept of the Way.",
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+ "invocations.glyph-of-crowned-impunity.prerequisites.adept": "Adept of the Way",
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  "invocations.mirrored-wheel-of-the-seasons.name": "Mirrored Wheel of the Seasons",
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  "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.",
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- "invocations.mirrored-wheel-of-the-seasons.prerequisites.adept": "Requires Adept of the Way.",
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+ "invocations.mirrored-wheel-of-the-seasons.prerequisites.adept": "Adept of the Way",
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  "invocations.path-to-the-bright-sanctum.name": "Path to the Bright Sanctum",
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  "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.",
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- "invocations.path-to-the-bright-sanctum.prerequisites.adept": "Requires Adept of the Way.",
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+ "invocations.path-to-the-bright-sanctum.prerequisites.adept": "Adept of the Way",
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  "invocations.shutting-the-dark-way.name": "Shutting the Dark Way",
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  "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.",
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- "invocations.shutting-the-dark-way.prerequisites.adept": "Requires Adept of the Way.",
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+ "invocations.shutting-the-dark-way.prerequisites.adept": "Adept of the Way",
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  "invocations.sign-of-avulsive-banishment.name": "Sign of Avulsive Banishment",
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  "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.",
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- "invocations.sign-of-avulsive-banishment.prerequisites.adept": "Requires Adept of the Way.",
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+ "invocations.sign-of-avulsive-banishment.prerequisites.adept": "Adept of the Way",
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  "invocations.sunder-the-greater-spell.name": "Sunder the Greater Spell",
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  "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.",
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- "invocations.sunder-the-greater-spell.prerequisites.adept": "Requires Adept of the Way.",
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+ "invocations.sunder-the-greater-spell.prerequisites.adept": "Adept of the Way",
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  "invocations.tumulus-of-sanctified-night.name": "Tumulus of Sanctified Night",
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  "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.",
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- "invocations.tumulus-of-sanctified-night.prerequisites.adept": "Requires Adept of the Way.",
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+ "invocations.tumulus-of-sanctified-night.prerequisites.adept": "Adept of the Way",
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  "invocations.hearts-desire.name": "A Heart's Desire",
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  "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.",
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- "invocations.hearts-desire.prerequisites.adept": "Requires Adept of the Throne.",
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+ "invocations.hearts-desire.prerequisites.adept": "Adept of the Throne",
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  "invocations.auspice-of-the-divine-king.name": "Auspice of the Divine King",
155
155
  "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.",
156
- "invocations.auspice-of-the-divine-king.prerequisites.adept": "Requires Adept of the Throne.",
156
+ "invocations.auspice-of-the-divine-king.prerequisites.adept": "Adept of the Throne",
157
157
  "invocations.directed-convulsion-of-law.name": "Directed Convulsion of Law",
158
158
  "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.",
159
- "invocations.directed-convulsion-of-law.prerequisites.adept": "Requires Adept of the Throne.",
159
+ "invocations.directed-convulsion-of-law.prerequisites.adept": "Adept of the Throne",
160
160
  "invocations.gifts-of-spring-and-winter.name": "Gifts of Spring and Winter",
161
161
  "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.",
162
- "invocations.gifts-of-spring-and-winter.prerequisites.adept": "Requires Adept of the Throne.",
162
+ "invocations.gifts-of-spring-and-winter.prerequisites.adept": "Adept of the Throne",
163
163
  "invocations.grinding-teeth-of-god.name": "The Grinding Teeth of God",
164
164
  "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.",
165
- "invocations.grinding-teeth-of-god.prerequisites.adept": "Requires Adept of the Throne.",
165
+ "invocations.grinding-teeth-of-god.prerequisites.adept": "Adept of the Throne",
166
166
  "invocations.legion-of-marching-clay.name": "Legion of Marching Clay",
167
167
  "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.",
168
- "invocations.legion-of-marching-clay.prerequisites.adept": "Requires Adept of the Throne.",
168
+ "invocations.legion-of-marching-clay.prerequisites.adept": "Adept of the Throne",
169
169
  "invocations.palace-of-the-sorcerer-prince.name": "Palace of the Sorcerer-Prince",
170
170
  "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.",
171
- "invocations.palace-of-the-sorcerer-prince.prerequisites.adept": "Requires Adept of the Throne.",
171
+ "invocations.palace-of-the-sorcerer-prince.prerequisites.adept": "Adept of the Throne",
172
172
  "invocations.pierce-the-veil-of-night.name": "Pierce the Veil of Night",
173
173
  "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.",
174
- "invocations.pierce-the-veil-of-night.prerequisites.adept": "Requires Adept of the Throne.",
174
+ "invocations.pierce-the-veil-of-night.prerequisites.adept": "Adept of the Throne",
175
175
  "invocations.summon-the-black-iron-servitor.name": "Summon the Black Iron Servitor",
176
176
  "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.",
177
- "invocations.summon-the-black-iron-servitor.prerequisites.adept": "Requires Adept of the Throne.",
177
+ "invocations.summon-the-black-iron-servitor.prerequisites.adept": "Adept of the Throne",
178
178
  "invocations.sunder-every-sorcery.name": "Sunder Every Sorcery",
179
179
  "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.",
180
- "invocations.sunder-every-sorcery.prerequisites.adept": "Requires Adept of the Throne.",
180
+ "invocations.sunder-every-sorcery.prerequisites.adept": "Adept of the Throne",
181
181
  "traditions.academy-of-thought.name": "The Academy of Thought",
182
182
  "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.",
183
183
  "traditions.cinnabar-order.name": "The Cinnabar Order",
@@ -223,13 +223,13 @@
223
223
  "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.",
224
224
  "gifts.alacrity.walk-between-the-rain.name": "Walk Between the Rain",
225
225
  "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.",
226
- "gifts.alacrity.all-encompassing-presence.prerequisites.word": "Only a hero bound to the Word of Alacrity can master its greater gifts.",
226
+ "gifts.alacrity.all-encompassing-presence.prerequisites.word": "Bound to the Word of Alacrity",
227
227
  "gifts.alacrity.all-encompassing-presence.name": "All-Encompassing Presence",
228
228
  "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.",
229
- "gifts.alacrity.faster-than-thought.prerequisites.word": "Only a hero bound to the Word of Alacrity can master its greater gifts.",
229
+ "gifts.alacrity.faster-than-thought.prerequisites.word": "Bound to the Word of Alacrity",
230
230
  "gifts.alacrity.faster-than-thought.name": "Faster Than Thought",
231
231
  "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.",
232
- "gifts.alacrity.untouchable.prerequisites.word": "Only a hero bound to the Word of Alacrity can master its greater gifts.",
232
+ "gifts.alacrity.untouchable.prerequisites.word": "Bound to the Word of Alacrity",
233
233
  "gifts.alacrity.untouchable.name": "Untouchable",
234
234
  "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.",
235
235
  "gifts.artifice.command-the-wheels.name": "Command the Wheels",
@@ -244,13 +244,13 @@
244
244
  "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.",
245
245
  "gifts.artifice.transmuter.name": "Transmuter",
246
246
  "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.",
247
- "gifts.artifice.makers-eyes.prerequisites.word": "Only a hero bound to the Word of Artifice can master its greater gifts.",
247
+ "gifts.artifice.makers-eyes.prerequisites.word": "Bound to the Word of Artifice",
248
248
  "gifts.artifice.makers-eyes.name": "The Maker's Eyes",
249
249
  "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.",
250
- "gifts.artifice.perpetual-perfection.prerequisites.word": "Only a hero bound to the Word of Artifice can master its greater gifts.",
250
+ "gifts.artifice.perpetual-perfection.prerequisites.word": "Bound to the Word of Artifice",
251
251
  "gifts.artifice.perpetual-perfection.name": "Perpetual Perfection",
252
252
  "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.",
253
- "gifts.artifice.reverence-of-steel.prerequisites.word": "Only a hero bound to the Word of Artifice can master its greater gifts.",
253
+ "gifts.artifice.reverence-of-steel.prerequisites.word": "Bound to the Word of Artifice",
254
254
  "gifts.artifice.reverence-of-steel.name": "Reverence of Steel",
255
255
  "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.",
256
256
  "gifts.beasts.distant-howl.name": "Distant Howl",
@@ -265,13 +265,13 @@
265
265
  "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.",
266
266
  "gifts.beasts.untamed-will.name": "Untamed Will",
267
267
  "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.",
268
- "gifts.beasts.conquer-the-beast-within.prerequisites.word": "Only a hero bound to the Word of Beasts can master its greater gifts.",
268
+ "gifts.beasts.conquer-the-beast-within.prerequisites.word": "Bound to the Word of Beasts",
269
269
  "gifts.beasts.conquer-the-beast-within.name": "Conquer the Beast Within",
270
270
  "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.",
271
- "gifts.beasts.lord-of-the-wild.prerequisites.word": "Only a hero bound to the Word of Beasts can master its greater gifts.",
271
+ "gifts.beasts.lord-of-the-wild.prerequisites.word": "Bound to the Word of Beasts",
272
272
  "gifts.beasts.lord-of-the-wild.name": "Lord of the Wild",
273
273
  "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.",
274
- "gifts.beasts.many-skinned-mantle.prerequisites.word": "Only a hero bound to the Word of Beasts can master its greater gifts.",
274
+ "gifts.beasts.many-skinned-mantle.prerequisites.word": "Bound to the Word of Beasts",
275
275
  "gifts.beasts.many-skinned-mantle.name": "Many-Skinned Mantle",
276
276
  "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.",
277
277
  "gifts.bow.bar-the-red-descent.name": "Bar the Red Descent",
@@ -286,13 +286,13 @@
286
286
  "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.",
287
287
  "gifts.bow.seeking-flight.name": "The Seeking Flight",
288
288
  "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.",
289
- "gifts.bow.inexorable-shaft.prerequisites.word": "Only a hero bound to the Word of Bow can master its greater gifts.",
289
+ "gifts.bow.inexorable-shaft.prerequisites.word": "Bound to the Word of Bow",
290
290
  "gifts.bow.inexorable-shaft.name": "The Inexorable Shaft",
291
291
  "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.",
292
- "gifts.bow.lord-of-that-which-falls.prerequisites.word": "Only a hero bound to the Word of Bow can master its greater gifts.",
292
+ "gifts.bow.lord-of-that-which-falls.prerequisites.word": "Bound to the Word of Bow",
293
293
  "gifts.bow.lord-of-that-which-falls.name": "Lord of That Which Falls",
294
294
  "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.",
295
- "gifts.bow.rain-of-sorrow.prerequisites.word": "Only a hero bound to the Word of Bow can master its greater gifts.",
295
+ "gifts.bow.rain-of-sorrow.prerequisites.word": "Bound to the Word of Bow",
296
296
  "gifts.bow.rain-of-sorrow.name": "Rain of Sorrow",
297
297
  "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.",
298
298
  "gifts.command.guards-seize-him.name": "Guards! Seize him!",
@@ -307,13 +307,13 @@
307
307
  "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.",
308
308
  "gifts.command.thousand-loyal-troops.name": "A Thousand Loyal Troops",
309
309
  "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.",
310
- "gifts.command.bearer-of-the-scarlet-crown.prerequisites.word": "Only a hero bound to the Word of Command can master its greater gifts.",
310
+ "gifts.command.bearer-of-the-scarlet-crown.prerequisites.word": "Bound to the Word of Command",
311
311
  "gifts.command.bearer-of-the-scarlet-crown.name": "Bearer of the Scarlet Crown",
312
312
  "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.",
313
- "gifts.command.invincible-iron-general.prerequisites.word": "Only a hero bound to the Word of Command can master its greater gifts.",
313
+ "gifts.command.invincible-iron-general.prerequisites.word": "Bound to the Word of Command",
314
314
  "gifts.command.invincible-iron-general.name": "Invincible Iron General",
315
315
  "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.",
316
- "gifts.command.thrall-making-shout.prerequisites.word": "Only a hero bound to the Word of Command can master its greater gifts.",
316
+ "gifts.command.thrall-making-shout.prerequisites.word": "Bound to the Word of Command",
317
317
  "gifts.command.thrall-making-shout.name": "Thrall-Making Shout",
318
318
  "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.",
319
319
  "gifts.death.keeper-of-the-graves.name": "Keeper of the Graves",
@@ -328,13 +328,13 @@
328
328
  "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.",
329
329
  "gifts.death.withholding-the-mercy.name": "Withholding the Mercy",
330
330
  "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.",
331
- "gifts.death.no-release.prerequisites.word": "Only a hero bound to the Word of Death can master its greater gifts.",
331
+ "gifts.death.no-release.prerequisites.word": "Bound to the Word of Death",
332
332
  "gifts.death.no-release.name": "No Release",
333
333
  "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.",
334
- "gifts.death.reaping-word.prerequisites.word": "Only a hero bound to the Word of Death can master its greater gifts.",
334
+ "gifts.death.reaping-word.prerequisites.word": "Bound to the Word of Death",
335
335
  "gifts.death.reaping-word.name": "Reaping Word",
336
336
  "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.",
337
- "gifts.death.summons-to-day.prerequisites.word": "Only a hero bound to the Word of Death can master its greater gifts.",
337
+ "gifts.death.summons-to-day.prerequisites.word": "Bound to the Word of Death",
338
338
  "gifts.death.summons-to-day.name": "Summons to Day",
339
339
  "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.",
340
340
  "gifts.deception.deceivers-unblinking-eye.name": "Deceiver's Unblinking Eye",
@@ -349,13 +349,13 @@
349
349
  "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.",
350
350
  "gifts.deception.veiled-step.name": "Veiled Step",
351
351
  "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.",
352
- "gifts.deception.conviction-of-error.prerequisites.word": "Only a hero bound to the Word of Deception can master its greater gifts.",
352
+ "gifts.deception.conviction-of-error.prerequisites.word": "Bound to the Word of Deception",
353
353
  "gifts.deception.conviction-of-error.name": "Conviction of Error",
354
354
  "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.",
355
- "gifts.deception.impenetrable-deceit.prerequisites.word": "Only a hero bound to the Word of Deception can master its greater gifts.",
355
+ "gifts.deception.impenetrable-deceit.prerequisites.word": "Bound to the Word of Deception",
356
356
  "gifts.deception.impenetrable-deceit.name": "Impenetrable Deceit",
357
357
  "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.",
358
- "gifts.deception.walking-ghost.prerequisites.word": "Only a hero bound to the Word of Deception can master its greater gifts.",
358
+ "gifts.deception.walking-ghost.prerequisites.word": "Bound to the Word of Deception",
359
359
  "gifts.deception.walking-ghost.name": "Walking Ghost",
360
360
  "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.",
361
361
  "gifts.earth.earthwalker.name": "Earthwalker",
@@ -370,13 +370,13 @@
370
370
  "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.",
371
371
  "gifts.earth.stonespeaker.name": "Stonespeaker",
372
372
  "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.",
373
- "gifts.earth.builder-of-mountain-peaks.prerequisites.word": "Only a hero bound to the Word of Earth can master its greater gifts.",
373
+ "gifts.earth.builder-of-mountain-peaks.prerequisites.word": "Bound to the Word of Earth",
374
374
  "gifts.earth.builder-of-mountain-peaks.name": "Builder of Mountain Peaks",
375
375
  "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.",
376
- "gifts.earth.fury-of-the-avalanche.prerequisites.word": "Only a hero bound to the Word of Earth can master its greater gifts.",
376
+ "gifts.earth.fury-of-the-avalanche.prerequisites.word": "Bound to the Word of Earth",
377
377
  "gifts.earth.fury-of-the-avalanche.name": "Fury of the Avalanche",
378
378
  "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.",
379
- "gifts.earth.tremors-of-the-worlds-heart.prerequisites.word": "Only a hero bound to the Word of Earth can master its greater gifts.",
379
+ "gifts.earth.tremors-of-the-worlds-heart.prerequisites.word": "Bound to the Word of Earth",
380
380
  "gifts.earth.tremors-of-the-worlds-heart.name": "Tremors of the World's Heart",
381
381
  "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.",
382
382
  "gifts.endurance.amaranth-vitality.name": "Amaranth Vitality",
@@ -391,13 +391,13 @@
391
391
  "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.",
392
392
  "gifts.endurance.untiring-inspiration.name": "Untiring Inspiration",
393
393
  "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.",
394
- "gifts.endurance.fear-no-steel.prerequisites.word": "Only a hero bound to the Word of Endurance can master its greater gifts.",
394
+ "gifts.endurance.fear-no-steel.prerequisites.word": "Bound to the Word of Endurance",
395
395
  "gifts.endurance.fear-no-steel.name": "Fear No Steel",
396
396
  "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.",
397
- "gifts.endurance.unbreakable.prerequisites.word": "Only a hero bound to the Word of Endurance can master its greater gifts.",
397
+ "gifts.endurance.unbreakable.prerequisites.word": "Bound to the Word of Endurance",
398
398
  "gifts.endurance.unbreakable.name": "Unbreakable",
399
399
  "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.",
400
- "gifts.endurance.undying.prerequisites.word": "Only a hero bound to the Word of Endurance can master its greater gifts.",
400
+ "gifts.endurance.undying.prerequisites.word": "Bound to the Word of Endurance",
401
401
  "gifts.endurance.undying.name": "Undying",
402
402
  "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.",
403
403
  "gifts.fertility.birth-blessing.name": "Birth Blessing",
@@ -412,13 +412,13 @@
412
412
  "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.",
413
413
  "gifts.fertility.withering-curse.name": "Withering Curse",
414
414
  "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.",
415
- "gifts.fertility.cornucopian-blessing.prerequisites.word": "Only a hero bound to the Word of Fertility can master its greater gifts.",
415
+ "gifts.fertility.cornucopian-blessing.prerequisites.word": "Bound to the Word of Fertility",
416
416
  "gifts.fertility.cornucopian-blessing.name": "Cornucopian Blessing",
417
417
  "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.",
418
- "gifts.fertility.sever-the-line.prerequisites.word": "Only a hero bound to the Word of Fertility can master its greater gifts.",
418
+ "gifts.fertility.sever-the-line.prerequisites.word": "Bound to the Word of Fertility",
419
419
  "gifts.fertility.sever-the-line.name": "Sever the Line",
420
420
  "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.",
421
- "gifts.fertility.unending-abundance.prerequisites.word": "Only a hero bound to the Word of Fertility can master its greater gifts.",
421
+ "gifts.fertility.unending-abundance.prerequisites.word": "Bound to the Word of Fertility",
422
422
  "gifts.fertility.unending-abundance.name": "Unending Abundance",
423
423
  "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.",
424
424
  "gifts.fire.consuming-gaze.name": "Consuming Gaze",
@@ -433,13 +433,13 @@
433
433
  "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.",
434
434
  "gifts.fire.nimbus-of-flame.name": "Nimbus of Flame",
435
435
  "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.",
436
- "gifts.fire.burning-rebuke.prerequisites.word": "Only a hero bound to the Word of Fire can master its greater gifts.",
436
+ "gifts.fire.burning-rebuke.prerequisites.word": "Bound to the Word of Fire",
437
437
  "gifts.fire.burning-rebuke.name": "Burning Rebuke",
438
438
  "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.",
439
- "gifts.fire.cinder-words.prerequisites.word": "Only a hero bound to the Word of Fire can master its greater gifts.",
439
+ "gifts.fire.cinder-words.prerequisites.word": "Bound to the Word of Fire",
440
440
  "gifts.fire.cinder-words.name": "Cinder Words",
441
441
  "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.",
442
- "gifts.fire.searing-blade.prerequisites.word": "Only a hero bound to the Word of Fire can master its greater gifts.",
442
+ "gifts.fire.searing-blade.prerequisites.word": "Bound to the Word of Fire",
443
443
  "gifts.fire.searing-blade.name": "Searing Blade",
444
444
  "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.",
445
445
  "gifts.health.ender-of-plagues.name": "Ender of Plagues",
@@ -454,13 +454,13 @@
454
454
  "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.",
455
455
  "gifts.health.vital-furnace.name": "Vital Furnace",
456
456
  "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.",
457
- "gifts.health.burning-vitality.prerequisites.word": "Only a hero bound to the Word of Health can master its greater gifts.",
457
+ "gifts.health.burning-vitality.prerequisites.word": "Bound to the Word of Health",
458
458
  "gifts.health.burning-vitality.name": "Burning Vitality",
459
459
  "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.",
460
- "gifts.health.deplete-health.prerequisites.word": "Only a hero bound to the Word of Health can master its greater gifts.",
460
+ "gifts.health.deplete-health.prerequisites.word": "Bound to the Word of Health",
461
461
  "gifts.health.deplete-health.name": "Deplete Health",
462
462
  "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.",
463
- "gifts.health.lifegiver.prerequisites.word": "Only a hero bound to the Word of Health can master its greater gifts.",
463
+ "gifts.health.lifegiver.prerequisites.word": "Bound to the Word of Health",
464
464
  "gifts.health.lifegiver.name": "Lifegiver",
465
465
  "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.",
466
466
  "gifts.journeying.dust-at-your-heels.name": "Dust At Your Heels",
@@ -475,13 +475,13 @@
475
475
  "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.",
476
476
  "gifts.journeying.untroubled-passage.name": "Untroubled Passage",
477
477
  "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.",
478
- "gifts.journeying.exodus-road.prerequisites.word": "Only a hero bound to the Word of Journeying can master its greater gifts.",
478
+ "gifts.journeying.exodus-road.prerequisites.word": "Bound to the Word of Journeying",
479
479
  "gifts.journeying.exodus-road.name": "The Exodus Road",
480
480
  "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.",
481
- "gifts.journeying.hour-of-need.prerequisites.word": "Only a hero bound to the Word of Journeying can master its greater gifts.",
481
+ "gifts.journeying.hour-of-need.prerequisites.word": "Bound to the Word of Journeying",
482
482
  "gifts.journeying.hour-of-need.name": "The Hour of Need",
483
483
  "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.",
484
- "gifts.journeying.path-of-racing-dawn.prerequisites.word": "Only a hero bound to the Word of Journeying can master its greater gifts.",
484
+ "gifts.journeying.path-of-racing-dawn.prerequisites.word": "Bound to the Word of Journeying",
485
485
  "gifts.journeying.path-of-racing-dawn.name": "The Path of Racing Dawn",
486
486
  "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.",
487
487
  "gifts.knowledge.best-course.name": "The Best Course",
@@ -496,13 +496,13 @@
496
496
  "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.",
497
497
  "gifts.knowledge.word-far-off.name": "A Word Far Off",
498
498
  "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.",
499
- "gifts.knowledge.disclose-the-flaw.prerequisites.word": "Only a hero bound to the Word of Knowledge can master its greater gifts.",
499
+ "gifts.knowledge.disclose-the-flaw.prerequisites.word": "Bound to the Word of Knowledge",
500
500
  "gifts.knowledge.disclose-the-flaw.name": "Disclose the Flaw",
501
501
  "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.",
502
- "gifts.knowledge.irresistible-query.prerequisites.word": "Only a hero bound to the Word of Knowledge can master its greater gifts.",
502
+ "gifts.knowledge.irresistible-query.prerequisites.word": "Bound to the Word of Knowledge",
503
503
  "gifts.knowledge.irresistible-query.name": "Irresistible Query",
504
504
  "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.",
505
- "gifts.knowledge.omniscient-scholar.prerequisites.word": "Only a hero bound to the Word of Knowledge can master its greater gifts.",
505
+ "gifts.knowledge.omniscient-scholar.prerequisites.word": "Bound to the Word of Knowledge",
506
506
  "gifts.knowledge.omniscient-scholar.name": "The Omniscient Scholar",
507
507
  "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.",
508
508
  "gifts.luck.blighted-luck.name": "Blighted Luck",
@@ -517,13 +517,13 @@
517
517
  "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.",
518
518
  "gifts.luck.world-against-you.name": "The World Against You",
519
519
  "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.",
520
- "gifts.luck.by-chance.prerequisites.word": "Only a hero bound to the Word of Luck can master its greater gifts.",
520
+ "gifts.luck.by-chance.prerequisites.word": "Bound to the Word of Luck",
521
521
  "gifts.luck.by-chance.name": "By Chance",
522
522
  "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.",
523
- "gifts.luck.impossible-victory.prerequisites.word": "Only a hero bound to the Word of Luck can master its greater gifts.",
523
+ "gifts.luck.impossible-victory.prerequisites.word": "Bound to the Word of Luck",
524
524
  "gifts.luck.impossible-victory.name": "Impossible Victory",
525
525
  "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.",
526
- "gifts.luck.unfailing-fortune.prerequisites.word": "Only a hero bound to the Word of Luck can master its greater gifts.",
526
+ "gifts.luck.unfailing-fortune.prerequisites.word": "Bound to the Word of Luck",
527
527
  "gifts.luck.unfailing-fortune.name": "Unfailing Fortune",
528
528
  "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.",
529
529
  "gifts.might.descent-of-the-mountain.name": "Descent of the Mountain",
@@ -538,13 +538,13 @@
538
538
  "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.",
539
539
  "gifts.might.surge-of-strength.name": "Surge of Strength",
540
540
  "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.",
541
- "gifts.might.leap-the-moon.prerequisites.word": "Only a hero bound to the Word of Might can master its greater gifts.",
541
+ "gifts.might.leap-the-moon.prerequisites.word": "Bound to the Word of Might",
542
542
  "gifts.might.leap-the-moon.name": "Leap the Moon",
543
543
  "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.",
544
- "gifts.might.loosening-gods-teeth.prerequisites.word": "Only a hero bound to the Word of Might can master its greater gifts.",
544
+ "gifts.might.loosening-gods-teeth.prerequisites.word": "Bound to the Word of Might",
545
545
  "gifts.might.loosening-gods-teeth.name": "Loosening God's Teeth",
546
546
  "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.",
547
- "gifts.might.thews-of-the-gods.prerequisites.word": "Only a hero bound to the Word of Might can master its greater gifts.",
547
+ "gifts.might.thews-of-the-gods.prerequisites.word": "Bound to the Word of Might",
548
548
  "gifts.might.thews-of-the-gods.name": "Thews of the Gods",
549
549
  "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.",
550
550
  "gifts.night.damn-their-eyes.name": "Damn Their Eyes",
@@ -559,13 +559,13 @@
559
559
  "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.",
560
560
  "gifts.night.welcoming-the-dusk.name": "Welcoming the Dusk",
561
561
  "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.",
562
- "gifts.night.darkness-at-noon.prerequisites.word": "Only a hero bound to the Word of Night can master its greater gifts.",
562
+ "gifts.night.darkness-at-noon.prerequisites.word": "Bound to the Word of Night",
563
563
  "gifts.night.darkness-at-noon.name": "A Darkness at Noon",
564
564
  "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.",
565
- "gifts.night.flesh-of-shadows.prerequisites.word": "Only a hero bound to the Word of Night can master its greater gifts.",
565
+ "gifts.night.flesh-of-shadows.prerequisites.word": "Bound to the Word of Night",
566
566
  "gifts.night.flesh-of-shadows.name": "Flesh of Shadows",
567
567
  "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.",
568
- "gifts.night.speaker-in-dreams.prerequisites.word": "Only a hero bound to the Word of Night can master its greater gifts.",
568
+ "gifts.night.speaker-in-dreams.prerequisites.word": "Bound to the Word of Night",
569
569
  "gifts.night.speaker-in-dreams.name": "A Speaker in Dreams",
570
570
  "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.",
571
571
  "gifts.passion.banner-of-passion.name": "Banner of Passion",
@@ -580,13 +580,13 @@
580
580
  "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.",
581
581
  "gifts.passion.terrifying-mien.name": "Terrifying Mien",
582
582
  "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.",
583
- "gifts.passion.heart-like-clay.prerequisites.word": "Only a hero bound to the Word of Passion can master its greater gifts.",
583
+ "gifts.passion.heart-like-clay.prerequisites.word": "Bound to the Word of Passion",
584
584
  "gifts.passion.heart-like-clay.name": "A Heart like Clay",
585
585
  "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.",
586
- "gifts.passion.infectious-passion.prerequisites.word": "Only a hero bound to the Word of Passion can master its greater gifts.",
586
+ "gifts.passion.infectious-passion.prerequisites.word": "Bound to the Word of Passion",
587
587
  "gifts.passion.infectious-passion.name": "Infectious Passion",
588
588
  "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.",
589
- "gifts.passion.song-buried-deep.prerequisites.word": "Only a hero bound to the Word of Passion can master its greater gifts.",
589
+ "gifts.passion.song-buried-deep.prerequisites.word": "Bound to the Word of Passion",
590
590
  "gifts.passion.song-buried-deep.name": "A Song Buried Deep",
591
591
  "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.",
592
592
  "gifts.sea.body-of-water.name": "Body of Water",
@@ -601,13 +601,13 @@
601
601
  "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.",
602
602
  "gifts.sea.walking-with-the-tide.name": "Walking With the Tide",
603
603
  "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.",
604
- "gifts.sea.river-tamer.prerequisites.word": "Only a hero bound to the Word of Sea can master its greater gifts.",
604
+ "gifts.sea.river-tamer.prerequisites.word": "Bound to the Word of Sea",
605
605
  "gifts.sea.river-tamer.name": "River Tamer",
606
606
  "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.",
607
- "gifts.sea.salt-spray-purity.prerequisites.word": "Only a hero bound to the Word of Sea can master its greater gifts.",
607
+ "gifts.sea.salt-spray-purity.prerequisites.word": "Bound to the Word of Sea",
608
608
  "gifts.sea.salt-spray-purity.name": "Salt-Spray Purity",
609
609
  "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.",
610
- "gifts.sea.tsunami-hand.prerequisites.word": "Only a hero bound to the Word of Sea can master its greater gifts.",
610
+ "gifts.sea.tsunami-hand.prerequisites.word": "Bound to the Word of Sea",
611
611
  "gifts.sea.tsunami-hand.name": "Tsunami Hand",
612
612
  "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.",
613
613
  "gifts.sky.clouds-below.name": "The Clouds Below",
@@ -622,13 +622,13 @@
622
622
  "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.",
623
623
  "gifts.sky.windsinger.name": "Windsinger",
624
624
  "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.",
625
- "gifts.sky.boreal-spike.prerequisites.word": "Only a hero bound to the Word of Sky can master its greater gifts.",
625
+ "gifts.sky.boreal-spike.prerequisites.word": "Bound to the Word of Sky",
626
626
  "gifts.sky.boreal-spike.name": "Boreal Spike",
627
627
  "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.",
628
- "gifts.sky.fury-of-the-heavens.prerequisites.word": "Only a hero bound to the Word of Sky can master its greater gifts.",
628
+ "gifts.sky.fury-of-the-heavens.prerequisites.word": "Bound to the Word of Sky",
629
629
  "gifts.sky.fury-of-the-heavens.name": "Fury of the Heavens",
630
630
  "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.",
631
- "gifts.sky.voice-of-the-winds.prerequisites.word": "Only a hero bound to the Word of Sky can master its greater gifts.",
631
+ "gifts.sky.voice-of-the-winds.prerequisites.word": "Bound to the Word of Sky",
632
632
  "gifts.sky.voice-of-the-winds.name": "Voice of the Winds",
633
633
  "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.",
634
634
  "gifts.sorcery.adept-of-the-gate.choices.invocations.prompt": "Invocations of the Gate",
@@ -646,17 +646,17 @@
646
646
  "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.",
647
647
  "gifts.sorcery.wizards-wrath.name": "Wizard's Wrath",
648
648
  "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.",
649
- "gifts.sorcery.adept-of-the-throne.prerequisites.adept": "Requires Adept of the Way.",
650
- "gifts.sorcery.adept-of-the-throne.prerequisites.word": "Only a hero bound to the Word of Sorcery can master its greater gifts.",
649
+ "gifts.sorcery.adept-of-the-throne.prerequisites.adept": "Adept of the Way",
650
+ "gifts.sorcery.adept-of-the-throne.prerequisites.word": "Bound to the Word of Sorcery",
651
651
  "gifts.sorcery.adept-of-the-throne.choices.invocations.prompt": "Invocations of the Throne",
652
652
  "gifts.sorcery.adept-of-the-throne.name": "Adept of the Throne",
653
653
  "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.",
654
- "gifts.sorcery.adept-of-the-way.prerequisites.adept": "Requires Adept of the Gate.",
655
- "gifts.sorcery.adept-of-the-way.prerequisites.word": "Only a hero bound to the Word of Sorcery can master its greater gifts.",
654
+ "gifts.sorcery.adept-of-the-way.prerequisites.adept": "Adept of the Gate",
655
+ "gifts.sorcery.adept-of-the-way.prerequisites.word": "Bound to the Word of Sorcery",
656
656
  "gifts.sorcery.adept-of-the-way.choices.invocations.prompt": "Invocations of the Way",
657
657
  "gifts.sorcery.adept-of-the-way.name": "Adept of the Way",
658
658
  "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.",
659
- "gifts.sorcery.ruler-of-the-lesser-paths.prerequisites.word": "Only a hero bound to the Word of Sorcery can master its greater gifts.",
659
+ "gifts.sorcery.ruler-of-the-lesser-paths.prerequisites.word": "Bound to the Word of Sorcery",
660
660
  "gifts.sorcery.ruler-of-the-lesser-paths.name": "Ruler of the Lesser Paths",
661
661
  "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.",
662
662
  "gifts.sun.body-of-burning-light.name": "Body of Burning Light",
@@ -671,13 +671,13 @@
671
671
  "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.",
672
672
  "gifts.sun.sunlit-sight.name": "Sunlit Sight",
673
673
  "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.",
674
- "gifts.sun.creations-first-light.prerequisites.word": "Only a hero bound to the Word of Sun can master its greater gifts.",
674
+ "gifts.sun.creations-first-light.prerequisites.word": "Bound to the Word of Sun",
675
675
  "gifts.sun.creations-first-light.name": "Creation's First Light",
676
676
  "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.",
677
- "gifts.sun.purging-noonday-blaze.prerequisites.word": "Only a hero bound to the Word of Sun can master its greater gifts.",
677
+ "gifts.sun.purging-noonday-blaze.prerequisites.word": "Bound to the Word of Sun",
678
678
  "gifts.sun.purging-noonday-blaze.name": "Purging Noonday Blaze",
679
679
  "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.",
680
- "gifts.sun.sunstrike.prerequisites.word": "Only a hero bound to the Word of Sun can master its greater gifts.",
680
+ "gifts.sun.sunstrike.prerequisites.word": "Bound to the Word of Sun",
681
681
  "gifts.sun.sunstrike.name": "Sunstrike",
682
682
  "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.",
683
683
  "gifts.sword.contempt-of-distance.name": "Contempt of Distance",
@@ -692,13 +692,13 @@
692
692
  "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.",
693
693
  "gifts.sword.unerring-blade.name": "Unerring Blade",
694
694
  "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.",
695
- "gifts.sword.cutting-the-crimson-road.prerequisites.word": "Only a hero bound to the Word of Sword can master its greater gifts.",
695
+ "gifts.sword.cutting-the-crimson-road.prerequisites.word": "Bound to the Word of Sword",
696
696
  "gifts.sword.cutting-the-crimson-road.name": "Cutting the Crimson Road",
697
697
  "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.",
698
- "gifts.sword.path-through-war.prerequisites.word": "Only a hero bound to the Word of Sword can master its greater gifts.",
698
+ "gifts.sword.path-through-war.prerequisites.word": "Bound to the Word of Sword",
699
699
  "gifts.sword.path-through-war.name": "The Path Through War",
700
700
  "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.",
701
- "gifts.sword.shattering-hand.prerequisites.word": "Only a hero bound to the Word of Sword can master its greater gifts.",
701
+ "gifts.sword.shattering-hand.prerequisites.word": "Bound to the Word of Sword",
702
702
  "gifts.sword.shattering-hand.name": "Shattering Hand",
703
703
  "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.",
704
704
  "gifts.time.echoes-of-the-past.name": "Echoes of the Past",
@@ -713,13 +713,13 @@
713
713
  "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.",
714
714
  "gifts.time.withering-hour.name": "Withering Hour",
715
715
  "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.",
716
- "gifts.time.hand-on-the-balance.prerequisites.word": "Only a hero bound to the Word of Time can master its greater gifts.",
716
+ "gifts.time.hand-on-the-balance.prerequisites.word": "Bound to the Word of Time",
717
717
  "gifts.time.hand-on-the-balance.name": "A Hand on the Balance",
718
718
  "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.",
719
- "gifts.time.sundered-moment.prerequisites.word": "Only a hero bound to the Word of Time can master its greater gifts.",
719
+ "gifts.time.sundered-moment.prerequisites.word": "Bound to the Word of Time",
720
720
  "gifts.time.sundered-moment.name": "Sundered Moment",
721
721
  "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.",
722
- "gifts.time.reweave-time.prerequisites.word": "Only a hero bound to the Word of Time can master its greater gifts.",
722
+ "gifts.time.reweave-time.prerequisites.word": "Bound to the Word of Time",
723
723
  "gifts.time.reweave-time.name": "Reweave Time",
724
724
  "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.",
725
725
  "gifts.wealth.craft-to-make.name": "The Craft to Make",
@@ -734,13 +734,13 @@
734
734
  "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.",
735
735
  "gifts.wealth.wither-the-purse.name": "Wither the Purse",
736
736
  "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.",
737
- "gifts.wealth.forever-sufficient.prerequisites.word": "Only a hero bound to the Word of Wealth can master its greater gifts.",
737
+ "gifts.wealth.forever-sufficient.prerequisites.word": "Bound to the Word of Wealth",
738
738
  "gifts.wealth.forever-sufficient.name": "Forever Sufficient",
739
739
  "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.",
740
- "gifts.wealth.golden-gods-hand.prerequisites.word": "Only a hero bound to the Word of Wealth can master its greater gifts.",
740
+ "gifts.wealth.golden-gods-hand.prerequisites.word": "Bound to the Word of Wealth",
741
741
  "gifts.wealth.golden-gods-hand.name": "The Golden God's Hand",
742
742
  "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.",
743
- "gifts.wealth.thieves-bane.prerequisites.word": "Only a hero bound to the Word of Wealth can master its greater gifts.",
743
+ "gifts.wealth.thieves-bane.prerequisites.word": "Bound to the Word of Wealth",
744
744
  "gifts.wealth.thieves-bane.name": "Thieves' Bane",
745
745
  "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.",
746
746
  "weapons.unarmed.name": "Unarmed",
@@ -850,7 +850,9 @@
850
850
  "fields.effort.committed.name": "Committed Effort",
851
851
  "fields.effort.active.name": "Effort held by gifts",
852
852
  "fields.effort.scene.name": "Effort committed for the scene",
853
+ "fields.effort.scene.short": "Scene",
853
854
  "fields.effort.day.name": "Effort committed for the day",
855
+ "fields.effort.day.short": "Day",
854
856
  "fields.luck.reserve.name": "Luck roll in reserve",
855
857
  "fields.hp.max.name": "Maximum hit points",
856
858
  "fields.hp.current.name": "Hit points",
@@ -920,6 +922,7 @@
920
922
  "types.gift.name": "Gift",
921
923
  "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}}}",
922
924
  "types.gift.state.committed.name": "Effort held",
925
+ "types.gift.state.artifactEffort.name": "Artifact Effort",
923
926
  "types.gift.fields.word.name": "Word",
924
927
  "types.gift.fields.degree.name": "Degree",
925
928
  "types.gift.fields.degree.values.lesser.name": "Lesser",
@@ -1033,11 +1036,15 @@
1033
1036
  "tags.backlash.name": "Backlash",
1034
1037
  "tags.failed-save.name": "Failed save",
1035
1038
  "tags.creation.name": "Creation",
1039
+ "tags.creation.finish.name": "Creation finish",
1036
1040
  "tags.level.name": "Level",
1041
+ "tags.level.gain.name": "New level",
1037
1042
  "tags.effort.name": "Effort",
1038
1043
  "tags.miracle.name": "Miracle",
1039
1044
  "tags.influence.name": "Influence",
1040
1045
  "tags.rest.name": "Rest",
1046
+ "tags.rest.day.name": "New day",
1047
+ "tags.rest.scene.name": "Scene end",
1041
1048
  "tags.health.name": "Hit points",
1042
1049
  "tags.fury.name": "Divine fury",
1043
1050
  "tags.gift.name": "Gift",
@@ -1086,9 +1093,10 @@
1086
1093
  "actions.take-damage.params.amount.name": "Damage",
1087
1094
  "actions.take-damage.results.taken.name": "Taken",
1088
1095
  "actions.heal.name": "Heal",
1089
- "actions.heal.params.amount.name": "Hit points",
1096
+ "actions.heal.params.amount.name": "Hit points regained",
1090
1097
  "actions.heal.params.magical.name": "Magical healing (commits a day's Effort)",
1091
1098
  "actions.heal.results.healed.name": "Healed",
1099
+ "actions.heal.results.no-effort.name": "Not enough free Effort",
1092
1100
  "actions.rest.name": "A full day's rest",
1093
1101
  "actions.rest.results.rested.name": "Rested",
1094
1102
  "actions.divine-fury.name": "Divine fury",
@@ -1110,6 +1118,7 @@
1110
1118
  "actions.miracle.params.kind.values.hurt-several.name": "Hurt several targets",
1111
1119
  "actions.miracle.params.straight.name": "Read the damage straight",
1112
1120
  "actions.miracle.results.invoked.name": "Invoked",
1121
+ "actions.miracle.results.no-effort.name": "Not enough free Effort",
1113
1122
  "actions.end-scene.name": "End of the scene",
1114
1123
  "actions.end-scene.results.ended.name": "Ended",
1115
1124
  "actions.new-day.name": "A new day",
@@ -1178,11 +1187,7 @@
1178
1187
  "actions.create-character.steps.gifts.prompt": "Spend gift points on gifts",
1179
1188
  "actions.create-character.steps.armor.prompt": "Armor",
1180
1189
  "actions.create-character.options.none.name": "None",
1181
- "actions.create-character.options.light.name": "Light armor",
1182
- "actions.create-character.options.medium.name": "Medium armor",
1183
- "actions.create-character.options.heavy.name": "Heavy armor",
1184
1190
  "actions.create-character.steps.shield.prompt": "Shield",
1185
- "actions.create-character.options.shield.name": "Shield",
1186
1191
  "actions.create-character.steps.weapon.prompt": "Weapon",
1187
1192
  "actions.level-up.name": "Gain a level",
1188
1193
  "actions.level-up.results.advanced.name": "Advanced",