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# Words of Creation The following are a list of some of the more common Words found among the Brightborn. Others exist, and you might choose to design some of your own for particular heroes. Every Word comes with an intrinsic benefit for those who bond to it. This is a natural ability that cannot be suppressed or dispelled, nor does it require Effort to use it. Newly-made Brightborn get 3 points with which to buy gifts from their Words, with gifts costing 1 point, while bonding a new Word costs three points. ## Universal Powers Every Brightborn gains two Powers from the following list of their choice. #### Divine Wrath ##### (Smite) Action Commit Effort for a short rest. You smite a chosen foe within sight with the energies of the Word. Make an attack roll, using your Divinity modifier. On a hit, this deals 1d8 damage. This damage increases by 1d8 per character level, to a maximum of 10d8. You are always immune to the wrath of your own bound Words, as are other entities that wield similar powers. Divine Wrath cannot be used two rounds in a row. #### Corona of Fury ##### (Smite) Action Commit Effort for a short rest. You hurl a torrent of your Word’s energy at a group of foes, affecting all within a 30-foot radius of a target point within sight of you. Every creature must make a Constitution saving throw against your Divinity DC, or take 1d8 damage for every two levels you have, rounded up. The fury can selectively spare allies within the area. You are always immune to the furies of your own bound Words, as are other entities that wield similar powers. Corona of Fury cannot be used two rounds in a row. #### Weapon of the Ages ##### Constant Gain a 1d10 magical weapon themed as per a chosen word. One minor bonus can be chosen with this gift, including straight damage to a narrow selection of individuals that will generally not include anything as broad as ‘humans’, taking such a selection of enemies as AC 10, attacking stealthily, or doing 1d6 explosive damage with a kill. \columnbreak #### Shield of Faith ##### Constant You gain a +2 bonus to your AC, unaffected by shields or armor, themed according to a chosen word. One minor bonus can be chosen, such as an immunity to surprise, resistance to an element, or resistance to some trap. #### Effort of the Word ##### Constant Your maximum Effort increases by one point. You can take this once. #### Influence of the Word ##### Constant Your maximum Influence increases by two points. You can take this once. #### Excellence of the Word ##### Constant Choose one ability score and raise it to 16. This excellence is usually colored by the Word that grants it; Fire that grants Dexterity might cause sparks to be left behind swift motion, while Earth that grants Wisdom might lend a ponderous and steady tint to your thoughts ## Alacrity The Word of swiftness and impossible grace, Alacrity grants miracles of haste to the hero who possesses it. Miracles of its power might involve completing a particular task in but moments, evading some otherwise-inescapable peril, or responding to an event before its enactor can even begin. Heroes with the Alacrity Word cannot be surprised. They may increase their Dexterity to 14, or to 16 if it’s already 14 or higher. ### Gifts #### All Directions as One ##### Constant You can navigate vertical or overhanging surfaces as if they were flat ground. You can pass through rough terrain effortlessly. You have an invulnerable defense against being pushed or made to fall. \pagebreakNum #### Flickering Advance ##### On Turn Commit Effort to scene end. Instantly reach any location you can see with your unaided sight out to the horizon, which is usually about three miles away for a character standing on flat terrain. From a high elevation, the maximum range is ten times as far. #### Mist on Water ##### On Turn Commit Effort to scene end. Until the end of your turn, you may ignore all solid matter with your movement, provided you end up in a location you can physically occupy. You can’t affect the world during this impossibly fast dash but you have invincible defenses against all non-magical forms of harm. If you end up in a solid object at the turn's end, you're ejected from it harmlessly to the nearest empty space. #### The Storm Breaks ##### Instant Before the first round of every combat or time-sensitive circumstance, you may Commit Effort for the scene to get one free bonus round before anyone else acts. Two heroes using this gift roll opposed Dexterity attribute checks to see who takes their action first. #### Swifter Than The Sun ##### On Turn Commit Effort. Your movement rate is twice as fast as your fastest pursuer or quarry, to a minimum of 60 feet per move action. If chasing quarry that has divine gifts that allow them to outrace pursuers, the participant with more levels is faster, with ties resolved by a coin flip. #### Walk Between the Rain ##### Constant Your natural AC is 13 + your Dexterity modifier. 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. \columnbreak ## Engineering Brightborn of the Word of Engineering can instantly produce any ordinary device portable by a normal person as an On Turn action. An “ordinary device” is anything generally marketable in the legal or black markets of a setting, including ordinary weaponry and ammunition, but not weapons of mass destruction, unique existing objects, or exotic experimental technology. This ability does not include foodstuffs. Such devices disappear or evaporate within a few hours after the Brightborn or their companions stop using them. Engineering has two important limitations. The first is that they do not automatically have the knowledge to make anything. A Brightborn of Engineering is limited to making things that are intuitively obvious, he has researched, or has had sufficient experience to understand. Invention is very time-consuming. This should encourage the Brightborn to go out and seek new innovations as a source of adventure. The second limitation is that Engineering cannot conjure most things instantaneously. In fact, it cannot technically do so at all: items are assembled on the spot. The rate at of work is just incredibly fast. ### Gifts #### Blessed Blueprints ##### Constant The Brightborn instantly knows how to operate any vehicle, starship, or device they see, and has an intuitive understanding of the layout and design of buildings, starships, and other large engineered structures, including weak points and technical capabilities. This knowledge isn't precise enough to serve as a map, but they can always find their way to any particular function, section, or feature they want to find. #### Brilliant Invention ##### Action Commit Effort for the day. The Brightborn creates a technological device only they can use which can perfectly mimic a lesser gift of any other Word except Sorcery. They may use this gift at its usual price in Effort, if any, and the device remains usable until the next time they use this gift. Brilliant Invention is usable only once per day. #### Lasting Artifice ##### Action Commit Effort for the scene. The Brightborn can conjure any ordinary device they can lift with one arm. By Committing Effort for the day instead, it can be as large as a truck or shuttle. This device lasts indefinitely, and is fully powered every time the Brightborn touches it. \pagebreakNum #### Scientific Method ##### Constant The Brightborn's labors are capable of building ordinary tech or structures smaller than a house within a scene, smaller than a factory within a day, and smaller than a town during the downtime between sessions, so long as it's more than a day. Materials are still needed to build it. #### Mending of the Maker ##### Action Commit Effort for the scene. The Brightborn restores a visible mechanism or object to its original, powered, and intact condition. If repairing objects larger than a 20 foot cube, they restore a 20 foot cube of the damaged object. For repairing large structures and vehicles, assume the fix repairs 20% of the object's maximum integrity. #### Take the Wheel ##### Action Commit Effort and choose a visible device. While the Effort remains Committed, you have full control over the operation of that machine, issuing commands as On Turn actions. The Brightborn can control only visible portions of a device; if facing a starship, they could control hatches, visible engines, and surface weaponry, but they would need to have access to the bridge to control its internal functions. The Brightborn can't compel a device to do something impossible for its ordinary operator. Only one machine can be controlled at once. ## Monster The Word of the animal realm, gifts of the Monster may be used on any natural or magical animal or monster, though not creatures fashioned entirely of sorcery or impossible artifice. Vampires, goblins and such count as monsters normally. Beast, animal, or monster can be used interchangeably for the sake of this gift. Most creatures of human intelligence do not qualify as beasts, though some exceptionally primal or savage entities or people might be treated as such. Generally, if a creature is relying heavily on animalistic instincts to guide it’s behaviour above reason, monsters apply. Miracles of the Monster Word involve adopting traits of animals, impressing these traits on others, full or hybrid shapeshifting, commanding beasts, or calling forth animals. Some powers grant the user the full or partial shape of an animal, or allow them to transform another. If used as a curse, the hero may inflict the animal’s intellect on the target or allow them to retain their own mind in their new shell. If used as a blessing or a personal transformation, the original mind is retained, albeit with an instinctive awareness of how to use the beast’s natural abilities. Shapeshifting rules are described in detail later on. If using a creature's natural weapons to attack, small but dangerous creatures use a 1d6 damage die, wolf- or bear-sized ones use a 1d8 damage die, and larger creatures use a 1d10 damage die. Thus, transforming mortals into fierce beasts wouldn't actually improve their prowess, but would only change their outward appearance and give them the natural locomotion of the beasts. Heroes with the Monster Word can speak to animals and monsters. Unintelligent beasts will always comply with requests that aren't unnatural to them. Additionally, your hit die becomes a d10. ### Gifts #### Distant Howl ##### On Turn Commit Effort. You can communicate from afar with any animal whose location you know to within a mile. You can borrow their senses if they permit it. Animals who have spent at least a week in your presence can be reached wherever they are. #### Eyes of the Cat ##### Constant You have supernally-keen senses; you can see in perfect darkness, hear perfectly any noise within a hundred yards, and track by scent. #### Link of Unity ##### Constant You can bond with an animal, linking it as an extension of your spirit and allowing sense-sharing and communication. It uses its normal statistics, but its attacks are treated as magical weapons and its hit dice are twice your level. If it dies, it vanishes, but it can be summoned back by Committing Effort for the day. It can be teleported to your side for the same cost. Only one animal can be bound at a time, and humans bound with Conquer the Beast Within must be normal mortals. #### Red in Tooth and Claw ##### On Turn Commit Effort. You have or can instantly manifest natural weaponry that does 1d10 damage and counts as a magic weapon. Against natural or magical beasts, these talons or fangs always strike, treating them as having an AC of 10, as they effortlessly carve through the hides or scales of these foes. \pagebreakNum #### Scent the Prey ##### On Turn 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. #### Untamed Will ##### Instant Commit Effort. While committed, no external magic or compulsion can make you do or feel anything contrary to your wishes. You may invoke this gift even after failing a save or being struck by a mental effect. ## Bow The Bow Word includes all divinities of ranged combat, whether with bow, hurled spear, pistol, rifle, thrown dagger, or a flung lightning bolt. Heroes with the Omnipresent Reach gift may not actually use a physical weapon at all, instead hurling bolts of some appropriate energy. Such bolts may do elemental damage if the hero is aligned with such Words, or they might be physical blasts of concussive divine force. Miracles of the Bow involve impossibly accurate damage delivered over enormous distances or the cursing and condemning of another’s attempt at a ranged attack. Note that the benefits granted by gifts of the Bow apply only to projectiles and other weapons or bolts called forth by the gifts of this Word. They don’t apply to other ranged attacks from other Words or to magic that just happen to be delivered at range, such as the Divine Wrath gift allowed to all Words. Heroes with the Bow Word never run out of normal ammunition. They may instantly call ranged or throwing weapons they've used to their hands over any distance, and their ranged weapon attacks never harm any target they did not intend to hurt. Their ranged attacks always count as magical for purposes of overcoming defenses. \columnbreak ### Gifts #### Bar the Red Descent ##### On Turn Commit Effort. You have an invincible defense against normal projectiles and can take no more than 1 point of damage per hit from magical ones. Only actual weapons such as arrows, bullets, spears, and trebuchet rocks are affected by this, not spells or magical effects. #### Bolt of Invincible Skill ##### Instant You always hit an unaware or inanimate target, no matter how small or how far under cover it may be. Optionally, you may Commit Effort to the end of the scene to ensure that your current or next ranged attack does maximum damage. #### Feathered Tempest ##### On Turn Commit Effort. Against lesser foes, you always hit with ranged attacks. You can spread any overflow damage to any other targets in range subject to this gift. #### None Beyond Reach ##### Instant Your ranged attacks have no maximum range provided you can see what you’re shooting at with your natural sight or know its location to within ten feet. This ability extends only to the same realm as the one you are currently inhabiting. #### Omnipresent Reach ##### Constant Your ranged weapons have a maximum range as far as your natural line of sight. Your missile weapons always do at least 1d10 damage and are treated as magical weapons. Even without a bow or gun, you may cast bolts of force or conjured weapons for 1d10 damage. #### The Seeking Flight ##### On Turn Choose a visible target and Commit Effort to the end of the scene. Your ranged attacks seek them out regardless of range, treat them as having AC 10, and completely ignore cover provided there is at least some path for your arrow to reach them. \pagebreakNum ## Command The Word of Command speaks of obedience, leadership and rule. Brightborn of Command can compel the submission of others to their will and the acceptance of their rulership, but they cannot touch the hearts of those they command. While enthralled subjects will carry out orders meticulously and rationally, they will not exert their own initiative unless they agree with the Brightborn's desires. Heroes with the Command Word may set their Charisma score to 14, or 16 if it’s already 14 or higher. They may communicate with any intelligent creature, understanding them and being understood in turn. Their commands are always correctly understood, though obedience will depend on their eloquence or the use of their gifts. ### Gifts #### Guards! Seize him! ##### Action Up to a Small Mob worth of minions or a half-dozen individual retainers can be made to appear in the current location, provided they're within ten miles of the Brightborn. Only formally-pledged followers of the Brightborn can be summoned, and they can't be summoned to any place they could not practically reach under their own power. The summoned retainers appear wherever they would most logically enter, the Brightborn's powers having caused them to hasten to answer the summons before it was even given. #### Know the Inner Truth ##### On Turn Commit Effort for the scene. Understand the true motivations and intentions of any conversational partner, expressed by the GM in a few sentences. Worthy foes get a Charisma saving throw to conceal the truth. #### The Lieutenant's Wisdom ##### Action Commit Effort before giving an order to a person or group in your service. While the Effort remains committed, you can spend an action to borrow the senses of any single member of the group or to communicate telepathically with any or all of them, and they can contact you. A subject can break this bond, but you are immediately aware of it. The effect ends when the Effort is reclaimed or the order is fulfilled. #### The Lines of Rule ##### On Turn You can spot the true leader in any group or social context. In addition, you may Commit Effort; a group of NPCs who are lesser foes will instinctively obey you as if you were their superior or employer. If the strangeness of this is brought to their attention by circumstances or those unaffected, they get a Charisma saving throw. \columnbreak #### The Soldier's Faithful Heart ##### Constant A visible creature of equal or fewer levels than your level who freely pledges loyalty to you finds their oath totally binding. Only magical coercion can force them to disobey or betray you until you release them from the effect, even with suicidal or unnatural orders. This gift can't affect more than one hundred people per character level in total. #### A Thousand Loyal Troops ##### Action Commit Effort. A visible NPC immediately becomes cooperative toward you, doing for you all they’d do for a superior or employer. Those who are worthy foes get a Charisma save to resist this effect. The cooperativeness lasts even after the Effort is reclaimed, provided the compliance is not abused or wholly improbable. ## Death Death is known to all that is mortal, and this Word gives command over this inevitable fate. Its miracles avert or bring about death, reveal details about a death, rule the unquiet dead, or create restless undead. Heroes with the Death Word may command undead in their presence as an action, ordering up to one Mob of any size. Greater undead get a Wisdom saving throw to resist, and cannot be commanded to self-destruct. As an On Turn action, they also know the details of what, where, and how anything died or is dying within 100 feet of them. Additionally, your hit die becomes a d10. ### Gifts #### Keeper of the Graves ##### On Turn You learn exactly where every corpse, undead or fragment of remains are within 200 feet and their identity in life. You can tell exactly how they died as if you had observed their death personally. If you Commit Effort you have an invincible defense against lesser undead. #### Mantle of Quietus ##### Instant Commit Effort for the scene. To assail you brings death. Any lesser foe that tries to physically harm you suffers 1 point of damage before their attack is resolved, with Mobs taking a 1d20 damage. Foes with multiple attacks per round suffer the damage only once per round. \pagebreakNum #### A Pale Crown Beckons ##### Action Commit Effort for the scene. You can call up undead, summoning parts instantly from the nearest source if necessary. A single greater undead of hit dice no more than twice your level is called, or one Small Mob of 1 HD lesser undead is created for each three levels you have, rounded up. A corpse made into a greater undead must not have received funeral rites or been dead more than a month. The undead are loyal, but dissolve when you use this gift again. Summoned entities or Mobs can be preserved indefinitely for 1 Influence point each. #### Scythe Hand ##### On Turn Commit Effort. There is death in your gaze or your blade, which you may use as a magic weapon. It has a 1d10 damage die and a 200 foot range. This attack always does at least 1 point of damage against living creatures or undead, even if the hit roll misses. #### White Bone Harvest ##### (Smite) Action Commit Effort for the scene. As an action, you may instantly destroy any hostile lesser undead in sight provided they are lesser foes. Other undead in sight suffer your level in points of damage, tripled for Mobs. #### Withholding the Mercy ##### Constant Those reduced to zero hit points within 200 feet of you automatically stabilize or die as your wish. If you desire it, willing living creatures at zero hit points around you may continue to act for as many rounds as you have levels before they unavoidably fall dead. \columnbreak ## Trickery The arts of Trickery are those of stealth, illusion, and lies. A masterful trickster is skilled at detecting impositions as well as uttering them, and their miracles may have to do with revealing deceit as well as impressing it on the minds of others. Gifts of stealth always apply, but stealing a protected possession of a foe or attacking or affecting them tends to risk discovery, and supernatural senses and damaging attacks can reveal you if they beat you at an attribute check or hit you. You can share the benefits of your deception and stealth with your companions, though the most exceptional feats must be done by you. In general, you get one big hit- an ambush, a thievery. Once you act aggressively against a mighty worthy foe, you cannot do anything more to them again without them getting a chance to retaliate during that scene- even if you stealth away and re-emerge, they can attack you on any round you attack. Heroes with the Trickery Word may raise either their Dexterity or Charisma to 14, depending on whether they favor stealth or lies. If either score is already 14 or higher, they may set it to 16 instead. ### Gifts #### Deceiver’s Unblinking Eye ##### Constant You can always tell when someone’s trying to lie to you or deceive you. You can see through mortal illusions and disguises. This gift does not affect other Brightborn with the Trickery Word. #### No Secrets ##### Action Commit effort for the scene upon discovering a deception. Instantly know who benefits from the lie, why it was set up, and what untruth they would least like you to discover. Those with the word of trickery or similar words of deception can resist this inquisition with a spirit save. #### Liar’s Flawless Grace ##### Constant Your lies can never be detected as such by magic or other special abilities, including those of the Trickery Word, and your companions' support of your lies cannot be detected. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm, and even worthy foes will at most simply think you’re wrong, take a different conclusion from your lies, or assume you’re insane, rather than knowing you lied. \pagebreakNum #### Perfect Masquerade ##### On Turn Commit Effort. Instantly appear as any humanoid you have seen. Only beings with supernatural gifts of senses or piercing illusions or those with significant personal knowledge of the individual have any chance to make a Spirit save against the deception unless you do something egregiously out of character. You instinctively mimic voice, language, clothing, mannerisms, and expected habits of behavior, and can supply appropriate clothing to companions. #### Shadow Play ##### Action Commit Effort. You can create perfect illusions in sound, smell, and seeming, though they are intangible to the touch. The illusion appears anywhere within sight, can be up to 30 feet in diameter, and can be made to move and seem lifelike without further attention so long as Effort remains committed to them. Invisibility is not an illusion. #### Veiled Step ##### On Turn Commit Effort. Foes without gifts or words focused on deception, illusion, or supernatural senses have no chance to detect you or your companions unless you attack, steal, or disrupt them or things they are focused on. Skilled worthy foes who are actively searching for you may also have a chance to detect you if they spend an action searching. While this is useable for effective ambushes, worthy foes will usually be aware of your presence in a battle, preventing any use of it after the first use in a scene except for escape, and any use after the first use against worthy foes requires committing effort for the scene. Mundane attempts to break your stealth have no impact on you, like flour or squeaky doors. #### Sneak Attack ##### Instant When attacked or hit with supernatural gifts to disrupt your stealth, commit Effort for the scene to maintain your stealth, and inflict 1d8 damage on whoever discovered you. This gift can only be used once per scene, per foe. \columnbreak ## Earth The Word of Earth gives command over stone and soil, and evokes the hardness and obduracy of rock. Miracles of Earth revolve around stone, earth, strength, hardness, and durability, and can be used to grant brief marvels of these qualities to the hero or others. Metal can be destroyed or purified from ore by this Word, but it cannot be molded the same way in which raw stone or soil can be shaped. Heroes with the Earth Word may set either their Strength or Constitution scores to 14, depending on whether they emphasize the strength of load-bearing stone or the hardness of solid rock. If the chosen score is already 14 or higher, they may set it to 16 instead. Additionally, your hit die becomes a d10. ### Gifts #### Earthwalker ##### On Turn Commit Effort. You and your companions may pass through stone or soil or metal without need for breath, moving at 60 feet per round whilst under the stone.This gift functions for both natural earth and worked stone, and can be used on soil of any consistency no thinner than mud. You can sense hollow spaces in the earth within 100 feet. If used to attack, this gift is overt and obvious, and does not prevent counter attacks, although it can be used for ambushes. #### Jewel-Bright Eyes ##### On Turn Commit Effort. While committed, you can see through earth or stone or metal, and your attacks pass through it as though it was not there. With a moment’s focus, you may look outward from any stone or gem you’ve ever touched, regardless of where it is now. #### Mountain Thews ##### Action Commit Effort to the end of the scene. Perform one feat of impossible strength, lifting an object up to the size of a small shop. If used as an attack, they must make a normal hit roll modified by Strength. Very large or heavy objects make clumsy weapons and suffer a -4 to hit, but inflict 1d12 damage to those in the area they land on, modified by Strength. #### Obduracy of Stone ##### Constant Your natural armor class is 12 + your Constitution modifier, and you have an invincible defense against harm by stone, earth, or burial. You need not eat, drink, or breathe. Armor and shields do not improve this base armor class. \pagebreakNum #### Rebellion of the Soil ##### Action Commit effort for the scene, and target a foe within sight. The earth seeks to reclaim all of their property, doing one wealth level of destruction per level of the Brightborn. Worthy foes can save vs spirit to protect their property. If the person controls a faction related power that relies on earth not swallowing it up, the faction loses that feature for the next faction turn. Foes without any property on the earth are immune to this power. #### Stonespeaker ##### On Turn Commit Effort. You can communicate with earth or stone or metal, seeing and perceiving everything it has witnessed at a certain time of your choice. Stones have no thought as humans recognize it, but they can perfectly relay all the sounds and sights that took place in their presence. You must specify a particular time to focus on, however. If combined with Jewel Bright Eyes, you can order rocks to commune to you when a person or object appears before it. #### Fountain of Plenty ##### Action Commit Effort and bless a faction with a Power score no larger than 2, affecting a city at most. The faction gains the Feature "Fountain of the world", providing them with limitless supplies of easily mined metals, gold, stones, and useful supplies. This Feature can be used to defend during relevant conflicts, but it cannot be sacrificed on a loss, and lasts as long as the Brightborn keeps their Effort Committed. #### Cavernwright ##### Action You reshape up to a 20 foot cube of unworked earth or stone per character level, destroying or manipulating it as you desire. The shift is not rapid enough to serve as a trap for mobile enemies, but if made into a barrier it has hit points equal to twice your level for each foot of thickness, and can only be harmed by creatures with appropriate tools, abilities, or natural strength sufficient to break through. \columnbreak ## Permanence When venturing into the worst areas of uncreated night and heaven, this word provided an unbreakable defence against all physical horrors, making their bodies permanent and unbreakable. A Brightborn graced with this Word is fearsomely difficult to harm physically, but the Word cannot deflect mental or spiritual damage sources or compulsions, like a Knowledge Divine Wrath or a Command compulsion. As a guide, if it would involve an Intelligence, Charisma, or Wisdom save, or deal psychic damage, then Permanence can't stop it. Its miracles can't extend immunities to others unless noted otherwise. Heroes of Permanence need not eat, sleep, drink, or breathe, and may set their Constitution score to 14, or 16 if it’s already 14 or higher. Additionally, your hit die becomes a d12. #### Amaranth Vitality ##### Constant Every fifteen minutes you heal two lost hit points per two character levels, rounded up, so long as you are still alive. #### Body of Iron Will ##### Constant Your natural armor class is 12 + your Constitution modifier. You are impervious to any natural environmental damage, such as that caused by extreme heat, cold, pressure, radiation, or vacuum. Such forces used as a weapon or hazard against you function normally. Armor or shields don't benefit this base AC. #### Fear not Pain ##### Constant When hit by a melee physical attack if it damages you then you can choose to attach yourself to a foe, preventing them from moving any further away if they cannot overcome your strength, and allowing you to pull them closer. In addition, by committing Effort for the scene you can as an instant action, dispel defensive gifts of anyone who is connected to you. #### Elemental Scorn ##### Constant Pick heat, cold, lightning, or some other form of energy. You have an invincible defense against it in all its forms. As an On Turn action, you can Commit Effort to extend this defense to every ally within a 20 feet. You may take this gift more than once to gain immunity to multiple elements; a single Commitment can extend all your defenses. With a week of work you can change your chosen defence. \pagebreakNum #### Harder than This ##### On Turn Commit Effort. Become immune to one physical peril or special attack as long as the effort remains committed. You can’t adapt to weapons, gifts, or spells, but you can adjust to become immune to a dragon’s breath, a basilisk’s gaze, a beast's poison, or a volcano’s caldera. This gift is usually enough to avoid saving throws from an enemy’s special abilities, or walk around safely in a single dangerous environment. #### Untiring Inspiration ##### Constant Pick one Influence project you’ve undertaken. Add 1 to the Influence effective on it as you sleeplessly focus on the task. As an action, Commit Effort. All allies within 120 feet are perpetually refreshed, and not in need of rest, eating, drinking, or breathing. #### Hold the door ##### Constant You gain an invincible defence against being moved from your position, or forced back in a contest of strength. In addition, if you choose to defend a location no larger than a small building no one can get past you unless they overcome you first. \columnbreak ## Fertility Fertility for their lands and children for their families are two of the dearest desires of all common folk, and the Word of Fertility grants such blessings. But what it gives it may also take away, and the miracles of this power can also be used to blight land and curse lineages. Immediate miracles tend to briefly influence desire, sexuality, harvests, and blights, while the gifts of the Word can produce more lasting effects. Heroes with the Fertility Word have perfect control over their reproduction and may set their Constitution or Wisdom score to 14, or 16 if it’s already 14 or higher. They have an invincible defense against wooden weapons or objects, vegetal monsters, and plant-based toxins. ### Gifts #### Birth Blessing ##### Action Instantly render a target sterile, induce miscarriage, or bless the target with the assurance of a healthy conception which you can shape in the child’s details. You can also cure congenital defects or ensure safe birth. Such is the power of this gift that it can even induce a virgin birth. Resisting targets who are worthy foes can save versus Hardiness. #### A Second Spring ##### Action Commit Effort for the day. All allies in sight are refreshed, regaining vigor as if well-fed and rested and healing 1d6 hit points of damage plus the Brightborn's level. Unlike most healing effects, recipients need not commit Effort to benefit from this blessing. #### Seeds of Death ##### On Turn Commit Effort. You may induce cancers and killing growths as a 1d10 magic weapon with a 200 foot range, making attack rolls as normal. The first round’s use of this power is imperceptible to onlookers and the victim, but the second and further rounds produce visible tumors and growths. Lesser foes will die of cancer 1d6 months after you use this gift on them, barring magical healing, even if you elect to do no damage with a hit. #### A Sense of Ash ##### On Turn Commit Effort. You sense all poisons, plagues, environmental damage, or curses on the land within sight. You gain an impression of the persons or causes responsible for them if they are not otherwise concealed by magic. You recognize diseased or disease-inflicting creatures on sight and can determine what plague afflicts them or that they inflict on others. \pagebreakNum #### Touch of Green Restraint ##### Action Commit Effort for the scene. Plants in a 50’ radius around the chosen point in sight erupt to cling to foes. All enemies in the area must make an Evasion saving throw at the start of each round to throw off the vines and regain free movement, though they can still fight in place as normal or launch ranged attacks if they have them. Foes subject to your Fray die suffer it each round they remain bound. Those enemies who reach zero hit points because of this may be either utterly immobilized or crushed to death at the Brightborn’s discretion. #### Withering Curse ##### Action Commit Effort for the scene. Forty acres of plants instantly die and the land they were on is cursed to uselessness for a generation unless reversed by this Word’s powers. Optionally, plants and living or cut wood can be reduced to ash as desired in a 50-foot radius. Wooden items held or carried by a bearer are not affected, though buildings or vehicles can be destroyed. Plant monsters suffer 1d12 damage per level. \columnbreak ## Inferno In the beginning of the world, it’s said there was an inferno, brighter than any sun, that spread out through creation. Warriors wielded this fire to kill and fight the angels in heaven. This is that word. Born of flame, the Word of Inferno grants powers of burning, melting, and destroying those things displeasing to the hero. It may also be used to shield allies from the fury of the flame, or undo the damage that fire has done to a person or object. Its miracles may also bring light to a place, or to conceal with veils of choking smoke. More subtle miracles may invoke Inferno’s ties to passions of fury and lust, enkindling these feelings in others or causing them to spread to others like the swelling of a growing flame. Heroes with the Inferno Word have an invincible defense against flame and smoke, and can breathe freely in the most intense of flames. By Committing Effort to the end of the day as an Instant action, their companions can freely breathe in flames, and any fire produced by the brightborn will not harm them. They may wield fire as a magical weapon with a range of up to 50 feet and a 1d10 damage die. ### Gifts #### Consuming Gaze ##### Action An object in sight up to 20 x 20 x 20 feet in size is set on fire, has fire removed, reverses the effects of fire or has the fire reshaped. This even burns normally non-combustible materials. Larger objects may take a few rounds to completely burn away. Objects carried by a person cannot be affected. See page 27 for rules on creating walls of flame or other zones of hazardous terrain. Fire damage can be healed or repaired at no effort cost, but the dead cannot be raised. #### Firestorm ##### (Smite) Action Commit Effort for the scene. Choose a point within sight; every chosen target within 100 feet of it is struck by falling flame for a 1d6 die of damage per level of the Brightborn. Enemies who remain within this zone after the initial hit take 1 damage per two levels rounded up for each round they stay with the flames, three per two level if mobs. #### Firewalker ##### On Turn Commit Effort for the scene. Instantly know the location of all flames within a mile. As an action, teleport and emerge from any larger than a candle flame. You can commit additional Effort for the scene to bring any willing companions in physical contact with you. You cannot move more than ten miles total in any one hour. \pagebreakNum #### Fiery passion ##### Action Commit Effort. All NPCs who are lesser foes within earshot or sight are suffused with a powerful lust or passion of your choice, directed at the object of your choosing. Worthy foes get a Spirit saving throw each round to throw it off. This emotion will make them act to the limits of their character and will last at least a day after the effort is reclaimed. #### The Smoke About ##### On turn Commit Effort. Fill the air around you with smoke, up a 300 foot radius. You and your allies can see through it, but others with normal senses can see no further than five feet around them. The clouds can melt any mundane ice and allow every ally within it to ignore the first five heat damage they take each turn. #### Searing Blade ##### On Turn Commit Effort. You wield fire as a weapon, either lighting a blade in it or using projections of it as a magical weapon at 10 foot range and 1d10 damage die. Individual victims killed by this explode into flames. Creatures of your choice within 20 feet of the explosion must make a Dexterity saving throw, or take 1d6 damage. #### Fire Break ##### Constant You can halt the spread of fires, fiery passions, and similar things within sight as a free action. Additionally, you may commit effort for the scene to immolate any restraints on you, whether physical bonds, magic restraining your body, or insidious psychological influences. \columnbreak ## Health Bread, children, and health; these things are ever in the prayers of the people. The Word of Health offers one of these at least, banishing illness and putting aright mismade flesh. Miracles of Health can banish plagues and cure injuries, though gifts are generally needed for large-scale workings save in relatively minor feats of healing. Vengeful demigods of Health can also inflict the same plagues they might cure. While potent, powers of healing often demand much from the reserves of those who would benefit by them. Some gifts require those healed to Commit Effort for the day to absorb the healing energies. NPCs and others without listed Effort scores can be assumed to be able to benefit from such healing once a day at most. Heroes with the Health Word have an invincible defense against diseases and poisons, and can diagnose them instantly. They may set their Constitution or Wisdom score to 14, or to 16 if it’s already 14 or higher. Additionally, your hit die becomes a d12. ### Gifts #### Ender of Plagues ##### Action Commit Effort for the scene. Cure all non-magical diseases and poisonings within sight. If the Effort is expended for the day, the range of the cure extends to a half-mile around the hero and you become immediately aware of any sources of pestilence within that area. This gift does not penetrate through walls or fortifications more than 1 inch thick. #### Flesh Made True ##### Action Commit Effort for the end of the day. You are able to cure a target's maimings, blindings, poisons, mutilations, and birth defects by sight once per round. This does not heal hit point damage, but it can restore lost limbs and crippled functionality. #### Intrinsic Health ##### Constant Your maximum hit points increase by 2 extra points per level, including levels gained before you took this gift. This gift can’t be suppressed. #### Merciful Gaze ##### Action By your gaze on a target within sight, you can heal 2d6 plus your Wisdom modifier points of damage. The target must Commit Effort for the day in order to benefit from the healing, however. NPCs and other ordinary mortals normally can benefit but once per day from this gift. \pagebreakNum #### Plaguebringer ##### On Turn Commit Effort. Your touch or successful weapon attacks cause a sickness of your choice. Worthy foes get a Constitution save to resist. The sickness can be restricted to them or allowed its natural contagion. The disease appears within 1d6 hours and is at full effect within a day. Lethal sicknesses will kill within 1d6 days without a magical cure. #### Vital Furnace ##### On Turn Commit Effort for the day. Instantly heal any hit points lost since the end of your last turn, provided the harm didn’t kill you. \columnbreak ## Knowledge Knowledge is the Word of understanding. All that mortal scholars know is within the purview of this Word, along with secrets of the past and present. The Word of Lore cannot penetrate the veil of the future, but it can reveal almost anything of the present world. Deep mysteries of a campaign world cannot be pried loose, however. Facts or events perpetrated by someone with the Word of Trickery allow their enactor a Wisdom saving throw to conceal events from the Word of Knowledge Heroes with the Knowledge Word may set either their Intelligence or Wisdom attribute to 14. If the score is already 14 or higher, they may set it to 16 instead. #### The Best Course ##### Action Commit Effort for the scene. Gain one sentence of truthful information from the GM on the best way to accomplish your current desire or goal. New information cannot be gained with this gift until the existing information is acted upon or the goal is abandoned. #### The Best-Laid Plans ##### Action Commit Effort for the day and lay out a plan. The GM announces the most relevant complication or threat to the plan’s execution that you don’t already know about. This insight can be drawn upon only once for any particular goal being pursued, with the GM deciding what constitutes a different goal. #### Mastery of Understanding ##### Action As an action, erase up to a large mob’s knowledge of a language, an intellectual skill, or a particular topic or event. This can't erase spellcasting abilities or other powers, but lasts until the skill is relearned or the Brightborn relents. Worthy foes can make a Wisdom saving throw to resist. This combined knowledge, if the gift is bought as a gift, may be stored and granted to a single willing non divine individual of choice. #### A Truth That Burns ##### Action Target a visible group of beings involved in some plan. Even a single individual can be targeted, but they must be part of a group of at least 3 people engaged in some plan. You immediately gain knowledge of their plans and tactics as the best-informed leader among them. Thus, if you target the servant of a mighty politician, you would gain knowledge of his schemes and plots. \pagebreakNum #### The Unveiled Truth ##### Action Commit Effort for the scene; get an answer to any question, provided the truth about it is not being intentionally concealed by all who know it. Intentional concealment is generally not feasible for a large group without the aid of divine gifts. This answer is generally brief, no more than a few sentences. #### A Word Far Off ##### Action Commit Effort for the scene. Know what’s going on in a particular place or community that you’ve been, learning as many as three sentences of what the GM thinks you’d find most important or most relevant to your immediate interests. You can, by committing an additional effort, see through the eyes of a lesser foe who the GM feels is appropriate to your interest and learn what they hear and see. #### The Mighty Pen ##### Action Commit effort for the day. Over the course of a scene, from the ground a library, lab, or other appropriate building of knowledge will pop out, with appropriate equipment, books, tools, and other apparatus for its function, along with one ethereal figure per level who will help in the use of the area. If purchased as a gift and used enough, this can count as a feature for a faction, though it cannot be sacrificed on a failure. \columnbreak ## Luck Luck is a subtle Word in the main, without many of the blatantly obvious effects of the other domains. Instead, luck simply graces those blessed by its power, ensuring that things somehow work out well for them and very poorly for those who displease them. Luck miracles can be used to rework fate, ensuring that seemingly-random events turn out well or poorly for those targeted by the hero’s attentions. Heroes gifted in the Luck Word may roll 2d20 once a day. At any time during that day, they may replace their own or someone else’s 1d20 roll with either of the rolls in reserve. They can only replace a roll once per day. ### Gifts #### Blighted Luck ##### Action A single non-Mob target is cursed with misfortune. They’ll always lose games of chance, bad things of varying non-fatal character will always happen to them, and they always roll twice on hit rolls and saves and take the worse result. Worthy foes can make a Wisdom save to resist and require Effort to be committed for the scene. This effect lasts until you choose to lift it, it's dispelled, or a particular event happens. #### Nine Lives ##### Constant Automatically reroll saves or enemy hit rolls that would result in the hero’s death or mortal injury. The second roll is taken, even if it’s worse. #### Salting Away the Luck ##### Instant Commit Effort after the hero rolls a die while doing something consequential. The die is rerolled, but the initial result is saved. When the Effort is reclaimed the result can be given to anyone else in the hero’s presence, provided a die with the same number of sides is being rolled. Unwilling worthy foes can make a Wisdom save to resist the donation. This gift can preserve only one roll at a time. #### Spun Fortune ##### Instant Commit Effort for the scene. Another person rerolls a roll you are aware that they just made. #### Unmarred Beneficence ##### Constant You have a natural AC of 15, luckily avoiding perils. If a misfortune lands randomly on a member of their group, they’re never the victim of it. This base AC cannot be improved, but can be replaced. \pagebreakNum #### The World Against You ##### On Turn Commit Effort. The hero becomes able to use luck as a weapon with a range of 10 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. ## Might The primal power of strength is embodied in the Word of Might. Many martial Brightborn are strong, but a Brightborn of Might excels them all in raw physical strength, and can perform miracles of lifting, throwing, or breaking things with their bare hands. They also have the power to bless their allies with similar graces of strength, though usually for specific actions or challenges rather than as a standing bonus to their abilities. A Brightborn of the Word of Might is tremendously powerful, gaining a Strength score of 18. This prowess allows them to lift or break anything that is humanly possible to so handle, though truly supernatural feats of strength require the use of a gift or miracle. Additionally, your hit die becomes a d10. #### Descent of the Mountain ##### Action The Brightborn can hurl any object they can lift to any point in sight. If used as an attack, they must make a normal hit roll modified by Strength. Very large or heavy objects make clumsy weapons and suffer disadvantage, but inflict 2d8 damage to those in the area they land on, modified by Strength. #### Falling Meteor Strike ##### Action. With a moment's concentration, the Brightborn can smash any single non-magical object of less than ten feet in diameter. If the object is larger than that, a ten-foot high, wide, and deep hole is punched into it. If the object is magically durable or resilient, the Brightborn must Commit Effort for the scene to smash it. The focus required for this blow makes it useless against mobile enemies, but if the Brightborn strikes an immobile or helpless target with this gift they suffer four points of damage for every level of the Brightborn. \columnbreak #### Fists of Black Iron ##### Constant The Brightborn's unarmed and weapon attacks are fueled by their tremendous strength. One-handed weapons do 1d10 damage in their hands, and two-handed ones or unarmed attacks made with both hands free inflict 1d12. These attacks count as magical weapons. #### Shoulders Wide as the World ##### On Turn Commit Effort. The Brightborn can pick up any object no larger than a warship and carry it at their normal movement rate. The gift allows the object to hold together and the Brightborn to avoid sinking into the earth, but the object is too unwieldy to use for violent ends. #### Stronger Than You ##### Constant Whenever the Brightborn is in an opposed Strength check or contest against another creature or opposing it in a grapple or other exercise of strength, the Brightborn always wins. If two Brightborn with this gift struggle, the test is resolved normally. As an action, the Brightborn can confer the benefits of this gift on an ally for one contest or action. #### Surge of Strength ##### Instant Commit Effort for the scene to maximize any single damage roll modified by Strength. Such is your aura of tremendous might that you can apply this benefit to an ally within sight if you wish. \pagebreakNum ## Darkness Dreams, sleep, night, and calm are found beneath the banner of Darkness Darkness passes over many places at once, and enters into even the most well-guarded chambers. The Word of Darkness can work miracles involving sleep, blindness, swift passage into darkness, and physical intangibility. This Darkness is more tangible than conventional darkness, and works fine in the brightest of suns. Heroes with the Word of Darkness can see perfectly in darkness and can grant this boon to their companions. They can create artificial darkness from their body with a range of up to 80 feet which is corrosive to normal light sources, reducing their range to ten feet and extinguishing them in a round, or as an action extinguish a mundane light source within range. They need not sleep, and their actions will never involuntarily cause the awakening of any sleepers around them. #### Blade of night ##### On Turn Commit Effort. You may lash out at those within 60 feet with knives of shadow that inflict exhaustion, even to that which does not sleep. These knives deal 1d10 damage. Lesser foes struck by this attack cannot sleep and will die in 1d6 months as they slowly degenerate into madness, baring magical healing. The first round of attacks from this is imperceptible to onlookers and the victim. #### Trapped by the night. ##### On turn Commit effort for the scene. For the rest of the scene, each round, create, modify, or destroy darkness of up to 20 x 20 x 20 foot size within your normal line of sight. The structure can be elaborate, to the limit of your own creative skills. You can impose status effects like blindness or eternal sleep or calm on those areas of darkness for lesser foes. #### The Darkling Stairs ##### Constant You can fly or move along vertical surfaces at your normal movement rate, provided you are surrounded by darkness too deep to tell a white thread from a black one. In darkness, your movement speed is doubled or increased to 60 feet per move action, whichever is greater. The power lingers one round after bright light. #### A Road of Shadows ##### Action Commit Effort for the scene. Step into one shadow and emerge from the one nearest to the desired destination, provided it’s within a mile. The gift can move you no more than ten miles total in any one hour. \columnbreak #### Dream Fortune ##### Action Commit effort for the scene. The Brightborn enters the dreams of a known person and can get a general idea of their past and most likely future. A brief description of their occupation, current ambitions, and a sentence on their most likely actions in the next day, along with their maximum hit point total or character level. You can send and receive messages from your pantheon as well. #### Welcoming the Dusk ##### Constant Natural light sources cannot penetrate the darkness created by your use of the Darkness word and are instantly extinguished. Foes within your darkness are considered to be blind, suffering disadvantage on melee attack rolls and foes automatically fail at making ranged attacks into or while within your areas of darkness. Supernatural senses or area attacks may bypass this, or a lack of reliance on sight. By spending Effort for the scene, magical light is snuffed out as well and lesser foes within 50 feet are sent to sleep, and those who use gifts to light your darkness must make an opposed attribute check to succeed. If you choose to have the darkness follow you, you need not remain at the center of it, provided it still covers you. #### llimitable Darkness ##### Action Commit Effort for the scene to utterly darken all non-divine lights within 20 feet per character level for the rest of the scene, creating a zone of perfect blackness. Fires still burn, but they emit absolutely no light, and no new illumination can be created while this gift holds. You can choose for this radius of darkness to move with you. If you choose to have the darkness follow you, you need not remain at the center of it, provided it still covers you. Worthy foes can save versus Wisdom to intentionally create light, but only they can see the light they create. Blind creatures are affected by the blinded condition. #### Suffocating Terror ##### Action Commit Effort for the scene and target a single visible creature or up to a Large Mob of lesser foes. Targets must make a Wisdom saving throw or be blinded and overcome with a terrifying sense of suffocating entrapment. Affected creatures are unable to perform any actions, and can take a Wisdom save at the end of each of their rounds to break the effect. Lesser foes automatically take psychic damage equal to double your character level whether or not they save; if reduced to zero hit points, they collapse in helpless panic for the rest of the scene before regaining 1 hit point. \pagebreakNum ## Sea The Word of the sea commands water in all its forms, but most often that of the rivers and the oceans. All creatures that dwell within water are subject to the sea, and its waters can carry its blessed far away or crush and erode those less favored. Miracles of the sea can smash with crushing pressure, conjure vast amounts of water, control the flow of liquids, or purify with the cleansing salt of the oceans. Heroes with the Sea Word have an invincible defense against cold, can breathe water, swim at twice their normal movement rate, and see with perfect clarity underwater, regardless of available light. They may grant these benefits to their companions, except for cold immunity. ### Gifts #### Body of Water ##### Constant Your flesh flows around dangers and encapsulates toxins. You are immune to poisons and disease. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. #### Crushing Depths ##### Action Commit Effort for the scene. Destroy any non-magical object you’re touching, up to 20 x 20 x 20 feet in size, as it erodes or is compressed into splinters. Living creatures require a normal weapon or unarmed attack to hit and are not automatically destroyed, though the damage die is treated as if it rolled the maximum possible. This gift may be invoked after seeing the outcome of the attack roll, as if it were an Instant gift. #### Living Torrent ##### On Turn Commit Effort. Spout a torrent of water at dangerous levels of pressure. The water can be used as a ranged weapon out to 100 feet, doing 1d10 damage and counting as a magical weapon. It will destroy one foot of earthen or wooden barriers in one round. The water can be allowed to remain after using this power, or allowed to vanish as the wielder wills. \columnbreak #### Lord of the Waters ##### On Turn Commit Effort. While in effect, you can transform into any non-magical sea creature larger than a shrimp and smaller than a kraken. You can speak to and command all natural sea life, sense every living creature under or on the water within a mile, and summon such life to your presence as needed. Intelligent creatures need not obey your summons or commands if they do not wish to do so. Ships or fleets in your company are impervious to storms and reefs. #### Secrets of the Deep ##### On Turn 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. #### Walking With the Tide ##### Action 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. \pagebreakNum ## Sky The Sky rules weather, flight, lightning, and wind. Those blessed by its might navigate the air as easily as the earth, wield lightning as a weapon, or blight whole cities with storm and wind. Miracles of the Sky might banish hostile weather, smite a target with a bolt of lightning, conjure wind to lift and carry a thing, or perform some other feat of aerial command. Heroes with the Sky Word are never harmed by falling, need not breathe, and have an invincible defense against electricity, cold and injurious sounds. By Committing Effort, their companions are never harmed by their lightning or attacks. #### The Clouds Below ##### On Turn Commit Effort. Fill the air around you with mist, up a 80 foot radius. You and your allies can see through it, but others with normal senses can see no further than five feet around them. The clouds can douse any mundane fire and allow every ally within it to ignore the first 5 points of fire damage they take each round. #### Eyes Above ##### Action Gain a bird’s-eye view of a mile around you, gazing swiftly enough to immediately spot particular individuals or things you might be looking for. You can focus on individual locations within that mile, observing everything going on but unable to overhear ordinary speech. The sight cannot penetrate roofs or other cover. #### Rain of Lightning ##### Action Choose a point within sight; every desired target within 50 feet suffers 1d6 damage per level, 3d6 for mobs so long as they remain within that area. If they immediately move out of the area they can avoid damage. Only one rain of lightning can be placed upon an area at a time. #### Sapphire Wings ##### On Turn Commit Effort. The hero can fly at twice their usual movement rate. If undistracted and able to fly in a straight line, they can reach speeds of up to 100 miles an hour. #### Stormsword ##### On Turn Commit Effort. Wield electricity as a ranged weapon out to 60 feet, or sheath your weapon in lightning. Damage done is a minimum of 1d10 and counts as a magical weapon. Attack rolls against wet or metal-armored foes have advantage. \columnbreak #### Windsinger ##### Action 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. #### Skymaster ##### On turn. Commit effort. You can create, modify, or destroy the atmosphere in a 20 foot cube. This can be used to pick up companions or attack enemies once per round. If used to move targets they are moved away 30 feet per round, unless they succeed on a hardiness save, and worthy foes require an additional effort to be committed for the scene to affect them. If used as an attack, your action must be used, and susceptible enemies take 1d10 damage per round. When traveling, captured friends or foes can move with you at your travel speed. \pagebreakNum ## Sorcery This is the old, ancient word that was used by theurgists of old, before the fall of the mighty empires, the magic that forged realities and created impossible made gods and monsters. Its secrets have long since been thought lost, but perhaps the right environment or research could reawaken it. Sorcery can do miracles to alter the properties of spells, create variations in spells, spot all types of spells, and modify low magics. Note that they do not have broad control over divine gifts- other words do not count as spells. Brightborn affiliated with the Sorcery Word brush aside the incantations of lesser mages. As an Instant ability, the Brightborn can Commit Effort for the scene to instantly negate any low magic spell being cast in their presence or banish or destroy any low magic construct or summoned entity. This counter does not function against theurgy or arcane powers that are merely similar to low magic spells. They also have an invincible defense against low magic, and all theurgy below that of the throne, though even this they always can save against. ### Gifts #### Adept of the Gate ##### Constant You have been initiated into the Gate, the humblest level of theurgy, albeit still one beyond all but the mightiest mortal wizards. You may choose four invocations of the Gate to master as part of this learning and may learn more as you find them. This cannot be used as a miracle. #### Adept of the Way ##### Constant 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. This cannot be used as a miracle. #### An Excellent Pause ##### Instant When you cast a theurgy invocation or low magic spell, you may Commit Effort just before it is triggered. The spell is then suspended and may be released as an action at any time thereafter, with the Committed Effort returning at the end of that scene. You may suspend more than one spell if you're willing to Commit the Effort to each, but releasing a spell requires your action for the turn. \columnbreak #### Perfection of Understanding ##### Constant You are a remarkably swift student of magic. You can learn any low magic with ease - When you take this gift, choose two spellcasting class. Choose five 1st-level spells from both class's spell lists - You can cast each spell once per scene. You can learn theurgy spells at a vastly accelerated rate as well; one day for an invocation of any degree. You automatically understand any low magic or theurgy used against you or in your presence, knowing its function, limits, and degree of power. You can also recognize the author of a magical working if you’ve seen other examples of their work. #### Metamagical master. ##### Instant Each round, modify or destroy a known low magic spell of up to 20 x 20 x 20 foot size within your normal line of sight. The alteration can be elaborate, to the limit of your own creative skills, but cannot increase damage dice, allow healing to be applied en masse or increase the power of summons, but can change the element and number of targets, so long as it can target more than one person already. Each additional use in a round beyond the first requires a scene effort commit. Worthy foes can resist alteration of their spells with a save appropriate to their spellcasting ability modifier. #### The Will that Burns ##### Instant 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 1d8 force damage on the foe that struck you as a mystic backlash. #### Wizard’s Wrath ##### Instant 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 \pagebreakNum ## Sun Light, hope, vision and purity are the purviews of the Sun Word. The sun banishes malevolent sorcery and gives courage with its radiance. Miracles of the sun might be used to break spells, reveal truths, give hope, or blast the impure with torrents of celestial flame. The sun’s eye is all-seeing, and gifts of vision also fall under this sphere. Heroes with the Sun Word may shed daylight at will up to 60 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fire and radiant damage. Their vision can pierce blindfolds or survive even the physical removal of their eyes. ### Gifts #### Body of Burning Light ##### On Turn Commit Effort. Your brilliance makes you almost impossible to target, by creatures who operate by means of vision. While you shine, you gain a +1 bonus to your AC, your weapons or unarmed attacks count as a magical weapon with a range of 30 feet, and do a minimum of 1d10 damage. Your corona counts as natural sunlight for susceptible creatures. #### Hasten to the Light ##### Action Commit Effort for the scene. Instantly appear in any place lit by natural sunlight or your own radiance, provided it's within one mile. You appear at the nearest valid light to your desired destination. The gift can move you no more than ten miles total in any one hour #### Hope of the Dawn ##### On Turn Commit Effort. You and allies within your general area gain a Morale of 12 and an invincible defense against magical emotional influence. Allied NPCs gain +1 hit point and +1 to hit. Those in sight of you have an instinctive awareness of your wishes, though they are not compelled to obey. #### Illumine That Which Is ##### On Turn Commit Effort. Your radiance limns magical effects on people, banishes magical darkness, dispels mortal illusion, and reveals magical items. Those with the gifts of Trickery or Night may make a Charisma saving throw to maintain their illusions or gloom. \columnbreak #### Purity of Brilliant Law ##### Instant 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. This gift can dispel effects beyond the purview of the Sun Word. It can dispel an effect from each individual foe only once per scene. #### Sunlit Sight ##### Action 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. \pagebreakNum ## Sword The Word of the Sword is that of melee combat, of direct struggle between the Brightborn and their foes. Miracles of the Sword involve unerring strokes, tremendous blows, or marvelous escapes from harm in battle. While potent, these miracles do not work at range. Heroes with the Sword Word treat all their weapon or unarmed attacks as magical, cannot be disarmed, and can summon any melee weapon they’ve ever used immediately to hand as an Instant action. Additionally, your hit die becomes a d10. ### Gifts #### Contempt of Distance ##### Constant When closing with or in melee combat with a foe, your movement speed is doubled or increased to 60 feet per move action, whichever is greater. For melee purposes, your may also walk on air, water, or the like, and land safely afterwards. Additionally, upon attacking a foe in melee, you may commit Effort to automatically keep pace with and stay in melee range of them, regardless of their speed or means of movement (including teleportation). #### Nine Iron Walls ##### Instant Commit Effort for the scene. You have an invincible defense against all physical attacks until the start of your next round. This defense does not apply to environmental hazards, spells, or other non-attack forms of harm. As with all Instants, this can be used even after an assailant has rolled a successful hit. #### Opportunistic Lunge ##### On Turn Commit Effort. Once each round, when an enemy takes an action that is not focused on you (such as closing with you, attacking you, or retreating from you), you may lunge at that enemy – instantly closing as far as a move action would allow and making a melee attack against them if possible. Mobs always trigger this lunge each round, becoming subject to an additional melee attack. #### Steel Without End ##### Constant All your melee weapon attacks are treated as magic weapons doing a 1d10+1 damage die, including unarmed attacks. As with all weapon-boosting gifts, you may use any attribute to modify attacks made in this way, provided you can explain how it is relevant to your style. \columnbreak #### Thirsting Razor ##### On Turn Commit Effort. You always hit lesser foes with your melee attacks, without the need for an attack roll. Against worthy foes, you have advantage. #### Through a Red Forest ##### On Turn Commit Effort. You have an invincible defense against normal melee attacks and can take no more than 1 point of damage per hit from magical ones. Only unarmed blows and actual weapons such as swords, cudgels, punches, claws, and godwalker lances are affected by this, not spells or magical effects. #### Unerring Blade ##### Instant Commit Effort for the day. 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. #### Pierce the Aegis ##### Instant Commit Effort for the scene to offensively dispel a defensive Gift being used by the target for a round. This Gift may dispel Invulnerable Defenses, as well as AC boosters, but it may only be used once per target per scene. As with all Sword Gifts, it may only be used against a foe within melee range \pagebreakNum ## Time Time is a complex Word, one ruling events of the past and future. While temporal gifts can often see the future, such outcomes are not set. Predictions can be overcome by events and choices, though some gifts of Time allow the user to fix a future’s certainty, unless their will is overcome by a stronger power. Miracles of Time can alter the past and rewrite prior events, but it is generally necessary to manipulate specific events rather than simply decree a broad swath of history. Temporal manipulation cannot kill people or erase things of great occult power, but it can alter how past events played out. Heroes with the Time Word always know the exact time, and are immune to any uses of this Word to affect them or scry on them. They may set their Wisdom to 14, or 16 if it’s already 14 or higher. ### Gifts #### Echoes of the Past ##### Action Commit Effort for the scene. Choose a particular time or known event in the past that occurred at this location and witness it as if you were present. #### Immediate Foresight ##### Constant You cannot be surprised, you have a +5 bonus to initative, and other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. #### Look Forward ##### Action Commit Effort for the day. Ask a question about a situation’s future outcome or the future actions of a person you’ve seen before. The GM gives a one-sentence answer regarding the most probable outcome or actions that seems likely to them. #### Prophetic Insight ##### On Turn Commit Effort for the day. Make a prophecy about a particular event involving a person present. It will come to pass if it is not completely improbable. If it directly involves an unwilling worthy foe, they can make a Spirit save to disrupt the effect. Events that immediately involve more than a hundred people cannot be so ordained, nor can a person’s inevitable death or great ruin be foretold unless they count as a lesser foe. Even then, they are allowed a Wisdom saving throw. \columnbreak #### Reflex of Regret ##### On Turn Commit Effort for the day. 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. #### Withering Hour ##### On Turn Commit Effort. Your weapon, glance, or unarmed blows are treated as magic weapons doing 1d10 damage out to a 10 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. \pagebreakNum ## Winter The Word of Winter commands not only the ice and snow of that season, but also the dwindling, decaying, and desiccating of the ice-bound months. It kills plants, freezes earth, and scours the land with icy winds. While it does not directly kill creatures as the Word of Death might, it creates the frigid conditions that leave them no choice but to wither and perish. Powers of paralysis and motionlessness are also among its graces, freezing victims as still and silent as a sculpture of new-formed ice. The dwindling that Winter brings is through the agency of cold and fading light, rather than the direct collapse of Entropy or the outright beckoning of Death. Winter is ill-suited for causing kinds of diminution that cold or season-change could not produce. Brightborn of Winter have an invulnerable immunity to cold and ice. As a Main Action, they can freeze objects and surroundings within 30 feet; creatures not impervious to cold suffer 1 point of damage, while Mobs suffer 3. A creature or Mob can only suffer this damage once per scene. As an Action, they may conjure simple physical tools and objects out of ice within 30 feet, though such structures cannot serve as effective barriers to a determined foe. ### Gifts #### A Killing Frost ##### On Turn Commit Effort. The Brightborn can wield lethal chill as a ranged weapon within sight, inflicting 1d10 damage and freezing liquids and objects struck. Against plant creatures or those exceptionally susceptible to cold this ability always hits and does double damage. #### Chains of Ice ##### Action Commit Effort for the scene. Up to a Small Mob of lesser foes or a single worthy foe may be trapped in ice, with worthy foes getting a Hardiness save to resist. Trapped foes cannot perform any action which requires physical movement, and at the Brightborn's discretion may suffer 1d6 points of damage per round per Brightborn level, or 3d6 per level for Mobs. Foes reduced to zero hit points are either dead or numbed to helplessness at the Brightborn's choice. Trapped foes may make a Constitution save at the end of each of their rounds to break free; if successful, they can act again during their next turn. \columnbreak #### Ice Sculptor ##### Action Commit Effort for the scene. As an action, the Brightborn can conjure up to a twenty-foot cube of ice or snow in whatever shape they desire. If made into a barrier at least a foot thick, it absorbs three times the Brightborn's level in damage before a creature-sized hole is punched through it, and lesser foes cannot harm it unless they have specific tools or heat sources suitable for doing so. The structure will last permanently in sub-freezing environments, otherwise collapsing in a day and melting away entirely in two. #### Maw of Winter ##### Instant Once per fight, at the Brightborn's discretion, when the Brightborn kills a living creature or Mob they gain its maximum hit dice as bonus hit points. If the Brightborn's new total is higher than their normal maximum, any excess points are lost after the fight. #### Snowrunner ##### On Turn Commit Effort. The Brightborn and any allies within ten feet when the gift is used become capable of passing through ice or snow as if it were intangible, and can ascend even vertical frozen surfaces as if they were flat. While it is snowing or sleeting they may fly at twice their normal movement rate while the Effort remains Committed. #### Unbroken Ice ##### Constant The Brightborn's hard flesh has a natural AC of 16, and their bottomless chill grants an invulnerable immunity to fire. \pagebreakNum ## Metamorphosis Many people were altered and twisted to provide subjects for the experimentation that created the made gods. Many misbegotten are the results of such twisted experiments, filled with horrific divine power. This is the manifestation of that ancient power. The Word of Metamorphosis commands physical transformations of all kinds, both of the wielder and of those targeted by their powers. Metamorphosis is a very physical, tangible Word, and does not alter minds beyond the necessary enlightenment needed to use new limbs or impersonate others. Instead, it molds flesh as its wielder desires. Metamorphers use the shapeshifting rules. When shapeshifters change form, their non-magical clothing and personal effects either vanish or transmute to ones appropriate to their new shape. Vanished items return when they revert to a shape that can wear or use them, while transformed items return to their original appearance. Transformed items thrown off by the Brightborn remain in their new shape. Thus, a Brightborn who turns into a Dulimbaian magistrate will have their clothing become appropriate to such a figure if they so wish. Brightborn affiliated with the Metamorphosis word have an invincible defense against any unwanted effect that would alter their shape, not including simple damage, but including maiming, tattoos, branding, or mutilation. Once per day they can smooth away their own wounds, healing hit points equal to their level as an Instant action. ### Gifts #### Knack of the Borrowed Shape ##### Instant When you adopt the shape of a creature, you may also adopt its special abilities. You can obtain a medusa's stony gaze, a dragon's flaming breath, or some other magical gift. Old-school bestiaries offer ideas for forms, but the specifics of allowed powers are at the GM's discretion. Each power you adopt requires you to Commit Effort; when you leave the shape, this Effort returns at the end of the scene. Lesser gifts may be used from creatures you command or defeat, at the dm’s discretion, though these can only be changed once per day, and require effort to be committed for the day. #### Tentacled abomination ##### On turn Commit effort. You can freely summon tentacles or tendrils of flesh, which allow you to move at 60 feet per round, and extend the range of your attacks to 200 feet. \columnbreak #### Lick Your Wounds ##### Action You merge torn flesh and broken bones in your own form, becoming briefly molten with vital force. Commit Effort for the day to heal 1d6 hit points per three levels, rounded up. Until the start of your next turn, you're immune to physical weapons or harm from objects. #### Ten Thousand Skins ##### Action You may transform into any creature or object no smaller than a mouse nor larger than a moose. You retain your own attributes, hit points, and combat bonuses in this form, but may use whatever movement types are natural to your new shape. You may communicate with beasts of your assumed kind when wearing their shape. If you Commit Effort for the scene, you can use this gift as an On Turn action. This gift allows you to perfectly replicate any individual you have met. #### The Claws That Catch ##### On Turn You may manifest claws or other body weaponry in whatever form you take, including human guises. These inflict 1d10 damage and count as magical weapons. You may also Commit Effort for the scene to produce a venom that will kill or incapacitate a lesser foe who fails a Hardiness save, with the venom applied to every physical attack you make that scene. Against Mobs of lesser foes, this venom makes your attack do maximum damage in place of that effect. #### Banner of the Alpha ##### On Turn Commit Effort. You and allies within your general area gain a Morale of 11 and an invincible defense against physical transformation by anyone but you. Allied NPCs are transformed into partial were-humans hybrids of your choice, and gain +1 hit die and +1 to hit. Those in sight of you have an instinctive awareness that you are their alpha, and will seek to obey you. \pagebreakNum ## War The Word of War is not about individual prowess in battle or the might of a heroic commander. It is about War as an abstract, as a clash of multitudes on a bloody field and the life and death of masses of men. Brightborn of War may not be personally impressive in single combat, but against formations of armed foes they are unstoppable agents of tactical destruction, capable of single-handedly extinguishing whole armies of lesser foes. Only independent heroes and solitary combatants can hope to defeat a War-god in the field, and the armies they lead are invincible against all but divinely-supported formations of foes. Brightborn of War may raise either their Intelligence or Wisdom scores to 14, or to 16 if the score is already 14 or higher. They automatically grant a Morale score of 12 to all allied NPCs under their command. Many of their gifts apply to soldiers in their service, a status which includes any creature armed for military service who considers itself subject to the Brightborn's orders. PCs are never included in this definition, but can still qualify as companions. ### Gifts #### Forced March ##### Constant You and any companions or soldiers you are leading can march overland at twenty miles an hour, requiring neither sleep nor sustenance. You can easily cross any terrain that is not a human-created fortification, regardless of the hostility or environmental peril of the terrain. You cannot use this gift if you are alone and without companions. #### General's Escort ##### Action Commit Effort for the day. You call up one or more Small Mobs of divine soldiers who are suicidally loyal to you, creating one Mob for every three levels you have, rounded up. These Mobs have the statistics of veteran soldiers and magical weapons for the purposes of harming supernatural creatures, and can perform any service human servants could. This gift can be used only once per day, and no more than the maximum allowed number of Mobs can exist at any one time. One Large Mob can be called in place of two Small Mobs, and one Vast Mob in place of two Large Mobs. The soldiers created by this gift may or may not have individual identities depending on the preference of the Brightborn, but if slain, these individuals can still be re-summoned with the next use of this gift. \columnbreak #### Know the Terrain ##### Action You concentrate briefly and get a perfect mental map of the terrain around you in a radius of two miles per character level. This map makes you aware of any Mob-sized collection of creatures of interest to you and gives you a perfect awareness of the locations of any of your soldiers, regardless of their distance from you. The resolution of this mental map is fine enough to identify weak points in a structure's fortifications, but it is not sufficiently fine-grained to serve as an internal map of a constructed building. #### Strategic Insight ##### Action Target a visible group of armed creatures. You immediately become as fully aware of the group's goals and intended tactics as the best-informed leader among them. Thus, if you target an army containing an enemy grand marshal, you might get the foe's full strategic outline. #### Voice of Command ##### Action Issue a command to a visible creature that considers itself a soldier or warrior, or up to a Small Mob of such lesser foes. The creature carries out the command until it is complete or the Brightborn releases them, even if it's suicidal, and will do so to the best of its abilities and judgment. Lesser foes get no resistance to this order, while worthy foes can make a Wisdom saving throw to be immune to this gift for a scene. The command is automatically understood by any intelligent listener. #### Will of the Spear-Throne ##### Action With a brief moment of focus, you can make mental contact with any individual soldier or particular unit in your service, communicating and issuing commands as you wish and sharing their senses as you desire. You have a constant low-level awareness of the condition and activities of soldiers in your command, and may choose to be alerted to any particular events. Your soldiers are not magically compelled to carry out your commands, but will do so in all normal situations. \pagebreakNum ## Hearth In the warmest haze of mortal memory, there exists a promised place with a blaze crackling jovially with dripping fat once their work is concluded. The Word of Hearth relates to inner ease, warmth, homesteads, and safety. Miracles of the word can produce effects from healing, to protection of danger, and even abundance (when used to produce such goods as would be common household items or minor trade goods). Heroes bound to the Word of the Hearth have an invincible defense against inclement weather, fire, and possess an instinctual knowing of a direction which will lead them to the nearest available safety or shelter. They can always supply their companions with food or drinks from ingredients they may summon from nothing if need be, and may infuse willing companions with a warming sense of ease, granting them immunity to the effects of cold weather. ### Gifts #### Cindersnips ##### Action Commit Effort. The space around you becomes flooded with small motes of light which you may control or place, out to a range of 50 feet per your Brightborn level. Desired lesser foes cannot cross the twilight barrier between the light and shadows, becoming either entrapped by them, or repelled. Worthy foes must succeed on a Spirit saving throw to become immune to this gift's hedging effects for the remainder of the scene. #### Warmth in Winter ##### Action Commit Effort for the day to produce a livable dwelling of some size. This structure is no larger than any mundane abode in the realm fit for common or lesser nobility. It can accommodate you and any companions you may have with cots, at least one cooking hearth, and stocks of herbs, bandages, or other things which may be present in a well-provisioned home. This structure remains as long as you will it. Alternatively, you may instead stock an existing abode as such. Anything left inside the temporary structure remains, and people may stay while it has been removed; though, they will exit wherever it had been last conjured. #### Home-Knowing ##### Constant While physically occupying your home, temple, or any other sanctuary that you have spent at least a week in, you gain a keen sense of foresight. You are aware of anyone within ten miles who intends to visit it, and in addition, you may extend your senses remotely through any point within this structure. Furthermore, may identify any ailments, diseases, or injuries afflicting anyone within this home by spending an action in concentration on the individual. #### Reliable Hands ##### Action Commit Effort for the scene. You may animate up to a Small Mob per three levels you possess of household objects, including dolls, poppets, or scarecrows. Human-shaped objects may be individually animated and may possess no more than twice your level in HD. Most objects without a mouth-shape are unable to speak; however, they are gifted with a human-like intelligence, and carry out your orders faithfully. They possess rudimentary emotions, and may develop as individuals may. Such animated creations can be preserved indefinitely for 1 Influence each, although once preserved they are no longer under any compulsion to serve you. #### Sweep Away the Soot ##### Action Commit Effort out to the day in order to curse a target who knowingly wishes you, your companions, or family harm. This target must either be within your home, or their true name must be known to you. At your discretion, this curse may manifest itself as either a failed hit-roll or saving throw at a crucial, pre-determined moment, or the target may be forced to reroll all such rolls, taking the worse of the two results. This curse lasts until the target no longer wishes you ill, until you release it, or until the target has died. #### A Lifting Embrace ##### Action Choose a target within sight and choose: either the target regains 1d6 plus the Brightborn's level of damage (committing Effort for the healing as usual), heal the target of any mundane diseases or mortal curses, or commit Effort for the day to heal the target of any supernatural diseases or divine curses and suffer a 1d20 damage die for each such instance of divine workings unwrought in this manner.