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===Divine Gifts=== ; Faultless Repair (Action) : You can fix anything with the available materials and tools. Up to a 10 x 10 x 10 foot cube per level worth of objects or constructions can be made like new each round, provided it is not completely destroyed. Every form of rot, decay, damage, and corruption is fixed, even for perishables such as foodstuff. If repairing magical or enchanted things, Effort is Committed for the scene with each use of the gift. ; Command the Wheels (Action) : Commit Effort. You can seize control of any visible vehicle, mechanism, door, or other object with moving parts up to the size of a small ship. If the item was created by you, there is no size limit on what can be controlled. While the Effort remains committed, the object will function exactly as if it were being manipulated, driven or piloted by you. Each new directive requires an action, and worthy foes can save versus Spirit to negate the gift for items they’re using. ; Transmuter (Action) : 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. ; Body of Water (Constant) : Your flesh flows around dangers and encapsulates toxins. Your natural armor class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. This AC isn't improved by shields or armor. ; Tsunami Hand (Smite) Action : 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. ; 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. ; 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.
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