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== Words & Gifts == '''Deception''': Heroes with the Deception Word may raise either their Dexterity or Charisma to 16, depending on whether they favor stealth or lies. If either score is already 16 or higher, they may set it to 18 instead. *''Deceiver's Unblinking Eye'': You can always tell when someone’s trying to lie to you or deceive you. You can see through mortal illusions and disguises. This gift does not affect other Godbound with the Deception Word. *''Liar's Flawless Grace'': Your lies can never be detected as such by magic or other special abilities, including those of the Deception Word. Lesser foes will always believe them unless they are completely implausible, emotionally intolerable, or would oblige them to self-harm. '''Luck''': Heroes gifted in the Luck Word may roll 1d20 once a day. At any time during that day, they may replace their own or someone else’s 1d20 roll with the one in reserve. They can only replace a roll once per day. *''Salting Away the Luck'': Commit Effort after the hero rolls a die while doing something consequential. The die is rerolled, but the initial result is saved. When the Effort is reclaimed the result can be given to anyone else in the hero’s presence, provided a die with the same number of sides is being rolled. Unwilling worthy foes can make a Spirit save to resist the donation. This gift can preserve only one roll at a time. '''Lich King''': A Lich King is dead, and indifferent to such living needs as food, sleep, or breath. They have a natural Armor Class of 3. Their frame is unnaturally sturdy, and their constitution is raised automatically to 16, or 18 if it is already 16 or higher. *''A Mind of Iron and Ivory'': You possess an invulnerable defense against mind-reading or other effects that influence your mind or emotions. *''Eldritch Wards'': You are immune to any hostile low magic or theurgy used directly against you. Normal attacks against you that involve bolts of eldritch power or other strictly magical manifestations fizzle uselessly against you if an odd number is rolled on the attack die, even if it would otherwise have hit your Armor Class or have automatically struck you. This defense does not include physical weapon attacks that have been augmented by magic, but it does include wholly emotional or mental normal attacks. *''Fist of the Grave'': Your unholy might, eldritch power, or ageless expertise grants you a 1d10 magical attack with a 200 foot range. On a successful hit, you may Commit Effort for the scene as an Instant action to gain twice the attack's damage as hit points of personal healing, up to your usual hit point maximum.
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