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== Abilities== ===Words=== ====Blood==== Raise Constitution to 16. Cannot be killed unless a concentrated effort is made to destroy his unnaturally-vital form, while allies within 100 feet do not bleed out at 0 HP. *Endless Vigor (lesser) – ''Constant'' *Vital Armaments (lesser) – ''On Turn'' ====Fate==== Gain an invincible defense against mental influences and mind-reading, and may cause attempts at the latter to return any results they wish. *Persistence of Being (lesser) - ''Instant'' *Someone Else's Name (lesser) - ''Action'' ====Sorcery==== May use an Instant action to Commit Effort for the scene and negate any low magic spell being cast in his presence or banish or destroy any low magic construct or summoned entity. *Adept of the Gate (lesser) – ''Constant'' *Adept of the Way (greater) - ''Constant'' *Perfection of Understanding (lesser) – ''Constant'' ===Low Magic=== ''Theotechnology'' *'''Apprentice:''' Apprentices learn no magic, but become skilled in architecture, tinkering, and the crafting of delicate work such as a jeweler or goldsmith might do. Those of the Thousand Gods focus more on learning of the myriad divinities of the land and their specific powers and servants. *'''Adept:''' Adept theotechnicians treat their art as sufficient justification for being able to create minor magic items as described in the Treasures chapter. Each month of their determined labor counts as 1 Dominion point for the creation of a minor magic item, though they cannot create them in bulk as Godbound can or create arms and armor more powerful than those with a +1 bonus. Adepts can identify the function and powers of such minor magic items. *'''Master:''' A master theotechnician can fashion up to +2 weapons and armor, and at a cost of 1 Wealth point and a week's work they can build a 4 HD minor servitor. This servitor is not sentient, but it will obey the master intelligently. *'''Archmage:''' Archmages of the theotechnicians can build +3 weapons and armor and can fabricate 8 HD servitors with a month's work and 2 Wealth points of expenditure. Archmages automatically succeed at all saving throws forced on them by effects generated by minor magical items. ===Theurgy=== ''Adept of the Gate'' *'''Beacon of Celestial Purity:''' The theurge shines with a brilliantly clarifying radiance that gently illumines everything within one hundred feet. The light purifies and cleanses everything it touches, rendering objects clean and neutralizing poisons and disease sources, albeit it does not cure afflicted persons or banish magic. Any lies or intentional misdirections spoken within the light become visible as a plume of smoking filth rising from the speaker’s mouth. The lies of others cause painful feedback to the theurge, and inflict a 1d6 damage die each time a lie is spoken. This damage cannot be avoided or negated. The light lasts as long as the caster desires it and remains conscious. Those with the Word of Deception can speak lies without being discovered by this spell. *'''Open the Night Road:''' Many of the Night Roads between realms are hidden deep within the earth or concealed in remote locations far from the cities of men. Of these, some have been sealed shut by ancient sorcery or closed by the slow congealing of natural law. This invocation can be used to open a sealed Night Road entrance or give the caster a sense of the general direction and distance to the nearest one. If the caster is careful, they can open the Road only briefly, leaving it accessible for a few minutes before the existing seal scabs back over the entrance. More reckless casters can tear the seal away entirely, leaving the road open for all to pass until fresh sorcery or natural law closes it once more. *'''Seal of Regnal Dominion:''' The theurge draws a sign of pale emerald light in the air before the chosen target, subverting their will to the caster’s own. While under the seal’s effects, the victim is absolutely obedient to the theurge’s commands, even those suicidal or repugnant to it. They will attempt to carry out instructions to the best of their ability and natural intelligence. Animal targets or those that do not share a language with the theurge can only be made to understand single-word commands. A theurge may have no more thralls under the effect of the seal at once than they have levels or hit dice. Lesser foes have no chance of escaping this dominion, while worthy foes may make a Spirit saving throw to resist, and another each time they receive a hateful command from the theurge. If not resisted, the seal’s effects remain until dispelled or dropped by the caster. *'''Sunder the Lesser Spell:''' The theurge tears away the delicate threads of theurgic sorcery around a target within sight. A single theurgy invocation of the Gate is instantly dispelled along with any number of low magic enchantments within thirty feet of the chosen target point. Breaking theurgic magic always involves a degree of feedback, however, and so the theurge suffers a 1d10 damage die each time this spell ends an invocation. This damage cannot be avoided or negated without spoiling the spell's effect. ''Adept of the Way'' *'''Curse of the Blighted Strand''' *'''Delaying the Coming of Dawn''' *'''Mirrored Wheel of the Seasons'''
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