Pantheon: Core Deities
Time to get back to writing up deities for my setting. Most of the core pantheon consists of core D&D deities. Some of them were already written up on this blog. When making new spells I had to come up with a new imbuement skill.
Hextor
Intermediate deity
Alignment: Lawful Evil
Symbol: fist holding six red arrows
Home plane: Acheron
Portfolio: tyranny, war, conflict, fitness
Domain (-40%): spells that improve physical
characteristics, spells that enslave or make subjects loyal, spells that
increase charisma
Worshipers: fighters, monks, conquerors, tyrants
Hextor is the Oeridian god of war, discord, massacres, conflict,
fitness, and tyranny. Hextor is often depicted as a hideous, gray skinned,
six-armed humanoid bearing two large tusks jutting from its lower jaw wearing
armor clad with skulls. He wields a weapon in each hand: a spiked flail, a
battle axe, a battle pick, a longsword, a mace, and a falchion. His other form
is that of an athletic young male, with dark hair and light skin.
Dogma: World is a dark and bloody place where the strong rule the
weak. Power is the only worthy reward. Merciless and persistent advance is the
only way to succeed. Order must be forged out of chaos and anarchy, and the
best way to accomplish that is tyranny. Opposition must be
destroyed to
prevent anarchy.
Iloret
Greater deity
Alignment: Neutral Evil
Symbol: torch burning with a black flame
Home plane: Carceri
Portfolio: darkness, death, murder, undead
Domain (-30%): necromantic spells, darkness
spells
Worshipers: necromancers, death knights, undead
Iloret is a deity that is worshiped by seekers of power over death and
undead. This deity is speculated to be a raised dead god, but there is no proof
of this claim. Iloret is usually depicted as a skeleton holding a torch that
burns with a black flame. He is currently imprisoned in Carceri, but he grants
divine spells to his priests even from his prison.
Dogma: Worshipers must oppose holy powers, because they deny the
extension of life after death. Killing with the intent of raising the victim as
an undead creature is a good deed. Corpses should not be left unused.
Destruction of artificial beings is a good deed, as they are neither dead nor
alive.
Kord
Intermediate deity
Alignment: Chaotic Good
Symbol: star made out of spears and maces
Home plane: Ysgard
Portfolio: strength, athletics, sport,
competition, courage
Domain (-40%): spells that bolster morale, spells that harm or hinder chromatic dragons, spells that improve physical characteristics, spells that prevent cheating in sports
Worshipers: barbarians, fighters, athletes
Kord is a deity of athletics, sports, storms, brawling, strength, and courage.
Kord is depicted as a hugely muscular man with a red beard and long red hair.
He wears a fighting girdle made from a red dragon's hide, gauntlets from a
white dragon's hide, and boots from a blue dragon's hide. Kord is sometimes
depicted by his urbanized faithful as a more civilized athlete or wrestler. He
is a foe of dragonkind, especially lawful evil dragons.
Dogma: Kord enjoys physical competitions and tests. He promotes
nonlethal sports as a way to resolve arguments between the worshipers. The
strong should lead the weak. Courage is the best quality of a leader and a
citizen. Cowardice deserves contempt.
Korrenus
Intermediate deity
Alignment: Neutral
Symbol: two blue stars separated by a white
horizontal line
Home plane: Acheron
Portfolio: death, war, fate, balance
Domain (-40%): spells that manipulate fate, harm or turn undead, put spirits to rest
Worshipers: commoners, warriors, judges, mages
Korrenus is a deity of death and balance. Every living creature must
eventually die from old age, disease, or in combat, and Korrenus represents the
inevitability of this fate. He is usually depicted as an old cloaked man
holding scales and a silver scepter. Temples of Korrenus can be seen in many
cities, as priests of this deity usually are the ones conducting burial
ceremonies.
Dogma: Accept death – never resurrect the dead and raise undead.
Undead must be put to rest, violently, if other means fail. Always conduct
burial ceremonies to let the spirits of the dead rest regardless of their faith
and relation towards you.
Kremor
Intermediate deity
Alignment: Chaotic Neutral
Symbol: red axe
Home plane: Ysgard
Portfolio: barbarians, berserkers, rage,
competition
Domain (-40%): spells that increase combat
prowess, spells that improve physical characteristics and toughness, spells
that cause rage
Worshipers: barbarians, berserkers
Kremor
is a
deity of
rage. He is rarely
worshiped in civilized communitites, but is quite popular among barbaric tribes
of trolls, ogres, orc, etc. He is usually depicted as a red-skinned troll, even
by non-trolls.
Dogma: Best way to win in battle is a reckless onslaught and brute
force with no regards to defense. Any problem can be solved by a proper
application of force. The strong
one is
always above
the weak
one.
Lydow
Intermediate deity
Alignment: Neutral
Symbol: dagger stabbing through a black mask
Home plane: Hades
Portfolio: rogues, deception, shadow, illusion
Domain (-30%): illusion spells, darkness spells,
spells that deceive senses
Worshipers: rogues, thieves, assassins,
illusionists
Lydow is a patron of rogues, tricksters, illusionists, and assassins.
Nobody knows the true form and even gender of Lydow. Sometimes Lydow is
depicted as a man, sometimes as a woman, and sometimes as a black cloud with a
mask floating infront of it.
Dogma: Worshipers must strive to reach their goals via subtle
means, be it stealth or deception, without revealing their true intentions to
their enemies. He who is not caught is not a thief.
Monolith
Intermediate deity
Alignment: Neutral
Symbol: a monolith radiating blue glow
Home plane: Prime Material Plane
Portfolio: incarnum, stone creatures, astral
creatures, nature
Domain (-30%): earth spells, incarnum spells,
teleportation and plane shift spells, stellar spells
Worshipers: meldshapers, totemists, stone
creatures, githyanki, githzerai, druids
Monolith is a deity of stars, souls, and nature. It is depicted as a
tall standing stone. Worshipers believe that all souls originate in the deity’s
body, and they all will return to it after death.
Dogma: Do not corrupt your own soul and the sould of others. Live
in harmony with nature, and it will repay you. When creating something, put
your soul into it – that way you will make the item more perfect. Live in a way you
would like to live again, as all souls reincarnate after death.
Obad-Hai
Intermediate deity
Alignment: Neutral
Symbol: mask made out of oak leaves and acorns
Home plane: Outlands
Portfolio: nature, freedom, hunt, beasts
Domain (-20%): animal spells, plant spells,
weather spells.
Worshipers: barbarians, rangers, druids, hunters
Obad-Hai is a deity of nature, woodlands, hunting, and beasts, one of
the most ancient known. He is usually depicted as an old hermit, but non-humans
often depict him as a representative of their races. Obad-Hai rules the nature
and is friendly towards anyone living in harmony with the natural world.
Priests of Obad-Hai have no hierarchy; they treat any worshiper as an equal.
Dogma: Worshipers must live in harmony with nature in all its
forms. Those who harm nature deserve swift vengeance. Nature can sometimes be
frightening or dangerous, but this part is as revered as the beautiful and
timid side.
Oracle
Lesser deity
Alignment: Lawful Neutral
Symbol: fountain
Home plane: Mechanus
Portfolio: cities, divination, civilization,
pact
Domain (-20%): making and breaking spells,
knowledge spells, technological spells
Worshipers: diviners, mages, judges, commoners,
architects
Oracle is a relatively young deity. Its origin is a mystery, but most
theologists believe it to be an extraplanar construct that attained divinity.
It is always depicted as a fountain. Oracle represents law, city-building,
divination, and civilization. His worship is popular among commoners and builders.
Dogma: Spread civilization, build cities, improve existing
projects. Live consists of neverending improvement and progress. Always seal a
deal with a contract. Do not break pacts and contracts, and if the second party
of the contract violates it, then they deserve vengeance.
Plonius
Intermediate deity
Alignment: Chaotic Good
Symbol: three trees growing from a single point
Home plane: Beastlands
Portfolio: forests, plants, fungi, evolution
Domain (-30%): animal spells, plant spells,
fungus spells
Worshipers: druids, rangers, sentient plants
Plonius is a deity of growth and evolution. He is worshiped by druids,
farmers, forest dwellers, and some barbaric humanoids. Typically Plonius is
depicted as an elf in a green robe or a tree with a bearded face made of foliage.
Dogma: Value all life and let it grow and develop. Evolution can
only happen in freedom, imprisonment of living beings is a violation of the natural
order.
Solt
Greater deity
Alignment: Lawful Good
Symbol: upper half of a stylized sun
Home plane: Celestia
Portfolio: light, healing, sun, strength
Domain (-30%): healing spells, light spells,
spells that improve physical characteristics
Worshipers: bards, healers, rangers, commoners
Solt is a deity of light and prosperity. Worshipers are taught to focus
on their inner strengths. Solt is a very popular deity among the common folk.
Dogma: Keep your body and soul clean. Do not use unholy, chaotic,
or corrupting magic. Sunlight grants strength and health to the wounded, but
destroys darkness and evil. Challenge corruption, but remember that relentless
destruction of unholy forces can leave your heart lacking in true virtues of
life: kindness, mercy, and empathy.
Tyrim
Greater deity
Alignment: Neutral Good
Symbol: glowing heart
Home plane: Celestia
Portfolio: healing, purification, pacifism
Domain (-40%): healing spells, pacifying spells
Worshipers: healers, monks, commoners
Tyrim welcomes kind souls that are ready for devoted worship. Worshipers’
creed often includes pacifism and helping those in need. Cities with active and
large temples of Tyrim are protected from disease, house healthy people, and
are free from unnecessary violence.
Dogma: Help the sick and the wounded regardless of who they are.
Stay faithful to your cause in the face of danger. Do not attack first.
Consider violence only after making sure that peaceful resolution of conflict
is impossible.
Xeal
Greater deity
Alignment: Chaotic Neutral
Symbol: five-pointed star made of red lightning
Home plane: Limbo
Portfolio: adventures, mutation, corruption,
chaos
Domain (-30%): spells that manipulate luck,
spells that transmute matter and creatures
Worshipers: chaos knights, gamblers,
adventurers
Xeal is an ancient deity of chaos. He has no defined form and can be
depicted differently even in the same temple. Luck, adventuring for the sake of
thrill, chaos, mutation, lack of any order are the main aspects of this
inconstant deity. Temples of Xeal, just like devoted worshipers, rarely last
long.
Dogma: If something seems impossible, attempt it anyway, use even
the slightest chance. Do not be attached to anything or anyone – the world is
changing. If
something seems
to constant – change it!
Black Torch (Iloret)
Keywords: Area (Leveled).
Full Cost: 40 points for level 1 +
10 points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
You may fill a two-yard-radius area
with utter darkness. No one can see into the affected area, and no one within
the affected area can see anything; see p. B394 for combat rules. However, when
casting this prayer, you can select creatures (usually undead servants) that
will not be affected. The Dark Vision advantage lets you see through this
effect, but Night Vision, Infravision, and Ultravision do not. To place the
area at a distance, use Innate Attack (Gaze), with normal range penalties, but
at +4 for affecting an area.
The basic (40-point) version of this
prayer covers a two-yard radius. For each additional 10 points, you may double this
radius; e.g., four yards for 50 points, 8 yards for 60 points, or 16 yards for 70
points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics:
Obscure Vision 10 (Costs 1 FP, -5%; Divine, -10%; Extended, Infravision and
Ultravision, +40%; Ranged, +50%; Selective Effect, +20%; Variable, Area, +5%) [40].
Further levels add Area Effect (+50%) to the advantage [+10].
Environmental Adaptation (Plonius)
Keywords: Buff.
Full Cost: 70 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five hours.
The subject’s body can adapt
physiologically to any earthly environment that supports life. The subject
never requires Increased Life Support (p. B139). He can endure glaciers,
deserts, deep caves, the oceanic abyss, or deep-ocean vents – but on other
planets or in space, he still needs life support.
The transformation takes 10 seconds,
during which time the subject is unable to take any external action and may
suffer harm from hostile conditions. This effect activates automatically on
exposure to a different environment, but the subject can delay adaptation by
making a Will roll once per minute (repeated rolls are at -2 if you suffer
injury, or -5 if the injury exceeds the subject’s HP). His body may undergo
visible changes in the process – including acquiring new organs such as gills –
but he can’t choose a specifc form or appearance.
He is not protected against Innate
Attacks or weapons with comparable effects, or against sudden, intense changes such
as collisions, explosions, explosive decompression, or fires.
Statistics:
Affliction 1 (HT; Advantage, Environmental Adaptation, +500%; Costs 1 FP, -5%;
Divine, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%) [70]. Note: “Environmental Adaptation” is
Injury Tolerance (Environmental Adaptation; Divine, +0%; Terrestrial, -50%) [50].
Fair Play (Kord)
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or
Brainwashing to add the disadvantage.
Range: Unlimited.
Duration: Three days.
You can temporarily compel the
subject to avoid all kinds of cheating in sport competitions, granting him the
equivalent of the Code of Honor (Athlete’s) disadvantage. If the subject is
willing (and he usually is), no resistance roll is needed. If not, he resists
with Will and must be completely immobilized or otherwise under your control
while you cast the spell. Successful casting gets you inside of his head and
lets you see the subject’s Sense of Duty disadvantages. You must then win a second
Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing
subject. You may substitute Brainwashing for IQ, if better.
Statistics:
Mind Control (Accessibility, Only to add Code of Honor (Athlete’s), -80%;
Conditioning Only, -50%; Costs 1 FP, -5%; Divine, -10%; Fixed Duration, +0%) [10].
Fair Witness (Oracle)
Keywords: Buff.
Full Cost: 49 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 1 day.
This blessing makes the subject a
perfect and fair witness who cannot be influenced by others and has a
photographic memory. The subject gains Indomitable (p. B60) and Photographic
Memory (p. B51).
Statistics:
Affliction 1 (HT; Advantage, Fair Witness, +250%; Costs 1 FP, -5%; Divine,
-10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D,
10x, +15%; No Signature, +20%) [49]. Note: “Fair Witness” is Indomitable (Divine,
+0%) [15] + Photographic Memory (Divine, +0%) [10].
Fateful Weapon (Korrenus)
Keywords: Weapon Buff.
Full Cost: 43 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 6 seconds.
This spell enchants the weapon to
overcome luck- and fate-based defenses and other abilities that retroactively
change the outcome of the attack. Attack and damage rolls for attacks made by
the enchanted weapon, and the subject’s defense or resistance roll (if any),
cannot be rerolled by anyone else’s non-Cosmic meta-game abilities – unless you
want it to be. This includes advantages like Destiny, Luck, and Super Luck, and
spells like Bless, Lesser Wish, and Wish. As well, no one can buy success or
use player guidance (p. B347), non-Cosmic Serendipity, or similar tricks to
interfere with or mitigate the use of your ability. This does not affect your
target’s ability to defend or resist – it just prevents anyone from using
meta-gaming abilities to dictate or retroactively alter the result.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Fateful
Weapon, +360%; Costs 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/30, -30%) [43]. Notes:
“Fateful Weapon” is 36 points, per Enhances
or Transforms an Existing Attack (GURPS
Thaumatology: Sorcery, p. 11), replacing Magical, -10% with Divine, +0%. This
spell is based on the Fateful Weapon imbuement skill.
Fortune Favors the Bold (Xeal)
Keywords: Buff.
Full Cost: 27 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
Fortune favors the subject when he
takes risks. Any time the subject takes an unnecessary risk (in the GM’s opinion),
he gets a +1 to all skill rolls. Furthermore, he may reroll any critical
failure that occurs during such high-risk behavior.
Statistics:
Affliction 1 (HT; Advantage, Fortune Favors the Bold, +150%; Costs 1 FP, -5%;
Divine, -10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%)
[27]. Note: “Fortune Favors the Bold” is Daredevil (Divine, +0%) [15].
Meld with Nature (Obad-Hai)
Keywords: None.
Full Cost: 56 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
When you are in the wilderness, you become
invisible. You still make noise, leave footprints, and have a scent – and
anything you are carrying (up to the Medium encumbrance) becomes invisible too.
You get a +9 to Stealth in any situation where being seen would matter, if you
are carrying no more than your Medium encumbrance.
Individuals using paranormal remote
viewing (crystal balls, Clairvoyance, etc.) cannot see you if you would be
invisible to their normal vision. Paranormal abilities that detect enemies,
life, and so on non-visually can still see you.
Invisibility only works against
electromagnetic vision (which encompasses ordinary vision, Infravision,
Ultravision, and radar). You do not cast a shadow and don’t show up in mirrors.
This effect ends if you attack any
creature. For purposes of this spell, an attack includes any spell targeting a
foe or whose area or effect includes a foe. Exactly who is a foe depends on the
invisible character's perceptions. Actions directed at unattended objects do
not break the spell. Causing harm indirectly is not an attack. Thus, an
invisible being can open doors, talk, eat, climb stairs, summon monsters and
have them attack, cut the ropes holding a rope bridge while enemies are on the
bridge, remotely trigger traps, open a portcullis to release attack dogs, and
so forth. If you attack directly, however, you immediately become visible along
with all your gear.
Statistics:
Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Costs 2
FP, -10%; Dispels after an attack, -20%; Divine, -10%; Environmental,
Wilderness, -20%) [56].
Overwhelming Strength (Kremor)
Keywords: Buff.
Full Cost: 47 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
You increase the target’s ST by 5
for 3 minutes. This affects the damage, HP, and Basic Lift, but does not heal the wounds. As a side effect,
the subject gets Berserk (6) (Battle Rage) (p. B124) for the duration of the spell.
Statistics:
Affliction 1 (HT; Advantage, Overwhelming Strength, +350%; Costs 1 FP, -5%;
Divine, -10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%)
[47]. Note: “Overwhelming Strength” is ST+5 (Divine, +0%; Temporary
Disadvantage, Berserk (6) (Battle Rage, +50%), -30%) [35].
Pacifism (Tyrim)
Keywords: Resisted (Will).
Full Cost: 27 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.
The victum of this spell must resist
or become unwilling to take further offensive action unless first subjected to
it, which breaks the spell. In effect, they acquire the Pacifism (Self-Defense
Only) disadvantage (p. B148). If the victim possesses the Berserk disadvantage,
he still can become enraged and violent.
For the purposes of this spell,
“offensive action” – on behalf of both the subjects and those who interact with
them – constitutes not merely attacks but any
use of items or abilities that could inflict FP or HP loss, affliction, or
inconvenience. Those under the spell’s influence are free to use active defenses,
assist unaffected allies with helpful items or abilities, leave, summon aid,
etc. Provided that a subject is left in peace, he’ll return the favor, but if
he’s offered violence, this ends the spell on him, though not on others. To
exploit this to get a friend to “snap out of it” calls for actual injury (at
least 1 HP), as the magic gives the perception that any lesser hurt was a
forgivable accident.
Statistics:
Affliction 1 (Will; Based on Will, +20%; Costs 1 FP, -5%; Disadvantage,
Pacifism (Self-Defense Only), +15%; Divine, -10%; Fixed Duration, +0%;
Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires
Magic Words, -10%) [27].
Solar Smite (Solt)
Keywords: Area (Fixed), Obvious.
Full Cost: 97 points.
Casting Roll: IQ.
Range: Self.
Duration: Instantaneous.
When this spell is cast, a flash of sunlight
emanates from your body. Every undead being within two yards immediately takes
2d crushing damage, regardless of DR, insubstantiality, etc. This damage does
not cause knockback. Every living being, including the caster, is healed for 2
HP.
Failure costs 1d FP, but you can try
again; critical failure also causes the living recipients 1d damage. Even 1 HP
of healing will stop bleeding.
Roll at -2 if there is an
unconscious living creature within the area of effect. If used more than once
per day on a given subject, apply a cumulative -3 per successful healing on
that subject. This penalty accumulates until a full day has passed since the
most recent healing.
Statistics: Crushing
Attack 2d (Accessibility, Undead Only, -50%; Affects Insubstantial, +20%; Area Effect,
2 yards, +50%; Cosmic, Irresistible Attack, +300%; Divine, -10%; Emanation,
-20%; No Knockback, -10%; Resuires Gestures, -10%; Requires IQ Roll, -10%;
Requires Magic Words, -10%) [35] + Healing (Affects Self, +50%; Area Effect, 2
yards, +50%; Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Divine,
-10%; Emanation, -20%; Injuries Only, -20%; Link, +10%; Reduced Fatigue Cost 1,
+20%; Requires Gestures, -10%; Requires Magic Words, -10%; Xenohealing,
Anything Alive, +80%) [62]
Soulsight (Monolith)
Keywords: Information.
Full Cost: 14 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.
The caster can see souls as glowing auras.
This detects living creatures with souls, incorporeal undead and deathless,
astral projections, active soulmelds, and souls bound to objects.
Statistics:
Detect Souls (Costs 1 FP, -5%; Divine, -10%; Requires Gestures, -10%;
Requires Magic Words, -10%; Vision-Based, -20%) [14].
Switch Allegiance (Hextor)
Keywords: Resisted (Will).
Full Cost: 18 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to add the disadvantage.
Range: Unlimited.
Duration: Nine days.
You can temporarily make the subject your loyal friend, adding him the Sense of Duty (Caster) (see p. B153) disadvantage, and remove all his other Sense of Duty disadvantages. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head and lets you see the subject’s Sense of Duty disadvantages. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject - at -1 for every full -5 points in disadvantages you wish to remove. You may substitute Brainwashing for IQ, if better. On a success you add the subject Sense of Duty (Caster) and remove all other Sense of Duty disadvantages.
Statistics: Mind Control (Accessibility, Only to add and remove Sense of Duty, -20%; Conditioning Only, -50%; Costs 1 FP, -5%; Divine, -10%; Extended Duration, 3x, +20%; Fixed Duration, +0%) [18].
Vanish (Lydow)
Keywords: None.
Full Cost: 32 points.
Casting Roll: None.
Range: Self.
Duration: 5 seconds.
You become invisible for a very
short time. You still make noise, leave footprints, and have a scent – and
anything you are carrying (up to the Medium encumbrance) becomes invisible too.
You get a +9 to Stealth in any situation where being seen would matter, if you
are carrying no more than your Medium encumbrance.
Individuals using paranormal remote
viewing (crystal balls, Clairvoyance, etc.) cannot see you if you would be
invisible to their normal vision. Paranormal abilities that detect enemies,
life, and so on non-visually can still see you.
Invisibility only works against
electromagnetic vision (which encompasses ordinary vision, Infravision,
Ultravision, and radar). You do not cast a shadow and don’t show up in mirrors.
This spell ends if you attack any
creature. For purposes of this spell, an attack includes any spell targeting a
foe or whose area or effect includes a foe. Exactly who is a foe depends on the
invisible character's perceptions. Actions directed at unattended objects do
not break the spell. Causing harm indirectly is not an attack. Thus, an
invisible being can open doors, talk, eat, climb stairs, summon monsters and
have them attack, cut the ropes holding a rope bridge while enemies are on the
bridge, remotely trigger traps, open a portcullis to release attack dogs, and
so forth. If you attack directly, however, you immediately become visible along
with all your gear.
When the effect ends, it shuts down
without warning and you can’t reactivate it for five minutes.
Statistics:
Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Costs 1
FP, -5%; Dispels after an attack, -20%; Divine, -10%; Maximum Duration, 5
seconds, -75%; Requires Gestures, -10%) [32].
NEW IMBUEMENT SKILL
Fateful Weapon
General; DX/Very Hard
Default:
Specialty for related weapon at same penalty as weapon default.
Prerequisite:
Imbue 3.
This skill imbues the weapon to
overcome luck- and fate-based defenses and other abilities that retroactively
change the outcome of the attack. Attack and damage rolls for attacks made by the
imbued weapon, and the subject’s defense or resistance roll (if any), cannot be
rerolled by anyone else’s non-Cosmic meta-game abilities – unless you want it
to be. This includes advantages like Destiny, Luck, and Super Luck, and spells
like Bless, Lesser Wish, and Wish. As well, no one can buy success or use
player guidance (p. B347), non-Cosmic Serendipity, or similar tricks to
interfere with or mitigate the use of your ability. This does not affect your
target’s ability to defend or resist – it just prevents anyone from using
meta-gaming abilities to dictate or retroactively alter the result.
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