Five Words

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The document provides an overview of the Words of Spirits and Grace from the Godbound roleplaying game.

The Word of Spirits allows heroes to perceive and commune with spirits.

Some lesser gifts of the Word of Spirits include Stir the Slumbering, Pneuma Caul, and Caller of the Endless.

Five Words,

Seven Pages
A Preview of 

Librum de Verbis 
(A Book of Words) 

By M. M.

Contained herein are a selection of Words for the ​Godbound Roleplaying Game​, and the
surrounding conceits that have guided their design and creation.

It is my sincere hope that they are of use to players and Game Masters; either to inform new
Words, or in use as they are.

The ​Godbound Roleplaying Game​, and ​The Lexicon of the Throne​ are the product of ​Sine
Nomine Games​ and author Kevin Crawford whose work is an inspiration within the OSR
communities and enjoyed every day across the English-speaking world.

If you have any questions about the Words contained herein, on the functions of any gifts whose
use may be ambiguous, or of any possible use within ​Godbound​'s free-form Miracle system, I
encourage you to the same course of action that Kevin Crawford would:

Ask your GM.


Untethered Soul ​— ​Constant
Spirits You may levitate into the air at any direction at your normal
At their departure of life the living are meant to fling their bright movement speed, and if you commit Effort as an On Turn action
essence into what lies beyond; though some battered souls remain you may double all of your movement speeds (if they have not
bound to the very ground by the heat of their battered ids. Within already been doubled; and any affected by this gift may only be
the deep vales of green, and in the forges of ancient vents—the doubled once). You gain an immunity to being restrained by any
scraps of once-whole lands come the restless watchers of the living physical or magical effects which would do so, including grappling
places. A theurge architects an unliving and eternal essence to pilot attempts from foes.
the house which would defend the mage's tomb for all time. These
entities, and even the still-living human's soul, are the purview of Other​ — ​Instant
Query the Other​
the Word of Spirits. Miracles of the Word may permit the hero
Commit Effort to attempt to glean chosen knowledge from the
adopt ethereal qualities, or special powers attributed to spirits.
cumulative experience of the spirits in the surrounding area. Ask a
Heroes of the Spirit Word may always perceive the invisible;
question which can be answered in either a yes-or-no form, or with
penetrating even such invisibility as granted by the Word of
a short phrase and commit Effort for the scene. If the local spirits
Deception on a successful Power Check (pg. 22 of the ​Godbound
would not know the answer, or if the answer is decided to be
rulebook). They may always commune with spirits, granting them
impertinent by the GM, the spirits are silent and the Effort spent is
the ability to perfectly understand and be understood in all the
refunded.
languages of the living. Animas, Eidolons, and Elementals
understand and may respond with human-level intellect to the
Wordbound hero's queries and conversing. Greater Gifts
Lesser Gifts Anima​ —
Effulgent Anima​ ​ ​Constant
When you make Dominion changes to affect or influence
Slumbering​ — ​Constant
Stir the Slumbering​ immaterial spirits or a court of such spirits, these are counted as
You are always aware of any living creature or spirit within 50' per being one step more towards plausible for the purposes of
Godbound level. You may commit Effort to raise a sleeping spirit determining their cost and any resistance against them is reduced by
into wakefulness, even if they have been given proper burial rites. 2. When you commit Effort for the scene, you may summon up to a
Deceased human spirits awaken with all knowledge they had at the dozen known spirits from any place, although this gift does not
time of their death, although this gift imparts no ability to influence subject the spirits to any compulsion to follow your orders. This gift
these spirits. Such deceased typically have but 0 HD—they are may not be used as a miracle.
immune to non-magical weapons, but if they are targeted with a
magical attack, they will resume their slumber. Walk​ — ​On Turn
Spirit Walk​
Spirits cannot typically affect the real world unless ferried into Commit Effort. While Effort remains committed, you and your
an appropriate shell. companions abandon your physical bodies and become
insubstantial, as spirits. While in this form, none can affect or pass
Caul​ — ​Constant
Pneuma Caul​ through the real world and physical objects, although they gain an
Your natural armor class is 3, and you may always touch or harm invincible defense against non-magical physical harms. If you
insubstantial creatures, or targets immune to non-magical weapons possess the ​Gossamer Luminance gift in addition to this one, you and
with your attacks. This AC cannot be improved with armor or your allies may freely move through physical objects at no
shields. You may commit Effort for the scene as an instant action to additional Effort cost.
become partially immaterial until the beginning of your next turn, If Effort is reclaimed while you or any of your allies are within
granting you an invincible defence from mundane physical attacks. a solid object, you are harmlessly shunted to the nearest safe space.
This gift has no effect as a miracle.
Endless​ — ​Constant
Caller of the Endless​
Unbound spirits become drawn to you, and you attract twice your
Soul​ — ​Action
Speak to the Soul​
level in HD of spirits who will obey your commands with human Commit Effort for the day when using this ability. For the
intelligence, so long as they have not been out of your presence for remainder of the scene, your words gain superlative persuasiveness
24 hours. At the cost of 1 point of Influence, you may create to foes that possess a soul within earshot. Lesser foes treat your
temporary, albeit appropriate, shells for Elementals or Anima which words as absolute truth, and Worthy foes must succeed a Spirit save
may be persisted by expending Dominion instead. Spirits inhabiting in order to doubt them, but they cannot prove a lie until evidence is
such persistent shells are no longer under this gift's compulsion, and brought before them. Should you wish to persuade these temporary
will soon be replaced with new spirits. thralls to an emotion, or persuade them to believe that a fact is true,
they will be further influenced to take according actions on these
things within the limits of their character.
Luminance​ — ​On Turn
Gossamer Luminance​
Alternatively, you may command such creatures, influencing
Commit Effort to become insubstantial, unable to affect the real
them for up to a scene. They will obey even suicidal orders;
world and possessing an invincible defense against non-magical
however, worthy foes receive a Spirit save at each repugnant order
harms. You may commit an additional Effort for the scene as an On
and will not obey orders to knowingly harm themselves or those
Turn action to ignore any physical objects or barriers in your path
they love. Lesser foe thralls may be more permanently bound to
for the remainder of the round, shunting harmlessly into the nearest
your will by committing a point of Influence or Dominion for each.
safe space should your movement end inside of a physical object.
This gift has no use as a miracle
Stride​ — ​Constant
Gatecrashing Stride​
Thunder During your movement action, you may blast aside fortifications or
Thunder is the word of the storm-clad harrowing sound and barriers made of mundane materials that are no thicker than six feet
light-forms which shudder the world, and crack the very ground. Its deep with a free action. Restraining your progress is a futile
miracles wreak destruction and havoc, whether ripping through endeavor, and you automatically succeed on any saving throws to
buildings and folk with waves of unstoppable, wreathing a locale in slow, or otherwise impair you which stem from low magic or
a fatal sound, or breaking objects from afar. Miracles of Thunder mundane sources. When you commit Effort to automatically save
strictly affect the physical world, and typically in the form of against movement-related impairments as those which might stem
wanton destruction or divine vandalism. from a divine source or similar, you may reclaim that Effort at the
Specialized gifts of the Word of Thunder could, potentially, end of the scene. Attempts to bind or restrain you are equally futile,
exhibit more subtle effects, typically encouraging raucous and the salient electrical or sound-based emissions radiating off of your
socially unseemly behavior, refreshing targets and infusing them body destroying any mundane material which might restrain you.
with energy, or blessing them with incredible strength. Objects larger than a small cart cannot be destroyed so casually, and
Godbound of the Word of Thunder possess an invincible may take more than one action of concerted effort. As a guideline,
defense against injurious sound, electricity, falling, and need not creatures within buildings or large forms of architecture when it
breathe. They may wield sonic waves, or imbue held weapons with collapses typically suffer a 1d20 damage die, in addition to any
lightning, treating them as magical weapons with an effective range falling damage they may suffer normally. By committing Effort for
of 50 feet and a 1d10 damage die. the day, you may share the benefits of this gift with your allies for a
scene.
Lesser Gifts
Rebuke​ —
The Storm God's Rebuke​ ​ ​Constant
Strides​ — ​On Turn
Windstep Strides​ When you're struck and harmed in combat, deal your Fray die in
Commit Effort. While Effort remains committed, you and any allies retribution to the foe who struck you, even if they are a worthy foe.
may walk upon the air as if it were solid ground at your normal You may additionally commit Effort for the scene as an instant
movement speed. action to make one such instance of Fray die damage dealt to a foe
damage dealt straight.
Voice​ — ​Constant
Empyrean Voice​
You may wield injurious sounds; either from your voice or emitted Greater Gifts
as bolts in another manner, as a magical weapon which deals 1d10
damage with a range of 200 feet. Foes made primarily of metal, Heaven​ — ​(Smite) Action
Crack Open the Gates of Heaven​
wood, stone, crystal suffer this damage straight. As an action, you Commit Effort for the day. The skies crack open and the ground
may create a man-sized hole in material up to six feet deep per shakes before the region is flooded with blinding light. All chosen
round. lesser foes in sight are blinded, unable to make ranged attacks and
typically suffering a -4 penalty to hit rolls on melee attacks. They
Shackles​ ​— ​Action
Lightning Shackles​ remain blinded until such time that you choose to restore their
Commit Effort for the scene and choose a point within sight. All vision, or until a divine gift or miracle is worked on them to release
chosen foes within 50 feet of that point are stunned and otherwise this effect. Worthy foes may make a Hardiness save to resist.
pinned to place by the currents of lightning that course through the
region. Foes must make a successful Hardiness saving throw at the Skies​ — ​(Smite) Action
Trumpet of the Skies​
beginning of their turn to regain their faculties, and if they do not Commit Effort for the scene to unleash a cacophonous wave of
move outside of the region fully with their action, they fall under sound which rampages unchecked through a desired area within
the effect again until they can both succeed in their saving throw, sight. This area is roughly circular with a radius no greater than 100',
and leave. Any applicable foes in the area suffer your Fray Die at per three levels of the Godbound, and 100' high. All unreinforced
end of each of their turns as well. Foes brought to zero hit points in buildings in the area are laid flat, destroyed by the pervading sonic
this way may be unconscious or killed at your discretion. wave. Creatures caught up in the wave suffer 1d8 damage per two
levels of the hero, and may further suffer a 1d20 damage die if they
Word​ — ​Action
The Resounding Word​ are within, atop, or too near collapsing buildings. Flying creatures
Your voice can resound out to a mile, a thunderous boom which is caught in the area begin falling, and may suffer damage for that.
heard and understood by all those who speak the same language as This sound can be shaped in such a way that it only affects targets
you are speaking. As an action, you may radiate a blast of damaging chosen by the hero.
sound or crackling lightning, each radiating out to 100 feet. If you
chose sound, the damage dealt is 1d6, and unattended man-made Fire​ — A
Fusillade of Celestial Fire​ ​ ction
objects no larger than a barrel may be destroyed in a round, objects Commit Effort for the day to harness the sky's lightning. The
larger than a small cart may be destroyed in two rounds, and larger, lightning passes through you and you may redirect it to any point
unfortified objects still over the course of further rounds. If you within sight, discharging it amongst your foes within 100' of the
instead chose lightning, the damage dealt is electric in nature, and chosen point. Foes with equal or less HD than half your level,
deals at least 1 damage to any wet creatures, creatures wearing metal rounded up, die immediately. Other lesser foes suffer 1d10 damage
armor, or creatures made primarily of metal. Once per scene, you for each of your two levels, rounded up, mobs of lesser foes suffer
may commit Effort out to the end of the scene to force all lesser this damage straight. Worthy foes instead suffer damage equal to
foes in earshot to make an immediate morale check, fleeing on a your level with no saving throw, or three times that amount if
failure. grouped into a mob.
unpredictable manners, and brings ensouled mortals under the
Philosophy: Spirits and Thunder purview of Spirits.
The incorporeal word of Spirits and the indomitable word of Once again, for ​Godbound?​ That's generally acceptable.
Thunder express concepts as disparate as any two words could I didn't get to ​all of the gifts I would have liked to; for instance
present themselves, in both effect and thematics—the former, I cut one ​Shear the Soul​, which would permit the Godbound to strike
through its gifts, bridges the gaps between the material and at a foe's ​very essence​; slaying mortals outright. Furthermore, I had
immaterial—while the latter uses the immaterial (sound and energy) wanted to include a gift that would allow empowerment of Spirits to
to affect the real. The former word directly empowers the affect the material. For completeness' sake, I'll include these below.
socially-geared and the follower-forward Hero, while the latter
empowers the hero by making them into an unstoppable machine of
destruction.
On Thunder,
Thunder came to me in a fevered rush. I had a very clear vision of
When writhing in the artistic agony from which these Words
what I wanted to accomplish and how I wanted to distinguish it
were born, I was forced to consider many interactions between
from Sky. I wanted a more ​personal Sky; one that transforms a hero
these gifts, and gifts or powers present in both ​The Lexicon of the
into an unstoppable machine of ​destruction. A more ​relatable s​ torm.
Throne​, and the ​Godbound: Deluxe Edition ​books. For Spirit, I
I'm a big fan of Sky however—it brings to bear torrential
had to consider that Eidolons fall also under the purview of the
downpours, hurricane winds, bolts of ​divine lightning to bestow some
word of Death, Elementals in their respective Elemental Words
of the most venerable divine powers found in myth.
(Sea, Fire, Sky, Earth, etc.) and I had outright stolen a few things
By necessity Thunder is a less broad Word when compared with
out of Night and the Faerie Queen concept word. I concede that,
Sky; however, that does not mean it is strictly limited. Thunder can
for Thunder, most of its abilities would be duplicable with Sky.
be taken as a metaphor as well, granting those good things which
On the specific notes; regarding gift interaction, ​Spirit Walk
could be attained through bombastic exuberance as well.
and ​Gossamer Luminance produce an effort-cheap method of
producing the same effect as one gift in the Word of Dance, present
in ​The Lexicon of the Throne at a cost of Gift points. Effulgent Adaptation,
Anima is a much more empowered version of a Command Gift, The gifts of the Words of Spirits and Thunder are relatively
when the factions concerned are a specific type of creature. thematically restrictive, but there is still some wiggle-room. Spirits
Thunder's first gift, ​Windstep Strides immediately acts with the Strife can be retooled to represented archetypes ​of the Spirits it pertains to
of the Falling Sky, presented in the ​Godbound: Deluxe Edition​, and in that way further slimmed down. You may find it a worthy
while ​The Storm God's Rebuke additively interacts with other such starting point to create the ​Primal Elemental,​ or the ​Arcane Wraith
retributive damage as present in the Strife of the Drowning Tide, in concept words by adding gifts from Fire, Earth, Sea, or Sky, and
the Fire Word, and in the Word of Vengeance. In truth, all of these gifts of Lich King, or Death. As so many of its gifts focus around
interactions are ​intentional​; but others you may find between these immateriality, I would not recommend trying to change it in order
words and others may not be. As always, leave it to your GM's to affect a category of creatures that could not become immaterial.
judgement when you see such a combination. It is always worthwhile Thunder is nearly as restrictive, and use as-is would be arduous
to ask, at the very least. with another theme, to me. It's an energy-use Word, much like
others; but I can see a ​Storm or ​Lightning Word spawning out of it,
Concerning Spirits, though little else.
Spirits was once known as ​Essence,​ and in truth: I didn't have a very
clear idea of how I wanted to progress the development. I didn't Shear the Soul ​— ​On Turn (Lesser Gift; ​Spirits
Spirits)​
take into consideration how ​Godbound treats Spirits in the original Commit Effort choosing a spirit or ensouled target. While
version, and I made a lot of mistakes. Now; I've taken it into committed, attacks you make harm the very essence of their being.
greater consideration, but I attempted to permit at least ​some Reroll all attacks against them, using the better result and all attacks
subjectivity in how a given setting may handle the treatment of the you make against them deal at least 1 damage, even on a miss.
word's oft-referenced subjects. For the most part, the way
Godbound treats Spirits as default is considered to be the golden Infinity​ — ​Action (Lesser Gift; ​Spirits
The Edge of Infinity​ Spirits)​
standard. They are immune to non-magical weapon attacks, they Commit Effort for the scene, choosing up to a Vast Mob of
cannot affect the material, and furthermore—they cannot be sensed ensouled lesser foes or lesser foe spirits, or a single worthy foe of
without senses that can also detect magic. If some portions were to the same cloth. These creatures may now affect insubstantial or
change in this treatment, few gifts would need to be changed. substantial objects and creatures as if they were the other kind for
Should they be visible: the spycraft permissible in ​Caller of the Endless the remainder of the scene.
is immediately curtailed—should they become subject to attacks
made with Iron weapons: nothing need change; however, were they Riders on the Storm ​— ​Constant (Lesser Gift; Thunder
​ hunder)​
T
able to affect the ​Real,​ while being insubstantial? Invincible armies NPCs who follow you into battle do so with +1 hit die and +1 to
would prevail against most mortal armies, sweeping them aside as if attack. Lesser foes must succeed on a morale save each time you or
dust. your troops charge into the fray.
For ​Godbound,​ that's generally acceptable.
To bring Spirits together, I open up the air with ​Untethered Visage​— ​Constant (Greater Gift; Thunder
The Storm King's Visage​ ​ hunder​)
T
Spirit​, added some impressive subterfuge and spycraft with ​Caller of Commit Effort. While Effort is committed, lesser foes subject to
the Endless ​and ​Query the Other. any kind of fear will not willingly fight against you, fleeing readily
The decision to also allow some handling of the matter to if attacked by you or your companions. Alternatively, you may
affect living targets was a difficult one. It allows ​Stir the Slumbering, commit Effort for the scene to target up to a Small Mob of Worthy
Caller of the Endless, a​ nd ​Query the Other to act in radically Foes or a Vast Mob of lesser ones. They may not attack or fight
against you this scene, unless they commit a point of Effort to do
so.
Repast​ — ​Action
Bacchanalian Repast​
Gourmet Commit Effort when you create a meal or feast to infuse it with a
Where there is life, there is also hunger. Where there is hunger, potent compulsion. All NPCs who partake in even a small part of
there is food. Gourmet is the Word concerning food, its your feast are compelled to feel a powerful emotion of your choice,
preparation, its presentation, its ingredients, its effect, and all other toward a target subject. Worthy foes receive a Spirit saving throw
things to do with food. Its miracles can make anything into some each round to resist this compulsion. This emotion will make them
form of edible foodstuff, and render foodstuff even from nothing. act to the limits of their character and will last a day or longer after
They may also affect hunger, in some ways—permitting a man to the Effort is reclaimed.
safely glut to a level not possible without supernatural interference,
or making a single pea as filling as a five-course dinner. Bounty​ — ​Action
Divine Bounty​
Other gifts or miracles of the Word may benefit a nation by
By spending an action, you can recreate any dish you have seen
blessing them with abundant food at the large scale, or at the small
before, from nothing if need be. If you commit Effort for the
scale assign new usefulness to common foodstuffs, allowing them to
scene, you can conjure a feast fit for one hundred guests per hero
be used as construction materials, tools, or even animating them to a
level. Additionally, you may create meals from anything, even
semblance of life, or un-life as it were.
unusual, albeit, non-magical materials with complete control over
Godbound of the Word of Gourmet raise their Constitution to
the temperature and flavor profile of the dish, allowing you to
16, or 18 if it's already that high. Furthermore, they are immune to
create exotic dishes such as a pastry made of smoke and the scent of
poisons and mortal diseases, have no need to eat or drink, and can
iron, or a meal recalled from a thinking individual's dreams from the
prepare food at a tenth the normal time. When they wish to
memories of it.
accommodate a feast for a hundred seats, it takes only an hour's
preparation. In addition, they can perfectly sense the composition
of anything they taste. Greater Gifts

Lesser Gifts Succulenc​e​ — ​On Turn


Ensorcelling Succulenc​
Commit Effort for the day when a target has consumed your
cuisine. That target becomes enthralled to your will indefinitely,
Meal​ — ​Action
A Last Meal​
until at least a week has passed since they had last consumed any
You may commit Effort for the day, imbuing a meal or drink with
food prepared by you. Lesser foes immediately succumb to your
deadly intent. At some chosen point within that day, a single
desires, but Worthy foes who succeed a Hardiness save shake off the
consumer of aforementioned meal suffers a 1d10 damage die per
initial effects, and may be granted one attempt each successive day
your Godbound level. The eater cannot suffer further harm from
thereafter.
this gift until new, specifically prepared fare is eaten. Meals so
prepared lose their deadly potency after one day. If this fare is split
Victuals​ — ​Action
Restorative Victuals​
between multiple individuals, the damage is split proportionally to
Commit Effort to store it in a single serving of food or drink. When
the food eaten, after damage is rolled.
the foodstuff is consumed by you or an ally, they may commit this
Effort, returning it to you only when it would normally be returned
Cooking​ — ​On Turn
Hands of the God of Cooking​
to them. No benefits are obtained if the serving is split among
Commit Effort. You no longer need tools to prepare food, your
multiple parties.
bare hands can slice or mince ingredients and the heat of your
Alternatively, you may commit Effort to instead imbue a
breath can sear meat. You never risk contaminating your food from
specific consumable with the effects of a low magic spell, theurgic
the environ, even if you prepare it on open soil. While Effort
invocation, or a lesser gift you possess. This Effort can be reclaimed
remains committed, your unarmed attacks or fiery breath become
at any time, but it immediately ends ongoing effects produced by
magical weapons that deal a 1d10 damage die with a range of 200
this gift, or prevents the use of imbued abilities in the existing fare.
feet and your inner heat burns nearby foes, dealing a 1d4 damage
An individual who consumes the imbued food stuffs can wield
die to enemies within melee range at the beginning of your turn.
gifts imbued or benefit from invocations and lesser magic spells
upon consumption. Powers so imbued can only be used for the
Senses​ — ​Constant
Epicure's Discerning Senses​ duration of the scene in which the food was consumed. The
You develop a keen sense of smell, allowing you to track by scent, consumer ignores the first Effort surcharge this gift's benefits
sense fouled water or food within 100 yards, sense poisons, and would cause, though they must commit Effort as normal thereafter.
discern the composition and ingredients in any prepared meal or No parts of this gift can be replicated with a miracle.
concoction within sight.
By spending an action in observation of a chosen NPC target, Ration​ — ​Special
Iron Ration​
you may discern their preferences. You may ask the GM up to six
Commit Effort for the day. Any food you prepare during this day
questions regarding the NPC's tastes, desires, vices, or secret habits.
grants all who consume it an ablative pool of life equal to your level.
If the target is a worthy foe, you must commit Effort for the day to
Whenever the affected would normally take harm throughout the
affect them, and they receive a Spirit saving throw to hide their
day, they may elect to subtract the damage from this ablative pool
wants.
of health instead. These additional hit dice or hit points may be
healed as normal and at normal cost; however, they only last for the
Need​ — ​Constant
Abatement of Need​ same day that this gift has been used. Multiple instances of this gift
Allies within sight do not need to eat, drink, sleep, or breathe. If do not stack in effect, even if two Godbound possess the Gourmet
you commit Effort, you may also shield them from cold or hot Word and act in concert, only the highest pool would be used.
weather effects so long as Effort remains committed.
Hearth Soot​ — ​Action
Sweep Away the Soot​
In the warmest haze of mortal memory, there exists a promised Commit Effort out to the day in order to curse a target who
place with a blaze crackling jovially with dripping fat once their knowingly wishes you, your companions, or family harm. This
work is concluded. The Word of Hearth relates to inner ease, target must either be within your home, or their true name must be
warmth, homesteads, and safety. Miracles of the word can produce known to you. At your discretion, this curse may manifest itself as
effects from healing, to protection of danger, and even abundance either a failed hit-roll or saving throw at a crucial, pre-determined
(when used to produce such goods as would be common household moment, or the target may be forced to reroll all such rolls, taking
items or minor trade goods). the worse of the two results. This curse lasts until the target no
Heroes bound to the Word of the Hearth have an invincible longer wishes you ill, until you release it, or until the target has
defense against inclement weather, fire, and possess an instinctual died.
knowing of a direction which will lead them to the nearest available
safety or shelter. They can always supply their companions with Embrace​ — A
A Lifting Embrace​ ​ ction
food or drinks from ingredients they may summon from nothing if
Choose a target within sight and choose: either the target regains
need be, and may infuse willing companions with a warming sense
1d6 plus the Godbound's level of damage (committing Effort for
of ease, granting them immunity to the effects of cold weather.
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
Lesser Gifts supernatural diseases or divine curses and suffer a 1d20 damage die
for each such instance of divine workings unwrought in this manner.
Cindersnips​​ — ​Action
Cindersnips
Commit Effort. The space around you becomes flooded with small Greater Gifts
motes of light which you may control or place, out to a range of 50
feet per your Godbound level. Desired lesser foes cannot cross the Apothecarian Kitchen ​— ​Constant
twilight barrier between the light and shadows, becoming either
You gain a number of additional Influence equal to your Godbound
entrapped by them, or repelled. Worthy foes must succeed on a
level, and half that in Dominion. The Influence can be used in order
Spirit saving throw to become immune to this gift's hedging effects
to make changes to your home, or owned properties, with the
for the remainder of the scene.
distance between counting as the Size Modifier for the purposes of
determining the difficulty of the change, meanwhile, the Dominion
Winter​ — ​Action
Warmth in Winter​ may be spent on single-use magic items. Spent Dominion does not
Commit Effort for the day to produce a livable dwelling of some count towards levelling, and any extra Dominion present at the end
size. This structure is no larger than any mundane abode in the of the month is not kept.
realm fit for common or lesser nobility. It can accommodate you
and any companions you may have with cots, at least one cooking Unwelcoming​​ — ​(Smite) Action
Unwelcoming
hearth, and stocks of herbs, bandages, or other things which may be
You ward off an area which becomes deadly to all desired targets, or
present in a well-provisioned home. This structure remains as long
target groups (as established by a short description of their similar
as you will it.
traits). Effort must be committed based on size, chosen at the time
Alternatively, you may instead stock an existing abode as such.
of using this gift: if the radius of the area is fifty feet, you must
Anything left inside the temporary structure remains, and people
commit Effort; if the area has a radius of five hundred feet or less:
may stay while it has been removed; though, they will exit wherever
Effort must be committed out to the scene; and finally, if the area
it had been last conjured.
has a radius of a miles or less: Effort must be committed out to the
day. This area acts as a Zone of Danger. Targets already present in
Home-Knowing​​ — ​Constant
Home-Knowing the designated area by the time that this gift is used are unaffected
While physically occupying your home, temple, or any other by this gift's effect as the gift only affects those who would cross
sanctuary that you have spent at least a week in, you gain a keen the boundaries into its effects.
sense of foresight. You are aware of anyone within ten miles who
intends to visit it, and in addition, you may extend your senses Night​ — ​(Smite) Action
Push back the Night​
remotely through any point within this structure. Furthermore, may
Commit Effort for the scene. Warmth and flickering candlelight
identify any ailments, diseases, or injuries afflicting anyone within
flashes throughout the area around the hero in a 100 foot radius.
this home by spending an action in concentration on the individual.
Any chosen creatures in the area suffer a 1d6 damage die, while
other chosen unnatural or supernatural creatures (who are neither
Hands​ — ​Action
Reliable Hands​ wholly human nor wholly animal) suffer instead a 1d10 damage die
Commit Effort for the scene. You may animate up to a Small Mob per level of the Godbound. This light penetrates mundane obstacles
per three levels you possess of household objects, including dolls, and is unaffected by line of sight.
poppets, or scarecrows. Human-shaped objects may be individually
animated and may possess no more than twice your level in HD. House​ — ​On Turn
Master of the House​
Most objects without a mouth-shape are unable to speak; however, Commit Effort while you occupy a man-made building or shelter no larger than a
they are gifted with a human-like intelligence, and carry out your small castle. While Effort remains committed, your senses extend throughout the
orders faithfully. They possess rudimentary emotions, and may building remotely, as if the walls were your eyes and ears. You may target foes within
develop as individuals may. the building with attacks or gifts, and any damage the structure would receive is dealt
to you instead.
Such animated creations can be preserved indefinitely for 1 At your discretion, you may freely change the layout of the building, with
Dominion each, although once preserved they are no longer under small-scale changes taking place instantly, but larger-scale changes (such as turning a
any compulsion to serve you. small shack into a castle) take place over multiple turns.
your Effort with others, possibly granting them gifts, invocations,
Philosophy: Gourmet and Hearth or even petty spells.
When Effort is retracted from ​Restorative Victuals​, it would also
Where Spirits and Thunder are as different as different could be, retract ​every effect of the imbued gift, even if the effects would
Gourmet and Hearth share readily as family would. Their gifts are normally be permanent. For instance, healing can be so revoked;
rooted firmly in their thematic ideas, and their miracles are clearly whether or not that was the intention. I'm sure that there are all
defined. They are integral to the human condition and relatable manner of ways that this can be abused, and it is up to the GM to be
desires of all: Food and Shelter. a watchdog against such.
Just like the two share their legacies and effects, they also share Finally, ​Iron Ration is a simple gift meant to bolster allies and
similar origins. Hearth was thoroughly inspired by Artifice, and one's self. The ablative HP is meant to work even on Godbound. If
many of its gifts could be duplicated by the home-focused Artificer, the GM considers it unbalanced, consider halving the provided HP,
and much of Gourmet was inspired by the ​gap left by Artifice. They or alternatively requiring Effort to be committed for each
share also similar ties in the ideas concerning Wealth, and while few applicant. Please note that the hit-dice do not affect saves, hit-rolls,
(or none) of Hearth's gifts could be duplicated by Wealth, the or any other aspect of a creature's statistics.
item-creation gifts of Gourmet could.
As if the similarities could end there; both focus on the concept
of the warmth of Fire, to round them both out. Dealing with Hearth,
Despite the pleasant, and indeed: almost peaceful concepts that Hearth has gone through a lot of balance changes. It was the word
these Words surround, I wish to most ​emphatically ​impart that these of the Witch, of Alchemy, and even Houses for a moment. I didn't
are not peaceful words. There is nothing saying that a house cannot have clear goals with it through no less than three public revisions,
be a trap-laden labyrinth, and there is even less saying that a meal and a dozen or so private revisions. It all culminates to; what I hope,
cannot be a foe. Such contemplations remind me that no Word is is the final version of Hearth. Much has changed since the release of
inherently good, or evil, but rather it depends on how they are used. the ​The Lexicon of the Throne​, and frankly? I'm glad to be done
with it... I think.
The first gift made and the last gift changed was ​Cindersnips.​ I
In respect to Gourmet, wanted a witchy fox-fire gift and honestly I had no good idea as to
Ever since I'd written Gourmet, I've been ​inordinately ​pleased with
why. Now it's a candlelit vigil of getting foes right out of your face.
myself. I can't help it! It's almost as though I'm getting away with
Warmth in Winter is the most pertinent Hearth gift, I feel—one that
something, I mean, a Word of ​Gourmet for crying out loud. That
permits you to just build a house. No questions asked, just a house
said, I hold to the belief that it stands ​strongly by itself. I start out in
where you want and need it. ​Home-Knowing is a gift I always wish I
the vein that Artifice does in providing the primary action a
had, as unexpected visitors are somewhat obnoxious... and I'd never
significant boost with the intrinsic power (e.g., building and
need to go to the doctor for a diagnosis, which is nice. It's meant to
cooking respectively), and from there I diversify by affecting what
show the Hearth-bound's role as a caretaker. ​Reliable Hands is a fun
one can do to both facilitate cooking and what one can do with the
little army-building gift, meant to reenact most of ​Beauty and the
made meals thereafter.
Beast​, w​ hile ​Sweep Away the Soot ​is a less-than-polite way of telling
I do; however, go a step above, by granting a Constitution
someone to leave your house. ​Unwelcoming is this, but far ​far more
bonus and granting an immunity to poisons and mortal diseases.
potent,​ as in: "Don't you come within a mile of my house, or the
Removing the need to eat or drink isn't entirely ​necessary, but it's so
literal ground will eat you." If it were previously unobvious, I am
often ignored in games that it's just a freebie.
quite fond of both of these gifts.
In ​A Last Meal​, heroes receive a weapon of assassination that
Not all homeowners need be social, but for those who are: ​A
can quickly take the life out of a fancy party catered by the hero.
Lifting Embrace ​and ​Push back the Night are sure to be most welcome
Abatement of Need grants some of the best small effects possible to
additions. A healing gift, and one to dismiss and slay terrible
the hero and companions, opening up swimming, extended
monsters of the night, in effect. I had considered using Sun's
travel-time, and granting immunity to cold or hot water. It is my
definition of summoned creatures, angels, and uncreated but this
conceit that it would pair up well with a Winter-bound hero.
description suited me better.
Epicure's Discerning Senses may interact in some as-yet unseen
Apothecarian Kitchen really tells you that this home is a witch's
ways with Desire, and my future release: ​Covenants​, and
home. The hero can now produce ​dozens of potions and expand their
additionally it can go so far as to identify the farm the sow used in a
home in arcane and unusual ways. It's quite blatantly magical, in all.
meal of pork chops. When combined with ​Divine Bounty,​ or the
I was quite pleased to find that I still had some page-length left
Strife of the Hunger Within, it is intentional that ​all things b ​ e
(as I do currently) and I was able to actually include ​Master of the
treated as meals for the purposes of ​Epicure's Discerning Senses by
House​, which has gone through so many revisions it's dealing with an
redefining the Gourmet's definition of the idea of a meal​. Even
identity crisis. Originally, it was a mess and did what it does now
dream-stuff, if justifying by ​Divine Bounty​. Should, for instance,
with a far higher word-count. It lets you pilot your house like
those dreams be sent from a Night-bound hero—the Epicure would
nothing short of a Godwalker.
be able to sense them in at least some way.
Bacchanalian Repast and ​Hands of the God of Cooking are, to me,
very straight-forward. ​Hands of the God of Cooking is quite potent Adaptation,
against mobs, in an unusual and perhaps sideways sort of way. Most piteously, I find that the idea of adapting Gourmet and
Onto the Greater Gifts, ​Ensorcelling Succulence is just the cherry Hearth to be a difficult one. Gifts could certainly be pulled for
on top; using the old myth about Fey that: should you eat their fare, these two to make a Word of ​Alchemy o ​ r ​Poisons​, and additionally
you will be trapped forever within their realm! That's the goal, here. they could also be used to fashion a concept Word of The Witch, but
I originally kept the "Alternatively, ..." clause in ​Iron Ration​, but I as for wholly changing their thematics and utilizing most of their
determined it would be better in ​Restorative Victuals​. The gift does a gifts as written? I would find it a most arduous endeavour, if it were
lot; a ​whole lot, and perhaps too much. You can, in essence, share forced upon me.
Grace Greater Gifts
Miracles of the Word of Grace do not directly facilitate outright
changes, but instead they enhance the natural capabilities of any Gracelessness ​— ​(Smite) Instant
they target for finding social resolution, fluid movement, and the Commit Effort for the day to cause a target in sight to
patience to weather hardships. They act as a social lubricant, and can immediately fail any action that they are currently attempting. If
ease a political change for the people. Solving a Problem affecting a they had been moving, you may cause them to trip and fall, fail a
faction with Grace may manifest as a blessing of stoicism for those saving throw, or miss a foe with an aimed attack. You must commit
affected to weather out the storm, or it may bless its leaders with Effort for the day instead if that action benefits from a divine gift.
preternatural understanding of the respective needs of their
followers. Through the Storm ​— ​On Turn
Godbound of the Word of Grace must choose if they are Commit Effort for the scene to sublime the grace of your
socially graceful, or physically. Dependant on that choice, they may movements. While you take no hostile actions, you can evade the
raise either their Dexterity or their Wisdom to 16, or 18 if that stat is violence of even the most pitched battlefield. You gain an invincible
already that high or better. defense against physical harms until you take a hostile action
against a creature for the remainder of the scene. This defense is not
applicable to mental effects, or spells that have a non-physical
Lesser Gifts manifestation. Once this gift's benefits are ended, it cannot be used
again during the same scene.
Eye​ — ​Action
Courtier's Watchful Eye​
Commit Effort for the scene, while studying a target in sight. You
Scattered Sunlight ​— ​Instant
suggest a course of action you could make, a suggestion, or pose a
Commit Effort for the day to take a movement-equivalent
question without doing so. You gain a brief description of the
action, instantly. As an Instant gift, this can disrupt attacks, even
target's likeliest reaction and response from the GM, no longer
after the attack roll has been made. You additionally gain an
than a sentence. This gift cannot be used on the same target twice in
invincible defense against any form of paralysis, or being held
a scene.
against your will as a constant benefit. You can unbind mundane
knots, or slip bounds as a free action, or magical ones by
Shield of Grace ​— ​Constant
committing Effort out to the scene.
Your natural AC becomes 3 and cannot be improved by shields or
armor. You gain an invincible defense against mundane traps,
falling damage, losing your balance, or being disarmed.

Charm of the Viper ​— ​Action ​Regarding Grace,


Philosophy: Regarding
You may spend an action's time in contemplation of a Mob in sight, Grace is truly something of a first love for me. It was the first Word
or the faction or social group of any target in sight to gain I'd made for ​Godbound​, and the one which has experienced the
understanding into their ways and customs. You may then assume most playtesting. It was for one of my wife's earliest character
the mannerisms, accents, and expected habits common to the concepts, and it has undergone many revisions since.
chosen group. If you commit Effort, you can find a graceful My goal was to set out a Dextrous companion for Might which
welcome within that group, as if you were a fellow member until had less of a focus on speed; and what I arrived at is that it should
this Effort is reclaimed. Worthy foes may save versus Spirit to see apply to both social graces as well as physical grace. This, after
you as an outsider. many iterations, is my final product, focusing on fluidity, on easing
social interaction, and ultimate the self-empowerment of
Lightning​ ​— ​Constant
Delicacy of Lightning​ effortlessness in action.
Woefully, Grace is bound tightly in its strong ties to its Word's
Your movement speed is a minimum of 60 feet per movement
name. It has low possibility for adaptation, much as Might. I must
action. By committing Effort on turn, you may move freely across
leave it to a more creative sort to come up with ideas on doing so.
any surface regardless of incline, ignore terrain hazards or stand on
I set out by determining that I ought to have three lesser gifts
any surface at least the width of a branch which could support a
dedicated to social maneuvering, and three lesser gifts relating to
feather's weight.
physical grace in action in my final draft. Those are: ​Courtier's
Watchful Eye, Charm of the Viper, ​and ​With Head Held High on the
With Head Held High ​— ​Instant
social side of things, and for physical grace I chose: ​Shield of Grace,
Commit Effort to suppress a single hostile power or detrimental
Delicacy of Lightning, a​ nd ​Infallible Grace​. I also wanted sufficient
magical effect currently affecting you. Until this Effort is
movement powers, but I rather jumped around on that, in terms of
reclaimed, you suffer none of its ill effects.
power rating. ​Scattered Sunlight​, which is a reference to one of my
wife's ​Exalted characters, jumped around from Lesser to Greater
Infallible Grace ​— ​Constant to Lesser and back again. ​Through the Storm, ​I felt, was necessary in
You automatically reroll any natural 1s on rolls modified by either order to compete with jealous barbarians who sought to strike out
Dexterity or Wisdom, depending on the ability score modified by against the hero in their jealousy, and Gracelessness was meant to
Grace's intrinsic power. You may commit Effort for the scene as an punish them for their imprudence.
instant action to automatically succeed on any one check modified More seriously though, there is a lot that Grace could be used
by either Dexterity or Wisdom, or grant an automatic success on to cover, but my primary design thoughts the entire time I was
the same to any ally within sight. writing this were: ​"What would a proper lady/gentleman do?" ​From
there, it was easy.

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