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.
Spirits Caller of the Endless — Constant
Unfettered spirits are naturally drawn to you. You passively attract
At their departure of life the living are meant to fling their bright up to twice your level in HD of spirit companions who will perform
essence into what lies beyond; though some tortured souls remain your will with human intelligence. Should these spirits be away from
bound to the very ground by the heat of their battered ids. Within your presence for more than 24 hours, they may return to doing
the deep vales of green, and in the forges of ancient vents—from the whatever they’d been doing before they joined you.
scraps of once-whole lands come the restless watchers of the living You may, at the cost of 1 Influence or Dominion, create an
places. A theurge architects an unliving and eternal essence to pilot appropriate shell for Elementals or Anima that will allow them to
the servitor which would defend the mage's tomb for all time. These permanently affect the world; however, these spirits are no longer
entities, and even the still-living human's soul, are the purview of compelled to follow your commands.
the Word of Spirits. Miracles of the Word may permit the hero to
adopt ethereal qualities, or special powers attributed to spirits.
Heroes of the Spirit Word may always perceive the invisible;
Query the Other — Instant
You attempt to glean chosen knowledge from the cumulative
penetrating even such invisibility as granted by the Word of
experience of the spirits in the surrounding area. Ask a question
Deception on a successful Power Check (pg. 22 of the Godbound
which can be answered in either a yes-or-no form, or with a short
rulebook). They may always commune with spirits, granting them
phrase and commit Effort for the scene. If the local spirits would
the ability to perfectly understand and be understood in all the
not know the answer, or if the answer is decided to be impertinent
languages of the living. Animas, Eidolons, and Elementals
by the GM, the spirits are silent and the Effort spent is refunded.
understand and may respond with human-level intellect to the
Wordbound hero's queries and conversing.
Greater Gifts
Lesser Gifts
Effulgent Anima — Constant
Stir the Slumbering — Constant When you make Dominion changes to influence spirits or a spirit
You are always aware of any living creature or spirit within 50' per court, reduce the difficult cost of such changes by 1 to a minimum of
Godbound level. As an Action, Commit Effort for the scene to raise 1 for the purposes of determining their dominion cost. Additionally,
a sleeping spirit into wakefulness, even if they have been given any resistance against those changes is reduced by 2.
proper burial rites. Deceased human spirits awaken with all When you commit Effort for the scene as an Action, you may
knowledge they had at the time of their death, although this gift summon up to a dozen known spirits from any place in the same
grants no ability to influence these spirits. Such spirits typically have realm. Worthy foe spirits can perform a Spirit save at a -2 penalty to
but 0 HD—they are immune to non-magical weapons, but if they resist, spoiling the summoning and refunding the Effort. Such
are targeted with a magical attack they will resume their slumber. spirits are then immune for 24 hours to this gift’s effects. This gift
Spirits cannot typically affect the real world unless ferried into may not be used as a miracle.
an appropriate shell.
Spirit Walk — On Turn
Pneuma Caul — Constant Commit Effort for the day. Until the end of the scene or until
Your natural armor class is 3, and you may always touch or harm dismissed you and your companions shed your physical bodies to
insubstantial creatures, or targets immune to non-magical weapons become insubstantial, as spirits. While in this form you are unable to
with your attacks. This AC cannot be improved with armor or affect the real world, passing through physical objects and gaining
shields. Commit Effort for the scene as an instant action to allow an invincible defense against non magical physical harms.
your corporeal allies to affect incorporeal foes, or incorporeal allies If this effect is dismissed or dispelled while you or any of your
to affect corporeal foes until the end of the scene. allies are within a solid object, you are harmlessly shunted to the
nearest safe space. This gift has no effect as a miracle.
Untethered Soul — Constant
You may levitate into the air at any direction at your normal
Speak to the Soul — Action
movement speed, and if you commit Effort as an On Turn action Commit Effort for the day. For the remainder of the scene, your
you may double all of your movement speeds (if they have not words gain superlative persuasiveness. Lesser foes will implicitly
already been doubled; and any affected by this gift may only be believe your words and act on them within the limits of their
doubled once). You gain an immunity to being restrained by any character. Worthy foes may save vs. Spirit to resist; however, they
physical or magical effects which would do so, including grappling will be unable to disprove your lies without evidence.
attempts from foes. This gift can alternatively target a single victim in sight or up to
a Large Mob of lesser foes to command them, barring suicidal or
utterly uncharacteristic commands. Worthy foes may resist with a
Gossamer Luminance — On Turn Spirit save or throw off the effect at the end of each of their rounds,
Commit Effort to become insubstantial, unable to affect the real
but lesser foes have no such benefit.
world and possessing an invincible defense against non-magical
Enthralled targets may be more permanently bound to your
harms. You may commit an additional Effort for the scene as an On
will by committing a point of Influence or Dominion for each
Turn action to ignore any physical objects or barriers in your path
affected target.
for the remainder of the round, shunting harmlessly into the nearest
safe space should your movement end inside of a physical object.
Thunder Gatecrasher — Constant
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 wanton against movement-related impairments as those which might stem
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 as your body can, at will, emit electrical or sonic energy which
socially unseemly behavior, refreshing targets and infusing them destroys any mundane material which might restrain you. Objects
with energy, or blessing them with incredible strength. larger than a small cart cannot be destroyed so casually, and may
Godbound of the Word of Thunder possess an invincible 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
The Storm God's Rebuke — Constant
Windstep Strides — On Turn 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. A single target may only suffer this damage
Empyrean Voice — Constant straight once per scene.
You may wield injurious sounds; either from your voice or emitted
as bolts in another manner, as a magical weapon which deals 1d10 Greater Gifts
damage with a range of 200 feet. Foes made primarily of metal,
wood, stone, crystal or another non-organic material composition Crack Open the Gates of Heaven — (Smite) Action
suffer this damage straight. As an action, you may create a Commit Effort for the day. The skies crack open and the ground
man-sized hole in such materials up to six feet deep per round. shakes before the region is flooded with blinding light. All chosen
lesser foes in sight are blinded, unable to make ranged attacks and
Lightning Shackles — Action typically suffering a -4 penalty to hit rolls on melee attacks. They
Commit Effort for the scene and choose a point within sight. All remain blinded until such time that you choose to restore their
chosen foes within 50 feet of that point are stunned and otherwise vision, or until a divine gift or miracle is worked on them to release
pinned to place by the currents of lightning that course through the this effect. Worthy foes may make a Hardiness save to resist.
region. Foes must make a successful Hardiness saving throw at the
beginning of their turn to regain their faculties, and if they do not Trumpet of the Skies — (Smite) Action
move outside of the region fully with their action, they fall under Commit Effort for the scene to unleash a cacophonous wave of
the effect again until they can both succeed in their saving throw, sound which rampages unchecked through a desired area within
and leave. Any applicable foes in the area suffer your Fray Die at end sight. This area is roughly circular with a radius no greater than 100',
of each of their turns as well. Foes brought to zero hit points in this per three levels of the Godbound, and 100' high. All unreinforced
way may be unconscious or killed at your discretion. buildings in the area are laid flat, destroyed by the pervading sonic
wave. Creatures caught up in the wave suffer 1d8 damage per two
The Resounding Word — Action levels of the hero, and may further suffer a 1d20 damage die if they
Your voice can resound out to a mile, a thunderous boom which is are within, atop, or too near collapsing buildings. Flying creatures
heard and understood by all those who speak the same language as caught in the area begin falling, and may suffer damage for that.
you are speaking. As an action, you may radiate a blast of damaging This sound can be shaped in such a way that it only affects targets
sound or crackling lightning on a chosen point in that range, which chosen by the hero.
radiates out to 100 feet of that chosen point. If you chose sound, the
damage dealt is 1d6, and unattended man-made objects no larger Fusillade of Celestial Fire — Action
than a barrel may be destroyed in a round, objects larger than a Commit Effort for the day to harness the sky's lightning. The
small cart may be destroyed in two rounds, and larger, unfortified lightning passes through you and you may redirect it to any point
objects still over the course of further rounds. If you instead chose within sight, discharging it amongst your foes within 100' of the
lightning, the damage die is equal to 1d8+1, and deals an additional 1 chosen point. Foes with equal or less HD than half your level,
damage to any wet creatures, creatures wearing metal armor, or rounded up, die immediately. Other lesser foes suffer 1d10 damage
creatures made primarily of metal. Once per scene, you may shout as for each of your two levels, rounded up, mobs of lesser foes suffer
an action, forcing all lesser foes in earshot to make an immediate this damage straight. Worthy foes instead suffer damage equal to
morale check, fleeing on a failure. your level with no saving throw, or three times that amount if
grouped into a mob.
Philosophy: Spirits and Thunder Once again, for Godbound? That's generally acceptable.
I didn't get to all of the gifts I would have liked to; for instance
The incorporeal word of Spirits and the indomitable word of I cut one Shear the Soul, which would permit the Godbound to strike
Thunder express concepts as disparate as any two words could at a foe's very essence; slaying mortals outright. Furthermore, I had
present themselves, in both effect and thematics—the former, wanted to include a gift that would allow empowerment of Spirits to
through its gifts, bridges the gaps between the material and affect the material. For completeness' sake, I'll include these below.
immaterial—while the latter uses the immaterial (sound and energy)
to affect the real. The former word directly empowers the
socially-geared and the follower-forward Hero, while the latter
On Thunder,
Thunder came to me in a fevered rush. I had a very clear vision of
empowers the hero by making them into an unstoppable machine of
what I wanted to accomplish and how I wanted to distinguish it
destruction.
from Sky. I wanted a more personal Sky; one that transforms a hero
When writhing in the artistic agony from which these Words
into an unstoppable machine of destruction. A more relatable storm.
were born, I was forced to consider many interactions between
I'm a big fan of Sky however—it brings to bear torrential
these gifts, and gifts or powers present in both The Lexicon of the
downpours, hurricane winds, bolts of divine lightning to bestow some
Throne, and the Godbound: Deluxe Edition books. For Spirit, I
of the most venerable divine powers found in myth.
had to consider that Eidolons fall also under the purview of the
By necessity Thunder is a less broad Word when compared with
word of Death, Elementals in their respective Elemental Words
Sky; however, that does not mean it is strictly limited. Thunder can
(Sea, Fire, Sky, Earth, etc.) and I had outright stolen a few things
be taken as a metaphor as well, granting those good things which
out of Night and the Faerie Queen concept word. I concede that,
could be attained through bombastic exuberance as well.
for Thunder, most of its abilities would be duplicable with Sky.
On the specific notes; regarding gift interaction, Spirit Walk
and Gossamer Luminance produce an effort-cheap method of Adaptation,
producing the same effect as one gift in the Word of Dance, present The gifts of the Words of Spirits and Thunder are relatively
in The Lexicon of the Throne at a cost of Gift points. Effulgent thematically restrictive, but there is still some wiggle-room. Spirits
Anima is a much more empowered version of a Command Gift, can be retooled to represented archetypes of the Spirits it pertains to
when the factions concerned are a specific type of creature. and in that way further slimmed down. You may find it a worthy
Thunder's first gift, Windstep Strides immediately acts with the Strife starting point to create the Primal Elemental, or the Arcane Wraith
of the Falling Sky, presented in the Godbound: Deluxe Edition, concept words by adding gifts from Fire, Earth, Sea, or Sky, and
while The Storm God's Rebuke additively interacts with other such gifts of Lich King, or Death. As so many of its gifts focus around
retributive damage as present in the Strife of the Drowning Tide, in immateriality, I would not recommend trying to change it in order
the Fire Word, and in the Word of Vengeance. In truth, all of these to affect a category of creatures that could not become immaterial.
interactions are intentional; but others you may find between these Thunder is nearly as restrictive, and use as-is would be arduous
words and others may not be. As always, leave it to your GM's with another theme, to me. It's an energy-use Word, much like
judgement when you see such a combination. It is always worthwhile others; but I can see a Storm or Lightning Word spawning out of it,
to ask, at the very least. though little else.
Concerning Spirits, Shear the Soul — On Turn (Lesser Gift; Spirits)
Commit Effort choosing a spirit or ensouled target. While
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 committed, attacks you make harm the very essence of their being.
take into consideration how Godbound treats Spirits in the original Reroll all attacks against them, using the better result and all attacks
version, and I made a lot of mistakes. Now; I've taken it into greater you make against them deal at least 1 damage, even on a miss.
consideration, but I attempted to permit at least some subjectivity in
how a given setting may handle the treatment of the word's The Edge of Infinity — Action (Greater Gift; Spirits)
oft-referenced subjects. For the most part, the way Godbound Commit Effort for the scene, choosing up to a Vast Mob of
treats Spirits as default is considered to be the golden standard. ensouled lesser foes or lesser foe spirits, or a single worthy foe of
They are immune to non-magical weapon attacks, they cannot the same cloth. These creatures may now affect insubstantial or
affect the material, and furthermore—they cannot be sensed without substantial objects and creatures as if they were the other kind for
senses that can also detect magic. If some portions were to change the remainder of the scene.
in this treatment, few gifts would need to be changed. Should they
be visible: the spycraft permissible in Caller of the Endless is Riders on the Storm — Constant (Lesser Gift; Thunder)
immediately curtailed—should they become subject to attacks made NPCs who follow you into battle do so with +1 hit die and +1 to
with Iron weapons: nothing need change; however, were they able attack. Lesser foes must succeed on a morale save each time you or
to affect the Real, while being insubstantial? Invincible armies would your troops charge into the fray.
prevail against most mortal armies, sweeping them aside as if dust.
For Godbound, that's generally acceptable. The Storm King's Visage— Constant (Greater Gift; Thunder)
To bring Spirits together, I open up the air with Untethered Commit Effort. While Effort is committed, lesser foes subject to
Spirit, added some impressive subterfuge and spycraft with Caller of any kind of fear will not willingly fight against you, fleeing readily if
the Endless and Query the Other. attacked by you or your companions. Alternatively, you may commit
The decision to also allow some handling of the matter to affect Effort for the scene to target up to a Small Mob of Worthy Foes or
living targets was a difficult one. It allows Stir the Slumbering, Caller of a Vast Mob of lesser ones. They may not attack or fight against you
the Endless, and Query the Other to act in radically unpredictable in this scene, unless they commit a point of Effort to do so.
manners, and brings ensouled mortals under the purview of Spirits.
Gourmet Bacchanalian Repast — Action
Where there is life, there is also hunger. Where there is hunger,
Commit Effort when you create a meal or feast to infuse it with a
there is food. Gourmet is the Word concerning food, its
potent compulsion. All NPCs who partake in even a small part of
preparation, its presentation, its ingredients, its effect, and all other
your feast are compelled to feel a powerful emotion of your choice,
things to do with food. Its miracles can make anything into some
toward a target subject. Worthy foes receive a Spirit saving throw
form of edible foodstuff, and render foodstuff even from nothing.
each round to resist this compulsion. This emotion will make them
They may also affect hunger, in some ways—permitting a man to
act to the limits of their character and will last a day or longer after
safely glut to a level not possible without supernatural interference,
the Effort is reclaimed.
or making a single pea as filling as a five-course dinner.
Other gifts or miracles of the Word may benefit a nation by
blessing them with abundant food at the large scale, or at the small
Divine Bounty — Action
By spending an action, you can recreate any dish you have seen
scale assign new usefulness to common foodstuffs, allowing them to
before, from nothing if need be. If you commit Effort for the scene,
be used as construction materials, tools, or even animating them to a
you can conjure a feast fit for one hundred guests per hero level.
semblance of life, or un-life as it were.
Additionally, you may create meals from anything, even unusual,
Godbound of the Word of Gourmet raise their Constitution to
albeit, non-magical materials with complete control over the
16, or 18 if it's already that high. Furthermore, they are immune to
temperature and flavor profile of the dish, allowing you to create
poisons and mortal diseases, have no need to eat or drink, and can
exotic dishes such as a pastry made of smoke and the scent of iron,
prepare food at a tenth the normal time. When they wish to
or a meal recalled from a thinking individual's dreams from the
accommodate a feast for a hundred seats, it takes only an hour's
memories of it.
preparation. In addition, they can perfectly sense the composition
of anything they taste.
Greater Gifts
Lesser Gifts Ensorcelling Succulence — On Turn
A Last Meal — Action Commit Effort for the day when a target has consumed your cuisine.
That target becomes enthralled to your will indefinitely, until at
You may commit Effort for the day, imbuing a meal or drink with
least a week has passed since they had last consumed any food
deadly intent. At some chosen point within that day, a single
prepared by you. Lesser foes immediately succumb to your desires,
consumer of aforementioned meal suffers 1 damage per your
but Worthy foes who succeed a Hardiness save shake off the initial
Godbound level. The eater cannot suffer further harm from this gift
effects, and may be granted one attempt with command repulsive to
until new, specifically prepared fare is eaten. Meals so prepared lose
them and each successive day thereafter.
their deadly potency after one day. If this fare is split between
multiple individuals, the damage is split proportionally to the food
eaten. Restorative Victuals — Action
Commit Effort to store it in a single serving of food or drink. When
Hands of the God of Cooking — On Turn the foodstuff is consumed by you or an ally. Within the same scene
they may then commit this Effort, returning it to you only when it
Commit Effort. You no longer need tools to prepare food, your
would normally be returned to them. No benefits are obtained if the
bare hands can slice or mince ingredients and the heat of your
serving is split among multiple parties.
breath can sear meat. You never risk contaminating your food from
Alternatively, you may commit Effort to instead imbue a
the environ, even if you prepare it on open soil. While Effort
specific consumable with the effects of a low magic spell, theurgic
remains committed, your unarmed attacks or fiery breath become
invocation, or a lesser gift you possess. This Effort can be reclaimed
magical weapons that deal a 1d10 damage die with a range of 200
at any time, but it immediately ends ongoing effects produced by
feet and your inner heat burns nearby foes, dealing a 1d4 damage
this gift, or prevents the use of imbued abilities in the existing fare.
die to enemies within melee range at the beginning of your turn.
An individual who consumes the imbued food stuffs can wield
gifts imbued or benefit from invocations and lesser magic spells
Epicure's Discerning Senses — Constant upon consumption. Powers so imbued can only be used for the
You develop a keen sense of smell, allowing you to track by scent,
duration of the scene in which the food was consumed. The
sense fouled water or food within 100 yards, sense poisons, and
consumer ignores the first Effort surcharge this gift's benefits would
discern the composition and ingredients in any prepared meal or
cause, though they must commit Effort as normal thereafter. No
concoction within sight.
parts of this gift can be replicated with a miracle.
By spending an action in observation of a chosen NPC target, you
may discern their preferences. You may ask the GM up to six
questions regarding the NPC's tastes, desires, vices, or secret habits.
Iron Ration — Special
Commit Effort for the day. Any food you prepare during this day
If the target is a worthy foe, you must commit Effort for the day to
grants all who consume it an ablative pool of life equal to your level.
affect them, and they receive a Spirit saving throw to hide their
Whenever the affected would normally take harm throughout the
wants.
day, they may elect to subtract the damage from this ablative pool
of health instead. These additional hit dice or hit points may be
Abatement of Need — Constant healed as normal and at normal cost; however, they only last for the
You, and 1 ally within sight per level do not need to eat, drink,
same day that this gift has been used. Multiple instances of this gift
sleep, or breathe. If you commit Effort, you may also shield them
do not stack in effect, even if two Godbound possess the Gourmet
from cold or hot weather effects so long as Effort remains
Word and act in concert, only the highest pool would be used.
committed.
Hearth Sweep Away the Soot — Action
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. This curse may manifest itself as either a failed
effects from healing, to protection of danger, and even abundance hit-roll or saving throw at a crucial, predetermined moment, or the
(when used to produce such goods as would be common household target may be forced to reroll all such rolls, taking the worse of the
items or minor trade goods). two results. A target may only be affected with one such curse at a
Heroes bound to the Word of the Hearth have an invincible time, which lasts until death or until the Godbound releases them.
defense against inclement weather, fire, and possess an instinctual
knowing of a direction which will lead them to the nearest available
safety or shelter. They can always supply their companions with
A Lifting Embrace — Action
Choose a target within sight and choose: either the target regains
food or drinks from ingredients they may summon from nothing if
1d6 plus the Godbound's level of damage (committing Effort for the
need be, and may infuse willing companions with a warming sense
healing as usual), heal the target of any mundane diseases or mortal
of ease, granting them immunity to the effects of cold weather.
curses, or commit Effort for the day to heal the target of any
supernatural diseases or divine curses and suffer a 1d20 damage die
Lesser Gifts for each such instance of divine workings unwrought in this manner.
Cindersnips — Action
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
??? - Rewrite.
twilight barrier between the light and shadows, becoming either
entrapped by them, or repelled. Worthy foes must succeed on a
Spirit saving throw to become immune to this gift's hedging effects
Unwelcoming — Action
Commit Effort for the scene while inside of your home. All
for the remainder of the scene.
intruders or unwelcome creatures under the same roof as you must
succeed a Morale check with a -2 penalty, or be forced to flee, using
Warmth in Winter — Action every action available to them to move away from you and your
Commit Effort for the day to produce a livable dwelling of some
home until neither you or the building are in their sight. Worthy
size. This structure is no larger than any mundane abode in the
foes may instead commit Effort to ignore the effects of this gift
realm fit for common or lesser nobility. It can accommodate you
outright.
and any companions you may have with cots, at least one cooking
hearth, and stocks of herbs, bandages, or other things which may be
present in a well-provisioned home. This structure remains as long
Push back the Night — (Smite) Action
Commit Effort for the scene. Warmth and flickering candlelight
as you will it.
flashes throughout the area around the hero in a 100 foot radius.
Alternatively, you may instead stock an existing abode as such.
Any chosen creatures in the area suffer a 1d6 damage die, while other
Anything left inside the temporary structure remains, and people
chosen unnatural or supernatural creatures (who are neither wholly
may stay while it has been removed; though, they will exit wherever
human nor wholly animal) suffer instead a 1d10 damage die per two
it had been last conjured.
levels of the Godbound rounded up. This light penetrates mundane
obstacles and is unaffected by line of sight.
Home-Knowing — Constant
While physically occupying your home, temple, or any other
sanctuary that you have spent at least a week in, you gain a keen
Master of the House — On Turn
Commit Effort while you occupy a man-made building or shelter no
sense of foresight. You are aware of anyone within ten miles who
larger than a small castle. While Effort remains committed, your
intends to visit it, and in addition, you may extend your senses
senses extend throughout the building remotely, as if the walls were
remotely through any point within this structure. Furthermore, may
your eyes and ears. You may target foes within the building with
identify any ailments, diseases, or injuries afflicting anyone within
attacks or gifts, and any damage the structure would receive is dealt
this home by spending an action in concentration on the individual.
to you instead.
At your discretion, you may freely change the layout of the
Reliable Hands — Action building, with small, individual room-scale changes taking place
Commit Effort for the scene. You may animate up to a Small Mob
instantly, but larger-scale changes (such as turning a small shack
per three levels you possess of household objects, including dolls,
into a castle) take place over multiple turns.
poppets, or scarecrows. Human-shaped objects may be individually
animated and may possess no more than twice your level in HD.
Most objects without a mouth-shape are unable to speak; however,
they are gifted with a human-like intelligence, and carry out your
orders faithfully. They possess rudimentary emotions, and may
develop as individuals may.
Such animated creations can be preserved indefinitely for 1
Dominion each, although once preserved they are no longer under
any compulsion to serve you.
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 applicant.
share also similar ties in the ideas concerning Wealth, and while few Please note that the hit-dice do not affect saves, hit-rolls, or any
(or none) of Hearth's gifts could be duplicated by Wealth, the 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.
In respect to Gourmet, The first gift made and the last gift changed was Cindersnips. I
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 cooking
need to go to the doctor for a diagnosis, which is nice. It's meant to
respectively), and from there I diversify by affecting what one can
show the Hearth-bound's role as a caretaker. Reliable Hands is a fun
do to both facilitate cooking and what one can do with the made
little army-building gift, meant to reenact most of Beauty and the
meals thereafter.
Beast, while 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 be
(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 these
on top; using the old myth about Fey that: should you eat their fare, two to make a Word of Alchemy or Poisons, and additionally they
you will be trapped forever within their realm! That's the goal, here. could also be used to fashion a concept Word of The Witch, but as
I originally kept the "Alternatively, ..." clause in Iron Ration, but I for wholly changing their thematics and utilizing most of their gifts
determined it would be better in Restorative Victuals. The gift does a 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.
ease a political change for the people. Solving a Problem affecting a Worthy foes may commit Effort for the day to resist. If they had
faction with Grace may manifest as a blessing of stoicism for those been moving, you may cause them to trip and fall, fail a saving
affected to weather out the storm, or it may bless its leaders with throw, or miss a foe with an aimed attack. You must commit Effort
preternatural understanding of the respective needs of their for the day instead if that action benefits from a divine gift.
followers.
Godbound of the Word of Grace must choose if they are Through the Storm — On Turn
socially graceful, or physically. Depending on that choice, they may Commit Effort for the scene to sublime the grace of your
raise either their Dexterity or their Wisdom to 16, or 18 if that stat is movements. While you take no hostile actions, you can evade the
already that high or better. violence of even the most pitched battlefield. You gain an invincible
defense against physical harms until you take a hostile action against
Lesser Gifts a creature for the remainder of the scene. This defense is not
applicable to mental effects, or spells that have a non-physical
manifestation. Once this gift's benefits are ended, it cannot be used
Courtier's Watchful Eye — Action again during the same scene.
Commit Effort for the scene, while studying a target in sight. You
suggest a course of action you could take, a statement you could
make, or a question you could ask without doing so. You gain a brief
Scattered Sunlight — Instant
Commit Effort for the day to take a movement-equivalent
description of the target's likeliest reaction and response from the
action, instantly. As an Instant gift, this can disrupt attacks, even
GM, no longer than a sentence. This gift cannot be used on the
after the attack roll has been made. You additionally gain an
same target twice in a scene.
invincible defense against any form of paralysis, or being held
against your will as a constant benefit. You can unbind mundane
Shield of Grace — Constant knots, or slip bounds as a free action, or magical ones by
Your natural AC becomes 3 and cannot be improved by shields or
committing Effort out to the scene.
armor. You gain an invincible defense against mundane traps, falling
damage, losing your balance, or being disarmed.
Charm of the Viper — Action Philosophy: Regarding Grace,
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 this had less of a focus on speed; what I arrived at is that it should apply
Effort is reclaimed. Worthy foes may save versus Spirit to see you as to both social graces as well as physical grace. This, after many
an outsider if they have reason to believe you may be more than you iterations, is my final product, focusing on fluidity, on easing social
seem. interaction, and ultimately the self-empowerment of effortlessness
in action.
Delicacy of Lightning — Constant Woefully, Grace is bound tightly in its strong ties to its Word's
Your movement speed is a minimum of 60 feet per movement action. name. It has low possibility for adaptation, much as Might. I must
By committing Effort on turn, you may move freely across any leave it to a more creative sort to come up with ideas on doing so.
surface regardless of incline, ignore terrain hazards or stand on any I set out by determining that I ought to have three lesser gifts
surface at least the width of a branch which could support a feather's dedicated to social maneuvering, and three lesser gifts relating to
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, and Infallible Grace. I also wanted sufficient
magical effect currently affecting you. Until this Effort is reclaimed, movement powers, but I rather jumped around on that, in terms of
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 the to cover, but my primary design thoughts the entire time I was
same to any ally within sight. writing this were: "What would a proper lady/gentleman do?" From
there, it was easy.