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Malhavoc
Press
Requiem
for a God Preview
By
Monte Cook
Cover by Kieran Yanner
An unusual
consequence of a god's death is the appearance of certain
divine remnants left behind in the universe. Characters
can make use of these vestiges to power their spells and
magic items, among other things.
One
such aspect of a deity's remains is called godsblood.
These excerpts from Requiem
for a God describe this substance, some of its effects,
and some of its in-game applications.
Godsblood
Although authorities often can trace the origin of relics
and artifacts back to the actual physiognomy of a god, perhaps
the most useful by-product of the corpus dei is the fluid
the corpse exudes. This fluid, often collected in sacred
receptacles or otherwise blessed containers, is called godsblood.
Godsblood's appearance and qualities depend on the nature
of the deceased deity. It could appear as black, tarry ooze;
a thick, viscous paste; or a clear, bubbling watery substance.
Godsblood
is usually found in a small pool or oozing out from godflesh
(see page 29). Such a find normally yields 1d12 + 1 ounces
of the stuff. A typical corpus dei might spawn 1d6 such
pools, but this number varies wildly with each individual
god and the circumstances around the death. Many pools are
hidden, invisible until certain conditions are met, or they
might just be extremely hard to get to. Simply digging down
into a corpus dei will not automatically produce godsblood.
(It doesn't work that way.) These pools are usually not
found farther than 500 yards from the corpse.
Godsblood
is potent stuff. Anyone at the source imbibing at least
an ounce for the first time is affected as though by a heal
spell, as well as bull's strength, cat's grace, and
endurance spells -- all cast at 20th level. Later
draughts -- even godsblood from a different god -- do not
grant any special benefits. The god's alignment does not
affect the nature of the godsblood in any way.
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From
the Journal of Sera the Green
The first bubbling pool of the effervescent
liquid Eriadal calls "godsblood" was easy
to find. He drank from the pool immediately, and it
clearly filled him with divine energy that coursed
through his muscles and flesh. Vaz drank when Eriadal
was finished. As I watched, his wounds healed -- even
his eye. Perhaps the stories we had heard in Tarsis
were true. Perhaps we did stand upon Yallisor's corpse.
The
next pool was very difficult to find. The land's strange
topography made me feel that we were not standing
upon a hill, but on a giant. A upraised column of
rock looked just like a clenched fist. Eriadal said
that it was a column of pure godflesh. That term shocked
and terrified me.
Near
the "fist" we found the next bit of godsblood.
For some reason, only I could see the small trickle
that oozed from the "palm" and down the
"arm." When I pointed it out, Eriadal said
I must be more in tune with the nature of the deity
than he. It is true that I try to maintain the ways
of the goddess Kalim, whose teachings are not all
that different from Yallisor's.
The
two of them bade me climb up the rock column and drink.
I moved closer, and suddenly two gigantic wolves rounded
either side of the stone. From the way they glistened
with might, it was clear that they, too, had partaken
of the blood.
Now
we were in trouble.
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Further,
characters who drink the godsblood or coat their flesh with
it also gain access to the godsblood feats described in
Chapter Four. Even an inadvertent exposure to godsblood
can grant access to these feats.
Godsblood
bottled or carried away from the source loses some of its
potency. Those drinking it are affected as if a cure serious
wounds spell had been cast upon them. But again, only the
first drink does any good. After that, the curing effect
does not occur. A bottled ounce of godsblood can be sold
for 700 gp.
Godsblood
is also a very useful material component for potent spells.
(See Chapter Five.) Certain individuals, such as the disaffected
or necrotheologists, can create a weak form of artificial
godsblood (see the prestige classes in Chapter Three).
Godsblood
Saturation
In addition to the above effects, a character who imbibes
and bathes in at least 10 ounces of godsblood gains a temporary
supernatural ability based on the dead god's domains. The
DM should choose which domain-related ability (described
below) the character gets based on those domains. A character
not directly opposed to the goals or outlook of the god
(DM's discretion) could even gain multiple abilities. This
ability cannot be removed or dispelled by any force short
of another god.
Air:
The character can levitate 1/day for a number
of days equal to the god's 1-to-20 power rating, as if he
cast the spell as a sorcerer of his level.
Animal:
The character can cast animal friendship once.
If already able to cast this spell, he can use it to affect
an additional number of Hit Dice of animals equal to the
god's 1-to-20 power rating.
Chaos:
The character can use confusion once, as if she cast
the spell as a sorcerer of her level.
Death:
The character can kill a creature of her Hit Dice or
lower once, by touch. The victim gains a Fortitude saving
throw of 10 plus the god's 1-to-20 power rating.
Destruction:
The character can cast shatter 1/day for a number
of days equal to the god's 1-to-20 power rating, as if he
cast the spell as a sorcerer of his level.
Earth:
The character ignores the hardness rating of nonmagical
stone for a number of days equal to the god's 1-to-20 power
rating.
Evil:
The character gains a +6 enhancement bonus to Charisma-related
skill checks involving evil-aligned creatures for a number
of days equal to the god's 1-to-20 power rating.
Fire:
The character can cast burning hands 1/day for a
number of days equal to the god's 1-to-20 power rating,
as if he cast the spell as a sorcerer of his level.
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Checklist
Locate
1d6 godsblood pools around the corpus dei.
Are
they hidden or readily accessible?
Determine
the fluid's exact appearance.
Determine
the size of each pool (1d12 + 1 oz.).
Figure
out whether an NPC has become saturated in godsblood.
Select
a temporary granted ability based on domain.
Is
there a chance for godsblood poisoning?
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Good:
The character gains a +6 enhancement bonus to Charisma-related
skill checks involving good-aligned creatures, for a number
of days equal to the god's 1-to-20 power rating.
Healing:
The character heals normal damage at the subdual damage
rate for a number of days equal to the god's 1-to-20 power
rating.
Knowledge:
The character can gain the answer to a single yes/no question
(as if she cast commune) 1/day for a number of days
equal to the god's 1-to-20 power rating, as if she cast
the spell as a cleric of her level.
Law:
The character can cast calm emotions 1/day for a
number of days equal to the god's 1-to-20 power rating,
as if she cast the spell as a cleric of her level.
Luck:
The character can reroll one die roll 1/day for a number
of days equal to the god's 1-to-20 power rating.
Magic:
The character casts all spells at one level higher than
his actual level for a number of days equal to the god's
1-to-20 power rating.
Plant:
The character can give a single plant a permanent hardness
of 8, one time only.
Protection:
The character gains a +2 deflection bonus to Armor Class
that lasts a number of days equal to the god's 1-to-20 power
rating.
Strength:
The character gains a +2 enhancement bonus to his Strength
score that lasts a number of days equal to the god's 1-to-20
power rating.
Sun:
All undead suffer a -2 divine penalty to attack rolls, Armor
Class, and turn resistance within 20 feet of the character,
for a number of days equal to the god's 1-to-20 power rating.
Travel:
The character can teleport once, as if he cast the
spell as a sorcerer of his level.
Trickery:
The character gains a +2 divine bonus to her Bluff checks
for a number of days equal to the god's 1-to-20 power rating.
War:
The character gains a +1 divine bonus to attack rolls,
which lasts a number of days equal to the god's 1-to-20
power rating.
Water:
The character can breathe underwater for a number of
days equal to the god's 1-to-20 power rating.
Godsblood
Poisoning
A character who attempts godsblood saturation twice in the
same six-month period (imbibing up to 20 ounces) must make
a Fortitude saving throw (DC equal to 20 plus the god's
1-to-20 power rating). Failure means that, not only does
the character not gain a new ability, he or she suffers
a permanent 2d6-point drain to all ability scores. Immunity
or special resistance to poison does not help against this
penalty. If the saving throw succeeds, the character gains
the benefits as normal.
New
Feat: Overwhelming Presence
[Godsblood]
You use the godsblood infused within you to exude an aura
of great power.
Prerequisite: Godsblood infusion, Charisma 15+
Benefit: Using a standard action, you radiate power
that causes creatures of your type within 30 feet to become
stunned with awe for 1 round unless they make a successful
Will saving throw (DC 10 + half your level + your Charisma
modifier). You can perform this feat once per level per
day.
New
Spell: Charge Spell
Transmutation
Level: Clr 2, Necrotheologist 2, Sor/Wiz 2
Components: V, S, M
Casting Time: One action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You
charge the next spell you cast within the duration with
extra potency drawn from a bit of godsblood. You have two
options when casting the charged spell. You may cast the
spell as though you were four levels higher than your actual
caster level, or (if the spell is damage inflicting) you
inflict 2d6 points of additional force damage with the spell.
You cannot take advantage of both options.
Charge
spell affects only the next spell you cast, not all
spells within the duration.
Material
Component: An ounce of godsblood
New
Magic Item
Staff of the Blood. This thick wooden staff literally
drips power, a side effect of its infusion with godsblood.
Any creature of 4 HD or less that even touches (or is touched
by) the staff must make a Fortitude saving throw (DC 12)
or be stunned for 1 round (thus dropping the staff if the
creature is holding it). The staff of the blood is
a +4 godsblood-infused quarterstaff (only one end
is +4; the other end is masterwork). The wielder can use
one charge for each of the following spells:
Divine favor (+4 bonus)
Empowered bull's strength
Empowered endurance
Divine power
Caster Level: 12th; Prerequisites: Craft Staff,
bull's strength, daze, divine favor, divine power, endurance,
5 oz. of godsblood; Market Price: 138,350 gp
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