Divine Powers

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Divine Powers are abilities that all gods either have or may obtain. All deities begin with innate powers available to them, and as he lowers his mortal bias, he gains additional powers, called Mortal Bias Restricted Powers. For example, upon dropping his mortal bias to 17, a god may take the shape of any living thing, and upon reaching mortal bias 13, a god may take any shape he can imagine.

Some powers require Divine Concentration to use and are called active powers. These are marked with the prefix (A). Those that do not require Divine Concentration are called passive powers and are marked (P).

Contents

Innate Powers

Innate Powers are divine powers that every god has access to. Many of these are the qualities that really make a god a god.

These powers are

  • (A) personal flight,
  • (P) indestructibility,
  • (P) immortality,
  • (P) eternal youth (or whatever age the person was when he became a god),
  • (P) immunity to diseases, poisons, and toxins,
  • (A) instantaneous teleportation to any place previously visited,
  • (P) the capacity to speak all and understand languages,
  • (A) non-magical item conjuration (up to the size of a large building),
  • (P) the capacity to hear domain-related prayers,
  • (P) the ability to detect domain-related magic and anything mundane but intensely influenced by god's domains.

Strict interpretation of what each power means is left to the Meta-Deity. For example, though a god is indestructible, this does not mean he is immune to physical trauma and pain. The classic case of the exploitation of this is the story of Prometheus from Greek mythology. He was confined to a mountain where every day a bird would devour part of his liver. He would remain alive, and it would regrow, but he still felt pain and received physical harm.

Examples of implementation can be found on the Game:Alpha page, and other games.

Mortal Bias Restricted Powers

As a god lowers his mortal bias, he unlocks more innate abilities. These function identically to other innate abilities; the god just doesn't know he can do such things until his mortal bias drops to a certain level. For each point of mortal bias the god loses, he gains at least one additional power. All powers are assumed active unless prefixed with the passive (P). Since mortal bias is on a 20-point scale, this list is rather large.

Next to each power is a brief description. A more detailed discussion is given below. Minor god powers fall in the range of mortal bias 20 to 14, medium in the range of 13 to 8, and major in the range of 7 to 1. For what happens after mortal bias 1, see Mortal Bias.

  • (P) Deathsight and Raise Dead (19): Two very early abilities that must still be unlocked are the ability to see mortal souls that still linger on the material plane, and the ability to reforge bodies for such souls and replace them.
  • Astral Flight (18): Once his mortal bias has dropped to 18 or below, a god gains the ability to pass from the mortal plane to the astral realms.
    • For rules on travel and other metaphysics in astral realms, see Astral Realms.
  • Tele-presence (17): Here the god gains the ability to cast his perceptions and powers to any one location on the mortal realm or astral realms where any of his domains is present. For example, the god of alcohol may summon a barrel of ale in a tavern on the other side of the world, and the god of secrets may hear any secret that is told anywhere, should he know where to listen.
  • Minor Shapeshifting (17): The god can change his appearance (including all smells, sounds, textures, and, if necessary, tastes he evokes) to any life-like form he desires. His only limitations are size (no larger than 50-ft tall; no smaller than a flea) and natural law.
  • Assume the Mortal Coil (17): Or Skee Ball Break, the god of this self-understanding can identify that which separates himself from the mortal condition and suppress it. For all intents and purposes, the god becomes (or resumes being) mortal. Any other god can affect him as any other mortal, and miracles or powers identifying divinity fail on him. The god-mortal may reassert his full divinity instantaneously at any conscious moment, or should his mortal shell die. An unconscious or sleeping god-mortal cannot choose to resume his full god form and can only do so if killed in some manner. The mortal form is chosen by the god at the moment he takes it, but must be within the bounds of a mortal species he has interacted with while a divinity.
  • Deathwalk (16): At a MB of 16, the god can travel to the lands of the dead.
    • For rules on travel and other metaphysics in the dead lands, see Deadlands.
  • Afterlife (16): Now that the god has found the eternal souls of his followers wandering the lands of the dead, the god can carve out his own niche in the lands of the dead to form an afterlife for his followers.
  • Item Enchantment (16): Until this level of enlightenment, a god is restricted to creating strictly mundane matter ex nihilo. For every point of Mortal Bias dropped starting at this level, the god may now enchant one item in such a way that exemplifies one of his natural domains. This means at MB 16 the god may make one such item; at MB 15 the god may make two such items; etc. As for the power of these items, for example, a god of healing may make a bottle of salve that heals any wound, or the god of death may make a notebook wherein whoever's name is written dies.
  • Avatar (15): Using small fragments of his divine essence, the god forms sapient beings with the divine spark that follow his every command. These are avatars, and they allow the god's influence to be felt in multiple places at once.
  • Lesser Mortal Enchantment (15): The god may enchant a mortal with any power under the purview of any (or a combination) of his domains. The god need not possess a miracle of equal power, but the enchantment may not be of a power normally requiring a ritual (e.g. destroying a god). The god chooses how long the enchantment lasts, but the enchantment may not be passed on by the mortal to anyone or anything else in any way. Contrast this with Mortal Enchantment (7) below.
  • (P) Hear Thy Name (14): Wherever the god's name is spoken, he can hear it and know where it's coming from. This does not allow him to teleport to the location in which it was said.
  • Nebulous Form (13): The god may effectively disintegrate into a region and coalesce part of himself into any form he desires. It is through this power that the god may take a form that cannot support divinity, such as becoming a sheet of paper that can be torn or a cloud of poison to be inhaled. The god does not actually force his entire self into such a form, but merely channels a portion of his essence into that form, while the rest is supported by the surrounding environment.
  • Divine Decree (12): Any suitable miracle a god is able to cast may be made a permanent feature of that domain of reality if no other god has previously made another decree affecting that aspect of that domain. For example, a god of weather may decree that a mountain will forever be covered in fog, or a god of light may decree that a certain object will continuously emit light.
  • Sense Deity (11): By now, after many centuries, the god is so in tune with himself and his abilities that he can abstract the sensations and detect the presence and direct actions of other deities. By simply looking at his surroundings with his divine perceptions, the god may tell without err whether or not another god has interfered with reality, which god has done so, and how that god affected the world.
  • Lesser Slow Time (10): By forcing his perceptions and motions to run faster, a god can effectively slow time for himself by a factor of 10. This exertion is extremely taxing for the deity's physical shell and can only be maintained for 10 real minutes, giving the god effectively over an hour and a half at this accelerated rate. This ability may not be used again for 24 hours.
  • Sympathetic Teleportation (9): With tele-presence the god links his perceptions with distant sympathetic locations, and now the god may use this connection to expand his teleportation powers to other entities. At mortal bias 9, the god may teleport living and non-living things, including mortals, between locations on the material and astral realms that resonate strongly with his domains.
  • Omnipresence (8): Dropping the 9th point of mortal bias allows the god to cast his perceptions and powers to any and all regions of the material realm and astral realms where his domains lie. A god with the secrets domain can now hear any secret when it is told anywhere without even knowing where to listen, and a day god can examine all parts of the material world upon which the rays of the sun fall, even if cloistered away from such light.
  • Mortal Enchantment (7): The first perk of becoming a major god is permanent, persistent, and propagating mortal enchantment. This functions identically as the Lesser Mortal Enchantment power, however the enchantment may be passed on to offspring or on to others however the god decides. If the enchantment includes making the mortal immortal (requiring at least the domain of life), the enchantment is eternal.
  • Create Mortal (5): By spending so much time beyond and above the mortal form, a god of this level fully understands the whole being of those with the Divine Spark. The god may create mortals of any shape, form, lifespan, and personality, gifting them with the Divine Spark. These mortals may be swayed from devotion to their creator god (if they even know of him) by other gods as any mortals.
  • Slow Time (4): After dropping enough mortal bias, it has become effortless for the god to accelerate his own perceptions and actions. The god may voluntarily slow time by a factor of 10, as in the lesser version, but he may continue this for as long as he desires, and he is not limited to only once per 24 hours.
  • Summon From Astral Realm (3): Approaching the limits of divine perceptions, the god can forgo resonating places for moving things out of astral realms and do so as easily as his own teleportation. This allows the god to move anything from one place to another, even if it is diametrically opposed to his current domains, as long as he has been in both locations.
  • Elevate Mortal (2): The god gains the ability to gift mortals with true godhood. In this way, a god that leaves the material realm in the pursuit of greater things may elevate his consort or greatest follower to the level of a true god in order to take his place. This new god starts with stats as any new player character, tending towards minor domains related to their former god.
  • Create Universe and Create God (1): While his own origins and the origin of the world in which he rules may remain enshrouded in mystery, now the god can move beyond his current universe to create an entire world of his own. Here, the god has power over all domains, however, any and all powers and domain knowledge the god gains in this universe do not transfer when he returns to his original world. Independent of creating universes, the god can now also create new gods ex nihilo. He need not start with an existing mortal. The new god still begins at mortal bias 20, as with gods created in other ways.

Supplementary Mortal Bias Restricted Powers

  • Divine Contract (20): As an alternative to Divine Decree, gods can forge contracts between each other that bend the laws of reality. Each god agrees to follow a set of rules and receives benefits for upholding the contract. Additionally, penalties are agreed upon should a god break the contract.
  • Portable Hole (18): Along with his ability to travel the astral realms, the god gains the ability to create his own pocket astral realms. These have finite size and are shaped to just barely contain anything placed into them. There is no air, light, or anything else a living creature needs to survive, so placing one in the portable hole in ill-advised.
  • Divine Mantle (17): The god can assume a form that inspires divine awe in mortals. This form can be chosen and altered as with Minor Shapeshifting, though whatever form the god chooses, it instills a sense of the divine in mortal onlookers.
  • Expanded Divine Decree (12): Not restricted simply to "suitable miracles," this expanded version of divine decree allows a god to decree anything that falls within his domains, assuming another god has not gotten there first.

Selected Elaboration

Deathsight and Raise Dead

For the briefest moment after death, the soul of a mortal lingers. In this time, a god with the deathsight and raise dead powers may see the soul and bring it back to life. When brought to life in this way, the mortal retains the physical form he had before death, however all wounds are healed and toxins or poisons purged. Disease caused by an external agent (e.g. parasites, bacterial and viral infections, etc.) are cured, but genetic diseases and disorders remain.

If the mortal has passed beyond the material plane to the world's Deadlands, his soul is beyond the reach of a god using only this power.

Afterlife

Along with Deathwalk, upon achieving mortal bias 16 a god can create an afterlife for his worshipers. The rules of this afterlife can be determined almost entirely by the deity, and no other god can access the god's afterlife without express permission. Even if another god does gain access, he may only interact with it as if he were mortal.

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