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Illus. Kieran YannerRequiem 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.

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.

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.

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?

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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