79 Distractions & Subdomains (2/2)
As a deity of flames, you possess control over fire and can manipulate it in various ways. You can also regulate someone's internal temperature and can now travel freely through space. You can cause and control natural disasters related to fire and you can command spirits of the inferno.
As a deity of alteration, you possess powers that can greatly transform the world around you. You can create portals, can cause a number of unpleasant status effects in your enemies, and modify allies, weapons, and armor in meaningful ways. You also gain the first degree of control you will ever possess over anti-magic fields.
To gain greater control over flames you must build fire-worshiping cults. All manner of creatures revere flames and there are plenty of creatures composed of flames so this won't be an overwhelmingly difficult task.
To gain greater control over alteration you must work to meaningfully alter the world through the usage of magic. This involves but isn't limited to the creation of cults that worship you as a harbinger of change and transformation.
Dual subdomain passive powers:
Temperature control: You can regulate your own internal temperature and that of other creatures. This allows for you and others you choose to safely travel through otherwise hostile environments that would burn or freeze those traveling through it.
Enhance: You can use alteration energy to enhance an item of your choice. You can sharpen it, harden it, and more. This is the origin of the lost art of grafting magic to items, one of many practices that has faded into near obscurity since the end of the mythic age.
This power works on items of all sorts and can improve any of their properties including their deadliness, protectiveness, ability to heal, and more.
Alter: You can use alteration energy to alter lifeforms. Effects that can be done to living creatures, such as granting them night-vision, the ability to ambiently detect other lifeforms, and more can now be done non-magically through the application of alteration energy to a living creature.
Cancellation: This is an alteration ability that allows you to cancel out magical effects that impact an area. As an example of some of what you can do with this power, you can nullify any attempts to magically poison a community or to cast an area of effect healing spell.
Portal creation: You can now create portals in any environment. This is an upgradable power that at the moment is somewhat limited in that your portals must be linked to locations in the same universe and the same dimension as wherever they are created.
These portals can be one-way or two-way, and they can be turned on or off at any point. This allows for a lot of vicious opportunities in the hands of the right god.
Flame-mastery and manipulation: You can conjure and control flames, including magical flames, at will. You can alter a flame's properties, including making a fire particularly virulent or making it unharmful to living creatures or even solidifying it. You can also put out any sort of fires at any distance.
This power starts off strong because you are over halfway done with the process of becoming a lesser elemental overlord.
Property manipulation: This is an alteration ability that allows you to manipulate a creature's properties.
You can edit or even delete properties possessed by creatures, such as resistances or vulnerabilities. For instance, if a creature is normally immune to fire you can strip them of that immunity.
Volcanic god: This is an elemental overlord ability that has become yours as a synergistic award for the influence you've acquired over the subdomains of air, earth, and fire.
With this power, you become a god of lava, ashes, magma, and volcanos. Volcanos become holy-spots dedicated to your glory, and at will you can cause them to erupt. Additionally, the first time you step onto a world you gain a supernatural awareness and mastery over all of its volcanoes.
Dual auric abilities: Enemies that approach you feel the air that fills their lungs burn them. Allies in your presence find that their attacks burn their enemies. Creatures that you are romantically or sexually attracted too find that they feel especially passionate in your presence.
Enemies in your presence are burdened with a negative condition, usually fear, when they engage you in combat. Allies are healed by your presence and find that negative conditions are removed when they stand beside you in combat.
Create fire-spirit: You can create spirits of fire.
Dual subdomain active powers:
Combustion: This flame subdomain power causes a creature's internal organs to burn and then explode, killing and cooking someone from the inside. This power can only be used on living creatures at the moment but does effect extraplanars and ignores immunity to flames. It can be used twice per twelve-hour-period.
Create anti-magic field: This alteration subdomain power allows you to create a field where magic doesn't work unless you permit it too. This field can be several meters wide and many meters tall.
In this field, any spells cast or spells that enter the area must have your permission to work, otherwise, they fizzle out of existence. This is a twice per three day period power that is exceptionally powerful.
Dual subdomain blessing and curse details:
By blessing someone with the subdomain of flames you make them immune to fire damage, and grant their attacks a potent ability to burn enemies. You also make them more reckless and passionate. By cursing someone with this subdomain you make them vulnerable to fires and dampen their passion.
By blessing someone with the subdomain of alteration you make them immune to negative conditions and grant a random beneficial condition per day. By cursing someone with this subdomain you burden them with a negative condition and no positive conditions can affect them.
Special note:
You have gained your very first set of elemental overlord powers. The domain of nature and all of the elemental subdomains you've acquired so far have all gained new abilities and the cooldowns on your active powers in those areas have decreased.
Upon completion of the acquisition of the final elemental subdomain, the subdomain of liquid you'll gain access to the quest to become a lesser elemental overlord.]
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When I returned to the good alchemist, he was waiting patiently for me. My encounter with the hyenoids only took me a few minutes, but it was enough for the doctor to fully prepare for the lessons.
Now the table wasn't just decorated by papers, but by two pairs of mortars and pestles. I was delighted to see the familiar tools and smiled as I approached them.
”Are you feeling better my youthful apprentice?” Cortes asked, a goofy grin on his face. I looked at him and nodded, my grin stretching up to my eyes.
”That's good news! Today I'm going to teach you how to make the three most basic items that alchemists are known for: potions, poisons, and bombs.” The doctor explained. As soon as he said that I received a positively delightful notification.
[Alert: You may now complete the quests for the first tiers of influence over the subdomains of alchemy and poison, and the domain of creation.
Alchemy: In order to gain the first tier of influence over the alchemy subdomain, create one potion, one poison, and one bomb. You've already created a potion so you just need to make a poison and a bomb.
Poison: Create one poison.
Creation: Cook something, smith one suit of armor, and two weapons, create a potion, poison, bomb, and make a work of art.]
I read through that notification and willed it away with ease. As soon as I did so, I looked over at my teacher and asked a question.
”Why do you say that alchemists are known for poisons and bombs?” I asked curiously. Dr. Cortes was himself a potion-maker, but since he was an expert I was unsurprised to hear that he had other skills as well. My instructor smiled at me and then launched into a lecture I suspected he had readied beforehand.
”Well you see, alchemists are some of the best inventors of poisons and bombs. Gathering ingredients for alchemy is a dangerous task, and so we tend to build things that can help us survive some of the more dangerous places we need to trek towards. Poisons can be useful to either weaken monsters who'd stop us from gathering our materials, or to scare them off.” The medical professional told me, grinning all the while.
”Bombs are more for when we are attacked by other humanoids. Of the two I prefer poisons because they have more of a personal touch. Which is why I'll be teaching you how to craft a poison first.” The doctor explained, eagerly discussing his plans with me.
This was deeply exciting to me, and the thought of gaining influence over another subdomain was one that filled me with joy. I nodded at him, and moved over to the table so that we could dive into our work.