Godstones
Mages of the Shek-Pvar have discovered that the Godstones found at Earthmaster sites can function as 'gates' enabling instantaneous travel to other destinations.
Any living creature can move through an already 'active' godstone, regardless of its aura or its understanding of the obelisk's function. However, a test of Aura Reading (as described on the Earthmasters Overview page) is required to otherwise control the stone.
Attempts to bring non-living materials through a godstone require a test of Will, as described below.
Controlling Godstones
The manipulation of godstones requires a test of Aura Reading (as described on the Earthmasters Overview page). Suggested target obstacles:
Activate/Deactivate a Godstone | |
Assess the current destination location of a Godstone. | |
Change the destination location of a Godstone. |
When assessing/changing destination location, the following modifiers apply:
- +1D for a location the character has visited personally.
- +1 Ob. for a location that lacks a Godstone.
- +2 Ob. for a location on another world of the Kethiran family.
- +3 Ob. for a location outside of the Kethiran family
Taking Things Through Godstones
Living beings can pass through godstones without a test. However, bringing non-living materials through a godstone requires a test of Will, as follows:
Recently dead plants or animals. | |
Long dead plants or animals (untreated wood, bones, etc.) | |
Materials crafted out of the remains of plants and animals | |
Unrefined metals or minerals (e.g. ores) | |
Forged or crafted metals |
The following modifiers may be applied:
- +1D for an object previously transported through a godstone.
- +1D for clothing or other items in direct physical contact with one's body.
- +2D for enchanted or otherwise magical objects.
Failure Consequences
Failure consequences when using godstones can depend on a variety of factors (such as whether one was merely activating/de-activating a stone, or actually traveling through it), but some possibilities include:
- Being 'Taxed' per BWG's Sorcery rules (pp. 504-505).
- Taking a 'mental wound' (black-shaded) equal to the obstacle of the test.
- Gaining incorrect destination information.
- Arriving at an incorrect destination.
- Losing objects (most likely metal ones) in the the course of travel.
- Arriving at the destination in an undesired place (e.g. 20 feet in mid-air).
- Physical transformation (polymorphing) of the body at the other end.
- Swiching of bodies/minds (with multiple travelers).
GMs and groups can, of course, come up with other consequences.