Supernatural gift

A supernatural gift was a magical and intangible enhancement or power bestowed on mortals by powerful entities often as a reward for their services or deeds. When given by a deity or other godlike being, such a gift was often called a blessing and could confer permanent benefits to the recipient. Lesser gifts were often known as charms, and were more limited or temporary but could come from many sources. Sinister gifts from powerful demons or devils were sometimes known as boons, and were used to empower their mortal cultists.
==Blessings==
Only when a mortal's deeds warranted the attention of the gods could they hope to receive a divine blessing. In the rare cases when a blessing was gifted, it was often to reward something like restoring a god's most sacred shrine, ending an earthshaking plot by a god's enemies, aiding a god's favored servant in a divine quest, or embarking on a quest of a great urgency to a god. In some cases, a god's blessing might be channeled, requested, or bequeathed through their angelic servants, their priests, their Chosen, or a recipients of their prior blessings.
Gods always bestowed blessings that granted powers or capabilities useful to the recipient, and the most common blessings tended to provide abilities or enhancements similar to magic items. These powers could not be suppressed by any normal means (e.g., with an antimagic field or similar power), and a god's blessing could not be lost unless the same god chose to revoke it. This might happen if the recipient lost the god's favor or if their actions failed to advance some purpose that the god had intended for them to achieve.
Elder evils were also said to grant warped blessings, although these were usually channeled and bestowed by their cultists who discovered them only after many years of trial and error. While such blessings were often rewards for service to a cult, they might also be given to those who had lapsed or failed in their cult duties in order to provide them power needed for a chance at redemption.
===List of Known Blessings===
; Blessing of Dumathoin: A reward bestowed by the god Dumathoin that granted darkvision (or the ability to see in color with one's existing darkvision). It also imparted the power to see in truesight for one minute each day.
; Blessing of the Frostmaiden: A reward bestowed by the goddess Auril that granted the recipient immunity to the cold as well as the ability to cast cone of cold once per day. The recipient's eyes became cold like ice.
; Blessing of health: The recipient's inherent fortitude was enhanced. This blessing could be bestowed by the likes of devas and solars, such as those in service to Lathander or Tyr, and was said to accompany events of great holiness.
; Blessing of Imix: A blessing given by Imix to his distinguished followers. A recipient became immune to fire and gained the ability to exhale a cloud of burning embers to scorch their foes.
; Blessing of the Morninglord: A reward bestowed by the god Lathander that bolstered the recipient's vitality at dawn each day.
; Blessing of Mother Night: Granted by Mother Night in exchange for countless sacrifices, this blessing rendered the recipient undetectable by divinations. Such a blessing had been bestowed upon Baba Lysaga.
; Blessing of protection: The recipient was granted a modest chance to avoid or resist most forms of harm. This blessing was known to be granted by gods such as Savras, Torm, Tyr, and some members of the gnome pantheon.
; Blessing of the Solipsistic Mind: Bestowed by reading from an esoteric text known as Truths of the Inward Facing Mind, this blessing granted the recipient the knowledge of how to focus on their inner thoughts, enhancing their intelligence and wisdom at the expense of reactivity to their surroundings.
; Blessing of weapon enhancement: The recipient was able to choose a favorite mundane weapon which became magical in their hands. This blessing was known to be granted by gods like Callarduran Smoothhands.
: Blessing of wound closure: The recipient recovered quickly from their injuries and would not bleed out from a grievous wound. This blessing was said to be gifted by members of the gnome pantheon, such as Callarduran Smoothhands or Garl Glittergold.
; Borem's embrace: Granted by cultists of Borem of the Lake of Boiling Mud, this blessing allowed the recipient to cover a foe in thick, sticky, boiling mud.
; Gaze of corruption: Granted by cultists of Atropus, this blessing allowed the recipient to inflict rot and poison with just a glare.
; Haask's presence: Granted by cultists of Haask, Voice of Hargut, this blessing allowed the recipient to transform briefly into a leech and teleport onto a victim, whom they could then control for a brief time.
; Radiant flames: Granted by cultists of Tyranthraxus, this blessing allowed the recipient to wreathe themselves in colorful fire and to gain the abilities of telepathy and short-range teleportation.
; Tharizdun's spark: Granted by cultists of Tharizdun, this blessing allowed the recipient to inflict madness with the blows of their weapons.
; Vaprak's blessing: Frost giants willing to trade their sanity for power could seek out the blessing of Vaprak, the savage god of trolls and ogres, to be transformed into mighty everlasting ones.
==Charms==
Charms were more common and much weaker than divine blessings, and granted the recipient an extraordinary ability that could be used one or more times (depending on the specific charm). They could be gained by learning eldritch secrets, interacting with a location of ancient magic, appeasing powerful spirits, or gaining the favor a mighty creature—such as an angel, couatl, dragon, fiend, lich, sphinx, or unicorn,—or of certain ascended or empowered people—such as the gods' Chosen, the vassals of archdevils, especially powerful wizards, or immortal individuals who had amassed many lifetimes of resources. Such creatures and people were known to use charms to empower their allies and their servants (such as some warlocks to whom they served as a patron). Another type of creature notable for gifting charms was the chwinga—small elementals attuned to nature—who could grant such gifts once each day and were prone to do so for people who intrigued or were kind to them. It was also possible to create magic items, mechanisms, or even food that could bestow charms, and such items were crafted by the likes of the archlich Acererak and the Netherese arcanists of Ythryn.
Charms often allowed the recipient a limited number of times to cast a certain spell (without the need for material components) or to replicate the effects of a certain potion. They vanished once their uses were spent or after a time limit expired, but could not otherwise be removed except by divine intervention or a wish. The magical effects of a charm could be suppressed by means such as antimagic field, dispel magic, and similar spells.
===List of Known Charms===
; Charm of the abjurer: For 24 hours, this Netherese charm allowed the recipient to cast blade ward freely. As it expired, the charm left a temporary boost to the recipient's vitality.
; Charm of the adamant: Up to nine times, the recipient of this charm could grant themselves temporary immunity to fear or charm magic as well as increased stamina. For as long as this power was active, the recipient's eyes appeared as black voids. This charm was offered by archdevils or their servants to tempt mortals into infernal contracts.
; Charm of agelessness: While they lived, this charm prevented the recipient from naturally aging, and caused their skin to appear almost wax-like. This charm was offered by archdevils or their servants to tempt mortals into infernal contracts.
; Charm of animal conjuring: Up to three times, this charm allowed the recipient to cast conjure animals. It was known to be gifted by chwingas and liches, as well as by the goddess Lurue.
; Charm of biting cold: Up to three times, this charm allowed the recipient to empower their weapons with lethal cold. This charm was known to be gifted by chwingas which dwelt in icy regions, such as in Icewind Dale.
; Charm of the Boreal Ball: This charm allowed the recipient to cast ice knife one time. It was bestowed by the Baron of the Boreal Ball to the most renowned guests of his parties.
; Charm of bounty: Up to three times, this charm allowed the recipient to cast create food and water. This charm was known to be gifted by chwingas.
; Charm of the conjurer: For 24 hours, this Netherese charm allowed the recipient to cast mage hand freely. As it expired, the charm manifested a flying sword that defended the recipient for an additional 24 hours before becoming inert.
; Charm of the creeping hand: Up to five times, the recipient of this charm could infuse their weapon strikes with life-draining energies. This charm was known to be gifted by Vecna to mortals who impressed him, even if they were opposed to his goals.
; Charm of the crystal heart: For ten days, this charm rendered the recipient impervious to stabbing or slashing weapons, but also particularly susceptible to bludgeoning.
; Charm of cold resistance: This charm allowed the recipient to grant themselves resistance to any damaging effects of intense cold. It was known to be gifted by chwingas which dwelt in icy regions.
; Charm of darkvision: Up to three times, the recipient of this charm could cast darkvision. This charm could be bestowed by chwingas and liches.
; Charm of diabolical inspiration: Up to nine times, the recipient of this charm could grant themselves good luck on some action they were taking. For as long as they had this charm, the recipient also sported a short, vestigial tail. This charm was offered by archdevils or their servants to tempt mortals into infernal contracts.
; Charm of the diviner: For 24 hours, this Netherese charm allowed the recipient to cast true strike freely. As it expired, the charm granted some good luck to the recipient.
; Charm of the eldritch eye: Up to three times, the recipient of this charm could cast clairvoyance. This charm was known to be gifted by Vecna to mortals who impressed him, even if they were opposed to his goals.
; Charm of the enchanter: For 24 hours, this Netherese charm allowed the recipient to cast friends freely. As it expired, the charm caused one of the recipient's detractors or rivals to think more highly of them.
; Charm of the evoker: For 24 hours, this Netherese charm allowed the recipient to cast dancing lights freely. As it expired, the charm caused an explosion of shocking sparks to erupt all around the recipient.
; Charm of feather falling: For ten days, the recipient of this charm benefited from the effects of the feather fall spell. This charm could be bestowed by chwingas and liches.
; Charm of the ghoul: Up to three times, this charm allowed the recipient to receive magical healing by consuming a mouthful of flesh from a recently dead humanoid.
; Charm of greater conscription: The recipient of this charm could summon a horned devil which was forced to serve them for nine days, after which the devil and the charm vanished. For as long as they had this power, the recipient also attracted flies. This charm was offered by archdevils or their servants to tempt mortals into infernal contracts.
; Charm of hellish rebuke: Up to nine times, the recipient of this charm could cast a powerful version of the hellish rebuke spell. For as long as they had this power, the recipient also sported a fiery halo. This charm was offered by archdevils or their servants to tempt mortals into infernal contracts.
; Charm of the heroes' feast: This charm allowed the recipient to cast heroes' feast once. It could be acquired by reading Heroes' Feast: A Cookbook.
; Charm of heroism: This charm mimicked the effects of a potion of heroism, allowing the recipient to enhance their vitality and abilities for one hour. It was known to be given by campestri fairy rings, as well as by chwingas, liches, and unicorns. It could also be granted by wizards like Mordenkainen, by entities like Araumycos, and by the near-demigod Chosen of Mielikki, Jeryth Phaulkon. The goddess Sune was known to grant it for certain good deeds.
; Charm of the ice troll: This charm allowed the recipient a one-time chance to negate any injury they received from extreme cold. It was known to be gifted by chwingas which dwelt in icy regions.
; Charm of the illusionist: For 24 hours, this Netherese charm allowed the recipient to cast minor illusion freely. As it expired, the charm caused illusory music to follow the recipient for an additional 24 hours.
; Charm of lesser conscription: The recipient of this charm could summon a barbed devil, two bearded devils, or three spined devils, which eagerly served the recipient for nine days, after which the devils and the charm vanished. For as long as they had this charm, the recipient also attracted flies. This charm was offered by archdevils or their servants to tempt mortals into infernal contracts.
; Charm of the maimed: This charm allowed the recipient to regrow one lost limb or organ.
; Charm of many tongues: This charm allowed the recipient to speak and understand all languages, and enhanced their ability to persuade and lie. It was offered by archdevils or their servants to tempt mortals into infernal contracts.
; Charm of the mirage: This charm allowed the user to cast hallucinatory terrain once. It was known to be gifted by chwingas which dwelt in desert regions.
; Charm of the Monarch: Up to three times, this charm allowed the recipient to sprout beautiful butterfly wings for one hour, which allowed them to fly. This charm was said to be granted to certain guests at the Witchlight Carnival.
; Charm of the necromancer: For 24 hours, this Netherese charm allowed the recipient to cast chill touch freely. As it expired, the charm bestowed an additional 8 hours of protection on the recipient in the form of resistance to necromantic energy and the effects of the death ward spell.
; Charm of nine lives: Up to nine times, this charm allowed the recipient to shake off an injury that would have otherwise rendered them dead or unconscious.
; Charm of purplemancy: Up to three times, this Netherese charm allowed the recipient to cast a quickened version of faerie fire.
; Charm of restoration: This charm allowed the recipient to cast greater restoration and/or lesser restoration. It was known to be granted by celestials, chwingas, druids, liches, and Netherese arcanists.
; Charm of the shadow glass: Up to three times, the recipient of this charm could cast shatter, and would gain a temporary boon to their vitality after doing so. This charm was a signature gift of the Princess of the Shadow Glass.
; Charm of the slayer: For nine days, the recipient of this charm could transform a mundane sword into a dragon slayer or giant slayer. It was known to be gifted by chwingas and liches, as well as by nature spirits, such as those which watched over the Moonwood.
; Charm of snowball strike: Up to five times, this charm allowed the recipient to create a magical snowball in their hand, which vanished shortly after it was thrown. This charm was known to be gifted by chwingas which dwelt in cold regions.
; Charm of the snow walker: Up to three times, this charm allowed the recipient to grant themselves and a small group of companions the ability to travel across snowy terrain without hinderance from snow, ice, weather, or temperature. This charm was known to be gifted by chwingas which dwelt in cold regions.
; Charm of the storm: Up to three times, the recipient of this charm could cast lightning bolt. This charm was known to be bestowed by electrically charged altars of Talos, such as was found at the Tower of Storms.
; Charm of the swollen hag: Up to three times, this charm allowed the recipient to regurgitate a frog that could understand and obey their commands.
; Charm of the transmuter: For 24 hours, this Netherese charm allowed the recipient to cast prestidigitation freely. As it expired, the charm attempted to polymorph the recipient into a bat for one hour.
; Charm of the traveler's haven: Up to three times, this charm allowed the recipient to cast Leomund's tiny hut. This charm was known to be gifted by chwingas.
; Charm of treasure sense: For three days, this charm granted the recipient the ability to smell any precious metals or gemstones from up to away.
; Charm of vitality: This charm allowed the recipient to purge themself of exhaustion, disease, and poison. This charm was known to be gifted by celestials, chwingas, and liches. It was said that merely witnessing an act by the overgod Ao could confer a charm of vitality.
; Charm of the water bearer: Up to three times per day for ten days, this charm allowed the user to manifest of fresh water within any containers in their possession. This charm was known to be gifted by chwingas which dwelt in desert regions.
; Vlagomir's spark: This charm caused the recipient (and their clothing and other possessions) to magically grow, increasing in height by per hour until they reached tall. It was granted by the spirit of Vlagomir, Chosen of Thrym, to worthy warriors who touched his spear. Unlike most charms, it could be undone by spells such as greater restoration.
==Other Supernatural Gifts==
===Dark Gifts===
Dark gifts were similar to charms, but were conferred by dark gods and sinister forces within the Domains of Dread, potentially even the Dark Powers themselves. Such dark gifts often entailed insidious influence over the recipient by the giver, and might just as often seem to arise from a curse as from a bargain or reward.
===Demonic Boons===
Demonic boons were evil powers bestowed by demons that inevitably corrupted and damned the soul of any who received one, driving them to madness. Any demon was able to grant a limited number of boons to mortals seeking their power, with more powerful demons able to grant more boons and demon lords able to grant an unlimited number, which they used to gather and empower cults. Such boons were as fickle as the demons themselves, however, and their benefits would fade as soon as the bestowing demon became displeased. If a demon offered a boon and was refused, it was a terrible insult.
===Diabolic Boons===
The gifts and boons offered by archdevils were often intended to tempt susceptible mortals into serving them and to empower their followers. This included delegating the power to offer archdevil charms to their servants, who used them to sweeten the offers of infernal contracts. The types of gifts they could bestow were ultimately determined by Asmodeus.
===Draconic Gifts===
It was said that upon the death of a dragon, its power could take root in a mortal—whether that dragon's ally or its slayer—and manifest as a draconic gift. These gifts were said to vary widely in power and usefulness, and to be often accompanied by minor physical changes to the recipient's body.
===Feywild Gifts===
Fey were said to be able to confer gifts or minor blessings that could permanently alter a mortal's physical appearance, including causing them to sprout antlers and flowers, making them smell of fresh spices and herbs, or surrounding them with illusory butterflies or dancing shadows.
==History==
The spirits of deceased Uthgardt chieftains would grant useful charms to those who returned stolen treasures to their barrows.
Sometime prior to the , the arcanists of the Netherese enclave of Ythryn devised a magic goblet that bestowed special charms with secondary effects that triggered when the charms expired. They also cultivated special purple pears, eating which could confer charms that granted the ability to cast spells (including cure wounds, druidcraft, faerie fire, greater restoration, invisibility, lesser restoration, lightning bolt, sending, and vicious mockery).
When the lich Acererak constructed the Tomb of the Nine Gods—a death trap intended to lure and kill adventurers—in the 14 century DR, he included means for explorers to gain useful charms meant to encourage risky behavior in the dungeon. A century later, his night hag allies—the Sewn Sisters—crafted dolls animated with children's souls which had the ability to grant charms to those who carried them: Clay No-Face's charm eliminated the need to eat, drink, or breathe for thirty days; Joho's charm mimicked the power of a helm of comprehending languages for seven days; and Strawbundle's charm allowed for casting etherealness up to three times.
At some point in the late 15 century DR, the spymaster known as SEER received a blessing of protection from Savras, and claimed to confer with him when she believed that others were worthy of the same honor.
As of , Jeryth Phaulkon was known to bestow charms of restoration to welcome new members into the Emerald Enclave in Waterdeep, as well as to award charms of heroism to those who achieved great deeds for the faction.
Szass Tam was said to offer charms as part of deals or bargains if he found himself in negotiations.
==Appendix==
===Notes===
===Appearances===
===References===
Category:Magic