Finally I have done my Campione authorities based on Gods from Sough America. Without AI help I would not be able to get it done.
Crown of the Jaguar Sun
Chant: "Let the sky burn, let blood run, for I am the heart that beats between life and death. I am the roar at the world’s end and the sun that refuses to die. The gods fell to feed me, and I rise crowned in their flame."
Effect: Drawn from the mythos of the Fifth Sun and the Aztec (and shared Andean) belief in cycles of creation and sacrifice, the Crown of the Jaguar Sun grants the user power over sacrifice, cycles, and celestial wrath. When activated, the user becomes a conduit of solar divinity—radiant, terrible, and inescapable.
This Authority allows the user to channel the raw power of celestial judgment, manifesting in waves of heat, solar flares, or blades of burning light that sear body and soul. But its true strength lies in ritual sacrifice—by willingly offering magic, health, or even the temporary death of an ally, the user can invoke solar miracles: halting time for a moment, calling down a solar eclipse, reversing curses, or instantly incinerating demigods. These sacrificial effects scale with the value of the offering.
The user may also invoke the Cycle of Suns—marking themselves as a temporary world-center. For a brief time, all magic, movement, and action around them will orbit their will, turning enemies’ power back upon themselves or freezing fate in a repeating loop until the user chooses to break it.
Drawbacks: The Authority demands sacrifice. Small effects require minor offerings—mana, blood, or fatigue—but large-scale miracles demand greater loss. Death offered unwillingly grants no power. While the user can act as both priest and god, the balance between sacrifice and excess must be carefully managed: too many offerings, and the Crown burns out, rendering the user unable to access divine abilities until the next dawn.
Throne of Supay
Chant: "From the dark beneath mountains, where silver veins run like blood, I rise. I wear the silence of the tomb, and all who pass belong to me. Spirits obey, for I sit upon the Throne of Supay."
Effect: This Authority grants the user dominion over the dead—specifically, those who have passed beyond mortal life but not yet reached reincarnation or final rest. Ghosts, ancient warriors, forgotten kings, even nameless dead may be summoned and commanded. They can act as scouts, soldiers, or conduits of long-lost wisdom. The user may even construct new bodies of bone, shadow, or metal for powerful souls, binding them into terrifying champions under their control.
The underworld responds to the user like a court to its monarch. Foreign souls—undead, revenants—can be banished or bound with ease if the user exerts their full will. When standing upon ancient ground or near burial sites, their power deepens, but it never fully fades.
Downsides: The user must know something meaningful about the soul being summoned—its name, its deed, or an item tied to it. Calling random spirits may yield uncooperative entities. Binding powerful souls requires energy and tribute: symbolic offerings like silver, blood, obsidian, or the memory of a name once lost.
Fangs of the Amaru
Chant: "From where thunder coils in the peaks and rivers bleed into roots, I awaken. I wear the scales of storm and shadow. My fangs reach both above and below—nothing escapes the serpent’s bite."
Effect: A twin-headed serpent of myth, the Amaru links the heavens and the underworld. With this Authority, the user may summon colossal spirit-serpents that embody both storm and decay. One head channels celestial wrath: lightning, thunder, cleansing rains, and guiding mist. The other channels underworld entropy: corrosion, withering touch, and necrotic fog. While devastating in battle, the serpents may also act in nonviolent capacities: Purification: Storm-breath can cleanse disease, curse, or rot from people, land, or relics. Weathercraft: The serpent may call rains to end droughts or mist to shield travelers. Soil and decay: The decay-head can compost wastelands into fertile ground, accelerating natural breakdown where needed (e.g., dissolving ancient curses or dead zones). Guidance: Serpents can slither through spirit-realms, recovering lost knowledge or leading souls to rest. The user’s senses link to the summoned serpents, granting supernatural perception and reflexes during their manifestation. Their bodies may emit faint flickers of energy—static crackles or the scent of wet stone and copper—when actively channeling.
Downsides: Summoning either serpent requires spending huge amount of magic or offering a symbol of sky or soil—a feather from a thunderbird idol, sacred spring water, a carved bone relic, or blessed ash. Calling both at once or maintaining them for long stretches drains magical reserves rapidly. Overuse can cause temporary numbness in the user’s senses or inability to regulate magical discharge (small lightning sparks or ground decay until rested).
Fracture of the Tearing Void
Chant: "I rend the veils beyond mortal sight, where space folds and shatters. No walls nor worlds can hold what I decree. Through infinite paths I tear—nothing shall stand before my will."
Effect: This Authority allows the user to unfold an object across near-infinite dimensions, rendering it immune to all forms of resistance, interaction, or obstruction. Anything the user touches—up to the size of a large truck—becomes a phantom force, a weapon or tool that passes through all barriers: physical, magical, spiritual, or spatial. It ignores armor, walls, force fields, and even divine protections, piercing through them as though they never existed. While active, the object exists in a liminal state, slipping through reality with unstoppable precision. The user gains an innate, nearly infallible sense of aim, motion, and timing, allowing perfect throws, strikes, or placements of the dimensional object. When the effect ends—after a few seconds to a minute depending on the energy invested—the object fuses violently with whatever it occupies at that moment. This fusion is absolute, locking the object into place inside walls, bodies, or terrain with destructive consequences.
Drawbacks: Using this Authority requires immense magical energy, with larger or longer applications draining the user's reserves rapidly. Repeated use without rest risks spatial distortion around the user—causing flickers in nearby dimensions, unpredictable gravitational pulls, or temporary spatial rifts.
Maw of Amaru
Chant: "I am the throat between stars, the breath before time. I am the Amaru, born of heaven and shadow. I open wide, and the sky answers. I devour that which would devour me."
Effect: The Maw of Amaru grants the user the divine power of celestial consumption. A gaping rift—visible only in combat—opens within the user’s soul, a serpent-mouth of void and starlight, capable of absorbing and assimilating energy in all its forms: magic, momentum, light, heat, even sound. Enemy spells are swallowed mid-flight; explosions vanish into the user’s outstretched hand. Kinetic force becomes stamina, fire becomes nourishment. The greater the intensity of what is consumed, the more powerful the user becomes—temporarily increasing strength, speed, or magical output in proportion to what was devoured. When physically wounded, the user may open the Inner Maw—a glowing serpent-fang in the chest or palm—to bite into a foe or source of power. This feeds directly on lifeforce, instantly healing the user and briefly empowering them with traits from the consumed (endurance, aggression, magical affinity, etc.). Prolonged combat sharpens this hunger, making the user increasingly hard to stop—unless interrupted or starved. In desperate circumstances, the Authority may even consume abstract forces—distance, time, direction, or probability—for a momentary burst of transcendence. Such feats, however, are reserved for the brink of annihilation and never without consequence.
Downside:The Maw is always hungry, and its hunger lingers. If not fed in battle, it begins to draw subtly on the user’s own energy—slowly at first, but with increasing urgency. Overuse can leave the user numb, disoriented, or feverishly euphoric, caught in a state of post-devouring high.
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