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Actions are specific things that gods might do which require divine energy (aka, PP) to accomplish. These are fantastical things. Generally, if it isn't listed here, it doesn't require an expenditure of PP.


Actions by TypeEdit

The following is a list of all standard actions usable within Lords of Creation: WorldWarp by Type.


Create ActionsEdit

2PP Create Artifact (lesser): These are artifacts of power designed for mortal use. This could be an intelligent sword, a gateway to another plane, or most any legendary item that a hero might use. Artifacts described in the DMG or any official WotC source are examples of mortal artifacts.

2PP Create Plane (lesser): Creates a demi-plane. In this small plane, you have complete control over the look of the plane (mold actions are free), and you can decide who can and cannot enter. Think of this as your private home, or to define a new set of physical laws for a particular portion of reality. It is not something large like the Elemental Chaos, ShadowFell, Sigil, or any other major planes.

3PP Create Pantheon: Officially creates a pantheon with you or another god at its head. Members of pantheons can be subject to certain boons explained later.

4PP Create Artifact (greater): Creates a supremely powerful artifact, capable of providing an extra PP once a week. (see the Artifacts and Exarchs section for more details). These artifacts very rarely find their way into mortal hands but when they do, they can topple nations. These can also be turned into World Artifacts.

4PP Create Plane (greater): Creates a major plane, like the Feywild or Astral Sea. Free use of Mold actions is allowed for one week, like a demi-plane, but then the plane becomes just like the prime plane and no god can claim ‘ownership’ over it.


Mold ActionsEdit

1PP Mold Land (lesser): This creates of changes a small bit of land, forming an island, raising a mountain, carving a lake, or something similar.

2PP Mold Land (moderate): This is like the Lesser version, but the changes are of a greater scale. It can create a mountain range, an archipelago, a sea, or other such things.

4PP Mold Land (greater): The ultimate level of land forming, this creates a large body of matter, such as a continent or an ocean.


Shape ActionsEdit

3PP Shape Populace: Creates an intelligent populace. This includes PC and Non-PC races, from humans and dwarves to pholearchs and dragons. Generally, the higher the power level of the individuals, the fewer individuals there are in the population. Any creatures that are fundamentally incapable of developing a culture do not count as a populace.


Nourish ActionsEdit

1PP Nourish Land: When land is created, it tends to be fairly barren. This action makes that land more hospitable by increasing the resources of the area. This can mean creating/spreading plant life, producing an abundance of animal life (of the sort that are not a threat to PCs), or even creating/increasing natural resources below the surface (gold, silver, etc). This isn't limited just to land (it could be used on a river, for example, to produce fish).

1PP Nourish Spawn: Causes a population boom in a specific group of monsters, increasing their numbers or regional presence. This type of action only affects the products of the Spawn Monster action.

1PP Nourish Populace: Increases the prosperity and number of a group. This can mean more support for an organization, better quality of life for populations or nations, or simply a particularly bountiful harvest. Please see the Nation Level page for examples of the potency of a nourish.

2PP Nourish Trade: Causes two nations or populations to begin trading. Counts as a single nourish for both involved groups. Trade refers to sundry goods and services; technologies can be passed from one nation to another but requires the expenditure of a full teach action to do so.

Guide ActionsEdit

1PP Guide Populace: Used to give orders to a group such as ‘move here," "adopt a different form of government," "start an annual celebration," etc.

2PP Guide Nation: Creates a new "nation" out of one or more populations. A nation may take the form of an empire, a city-state, or even a regional tribe. The difference between a Nation and a Population is that a Nation has banded together around some form of government while a general population has not. Multiple nations can have the same component populations. Nations increase in power faster than unincorporated populaces.

2PP Guide Organization: causes an organization to appear in or spread to a new population or nation. Organizations can be used to influence populaces or nations and can provide bonuses when mortal conflicts arise.

Teach ActionsEdit

2PP Teach Populace: Used to teach a group a fantastic technology or a specialization. See the Techs section for more details.

Attack ActionsEdit

1PP Attack Populace: Used to direct a group to attack another. See the Combat section for more details.

1PP Attack God: Used to attack another god. See the Combat section for more details.

Spawn ActionsEdit

1PP Spawn Monster (lesser): Creates non-intelligent creatures and monsters of the heroic-tier. Spawning monsters produces all reasonable variations on that monster (Spawn Ooze, for example, would produce all sorts of oozes, not just one color). To note, if a monster spawns several tiers, the PP cost is determined by the tier of the highest level variation in that race.

2PP Spawn Template: Creates a template that can be applied to any creature (such as Lich, Frenzied Berserker, Sword Coast Pirate Lord, Cultist of the Crimson Sands, etc). Some templates can only be applied to intelligent creatures, or only to non-intelligent ones, and those restrictions still apply.

2PP Spawn Monster (moderate): Creates non-intelligent creatures of the paragon-tier level. To note, if a monster spawns several tiers, the PP cost is determined by the tier of the highest level variation in that race.

3PP Spawn Monster (greater): Creates Epic-tier monsters. To note, if a monster spawns several tiers, the PP cost is determined by the tier of the highest level variation in that race.

4PP Spawn Monster (superior): Creates a single post-epic monster (over level 30) able to go toe-to-toe with Gods and possibly win. See the Superior Spawns section for more details.

Ascend ActionsEdit

0PP Ascend God: Creates a new God from off of the waiting gods list. This action often produces a familial-like connection between the god taking the action and the god receiving it.

4PP Ascend Exarch: Creates an immortal follower that acts as your emissary and can use your PP resources on your behalf. Also provides PP for your actions (see Artifacts and Exarchs for more information).

5PP Ascend Avatar: Creates a mortal representative of yourself capable of great influence and power. See the Avatars section for more details

Modify ActionsEdit

XPP Modify : Can be used to change one thing to another. This is primarily used for inanimate objects, such as artifacts, planes, landforms, but may be used in other cases as well though it should represent dramatic changes such as the conversion of humans to tieflings. This action has the same PP cost as a Shape/Mold/Create action of the proper strength for the resultant creation. Modifying a population generally doesn’t affect all members; only a subset of members are changed.


Actions by PP CostEdit

The following is a list of all standard actions usable within Lords of Creation: WorldWarp by PP cost. This information is the same as the above but arranged differently.

Zero PPEdit

0PP Ascend God: Creates a new God from off of the waiting gods list. This action often produces a familial-like connection between the god taking the action and the god receiving it.

One PPEdit

1PP Mold Land (lesser): This creates of changes a small bit of land, forming an island, raising a mountain, carving a lake, or something similar.

1PP Nourish Land: When land is created, it tends to be fairly barren. This action makes that land more hospitable by increasing the resources of the area. This can mean creating/spreading plant life, producing an abundance of animal life (of the sort that are not a threat to PCs), or even creating/increasing natural resources below the surface (gold, silver, etc). This isn't limited just to land (it could be used on a river, for example, to produce fish).

1PP Nourish Spawn: Causes a population boom in a specific group of monsters, increasing their numbers or regional presence. This type of action only affects the products of the Spawn Monster action.

1PP Nourish Populace: Increases the prosperity and number of a group. This can mean more support for an organization, better quality of life for populations or nations, or simply a particularly bountiful harvest. Please see the Nation Level page for examples of the potency of a nourish.

1PP Guide Populace: Used to give orders to a group such as ‘move here," "adopt a different form of government," "start an annual celebration," etc.

1PP Spawn Monster (lesser): Creates non-intelligent creatures and monsters of the heroic-tier. Spawning monsters produces all reasonable variations on that monster (Spawn Ooze, for example, would produce all sorts of oozes, not just one color). To note, if a monster spawns several tiers, the PP cost is determined by the tier of the highest level variation in that race.

1PP Attack God: Used to attack another god. See the Combat section for more details.

1PP Attack Populace: Used to direct a group to attack another. See the Combat section for more details.

Two PPEdit

2PP Create Artifact (lesser): These are artifacts of power designed for mortal use. This could be an intelligent sword, a gateway to another plane, or most any legendary item that a hero might use. Artifacts described in the DMG or any official WotC source are examples of mortal artifacts.

2PP Create Plane (lesser): Creates a demi-plane. In this small plane, you have complete control over the look of the plane (mold actions are free), and you can decide who can and cannot enter. Think of this as your private home, or to define a new set of physical laws for a particular portion of reality. It is not something large like the Elemental Chaos, ShadowFell, Sigil, or any other major planes.

2PP Mold Land (moderate): This is like the Lesser version, but the changes are of a greater scale. It can create a mountain range, an archipelago, a sea, or other such things.

2PP Nourish Trade: Causes two nations or populations to begin trading. Counts as a single nourish for both involved groups. Trade refers to sundry goods and services; technologies can be passed from one nation to another but requires the expenditure of a full teach action to do so.

2PP Guide Nation: Creates a new "nation" out of one or more populations. A nation may take the form of an empire, a city-state, or even a regional tribe. The difference between a Nation and a Population is that a Nation has banded together around some form of government while a general population has not. Multiple nations can have the same component populations. Nations increase in power faster than unincorporated populaces.

2PP Guide Organization: causes an organization to appear in or spread to a new population or nation. Organizations can be used to influence populaces or nations and can provide bonuses when mortal conflicts arise.

2PP Teach Populace: Used to teach a group a fantastic technology or a specialization. See the Techs section for more details.

2PP Spawn Template: Creates a template that can be applied to any creature (such as Lich, Frenzied Berserker, Sword Coast Pirate Lord, Cultist of the Crimson Sands, etc). Some templates can only be applied to intelligent creatures, or only to non-intelligent ones, and those restrictions still apply.

2PP Spawn Monster (moderate): Creates non-intelligent creatures of the paragon-tier level. To note, if a monster spawns several tiers, the PP cost is determined by the tier of the highest level variation in that race.

Three PPEdit

3PP Create Pantheon: Officially creates a pantheon with you or another god at its head. Members of pantheons can be subject to certain boons explained later.

3PP Shape Populace: Creates an intelligent populace. This includes PC and Non-PC races, from humans and dwarves to pholearchs and dragons. Generally, the higher the power level of the individuals, the fewer individuals there are in the population. Any creatures that are fundamentally incapable of developing a culture do not count as a populace.

3PP Spawn Monster (greater): Creates Epic-tier monsters. To note, if a monster spawns several tiers, the PP cost is determined by the tier of the highest level variation in that race.

Four PPEdit

4PP Create Artifact (greater): Creates a supremely powerful artifact, capable of providing an extra PP once a week. (see the Artifacts and Exarchs section for more details). These artifacts very rarely find their way into mortal hands but when they do, they can topple nations. These can also be turned into World Artifacts.

4PP Create Plane (greater): Creates a major plane, like the Feywild or Astral Sea. Free use of Mold actions is allowed for one week, like a demi-plane, but then the plane becomes just like the prime plane and no god can claim ‘ownership’ over it.

4PP Mold Land (greater): The ultimate level of land forming, this creates a large body of matter, such as a continent or an ocean.

4PP Spawn Monster (superior): Creates a single post-epic monster (over level 30) able to go toe-to-toe with Gods and possibly win. See the Superior Spawns section for more details.

4PP Ascend Exarch: Creates an immortal follower that acts as your emissary and can use your PP resources on your behalf. Also provides PP for your actions (see Artifacts and Exarchs for more information).

Five PPEdit

5PP Ascend Avatar: Creates a mortal representative of yourself capable of great influence and power. See the Avatars section for more details

Variable PPEdit

XPP Modify : Can be used to change one thing to another. This is primarily used for inanimate objects, such as artifacts, planes, landforms, but may be used in other cases as well though it should represent dramatic changes such as the conversion of humans to tieflings. This action has the same PP cost as a Shape/Mold/Create action of the proper strength for the resultant creation. Modifying a population generally doesn’t affect all members; only a subset of members are changed.

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