Manifestations

In the distant past, gods had total control over their Dominion, but the passage of time has severely weakened their strength. What this means is that if a god wishes to exert their power, they learn to manipulate their Dominion in a variety of ways which are called Manifestations.

Manifestations are used in a way very similar to that of Skills. However, at Character Creation, a god a certain number of levels to put into 3 Manifestations. Additionally, a god's Theology will give bonuses (not levels) to their  Manifestation skills, and this will influence the Manifestations they pick.

Each Manifestation also has three associated effects the god can use with their Dominion. A god has access to all the effects of that Manifestation, but not all effects can be used with every Dominion. An example from the book shows that a god of truth couldn't shapeshift into the truth.

Altered Environments & Modifiers
When a god successfully uses a Manifestation, reality changes to match their success. Failure has its own cost, however. Some of the gods power is absorbed the nearby environment, and instantly takes on some aspect of the deity's Dominion. The greater the failure, the greater the effect. A god of fire might cause find his clothes getting singed with a small misstep, but nearby people spontaneously combusting with a major failure.

For that matter, there can also be conditions which will cause a bonus, or penalty to modify the Manifestation roll as well. These can include: Creativity is key here, and other modifiers may certainly play an effect as well.
 * Blood - By spilling their own blood, and taking damage, a god may cause a slight bonus.
 * Boost - Manifestation checks can benefit from Boost as well.
 * Broad - The more broad the god's dominion, the greater the penalty.  A god of animals would have a harder time to control a tiger at their throat when compared to the god of cats.
 * Duration - A Manifestation usually only lasts for a set amount of time (and the more powerful tends to be shorter), but a god may try to make it last longer but at a penalty.
 * Environment - A god gets a bonus if their environment matches their Dominion.  A god of books would be unstoppable in a library.
 * Harmony Bonus - If a god uses a Manifestation with a cause which is in harmony with their Dominion, they might get a bonus as well.  For example, a god of metal making a suit of armor would get a Harmony Bonus.
 * Range - A Manifestation usually only works at Touch or Self range, but a god could take a penalty to have it work at a distance.
 * Relic - The god has a Relics which enhances their Dominion.
 * Ritual Time - Most effects take one turn, but if the god can concentrate longer/enact a ritual longer, they can get a big bonus.  This is especially useful for long-planned effects.
 * Sacrifices - A god can use sacrificial offerings to increase their Dominion.  A god of water could have a bottle of imported blessed water.
 * Spark Points - If a god expends their own Spark, they get a bonus.
 * Territory - A god is at a disadvantage if they are in a territory not their own.
 * Time/Season - Certain dominions can have a bonus/penalty depending on the time.  A god of farming might be at a weakness in the dead of winter.