The Gods

Powers of the Major Spheres

send questions to Scott Martin

Updated 1/27/97

Many thanks to Andy Ashcraft, who designed many of these powers!

General Notes

(C) = Combat Power
(CD) = Combat Power usable before duels
(P) = Persuasion Power

Personal powers may be used in Eras Aleph, Centrum, and Omega.
Creation powers may be used in Era Aleph.
History powers may be used in Eras Centrum and Omega.

Mana from terrain is multiplied by the power level of the deity in that sphere. It is received at the end of Eras Aleph and Centrum and halfway through Era Omega.

Mana from worship is determined by the average of the multipliers from all of a deity's spheres.

Mana from cultures is multiplied by the power level of the deity in that sphere. Mana from worship and cultures is received every century/turn during Era Centrum and halfway through Era Omega.

Mana from unique events is received whenever they occur, during Eras Aleph, Centrum, or Omega.

Generic Powers (all gods)

Personal Power Creation Power History Power Mana Sources
1 Create Demesne: (Greater gods only) Create a demesne. [25] Create Culture: Create a culture of an existing race [half of the cost to create the race]. Direct Culture: Direct any culture of which you are part of the pantheon. A culture may only have one direction at a time; later directions will override earlier ones. You may choose one of the following three commands:

1) Migrate in direction X (either choose a compass direction or a target square).
2) Make war on culture X.
3) Make peace with culture X (other culture will agree to peace, but may declare war again immediately afterward) [10]

[Sources received at the end of each century]
[Sources received at the end of each era]
Desmesne: 50
Personal Goals: 10-100
[Sources received for each individual event]

The Major Spheres


Fire and Earth

Personal Power Creation Power History Power Mana Sources
1 Sword of Flame (CD): Target's weapon or hand burns with a flame that does not harm its wielder. Target has two extra tricks in combat.[11] Create Mountains: Create a mountain square. Overrides any previous terrain.[3] Forest/Brush Fire: Fire starts in one non-city square of your choice with forest or plains terrain. Referees will roll a die; if result is less than the local population, the fire is put out (though a 6 always fails). Successful fires reduce population to one. [3] Worship x 0.5
Mountain terrain 1×#
Volcanoes 5×#
Cities destroyed by fire, volcano, meteor or earthquake: 1×#
Obliterated gods cast into flames: 5×#
2 - Create Desert: Create one desert square, or create two desert squares if both are adjacent to previous deserts. May only be placed on plains not adjacent to water. (Though water may later be created adjacent to deserts.) [3] Drought: Select five adjacent squares. No population growth occurs in those squares at the end of this century. Cultures with Weather Wisdom will still grow in two of the five squares. [12]
3 Flame Armor (CD): Target is surrounded by flames which do not harm him. The next time the target is struck by an opponent in combat, the opponent receives three points of damage from the flames. [30] Desert Race: Race lives in deserts as if they were plains. [25]
Create Chasm: Create a single border line between two squares that cannot be crossed by non-aerial populations or armies. [2]
Volcano: A volcano appears in a square of your choice that is in or next to a mountain square. All populations in or adjacent to that square are destroyed. All populations two squares away are reduced by 1. That square is forever uninhabitable. [100]
4 Flame Strike (C): On your next successful strike, your opponent takes three damage instead of normal damage. [13] Subterranean Race: Race lives in all terrain (except water and ice) as plains; gains a +4 military bonus on defense; is immune to forest/brush fires, storms, cyclones, and hurricanes; may not learn fishing; double-damage from quakes; population does not grow in squares with only 1 population. [60]. Teach Explosives: Target advanced culture learns how to use explosive chemicals, receives a +3 military bonus. [100]
5 Wall of Flame: Creates a permanent wall of flame around target demesne. Any god attacking the demesne from outside takes 2 damage before the first round of combat. You must be inside the demesne to cast this. [15]. Create Mountain Range: Create ten mountain squares; all must be adjacent to one another. Overrides any previous base terrain. [25]. Meteor Strike: A fiery meteor strikes the Earth in a square of your choosing. That square becomes a volcano. In a three square radius around it all populations are destroyed by fire and all forests and plains become deserts. In a six square radius, all cities are destroyed and all populations are reduced by two. Over the rest of the world populations are reduced by one. One motherload and two mineral resources are added to random squares adjacent to the comet strike. [300]

Sea

Personal Power Creation Power History Power Mana Sources
1 Dissolve into Water (C): You immediately disengage and flows back to your demesne. (If no demesne, go to the Hall of Feasts.) You must remain there for ten minutes while re-solidifying. You may not talk, fight, or otherwise interact with anyone during this time. [5] Create Ocean/Lake: Create one square of water, or five squares if all are adjacent to previous water squares. Overrides any previous terrain except mountains. [2]. Teach Fishing: Target culture increases its population maximum by one in all squares on rivers or adjacent to water squares. In addition, target culture gains +1 wealth per coastal land square occupied. [15] Worship×0.5
Water terrain: 0.2×#
Sea monsters: 10×#
City destroyed by flood, tsunami, or hurricane: 1×#
Obliterated god cast into the sea: 5×#
2 Strength of Water (CD): Target gains one extra trick and two extra blocks. [12] Create River Source: Designate one mountain square as the source of the river. River will flow from that point to a lake, ocean, or other river, it's precise path chosen by the referees. The river's path may be diverted by subsequent mountain-building. [5] Teach Sea-faring: Not usable on primitive cultures. Target culture may use ships to cross water. Coastal land squares separated by no more than 3 water squares are considered adjacent for movement purposes. [30]
3 - Create Sea Monsters: Place a group of monsters in any square. They move around the Earth randomly (through water) attacking cultures in water or coastal squares. Sea Monster stats: Pop=5 (regenerates 1 everycentury), Mil +5, Move=5. [10]

Springwater: Add springwater to one square of any land terrain. Population limits in that square are increased by two. [3]

Flood: Select a river source, all squares downstream of that source are flooded. Population levels are reduced by two (only one for advanced cultures) until the end of the decade. Amphibious races immune. [10]
4 Watery Form (CD): Target gains five extra blocks and may disengage at any time. [25] Amphibious Race: Race may inhabit water squares adjacent to land as if they were plains; water squares adjacent to ice have the same population limit as mountains. They may not enter non-coastal, non-river squares. [50] Tsunami: Select five adjacent coastal land squares. All populations and cities there are destroyed, including amphibious populations in adjacent water squares. [90]
5 Water of Healing: May be used on self or other gods. Target deity is permanently cured of one mutilation. [20] Erode Mountains: Turn a mountain square into a plains square. [2] Great Flood: All populations outside mountains are destroyed. Amphibious populations are reduced by one. If a culture with Weather Wisdom would be otherwise wiped out, one population unit escapes to the nearest uninhabited mountain square. [500]

Sky and Ice

Personal Power Creation Power History Power Mana Sources
1 Message Breeze: Write a message and recipient on a piece of paper and give it to a referee. It will be delivered only if the recipient is in a normally accessible area of Heaven. The receiver may send a reply. [2] Create Ice: Create one square of ice terrain. Ice terrain must be placed on the northern or southern edge of the world map or adjacent to other ice terrain. Overrides any previous base terrain. [3] Storm: Select one square. Population is reduced by two. Cultures with Weather Wisdom lose only one population. Subtract an additional population if on a coast. Subterranean races immune. [3] Worship×0.5
Temples of the Sky: 0.5×pop×#
Uninhabited mountain, desert, and ice terrain (subterranean and uncivilized aerial races don't count as inhabitants): 1×#
Cities destroyed by storms, glaciers, kamikaze, or cyclones: 1×#
Obliterated gods entombed in ice : 5×#
2 Wind of Protection (CD): Target gains three extra blocks. [10] Winter: May be used multiple times. Every time Winter is cast on the world, the winter season becomes more harsh: permanently reduce the population limit of plains terrain by one (to a minimum of 2). [15] -
3 Wind of Banishment (C): Opponent is swept by winds from the room you are in and may not return for ten minutes. Combat ends. (15) Arctic Race: Race lives in ice squares as if they were mountains.+2 military bonus on ice. [7] Teach Weather Wisdom: Target culture increases the range of sea-faring to 6 and reduces the effects of Storm, Drought, Great Flood, and Kamikaze. [30]
4 Invisibility (CD): Target gains two tricks, two blocks, and may disengage at any time. May be used outside combat: target may not be attacked without consent for 10 minutes. [30] Aerial Race: Race lives in mountains as if they were forests; movement of 5; +2 military bonus. [50]

Temple of the Sky: Create a natural amphitheater of great awe and majesty in any land square. Any inhabitants in that square provide extra mana for all gods of Sky and Ice, in addition to their normal pantheon. [10]

Little Ice Age: Global cooling temporarily reduces the population maximum of all squares by one. Lasts until the end of the century. The growth of glacial ice packs is doubled at the endof the century. [100]
5 Enemy Freeze (C): After your next successful strike, opponent is frozen solid in ice. Combat ends, opponent cannot move, talk, or be attacked for 10 minutes. Flame armor provides immunity. [15] Create Glacial Ice Pack: Add to any one square of ice terrain. During the History and Ragnarok Phases it will spread, turning 1-6 squares (adjacent to glacial ice pack or one another) each century, wiping out any existing terrain and cities. [40] Kamikaze: Vast storms blow across the world. Population in all squares is reduced by three. Cultures with Weather Wisdom lose only two population per square. Subtract an additional population if on a coast. Subterranean races immune. [200]

Nature

Personal Power Creation Power History Power Mana Sources
1 Safe in the Wilds: When target next enters the Wilds, she is not attacked by the Guardian Beast. Costs no mana when used on self. [3] Create Forest: Create ten squares of forest. May only be placed on plains. (10) Teach Agriculture: Only usable on primitive cultures. Target culture changes to barbarian level. [10]
Teach Riding: Target culture gains +1 move and +1 military bonus. Not cumulative with the effects of being an avian race or knowing Aviation. [15]
Worship ×0.5
Forest terrain: 0.5×#
Low population plains and forest terrain (population 5 or less): 0.5×#
Monsters: 5×#
Cities destroyed by beasts, monsters, risen nature, and birds : 1×#
Obliterated gods fed to animals: 5×#
2 Defense of the Wild Forest (C): May only be used in the Wilds. Target gains three blocks as nearby plants and animals move to intercept blows. [5] Create Race: Create a sentient race. Race's abilities may be modified by Race powers at the point of creation. [20]
Create Game Animals: Add to any one land square. Population limit is increased by two. [3]
Good/Bad Harvests: Select a square inhabited by an agricultural culture. Population growth this century either doubles or does not occur, at your choice. Good harvest is overridden by Drought. [3]
3 Regrowth: May only be cast in the Wilds on a god with a mutilation. Target god must spend 15 minutes "rooted" (unable to move or fight, but can speak). At the end of that time, one mutilation of his choice is permanently healed. [10] Create Dangerous Beasts: Place a group of beasts in any square. That square defines the beasts' native terrain (and the square is immune to further changes during this era). The beasts will later move around the Earth attacking cultures, remaining always within their native terrain. Beast stats: Pop=5 (regenerates 1 every decade), Mil +2, Move=1. [5] Reforestation: Only usable on agricultural cultures. Target culture will transform one plains square it occupies (of caster's choice) into a forest. Cultures will not reforest a square if it will cause that square's population limit to drop below the actual population. [5]
4 Attack of the Wild Forest (C): May only be used in the Wilds. Target gains three tricks as nearby plants and animals attack his opponent. In addition, opponent may not use tricks. [15] Sylvan Race: Race lives in forests as if they were plains; will not chop down forests; +2 military bonus in forests. [35] Rise of Nature: The plants and animals of Earth rebel and attack a specific culture. All squares occupied by that culture are attacked once by a force equal to 15 minus the square's cultural population. These forces of nature have a +3 military bonus. [40]
5 Impregnable Demesnes: May only be used in the Wilds. Target demesnes becomes unassailable. No character may attack it from the outside. In addition, no one inside can leave without permission of the owner or one of his lesser gods. Individuals may also leave if the demesne is destroyed. You must be inside the demesne to cast this. [25] Create Monsters: Place a group of monsters in any square. They move around the Earth attacking cultures. They will act intelligently, only attacking weaker targets. Monster stats: Pop=5 (regenerates 1 every century), military bonus=+10, move=3. [25] . -

Cities and Wealth

Personal Power Creation Power History Power Mana Sources
1 Bribe (C): Only usable when you are surrendering. Pay 5 mana to the victor, but then you get to choose your own surrender condition (though the victor still chooses any specific parameters). [as above] Create Fertile Land: Add to any one land square. Population limit is increased by two. [3] Teach Civilization/Found City: Target barbarian culture becomes civilized and builds a city. Target civilized or advanced culture builds a new city in the square with their highest population (only if they have at least 6 populated non-city squares for every already existing city). Cities have population limit 10 (15) or natural limit (whichever is higher), add +3 wealth, +1 defense. [5] Mana Sources Worship ×1.5 Cities: 1×# Wealthy cultures: 5×#

2 Bargain (P): Convince one god to perform any history power for you. Target god must use the power in exactly the manner you describe at some point in the next 15 minutes. [Give the god mana equal to the cost of the power plus 25% (rounded up).] Create Race: Create a sentient race. Race's abilities may be modified by Race powers at the point of creation. [20] Teach Trade: Target culture may gain wealth from trade. [10]
3 Personal Deal (P): Convinces one god to perform any personal power for you. The power must be cast on you, your demesne, or an artifact in your possession. Target god must immediately use the power in exactly the manner you describe. [Give the god mana equal to the base casting cost of the power plus 50% (rounded up).] Natural Crossroads: Designate any one square as a natural crossroads. Any culture which occupies it receives an extra five wealth points if it possesses the knowledge of Trade. [5] Found Great City: Transform a city of caster's choice into a great city (only if culture has 3 regular cities for each already existing great city). Great cities have twice the population limit of a normal city, have wealth +6, and are immune to Ghost Town, Reparations, It's A Twister, and Wave of Panic. [25]
4 Summon Great Council: [15] Efficient Race: Cultures of race are always one wealth level higher than their wealth points and cultural level would normally allow. [12] Teach Proselytism: Target civilized culture attempts to convert neighboring cultures to its own religion. Each century there is a 10% chance per neighboring culture that a 10% cult will arise in that culture, worshipping one of the gods of the proselytizing culture. (The specific god is selected randomly based on the percentage of worship within the proselytizing culture.) [200] Hire Mercenaries: Only usable on a target culture with professional military that is at war with another culture that has less wealth. Target culture may mobilize additional armies equal to their current number of wealth points. Only usable once during any war. [50]
5 - Gregarious Race: Race has a population limit 2 higher than normal in all squares. [25] Found Empire: Target advanced culture may subjugate civilized cultures. If target culture(known as an imperialculture) destroys all of the armies of an enemy civilized culture, the war ends and the enemy culture is subjugated and absorbed into the empire. The subjugated culture continues to act as an independent culture, but half of its worship is diverted to the pantheon of the imperial culture. This diversion ceases if the subjugated culture ever goes to war with the imperial culture. [300]

Crafts and Knowledge

Personal Power Creation Power History Power Mana Sources
1 Divine Insight (P): Target must truthfully answer one yes-no question. (5) Create Mineral Resource: Add to any one land square. Target square provides the occupying culture with 3 wealth points. [3] Teach Metal-working: Target non-primitive culture gains a +1 military bonus. [10] Worship ×1.5 Cultures with Artisanry: 5×# Advanced Cultures: 5×#

2 Make Divine Artifact: Embed one or more sphere powers into an artifact. The sphere powers may be provided by you or by another god or gods assisting you. Requires 15 minutes (all participants must remain in one place without combat). The artifact may be used by any character, but still has the normal casting cost. [3×cost of all powers] Create Race: Create a sentient race. Race's abilities may be modified by Race powers at the point of creation. [20] Teach Literacy: Target civilized culture is immune to Cultural Backslide. [20]
3 - Scholarly Race: Race collects knowledge from travelers and thus know where all special terrains are. Cultures of this race will move toward the best regions of Earth, while avoiding bad regions. [10] Teach Artisanry: Target civilized culture with Metal-working receives +10 wealth and +1 military modifier. [30]
4 Learn Truth (P): Target must truthfully answer one question. The question must be such that it can be answered by a simple, short declarative sentence. [20] Race of Natural Engineers: Cultures of this race get a +1 military bonus' +5 wealth, and their cities are only destroyed if the population drops to 4 or less. [25] Teach Philosophy: Target civilized culture becomes advanced. [60]
5 Know Your Enemy: Discover a goal of any other deity with whom you just spoke. Ask Andy for the information. [20] Gifted Race: Cultures of this race can be taught new knowledges for only half normal mana cost. [45] Teach Machinery: Target advanced culture gains a +2 military bonus and receives triple normal wealth for chopping down forests. [100]

Teach Transcendence: Target advanced culture becomes transcendent. The target culture is immune to all powers, may not be attacked by other cultures, and provides no further mana for any sources, including the terrain on which it sits. For all purposes, the squares occupied by the culture cease to exist. During Era Omega, the culture will lend assistance to the members of its former pantheon. [500]


Love and Beauty

Personal Power Creation Power History Power Mana Sources
1 Dazzle (C): Disengage from combat. [10] Create Landmark: Add to any one land square. Cultures within 10 squares distance of target square will tend to move toward it. (Scholarly races immune.) No other effect. [3] Popular Support: Only usable on cultures which worship you. The next time you would be forced out of the pantheon due to any of the effects of religious turmoil, there is a 50% chance that this will be ignored. Once used, Popular Support ceases but may be re-cast upon the culture. Multiple castings of Popular Support may not be used in advance to "save up" for the future. [5] Worship ×1.5
Cultures with Artisanry: 3×#
Religious Dominance in Cultures: 10×#

2 Cupid (P): Two characters become enamored of one another for 15 minutes. They may not attack one another and must always be in the same room. [15] Create Race: Create a sentient race. Race's abilities may be modified by Race powers at the point of creation. [20] Incite War: Creates a state of war between any two named cultures. [10]

Incite Peace: Creates a state of peace between any two named cultures. [10]

3 Make Object of Desire: Create a beautiful object, which is considered a divine artifact. You must place it on the floor in the middle of a room with at least 5 players, loudly announcing its presence to all. At the end of 1 hour, whichever god has it will get 100 mana. All other gods will lose 10 mana. (You are immune to both effects.) [10] Beautiful Race: Race gains +2 bonus to diplomatic rolls. [5] Teach Proselytism: Target civilized culture attempts to convert neighboring cultures to its own religion. Each century there is a 10% chance per neighboring culture that a 10% cult will arise in that culture, worshipping one of the gods of the proselytizing culture. (The specific god is selected randomly based on the percentage of worship within the proselytizing culture.) [100]
4 Everlasting Friendship (P): Target character may not attack you for the remainder of the era. [30] - Population Boom: Target culture gains double normal population growth at the end of the current century. [25]
5 Divine Love (P): Target characters are bonded by a mutual Divine Oath of Protection: "I will prevent you from dying." [30] Create Paradise: Add to any one land square. Target square can support an extra 5 population, provides +5 wealth to occupying culture, and populations within are immune to all negative history powers. No further special terrains may be added to the square. [20] Fertility Cult: You immediately become a member of target culture's pantheon with 25% of the worship mana. Causes no religious turmoil. [150]

War

Personal Power Creation Power History Power Mana Sources
1 Combat Prowess (CD): Target gains 1 trick and 1 block. - Teach Professional Military: Target civilized culture may build armies when it goes to war. One army is built for each two population. [10] Worship x 1.5
Wars on Earth: 2×#

Personal victory in Heavenly combat (opponent dies, surrenders, or voluntarily disengages): 10
2 War Child: Create a temporary divine servitor (played by a referee) who will challenge another named character to a duel. War child has 3 HP, 1 trick, and 1 block. [15] Create Race: Create a sentient race. Race's abilities may be modified by Race powers at the point of creation. [20] Incite War: Causes a state of war between two cultures.

Incite War: Causes a state of war between any two named cultures. [10] Fortress City: Target city becomes heavily fortified; defenders gain an additional +3 military bonus. [15]

3 Hand of War (CD): Target does two damage per strike. [20]
Skin of War (CD): Target doubles his current hit points. [30]
Combative Race: Race gains +1 military bonus. [10] Military Hero: Place a cultural hero as a counter on the map. The hero has the same movement abilities as the armies he accompanies and adds +3 military bonus to all friendly armies in his square. Lasts 1-6 decades. [15]
4 War Machine (C): Cancel the five blocks and doubled hit points that opponent gains from being in a demesne. If opponent is demesne itself, it is immediately reduced to 5 hit points and no blocks. Does not affect the extra defenses provided by certain sphere powers. [35] - Teach Tactics: Target civilized culture gains +1 military bonus. [20]
5 Fight to the Death (C): Target may not surrender or disengage. [50]. Race with Natural Weaponry: Race gains +3 military bonus. [30] Incite Genocidal War: Target culture will go to war with a named culture and not stop until the named culture is eliminated. No other powers may be used to make the two cultures go to peace. [100]

Chaos

Personal Power Creation Power History Power Mana Sources
1 Enter the Void: Target may enter the Void. Costs no mana if used on self. [10] Chaotic Race: Race may never learn civilization. [10] Create Demonic Cult: A demonic cult arises in target culture, giving 5% of mana to demons. Automatically Increases during religious turmoil. [10] Worship x1
Moons: 10×#
Combat between gods: 2×#
Divine Artifact personally destroyed: cost of artifact
2 Destroy Divine Artifact: Destroy one divine artifact in your possession. [20]
Create Imp: Creates a temporary divine servitor (played by a referee) who will perform one task for you. He can use any one sphere power you have, but must be provided with the mana to cast it. 50% chance he will do the opposite of his instructions. [5]
Racial Hatred: Race hates one other named race and will always go to war with it. [10] Incite Religious Turmoil: Target culture goes into religious turmoil. [20]
3 Incite Conflict (P): Two characters must immediately fight a duel. [10] Create Chaotic Terrain: Add to any one square. The base terrain will change randomly every century. [5]. Cultural Backslide: Target culture loses one knowledge of your choice. [25]
4 Control Demons (P): Target demons must follow your orders for the remainder of the era. The demon must follow the orders to the letter, but may pervert them in any other way. Written orders are suggested but not required. The one order you may not give a demon is to tell the truth; demons are always free to lie to you or anyone else. [35] Create Void Gate: Add to any one land square. Cultures inhabiting that square gain +10 wealth and +2 military bonus. There is a chance each century of demonic cult increase. [20] -
5 Trickster (P): Target character is fooled into performing any one action requested by you. The action must be definable in a simple declarative sentence and may only involve one power (which the target must possess). You may not request that the target obliterate another character or that they give you more than 50% of their mana. Otherwise, almost anything goes. Once the action is performed, the target will realize they have been tricked and may react appropriately. [[40] Create Moon: Each moon diverts half of the mana from the sun to gods with the spheres of Chaos and Lunacy. The first moon will provide the mana listed in the mana sources to the right, the second will provide half that, etc. These values are subtracted from the mana sources of the sphere of Light. [20] Incite World War: All cultures immediately enter a state of war with all of their neighbors. Cultures may still go to peace normally as a result of their own choice or other divine powers. [100]

Death

Personal Power Creation Power History Power Mana Sources
1 Enter the Abyss: Target may enter the Abyss. Costs no mana if cast on self. [5] Create Dead Zone: Add to any one land square. That square will support no life; populations may pass through it but if they remain will die. [3] Ghost Town: All population in a city mysteriously vanishes. The next population to enter the square with at least six units of population takes over the city as its own. If less than six units are moved in during one decade, then the city is destroyed. May not be used on great cities. [25] Worship x1

Mortal population units which die: 0.03×#
Dead god: 2×#
2 Make Weapon of Death: Make a weapon which will obliterate an opponent if the wielder kills her in combat. This is considered a divine artifact. An individual can use only one weapon in combat. [65] - Armies of the Dead: Target culture's army doubles in size. May only be used once on a specific culture during a specific war. [40]
3 Banish to Tartarus: Only usable on dead characters in the Abyss. Target loses 5 mana every 5 minutes until they leave the Abyss. [15]

Create Assassin Child: Create a temporary divine servitor (played by a referee) who will sneak attack a named character. The assassin child has 5 HP and 3 tricks. [10]

Swarming Race: Race increases population at twice the regular rate. May never learn civilization and always spreads to maximum capacity. Whenever a square reaches the population limit, all population in that square dies. [25] Priest of Death: Place a cultural hero as a counter on the map. The hero has the same movement abilities as the armies or populations he accompanies. Each population unit killed by armies or populations in his square provides 1 mana to you. Lasts 1-6 decades. [20]
4 Release from Death: Only usable on dead characters in the Abyss. Target character may immediately return to life. [10] Unaging Race: Race gains the following cumulative modifiers, each century: +0.5 military bonus, +1 wealth, +5% mana cost to teach new knowledges, -5% population growth. [30] Pestilence: Select target square. 2 population dies in that square. Pestilence then moves to the square with the highest population in a 1 square radius (this may be the same square). There it kills 2 more population and moves on. Continues until it has hit 10 times (individual squares may be counted twice or more). [60]
5 Slay Deity (C): On your next successful strike, your opponent is obliterated. [75] Create Plague Zone: Secretly add to any one land square. (Secretly tell Earth-map referee where it will be.) Whatever population first enters that square will contract the plague, losing half their population. The plague spreads every decade to all adjacent squares, but will not hit the same square twice. [20] Withhold Death: For the remainder of the decade, no mortal populations can die. Army units can still be destroyed, but population units which would normally die for any reason simply remain on the map. Any culture which doesn't worship a death god goes into religious turmoil. [75]

Fate and Justice

Personal Power Creation Power History Power Mana Sources
1 Summon Great Council: [10] Create Land Blessing: Add to any one land square. Each 2 mana provides a land blessing rating of 1. Any god who uses a history power which would affect that square or its population in a negative manner (global effects don't count) must pay extra mana equal to the land blessing rating in addition to the normal cost. [2 for 1] Cultural Blessing: Place mana into a culture. It automatically works to counteract mana spent on any power which would negatively impact the culture. Each 1 mana you spend must be counteracted by 2 mana from another deity before any negative powers can be used, but is "used up" after being counteracted. [variable] Worship ×1
Just Cultures: 5×#

Agreements by Great Council: 1×#
Making True Predictions: varies
2 Divine Prediction: Wager any amount of mana on a prediction of your choice. The prediction must be a simple, declarative sentence and may only refer to events no less than 1 hour in the future. Record your prediction with the appropriate referee. If the prediction comes true, you will receive mana back. The odds will be determined by the referee, dependent on how likely the prediction was. [varies] - Control Earth Time: Set the ratio of time between time in Heaven and one century on Earth. Each usage increases or decreases the length of a century by 5 minutes, to a minimum of 15 minutes and a maximum of 45 minutes. (The ratio begins Era Centrum at 30 minutes per century.) [100]
3 Divine Punishment (C): You gain 2 tricks and 2 blocks. Costs no mana if used against a violator of a Great Council law. [20] Create Bad Juju: Add to any one land square. All powers which would negatively impact that square (global effects don't count) cost half mana. [20] Teach Justice: Target civilized culture gains +2 military bonus, but will never declare war and will always accept offers of peace. [60]
4 Divine Prophecy: Make a public prophecy at a Great Council meeting. The prophecy must be a single sentence stating one effect, may also include one conditional phrase, but may not make any references to specific times. The referees will ensure that the prophecy comes true. [Varies, depending on how powerful the effect is. You will be asked to pay the amount after the Council meeting is over. If you do not have sufficient mana, the prophecy is invalidated and you still lose all your mana.] Fated Race: Race has natural luck. Any negative history power which would affect them (global effects don't count) costs 50% more mana. [25] Reparations: Only usable if a powerful culture is at war with a much weaker culture (referee option). Peace is declared and the larger culture must vacate two squares chosen by the referee to most benefit the weaker culture (not including great cities). [20]
5 Avatar of Retribution (C): You gain 5 tricks and 5 blocks. Costs no mana if used against a violator of a Great Council law. [40]

Freedom: Sever the bonds between a lesser god and one of his masters. The lesser god is no longer a minion of the stated master. [50]

Equalize Races: Choose two races. Their attributes are each averaged toward one another until they are identical in abilities. Exact effects determined by referees. [average of the cost of the two races] Hero of Legend: Place a cultural hero as a counter on the map. The hero immediately founds a Great City in his starting square. The hero has the same movement abilities as the armies or populations he accompanies and adds +3 military bonus to all friendly armies or populations in his square. The hero's culture is immune to negative history powers. Lasts 1-6 decades. [50]

Light

Personal Power Creation Power History Power Mana Sources
1 Aura of Divinity (CD): Target gains 1 block. If the block is used, target disengages from combat. [8] Create Constellation: Provides mana. [2] Religious Leader: Place a cultural hero as a counter on the map. The hero has the same movement abilities as the populations he accompanies and adds +3 military bonus to all friendly populations (not armies) in his square. Lasts 1-6 decades. [10] Worship ×1
Religious Dominance in Cultures: 10×#
Constellations created by you: 10
Sun: 20×#
2 Blue Bolts from Heaven (C): Your next successful strike does 2 damage to your opponent rather than one. [5] Create Sun: Provides mana to the sphere of Light. Only one sun may exist. No races may be created until the sun is created. [20] Exterminate Cult: While a culture that worships you is in religious turmoil, you can kick any other god (or demonic/atheist cult) out of the pantheon. [35]
3 Sun Crown: If cast at the beginning of a Great Council meeting, you become the leader of the meeting. [10] Create Stonehenge: Add a natural observatory to any one land square. Any culture which inhabits this square must worship at least one god with a sphere card in Light or be in religious turmoil. [10] Inspire Religious Fervor: Target culture provides double mana from worship at the end of this century. [50]
4 Drain Mana (C): On your next successful strike, your opponent must give 10 mana to you instead of taking damage. [5]

Banquet of Light: All characters (including yourself) who spend the next 20 minutes in your demesne will receive 20 mana. The Banquet of Light is canceled (and the initial cost lost with no effect) if during the 20 minute period any character enters or leaves the demesne, the demesne is attacked, or any fights occur within the demesne. [50]

Dedicated Race: Race will only worship one named deity. No religious turmoil or cults possible. [15] -
5 Withdraw Lights of Heaven: For the next 30 minutes, no mana is provided by events or sources in Heaven. This includes Heavenly events, personal goals, stars, suns, moons, and demesnes. Considered to last through the transition phase if cast during the last half-hour of an era. [25] Holy Race: Race provides 50% extra mana from worship. [50] Eclipse: For the remainder of this century, no mana is generated from worship, cultures, or events on Earth. [25]