The Gods

Powers of the Minor Spheres

send questions to Scott Martin

Updated 1/30/97

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)

Mana Sources: Demesnes; Personal Goals

Personal Power Creation Power History Power
1 - Create Culture: Create a culture of an existing race. Direct Culture: Order a culture to migrate, make war, or make peace.

The Minor Spheres


Architecture

Mana Sources: Worship x1; Cultures with Artisanry: 5x#; Great cities: 4x#

Personal Power Creation Power History Power
1 Create Demesne: Create a demesne. [25] Create Stable Ground: Create one square of stable ground (special terrain). It will never suffer from earthquakes or volcanoes. Overrides Unstable Ground. [2] Teach Bridge-building: Target civilized culture may cross chasms. [5]
2 Fortify Demesne: Target demesne grants 8 blocks to defenders (and itself), rather than 5. You must be inside the demesne to cast this. [10] Create Defensible Location: Add to any one land square. Defending populations and armies receive a +3 military bonus. [3] Earthworks: Designate one non-city square. Defending units in that square gain a +2 military bonus. Earthworks are destroyed if a city is built in the square. [5]
3 Amplify Demesne: Target demesne permanently provides owner double the normal mana. You must be inside the demesnes to cast this. [15] - City Walls: Target city becomes heavily fortified; defenders gain an additional +3 military bonus. [15]
4 - - Build Great Temple: Build a great temple dedicated to a named god in target great city. Population of that city provides double normal mana. If the culture which owns the city goes into religious turmoil, the named god continues to receive mana as normal. The named god may not be forced out of the pantheon due to the effects of religious turmoil. Each great city may have only one great temple. [50]

Art

Mana Sources: Worship x1.2; Crop circles: 5x#; Populated forests (population 5 or higher): 0.5x#; Cultures with Artisanry at peace: 6x#

Personal Power Creation Power History Power
1 - Artistic Race: Race gains an extra 25% wealth points from trade. [7] Teach Gardening: Cities owned by target culture have +1 population maximum, provide +1 wealth. [10]
2 Living Topiary (C): Only usable in the Primal Wilds. Target gains three extra blocks. [5] - -
3 Portrait (P): Before using this power, you must spend 10 uninterrupted minutes creating a portrait of the target god, a minor divine artifact. (You must be obviously creating the portrait, be in the same room as the target, and not engage in combat.) At the end of the 10 minutes you complete the portrait and spend the mana cost. You then must give the portrait to the target god, but may then ask the target to perform any history power for you. Target must perform the stated history power in the manner you specify within 15 minutes. [10] Create Crop Circles: Add to any one plains square. The crop circle is destroyed if a city is ever built in that square. [5] Counter-culture: Next time target civilized culture goes to war, only 50% of armies are created. [25]
4 Captured Soul (P): If you possess the portrait of a god, you may force that god to truthfully answer one question. The question must be such that it can be answered by a simple, short declarative sentence. The portrait is then destroyed. [10] Name Constellation: Target constellation provides half of its mana to the god who created it and half to any named god. Each god may have only one constellation. If that god is obliterated, the constellation disappears. [1] Teach Decadence: Target civilized culture gains the following cumulative bonuses every century: +5 wealth, -1 military bonus. [75]

Birds

Mana Sources: Worship x0.5; Worship from Aerial Races x1; Dangerous birds: 10x#; Cities destroyed by birds or aerial races: 3x#

Personal Power Creation Power History Power
1 Fly Away (C): Disengage from combat. [10] Create Game Birds: Add to any one land square. Population limit is increased by one. [1] -
2 Message Bird: Write a message and recipient on a piece of paper and give it to a referee. It will be delivered to anywhere in Heaven, including areas normally off-limits, or Earth. The receiver may send a reply. [5] Create Dangerous Birds: Place a group of birds in any square. That square defines the birds' native terrain (and the square is immune to further changes during this era). The birds will later move around the Earth attacking cultures, remaining always within their native terrain, though they may cross over intervening terrain to reach new areas. Bird stats: Pop=5 (regenerates 1 every decade), Mil +2, Move=5/aerial. [5] Revoke Flight: Target culture loses all advantages from being an aerial race and/or knowing aviation. Lasts until end of following decade. [10[
3 - Create Impenetrable Mountains: Make one mountain square impassable to all populations and armies without aerial advantages. [3] Teach Aviation: Target culture domesticates aerial riding beasts. Primitive or barbarian cultures gain same military and movement advantages as aerial race; civilized or advanced races gain these advantages only for armies. Overrides the effects of Riding. [75]
4 Talons (CD): Target gains 2 tricks and does 2 damage with each strike. [30] Aerial Race: Race lives in mountains as if they were forests; has a movement rate of 5, and a +2 military bonus. [40] -

Blood

Mana Sources: Worship 1.5; Populations killed in combat: 0.03x#; Cities destroyed by combat: 2x#

Personal Power Creation Power History Power
1 Strike Fear (C): You gain one trick or may disengage from combat. [8] - Looters: Target culture gains +2 military bonus when attacking cities for the remainder of the decade. [10]
2 - Race's Revenge: If race is ever destroyed, its collective soul will send an avatar of revenge to Heaven to sneak attack the god most responsible for their destruction (referee's decision). The avatar has 5 hit points, 2 tricks, 2 blocks, and a death weapon; its opponent may not disengage or surrender. [20] Ravagers: Target culture gains +2 military bonus when attacking non-city populations for the remainder of the decade. [10]
3 Blood Lust (C): Opponent may not disengage from combat for the next 5 rounds (counting this one). [50] Killing Race: Cultures of this race have a +3 military bonus but are always at war with other cultures and may never become civilized. [25] Blood Cult: Target culture must be at war. You immediately become a member of target culture's pantheon with 10% of the worship mana. Causes no religious turmoil. [50]
4 Mutilate (C): Only usable if opponent surrenders. You may mutilate opponent even if you don't have a death weapon. [18] - 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]

Cruelty

Mana Sources: Worship x1.5; Religious dominance in cultures: 10x#; Preventing personal goals: 30 for each goal unfulfilled per era (that could have been fulfilled); you must hear the goal stated as forced by a power (not necessarily your own) and report the goals you know to the appropriate gamemaster

Personal Power Creation Power History Power
1 Inflict Pain (C): Opponent takes one damage. [7] - Rape: Target culture at war gains +1 population at end of century for every four enemy population units killed. (Refs place killed enemy units on culture sheet.) Not useable on cultures with Justice. Lasts until target culture is no longer at war. [15]
2 - Cruel Race: Cultures of this race will declare war on any neighboring culture which is easy pickings. In such situations peace will never last more than a decade. May not learn Justice. [15] Rape Land: Target culture without Gardening immediately turns five occupied non-city forests/plains into plains/deserts, gaining +25 wealth until end of century. [20]
3 Torture: Target character must truthfully reveal a personal goal to you or accept a mutilation of your choice. [20] - Teach Slavery: Target culture which does not know Justice receives +1 wealth until the end of the century for each enemy population killed in combat. (Referees place killed enemy populations on the culture sheet.)Culture receives -2 on diplomacy rolls. Overridden by Justice. [25]
4 Incite Jealousy (P): Target deity gains a new personal goal: kill a named god. All previous goals are in abeyance until this goal is fulfilled. [30] Create Mirage: Add to any one land square. Acts as a Paradise until a city is built, then it becomes a Dead Zone, killing all population. No further special terrains may be added. Civil War: A percentage of target culture's population equal to the percentage of mana you receive from it declares genocidal war on the rest of the culture's population. (Armies are ignored.) They immediately fight (no retreats) until one side is dead. Either you or all of the other gods are kicked out of the pantheon. [100]

Cyclones

Mana Sources: Worship x0.5; Uninhabited plains, deserts, and ice (subterranean and uncivilized aerial races don't count): 1x#; Fights with other gods: 3x#

Personal Power Creation Power History Power
1 - Create Doldrums: Add to any one water square. That square is impassable to cultures using sea-faring (though amphibious races can move through normally). [2] Cyclone: Select a plains, desert, or ice square for cyclone to start in. Target square loses one population. Cyclone then immediately moves one space in a random direction, causing same damage. Continues for a total of six squares (and may hit squares twice.) [5]
2 Wind of Banishment (C): Opponent is swept by winds from the region you are in and may not return for ten minutes. Combat ends. [15] Create High Winds: Add to any one land square. Aerial races or cultures with aviation lose all bonuses from flying when in target land square. [3] Death Storm: All population in target plains, desert, or ice square is slain. If target square has a city, then population is reduced by half. [10]
3 Ride the Winds (CD): If used in combat, target gains 2 blocks and may disengage at will. If used outside combat, target may enter the Wilds and the Void without barriers for the next 5 minutes. [20] Create Storm Front: Add to any one plains square. A cyclone will emanate from this square at the beginning of every century. [10] It's a Twister!: Any populations, armies, or cities (great cities are immune) in target plains square are transported instantaneously to a random land square on the map. If inhabited, they must immediately fight the natives. If they survive and are not in contact with the rest of their culture, the transported units become an independent culture with the same religion and knowledges as the parent culture (though they lose all civilized knowledges if they don't have a city). [45]
4 Vortex (C): May only be used when opponent surrenders. In addition to normal surrender terms, opponent is transported to the Void. [30] - -

Death Angel

Mana Sources: Worship x1; Personally killing deities: 10x#; Personally killing demons: 20x#

Personal Power Creation Power History Power
1 Angel of Death (CD): Target gains 1 trick and 1 block in combat. [6] Obedient Race: Any culture of this race will commit mass suicide whenever caster commands. [10] -
2 Drain Mana (C): On your next successful strike, your opponent loses 10 mana in addition to normal damage. [5] - Jihad: All armies of target culture which is at war immediately die, but each unit takes two enemy army or population unit with them. [45]
3 Demon-slayer (C): Only usable in combat against demons. Caster gains 2 tricks, 2 blocks, and does 2 damage with each strike. [20] Nova: Target constellation or moon is destroyed. [20] Visitation: May only be cast when you are at the Window on the World. You descend to Earth for 10 minutes and kill one population per square across the world. One named culture is immune. [150]
4 Slay Deity (C): If she is killed in this combat, your opponent is obliterated. [25]

Phoenix (C): Only usable at the moment of your obliteration. You may bequeath all of your Death Angel sphere cards on to any god or divine servitor of your choice. That player gains a new personal goal: Obliterate your killer. All previous personal goals are in abeyance until this one is fulfilled. [10]

- -

Deception

Mana Sources: Worship x1; Non-existent cultures: 0x#; Inhaling: 10 (keep track and bill us at end of era; if you lose count you must start over)

Personal Power Creation Power History Power
1 Smooth Talk (C): Opponent agrees to mutually end combat. [8] - Convert to Demons: Population of target culture is transformed into demons. [2]
2 Misdirect Power: Causes the next history power used by a named deity to be used on a culture of your choice instead of its intended target. [15] Invisible Race: Race cannot be seen on the Earth map by gods or referees. Race produces invisible mana from worship. [100] False Cult: Secretly redirects to you half of the mana from named culture that would normally go to a specific god. [15]
3 Lie: You may give a false answer to any power which normally forces a true answer. [5] Deceptive Race: Race gains a +2 on all diplomacy roles. Also, half of all race's mana is secretly given to you before being divided among the official pantheon. [5] -
4 Become Supreme Deity: Win the game. [2000] - Convert Culture: Target culture changes religion to worship only you. [100]

Desert

Mana Sources: Worship x0.5; Desert terrain: 1x#; Low population desert and plains terrain (population 5 or less, desert races don't count): 1x#

Personal Power Creation Power History Power
1 Sandstorm (CD): Target's opponent may not use tricks for the remainder of the combat. [11] 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.) [2] -
2 - Desert Race: Race lives in deserts as if they were plains. [15] 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. [5]
3 Dessicate (C): Cancels the effects of any combat power which only works in the Primal Wilds. Does 3 damage to the Guardian Beast. [5] Create Great Erg: Add to any one desert square. Square may only be entered by a desert race or a culture with desert survival, and even they lose the normal benefits of those abilities in this square. [2] Teach Desert Survival: Target primitive or barbarian culture gains +2 population maximum in deserts. This knowledge is lost if culture ever becomes civilized. [15]
4 - Create Spreading Desert: Add to any one desert square. During Eras Centrum and Omega it will spread, turning 1-3 plains or forest squares (adjacent to spreading desert or a previously converted desert) each century, wiping out any existing cities. [20] Heat Wave: Increases global temperatures for one decade. Reduce population maximum of all non-ice squares by 1. Transform one square of ice into water or plains (your choice). [120]

Doom

Mana Sources: Worship x1; Offenders of Council Law punished (using Punish power) or killed: 10x#; Demonic cults destroyed: 10x#

Personal Power Creation Power History Power
1 Touch of Despair (C): After your next successful strike, your opponent may use no powers for the remainder of the combat. [15] 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. [15] Cultural Curse: Place mana into a culture. It automatically works to counteract mana spent on any power which would positively impact the culture. Each 1 mana you spend must be counteracted by 2 mana from another deity before any positive powers can be used, but is "used up" after being counteracted. [variable]
2 Doom of Battle: At a Great Council meeting, name any two deities. They must fight a duel to completion immediately after the meeting ends. [5] - -
3 Fate's Contingency: Make a public prophecy at a Great Council meeting. The prophecy must be a single sentence in the form of an if-then statement with no references to specific times. If the condition comes true, 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.] Doomed Race: Any beneficial "teaching" power used on race costs 50% extra mana. [5] Funadmentalism: Target culture can learn no new knowledges. Lasts until a named deity (may be demons or atheists) is no longer in the pantheon. [50]
4 Punish: All of target god's powers cost double for the next hour. Costs no mana if used on a violator of a Council Law. [40] - Doomed Culture: Target culture receives a permanent -2 penalty on all military and diplomatic rolls. Half cost in mana if culture has demonic cults. May be used multiple times with cumulative effect. [100]

Earthquakes

Mana Sources: Worship x0.5; Water terrain: 0.2x#; Cities destroyed by quakes: 3x#; Demesnes personally destroyed: 25

Personal Power Creation Power History Power
1 - Create Unstable Ground: Place unstable ground in any square. 10% chance at the beginning of each century for a quake at this epicenter (refs roll d6: 1-3=level 1, 4-5=level 2, 6=level 3). Overrides stable ground. [5] Quake Level 1: Select a square. All cities within 1 square radius lose 3 population. [5]
2 Termors (CD): Opponent may not use blocks. Does not work if opponent is in a demesne. [6] - Quake Level 2: Select a square. All cities within 2 square radius lose 3 population. [20]
3 - Create Fault Line: As Unstable Ground, but it is added to 5 squares in a straight line. Each square rolls separately each century. [20] Quake Level 3: Select a square. All cities within 1 square radius are destroyed (reduce population to 2 below terrain maximum). All cities within 3 square radius lose 3 population. [50]
4 Collapse Demesne (C): Only usable if attacking a demesne. Target demesne is destroyed. [35] Level Mountains: Select one mountain square; all mountains within 1 square radius become plains. [10] Cataclysm of Atlantis: As Quake Level 3, but four coastal non-mountain squares of your choice within radius are transformed to water. Any non-amphibious populations or armies are killed; amphibious units lose half of their numbers. [120]

Fear and Darkness

Mana Sources: Worship x1.5; Religious dominance in a culture: 10x#; Cultures in religious turmoil: 3x#

Personal Power Creation Power History Power
1 Strike Fear (C): You gain one trick or may disengage from combat. [8] - Assassins in the Dark: Target culture at war immediately sues for peace with named culture, using diplomacy to attempt to end the war. [3]
2 - Create Caves of Fear: Add to any one land square. Any culture inhabiting the square which doesn't worship a god of Fear and Darkness has a 25% chance of entering religious turmoil every century. [5] Forces of Darkness: Armies of target culture receive a +2 military bonus until war is over. [15]
3 Intimidation (P): Convince target 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. [30] Dark Race: Create a new sentient race based on an already existing one. The new race has the same attributes as the original, plus those of a Dark Race: +1 military bonus, -3 diplomacy modifier, twice as likely to declare war, and a Racial Hatred against the original race. You are considered the sole creator of this race and are the only deity in its starting pantheon. [same cost as it took to create the original race] Fear of Strife: Ends religious turmoil in target culture. All gods in pantheon (even those otherwise kicked out) receive the same percentage of mana they had before religious turmoil began. [35]
4 Force Surrender (C): Opponent must surrender when he drops below three hit points. [12] - Wave of Panic: Select target square. All populations and armies in square immediately evacuate to their maximum movement rate. Fleeing populations will fight other units of their own culture if they exceed population limits. If this occurs, target culture goes into religious turmoil. If target square is a city, the emptied city may be reoccupied rules for reoccupation as in Ghost Town). May not be used on great cities. [45]

Hurricanes

Mana Sources: Worship x0.5; Uninhabited coasts and water (subterranean races do not count): x0.5; Cities destroyed by hurricanes: 3x#

Personal Power Creation Power History Power
1 - Eroding Waves: Target coastal square is turned into water. Overrides any previous terrain. [2] Hurricane: Select five contiguous coastal squares. Populations and armies in each are reduced by 2. Amphibious populations in adjacent water squares are reduced by 1. [20]
2 Storm Border: Target demesne permanently provides defenders with an additional 3 tricks. You must be inside target demesne to cast this. [20] Create Rough Tide: Add to any one coastal water square. No amphibious race can enter this square. [3] -
3 Floods of Heaven: Rising flood waters threaten to wash away the belongings of those around you. All characters in the room must spend 5 mana or give you one divine artifact in their possession. [10] Create Stormy Seas: Add to five adjacent water squares. Any populations or armies crossing these seas using sea-faring suffer 25% losses. [5] Shipwrecked Colony: Take one population unit from a sea-faring culture and move it to an uninhabited square at least 10 squares from the culture. It is now an independent barbarian culture with the same religion as the parent culture plus you (25%) and any knowledges which do not require civilization. [10]
4 Hurricane Blast (C): Caster gains 7 tricks if attacking a demesne. [25] Create Hurricane Zone: Add to any one water square at least two squares away from land. Every century a hurricane will appear there and move randomly until it strikes land. [10] -

Lunacy

Mana Sources: Worship x1; Moons: 10x#; Gods who are Mad at the end of the era (and have been Mad for at least 1 hour): 10x#

Personal Power Creation Power History Power
1 Crazed Strength (CD): Willing target gains 3 tricks, but may not use blocks. [8] - Summit Meeting: Name two neighboring cultures. Referee will roll a die to determine results: 1=declare war, 2=declare peace and both go to war with a third culture, 3=declare war and both go to war with a third culture, 4=declare peace, 5=declare peace and give each other one random knowledge, 6=both cultures gain a +5% demonic cult. [5]
2 Incite Anger: Target deity will lose 25 mana if he does not complete a combat with a named deity within 30 minutes. [25] Insane Race: Cultures of this race are immune to the generic Direct Culture power, and any power which incites war, peace, or religious turmoil. Will always be in religious turmoil if a god of Chaos is not in their pantheon. [10] Direct Insane Race: As the generic Direct Race power, but it works on insane races. [10]
3 Full Moon (P): For the next 15 minutes, whatever room you cast this in has the same rules effects as the Hall of Feasts: no combat, persuasion powers two-thirds cost (in addition to normal effects). This does not stop combats already declared or in progress. If cast in the Hall of Feasts, the room has normal effects plus everyone in the room must laugh, dance, sing, or otherwise carry on in an enjoyable fashion. (Referees will penalize players who are not clearly having a good time.) [15] 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] -
4 Divine Madness (C): Your next successful strike against opponent does no damage. Instead, opponent gains a new personal goal of your choice. (Write it down for opponent.) All previous personal goals are in abeyance and opponent is considered Mad until the new one is fulfilled. [3/5/10/15/20/25/30, gamemaster's choice based on difficulty of goal. Spend 20 and consult him later to get a rebate or additional cost.] - Megalomaniac Leader: Target culture immediately goes to war with all neighboring cultures. +3 military bonus to all armies for one decade. [35]

Magic

Mana Sources: Worship x1.5; Magical cultures (know Thaumaturgy or Wizardry): 3x#; Cultures reaching transcendence: 20x#

Personal Power Creation Power History Power
1 Pretty Lights (C): Opponent is entranced by pretty lights. You may either disengage or get one free attack (no defense). [9] - Teach Thaumaturgy: Target culture gains a +1 military bonus and loses one less population (with a minimum one) per square due to any natural disaster which kills population. [50]
2 Combat Spells (CD): Target gains 2 tricks and 1 block. [14] - Warrior Mages: Target culture gains a +4 military bonus in its next major battle (referee's decision). May be used cumulatively to "save up" for the future. [15]
3 Make Magic Weapon: Create a minor divine artifact. The magic weapon grants the wielder one extra trick in combat. An individual can use only one weapon in any combat. [15] Create Well of Magic: Add to any land terrain. It will provide +7 wealth to any culture in square which knows Thaumaturgy or Wizardry. [5] Withdraw Magic: Target culture loses all benefits gained from Thaumaturgy or Wizardry. [40]
4 - Magical Race: Half-cost to teach race Thaumaturgy or Wizardry. In addition, each century the race will collectively cast a first-level history power from a random sphere. The race will attempt to target the power in a way beneficial to themselves if possible. [15] Teach Wizardry: Target advanced culture gains a +2 military bonus. Any history powers which would affect the culture must first overcome it's magical resistance by spending mana equal to its wealth points divided by 3. Culture gains double wealth from Void Gates. Culture immediately gains a +5% atheist cult (use rules for demonic cults). [150]

Minerals and Ores

Mana Sources: Worship x0.5; Mountains with high population (5 or higher): 3x#; Wealthy Cultures: 10x#

Personal Power Creation Power History Power
1 - Create Mineral Resource: Add to any one land square. Square provides wealth points to inhabiting culture. [2] Teach Metal-working: Target non-primitive culture gains a +1 military bonus. [10]
2 Stoneskin (CD): Target's current hit points are doubled for the duration of the combat. [30] 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. [50] -
3 Make Gem of Power: Creates a minor divine artifact which will provide 50 mana to its bearer whenever terrain mana is granted. It must be worn visibly. [10] Create Motherload: Add to any one mountain square. Square provides 6 wealth points to inhabiting culture. [5] Teach Master-smithing: Target culture with metal-working gains +10 wealth. [50]
4 Encase in Stone (C): The next time you strike your opponent, he is turned to stone. Combat immediately ends and target is frozen in place for 5 minutes, unable to move, talk, or be attacked. [15] Create Mithril Deposit: Add to any mountain square. Square provides 10 wealth points and a +1 military bonus to inhabiting culture that has metal-working. [18] -

Monsters

Mana Sources: Worship x1; Worship from Monstrous Races x1; Monsters: 20x#; Cities destroyed by monsters: 3x#

Personal Power Creation Power History Power
1 Create Gargoyle: Place a guardian beast inside a demesne (3 HP, 1 trick). Anyone attacking the demesne must first defeat the gargoyle. You must be inside the demesne to cast this. The gargoyle lasts until defeated. [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. [3] Direct Monsters: Choose the general compass direction in which a specific set of monsters will move for the remainder of the century. [5]
2 Monster Out (CD): Target gains 1 trick, 1 block, and Flame Strike (see Fire/Earth) at a cost of 1 mana. [20] - Monster Allies: Target monsters will fight on behalf of a named culture for the remainder of a war. [15]
3 - 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. [15] -
4 Monster Child: Create a temporary divine servitor (played by a referee) who will challenge a named character to a duel or sneak attack, your choice. The monster child has 5 HP, 2 tricks, 3 blocks, and 1 Flame Strike. If it fights in a duel, monster child may not have combat spells placed on it before combat. [30] Monstrous Race: Race has a +3 military bonus but is always at war with other cultures. [25] Breed Monsters: Split target monster group into two groups, each with half the population. Each new group may grow up to the same size as the original. [50]

Mortality

Mana Sources: Worship x1; Every 10 population units sacrificed in your name: 1x#; Deities obliterated by others: 10x#

Personal Power Creation Power History Power
1 Divine Funeral Rites: After a god is obliterated, you may choose how the body is disposed of, even over the objectsions of the killer. [5] - Death Cult: Caster immediately becomes a 5% member of the pantheon of target culture which has recently suffered a major loss of population (based on referee's decision). Causes no religious turmoil. [25]
2 Close the Abyss: Characters may not enter or leave the Abyss for the next 10 minutes. (Dead characters stuck outside may continue wandering around Heaven until the Abyss re-opens.) [10] Short-lived Race: Race has double the normal population growth, but all Teach powers cost twice as much mana. [25] 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 Necrosis (C): The next time you strike opponent, he takes one point of permanent damage. This damage is healed only by powers which heal mutilations. [15] - Sacrificial Rites: Target culture which already worships you will sacrifice at least 10 population in your name each century. Half of foreign populations killed in battle count as sacrifices. Any shortfall left at the end of the century will be made up from their own population. [25]
4 Revive Dead: Dead character is brought back to life. Only usable before the player reaches the Abyss. [10] Create Fountain of Youth: Add to any one any land square. Populations inhabiting that square may not die. [10] -

Plague

Mana Sources: Worship x0.75; Uninhabited forests: 0.5x#; Mortals killed by pestilence or plague: 0.15x#

Personal Power Creation Power History Power
1 Tainted Mana: Any mana which you give to other players is cut in half. Any mana which others give to you is doubled. This power is involuntary and always on. [N/A] Create Pestilence Rats: Create rats which move around the Earth, attracted to high populations. Whenever they enter a square with population over 10 they start a Pestilence. Rat stats: move=1. They can move across water using the sea-faring abilities of a culture as long as that culture controls the squares at both end points. Rats are killed 25% of the time when they start a pestilence in a culture with medicine. [25] 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]
2 - Create Death Trees: Create a square of forest. If the population of the square ever exceeds 3 or tries to cut down the trees, all population is killed. [3] Crop Failure: Select 5 target land squares. The maximum population level of those squares is reduced by 2 until the end of the decade. [15]
3 Decay (CD): The next time you strike opponent, in addition to normal damage he can no longer use one normal symbol (rock, paper, or scissors) of your choice for the remainder of this combat. [11] - Plague of Termites: Turn target forest square into desert. [10]
4 Rotting Disease (C): The next time you strike opponent, instead of regular damage he takes one point of permanent damage. This damage is healed only by powers which heal mutilations. [13] 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. [15] -

Science

Mana Sources: Worship x1.5; Scientific cultures: 10x#; Cultures reaching transcendence: 20x#

Personal Power Creation Power History Power
1 Alchemical Potion (CD): Can be used once by target at any time later in the combat. Random effect: 1-2=opponent takes 3 damage, 3-4=user takes 1 damage, 5-6=cloud of noxious smoke forces both parties to disengage. [1] - Teach Medicine: Target culture suffers only half the normal losses from pestilence or plague. [20]
2 Sweet Reason (P): Convince target character that any one power he owns will not work. Lasts for 30 minutes. [25] Create Writings of the Gods: Writings will be placed in a random land square by refs. First culture to enter that square gains two random knowledges. [20] Teach Astronomy: Target civilized culture gains a range of 9 for use of sea-faring. [25]
3 - - Famous Philosopher: Advanced culture gains a 5% atheist cult or increases an existing cult by 5%. (Use rules for demonic cults.) [10]
4 Embody Science: You immediately cease to gain mana from normal worship. All of your worshippers become atheists. You now receive the "worship" mana from atheist cults, though they are not considered to worship you for all other purposes. This power is permanent and may not be reversed. [10] Logical Race: All history powers which teach knowledges have half mana cost for this race. However, race begins with a 5% atheist cult (use rules for demonic cults). If destroyed, a new cult with 5% of the worship will immediately re-appear. [35] Teach Science: Target advanced culture loses only half of normal population loss (rounded down) from any natural calamity. Culture immediately gains a +5% atheist cult (use rules for demonic cults). [120]

Tools

Mana Sources: Worship x1.5; Mechanized Cultures: 10x#; Cultures reaching transcendence: 20x#

Personal Power Creation Power History Power
1 - Create Superior Metals: Add to any land square. Square provides a +1 military bonus to any advanced culture inhabiting it. [5] Teach Siege Warfare: Target culture with Professional Military eliminates any bonuses which its enemies gain on defense. [30]
2 Make Machine Weapon: Make a minor divine artifact. Grants wielder two tricks in combat. An individual may use only one weapon in combat. [30] 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. [15] Teach Explosives: Target advanced culture learns how to use explosive chemicals, receives a +3 military bonus. [80]
3 Make Mechanized Armor: Make a minor divine artifact. Grants wielder three blocks in combat. An individual may wear only one set of mechanized armor. [27] - Teach Mining: Target advanced culture with explosives will turn one occupied mountain square into plains every century, gaining 10 wealth. [100]
4 Make Divine Artifact: Embed one or more sphere powers (all of power 3 or less) 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] - Teach Machinery: Target advanced culture receives a +2 military bonus and triple wealth from chopping down forests. Culture immediately gains a +5% atheist cult (use rules for demonic cults). [80]

Valkyries

Mana Sources: Worship x1.5; Armies killed in combat: 0.03x#; Victory in Heavenly duels: 5x#

Personal Power Creation Power History Power
1 Honor Foe (C): Only usable if target has just been defeated in combat and refused to surrender. Must be cast on target before the player reaches the Abyss. While in the Abyss he receives 5 mana for every 5 minutes spent there. - Assume Human Form: Only usable if you are physically present at the Window on the World. You descend to Earth to fight for one culture. They automatically win one battle, killing all opponents without possibility of retreat. [20]
2 - Amazon Race: Race gains a +2 military bonus, but their cultures only grow in population if they spent part of the previous century at war with a non-amazon race. [15] Goddess-worshipper Uprisings: Target culture which worships only male deities goes into religious turmoil. [25]
3 Promote Lieutenant: Only usable at the moment of your obliteration. A lesser valkyrie is promoted to the rank of lesser god in your place. Go to the Abyss and immediately return as your new incarnation, with all the same powers and memories but a different name. You will have no mana, but will gain 100 mana for obliterating the person who obliterated your previous incarnation. [10] - Battle Hero(ine): A leader mobilizes the non-combatants of a culture at war. Immediately gain a fresh set of armies, in addition to existing units. Only usable once per war. [50]
4 Summon Valkyries (C): The valkyries arrive to assist you. You gain one hit point at the end of each combat round. [40] Create Mountains of the Gods: Add to any one mountain square. Double the mana produced by any population in that square. Ride of the Valkyries: 20 army units appear on the map to fight for target culture at war. These units have a +10 military bonus, move speed 6, and can cross water or chasms. They remain on the Earth until the end of the war. There may only be one set of valkyries on the Earth at any time. [75]

Volcanoes

Mana Sources: Worship x1; Volcanoes: 10x#; Populations sacrificed in your name: 1x#; Religious dominance in cultures: 1x#

Personal Power Creation Power History Power
1 - Create Volcano: Transform a mountain square into a volcano. [20] Volcanic Eruption: Cause an existing volcano to erupt, destroying all populations in adjacent squares. [20]
2 Volcanic Anger (C): On your next successful strike, your opponent takes two damage rather than one. [7] Chosen Race of the Volcano: Cultures of this race may ignore all damage caused by a volcanic eruption by sacrificing one population to the volcano. [8] 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. [90]
3 Moat of Lava: Creates a permanent moat of lava around target demesne. Any god attacking the demesne from outside takes 2 damage. You must be inside the target demesne to cast this. [15] - Rite of Cleansing Fire: While a culture that worships you is in religious turmoil, you can kick any other god out of the pantheon. A percentage of the population equal to that god's share is sacrificed in your name. [50]
4 - Create Hot Spot: Add to any 10 adjacent squares on map. 10% chance each century that a volcano will erupt in one of those squares. [25] Volcano Cult: You become a member of the pantheons of all cultures adjacent to target volcano, gaining 10% of mana (or +10% if already a member). [75]

War Elves

Mana Sources: Worship x1; Forests with high population (5 or higher): 0.5x#; Keeping the Primal Wilds inviolate (prevent entrance without the use of the power Safe in the Wilds): 200 minus 10 per violation

Personal Power Creation Power History Power
1 Elven Arrow (C): Only usable on the first round of combat. You automatically win this round; opponent takes 1 damage, you take none. [9] Create Impenetrable Forest: Add to one forest square. That square is impossible to enter by any but Sylvan or Forest Ally races. [3] Teach Archery: Target culture gains a +1 military bonus. [10]
2 Attack of the Wild Forest (C): Only usable in the Primal Wilds. Target gains three extra tricks and his opponent may not use tricks. [15] Sylvan Race: Race lives in forests as if they were plains, will not chop down forests, and gains a +2 military bonus in forests. [25] Tame Beast: Target monster or forest-dwelling beast will never attack a named culture. [10]
3 Defense of the Wild Beast: Permanently increase the combat stats of the Guardian Beast. The first time you cast this, the Beast gets an extra HP, the second time an extra trick, the third time an extra block, the fourth time an extra HP, etc. All abilities granted by this power are lost if the Great Beast is obliterated; the Great Beast returns to his original stats. [10] - -
4 - Forest Ally Race: When a culture of this race goes to war, three tree armies will join the culture from each inhabited forest square. Tree army stats: move=1, mil +0/+10 in forests. [20] Assume Human Form: Only usable if you are physically present at the Window on the World. You descend to Earth to fight for one culture. They automatically win one battle, killing all opponents without possibility of retreat. [10]

Divine Wrath

Mana Sources: Worship x1; Enemy killed in combat: 10x#; Eliminating enemy's religion (either by removing him from the pantheon or destroying the entire culture): 10x#

Personal Power Creation Power History Power
1 Name Enemy: Must be used in the Hall of Doom with at least 5 other gods present. Publicly name a god as the object of your wrath. That god is now considered your enemy for purposes of the definitions in this sphere. That god remains your enemy until he dies. You may only have one enemy at a time. [5] - Priests of War: Target culture which is at war with a culture which worships your enemy gains a +2 military bonus until the end of the war and will not accept diplomatic overtures. [20]
2 Combat Wrath (C): You gain 3 tricks for use in this combat and do double damage with each hit. Costs no mana if used while you are in combat with your enemy. [50] - Anger of Heaven: Target culture which worships your enemy goes into religious turmoil. [10]
3 Force Duel (P): Use immediately after challenging a god to a duel. That god must appear at the appointed time and fight a duel with you in the Hall of Justice. Only the character's death can prevent him from coming. Costs no mana if used on your enemy. [10] Race of Divine Wrath: Race has a +1 military bonus. You may always use Direct Culture on this culture (even if you are not part of the pantheon) for no mana cost as long as the command is to go to war. [25] -
4 Higher Duty: May only be used when you have an enemy. Until that enemy is killed, you have immunity from all Council laws. No action made by you during this time is considered a violation of Council law. [25] Nowhere to Hide: Permanently eliminates the extra blocks normally gained by defenders in a demesne (including any additional blocks which other powers would grant). Other defensive effects of demesnes remain intact. Affects all demesnes whether currently in existence or built in the future. [100] Smite: Target city in a culture which worships your enemy is destroyed. All other squares in that culture lose one population. [65]

Reconstruction

Mana Sources: Worship x1; Gods obliterated: 5x#; New lesser gods created: 10x#

Personal Power Creation Power History Power
1 Self Sacrifice: Target dead god is returned to life and freed from the Abyss. In return, you instantly die and must remain in the Abyss for whatever time the target god had left. [5] - Rebuild City: Target city is protected from destruction. A Rebuild counter is placed on the city. If it is destroyed, it will immediately grow back; at the same time the population will automatically raise to 10 if it is lower. The Rebuild, now used up, is taken off. A city may only have one Rebuild cast on it at a time. Another may not be cast until the first has been used up. [10]
2 Rebuild Demesne: One destroyed demesne is re-built, only with the permission of the owner. It has none of the demesne "modifiers" which it may once have had. You may hernceforth enter this demesne as if you were one of the owner's lesser gods. [10] Undying Terrain: Add Undying Terrain to any one square. The base terrain in that land may no longer be changed by any divine power, natural terrain change, or actions of a culture. Furthermore, no more special terrains may be added to the square. [7] -
3 Destroy Death Weapon (C): One death weapon in the possession of your opponent is destroyed. [30] 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] Recovery: Target culture which has suffered a major population loss (referee discretion) gains double normal population growth at the end of the current century. [30]
4 Wall of Pain (C): For every hit point of damage done to you during this combat, you gain 1 trick and 1 block to use in later rounds. [20] - Revive Race: One destroyed race is brought back to life, if you gain permission from the original creators. A new culture of that race appears in a random spot on the Earth with a population of 5 and no knowledges. (The population will be able to move once before population limits affect it.) That culture's initial pantheon will be 50% to you, the remainder divided equally among the original creators of the race. [100]

Revolution

Mana Sources: Worship x1; Cultures in Religious Turmoil: 5x#; Lesser god (other than self) breaking a law of the Great Council: 10x#

Personal Power Creation Power History Power
1 - Rebellious Race: Cultures of this race resent being toyed with by the gods. Every time a negative history power is used on the culture, it will gain a +5% atheist cult. [15] Empire in Flames: All subjugated cultures within an empire declare war on the imperial culture. [35]
2 Righteous Rebellion (CD): Target lesser god gains 2 tricks and 2 blocks. [20] - Incite Religious Discontent: Target culture which has suffered a major loss caused by the gods (referee's definition) goes into religious turmoil. [10]
3 Leader of the Revolution (P): All lesser gods in the room must stop whatever they are doing (unless they are in combat or are attacked) and listen to you talk for the next 5 minutes. During this five minute period, and for 30 minutes afterward, all of the lesser gods who listened to you may (if they wish) refuse to hand over any mana demanded from them by their lord(s). [25] - Counter-culture: Next time target civilized culture goes to war, only 50% of armies are created. [25]
4 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. May not be used on self. [65] Mother Earth: The Earth is imbued with the ability to fight back. Cultures that change the terrain in any fashion (chopping down trees, mining, Rape Land, etc) will lose 1 population in each square so affected. May be used multiple times with cumulative effect. [15] Union of Man and Nature: Target a culture and its associated map squares which have been greatly abused by the gods (referee's decision, generally indicated by multiple uses of deity-caused natural calamities). Target culture ceases to chop trees, mine, or do any other actions which would change the terrain. Culture is immune to all natural disasters caused by special terrains (storm fronts, hot spots, fault zones, etc.). Finally, all powers which negatively affect the culture or the map squares which it inhabits cost 50% extra to cast. [100]

Dark Phoenix

Mana Sources: Worship x0.75; Volcanoes: 5x#; Combats won by a demon against a god (god is killed or obliterated, surrenders, or disengages): 4 #

Personal Power Creation Power History Power
1 Phoenix Flames (CD): Target gains 1 trick in combat. [6] Create Chaotic Terrain: Add to any one square. The base terrain will change randomly every century. [7] Inspire Renaissance: Target culture goes into religious turmoil. Until the religious turmoil ends, the culture has a +2 military bonus and can be taught new knowledges for only half mana cost. [50]
2 Flames of the Void (C): You do two damage per strike. Unless you are in the Void, you also suffer one damage yourself every time you strike your opponent. May not be used if your opponent is a demon. [20] - All or Nothing: Target any city (not a great city). Ref rolls a die: 50% chance the city is consumed in flames (destroyed with all population). 50% chance it becomes a great city. [35]
3 - Uneasy Earth: Increases activity in the Earth's core. For each time this is cast, there is a cumulative 10% chance per century of a volcano erupting in a random square. [35] Rouse the Earth: All volcanoes on Earth erupt at once. A new volcano appears in a random spot. [120]
4 Dark Phoenix (C): Only usable at the moment of your obliteration. You may bequeath all of your Phoenix sphere cards on to any demon of your choice. That character loses all demonic powers, ceases to be a demon, and becomes a lesser god. That player gains a new personal goal: Obliterate your killer. All previous personal goals are in abeyance until this one is fulfilled. [10] Wild Race: Target race thrives on turmoil. Cultures of target race may ignore all effects of a non-global natural disaster by losing only 1 population unit. Target culture has a permanent 50% demonic cult (which can never increase or decrease in percentage). [35] -