Desert Fire & Earth

Description: Powers of the desert, heat, and dessication. Desert has subtle offensive powers in Heaven, often forcing his opponents to work agains themselves. Desert is generally inimical to mortals, but friendly to those races who normally live in the deserts. Desert is opposed to the sphere of Sea.

Era-End Mana Sources: Deserts×0.09; Low Population Deserts (population of 2 or less; primitive races, desert races, and races which know Desert Survival don't count)×0.21

Century-End Mana Sources: Worshippers×0.03

Event Mana Sources: Sea demesne (created by a god with two or more cards in the sphere of Sea) destroyed×1

Personal Power Creation Power History Power
1 Sandstorm (C): Your opponent may not use tricks for the remainder of the combat. [3] Create Desert (T): Change one plains square into desert terrain. May only be placed on squares not adjacent to water (though water may later be created adjacent to deserts). [1]
2 Endless Wastes (C): This power may only be used if you are coordinating the defense of a demesne against an attacker from the outside. During every other combat round (starting with this one), your opponent cannot use the trick, block, or paper combat gestures. [1] Desert Race (Ra): Race increases population limits by 1 in deserts; receives +1 Military for each summer; and is resistant to Fire disasters (F-1). [3] Drought (T,Bf): Change one plains or forest square into desert terrain. If the resident population units exceed the new population limit, they may move away if their race knows Weather Wisdom. Otherwise the excess population is killed. [2]
3 Desiccate (C): If your opponent (or the person coordinating the defense of an opponent demesne) has any cards in the sphere of Sea, your opponent may not use blocks for the remainder of this combat. If your opponent is a demesne which was created by a god who owned two or more cards in the sphere of Sea at the time, then if you defeat the demesne it is destroyed and all gods who controlled the demesne lose 10 mana. If used in "combat" with the Guardian Beasts it provides three tricks. [2] Create Great Erg (Fr): Add Great Erg feature to one desert square. Only desert races or races which know Desert Survival may enter this square. Those races may enter the square, but treat it as a desert square without the bonuses normally gained for being a desert race or knowing Desert Survival. [1] Teach Desert Survival (K): Target race which does not know Civilization has population limits 1 higher than normal in desert squares and is resistant to Fire disasters (F -1). Not cumulative with the advantages of Desert Race. The race may not learn Civilization as long as they have this knowledge. [2]
4 Create Spreading Desert (Fr): Add Spreading Desert feature to any desert square that is on the south edge of the Earth. During Eras Centrum and Omega it will spread at the beginning of every century, turning into desert 1-3 plains or forest squares that are adjacent to the Spreading Desert or any desert square which can draw a line of contiguous deserts back to the spreading desert. [7] Heat Wave (Gf,T): High temperatures reduce the population limits of all land squares by one. Lasts until the end of the century. (Populations can spread again to avoid starvation.) Three random plains or forest squares near the south edge of the Earth are turned into desert. The southernmost three ice squares turn into plains (or water, if they were once water squares later covered by glacial ice). [17]

Earthquakes Fire & Earth

Description: Powers of earthquakes, destruction, and instability. Earthquake can destroy the environment in both Heaven and Earth. Earthquake is generally indifferent to mortals, but is specifically opposed to cities. Earthquakes draws mana from the two extreme elevations of terrain: mountains and water.

Era-End Mana Sources: Mountains×0.06; Water×0.03

Century-End Mana Sources: Worshippers×0.03

Event Mana Sources: City destroyed by earthquake×0.3; Demesne personally destroyed×1.5

Personal Power Creation Power History Power
1 Tremors (C): Your opponent may not use blocks for the remainder of the combat. Does not work if your opponent is a demesne. [2] Collapse (T): Change three adjacent plains, forest, or desert squares into water terrain. [1] Earthquake (Be): Target any populated square. One population unit is killed; any city owned by a race which does not know Engineering is destroyed. If race has any vulnerabilities to Earth disasters, then Engineering will not save the city. [2 / 7 if target square contains a great city]
2 Find Crack in the Wall (N): Target character enters a demesne without invitation. However, it takes ten minutes for the target to worm his way through the cracks in the defenses. During this time, the target may not attack the demesne, leave the demesne, invite other characters into the demesne, or use tricks or blocks. He may be attacked by any character in the demesne. May only be used once per game session on any specific demesne. [1] Create Fault Lines (Fp): Add Fault Line feature to five contiguous squares in a row. Every century there is a 25% chance that a random square within the area that has a city in it will be struck by an Earthquake. If there are no cities within the five squares, then any random square is chosen. [1]
3 Continental Rift (T): Select two land squares which are each adjacent to water, on opposite sides of a continent (any contiguous group of land squares), and up to 6 squares apart. The referees will draw a line of connecting squares between the two points. All squares in that line are changed to water terrain. Three squares on each side of the line are changed into mountain terrain. [8] Mountain Formation (T): Change one plains, forest, or desert square into mountain terrain. [6]
4 Collapse Demesne (C): Only usable if you are attacking a demesne from the outside. The demesne immediately loses 5 hit points and may not use tricks for the remainder of this combat. If you defeat the demesne, it is destroyed and all gods who controlled the demesne lose 10 mana. [10] Level Mountains (T): Change one mountain square and all mountain squares adjacent to it into plains terrain. [1] Tectonic Disturbance (Gfe): All volcanoes on Earth erupt, killing all populations in the squares they occupy and killing 50% of population units in each adjacent square (rounded up). Three random squares with cities are struck by Earthquake. [15]

Forests Nature

Description: Power over trees and plants, Forests is inimical to all animal life, including most mortals. In Heaven, Forests tries to keep the Primeval Wilds untouched and unspoiled.

Era-End Mana Sources: Uninhabited Forests (plant races don't count)×0.25

Century-End Mana Sources: Worshippers×0.015

Event Mana Sources: Non-plant race destroyed×1.5; Inviolate Wilds (entire game session in which the Primeval Wilds remained unentered by any god who did not have at least one card in the sphere of Nature)×0.5

Personal Power Creation Power History Power
1 Strength of Roots (C): May only be used in the Primeval Wilds. You gain one extra trick and one extra block. [1] Hardy Trees (T): Change one desert square into forest terrain. [1] Forest Growth (T): Change one plains square into forest terrain. [1]
2 Impenetrable Forest (Fr): Add Impenetrable Forest feature to one forest square. That square may only be entered by sylvan or plant races. [1] Bountiful Orchards (Mc): Target race which knows Agriculture has population growth 50% greater than normal in the next century. [1]
3 Summon Guardian Trees (La): May only be used in the Primeval Wilds. For the next hour, the Primeval Wilds are guarded by Guardian Trees, in addition to the Guardian Beasts. The Guardian Trees are identical to the Guardian Beasts, but must be defeated separately. All powers which work on the Guardian Beasts will work on the Guardian Trees, with the exception of Calm the Beast. The Guardian Trees will not attack any god with one or more cards in the sphere of Forests. [5] Endless Forest (T): Change 20 contiguous plains squares into forest terrain. [6] Forest's Revenge (Mp): Target race which knows Engineering but does not know Explosives will lose one population unit for every forest square chopped down and transformed into plains. Lasts until the race learns Explosives or loses Engineering. [5]
4 Walking Trees (C): May only be used in the Primeval Wilds. The trees around you animate and come to assist you. At the end of this round and each subsequent round, you gain one extra hit point. These extra hit points are lost when the combat is over. From the next round onward, any combat powers from the sphere of Fire & Earth which are used by your opponent cost 50% less than the normal mana cost. [10] Plant Race (Ri): Race lives in forests as if they were plains and deserts as if they were ice; cannot live in true ice terrain; may not learn Metal-working or Riding; can be taught Agriculture for one quarter normal cost; is resistant to Nature disasters (N -), vulnerable to Fire disasters (F ×2), and vulnerable to Ice disasters (I ×2); has a population growth rate 50% greater than normal; squares occupied by the race are considered "uninhabited" for purposes of the Nature and Forests spheres mana sources. [7]

Beasts Nature

Description: Powers of animals, beasts, and the bestial nature in mortals and gods. Beasts is friendly to primitive mortals, but dangerous to more advanced races.

Era-End Mana Sources: Low Population Plains and Forests (population of 2 or less)×0.15

Century-End Mana Sources: Worshippers×0.03

Event Mana Sources: Character killed by the Guardian Beasts×0.5

Personal Power Creation Power History Power
1 Leader of the Pack (Ns,La): May only be used in the Primeval Wilds. For the next 20 minutes characters entering the Primeval Wilds do not use the automated combat system. Instead, you take the part of the Guardian Beasts in much the same way someone can coordinate the defenses of a demesne. You use the Beasts' combat statistics, but may use your own combat powers to enhance their abilities. Each character entering is sneak attacked by a Beast who starts combat with 5 hit points, 1 trick, and 1 block. Other characters entering must wait until you handle them one at a time in any order you wish; they may not assist one another. During this period you cannot in person actually attack or be attacked, use powers or be the target of powers, though you may volunatarily cancel the power at any time. This power is also cancelled if you leave the Primeval Wilds, even to enter a demesne located in the Wilds. [1] Create Dangerous Beasts (Ft): Place Dangerous Beasts feature in four contiguous squares of a single terrain type. Specify the nature of the beasts. (Gamemasters may improve some parameters of this power for particularly good beast descriptions.) Population limits in those squares are reduced by two for any race which does not have Military +7 or greater. Dangerous Beasts is permanently removed from a square if a race which has Military +12 or greater and does not worship a god of Nature moves into the square. [3] Beast Friends (Mp): Target race which does not know Engineering may ignore all effects of Dangerous Beasts terrain features. This advantage goes away whenever the race learns Engineering. [1]
2 Claw and Fang (C): You gain three extra tricks. [3] Bestial Race (Ra): Race has +2 Military, +4 Aggression, and is resistant to Nature disasters (N -). Teaching Civics, Engineering, or Scholarly knowledges to this race costs 25% more than the normal mana cost. [5]
3 Demesne Guardians (Ds): Target demesne is guarded by the Guardian Beasts. Characters must encounter the Beasts every time they enter or exit the demesne, just as they would when entering or exiting the Primeval Wilds. You may use Leader of the Pack to take the part of these demesne Guardian Beasts, but may not guard the Primeval Wilds at the same time. [12 / 6 if target demesne is in the Primeval Wilds] Summon Heroic Beast (H): Use only in the Primeval Wilds or in the demesne of a willing god who has at least one card in the sphere of Nature. A god-like beast dwells there. Whenever there are three or more characters in the locale, the Heroic Beast (played by a referee) will sneak attack one at random. In addition, any character in the locale may choose to sneak attack the Heroic Beast. The Heroic Beast has 15 hit points, 5 tricks, 5 blocks, and does 2 damage with each successful strike. The power Calm the Beast will prevent the target of that power from being attacked for 15 minutes. Any character who kills the Heroic Beast will permanently receive one extra trick, one extra block, and one extra hit point to use in all combats; gods with any cards in the sphere of Nature are not eligible for this reward. [5] Barbarism (Mn): Target race which does not know Literacy loses one knowledge of your choice. The knowledge chosen may not be a prerequisite for another knowledge currently known to the race. [3 / 10 or the full cost of the knowledge power (whichever is higher) if race knows Civilization]
4 Create Monsters (Fp): Place a group of monsters in any square. They are a "mobile terrain feature". During Eras Centrum and Omega, they will move up to five squares distance each century (crossing any terain), generally moving toward high populations and cities. Each square traversed loses one population. When the monsters enter a square with a city, the populace will fight back. The referee will roll a d6 for each side and add their military modifier; the monster's military modifier is +10. If the monsters win, then they destroy the city and kill a number of people equal to the difference between the two numbers. If it is a tie, nothing happens and the monsters will move on to another city. If the people win, the monsters will immediately move to the closest square not occupied by that race and never bother that race again. If the people win by 6 or more, the monsters are destroyed. Rise of Nature (Bn): The plants and animals of Earth rebel and attack. Target race is attacked by an enemy with a Population equal to the number of squares the race occupies mutliplied by 10. These forces of nature have +3 Military. The race's losses will be taken from those squares in which they have the least numbers. After fighting one war, the forces of nature fade back into the wilderness. [3]

Rivers Sea

Description: Powers to make and control rivers, and effect things around them. While Rivers has the destructive capabilities of other Elemental Spheres, it is generally quite friendly toward mortals. In Heaven River has no combat powers but wields the ability to aid or hinder movement.

Era-End Mana Sources: River terrain features×0.15

Century-End Mana Sources: Worshippers×0.03; Cities in rivers squares×.03

Event Mana Sources: none

Personal Power Creation Power History Power
1 Ferry (N): You enter or leave a locale which has a River of the Otherworld, bypassing normal entry or exit restrictions. You may take any number of other characters along with you for no extra mana cost. This power does not allow dead characters to leave the Underworld. [1] Create River (Fl): Add River Source terrain feature to two non-adjacent mountain squares. A river will flow from each point to a water square or a square with another river, the precise path chosen by the referees. Each square which the river passes through (including the source) has a River terrain feature. Rivers' paths may be diverted by subsequent terrain changes after Era Aleph. A River terrain feature has no inherent effects but modifies certain history powers. [1] Flood (Bw): Target a square with a River Source feature. All squares downstream of that source are flooded. One population unit is killed in each flooded square. [2]
2 Seep (Nv): Target character is transformed into water and may do one of the following immediately afterward: enter a demesne without invitation; enter or exit the Primal Wilds without encountering the Guardian Beast; or enter the Underworld while still alive. For the next ten minutes the may not use tricks in combat. This disadvantage will last throughout an entire combat if that combat begins during the ten minutes.) [4] Create Springwater (Fl): Add Springwater terrain feature to two non-adjacent land squares. Population limits in those squares are increased by one. [1] Fertile Silt Deposits (Mc): Target race which knows Agriculture and inhabits two or more river squares will increase its population growth by one extra unit for every two river squares occupied. [2]
3 Create Great River (Fr): Add Great River Source terrain feature to any square which already has a River terrain feature (but is not also a River Source terrain feature). All River features downstream of the Great River Source feature are transformed into Great River features. Population limits in Great River squares are increased by one (and can be further increased if the inhabiting race knows Fishing). Any race inhabiting a Great River square will go into religious turmoil if you do not possess at least 25% of the pantheon worship. Flood spells cast by gods other than you will not affect the Great River squares. Otherwise treat Great River features as normal River features. [2] Found River City (Fc): As the Cities and Wealth power Found City but the city is built on the river square where the race has the highest population. No effect if the race inhabits no river squares. [2]
4 Floods of Heaven (L): Target locale that has a River of the Otherworld may not be entered or exited without use of the Ferry power or some power which allows flight or transmigration. Characters inside the demesne cannot invite others in. Effects last for one hour. [5] River of the Otherworld (H): Use only in the Primeval Wilds, the Underworld, the Void, or a demesne. Allows the use of certain personal powers which allow or restrict access to that locale. [3] River's Wrath (Bw): Target a square with a River Source feature. In each square downstream of that source, any city is destroyed and all but one population unit is killed. If the race inhabiting a square worships you, then all but two population units are killed. [4]

Rain Sea

Description: Powers to control the weather in both Heaven and Earth. Though rain has some offensive capabilities, it is generally benign to both mortals and gods. On Earth, Rain prefers all terrains except desert and ice.

Era-End Mana Sources: Plains, Forest, Water, and Mountains×0.025

Century-End Mana Sources: Worshippers×0.03

Event Mana Sources: none

Personal Power Creation Power History Power
1 Fierce Rains (C): You gain one extra trick and one extra block. [2] Shift Rains (T): Change one desert square into plains terrain. [1] Storm (Ba): Target two adjacent land squares. One population unit is killed in each. [1]
2 Create Rainforest (Ft): Add Rainforest feature to two adjacent forest squares. Dense growth prevents most races from entering this region. Only primitive races or races which know Machinery may live in these squares. [1] Good Weather (Mc): Target race which knows Agriculture has population growth 50% greater than normal in the next century. [1]
3 Rain of Manna (L): May only be used in a demesne controlled by you. For the next 20 minutes food and drink will be served in the demesne, though characters may not remove it. (Ask a referee to bring a selection of refreshments from the Hall of Feasts.) Any god or celestial spirit who spends the entire period in the demesne (not including yourself) will gain 1 mana. May not be cast again until the 20 minutes is complete. [5] Create Springwater (Fl): Add Springwater feature to three non-adjacent land squares. Population limits in those squares are increased by one. [1]
4 Water of Healing (Nt): Target god or celestial spirit is permanently cured of one mutilation. [7] Moderating Rains (G): Rainfall patterns throughout the world moderate the weather. Remove one summer or winter (your choice) from the Earth. [4] Teach Weather Wisdom (Ks): Target race is resistant to Air disasters (A -1) and has a unique resistance to Great Flood. If target race knows Sea-faring it gains +3 Sea-Faring Range. [3]

Arctic Wastes Sky & Ice

Description: Powers of cold and ice, emptiness and desolation. Arctic Wastes is particularly unfriendly to mortals, but also doesn't much like the other gods and is thus very good at keeping them away.

Era-End Mana Sources: Ice×0.1; Uninhabited ice (arctic races with populations of 1 or less per square don't count)×0.25

Century-End Mana Sources: Worshippers×0.015

Event Mana Sources: City destroyed by glaciers×1; Race destroyed×1.5

Personal Power Creation Power History Power
1 Arctic Blast (C): On your next successful strike, your opponent takes two damage instead of normal damage. [2] Frozen Seas (T): Change three contiguous water squares into ice terrain. Use the limitations of Create Ice. [1] Bad Winter (Mcn): Target one race whose population is primarily within the northern half of the Earth (referee's judgement). Population growth in the next century is 50% less than normal. [2]
2 Ice Palace (D): Target demesne which is controlled by a god with one or more cards in the sphere of Sky & Ice permanently gains 3 extra tricks. [6] Glaciers (T): Change one land square into ice terrain. (Use limitations described under Create Ice). [3]
3 Aura of Desolation (P): Target character is repulsed by your presence. For the next 15 minutes she must leave any locale which you are in. This does not apply to the Hall of Doom, will not drive dead characters from the Underworld, and will not force someone to leave a locale if they have to spend mana to do so. [5] Arctic Race (Ra): Race lives in ice squares as if they were mountains; receives +1 Military for each winter; is resistant to Ice disasters (I -1). [5]
4 Winter in Heaven (L): The locale which you are in freezes over. Any character who does not possess a card in the sphere of Sky & Ice loses 1 mana for every 10 minutes or fraction thereof spent in the locale. (Lose 1 mana upon first entering and again every 10 minutes afterward. Leaving and coming back means paying again and starting the sequence at the beginning.) Any character who does not have sufficient mana is frozen in ice (as the Freeze Enemy power, though with no mutilation option) until this power expires or until gods in the locale with one or more cards in the sphere of Fire spend 10 mana to free him. May not be used in the Hall of Doom or the Void. Lasts for 30 minutes; if cast in a demesne which you control, it lasts until the end of the era. [10 / 5 if cast in a demesne you control] Create Glacial Ice Pack (Fr): Add Glacial Ice Pack feature to any ice square that is on the north edge of the Earth. During Eras Centrum and Omega it will spread at the beginning of every century, turning into ice 1-3 squares that are adjacent to the Glacial Ice Pack or any ice square which can draw a line of contiguous ice squares back to the glacial ice pack. These new ice square may only be placed in a a horizontal (east-west) row as long as for each ice square in that row there are two or more ice squares in the row immediately north. New ice squares will only spread over water if all feasible land squares are already covered with ice. [7] Little Ice Age (Gi): Low temperatures reduce the population limits of all squares by one. Lasts until the end of the century. Three land squares near the north edge of the Earth are turned into ice. The northernmost three desert squares turn into plains. [17]

Wind Sky & Ice

Description: Powers of wind, weather, and flight. Wind has few attack powers and prefers to avoid combat all together. Similarly on Earth, Wind rarely damages mortals outright but has powers which can either assist or hinder them.

Era-End Mana Sources: Low Population Plains and Deserts (population 2 or less, aerial races don't count)×0.1; Low Population Water (population 2 or less, aerial races don't count)×0.033

Century-End Mana Sources: Worshippers×0.03

Event Mana Sources: Spend entire game session without engaging in combat×0.3

Personal Power Creation Power History Power
1 Fly Away (C): You disengage at the end of the round and transmigrate back to your demesne. (If you have no demesne, or were already in your demesne, go to the Hall of Feasts.) [1] Sweeping Winds (T): Change four forest squares into plains terrain. [1] Fierce Winds (G): For the remainder of this century or during the next century (your choice), the Seafaring Range of all races is reduced by 33%. [5]
2 Create Trade Winds (Fp): Add Trade Winds feature to all squares in three contiguous horizontal (east-west) rows across the Earth, stretching the full width of the map. (This feature can be noted on the edges of the Earth map rather than on every square.) Designate the direction in which the winds blow. All sea-faring ranges are increased by 33% when at least part of the movement is in the direction of the winds. All sea-faring ranges are decreased by 33% when at least part of the movement is against the direction of the winds. It is possible to have multiple winds on any specific row of squares, though opposing winds will cancel each other out. [1] Sailor's Cult (Mu): You gain +5% in the pantheon of target race which knows Sea-faring. [2]
3 Storm Losses (Li): A fierce wind blows through target locale that has at least eight characters in it. One artifact in the locale, chosen at random by a referee, is dropped by its possessor. The artifact is then immediately "found" by a random player (again chosen by a referee) in the locale (possibly being the person who dropped it). [5] Create Crosswinds (Fp): Add Crosswinds feature to four contiguous land squares or four contiguous water squares. These areas of the Earth are fraught with contrary gales. Land squares with Crosswinds may not be entered by aerial races. Water squares with Crosswinds may not be crossed by races with Sea-faring unless they know Weather Wisdom. [1] Teach Weather Wisdom (Ks): Target race is resistant to Air disasters (A -1) and has a unique resistance to Great Flood. If target race knows Sea-faring it gains +3 Sea-Faring Range. [3]
4 Flight (N): For the next 15 minutes, target character cannot be attacked unless she desires it or the attacker also is using Flight; can enter or exit the Primeval Wilds without encountering the Guardian Beast; is not lost in the Void; and can attack a Floating Demesne without penalty. [5 / 3 if cast on self] Floating Demesne (D): Target demesne, which is controlled by you and was created solely by gods with one or more cards in the sphere of Sky & Ice, floats in the air. Anyone attacking it from the outside may not use any combat powers unless they are using the power Flight. You (and you alone) can also move the demesne while you are inside of it, even if you no longer control it. Spend 10 mana to transmigrate yourself, the demesne, and everyone inside to any other basic locale in Heaven which could have a demesne. You cannot use this power to place the demesne in the Underworld. [25]

Government Cities & Wealth

Description: Power over rulership and forms of decision-making. On Earth, Government can provide powerful tools for races to prosper. In Heaven, Government can dominate people and influence the workings of the Great Council.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers×0.09; Civilized Populations (total population of races which know Civilization)×0015

Event Mana Sources: Good Law passed (Great Council passes a law which you, or your lord if you are a lesser god, voted for)×0.1

Personal Power Creation Power History Power
1 Voice of Command (Pm): This power has no effect, it merely forces everyone to stop and listen to you (using the generic rules for multiple persuasion powers). [1] Good Leaders (Mv+i): The next time target race requires an extra bonus (referee's discretion), a series of good leaders will appear and give the race either +1 Military or +1 Diplomacy, whichever is required, for the remainder of the century. [1]
2 Summon Great Council (X): Go to the Hall of Doom and publicly announce the commencement of a Great Council meeting at a specific time in the next 30 minutes. Write this down in the public records. Find the Messenger of the Gods and inform him of the time so that he may carry out his duties. [1] Race of Natural Slaves (Ra): Race gains -2 Military and -1 Diplomacy. Teaching Civics knowledges to this race costs 50% more than the normal mana cost. [8] Teach Bureaucracy (Kc): Target race which knows Literacy gains a more efficient government. Race has +1 Wealth, +1 Military, and +1 Diplomacy. However, bureaucratic inertia sets in. Teaching further Civics knowledges to this race costs 50% more than the normal mana cost. [4]
3 Divine Right (X): If cast at the beginning of a Great Council meeting, you become the leader of the meeting. [3 / 6 if you are a lesser god] Race of Natural Leaders (Ra): Race gains +2 Diplomacy. Teaching Civics knowledges to this race costs 50% less than the normal mana cost. [12] Teach Democracy (Kc): Target race which knows Justice gains +1 Wealth and +2 Diplomacy. Individual gods in the pantheon cannot necessarily put the race into religious turmoil unilaterally; only a group of gods representing a majority of the pantheon (in worship percentage) can do so. Any racial modification history powers which would put the race into religious turmoil cost twice the normal mana cost. [12]
4 Politics as Usual (H): Must be used in the Hall of Doom. Decreases by one the number of votes required for the Great Council to pass a law. (Example: After the first time this is cast, it will require 6 votes to pass a council law.) This number can never fall below 6, though this power may be used multiple times to counter Political Distrust. This only affects the passing of laws and not any other powers or business of the Great Council. [12] Teach Imperialism (Kc): Target race which knows Engineering, Proselytism, and Tactics may subjugate other races. If an imperial race defeats another race in war, the defeated race becomes a subjugated race. The subjugated race continues to act as an independent race, but half of its worship is diverted to the pantheon of the imperial race. This diversion ceases if the subjugated race ever enters religious turmoil or wins a war against the imperial race. [50]

Trade Cities & Wealth

Description: Powers of exchange and barter, wealth and money. Trade can make mortal races wealthy, while in Heaven Trade is the master of buying and selling goods and services.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers×0.09; Wealthy Populations (total population of races with wealth of 10 or more)×0.006

Event Mana Sources: none

Personal Power Creation Power History Power
1 Ironclad Contract (Nv): As the generic god power Witness Divine Oath. However, the penalty for breaking the oath is 20 mana. May not be combined with other witnesses to increase the penalty. [2] Teach Trade (Kc): Target race which knows either Agriculture or Riding gains +2 Wealth. [2]
2 Personal Deal (P): Convince target god or celestial spirit to perform a direct effect power or combat-duel power which you specify. The power may only be cast on you, a voluntary character target, a demesne you control, or an artifact you possess. You must give the target god sufficient mana to cast the power, plus 25% more, rounded up (all after toll). The amount of this payment is not reduced or increased by phenomena that affect power costs. Target god must then immediately use the power in exactly the manner you describe. If the target is prevented from using the power by an outside force, she must return the mana to you (toll does not apply to the return) [as above] Create Natural Crossroads (Fl): Add Natural Crossroads feature to any land square. That square provides the occupying race with +1 Wealth if they have the knowledge of Trade. [1] Commercial Advance (Mp): Target race which knows Civilization gains +2 Wealth. This condition lasts until the race loses Civilization or no longer borders any other races. [5]
3 Forced Sale (P): May only be used in a non-restricted locale (ie, not the Primeval Wilds, the Underworld, the Void, or a demesne) with at least eight characters present. Convince target character to sell a divine artifact of your choice that he possesses. The target must immediately start a mana auction and sell the artifact to the highest bidder (based on how much he will receive after toll). This auction must take at least 3 minutes, during which time other characters may enter the locale and join the bidding and/or characters may make mana transfers among themselves to finance large bids. The target is free to actually bid for his own item, thus preventing anyone who has less mana than he does from purchasing it. [5] Smooth-talking Race (Ra): Race has +2 Diplomacy. If race knows Trade then it gains an additional +1 Wealth. [4] Teach Banking (Ks): Target race which knows Literacy and Artifice develops advanced monetary systems. Race gains +2 Wealth. When at war with another culture which does not know Banking, the race has an additional +3 Wealth if comparing the two races' wealth for purposes of the power Mercenaries or similar powers. [5]
4 Mana Merchant (Ns): You may transfer one lump sum of mana between yourself and another character (either giving or receiving) without incurring the toll. [2] Information Trade (K): Target race with Trade learns one random knowledge for which it is eligible, which it does not know, and which is known to a bordering race. [15]

Magic Crafts & Knowledge

Description: The powers of knowledge to control the supernatural. Magic grants mortals abilities which allow them to resist the capricious nature of the gods. To the gods it gives the ability to exceed the normal limitations of their spheres. Magic is a joint sphere, designed to work as a companion to the spheres of Science and Tools.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers×0.09, Magical Populations (total population of races which know Wizardry)×0.006

Event Mana Sources: Race reaches transcendence×3

Personal Power Creation Power History Power
1 Pretty Lights (C): Your opponent is entranced by pretty lights. You may either a) force your opponent to use the "null" gesture this combat round or b) disengage at the end of this round. [2] Teach Thaumaturgy (K): Target race learns minor magics which ameliorate the effects of natural disasters. The race has resistance to all disasters (X-1). [2]
2 Magic Weapon (Ac): Wielder of the artifact will gain two extra tricks or two extra blocks (you must decide which when making the artifact). No cost to activate this ability. This power may not be combined with Sword and Shield or Mechanized Weapon in the same artifact. [2] Build Ritual Circle (D): Target demesne gains a Ritual Circle. All personal powers used in the demesne cost two-thirds the normal mana cost. [7] Warrior Mages (Tv+i): Target race will have warrior mages accompanying its troops into battle during its next war, gaining +1 Military. [1]
3 Create Well of Magic (Fp): Add Well of Magic feature to one square. A race which occupies this square may have Teach Thaumaturgy, Warrior Mages, or Teach Wizardray cast on it for 25% less than the normal cost. [3] Promethean Gift (K, G): Select any first to fourth level knowledge power from a sphere which which has any cards in the sphere pool. All races on Earth who meet the prerequisites for learning this knowledge immediately learn it. In addition, any race who later achieves the prerequisities will immediately learn it at that time. You become an outlaw and will remain an outlaw for the rest of the game; no other power can change this status. You may only use this power once. [3×the mana cost of the power being duplicated]
4 Magic Ritual (G): May only be used in a demesne which has a Ritual Circle. This power does not receive the two-thirds cost reduction benefit of the Circle. Casting this power requires five minutes for each level of the power being duplicated.The Magic Ritual is canceled (and the initial cost lost with no effect) if during this time period any character enters or leaves the demesne or any combat occurs within the demesne. Target character receives a gift which duplicates any first to fourth level personal power from a sphere which has any cards in the sphere pool. Target may use this gift once at no mana cost. [4×the mana cost of the power being duplicated] Racial Blessing/Curse (Rb): Duplicates the effect of any first to third level creation power (from any sphere in the game) which is a non-inherent racial attribute power (Ra or Rb). [3×the mana cost of the power being duplicated] Teach Wizardry (Ks,Mu): Target race which knows Astronomy learns how to resist the powers of the gods. Any disaster or negative racial modification powers which would impact the race costs an additional amount of mana equal to the race's Wealth×2. The race immediately gains +5% atheism cult. If a race knows Wizardry, Science, and Mechanization then it automatically learns Transcendence. If gods who know the spheres of Science and Tools are not in the game, then Wizardry becomes a prerequisite knowledge for Transcendence. [40]

Science Crafts & Knowledge

Description: The powers of knowledge to understand the world. Science grants both gods and mortals abilities which allow them to resist the capricious nature of the gods. Science is a joint sphere, designed to work as a companion to the spheres of Magic and Tools.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers×0.09, Scientific Populations (total population of races which know Science)×0.006

Event Mana Sources: Race reaches transcendence×3

Personal Power Creation Power History Power
1 Alchemical Potion (Gc): Unlike normal gifts, this power can be used on yourself. Target god gains a gift which he may use in combat. The gift is "Roll a die to determine a random effect. 1-2=Your opponent takes 2 damage. 3-4=You take 1 damage. 5-6=A cloud of noxious smoke forces you and your opponent to mutually agree to end combat." [2] Curious Race (Ra): Race may be taught Scholarly knowledges for 25% less than the normal mana cost. However, the race is also too willing to explore alternative religions and will go into religious turmoil whenever any god has more than 25% of their pantheon. [10] Teach Medicine (K): Target race is resistant to Pestilence. Divide all losses from Pestilence by a factor of 2. [1]
2 Create Writings of the Gods (Ft): The referees will add Writings of the Gods feature to a random land square. The first race to enter that square will gain two random knowledges from the following list: Agriculture, Fishing, Metal-working, Professional Military, Riding, Sea-faring, Trade, or Weather Wisdom. Knowledges for which the race does not have the prerequisites are removed from the list before choosing randomly. [2] Teach Astronomy (Ks): Target race which knows Philosophy and Sea-faring learns to navigate by the stars. If target race knows Sea-faring it gains +3 Sea-Faring Range. [5]
3 Sweet Reason (P): Name one second to fifth level sphere power which target god can use. She is unable to use that power for the next 30 minutes. You may not use this power again on the same target during this game session. [5] Famous Philosopher (Mu): Target culture which knows Philosophy gains +5% atheism cult. [1]
4 Embody Science (Ns): You immediately cease to gain mana from normal worship. All of your worshipers become atheists, ie. your pantheon percentages are transferred to atheism. You now receive the "worship" mana from atheism cults, though they are not considered to worship you for any other purposes (eg, you cannot automatically initiate religious turmoil in a race which has atheism in the pantheon) This power is permanent and may not be reversed. Neither you nor any other player may use this power for the remainder of the game. [1] Logical Race (Ra): Race may be taught Scholarly and Engineering knowledges for 50% less than the normal mana cost. However, the race begins with a 5% atheism cult. Atheism can never be removed from the pantheon and will immediately re-appear as a 5% cult if destroyed. [20] Teach Science (Ks,Mu): Target race which knows Philosophy and Engineering learns to predict the vagaries of the elements. Target race is resistant to all disasters (X -3). The race immediately gains +5% atheism cult. If a race knows Wizardry, Science, and Mechanization then it automatically learns Transcendence. If gods who know the spheres of Magic and Tools are not in the game, then Science becomes a prerequisite knowledge for Transcendence. [40]

Tools Crafts & Knowledge

Description: The powers of knowledge to build instruments which manipulate the world. Science grants mortals the ability to vastly affect their environment. To gods it gives abilities which allow them to create powerful artifacts. Tools is a joint sphere, designed to work as a companion to the spheres of Magic and Science.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers×0.09, Technologial Populations (total population of races which know Mechanization)×0.006

Event Mana Sources: Race reaches transcendence×3

Personal Power Creation Power History Power
1 Make Lesser Divine Artifact (X): Make an artifact. You may imbed any artifact power (those marked with an A) or any 1st-2nd level sphere power. Imbedded powers must be those which could be cast by you or your assistants. Assistants are any gods who spend the entire casting time with you in the Craft Hall. Requires 5 minutes in a Craft Hall. After completion, you are the possessor of the artifact. [2 + 3×cost of imbedded powers] Create Mineral Resource (Fp): Add Mineral Resource feature to any one land square. Target square provides occupying race with +1 wealth. [1] Teach Mining (Ke): Target race which knows Engineering gains +2 Wealth. [5]
2 Make Personal Artifact (X): Place half of your soul into an object which can focus and enhance your powers. Cast this on an artifact which you made. When that artifact is in your possession, all of your powers cost 50% less than their normal mana cost. However, when it is in the possession of another character, the possessor can use the Take Minion's Mana and Slay Minion powers on you as if you were her minion (even if she is not a god and would thus not normally have these powers). Requires 15 minutes alone in a Craft Hall during Era Aleph; if any character enters during this period the power is cancelled and the mana cost lost to no effect. [20] Teach Siege Warfare (Km): Target race which knows Professional Military and Engineering learns how to counteract the advantages of fortifications. The race gains +2 Military when attacking. The race's opponents do not gain the special restrictions on population and territory loss from Fortress Cities and Natural Redoubts. [23]
3 Mechanized Weapon (Ac): Wielder of the artifact gains three extra tricks and/or extra blocks. Wielder may decide which of the two gestures to use as he uses up each of the three special gestures provided by the artifact. No cost to activate this ability. This power may not be combined with Sword and Shield or Magic Weapon in the same artifact. [7] Race of Natural Engineers(Ra): Race gains +1 Military and +1 Wealth. Teaching Engineering knowledges to this race costs 50% less than the normal cost. [14] Teach Engineering (Ke): Target race which knows Artifice gains +1 Military and an additional +2 Military when defending. The race's cities are immune to Earthquake. Every century, for each city the race owns it will chop down a forest, transforming one forest square which it occupies into plains terrain. [18]
4 Make Powerful Divine Artifact (X): Make an artifact.You may imbed any artifact power (those marked with an A) or any first through fourth level sphere power. Imbedded powers must be those which could be cast by you or your assistants. Assistants are any gods or celestial spirits who spend the entire casting time with you in the Craft Hall. Requires 5 minutes in a Craft Hall for each four levels of power being imbedded (rounded up). After completion, you are the possessor of the artifact. [1 + 3×cost of imbedded powers] Teach Mechanization (Ke,Mu): Target race which knows Explosives learns how to create useful machinery. Race gains +2 Military. At the beginning of each century, the race will use its machines to change one square which it occupies into plains terrain. Race must so transform all forests it occupies before transforming any deserts, deserts before mountains, mountains before ice, and ice before water. The race immediately gains +5% atheism cult. If a race knows Wizardry, Science, and Mechanization then it automatically learns Transcendence. If gods who know the spheres of Magic and Science are not in the game, then Mechanization becomes a prerequisite knowledge for Transcendence. [40]

Music Love & Beauty

Description: Powers of song, dance, and sound. Music has the ability to move the souls of both mortals and gods and is a source of joy for all who hear it.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers×0.09, Peaceful Populations (total population of races which did not fight wars in the previous century)×0.003

Event Mana Sources: Provide Entertainment in Heaven (at the end of each game session all players, referees, and gamemasters who were present vote on whether you were entertaining, you succeed if at least 50% say yes)×1

Personal Power Creation Power History Power
1 Song of Calm (Pm): Unlike normal multiple persuasion powers, this one affects anyone entering the locale you are in for the entire duration and those affected may leave the locale at any time. For fifteen minutes no character may attack you. During this time you must sing or play an instrument. [2] Teach Music (K): Target race gains +1 Diplomacy. [1]
2 Instrument of the Gods (A): Wielder of the artifact can use all persuasion powers for 50% less than the normal mana cost. [6] Build Music Hall (D): Inside target demesne all persuasion powers used by a god with one or more cards in the sphere of Music cost 50% less than the normal mana cost. [8] Incite Peace (Mv+): The next time target race goes to war, it will use diplomacy to attempt to stop the war, gaining +1 Diplomacy for this one attempt . [1]
3 Bard of Heaven (Pm): May only be used in a non-restricted locale (not the Void, Underworld, Primeval Wilds, or a demesne) with at least eight characters present. During your speech, either praise or villify a greater god (which may not be yourself). At the end of the three minutes, all targetted characters must vote on whether they agree or disagree with your judgement. If at half or more agree, then in the next meeting of the Great Council the god of whom you sang either gains an extra vote on every issue or loses his ability to vote, as appropriate. (This does not apply to votes to select a Supreme Deity.) If more than half disagree, you lose the mana spent and the power has no effect. During any game session, you may only sing one Bard of Heaven song for each greater god. [2] Great Musician (Mi): Target race gains a great musician whose music is enjoyed even by the gods. For the remainder of this century, any god who uses a disaster power or negative racial modification power which impacts this race becomes an outlaw. [3]
4 Instill Muse (G): Target god is inspired to exceed his limitations. Target god receives a gift which he may use at any time. The gift is "You may cast a sphere power one level higher than the number of cards you possess in the sphere. You must still pay the appropriate mana cost of the power." [50 / 10 if the target voluntarily agrees to lose one permanent hit point which can never be healed by any means] Devout Race (Ra): Race provides 25% more mana than normal from worship. (The effective population is considered to be 25% greater than normal when calculating worship mana.) May not be combined with Holy Race. [8] Teach Hymns (K): Target race which knows Music and Aesthetics provides 25% more mana from worship. (The effective population is considered to be 25% greater than normal when calculating worship mana.) The race will lose the knowledge of Hymns if at any point you are not a member of its pantheon. [25]

Romance Love & Beauty

Description: Powers of love and attraction, courtship and chivalry. Romance is supreme at making gods and mortals like each other, but if rebuffed can be vengeful.

Era-End Mana Sources: Era in which no sneak attacks occured×1.5

Century-End Mana Sources: Worshippers×0.09; Peaceful Populations (total population of races which did not fight wars in the previous century)×0.003; Chivalrous Populations (total population of races which know Chivalry)×0.003

Event Mana Sources: none

Personal Power Creation Power History Power
1 Cupid (P2): Two target characters (one may be yourself) become temporarily enamored of one another. For the next 15 minutes they may not attack one another and must always be in the same locale. One cannot voluntarily leave the locale unless the other is willing to do so. If one is forced to change locales, the other must do everything possible to follow. [4] Beautiful Race (Ra): Race gains +1 Diplomacy, +1 Wealth. [5] Diplomatic Marriage (Mi): Two bordering target races form an alliance through marriage. For the remainder of the century the two cannot go to war with each other. Only a fifth level history power can override this. In addition, if one ally goes to war with a third race, then the other ally will also declare war on that race. [2]
2 Hall of Peace (D): Inside target demesne which you control, any character who declares an attack (against another character or against the demesne itself) must spend 100% more than normal on all combat powers. This modifier does not apply to the defender. [7] Incite Peace (Mv+): The next time target race goes to war, it will use diplomacy to attempt to stop the war, gaining +1 Diplomacy for this one attempt . [1]
3 Everlasting Friendship (P): Target god or celestial spirit may not attack you for the remainder of the era. [6] Teach Chivalry (Km): Target race which knows Philosophy but does not know Justice gains +1 Military and -4 Aggression. Races which know Chivalry may never learn Justice. Chivalry cancels Instill Militarism just as does Justice. [10]
4 Officiate Wedding (P2): Must be witnessed by at least six other gods (not including yourself and the targets). Two willing target characters (neither may be yourself) are united by a powerful bond. If one dies, then the other will also die and lose 10 mana or half of his mana (whichever is higher). (This second death will not cause a positive feedback loop.) This effect is permanent. [9 / 5-8 if you produce a particularly elaborate ceremony (in the gamemasters' opinion)] Pacifist Race (Ra): Race gains +3 Diplomacy, -2 Military, and -5 Aggression. Teaching Civics knowledges to this race costs 50% less than the normal mana costs. Teaching Military knowledges to this race costs 100% more than the normal mana costs. [7] Everlasting Peace (Mp): Two target races which fought a war earlier in this century, and at least one of whom knows Chivalry or Justice, sign a treaty of everlasting peace. For the remainder of the game the two races will never go to war. Only a fifth level history power can override this. [6]

Conquest War

Description: Powers of victory at any cost. Conquest wishes to win battles in Heaven and battles on Earth. His powers allow him to increase the advantages of victory and the disadvantages of defeat.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers×0.09

Event Mana Sources: Conquests on Earth (a race in which you have at least 25% of the pantheon wins territory from the enemy during a war)×0.015; Personal victory in combat (your opponent dies, surrenders, or disengages)×0.5

Personal Power Creation Power History Power
1 Cheat (C): You gain three extra tricks. If you do not win this combat, you are declared an outlaw. [3] Warrior Race (Ra): Race gains +1 Military and +2 Aggression. [3] Incite War (M): Target race declares war on a bordering race which you choose. [1]
2 Rub it In (Cs): Use when an opponent surrenders to you. You impose two separate surrender terms. [4] Instill Militarism (Mp): Target race which knows Professional Military but does not know Justice gains +2 Aggression. This condition lasts until the race learns Justice. [5]
3 Juggernaut (Ac): Wielder of the artifact gains X extra tricks in combat. Costs no mana to activate. When first created, X is 0. Each time a wielder of the artifact defeats an opponent in combat (opponent dies or surrenders), X is increased by 1. Each time a wielder of the artifact is defeated in comabt (wielder dies or surrenders), X is reduced by 1. Keep track of X on the artifact card. If X is negative, that number of tricks is gained by the wielder's opponent. Possesor of this artifact must use it in combat, activating it on the second round; he may not activate any other artifact during combat. Possessor of this artifact may not voluntarily drop it. [9] Arch of Triumph (H): Must be cast in the Hall of Doom. Creates a monument in the Hall of Doom. From this point onward, every time a character wins in a duel (one combatant disengages, surrenders, dies, or is obliterated), the name of the victor and the loser are recorded on the Arch. Whichever character has the most duel victories recorded gains one extra vote in the Great Council. (If that character is a lesser god, the lesser god must be treated as a greater god during Council meetings. Celestial spirits and demons gain no advantage from this honor.) Whichever character has the most defeats recorded may neither vote nor speak during Great Council meetings; this overrides the former advantage if the same person holds both "honors". In event of a tie, nobody gets the advantage/disadvantage. These effects do not affect votes to select a Supreme Deity. [10] Exploit Victory (Mvu): Target a race in which you are a member of the pantheon. This effect is triggered the next time they go to war. If they win then your priests will use the political good will to give you +10% cult. If they lose then you lose 10% of the pantheon (split it up proportionally among all other pantheon members). [2]
4 All or Nothing (C): Neither you nor your opponent may surrender. After this round, neither you nor your opponent may disengage. [7] Unacceptable Defeat (Mv): The next time target race loses a war, the race goes into religious turmoil. [2]

Honor War

Description: Powers of combat with honor, equanimity in the face of defeat, and death over dishonor. Honor encourages both mortals and gods to fight fairly and respect one's enemies. Honor has the power to reduce the disadvantages of loss and reward those who act honorably.

Era-End Mana Sources: Era in which no sneak attacks occured×1.5

Century-End Mana Sources: Worshippers×0.09

Event Mana Sources: Fair fight (a duel in which neither side disengages, dies, or is obliterated/mutilated)×0.06

Personal Power Creation Power History Power
1 Respect for Honorable Foe (Cs): Use when you surrender to your opponent. Your opponent cannot impose surrender terms. The next time an opponent surrenders to you, you cannot impose surrender terms. (This is cumulative; if you use this power three times, then you cannot impose surrender terms the next three times you have the opportunity.) [1] Honorable Race (Ra): Race has +1 Military and -1 Aggression. [3] Protector of the Weak (Mv): Target race which knows Chivalry or Justice develops a policy of protecting weak races from agression. The next time a bordering race attacks a less powerful race (referee's opinion), the target race will declare war on the attacking race. [2]
2 Marshall Duel (Cd): May only be used as a combat-duel power; may not be used personally in combat. Target and his opponent may not activate any artifacts during the combat. If one of them surrenders, the other must accept the surrender. [2] Roll of Shame (H): Must be cast in the Hall of Doom. Creates a monument in the Hall of Doom. From this point onward, every time a character attacks a noticeably weaker foe and wins (in the opinion of the referee handling combat results), the referee will record that character's name on the Roll of Shame. Whichever character has the most records on the Roll of Shame has two disadvantages: 1) his opponents need not accept his surrenders; and 2) characters suffer no penalty for ignoring his duel challenges. In event of a tie, nobody gets the disadvantage. [10] Honorable Diplomat (Mvi): The next time target race uses diplomacy to attempt to stop a war the diplomacy roll automatically succeeds. [1]
3 Create Natural Redoubt (Ft): Add Natural Redoubt feature to one square.The race which owns the Natural Redoubt gains +1 Military. Population units in that square (and the square itself when losing territory) may not be taken as losses until all adjacent squares have no friendly populations. [3] Teach Chivalry (Km): Target race which knows Philosophy but does not know Justice gains +1 Military and -4 Aggression. Races which know Chivalry may never learn Justice. Chivalry cancels Instill Militarism just as does Justice. [10]
4 Fight to the Finish (C): After this round, neither you nor your opponent may disengage. [5] Freedom Fighters (Mv): The next time target race is attacked by a more powerful foe (referee's opinion), it gains +4 Military for that war. [2]

Lunacy Chaos

Description: Powers of insanity and the moons. Lunacy is never predictable and works to make both mortals and gods behave in bizarre fashion.

Era-End Mana Sources: Moons×3 (×1.5 for the second moon, ×0.75 for the third, and so on; subtract this amount from the Sun mana source in the sphere of Light)

Century-End Mana Sources: Worshippers×0.06

Event Mana Sources: Mad goal completed by any god×3

Personal Power Creation Power History Power
1 Madness (P): Target god or celestial spirit receives a random "mad goal". (Mad goals may be any goal which follows the guidelines for personal goals and could theoretically be completed before the end of this game session. You must create a selection of mad goals on cards before the session and have them approved by the gamemasters. Mad goals may be trivial in effect but should not be trivial to fulfill.) If the target does not fulfill the mad goal before the end of this game session, then he loses 2 mana and the mad goal dissipates. This power will not work on any character who has an unfulfilled mad goal. Note: If this power is used less than one hour before a game session ends, then translate all instances of "the end of this game session" to "the end of the next game session". [4] Realm of Madness (D): Target demesne which you control inspires insanity. Prepare in advance a selection of mad goals on individual pieces of paper. Any god or celestial spirit who enters and does not have one or more cards in the sphere of Chaos receives one of the mad goals at random. Use all rules described under Madness. [10] Summit Meeting (M): Target two bordering races. Referee will roll a die to determine results: 1=one (chosen at random) declares war on the other, 2= both declare war on a third race, 3=one (chosen at random) declares war on the other and both declare war on a third race, 4 or 5=no effect, 6=both races gain +5% demonic cult. [1]
2 Crazed Strength (Cd): Target gains four extra tricks but may not use blocks. [2] Insane Race (Ra): Race is unpredictable and difficult for most gods to control. All racial modification powers which target this race cost 100% more than the normal mana cost. [6] Direct Insane Race (M): Target an Insane race and name one to three gods. For the remainder of the century, those gods do not suffer the increased cost for racial modification powers which is normally imposed by the Insane attribute. [1]
3 Full Moon (L): May not be used in the Hall of Doom. For the next 15 minutes target locale gains the same rules effects as the Hall of Feasts: no combat is possible and persuasion powers cost 25% less mana. (This does not stop combats already declared or in progress.) If cast in the Hall of Feasts, the room has its normal effects plus everyone in the room must laugh, dance, sing, or otherwise carry on in an enjoyable fashion. Referees will eject any player who is not clearly having a good time; an ejected player may not return to the Hall of Feasts until Full Moon is over. After it is over, Full Moon may not be cast in the same locale for 15 minutes. [4] Create Moon (G): Each moon diverts half of the mana from the sun or suns away from the Light sphere mana source and into the Chaos sphere mana source. The first moon will provide the mana listed in the mana sources above, the second will provide half that, etc. These values are subtracted from the Sun mana sources received for each card in the sphere of Light. [8]
4 Divine Madness (Pm): All gods in the locale receive a single shared random "mad goal". Use all rules described under Madness. If any one of the targets fulfills the mad goal, then the mad goal ceases to be in effect for all targets. If not fulfilled, all targets suffer the penalty. [10] Megalomaniac Leader [Min]: Target race declares war on all bordering races, but gains +2 Military for the remainder of the century. [5]

Deception Chaos

Description: Powers of deception and misdirection. Deception shifts the blame for actions onto others and prevents gods and mortals from reacting properly to events.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers×0.06

Event Mana Sources: Oath broken×1.5; Innocent character declared outlaw (without use of Patsy power)×6

Personal Power Creation Power History Power
1 Deceit (Ns): Ignore one power that forces you to tell the truth. May be used to counteract a power just used on you. [1] Deceptive Race (Ra): Race has +1 Diplomacy bonus. [2] Let's You and Him Fight [Mv]: The next time a race declares war on the target race, the declaration of war is automatically shifted to a random third race which borders the attacker. [3]
2 Distraction (C): Your opponent is distracted and fails to notice something important. You may either a) force your opponent to use the "null" gesture this combat round or b) disengage at the end of this round. [1] Switch (X): Secretly name two existing races to the Earth map referees. The next time that a god uses a race creation power to bless or curse one of those races, the power affects the other instead. [4]
3 Disguise (Ns): You appear to be a non-descript celestial spirit going about your business. Wear a sign indicating this status. Other characters may not attack you or target any powers on you. This power lasts for ten minutes or until you enter combat. If you do enter combat, you may not use this power again for one hour. [1] Misdirection (X): Name a specific god to the Earth map referees. The next time that god uses a history power, the power will act as normal but will affect random eligible targets (squares or races). Note that it is still possible for the god to hit the intended target, especially if there are few eligible targets. [6]
4 Patsy (N): May only be used if the target character is present in the locale while you or a third party breaks a Council law (the law must involve a specific action). The target character may not be the target or victim of the crime. Inform a referee that you have used this power. If anyone is ever declared outlaw for the crime committed, then the outlaw status is immediately shifted to the target. [10] Secret Cults (Ra): Name one god who is in the pantheon of the race. If that god is ever kicked out of the pantheon, his folowers will go underground and the god immediately regains +10% cult. [5] Spies [Mvi]: Target race which has Diplomacy +8 or more places spies in a bordering race which you name. The next time that bordering race is taught a knowledge by the gods, the target race will also learn that knowledge, assuming it has the prerequisites. If the target race does not have the prerequisites for the knowledge then Spies has no effect and is lost. [12]

Age Death

Description: Powers of deterioration and decay, but also of experience and wisdom. Age rarely attacks its foes outright, but makes everything more difficult for them. Age is also good at protecting the interests of older gods.

Era-End Mana Sources: Old Gods on the Great Council×1.5

Century-End Mana Sources: Worshippers×0.06

Event Mana Sources: Race destroyed or reaches transcendence×3

Personal Power Creation Power History Power
1 Hard of Hearing (Ns): Ignore one casting of a persuasion power. May be used to counteract a power just used on you. [1 per two levels of the persuasion power being countered] Kindness to the Aged (H): Must be cast in the Hall of Doom. The following law immediately goes into effect (without need for a Council vote): "Thou shalt not attack an old character if you are not old." The Council is free to revoke or amend this law at any later time. [1] Premature Death (Mn/Mvn): Target a race which has one or more individual-inspired racial modifications currently in effect or awaiting a trigger. One of those modifications, chosen at random, is removed and its effects ended (or completely cancelled if it had not yet been triggered). [1]
2 Touch of Mortality (C): Your opponent feels the touch of mortality upon him and is stunned. On the following round he must use the "null" gesture. If your opponent is old, then he must also offer to end combat at the end of this round. [1] Old Man with Good Memory (Mv+i): Target race which does not know Literacy may ignore one casting of Cultural Backslide or any other power which would cause the race to lose a knowledge. [3]
3 Ennui (P): Target god or celestial spirit feels tired and unmotivated. All powers cast by the target cost an additional 25% more than the normal cost. This condition lasts until the character dies or gains a new sphere card. [7] Respect for Experience (H): Must be cast in the Hall of Doom. From this point onward, any god who is Old (as defined in the optional advantage rules) must be allowed to speak uninterrupted for two minutes during any Council meeting if he so desires. [4] Cultural Stagnation (Mpn): Target race becomes complacent and unwilling to accept new ideas. Teaching new knowledges to the race costs 25% more mana than the normal mana cost. Cultural Stagnation ends when the race enters religious turmoil. [4]
4 Age with Grace (N): Target character who has been a god for at least one full game session will become Old (as defined in the optional advantage rules) during the next transition phase. Target may not be a minion of a god who is not also old. Target may choose which of the appropriate advantages and disadvantages he wishes to take. This power may be used only once on any one god. [50 minus 5 for each minion which the target has ever had / 10 if voluntarily accepted] Long-lived Race (Ra): Race has 25% less than the normal population growth. Race can be taught any new knowledge for 25% less than the normal mana cost. [12]

Funerals Death

Description: Powers of grief, mourning, and the ceremonies of death. Funerals has the ability to control many of the details which surround the death of gods and to make mortals appreciate the importance of death.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers×0.06

Event Mana Sources: God dies×1; Underworld becomes Crowded (each time a god or celestial spirit dies when there are already four dead characters in the Underworld)×1.5

Personal Power Creation Power History Power
1 Divine Funeral Rites (X): Use only if you are present when a god is obliterated. You may choose how the body is disposed of, overriding the wishes of the killer. [1] Martyrs (Mvi): The next time target race fights a war, the race gains +1 Military during the war. [1]
2 Image of Death (C): Your opponent sees an image of her own death and is stunned. You may either a) force your opponent to use the "null" gesture this combat round or b) disengage at the end of this round. [1] Spiritual Race (Rb): Race is in touch with its own dead and can learn from them. Teaching them any scholarly or military knowledge costs 25% less mana than normal. However, regular contact with the ancestors means that the race is also socially conservative. Teaching them any civics knowledge costs 25% more than normal. [5] Leader's Legacy (Mi): Target a race which has one or more individual-inspired racial modifications awaiting a trigger. One of those modifications, chosen at random, is doubled; add a second marker to the race. This overrides any normal restrictions which prevent multiple castings of a triggered modification. [3]
3 Funeral Procession (Ns,N): You may enter the Underworld while still alive. You may also target any number of other living characters who may enter at the same time you do. [3]

Moving Eulogy (Pm): Use only once after a character has been killed but before she returns to life. The first targetted character to kill the individual who killed the deceased will gain 10 mana for this action. [4]

4 Mourn the Dead (Pm): Use only once after a character has been killed but before she returns to life. Targetted characters may leave the locale during your 3-minute oration. For every targetted god or celestial spirit who remains through the entire speech, the deceased receives 1 mana. [6] Separate Destiny (D): Creates within target demesne a unique afterlife for one existing race on Earth and all of its sub-races. You must have the permission of all gods who created the race. When population units of this race die, they do not count toward the mana source of the sphere of Death (or any other sphere which gains mana from mortal deaths). Instead, each population death provides 0.1 mana which will be delivered to the demesne by referees. (Fractions add up over time until they reach whole numbers.) Any god who controls the demesne and is inside may pick up this mana. If the demesne is destroyed, then the race immediately gains a +100% demonic cult. [3] Teach Funeral Rites (K): Target race which worships you learns to perform elaborate funeral rituals. Each dead population unit from the race counts as two population units for purposes of calculating the sphere of Death mana source. Race will forget Funeral Rights when they learn Philosophy or if at any time they do not worship a god with one or more cards in the sphere of Death. [8]

Doom Fate & Justice

Description: Powers of predestination and fate, generally in a negative sense. Doom rarely affects his foes immediately, but sets them up for failure in the future. Doom draws power from the destruction of others.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers×0.06

Event Mana Sources: Doomed god dies×1; Personally killing a doomed god×1.5; Doomed race destroyed×3

Personal Power Creation Power History Power
1 Doom God (N): Target god is defined as "doomed" for purposes of the sphere of Doom mana sources. This status ends when the god dies. [2] Create Bad Juju (Fp): Add Bad Juju feature to one square. All disaster powers or negative racial modification powers which would impact that square or the race which inhabits it cost 25% less than the normal mana cost. [2] Doom Race (Mp): Race is defined as "doomed" for purposes of the sphere of Doom mana sources. Lasts until the race is destroyed. [2]
2 Doom of Battle (P2): Use only during a Great Council meeting. Two target gods or celestial spirits must fight a duel immediately after the meeting ends. Neither target may disengage or agree to mutually end combat. [5 / 10 in Era Omega] Withdraw Blessing (Rb): Target race loses one racial attribute of your choice which was added after the race had been created. The attribute must have been generally positive in effect. [one less than double the cost of the original power being nullified] Curse Mortals (Mn): Place mana into a race. It automatically works to counteract mana spent on knowledge or non-negative race modification powers which would impact the race. Each 1 mana you spend must be counteracted by 2 mana from another deity before any knowledge or non-negative race modification powers can be used, but is "used up" permanently after being counteracted. Any character using a history power may expend mana to this effect. [variable]
3 Cloud of Despair (C): After your next successful strike, all personal powers used by your opponent will cost 25% more than the normal mana cost. This condition lasts until your opponent dies. [6] Cursed Race (Rb): Race has bad luck. Any disaster or negative race modification powers which would impact the race cost 25% less than the normal mana cost. [7]
4 Prophecy of Doom (X): 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 prophecy must also be negative in nature. At the end of each game session, if the prophecy has not come true then all greater gods lose 3 mana. This lasts until the prophecy comes true. May only be used once per meeting. [5] Wrath of the Gods (Mn): For the remainder of this century and all of the next century, all disaster powers and negative racial modification powers which would impact target race cost 50% less than the normal mana cost. [15]

Time Fate & Justice

Description: Powers to predict the future and change the past. Time is subtle, for it can reverse what was seemingly complete. Because of its unique mana sources which cannot be weakened or destroyed by any actions, Time has fewer powers than other lesser spheres.

Era-End Mana Sources: Era ends×6

Century-End Mana Sources: Worshippers×0.06; Century ends×0.5

Event Mana Sources: none

Personal Power Creation Power History Power
1 Anticipate (C): During this combat round, you may tell your opponent what combat gesture he must use (not including the "null" gesture). [1] Withdraw Blessing or Curse (Rb): Target race loses one racial attribute of your choice which was added after the race had been created. [double the cost of the original power being nullified]
2 Step out of Time (Ns): For the next ten minutes, you effectively do not exist in the game. You may enter or leave any locale without restriction. You may not attack, be attacked, use a power, be the target of a power, transfer mana, or communicate in any way with another character. You may only observe and not effect things in any way. (Wear some kind of obvious marker to indicate your status; other players should role-play as if you are not present.) When this power expires, you must be at the location where you originally cast it. [1] City Lost in Time (M): Target race which has at least one city removes a random city and its associated population from the map. If the race is ever destroyed, that city and population will re-appear in the same square, displacing any existing populations and restoring the race, complete with all knowledges known at the time this power was used. [5]
3 Back to the Beginning (C): This combat ends with no effect. You and your opponent immediately begin a new combat, starting fresh with full hit points, though any mana previously spent on combat powers is still lost. You may not use this power again during the second combat. [5] Hasten Ragnarok (H): Must be used in the Window on the World. Subtract one century from the number of centuries which will occur on Earth during Era Centrum. The gamemasters will adjust the scheduling of the game sessions appropriately. [8] That Old Time Religion (M): Return the pantheon of target race to the status it had at the beginning of this century. If target race is in religious turmoil, then religious turmoil ends. [6]
4 Prophesy (X): 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. At the end of each game session, if the prophecy has not come true then all greater gods lose 3 mana. This lasts until the prophecy comes true. May only be used once per meeting. [5] Delay Ragnarok (H): Must be used in the Window on the World. Add one century to the number of centuries which will occur on Earth during Era Centrum. The gamemasters will adjust the scheduling of the game sessions appropriately. This extra century does not provide mana for this sphere's mana sources. [10]

Stars Light

Description: Powers of twilight and guidance. Unlike the great light of the sun, the light of the stars is less mighty but can be far more focused. Also unlike the sun, beings are far more likely to look at them and follow their lead.

Era-End Mana Sources: Constellations×0.6

Century-End Mana Sources: Worshippers×0.06; Guided Populations (total population of races in which you are part of the pantheon)×0.003

Event Mana Sources: none

Personal Power Creation Power History Power
1 Dazzle (C): Your opponent is temporarily distracted. At the end of this round you disengage from combat. [1] Name Constellation (G): Assign an existing constellation to a named god. As long as that constellation exists, the god will receive 2 mana as an era-end mana source. If that god is ever obliterated, the constellation will be destroyed. Each god may only be assigned to one constellation, but one constellation may be assigned to multiple gods. [1] Direct Migration (Mc): Choose a compass direction or a target square. Target race will migrate in that direction at the beginning of the next century. This order will be overriden if another character gives a new migration command. [1]
2 Guiding Star (L): May only be used in the Void. For the next minute, all characters cease to be lost in the Void and may freely leave. [1] Teach Astronomy (Ks): Target race which knows Philosophy and Sea-faring learns to navigate by the stars. If target race knows Sea-faring it gains +3 Sea-Faring Range. [7]
3 Star of Wonder (L): For the next 15 minutes, any character who enters the target locale gains 1 mana. Any character who leaves the target locale loses 2 mana. [4] Create Stonehenge (Ft): Add a Stonehenge feature to any land square. Any race which inhabits this square must worship at least one god with a sphere card in Light or be in religious turmoil. [3] Divine Guidance (M): Target race which is in religious turmoil ceases to be in religious turmoil. The pantheon remains as it is at the moment this power is used. [4]
4 Show the True Way (Pm): All characters in the locale are given a glimpse of a possible future. Name an event which could occur before the end of this game session (or before the end of the next game session, if used within one hour of the end of this session). The event may not be such that it would have a significant negative impact on any of the characters present (in judgement of a referee). If the event fails to come true before the deadline, all characters who were present (including yourself) lose 3 mana. [9] Twilight Race (Ri): Race may be created before a sun is created. After being created, race may not be cursed/blessed with further racial attributes. You will always be a member of the race's pantheon. If you are ever removed from the pantheon, a +25% cult for you will immediately appear. If you are ever obliterated, this minimum worship effect is transferred to diabolism. [4]

Monotheism Light

Description: Powers of monotheistic worship and the supremacy of one god over all others. On Earth, Monotheism has the power to enforce sole worship of one god by a race. In Heaven, Monotheism polarizes the politics of Heaven, inducing the gods to choose sides.

Era-End Mana Sources: One god has 50% more mana than any other single god×10

Century-End Mana Sources: Worshippers×0.06; Dedicated Populations (total population of races in which you have sole membership in the pantheon)×0.006

Event Mana Sources: Being leader of the Great Council×1

Personal Power Creation Power History Power
1 Enforced Humility (Cs): Use when an opponent surrenders to you. You impose two separate surrender terms. [3] Sectarian Consolidation (Mu): You gain +5% cult in target race where you already control 50% or more of the pantheon. [1]
2 Divine Right (X): If cast at the beginning of a Great Council meeting, you become the leader of the meeting. [5] Fanatic Race (Ra): Race will go into religious turmoil whenever no single member of its pantheon has more than 50% of the pantheon. The race gains +1 Military whenever it is not in religious turmoil. [5] Exterminate Cult (M): While a race that worships you is in religious turmoil, you can kick any other pantheon member of your choice (other gods, diabolism, or atheism) out of the pantheon. [5]
3 Crown of Heaven (N): Use only during a Great Council meeting. Target god who is also leader of the Great Council gains one extra vote during this Council meeting. [8] Dedicated Race (Ri): Race will only worship the deity you name when this power is cast. The race will never suffer religious turmoil and is immune to all effects which create cults. If the named deity is ever obliterated, the race becomes dedicated to diabolism. This power overrides the normal pantheon. [6]
4 Name The Adversary (X): May only be used in the Hall of Doom during Era Omega. A god whom you name and who is currently an outlaw gains the title of "The Adversary". The Adversary and all of her minions are permanently outlaws. She cannot vote in Great Council meetings; her vote is not needed to elect a Supreme Deity. Any minions of the Adversary may renounce their lord, cease to be her minion, and lose the outlaw status imposed by this power. (If the Adversary is an archetype, her minions do not have this option.) Any character who kills the Adversary gains 10 mana. Any character who obliterates the Adversary gains 50 mana. All of these effect cease if either you or the Adversary are obliterated. There can be only one Adversary at a time. [40] Identify Good and Evil (H): Must be used in the Hall of Doom. Identify one greater sphere as good and another greater sphere as evil. You must have at least one card in one of these spheres. The two spheres must also be so chosen that no single god possesses cards in both. All gods who possess one or more cards in the good sphere are defined as good gods; ditto for evil. From this moment on, no good god can purchase cards in the evil sphere and vice versa. At the end of each game session, the gamemasters will determine the average mana possessed by the good gods (total of all mana they possess divided by the number of good gods); same for the evil gods. On the side with the higher average, all members increase their mana totals by 10%. On the side with the lower average, all members decrease their mana totals by 10%. If used more than once, the later castings add one sphere each to the definitions of good and evil but does not increase the amount of mana gained or lost. [10] Teach Proselytism (Kc): Target race which knows Aesthetics will attempt to convert bordering races to its own religion. Each century there is a 10% chance per bordering race that a +10% cult will arise in that race, worshiping one of the gods of the proselytizing race. (The specific god is selected randomly based on the percentage of worship within the proselytizing race.) [40]