Note: These spheres are still fairly rough drafts!



Cataclysm Fire & Earth / Sea

Description: Cataclysm combines the most dramatic and destructive aspects of the elements, the rise of mountain chains and the sinking of continents, volcanoes and tsunamis. On Earth Cataclysm is drastically opposed to mortals; it is one of the few spheres that derives nothing from their worship. In Heaven, the powers of Cataclysm can only be used rarely, but tend to bring about great change.

Era-End Mana Sources: Unpopulated Mountains×0.45; Unpopulated Water×0.1

Century-End Mana Sources: Worshippers×0

Event Mana Sources: All races on Earth destroyed×15

Personal Power Creation Power History Power
1 Rift (La): Target the boundary between two connecting locales. No character can cross this boundary for the next five minutes. (Characters who are dead or transmigrating are immune to this effect.) Does not prevent characters from going through other locales to reach the other side if such a passage exists. [5] Survivor Race (Ra): Race is resistant to all disasters (X -2). [4]
2 Troubled Lands (Ds): Target demesne suffers from a series of minor earthquakes, floods, and other disasters. Characters who have no cards in the spheres of Fire & Earth or Sea may not use tricks or blocks while inside the demesne or attacking it from the outside. (The demesne itself can use tricks and blocks.) In addition, any character wishing to enter or leave the demesne must spend 1 mana in order to avoid the troubles or be forced back. [12] Wild Terrain (T): Change 5 contiguous plains squares into either mountain or water terrain (selected at random by referee). [2] Volcano (Fp,Bfe): Add Volcano terrain feature to target square of your choice that is in or next to a mountain square. All populations in target square are killed. 50% of population units in each adjacent square (rounded up) are killed. [8]
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) 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] Tsunami (Bw): Target five adjacent coastal land squares. All cities are destroyed and one population unit is killed in each square. [8]
4 Elemental Force (C): You gain three extra tricks and three extra blocks and do one extra point of damage when you strike. If your opponent is a demesne and you win, then the demesne is destroyed (all gods who controlled the demesne lose 10 mana). [17] Overturn the Earth (T): Change 10 contiguous water squares into mountain terrain or change 45 contiguous land squares into water terrain. [15] Holocaust (G?): Combine the effects of any number of disaster or global powers from the spheres of Fire & Earth, Sea, or any lesser sphere in the game that is derived from either. The total mana cost of the component powers may not exceed 75 mana. [110]

The Seasons Fire & Earth / Sky & Ice

Description: Powers of weather and climate, summer and winter, heat and cold. Seasons can greatly influence the habitability of the Earth; fortunately, Seasons is also extremely tolerant of mortals for an elemental sphere.

Era-End Mana Sources: Uncrowded Plains (population of 3 or less)×0.2

Century-End Mana Sources: Worshippers×0.06

Event Mana Sources: none

Personal Power Creation Power History Power
1 Thunder and Lightning (C): You gain 2 extra tricks. [2] Spring Showers (T): Change one desert square into plains terrain. [1]
2 Winter (G): May be used multiple times. Every time Winter is cast on the world, the winter season becomes more harsh. For each winter, arctic races receive +1 Military, glacial ice packs grow an extra square every century, the cost of Create Forest is increased by 1 mana, and the costs of Teach Agriculture, Teach Sea-faring, and Teach Weather Wisdom are increased by 2 mana. For each two winters the population limits of plains squares are reduced by one (to a minimum of one). [4]

Summer (G): May be used multiple times. Every time Summer is cast on the world, the summer season becomes more harsh. For each summer, desert races receive +1 Military, glacial ice packs grow one less square every century (negative growth means ice returns to previous terrain), spreading deserts grow one extra square every century, the cost of Create Forest is increased by 1 mana, and the costs of Teach Agriculture, Teach Sea-faring, and Teach Weather Wisdom are increased by 2 mana. For each three summers, the population limits of plains squares are increased by 1. [4]

Bountiful Harvests (Mc): Target race which knows Agriculture has population growth 50% greater than normal in the next century. [1]

Inclement Weather (Mcn): Target race which knows Agriculture has population growth 50% less than normal in the next century. [1]

3 Autumn in Heaven (L): For 30 minutes combat and persuasion powers used in the target locale cost 25% more than the normal mana cost. If this power is cast in a locale while Spring in Heaven is in effect, then this effect will not begin until that power expires. Otherwise it begins immediately. [10 / 2 if cast while Spring in Heaven is in effect] Moderate Climate (G): Mild weather patterns throughout the world moderate the climate. Remove one summer or winter (your choice) from the Earth. [4]
4 Spring in Heaven (L): For 30 minutes combat and persuasion powers used in the target locale cost 25% less than the normal mana cost. If this power is cast in a locale while Autumn in Heaven is in effect, then this effect will not begin until that power expires. Otherwise it begins immediately. [12 / 3 if cast while Autumn in Heaven is in effect] Heat Wave (Gf): High temperatures reduce the population limits of all land squares by one. Lasts until the end of the century. 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). [12]

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. [12]

Desert Life Fire & Earth / Nature

Description: Powers of saguaro and yucca, camels and kangaroo rats, survival in harsh conditions. Desert Life allows mortals to flourish in deserts, but does not wish them to overrun its pristine domain. In Heaven, Desert Life has few offensive capabilities but is exceedingly hard to kill.

Era-End Mana Sources: Low Population Deserts and Plains (population of 2 or less; primitive races, desert races, and races which know Desert Survival don't count)×0.25

Century-End Mana Sources: Worshippers×0.03

Event Mana Sources: Survival (spend an entire game session without dying)×0.6

Personal Power Creation Power History Power
1 Lizard Tail (Cs): Use when you have just been killed. Give your opponent 1 mana (after toll). You do not suffer death and must leave the locale as if you had just disengaged. [1 plus above] 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] Hardy Crops (Mv): The next time target race which knows Agriculture is the target of a negative racial modification power which reduces its population growth, that power is negated. [2]
2 Desert Endurance (C): You gain three extra temporary hit points. They go away after this combat is over. [3] Desert Race (Ra): Race lives in deserts as if they were plains, receives +1 Military for each summer; and is resistant to Fire disasters (F -1 L). [6] Teach Riding (Km): Target race gains +1 Movement Range and +1 Military. [3]
3 Forest Withdrawal (T): Change four contiguous forest squares that are adjacent to plains squares into plains terrain. [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 L1). Not cumulative with the advantages of Desert Race. The race may not learn Civilization as long as they have this knoweldge. [2]
4 Mana Miser (Ns): For the next hour, any effect which would cause you to lose mana (not spend it or give it away) is reduced; you lose only 50% (rounded up) of the mana normally specified. [2] Toughen the Wilds (H): Must be used in the Primeval Wilds. The plant and animal life in the Primeval Wilds becomes harsher and tougher. Forested glens and timid deer give way to cactus patches and mountain lions. Each time this power is cast, the Guardian Beasts require 1 more trick or block to defeat. Each two times this is cast, the Primeval Wilds become more inhospitable: characters who do not have one or more cards in the sphere of Nature must lose 1 mana every 15 minutes (or fraction thereof) or die. [5]

Hurricane Sea / Sky & Ice

Description: Powers of fierce winds and pounding waves, uncontrollable forces and widespread destruction. Hurricane is a very destructive power that is far better at hitting large areas than small targets. Inimical to mortals, Hurricane is quite willing to let them live in inland areas but resents their intrusion into its own domains.

Era-End Mana Sources: Unpopulated Water×0.024; Unpopulated coastal lands (primitive races don't count)×0.1

Century-End Mana Sources: Worshippers×0.03

Event Mana Sources: City destroyed by Sea or Sky/Ice disasters (disaster history powers from the spheres of Sea, Sky & Ice, or any lesser sphere derived from both of those two)×0.3

Personal Power Creation Power History Power
1 Typhoon (C): Use only when attacking a demesne. You gain five extra tricks. [3] Create Rough Tides (Ft): Add Rough Tides feature to two adjacent coastal water squares. Amphibious races cannot live in or move through these squares. [1] Contrary Winds (Mvn): The next time target race fights a war with an enemy who is predominantly overseas (referee opinion), target race gains -2 Military for that war. [1]
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] Hurricane (Bwa): Target five contiguous coastal land or water squares. One population unit in each is killed. Each city in those squares has a 25% chance of being destroyed. [2]
3 Wind of Banishment (Cs): Target character who has just surrendered to you or disengaged from combat with you is swept by winds from the locale you are in and may not return for 30 minutes. May not be used in the Hall of Doom and will not prevent dead characters from entering the Underworld. [3] Eroding Waves (T): Change two mountain squares (near each other) which are adjacent to water squares into water terrain. [1] Fierce Winds (G): For the remainder of this century or during the next century (your choice), all sea-faring ranges are reduced by 33%. [3]
4 Hurricane in Heaven (La): All characters in the locale (other than yourself) must either lose 2 mana or leave the locale immediately and not return for 15 minutes. During that 15 minute period, any character entering the locale loses 3 mana (1 if she possesses one or more cards in the spheres of Sea or Sky & Ice). May not be used in the Hall of Doom. If used in the Primeval Wilds, the Guardian Beasts will not hinder anyone leaving. [11] Cyclonic Wind and Water Currents (G): During Eras Centrum and Omega, all disaster history powers from the spheres of Sea and Sky & Ice (or any lesser sphere derived solely from one or both of those two) costs 25% less mana than the normal mana cost. [20]

Fish & Sea Life Sea / Nature

Description: Powers of fish and dolphins, plankton and whales, seaweed and coral, and the ability to live beneath the sea. On Earth, Fish & Sea Life can have great influence on races which live in or near the sea. In Heaven, Fish & Sea Life is at home any place where there is water and has a variety of useful powers in those places.

Era-End Mana Sources: Populated Water (population of 1 or more)×0.12

Century-End Mana Sources: Worshippers×0.03

Event Mana Sources: New Sea God (a new lesser god is created with a card in the sphere of Sea, or a god who did not previously own one purchases a card in the sphere of Sea or any lesser sphere derived from Sea)×3

Personal Power Creation Power History Power
1 Dive Away (C): Use only in a coastal locale. You disengage at the end of this round. [1] Create Rich Seas (Ft): Add Rich Seas terrain feature to two water squares. Population limits in those squares are increased by one. [1]
2 Swim (Ns): Use only in a coastal locale. Transmigrate to any other coastal locale. [1] Create Race (Rc): Create a sentient race. [5] Bountiful Seas (Mc): Target race which knows Fishing and has at least half of its population living in or adjacent to water squares has poulation growth 50% greater than normal in the next century. [1]
3 Attack of the Seas (C): Use only in a coastal locale. Sea creatures arise from the shores to aid you in battle. You gain three extra tricks and two extra blocks. [4] Seas of Heaven (H): May be used in any locale. You summon the oceans of Heaven to extend into a new place. The locale you are in is defined as being "coastal" for purposes of using certain personal powers in the sphere of Fish & Sea Life. Note that any other power which clearly places water in or next to a locale (Underwater Demesne or River of the Otherworld) would also define certain locales as coastal. [2] Teach Whaling (K): Target race which knows Fishing and Sea-faring gains +1 Wealth. [4]
4 Amphibious Race (Ri): Race may inhabit water squares adjacent to land as if they were forests; may inhabit water squares adjacent to ice as if they were mountains (the latter limit overrides the former); will lose all population and cities in a square if it was once habitable but became deep sea (due to changes in adjacent squares); can use their normal Movement Range to move through water squares; may not enter non-coastal, non-river land squares; during wars with non-amphibious races, never loses territory (squares) which are water terrain; resistant to Water disasters (W /2 L1) and Air disasters (A /2); may not learn Engineering; has a population growth rate 50% less than normal; squares occupied by the race are considered "uninhabited" for purposes of the Sea sphere mana source. [10] Sea Monsters (Bn): Monsters arise from the depths of the sea and attack. Target race is attacked by a force with a size equal to the number of water and coastal land squares which the race occupies multipled by 3. These forces have +5 Military. The race's population losses will be taken from those squares closest to water terrain. After fighting one war, the sea monsters return to the water lairs. [7]

Birds Sky & Ice / Nature

Description: Powers of birds and other winged creatures, flight and attack from above. Birds soars high above the world, preferring the loneliness of the skies, disdaining creatures, whether mortal or god, who crawl on the ground.

Era-End Mana Sources: Unpopulated Mountains and Plains (aerial races and races which know Aerial Mounts don't count)×0.25

Century-End Mana Sources: Worshippers×0.03; Lone Aerial Populations (total population of aerial races which do not border non-aerial races)×0.006

Event Mana Sources: Inviolate Demesne (game session ends in which a demesne owned by you was not entered during that session by any god who does not have a personal power allowing flight)×0.3×# of such demesnes

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] Create Impenetrable Peaks (Fr): Add Impenetrable Peaks feature to one mountain square. That square may only be entered by aerial races. [1]
2 Talons (C): You gain three extra tricks. [3] Create Race (Rc): Create a sentient race. [5] Plague of Termites (T,Bn): Change target forest square into plains terrain. If the square is inhabited, one population unit is killed. [1]
3 Flight (Ns): For the next 15 minutes, you cannot be sneak attacked unless you desire it or the attacker also is using Flight; can enter or exit the Primeval Wilds without encountering the Guardian Beast; are not lost in the Void; and can attack a Floating Demesne without penalty. [7] Aerial Race (Ri): Race lives in mountains as if they were forests; can use Movement Range to move over coastal water squares; has +2 Movement Range; gains +3 Military; is resistant to Earth disasters (E - L1), resistant to Fire disasters (F /2) and vulnerable to Air disasters (A +2); cannot learn Riding or Engineering; has a population growth rate 50% less than normal; squares occupied by the race are considered "uninhabited" for purposes of the Sky & Ice sphere mana source. [13] 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 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 20 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. [30] Teach Aerial Mounts (K): Target race which knows Riding and does not know Civilization can use land Movement Range to move over coastal water squares, has +2 Movement Range, and gains +2 Military. The knowledge of Aerial Mounts is lost if the race ever learns Civilization. [30]

Gems & Minerals Fire & Earth / Cities & Wealth

Description: Powers of precious metals and gemstones, the natural wealth of the Earth. Gems and Minerals can provide great wealth to mortals. In Heaven, Gems and Minerals can also provide wealth of various sorts, but is also likely to inspire greed.

Era-End Mana Sources: High Population Mountains (population of 2 or more)×0.25

Century-End Mana Sources: Worshippers×0.06; Wealthy Populations (total population of races with wealth of 10 or more)×0.003

Event Mana Sources: Be Rich (at end of a game session have more mana than any other god)×7.5

Personal Power Creation Power History Power
1 Mana Gems (G): Target character receives a gift which will take effect at the end of this game session (or the end of the next game session if this power was cast within one hour of the end of the session). Unlike other gifts, this gift can be transferred between players. Treat it as a divine artifact; it can be given, stolen, taken as a surrender term, etc. When it takes effect, the possessor of the gem gains 4 mana. [2] Create Mineral Resource (Fp): Add Mineral Resource feature to two non-adjacent land squares. Target squares provide occupying race with +1 Wealth. [1] Gold Rush (M): Target culture gains +2 Wealth until the end of the century. [2]
2 Create Motherload (Fp): Add Motherload feature to one land square. Target square provides occupying race with +3 Wealth. [3] Teach Mining (Ke): Target race which knows Engineering gains +2 Wealth. [16]
3 Object of Desire (A): At the end of every game session, the character who possesses this object receives 1 mana from every god who was present at that game session. (The toll is only applied to the total transfer.) This effect does not occur if the item was created less than one hour before the end of the current session. The creator of the artifact is immune to this effect. Always on. [2] Envy (Mn): Target a race which has higher Wealth than all races which border it. All bordering races declare war on the target race. [3]
4 Salesman (Nv): Another character may transfer one lump sum of mana to you without incurrng the toll. [1] Efficient Race (Ra): Race doubles all Wealth points received from knowledges and terrain features. [3] Teach Gem-cutting (Ke): Target race which knows Mining gains +3 Wealth. [10]

Metals & Smiths Fire & Earth / Crafts & Knowledge

Description: Powers of ores and metals, smithing and ironwork. Metals & Smiths can teach mortals the secrets of strong tools. In Heaven, Metals & Smiths can make powerful artifacts.

Era-End Mana Sources: Populated Mountains and Plains (population of 1 or more)×0.045; Artifacts personally owned×0.75

Century-End Mana Sources: Worshippers×0.06; Technical Populations (total population of races which know Engineering)×0.003

Event Mana Sources: none

Personal Power Creation Power History Power
1 Make Minor Divine Artifact (X): Make an artifact. You may imbed any artifact power (those marked with an A) or any 1st-3rd 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 for each two levels of power being imbedded (rounded up). After completion, you are the possessor of the artifact. [2 + 3×cost of imbedded powers] Master Smith (Mi): Target race which knows Metal-working gains +1 Military for the remainder of this century. [2]
2 Sword and Shield (Ac): Wielder of the artifact will be able to use one extra trick or one extra block (you must decide which when making the artifact). No cost to activate this ability.The number of tricks/blocks provided can be increased by expending more mana.[1 + 2 for a second trick/block + 3 for a third trick/block +4 for a fourth trick/block, etc.]] Create Mineral Resource (Fp): Add Mineral Resource feature to two non-adjacent land squares. Target squares provide occupying race with +1 Wealth. [1] Mines Play Out (Mn): Target race which knows Metal-working gains -1 Military and -2 Wealth for the remainder of the century. [2]
3 Ram (C): Use only when attacking a demesne from the outside. Opponent demesne may not use blocks. [5] Create Extraordinary Metals (Fp): Add Extraordinary Metals feature to one land square. Target square provides occupying race with +1 Military. [2] Metallurgical Find (Fp): Add Mineral Resource feature to one land square. Target square provides occupying race with +1 Wealth. [2]
4 Walls of Steel (D): When target demesne is attacked from the outside it gains three extra hit points and three extra blocks. No effect if attacked from the inside. [13] Teach Engineering (Ke): Target race which knows Artifice gains +1 Military. The race's cities are immune to Earthquake and count as twice their normal population value (6 for cities, 12 for great cities) when calculating odds in a war. Every century, for each city the race owns it will chop down a forest, transforming one forest square which it occupies into plains terrain. [17]

Volcanoes Fire & Earth / Love & Beauty

Description: Powers of lava and eruption, the attraction of danger and the worship of the volcano. Volcanoes can be very destructive, yet still retains the ability to attract mortals.

Era-End Mana Sources: Volcanoes×2.5

Century-End Mana Sources: Worshippers×0.06; Devoted Populations (total population of races in which you have more than 50% of the pantheon)×0.003

Event Mana Sources: none

Personal Power Creation Power History Power
1 Volcanic Anger (C): On your next successful strike, your opponent takes one extra damage. [2] Volcanic Eruption (Bf): An existing volcano erupts. Target a square with a Volcano feature. All populations in target square are killed. 50% of population units in each adjacent square (rounded up) are killed. [3]
2 Passion's Flame (P): Target character becomes temporarily enamored of you. For the next 15 minutes, he may not attack you and must always be in the same locale as you. If you change locales, he must do everything possible to follow you. [5] Create Volcano (Fp): Add Volcano terrain feature to one square. [3] Sacrificial Virgins (Mv+i): The next time target race is affected by a Volcano or Volcanic Eruption, the race loses only one population unit (in the central square) instead of taking any other losses. [2]
3 Island Chain (T): Change one water square which is entirely surrounded by other water squares into mountain terrain. [1] Volcano (Fp,Bf): Add Volcano terrain feature to target square of your choice that is in or next to a mountain square. All populations in target square are killed. 50% of population units in each adjacent square (rounded up) are killed. [6 / 8 if target square contains a great city]
4 Lava Flow (La): Lava floods the locale. All living characters must immediately leave target locale and may not return for 15 minutes. May not be used in the Hall of Doom or the Void. Anyone frozen in ice (such as in Freeze Enemy) is freed from its effects. If used in the Primeval Wilds, the Guardian Beasts will not hinder anyone leaving. Any character who cannot for some reason leave suffers a mutilation of two permanent hit points lost. [12] Ecstatic Race (Ra): Race has +2 Aggression and 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. [7] Volcano Cult (Mu): You gain +10% cult in target race that has population in the same square as a Volcano feature. [2]

Explosions Fire & Earth / War

Description: Powers of complete destruction and devastation. Explosions can produce massive damage, but with little ability to aim, and often includes itself within the blast radius. Even more dangerously, Explosions can put vast power into the hands of anyone, even mere mortals.

Era-End Mana Sources: Deserts×0.1; Volcanoes×0.6

Century-End Mana Sources: Worshippers×0.06

Event Mana Sources: God blown up (obliterated by any character using a power from the sphere of Explosions)×1.5; Demesne blown up (destroyed using by a character using a power from the sphere of Explosions)×3

Personal Power Creation Power History Power
1 Blast (C): You gain two extra tricks. For the remainder of this combat, you may not use blocks. [2] Shatter Ice Pack (T): Change one ice square into water terrain. {2] Meteorite (Bf): A meteorite strikes target square. One population unit in that square is killed. [1]
2 Grenade (Ac): Wielder of this artifact and his opponent both take four damage. No cost to activate this ability, but the artifact is destroyed after activation. [1] Primordial Meteor (T): Change one forest, plains, or mountain terrain into desert terrain. [1] Volcanic Eruption (B): An existing volcano erupts. Target a square with a Volcano feature. All populations in target square are killed. 50% of population units in each adjacent square (rounded up) are killed. [3]
3 Suicidal Race (Ra): Race gains +1 Military. When at war, both this race and its opponent double all population unit losses. [4] Accident in the Lab (Mn): Target a city owned by a race which knows Explosives. That city and all population units in the square are killed. [4]
4 Human Bomb (G): Target character gains a gift which he may use at any time. The gift is "(Li) You die. All characters in the locale suffer from the explosion. Any character with three or less permanent hit points is killed. For the next 15 minutes, all other characters will start any combat with three hit points already lost." [8] Teach Explosives (Ke): Target race which knows Engineering and Siege Warfare learns to use explosive chemicals which have great use in combat but also gives the mortals an inflated sense of their own power. The race gains +3 Military; has a 50% chance per century that atheism will gain +10% cult; has a 25% chance per century that diabolism will gain +5% cult. [50]

Sailors & Traders Sea / Cities & Wealth

Description: Powers of ships and sailing, seaborne trade and commerce, sailors and seamen. In both Heaven and Earth, Sailors & Traders ties together distant groups, builds compacts based on mutual self-interest, and often serves as an itermediary between foes.

Era-End Mana Sources: Populated Coastal Lands×0.03

Century-End Mana Sources: Worshippers×0.06; Cities in Coastal Squares×0.03; Wealthy Populations (total population of races with wealth of 10 or more)×0.003

Event Mana Sources: none

Personal Power Creation Power History Power
1 Emissary (Ns): You carry messages on behalf of a willing sender (any other character). Though you cast this power on yourself, the mana cost must be spent by the sender. (The toll does not apply to this expenditure, since the sender does not actually give the mana to you.) For the next 15 minutes, you may enter any demesne without invitation, cannot attack or be attacked, and cannot invite others into a demesne you do not control. (You can still use powers and be the target of powers.) If possible, you must be in the same locale as the sender when this effect expires. [1] Teach Sea-faring (K): Target race which knows Trade may use ships to cross water. Race gains +3 Sea-faring Range. [3]
2 Witness Mutual Contract (Nv): Use when two gods or celestial spirits agree to exchange oaths in your presence. Each oath must relate to some relationship or concern between the two parties. Both oaths are recorded as divine oaths. Record the oaths in the Hall of Doom (or have a referee do it). Otherwise treat as Witness Divine Oath. Other characters may simultaneously witness one or both oaths. [2 / 1 if you are in the Hall of Doom] Race of Natural Traders (Ra): Race gains +1 Wealth and, if they know Sea-faring, +1 Sea-faring Range. [3] Teach Trade (Kc): Target race which knows either Agriculture or Riding gains +2 Wealth. [2]
3 Sail (Ns,Nv): Use only in a coastal locale. Transmigrate yourself and a group of others to any other coastal locale. [2 + 1 for each other character accompanying you] Seas of Heaven (H): May be used in any locale. You summon the oceans of Heaven to extend into a new place. The locale you are in is defined as being "coastal" for purposes of using certain personal powers in the sphere of Sailors & Traders. Note that any other power which clearly places water in or next to a locale (Underwater Demesne or River of the Otherworld) would also define certain locales as coastal. [2] Embargo (Mn): Target race which knows Sea-faring gains -5 Wealth for the remainder of the century. [2]
4 Create Natural Port (Fp): Add Natural Port to one coastal land square. During Era Aleph a block of at least ten contiguous water squares must be left adjacent to Natural Port. If at any time during Era Centrum Natural Port is not adjacent to a block of at least ten contiguous water squares then Natural Port is destroyed. This square provides the occupying race with +5 Wealth if they have the knowledge of Sea-faring. [4] Flag Ship Sinks (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]

Ships & Explorers Sea / Crafts & Knowledge

Description: Powers of ships and sailing, travel and discovery, exploration and frontiers. Ships & Explorers is always interested in the new and different, in finding previously unknown knowledge or places.

Era-End Mana Sources: Unpopulated Land×0.015; Undiscovered Lands (unpopulated land squares which have no land connection to any populated lands)×0.06

Century-End Mana Sources: Worshippers×0.06; Travelling Populations (total population of races with Sea-faring Range of 5 or higher)×0.003

Event Mana Sources: Spend one full hour in the Void×1.5

Personal Power Creation Power History Power
1 Traverse the Void (Ns): Use only in the Void. You are lost in the Void during this visit and may leave at any time. [1] Teach Sea-faring (K): Target race which knows Trade may use ships to cross water. Race gains +3 Sea-faring Range. [3]
2 Island Chain (T): Change one water square which is entirely surrounded by other water squares into mountain terrain. [1] Great Explorers (Mpi): Target race which knows Sea-faring gains a line of great explorers who push the boundaries of exploration. Target race gains +2 Sea-faring range until race learns or loses a knowledge which modifies Sea-faring range. Target race may have only one line of Great Explorers. [2]
3 Sail (Ns,Nv): Use only in a coastal locale. Transmigrate yourself and a group of others to any other coastal locale. [2 + 1 for each other character accompanying you] Seas of Heaven (H): May be used in any locale. You summon the oceans of Heaven to extend into a new place. The locale you are in is defined as being "coastal" for purposes of using certain personal powers in the sphere of Ships & Explorers. Note that any other power which clearly places water in or next to a locale (Underwater Demesne or River of the Otherworld) would also define certain locales as coastal. [2] Teach Navigation (Ks): Target race which knows Sea-faring gains +3 Sea-faring Range. [4]
4 Void Explorer (Ns): Use only after spending one full hour in the Void. You discover a strange new universe. Roll d6 for effect: 1=Nothing happens. 2=Gain 20 mana. 3=Gain an artifact imbedded with a random first to third-level personal power from a random sphere in the sphere pool. 4=Gain a random card from the sphere pool (you may use the powers immediately but do not gain the mana sources until the next game sesssion). 5=Gain a random mutilation. 6=Spend 20 mana or be obliterated. [0] Scholarly Race (Ra): Race collects knowledge from travelers and thus know where all terrain features are. Race will move toward the best regions of Earth, while avoiding bad regions. Teaching Scholarly knowledges to this race costs 50% less than the normal cost. [10] Tsunami (Bw): Target five adjacent coastal land squares. All cities are destroyed and one population unit is killed in each square. [6]

Mermaids Sea / Love & Beauty

Description: Powers of allurement and danger, beauty and sacrifice, the perilous, enticing calling of the sea. Mermaids promises to fulfill your heart's desire, but always with an element of risk.

Era-End Mana Sources: Coastal Land and Coastal Water×0.02

Century-End Mana Sources: Worshippers×0.06

Event Mana Sources: Character swears a witnessed divine oath to you "I will prevent you from dying."×0.3

Personal Power Creation Power History Power
1 Sea Gift (G): Target god or celestial spirit gains a gift which he may use at any time. The gift is "(C) You gain one extra trick." At the same time you gain an identically worded gift which you may use only when in combat with the target god. [1] Create Treacherous Tides (Fl): Add Treacherous Rocks feature to three contiguous coastal land squares. Each century, one population unit living within those squares (chosen only from races which know either Fishing or Sea-faring) will be killed through mishap. [2] Call of the Sea (Mc): Target race will migrate toward the sea at the beginning of the next century. This order will be overriden if another character gives a new migration command. [1]
2 Lure (P): Target character becomes temporarily enamored of you. For the next 15 minutes, he may not attack you and must always be in the same locale as you. If you change locales, he must do everything possible to follow you. [5] Lure to Doom (Mn/Mvn): Target a race which knows Sea-faring and 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]
3 Beautiful Race (Ra): Race gains +1 Diplomacy, +1 Wealth. [3] Sea Kings (Mpi): A line of mysterious sea kings comes to rule target race which knows Fishing. Target race gains +1 Military, +1 Diplomacy, and +1 Aggression. The line of sea kings comes to an end whenever the race enter religious turmoil. There can only be one line of sea kings at a time. [5]
4 Siren Song (Pm): All gods and celestial spirits in the locale are entranced by your song and must follow you around for the next ten minutes. During this time they may not attack or use any powers. If someone else enters your locale or is in a locale you enter during this period, they also are caught up in the Siren Song and must follow you around until the power expires. Target characters do not need to follow you into the Abyss, the Primeval Wilds, or any other locale with special entrance requirements if it requires them to spend or lose mana, though if you spend mana to allow them access they must follow. (This limitation does not apply to the Void, which only has special exit requirements.) [14] Seductive Race (Ra): Race gains +3 Diplomacy. At the beginning of each century, diabolism will gain +5% cult in race's pantheon. If at any time the pantheon does not contain a god with one or more cards in the sphere of Love & Beauty, then race enters religious turmoil. [5] Sea Cult (Mu): You gain +10% cult in target race which knows Sea-faring and has the majority of its population living in coastal squares. [2]

Navies Sea / War

Description: Powers of war at sea, ships and navies, invasions and marines. Navies is adept at waging combat at a distance: defending a far perimeter and attacking where the enemy least expects it.

Era-End Mana Sources: High Population Coastal Lands (population 3 or more)×0.03

Century-End Mana Sources: Worshippers×0.06; Naval Populations (total population of races which know Sea-faring and have Military +8 or higher)×0.003

Event Mana Sources: Personally conquer a demesne×1.5

Personal Power Creation Power History Power
1 Early Warning (Ns): If you are sneak attacked during the next 15 minutes, then your opponent cannot cast or activate any combat powers during the first two rounds of combat. [1] Create Inlet (Fl): Add Inlet feature to one coastal land square. Races may use either Movement Range or Sea-faring Range to move through this square. All land square adjacent to Inlet are considered coastal, even if they are not otherwise adjacent to a water square. [1] Naval Superiority (Mv+): The next time target race which knows Sea-faring fights a war in which the two sides are primarily separated by water (referee discretion), target race gains +2 Military for that war. [2]
2 Create Coastal Cliffs (Fl): Add Coastal Cliffs feature to one coastal land square. Races may not use Sea-faring Movement to move directly to or from this square. [1] Armada Meets Disaster (Mvn): The next time target race which knows Sea-faring fights a war in which the two sides are primarily separated by water (referee discretion), target race gains -4 Military for that war. [2]
3 Beachhead (C): Use when attacking a demesne. Opponent demesne may not use blocks for the remainder of this combat. [3] Blockade (Mn): Target race which knows Sea-faring gains -5 Wealth for the remainder of the century. [2]
4 Massive Assault (C): Use only during the first round of combat. In addition to this power, you may cast or activate two additional combat powers after your opponent has selected which combat power he will use this round. [5] Naval Pickets (D): Target demesne which you control is an island, surrounded by water; attackers are forced to engage the outer defenses before reaching the inner. If the demesne is attacked from outside, a character controlling the defenses of the demesne may use each of his personal combat powers (not powers provided by artifacts) twice during the same combat. [10] Teach Naval Architecture (Ke): Target race which knows Sea-faring and Artifice gains +1 Military and +1 Sea-faring Range. [10]

Survival Sky & Ice / Cities & Wealth

Description: Powers of survival and resisting the elements, the ability to flourish in adversity and the tenacity of life. Survival allows both gods and mortals to resist damage and live through that which would normally kill them.

Era-End Mana Sources: Low Population Plains, Deserts, and Ice (population of 2 or less, primitive races don't count)×0.045

Century-End Mana Sources: Worshippers×0.06; Primitive Populations (total population of all races which are primitive)×0.006

Event Mana Sources: Survival (spend an entire game session without dying)×0.3

Personal Power Creation Power History Power
1 Abandon the Crowd (Ns): Use when you are the target of a multiple persuasion power or a locale power is cast. You ignore the effects of the power, but must leave the locale immediately and cannot return for 10 minutes. [1] Sheltered Caves (Ft): Add Sheltered Caves feature to two non-adjacent desert or ice squares. Population limits in those squares are increased by one. [1] Noah (Mvi): The next time target race would be completely destroyed by a disaster or global history power, one population unit survives. [2]
2 Cornered Rate (Cd): Target gains two extra temporary hit points. They go away after this combat is over. [3] Reaction to Adversity (Mv): The next time target race loses population units to a disaster or global history power, at the beginning of the following century the race has population growth 25% greater than normal. [2]
3 Survivor Race (Ra): Race is resistant to all disasters (X -2). [5] Resilient Community (Mv+): The next time target race which knows Civilization would lose one or more cities due to a disaster history power, one city is not destroyed. This power cannot save a city if all population in the square is also killed, though the effect will still be triggered and used up. [2]
4 Cheat Oblivion (Cs): Use only when you have just been obliterated. You do not suffer obliteration. Instead you die and suffer one mutilation (of your opponent's choice). [4] 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 L). [5] Teach Survivalism (K): Target race is immune to reduction of population limits (X L), but this applies to any history power. [10]

Aviation Sky & Ice / Crafts & Knowledge

Description: Powers of machinery and flight, aerial warfare and reconnaissance. Unlike other spheres associated with flight, Aviation seeks to share its love for the sky.

Era-End Mana Sources: High Population Mountains (population of 2 or more)×0.15

Century-End Mana Sources: Worshippers×0.06; Flying Populations (total population of races which are aerial or gliding or know Ballooning, Flying Machines, or any similar knowledge)×0.003

Event Mana Sources: Character other than yourself uses a power of flight×0.45

Personal Power Creation Power History Power
1 Early Warning (Ns): If you are sneak attacked during the next 15 minutes, then your opponent cannot cast or activate any combat powers during the first two rounds of combat. [1] Ice on the Wings (B): Target a race which is aerial or gliding or knows Ballooning, Flight, or a similar knowledge. Two population units are killed at random. [1]
2 Attack from Above (C): The next trick that you use in this combat will not be stopped by blocks. [2] Sky-loving Race (Ra): Race has a natural fascination with the sky and flight. Teaching the race Astronomy, Weather Wisdom, Ballooning, Flying Machines, or any other knowledge related to the sky or flight costs 50% less than the normal mana cost. [7] Teach Ballooning (K): Target race which knows Artifice gains +1 Movement Range. [9]
3 Flying Machine (A): For the next 15 minutes, wielder of artifact cannot be sneak attacked unless he desires it or the attacker also is flying, can enter or exit the Primeval Wilds without encountering the Guardian Beast; is not lost in the Void; and can attack a Flying Demesne without penalty. Costs 4 to activate. [8] Gliding Race (Ri): Race lives in mountains as if they were forests; has +1 Movement Range; gains +1 Military; is vulnerable to Air disasters (A +1); and cannot learn Riding. A race cannot be both gliding and aerial. [10]
4 Downdrafts (N): Target character who is using some power to fly is forced to crash land. Target loses all advantages of her flight power and cannot fly or use blocks in combat for the next 10 minutes. [4] Flying Demesne (D): Target demesne floats in the air. Anyone attacking it from the outside may not use any combat powers unless they are using a power which allows flight. Any controller of the demesne can also move the demesne while inside of it. Controller spends 20 mana to transmigrate herself, the demesne, and everyone inside to any other basic locale in Heaven which could have a demesne. She cannot use this power to place the demesne in the Underworld. [40] Teach Flying Machines (Ke): Target race which knows Explosives and Astronomy can use land Movement Range to move over coastal water squares and gains +2 Movement Range and +3 Military. [35]

Rainbows Sky & Ice / Love & Beauty

Description: Powers of rainbows and auroras, color and brilliance, sunsets and majestic clouds, the awesome beauty of the sky and the search for elusive treasure. Rainbows is a sphere of peace and promise to both gods and mortals, and seeks to be loved by all.

Era-End Mana Sources: Plains and Mountains×0.045

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: Peaceful Environment (spend an entire game session in which you witness no combat)×0.75

Personal Power Creation Power History Power
1 Long-lasting Friendship (P): Target god or celestial spirit may not attack you for the remainder of the game session. [5] Sky-loving Race (Ra): Race has a natural fascination with the sky and flight. Teaching the race Astronomy, Weather Wisdom, or any other knowledge related to the sky or flight costs 50% less than the normal mana cost. [5] Peaceful Followers (Mv+): The next time target race which worships you goes to war, it will use diplomacy to attempt to stop the war. [1]
2 Majestic Skies (L): For the next 5 minutes, no god or celestial spirit may leave the locale. [3] Expand Vistas (T): Change two forest squares which are adjacent to plains squares into plains terrain. [1] Rainbow (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]
3 Aura of Serenity (Pm): For the next 15 minutes, all target gods and celestial spirits may not attack. [5] Rainbow Bridge (H): May be used in any locale. A mystical bridge connects the locale you are in (any locale except the Void) with any locale you name which does not have restricted access (ie, not the Void, the Underworld, the Primeval Wilds, or a demesne). Any character may transmigrate between the two locales. [5]
4 Search for the End of the Rainbow (P): For the next 30 minutes, target god or celestial spirit must search for the end of the rainbow. Target may not remain in any one locale for more than three minutes (except the Void), after leaving a locale may not return to it for 15 minutes (once again, except the Void), and may not attack other characters. If target spends 15 minutes searching the Void, there is a 33% chance he will find the pot of gold, ending his search and receiving 5 mana. [6] Aurora Borealis (G): You gain +10% cult in all races which have one or more population units living in the two northernmost rows of squares on the Earth. [15]

Archery Sky & Ice / War

Description: Powers of bows and arrows, attack from a distance, accuracy and the surgical strike. Archery can be deadly in combat, but prefers to use this prowess as a deterrent rather than for offense.

Era-End Mana Sources: Plains and Forests×0.03

Century-End Mana Sources: Worshippers×0.06; Armed Populations (total population of races with +8 Military or higher)×0.003

Event Mana Sources: Deter Attacks (spend an entire game session without being attacked)×0.75

Personal Power Creation Power History Power
1 Precision Strike (C): The next trick that you use in this combat use will not be stopped by a block. [2] Dextrous Race (Ra): Race gains +1 Military. [2] Teach Archery (Km): Target race gains +1 Military. [2]
2 Volley of Arrows (Cd): If used personally in combat, use only in the first round of combat. Your opponent takes one point of damage and you may still cast another combat power this round. If used as a combat-duel power, target's opponent takes one point of damage at the beginning of the first round before powers are cast. [2] Deadly Hail (Bai): Target two adjacent land squares. One population unit is killed in each. [1]
3 Pin Foe (C): On your next successful strike, your opponent is pinned to the wall by a flight of missiles. Your opponent takes no immediate damage but then has the option of disengaging at the end of that round or taking three damage. [3] Create Natural Redoubt (Ft): Add Natural Redoubt feature to one square. That square provides the occupying race with +1 Military. This square and each of its occupying population units and cities count as five squares, units, or cities when caluclating war losses; fractional losses are rounded down. However, they may only be taken as losses after all other possible war losses have been taken. [3]
4 Death Arrow (N): Target character loses one permanent hit point; treat this as a mutliation. [6] Heart Arrow (H): Must be used in a demesne with a Craft Hall. Before using this power you must announce your intention to do so at a Great Council meeting, naming one god as the Heart Arrow's nemesis. When complete, you produce a unique artifact which acts as a Weapon of Obliteration, but only when used in combat against the nemesis. Once completed, the Heart Arrow is given into the keeping of the Great Council; it is in the possession of no character until the Council decides (using normal voting procedures) to give it to someone. [2] Teach Siege Warfare (Km): Target race which knows Professional Military and Engineering learns how to counteract the advantages of fortifications. The effective population of all enemy cities is reduced to 0 when calculating strength for purposes of war and enemy lsses are not reduced by Fortress Cities. [20]

Forestry Nature / Cities & Wealth

Description: Powers of forests and orchards, arboriculture and environmentalism, the care of forests and forest animals as a natural resource and source of wealth. Forestry serves as a bridge between the elements and man, allowing mortals and gods to use nature without harming it.

Era-End Mana Sources: High Population Forests (population of 3 or more)×0.045

Century-End Mana Sources: Worshippers×0.06; Cities in Forests×0.06

Event Mana Sources: Great Council passes a law which protects forests on Earth or the Wilds in Heaven (in referee's judgement)×0.3

Personal Power Creation Power History Power
1 Forest Lore (Ns / C): Use only in the Primeval Wilds. If used as a direct effect power, for the next 10 minutes you cannot be attacked against your will as long as you remain within the Primeval Wilds. If used as a combat power, you disengage at the end of this round. [2] Create Orchards (Ft): Add Orchards feature to two forest squares. Population limits in those squares are increased by 1. [1] Rangers (Mvi): Cast on target race which lives predominantly in forests (referee's decision) and does not know Professional Military. Target race gains +2 Military in its next war. [2]
2 Tame the Beast (Ns, N): You may enter or exit the Primeval Wilds without encountering the Guardian Beasts. You may also target any number of other characters who may enter or exit at the same time you do. [3] Forest Demesne (D): Inside target demesne which is not in the Primeval Wilds, characters can use combat and direct effect powers that are normally limited only to use within the Primeval Wilds. [4] Guardians of the Forest (M): Target race which is sylvan or knows Environmentalism declares war on all bordering races which know Engineering but do not know Environmentalism. [1]
3 Create Rare Woods (Ft): Add Rare Woods feature to one forest square. The race which inhabits that square gains +1 Wealth. [1] Teach Environmentalism (K): Target race which knows Engineering and Philosophy will not transform forest squares into plains terrain as described under Engineering. [9]
4 Johnny Appleseed (L): You plant trees and grow a forest in target locale. Characters inside target locale can use combat powers which are normally limited only to use within the Primeval Wilds. This lasts until the trees are chopped down, when characters collectively or serially spend 10 mana to do so. Mana spent for this purpose by a god who possesses a sphere of Death card counts double. [6] Fruits of Heaven (H): Must be used in the Primeval Wilds. At the beginning of each game session, 5 mana points are placed in the Primeval Wilds. Any character may take one, but no character may take more than one in any single game session. [5]

Agriculture & Husbandry Nature / Crafts & Knowledge

Description: Powers of crops and planting, farm animals and domestication, taming of the land for the use of man. Agriculture & Husbandry wishes to protect nature, but only in a domesticated version, and is at odds with the concept of wilderness.

Era-End Mana Sources: High Population Forests and Plains (population of 3 or more)×0.03; Densely Populated Plains (population 6 or more)×0.03

Century-End Mana Sources: Worshippers×0.06

Event Mana Sources: none

Personal Power Creation Power History Power
1 Tame the Beast (Ns, N): You may enter or exit the Primeval Wilds without encountering the Guardian Beasts. You may also target any number of other characters who may enter or exit at the same time you do. [3] Create Fertile Land (Ft): Add Fertile Land feature to any two land squares. Population limits in those squares are increased by one. [1] Good Harvests (Mc): Target race which knows Agriculture has population growth 50% greater than normal in the next century. [1]
2 Swords to Plowshares (Cd): Target's opponent may not use tricks for the remainder of the combat. [3] Create Race (Rc): Create a sentient race. [5]
3 Plow the Fields (D): Target demesne which you own will produce twice as much mana at the end of the era. [1] Create Domesticated Animals (Ft): Place Domesticated Animals in three contiguous squares of a single terrain type. Specify the nature of the beasts. Any race which inhabits one or more of those squares gains +1 Wealth and can be taught Agriculture or Riding for 50% less than the normal mana cost. [2] Teach High-Yield Agriculture (Ks): Target culture which knows Astronomy and Engineering has population limits one higher than normal in plains terrain. [30]
4 Tame the Wilds (H): Must be used in the Primeval Wilds. The Primeval Wilds become known as "the Farm". The Guardian Beasts will only attack characters on a list kept in the Farm. Any god with a card in the sphere of Nature (or any celestial spirit with the Nature Spirit persona) can add or subtract a single name from this list at a cost of 1 mana. Otherwise the Farm has all of the same properties as the Primeval Wilds. [10] Teach Environmentalism (K): Target race which knows Engineering and Philosophy will not transform forest squares into plains terrain as described under Engineering. [9]

Youth Nature / Love & Beauty

Description: Powers of birth and procreation, childhood and youth, growth and the vital forces of spring. Youth brings energy to others, but is impetuous and wild. Though generally kind to mortals, Youth also loves nature and dislikes civilization.

Era-End Mana Sources: Uncivilized Forests and Plains (population 2 or less, primitive and barbarian races don't count)×0.045

Century-End Mana Sources: Worshippers×0.06

Event Mana Sources: New god created×0.75

Personal Power Creation Power History Power
1 Vigor (Cd): Target gains one temporary hit point. It goes away after this combat. [1] Young Leader (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. [2]
2 Revel (L): Target locale becomes the site of a huge party for the next 15 minutes. Persuasion powers cost 25% less than normal. No Demesne, Heaven, or Locale powers may be cast due to the noise and disruption. Any non-Persuasion personal powers cost 1 extra mana. May not be used in the Hall of Doom or the Window on the World. [3] Short-lived Race (Ra): Race has normal population growth 25% higher than normal. Teaching the race any new knowledge costs 100% more than the normal mana cost. [4] Population Boom (Mc): Target race has population growth 50% greater than normal in the next century. [4]
3 Cute (P): Target god or celestial spirit may not attack you for the rest of the era, but in later eras is immune to this power. [5] Youthful Race (Rb): Race gains +1 Diplomacy, +1 Wealth. [2] Youth Revolution (Mn): Target race which knows Philosophy goes into religious turmoil. For the remainder of the century, teaching civics knowledges to target race costs 50% more than normal. [3]
4 Youthful Energy (Nv): Must be cast just as a game session ends. Target becomes young and energetic. Target gains one permanent hit point, but loses one sphere card of his choice, returning it to the sphere pool. May not be cast on a character who is old. [15] Create Fountain of Youth (Fp): Add Fountain of Youth to one square. Any race occupying that square gains resistance to all disasters (X -1). [2]

The Hunt Nature / War

Description: Powers of the hunter and the hunted, the chase and the capture. The Hunt is a crafty foe, difficult to catch and difficult to evade. On Earth, the Hunt prefers to see high populations and wilderness in close proximity.

Era-End Mana Sources: Low Population Forests and Mountains (population of 2 or less) adjacent to High Population Squares (population of 4 or more)×??

Century-End Mana Sources: Worshippers×0.06

Event Mana Sources: ???

Personal Power Creation Power History Power
1 Evade Pursuit (C): You disengage from combat at the end of this round. [1] Create Game Animals (Ft): Add Game Animals feature to two non-adjacent land squares with the same base terrain type. Population limits in those squares are increased by one. [1] Teach Archery (Km): Target race gains +1 Military. [2]
2 Track to Lair (Ns): Name the "quarry", any character currently in the same locale as you. For the next 15 minutes you may enter any locale where the quarry is, ignoring any access restrictions. (This does not affect any exit restrictions.) Each time you bypass an access restriction in this manner you lose one temporary hit point which is not regained until the effects of this power expire. [6] Forest Demesne (D): Inside target demesne which is not in the Primeval Wilds, characters can use combat and direct effect powers that are normally limited only to use within the Primeval Wilds. [4] Teach Tracking (K): Target race gains resistance to Nature disasters (N /2). [2]
3 Give Chase (N): Use only when target character is about to leave the locale you are in. Target character does not leave the locale and you must now sneak attack her. This power may be used even if target is leaving as a response action and you would not normally be able to use a power. [4] Create Dangerous Beasts (Ft): Place Dangerous Beasts feature in five 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 worship any gods who possess the sphere of Nature or have Military +7 or greater. Dangerous Beasts is permanently removed from a square if a race which does not meet the above condition and has Military +12 or greater moves into the square. [3]
4 Hunting Party (Pm): Use only in the Primeval Wilds. All targets decide to join your hunt. Name the "quarry", any other character. All targets (including yourself) must attack the quarry once during the next 30 minutes or lose 3 mana. Targets must accept the surrender of the quarry during this combat; the quarry is under no such restriction. [9] The Wild Hunt (Bn): You descend to Earth to lead the Wild Hunt. Spend the next 10 minutes standing by the Earth map; during this time you are considered to be on Earth and may thus not talk, fight, or otherwise interact with gods in Heaven. Choose a path ten squares long and not including any squares with cities. Two population units are killed in each square. [4]