Adam

The Gods II

Power List - Lesser Spheres

by Scott Martin

Last updated 2/28/98

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These are the lesser spheres actually being used in this current incarnation of the Gods.

Destruction
Discord
Dreams
Heat
Incarceration
Karma
Magic
Perversion
Science
Secrets & Locks
Soul
Waves
The Wilds

Destruction, Lesser Sphere of Chaos and Death

Description: Powers of destruction and devastation. Destruction is the antithesis of creation, concentrating on the ending of things; Destruction is unique in having no creation powers. The effects of Destruction in both Heaven and Earth are easy to extrapolate.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.06; Mortal population units which died this century x0.01

Event Mana Sources: God obliterated x2; Demesne destroyed x2; Artifact destroyed x1; Race destroyed x2; Council law revoked x0.5

Lvl Personal Powers Creation Powers History Power
1 Destroy Artifact (X): Destroy one artifact in your possession. [1] - Loss of Faith (Mvn): The next time target race is affected by a disaster power or global disaster, the race goes into religious turmoil. [4]
2 Deathblade (C): You do one extra point of damage per strike. [3]
Bolt of Destruction (C): Your next successful strike does one extra point of damage to your opponent. [1]
- Cult of Destruction (Mu): You and Diabolism each gain +5% cult in target race. [10]
3 Destroy Demesne (C): May only be used if you are attacking a demesne from the inside. You gain two extra tricks. If you defeat the demesne, it is destroyed and all gods who controlled the demesne lose 10 mana. [4]
Weapon of Obliteration (Ac): If the wielder kills a god, that god is obliterated. If a character surrenders to the wielder, that character is mutilated. No cost to activate. [5]
- Environmental Degradation (T): Target one non-water square. Mountains become forests, forests and plains become desert, deserts and ice become water. [10]
4 Slay (C): On your next successful strike, your opponent is killed. Your opponent is not obliterated, even if you are using a Weapon of Obliteration or other power which would normally cause obliteration. [8] - Cultural Collapse (Mn): Target race loses 50% of its population and cities (rounded down) and two random knowledges (which may not be Civilization or prerequisites for another knowledge currently known to the race). [one-half race's base population]

Discord, Lesser Sphere of Chaos

Description: Powers of conflict and strife, argument and dissension. Though Discord enjoys combat among others, it leans more toward the less violent forms of conflict, thriving on the absence of agreement. In Heaven, Discord encourages disagreement and opposition among the gods, while on Earth Discord does the same for mortals.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.06; Tumultuous Populations (total population of races in religious turmoil) x0.003

Event Mana Sources: Combat between gods x0.25; Council session in which no laws were passed x2

Lvl Personal Powers Creation Powers History Power
1 Forsake Allies (Cd): This power may only be used as a combat-duel power, but may be used by one of the combatants with himself as the target. Target's opponent may not accept allies using combat-duel powers on his behalf. Any allies who have already used such powers have the powers cancelled, get the mana back, and are no longer required to remain for the fight. [3] Contentious Race (Ra): Race gains +1 Aggression and -1 Diplomacy. [3] Obstinance (Mvn): The next time target race goes to war, it will gain -3 Diplomacy for any diplomacy rolls to stop that war. [2]
2 Heated Argument (Pm): Use only during a meeting of the Great Council. During your three minutes of persuasion, and for another three minutes after that, the Council may not vote. The leader of the Council may not end the meeting during this time. [4] - Incite Religious Turmoil (Mn): Target race goes into religious turmoil. [4]
3 Incite Conflict (P2): Two target characters must fight a duel in the next 15 minutes or each lose 10 mana. During the duel, they may not agree to mutually end combat. [3] Hall of Discord (D): Inside target demesne all combat powers cost 25% less than the normal mana cost (applies to those coordinating the defenses of the demesne, but not to anyone attacking from outside), while all persuasion powers which are not from the sphere of Chaos or one of its lesser spheres cost 25% more than the normal mana cost. [5] Incite War (M): Target race declares war on a bordering race which you choose. [2]
4 Raise Tempers (L): For ten minutes, all characters in the target locale must argue with one another. They may not swear oaths, vote in the Great Council, cooperate in any way (such as combining sphere cards for creation or history powers), or use any personal powers other than combat powers or persuasion powers from the sphere of Chaos (or one of its lesser spheres). [5] Political Distrust (H): Must be used in the Hall of Doom. Increases 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 8 votes to pass a council law.) This only affects the passing of laws and not any other powers or business of the Great Council. [15] -

Dreams, Lesser Sphere of Love & Beauty

Description: Powers of dreams and hallucinations, wishes and fantasies, the desires of the subconscious. Dreams can inspire mortals to great heights. In Heaven, Dreams can discover the deepest secrets of the gods and manipulate them. While Dreams is not jealous, Dreams likes to have widespread influence.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.09; Philosophical Populations (total population of races that know Philosophy) x0.003; Universal Worship (you are in the pantheon of all non-dedicated races) x1

Event Mana Sources: none

Lvl Personal Powers Creation Powers History Power
1 Bearer of Dreams (Ns): Enter a demesne without invitation. Until you leave the demesne you cannot attack, use non-persuasion powers, or invite others in. You may still be attacked or be the target of another's powers. [2] - Promised Land (M): Choose a compass direction or a target square. Target race will migrate in that direction at the beginning of the next century, following the behavior patterns of its cultural level. If you are not a member of the pantheon, this migration order will be overriden if another god gives a different migration order before. [1]
2 Reveal Dream (X): Discover a goal of any other deity with whom you just spoke. Ask a gamemaster for the information. [2] Dream Realm (D): Inside target demesne all persuasion powers cost 50% less than the normal mana cost. [4] Divine Inspiration (Mvi): The next time target race is taught a knowledge, it is transmitted by a single prophet. The character casting the knowledge power receives a 25% rebate on the mana cost of the power (rounded down). [6]
3 Divine Slumber (Pm): All characters in the locale are lulled into sleep. For the next five minutes, all targets cannot attack, use powers, or leave the locale. If a targeted character is attacked or made the target of a power (for example, by someone entering later) then that individual awakes and ceases to have these restrictions. [14] - Divine Guidance (Mu): You gain +5% cult in target race. [10]
4 Enter Dream (P): Use only if you and the target are both inside the target's demesne. Target gains a new goal of your choice. This goal does not count toward the target's normal limit of 10. [1] Inspired 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] Inspire Religious Fervor (M): Target race's effective population is 50% greater than normal when calculating mana at the end of this century. [4]

Heat, Lesser Sphere of Fire & Earth

Description: Powers of heat and warmth, the banishment of cold. Though not particularly destructive, Heat can bring either comfort or discomfort. Heat is indifferent toward mortals. Heat is strongly opposed to the ice aspects of the sphere of Sky & Ice.

Era-End Mana Sources: Deserts x0.35, All non-ice terrain x0.0075

Century-End Mana Sources: Worshippers x0.03

Event Mana Sources: Sky & Ice demesne (created by a god with one or more cards in the sphere of Sky & Ice) destroyed x1.2

Lvl Personal Powers Creation Powers History Power
1 Draining Heat (C): At the end of this combat round, your opponent must lose 1 mana. This continues at the end of every round until combat ends. [2] 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 - 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. [3]
3 Summer in Heaven (L): The locale which you are in becomes unbearably hot. Any character who does not possess a card in the sphere of Fire & Earth 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 loses one permanent hit point (as a mutilation). 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] 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 modifier, 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 reduced by 1 (to a minimum of one). [4] Melt Ice (T): Change one ice square into plains terrain. [5]
4 Gather Round the Fire (Ds): Modify an existing demesne which you control, or create a temporary demesne. (If the latter, you must be in a locale that allows demesnes.) Your demesne is comfortably warm and attractive. Persuasion powers cast by you in the demesne cost 25% less mana. For every 20 full consecutive minutes spent in the demesne, a character will receive 1 mana. If temporary, the demesne ceases to exist at the end of the session and does not serve as a normal mana source. You may only have one such demesne at a time. [12 / 20 if creating a temporary demesne] Banish Winter (G): The winters of Earth are moderated. Remove one winter from the world. [6] 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]

Incarceration, Lesser Sphere of Fate & Justice

Description: Powers of imprisonment and confinement. Though Incarceration punishes, it does so through non-violent means, often with the subtext of protecting the offender from more his enemies and even holding out the hope of reform. In both Heaven and Earth, Incarceration works to impose its own unique brand of justice.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.06

Event Mana Sources: Outlaws imprisoned x0.5; Parolees reformed (paroled character has not become an outlaw within three hours after release) x1.2

Lvl Personal Powers Creation Powers History Power
1 Imprison (Cs/Nv): This power can replace the normal surrender terms after you have won a combat, or can be used against a willing target. Target character is imprisoned in a demesne which you control. (You must provide access to this demesne if the character cannot reach it without expending his own mana.) Target ceases to be an outlaw. For one hour the target may not leave the demesne, initiate combat (except against fellow prisoners), or invite others into the demesne. Target may "break out" (leave the demense and lose all other restrictions) if another character inside the demesne who is not a fellow prisoner decides to free him. [5 / 1 if target is an outlaw] Build Prison (D): Target demesne is specially designed to hold prisoners. Any character attempting to break out a prisoner from this demesne (see Imprison), even an owner of the demesne, must attack the demesne from inside, in addition to any fight that was required to get inside. This second combat does not count for taking over the demesne, only for releasing the prisoner. [3] Enemy Hostages (Mvi): The next time target race uses diplomacy to attempt to stop a war, it gains +1 Diplomacy for that attempt. [1]
2 Parole (Nv): Target a character under the effects of Imprison. Name an action which the target could possibly perform. Target is released from the effects of Imprison, but if she ever performs the action you named, she immediately becomes an outlaw. [1] - Protecting Walls (M): Target race which knows Civilization gains +2 Military on defense for the rest of the century. [1]
3 Hire Bounty Hunter (G): Target character gains a gift which he may use at any time. The gift is identical to the power Imprison, with the following exceptions: it may only target a specific individual whom you name at the time the gift is granted; and the person may be imprisoned in a demesne controlled by you (you must provide access) or the bounty hunter. This gift ceases to have effect and must be discarded if the individual named is killed or imprisoned before the gift is used. [5 / 1 if the individual named is an outlaw] 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 Justice (Kc): Target race which knows Philosophy gains -4 Aggression. [10]
4 Round Up (Lai): For the next 10 minutes, no character may leave the locale without your permission. [11] Prison Walls (D): Target demesne has two extra tricks and two extra blocks in all combats. [5] -

Karma, Lesser Sphere of Fate & Justice

Description: Powers of fate as reward and punishment, of the balance between good and evil in the soul, and the consequences of moral decisions. On Earth Karma can direct the fate of souls destined for reincarnation, allowing some races to thrive while others wither. In Heaven, Karma assures that the gods and celestial spirits receive their due for past actions.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.06; Mortal population units which died this century x0.01; Mortal population units which came into being through population growth 0.01

Event Mana Sources: An outlaw atones x0.4

Lvl Personal Powers Creation Powers History Power
1 Atonement (P): Use only during a Great Council meeting. Propose a means by which an outlaw can atone for breaking a specific law. The means must be an easily identified act (see rules for goals). The Great Council must vote on this proposal using the same procedures for passing a law. If the rule of atonement passes, then any outlaw guilty of that specific crime will cease to be an outlaw if he completes the act of atonement. The Council can only amend or revoke the rule of atonement if such a proposal is made through use of this power. [1] - Bless Mortals (M): For the remainder of the century, all disaster and negative racial modification powers which affect the target race cost an extra 25% mana. [3]
Curse Mortals (Mn): For the remainder of the century, all knowledge and non-negative racial modification powers which affect the target race cost an extra 25% mana. [3]
2 Reward Virtue (P): Use only during a Great Council meeting. Propose a virtuous act which should receive reward. The virtuous act must be an easily identified act (see rules for goals). The Great Council must vote on this proposal using the same procedures for passing a law. If the act of reward passes, then any character who performs the virtuous act will receive mana for doing so. The exact amount will be determined by the gamemasters based on difficulty, such that the average will be about 1 mana per hour over the course of the game. This amount may be fractional and may vary over time. The Council may amend or revoke this "reward law" as any other law. [2] 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] Redirect Souls (Mc, Mcn): Target two races that share at least one god as a common pantheon member. The first has population growth 50% greater than normal in the next century. The second has population growth 50% less than normal in the next century. [4]
3 Karmic Rebound (Ns): For the next ten minutes, if you are the target of any direct effect or persuasion power, you may immediately cast the power yourself with the original caster as the target. You must pay the same mana cost for the power that the original caster did. [4] - Teach Fatalism (K): Target race which knows Philosophy but not Justice is immune to religious turmoil. Teaching any new knowledges to the race costs 50% more than the normal mana cost. This knowledge is lost if the race ever learns Justice. [15]
4 Death Shall Not Free Thee (N): Target dead character who died as an outlaw will remain an outlaw upon returning to life. [8] Karmic Link (H): Two target characters are joined as if they had the Soul-bond disadvantage. The targets need not be willing, but must remain in the locale for the entire duration of the casting. [10] Great Souls (X): Select any individual-inspired racial modification currently on the Earth map. You gain a gift power identical to the history power used to create that racial modification. You may use this gift for no mana cost. [4]

Magic, Lesser Sphere of 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 sphere of Science.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.09; Magical Populations (total population of races that know Wizardry) x0.006

Event Mana Sources: Race reaches transcendence x3

Lvl Personal Powers Creation Powers 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 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 (Mvi): Target race will have warrior mages accompanying its troops into battle during its next war, gaining +3 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 any non-archetypal, non-primal sphere in the game. 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. If you use this power a second time, you receive a 1 point disadvantage chosen by the gamemaster; if you use it a third time, a 2 point disadvantage; etc. [2x 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 any sphere in the game. If the sphere is primal or archetypal, the greater god of that sphere will be warned by a referee of what is occuring. Target may use this gift once at no mana cost. [4x the mana cost of the power being duplicated, or 1 if the cost is 0] 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). [2.5x 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 and Science then it automatically learns Transcendence. [50]

Perversion, Lesser Sphere of Love & Beauty

Description: Powers of deviance and depravity, the attraction of the illicit and immoral, and sensual pleasure taken to excess. Perversion causes both gods and mortals to engage in acts of depravity, usually with disagreeable side effects.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.09; Tumultuous Populations (total population of races in religious turmoil) x0.003

Event Mana Sources: Breaking the law (every time you break a Great Council law; for any individual law this can be done no more than once per hour, even if the law is such that you are breaking it by your very existence) x0.25

Lvl Personal Powers Creation Powers History Power
1 Demeaning Service (Cs): Use only when an opponent has surrendered to you and you have chosen "Surrender Labor" as the terms of surrender. The tasks which you impose upon your opponent are so disgusting that he loses face in Heaven. For 2 hours afterward he may not vote in the Great Council (except to elect a Supreme Deity) and may not exchange mana with any character other than you. [2] - Cult of Perversion (Mun): You and Diabolism each gain +5% cult in target race. [8]
2 Lust (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. [3] Build Hall of Pleasure (D): Inside target demesne all persuasion powers used by a god with one or more cards in the sphere of Love & Beauty cost 50% less than the normal mana cost. [8] Inflame Passions (M,Mc): Target race's effective population is 50% greater than normal when calculating mana at the end of this century. At the beginning of next century, target race goes into religious turmoil. [4]
3 Ritual Depravity (Ns,Nv,L): You and a willing character perform acts of depravity. Everyone who witnesses these acts (is in the same locale) must give the pair of you 1 mana every 5 minutes or fraction thereof (after toll). You and your partner split this mana equally. Ritual Depravity lasts as long as you want, but ends automatically if you or your partner leave the locale, use any powers, are attacked, or become the target of a power. [5] Seductive Race (Ra): Race gains +2 Diplomacy, +1 Aggression. [3] Age of Decadence (Mn): For the remainder of the century, target race which knows Aesthetics may not be taught any new knowledges. [4]
4 Walk on the Dark Side (P): Target character is convinced that he should break a specific Council law which you name (and which the target could theoretically break within the next hour). If she does not break that law within the next hour, she loses 10 mana. [5] - Sodom and Gomorrah (Mn): Select target race X which knows Civilization. Race X enters religious turmoil. For the rest of the century race X gains +3 Wealth; all disaster and negative racial modification powers which affect race X cost 25% less mana; and the following Council law is in effect: "Thou shalt not cast a knowledge or non-negative racial modification power which targets race X." [7]

Science, Lesser Sphere of 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.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.09; Scientific Populations (total population of races that know Science) x0.006

Event Mana Sources: Race reaches transcendence x3

Lvl Personal Powers Creation Powers History Power
1 Alchemcial Potion (G): 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 Astronomgy (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. [5]
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 and Science then it automatically learns Transcendence. [50]

Secrets & Locks, Lesser Sphere of Crafts & Knowledge

Description: Powers of hidden knowledge and goods, vaults and safes, and the keeping of secrets. In Heaven Secrets & Locks hoards both information and artifacts, while on Earth it slows the spread of valuable knowledges and wealth.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.09; Populations with Secrets (total population of races which possess any advanced knowledge (a knowledge which requires Civilization somewhere in its prerequisite tree) that is not known to any other race x.003

Event Mana Sources: Artifact kept unused in your demesne for an entire game session x0.5

Lvl Personal Powers Creation Powers History Power
1 Secrecy (Ns): For the next fifteen minutes you are immune to any power which forces you to answer a question or reveals one of your goals. This power may not be used to counteract a power just used; it only works if you cast it before someone tries to use such a power. [1] Deceptive Race (Ra): Race gains +1 Diplomacy. [2] Counter-espionage (Mv): The next time target race is targetted with any power which steals or copies a knowledge, that power is nullified. [1]
2 Oath of Silence (P): Specify a divine oath which refers only to not communicating about a single topic. Target god must swear this oath. You must still spend mana to witness the oath; no other characters may witness it. [4] - Teach Secrecy (K): Target race which knows Civilization gains +1 Military on defense and +2 Diplomacy. [3]
3 Safe Deposit (X): Drop an artifact in a demesne controlled by you. Until it is picked up, only a character who controls that demesne may pick up that artifact. [3] Race with Secret Cult (Mv): Name a god in the race's pantheon. If that god is every forced out of the pantheon, she is immediately returned to the pantheon with a 10% cult. [4] Privileged Knowledge (G): Name a knowledge known to only one race. For the remainder of the century no other race can learn that knowledge. [5]
4 - Hidden Demesne (D): Target demesne is difficult to find. Unless led by you or any controller of the demesne, any character wishing to attack or enter the demesne through other means must spend ten minutes "hunting" for it. [5] Hidden Refuge (Mv): If target race is destroyed, it immediately reappears (with knowledges and pantheon identical to the moment when it fell) with a population of three. Population is placed in an appropriate square chosen by the referees. [10]

Soul, Lesser Sphere of Death

Description: Power over the souls of the dead, their entrance into the afterlife, their disposition, and their destiny. While Soul has some influence over dead gods, its primary concern is the souls of mortals. Soul wields great power in the Underworld, but little influence over the living.

Era-End Mana Sources: none

Century-End Mana Sources: Worshippers x0.06; Mortal population units which died this century x0.04

Event Mana Sources:Accompanying a newly dead character into the Underworld x0.3; Inviolate Underworld (entire game session in which the Underworld Wilds remained unentered by any god who was neither dead nor the possessor of at least one card in the sphere of Death) x0.3

Lvl Personal Powers Creation Powers History Power
1 Call the Dead (C): The souls of dead mortals come to your assistance. You gain 2 extra tricks and 2 extra blocks. [3 / 1 if in the Underworld] Undying Devotion (Ri): Target race has sworn to serve you in the afterlife. If target race is ever destroyed, you gain one permanent hit point. (This is lost if the race is resurrected.) [8] Ancestral Guidance (Mv): Use on a target race which worships you. The next time you would be forced out of the pantheon due to any of the effects of religious turmoil, there is a 50% chance that this will be ignored. [2]
2 Guide Souls (G): Target god or celestial spirit gains a gift which he may use at any time. The gift is: "(X) Use only when you employ a history power that kills mortal populations. You will receive a 'rebate' of 0.2 mana for every population unit killed, though this rebate may not exceed 25% of the cost of the power. Only population units killed by the immediate effects of the power are counted; deaths from long-term effects do not apply." [2] Minions of Death (D): The souls of the dead are bound to the defense of target demesne that is within the Underworld. The demesne gains 1 extra trick and 1 extra block during Era Aleph; 2 extra tricks and blocks during Era Centrum; and 3 extra tricks and blocks during Era Ragnarok. In addition, if the demesne is attacked any dead character in the demesne may (but is not required to) choose to coordinate the defenses of the demesne, during which time she may use her combat powers as if she were a living defender. [6] -
3 Soul's Fate (N): Only usable in the Underworld. Target dead character loses or gains 1 mana (your choice) every five minutes until he returns to life and leaves the Underworld. [3] - Harvest Souls (M): Target one race. Three population units from that race, chosen randomly by the referees, are killed. In addition, three population units chosen at random from other races are killed. [3]
4 Feast of Valhalla (L): May only be used in the Underworld. At the end of 5 minutes and every 5 minutes thereafter, all dead characters in the Underworld will receive 1 mana. This lasts until you die or leave the Underworld. [5] 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 0.3 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. [5] Grateful Descendants (Mu): You gain +5% cult in target race which already worships you. [11]

Waves

Description: Powers of waves and coasts, tides and erosion. Unlike the sphere of Sea, Waves is inimical to mortals. On Earth, Waves wields great destructive power on coastal lands. In Heaven, Waves wears away its opponents, sapping their strength.

Era-End Mana Sources: Unpopulated Water x0.024; Unpopulated coastal lands (primitive races don't count) x0.1

Century-End Mana Sources: Worshippers x0.03

Event Mana Sources: City destroyed by Sea disaster (disaster or global history power from the sphere of Sea or any lesser sphere derived from it) x0.4

Lvl Personal Powers Creation Powers History Power
1 Relentless Attack (C): At the end of this and all subsequent combat rounds, your opponent must lose 1 mana. [6] Extend Seas (T): Change seven contiguous coastal plains squares into water terrain; or change five contiguous coastal forest squares into water terrain. [2] -
2 Strength of Water (C): You gain two extra temporary hit points (they go away after this combat is over) and two extra blocks. [3] Wear Down Mountains (T): Change one coastal mountain square into plains terrain. [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 - Create Rough Tides (Ft): Add Rough Tides feature to three adjacent coastal water squares. Races with Sea-faring may not move through these squares. Amphibious races cannot live in or move through these squares. [1] Eroding Coastline (T): Turn one coastal plains, desert, or forest square into water. Populations in the square will immediately migrate away to the nearest available square. Any city in the square will be moved to the most populous bordering square if the owning race knows Weather Wisdom; otherwise the city is destroyed. [11]
4 Crashing Waves (C): Use only when attacking a demesne from the outside. If you defeat the demesne, it is destroyed and all gods who controlled the demesne lose 10 mana. [5] Endless Ocean (G): Use only if 60% of the squares on Earth have water terrain. In Era Centrum, all Sea-faring Ranges are reduced by 33%. [5] Tsunami (Bw): Target five adjacent coastal land squares. All cities are destroyed and one population unit is killed in each square. [5 / 9 if any target square contains a great city]

The Wilds

Description: Powers of trees and plants, thickets and thorns, wilderness and wastes, and all unfriendly" vegetation. The Wilds 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 and primitive sylvan races don't count) x0.25

Century-End Mana Sources: Worshippers x0.015

Event Mana Sources: Non-plant race destroyed x1.5; 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) x0.5

Lvl Personal Powers Creation Powers 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 Vegetation (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] Weed Infestation (Mcn): Target race which knows Agriculture has its croplands overrun with inedible plants. Population growth in the next century is 50% less than normal. [2]
3 Attack of the Wild Forest (C): May only be used in the Primeval Wilds. You gain three extra tricks as nearby plants attack your opponent. In addition, your opponent may not use tricks. [4] 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. [7] Nature'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 Encroaching Wilderness (L): For the next hour, any powers which can only be cast in the Primeval Wilds can be cast in this locale. [7] Plant Race (Ri): Race gains +1 population limit in forests and plains and -1 population limit in deserts; cannot live in ice terrain; 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-infinity), vulnerable to Fire disasters (Fx2), and vulnerable to Ice disasters (Ix2); has a population growth rate 25% greater than normal; squares occupied by the race are considered "uninhabited" for purposes of the Nature and Forests spheres mana sources. [5] -