Fire Pantheon
Birn, Gubador, Isogo, Lacerta, Marquar, Tarki

Warning: The information in this file is draft information and will change.

Birn opposed to Hashar
Opposed Pantheon: Water
Allied Patheons: Darkness and Air
Element: Fire
Weapon: Hammer, Th. Hammer
Statistics: 6 main gods, ~51 total spells, 33 common

Birn
Character: The Fire Warrior, Son of Amaran (Offensive Warrior), Opposed to Hashar: .
Skills: Avoid, Hammer Attack, Conjure, Enchant, Sense
Powers: Ashen Armor, Command Fire Demon, Fireskin, Firehammer, Improve Avoid, Temper, Rebounding Hammer
Restricted Powers: (both above initiate) Demon to Phoenix, Enhance Fire Demon
Description of Powers:
 
  • Ashen Armor (Bless Woad)
  • Command Fire Demon (Salamander)
  • Fireskin (half fire damage) (1): ranged, temporal, nonstackable, reusable. The target (usually the caster) becomes completely immune to the damaging effects of fire, suffering no damage from any fire, magical or otherwise. But, the target's equipment is not immune to the effects of fire and may just melt off or burn up.
  • Firehammer (Firespear) (1): touch, temporal, nonstackable, reusable. This is cast upon a spear, causing its point to burst into flame. The normal damage done by the weapon is replaced by 3d6 (plus STR bonus). The spell is incompatible with Fireblade, Bladesharp, Truespear, etc. Each additional point of Firespear increases the damage done by 1d6.
  • Improved Avoid (1): personal, continuous, stackable. Each point provides a one point bonus to the skill. Experience is still calculated without the bonus of this spell. Example, two points of Improve will make the skill effectively two higher (ie. 16 to 18 skill), but experience rolls are still made based on the base skill (16 in this example).
  • Temper (heat weapon, must sheath or drop)
  • Rebounding Hammer (return weapon)
  • Enhance Fire Demon (more damage and size)
  • Demon to Phoenix (1): ranged, temporal, nonstackable, reusable. Only works on Fire Demons.
Gubador
Character: The Horseman
Skills: Athletics, Any Attack, Leadership, Ride, Train Horse or Train People or Herding
Powers: Branding, Campfire, Bless Horse, Guide Weapon, Horseshoes, Improve Ride
Restricted Powers: Capture Spell (above intiate), Firehorse (from wife, Horse Queen), Hammer of Gubado (cult only)
Description of Powers:
 
  • Note: all spells for mounts will work on any mount, not just horses.
  • Improve Ride (1): personal, continuous, stackable. Each point provides a two point bonus to the skill. Experience is still calculated without the bonus of this spell. Example, two points of Improve will make the skill effectively four higher (ie. 16 to 20 skill), but experience rolls are still made based on the base skill (16 in this example).
  • Hammer of Gubador (knockdown, lose one action next round if target hit, damage still occurs)
  • Guide Weapon (1) ranged, temporal, stackable, reusable. Martial abilities of Gubador guide the attack skills of the target. All attack skills of the target are increase by 2 per point of Guide Weapon.
  • Capture Spell (1stack, Like reflection, but choose new target for one action)
  • Bless Horse (+1 hit continuous, no health roll, dies at 6-8?)
  • Horseshoes (+1per, one potence per horse, increase speed by 5m.)
  • Campfire (night warning, ward from spirits, morale bonus within range)
  • Branding (continuous, animal will return to herd if stolen, noisy, can remove own brand).
  • Firehorse (1, potence, no damage from non-magic missiles).
Isogo
Character: The Artificer (Inventor-Mechanics): .
Skills: Hammer Attack, Craft [Any], Devise, Enchant, [Any Other Study Skill]
Powers: Customize, Mumble, Prayer of Hammer Attack
Restricted Powers: Embody Isogo (above initiate), Improve Enchant (cult only), Master Study (above initiate), Metal Guardian (cult only)
Description of Powers:
 
  • Master Study (1): personal, continuous, stackable. Each point provides a one point bonus to the ability (and to all skills related to that ability). Experience is still calculated without the bonus of this spell. Example, two points of Master Study will make the Study ability two higher (ie. +2 to +4), but experience rolls are still made based on the base skill.
  • Metal Guardian (animate armor with spirit)
  • Improve Enchant (1): personal, continuous, stackable. Each point provides a two point bonus to the skill. Experience is still calculated without the bonus of this spell. Example, two points of Improve will make the skill effectively four higher (ie. 16 to 20 skill), but experience rolls are still made based on the base skill (16 in this example).
  • Embody Isogo (1 +2 Devise)
  • Prayer of Hammer Attack (1): personal, temporal, stackable, reusable. Up to five targets, caster plus four more. Caster and up to four willing targets all gain the effect the mystic spell, but as a god spell, meaning this spell stacks with the mystic version. No mana is needed to power this spell. Each point is equal to one point of the mystic spell. Example, Prayer of Avoid 3 cast would put Avoid 3 on caster plus up to four targets within range. Caster would have equivalent of Avoid 5 if the caster also cast Avoid 2, other targets would still have Avoid 3 effect unless they also had the Avoid spell on themself. Since the spell is stackable, Prayers from multiple casters on overlapping targets all stack.
  • Mumble (2): ranged, temporal, nonstackable, reusable. Target mumbles for the duration, making spell casting impossible, including spells in progress (one MP loss), MP must be overcome.
  • Customize (Potence required for Armor and Weapon, +1 effect)
Lacerta
Character: Goddess of Fire, (Ancestor)
Skills: Conjure, Courtesy, Exorcism, Folklore, Sing
Powers: Burn, Hearth, Inept Focus, Prayer of Fire Missile, Prayer of Flaming, Remove Poison
Restricted Powers: Ancestral Master (above initiate), Create Phoenix (cult only), Pact with Fire (cult only), Soulfire (above initiate)
Description of Powers:
 
  • Remove Poison (1): ritual ceremony, nonstackable, reusable. Purges the body of all poison. The ceremony takes one round base time to complete and if cast before poison takes affect, the target is not damaged by the poison. If cast within five rounds of the poisoning, all the poison is purged and all damage is negated (healed.) If cast after five rounds, the poison is removed but the damage must still be healed separately (it can now be healed by Heal spells.)
  • Create Phoenix (2):
  • Ancestral Master (skills, Create Spirit of Teaching)
  • Pact with Fire (no damage from fire)
  • Inept Focus (3): ranged, temporal, stackable, reusable. Target skill category bonus drops by 10 points. Example, Priestess casts two Inept Focus spells at an enemy. If the mana is overcome, all the enemy's Focus skills drop by 20 points (ouch!)
  • Burn (one round fire demon)
  • Remove Poison (offensive too, does not fix damage)
  • Soulfire (stackable, overcome MP, target loses one personal mana per)
  • Hearth (spirit of protection on home, blessing on those livng there)
  • Prayer of Flaming (1): personal, temporal, stackable, reusable. Up to five targets, caster plus four more. Caster and up to four willing targets all gain the effect the mystic spell, but as a god spell, meaning this spell stacks with the mystic version. No mana is needed to power this spell. Each point is equal to one point of the mystic spell. Example, Prayer of Avoid 3 cast would put Avoid 3 on caster plus up to four targets within range. Caster would have equivalent of Avoid 5 if the caster also cast Avoid 2, other targets would still have Avoid 3 effect unless they also had the Avoid spell on themself. Since the spell is stackable, Prayers from multiple casters on overlapping targets all stack.
  • Prayer of Fire Missile (1): personal, temporal, stackable, reusable. Up to five targets, caster plus four more. Caster and up to four willing targets all gain the effect the mystic spell, but as a god spell, meaning this spell stacks with the mystic version. No mana is needed to power this spell. Each point is equal to one point of the mystic spell. Example, Prayer of Avoid 3 cast would put Avoid 3 on caster plus up to four targets within range. Caster would have equivalent of Avoid 5 if the caster also cast Avoid 2, other targets would still have Avoid 3 effect unless they also had the Avoid spell on themself. Since the spell is stackable, Prayers from multiple casters on overlapping targets all stack.
Maquar
Character: The Beastmaster and Hunter. Cultists commonly have large hounds travelling with them or at cult kennels. They use the dogs and other beasts to fight for them.
Skills: Avoid, Devise, Fieldcraft, Train [Horse, Pig, Dog, or Beast], Sense. Has Hermit traits
Powers: Enhance Fangs, Enhance Claws, Lure Beast, Hurling, Trip, Enhance Hide, Improve Fieldcraft
Restricted Powers: (both cult only) Call Monster, Embody Maquar
Description of Powers:
 
  • Enhance Fangs (1): ranged, temporal, stackable, reusable. Increases damage of a bite by 1d6 per point. Target must have natural Bite Attack (humans, newts, teutans, and goblins have this).
  • Enhance Claws (1): ranged, temporal, stackable, reusable. Claw damage (all) increases by 1d6 per point. Target must have natural Claw Attack (humans, teutans, and goblins do not have this, newts do).
  • Lure Beast (1): ranged, temporal, stackable, reusable. This active spell only affects fixed INT, physical plane creatures. If the creature's MPs are overcome the animal must move toward the caster at walking speed. The caster can halt this motion, stopping the beast in its tracks, and begin it again at will for the duration of the spell. For each point in the spell, one beast may be affected.
  • Hurling (1): ranged, temporal, stackable, reusable. For the duration of the spell, all objects thrown by the spell's target have a range multiplied by five. For each extra point of Hurling used the range is increased by another five times (ie. 2 point is 10 times, 3 point is 15 times, etc.) The spell does not increase range of bows, crossbows, but does have a partial effect on blowguns and slings, multiplying the range by 2 for each point of Hurling.
  • Trip (lose action, can't flee) (2): ranged, instant, nonstackable, reusable. Causes target to fall over and take at least 3 SR to get up, MP must be overcome.
  • Enhance Hide (1): ranged, temoral, stackable, reusable. If cast on a mammal, then the target gains and armor increase of 4 points per point of spell.
  • Improve Fieldcraft (1): personal, continuous, stackable. Each point provides a two point bonus to the skill. Experience is still calculated without the bonus of this spell. Example, two points of Improve will make the skill effectively four higher (ie. 16 to 20 skill), but experience rolls are still made based on the base skill (16 in this example).
  • Call Monster (1): ritual Summon spell, reusable. Can be cast by a group of worshipers. Each participant casts the spell in the same melee round, calling for the same type of creature. Each person who successfully casts the spell may then expend MPs for the Calling. The spell succeeds if the Priest leading the ceremony succeeds in a Summon roll (which takes only the one round, not an hour) and if the MPs expended are greater than the sum of the creature's characteristics. If more than one of the creature is desired, MPs equal to the sum of all their characteristics must be expended. The spell call a creature that is on the mundane plane and it will arrive in a d10 melee rounds. The creature(s) are under the complete control of the caster. Modify slightly: more MPs for tougher creatures.
  • Embody Maquar (1, +2 Train [All]) (1): personal, continuous, stackable. Each point provides a two point bonus to the skill when used. Experience is still calculated without the bonus of this spell. Example, two points of Improve will make the skill effectively four higher (ie. 16 to 20 skill), but experience rolls are still made based on the base skill (16 in this example).
Tarki
Character: The Imp and the Spy (Revealer):
Skills: Athletics, [Any] Combat, Investigation, Play, Stealth
Powers: Boost Play, Defensive, Farsight, Prayer of Speed
Restricted Powers: Mystic Track (from brother, Garda), Restore Magic (from xx, xx), Sap (above intiate), Speak with Beasts (from son, Zambo), Strike (above intiate)
Description of Powers:
 
  • Farsight (zone of seeing around character) (similar to Clairvoyance) (2): 1? km, temporal, nonstackable, reusable. Gives the user the ability to know what is happening in an area within the spell's range . Shorter range than Clarivoyance, but see in a radius from caster.
  • Mystic Track (automatic track) (2): range-unlimited, instant, nonstackable, reusable. The caster, while examining a trail, can know what its maker is currently sensing. The caster gains a rough indication of direction of the target, who knows nothing of the spell's casting.
  • Prayer of Speed (1): personal, temporal, stackable, reusable. Up to five targets, caster plus four more. Caster and up to four willing targets all gain the effect the mystic spell, but as a god spell, meaning this spell stacks with the mystic version. No mana is needed to power this spell. Each point is equal to one point of the mystic spell. Example, Prayer of Avoid 3 cast would put Avoid 3 on caster plus up to four targets within range. Caster would have equivalent of Avoid 5 if the caster also cast Avoid 2, other targets would still have Avoid 3 effect unless they also had the Avoid spell on themself. Since the spell is stackable, Prayers from multiple casters on overlapping targets all stack.
  • Boost Play (1): touch, temporal, nonstackable, reusable. Skill increases by 5 points for the duration of the spell.
  • Sap (1, attack spell, if hits less than half, target unconscious, any heal restores)
  • Restore Magic: Recover cast spell
  • Strike (next hit, ignore AP but not weapon AP if Defend made )
  • Defensive (1): ranged, temporal, nonstackable, reusable. Each time the spell is cast, any one weapon or shield used by the target will get their Defend skill increased by half again. Example, a warrior with Shield Defend 12 casts this spell and will have a skillof 18 for the duration of the spell. The warrior could cast the spell later for use with his Sword Defend.
  • Speak with Beasts (interrogate) (2): touch, temporal, nonstackable, reusable. This spell allows the target to talk with on type of beast, specified when the spell is cast. Oratory or Fast Talk can be used if the creature needs convincing. The spell does not instill any intelligence to the creature, so it can speak only from its natural awareness.

Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com

Updated 9 MAY 02