Moon Pantheon (Spiritual Overworld)
Duba Shakir, Numto, Oshta, Pakarno, Sarna, Terova, Yage

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

Duba Shakir opposed to Katar
Opposed Pantheon: Darkness
Allied Patheons: Air and Water
Element: Moon, madness
Weapon: Sword, Th. Knife
Statistics: 5 main gods, ~38 total spells, 32 common

Duba Shakir
Character: The Moon Snake, The Feathered Serpent, Son of Amaran (Renewal, cyclic, Spirit), opposed to Katar
Skills: Avoid, Athletics, Enchant, Investigation, Read [any]
Powers: Derive Potence, Improve [Administration, Investigation, Read Any], Mana Strike, Pact with Spirit, Revealing
Restricted Powers: Guided Avoid
Description of Powers:
 
  • Derive Potence (1): touch, instant, nonstackable, reusable. Spell is used to derive the potence from a dead magical animal or plant into a physical form. Can also be used to derive Potence from self. Self derivation results in one physical Potence for two internal Potence spent. The potence derived will last permenantly until used.
  • Guided Avoid (2): touch, temporal, nonstackable, reusable. Spell raises success level of the skill roll, even if the skill roll was missed. If the skill is used in an opposed roll situation, add 6 to the 2d6 roll. Example, priestess casts Guide Avoid on self and has a skill of Avoid 15. On a roll of 15, she would have a special success (normal increased to special). On a roll of 16, she failed but the spell would cause her to get a normal success. Note: If she rolled a 20, she would have failed due to automatic failure on a 20.
  • Improve [Agriculture, Investigation, Read Any] (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). Improve Read Any improves the ability to read all languages the character knows or learns.
  • Mana Strike (1): ranged, instant, stackable, reusable. Spell lowers mana of target, WITHOUT requiring Personal Mana (PM) to be overcome first. Each point of the spell lowers PM of the target by 2 points, and if mana drops to -1 (cannot drop below -1), target passes out (like normal). Example, priestess casts Mana Strike 3 on enemy, lowering PM of the enemy by 6 points
  • Pact with Spirit (2): self, continuous, nonstackable. Target of the spell can engage or be engaged in spirit combat, but cannot be lowered to -1 PM (and cannot lose 1 Spirit or go unconscious).
  • Revealing (2): ranged, temporal, nonstackable, reusable. Allows caster to sense the area around them in a general way. Effects are that any attacks from any direction use normal defense, hidden beings are revealed, magical blindness is dispelled, and the entire area within about 100 meters is seen. Stone, metal, and similar substances block this vision area, but line of sight is not required so the vision will "wrap-around" twisted passages out to the range of the spell.
Numto [Minor God] (power available to any god in the Moon pantheon)
Character:
Powers: Protection Crushing
Restricted Powers
: None
Description of Powers:
 
  • Protection Crushing (2): ranged, temporal, stackable, reusable. Spell provides a barrier that protects against weapons doing crushing damage. If a crushing weapon hits the target, the damage the weapon does is halved before it affects armor. Criticals and special hits have the same affect, but are reduced by this spell. Example, enemy hits for 8 damage with a weapon affected by this spell. If the hit was a critical, spell still halves the damage, but the hit still will havle the AP and still do at least one hit.
Oshta [Minor God] (power available to any god in the Moon pantheon)
Character:
Powers: Relfection
Restricted Powers: None
Description of Powers:
 
  • Reflection (1): ranged, temporal, stackable, reusable. Spell provides a barrier that reflects spells back on caster. Spells with a total power higher than the Reflection spell pass through. Spells with a total power equal or less than the Reflection spell will reflect back to the caster. Spells that bounce between two Reflection spells will dissipate. Example,
Pakarno
Character: The Moon Warrior
Skills: Any Attack, Any Other Combat, Leadership, Perceive, Sense.
Powers: Boost [Defend, Leadership], Courage Aura, Inner Secrets, Spirit Sword
Restricted Powers: Improved Attack, Sword Trance
Description of Powers:
 
  • Boost [Any Defend, Leadership] (1): touch, temporal, nonstackable, reusable. Skill increases by 5 points for the duration of the spell. For Boost Any Defend, the bonus this spell provides is added to the adjusted Defend for multiple attacks. Example, defender is attacked by two opponents and defends with a shield. The normal Shield Defend with a +5 from this spell is used for the first attack, the lowered Defend skill for the second attack would also gets the +5 to Shield Defend.
  • Courage Aura (1): personal, temporal, nonstackable, reusable. All allied beings within five meters (radius) of the caster during the duration of the spell are immune from all morale and fear effects. Morale or fear-related spells cast at targets covered by the spell have no effect. Morale or fear-related effects on allied beings that come within five meters of the caster have the effect dispelled instantly.
  • Inner Secrets (see random info from target, query NPC)
  • Improved Attack (1): personal, continuous, stackable. Each point provides a one point bonus for any Attack skill the character knows or learns. Experience is still calculated without the bonus of this spell. Example, two points of Improved Attack 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).
  • Spirit Sword (2): touch, temporal, nonstackable. This spell is cast on a person, allowing that person to use any weapon (not just swords) to damage spirits near the target of the spell. To hit the spirit is a Simple Roll (equal or roll under skill), but subtract the PM of the spirit from the roll. If the spirit is hit (or if a 1 is rolled), normal weapon damage occurs on the spirit and the resulting hits reduce its PM. Example, Marcus attacks a combat spirit in combat with one of his followers. Marcus has 17 skill and the spirit has 5 PM. Marcus must roll under 12 (17-5) on a d20. Marcus rolls a 7 and hits for 6 damage, causing 3 hits, which reduce the spirit to 2 PM. Next round Marcus will hit the spirit on a 15 or less (17-2).
  • Sword Trance (3): self, temporal, nonstackable, reusable. This allows the user to merge his or her consciousness with a sword, giving the user +10 Sword Attack skill. The user enters into a trance in which only the sword and target(s) exist. S/he can avoid or defend with an sword or shield, but cannot personally cast additional spells. The user has no confusion over who is a friend or an enemy.
Sarna
Character: Goddess of the Moon, (Judge)
Skills: Courtesy, Conjure, Humanities, Knowledge Law, Leadership
Powers: Aura, Bless Child, Boost Courtesy, Command Moon Demon, Divine Soul, Improve Humanities, Pacify, Prayer of Avoid
Restricted Powers: Demon to Phantom
Description of Powers:
 
  • Aura (1): personal, continuous, stackable. Each point of this spell gives a +2 to the opposed for both spell and spirit combat. This spell does not increase the PM, it just provides a bonus to the roll. Example, Andrea with 5 PM (and Spirit) has two points of Aura and is effectively 9 PM for opposed rolls for spell and spirit combat. If she was in spirit combat and lost 5 points over a few rounds, she would have 0 PM, but still attack and defend in spirit combat as if she had 4. At -1 PM she would still pass out (and maybe loose a point of Spirit), but when she recovered consciousness (if within the spell duration) she would again attack and defend as if at 4 PM.
  • Bless Child (survives first year)
  • Boost Courtesy (1): touch, temporal, nonstackable, reusable. Skill increases by 5 points for the duration of the spell.
  • Command Moon Demon (Lune)
  • Demon to Phantom (1): ranged, temporal, nonstackable, reusable. Only works on Moon Demons.
  • Divine Soul: determine a character's traits and flaws
  • Improve Humanities (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).
  • Pacify (2): ranged, temporal, nonstackable, reusable. If target PM is overcome, the target cannota attack or cast spells for the duration of the spell. The target can move normally.
  • Prayer of Avoid (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.
Terova
Character: The Deciever, (Deciever)
Skills: Avoid, Conjure, Deception, First Aid, Humanities
Powers: Boost Deception, Common Face, Create Phantom, Daze, Distraction, Illusory POW
Restricted Powers: Embody Terova (above initiate)
Description of Powers:
 
  • Boost Deception (1): touch, temporal, nonstackable, reusable. Skill increases by 5 points for the duration of the spell.
  • Common Face (1): touch, temporal, nonstackable, reusable. This is a disguise spell which causes the target's face to become exceedingly ordinary and forgetable. The user cannot change sex or race. Spell causes Appeal bonus to changed by one toward +0 (so -1 becomes +0 or +3 becomes +2.)
  • Create Phantom: (2) (Create Illusory Demon) Create Illusory Demon: ritual Summon spell, reusable. Part of various creatures are thrown into a pot. When the ceremony is complete an Illusory Demon appears. The appearance of the Demon is related to the creatures thrown into the pot during the ceremony. One point of POW or Illusory POW must be used for every creature thrown into the pot (maximum seven creatues may count). Each fixed-INT creature provides 1d6 points of Illusion, each INT 9 or less creature provides 2d6 points, and each INT 10 plus creature provides 3d6 points. If all of the creatures are less than 9 INT, then the Demon has a fixed-INT of 2 for every 20 points of Illusion. If one or more has 10 plus INT, then the Demon has 1d6 INT for every 20 points of Illusion it has. The POW of the Demon is 3d6+6, note the summoning roll is to summon a spirit from Miraj to become this Demon. The Demon is permanent and is in control of the creator for as many hours as MPs are put into the ritual by the participants.
  • Daze (2): ranged, temporal, nonstackable, reusable. Overcoming the mana of the target causes them to become dazed for the duration of the spell. A dazed person has all their skills reduced to 5 (or less for skills already lower), but a dazed person can still move at normal speed (except as affected by the skill reduction). The target will also not be able to resist spirit combat and will be overcome by any spirit attacking when the daze occurs.
  • Distraction (2): ranged, temporal, nonstackable, reusable. Overcoming the mana of the target causes them to become distracted by the caster and become limited in the actions. Their actions can only be Defense. The target cannot move, cast spells, attack, etc.
  • Embody Terova (1): personal, continuous, nonstackable. Spell provides a two point increase to the Appeal bonus (and to all skills related to that ability). Experience is still calculated without the bonus of this spell. Example, all Appeal skills are two higher (ie. 16 to 18 skill), but experience rolls are still made based on the base skill (16 in this example).
  • Inept Learn (3): ranged, temporal, stackable, reusable. Target skill category bonus drops by 10 points. Example, Priestess casts two Inept Learn spells at an enemy. If the mana is overcome, all the enemy's Learn skills drop by 20 points (ouch!)
  • Illusory POW (1): potence enchant. (Boost power of Phantom) The caste takes a sacrifice of blood from a willing recipient, which results in the permanent drop of one STR point. For each point of STR drained, a point of Illusory POW is created. This illusory POW is stored on the Spirit Plane and may be used in the Create Illusory Demon ritual.
Yage
Character: The Pantheress, the Werecreature, the Shapechanger, the Archdruid
Skills: Athletics, Any Attack, Perceive, Sense,Training [any]
Powers: Animal Power, Boost Athletics, Dazzle, Improve [Perception, Sense, Train Any],
Restricted Powers: Become [Beast] (above initiate, but forms limited except for high level) Silverskin (above initiate)
Description of Powers:
 
  • Animal Power (1): touch, temporal, nonstackable, reusable. Spell increases Damage of all natural or body weapons by +3. This includes any natural-type weapons created by spells or special powers (example, Grow Claws, Grow Chompers, etc.)
  • Become [Beast] (5): self, continuous, nonstackable. Can only have one Become spell. If a new one is learned the previous one is lost. The spell can be used at any time and without limit in order to change form into the specific type of mundane beast. Transformation takes one action, meaning the character could still move, attack, or defend in the same round as transforming. All clothing and armor less than 2 AP, all gear less than arm's length (or small), and any magic items are subsumed in the transformation. All other gear falls to the ground, undamaged by the transformation. Common forms: bear, boar, panther, wolf. Rare forms (for priestesses or higher only): eagle, giant snake, seal, etc.
  • Boost Athletics (1): touch, temporal, nonstackable, reusable. Skill increases by 5 points for the duration of the spell.
  • Dazzle (1): ranged, temporal, nonstackable, reusable. Overcoming the PM of the target causes them to become dazzled for the duration of the spell. A dazzled person has all their skills reduced by 5, but a dazzled person can still move at normal speed (except as affected by the skill reduction). This spell has no effect on spirit combat.
  • Improve [Perception, Sense, Train Any] (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). Improve T rain Any increases ability with any Train skills known or learned..
  • Silverskin (3): personal, continuous, stackable. Piercing or slashing weapons do no damage, unless they are silver or are magical (spells or otherwise). Example, Priestess has silverskin on and is attacked by two warrior with swords (slashing). Neither has a silver weapon, but one has a sword with Sword Attack 1 cast on it. The sword with the spell does full normal damage (even with a little bit of magic.)


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Updated 10 MAY02