Water Pantheon:
Bushara, Gavarga, Hadgje, Hergen, Niter, Pavala, Zukali

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

Gavarga opposed to Bugalusa
Opposed Pantheon: Fire
Allied Patheons: Moon and Earth
Element: Water, Cold
Weapon: Trident, Bow
Statistics: 5 main gods, ~41 total spells, 30 common

 
Bushara
Character: The Alchemist (Inventor-Alchemy)
Skills: Alchemy, Devise, Enchant, First Aid, Read Any
Powers: Boils, Boost Potency, Demon Ward, Enchant Child, Improve Alchemy, Invisibility, Poison Healing
Restricted Powers: Water Guardian (from Associate, Zul)
Description of Powers
 
  • Boils (1): ranged, temporal (one day), nonstackable, reusable. Target Appeal drops by 2 if Mana is overcome. The loss of appeal is due to a curse causing facial boils and degration of physical appearance. Appeal only drops by 1 if target uses Communication skills with people over 5 meters away.
  • Boost Potency (2): potence enchant. Cast on a potion or similar item with Potency. Allows use of Potence to increase Potency. One point of Potency raises the potency of the resulting potion by 3. A potion could be boosted again and again. Example, Healing 3 potion, becomes Healing 6 Potion.
  • Demon Ward (2): personal , temporal, nonstackable, reusable. Elemental demons and the creatures related to them (golem, phoenix, shadow, phantom) cannot approach the person closer than two meters. Any elemental demon summoned on top of the warded person is displaced in a nearby location.
  • Enchant Child (1): spirit enchant. Target child under 5 years of age is blessed and gains a bonus.
  • Improve Alchemy (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).
  • Invisibility (2): ranged, temporal, nonstackable, reusable. Spell causes Stealth skill of target to change to 20. Mana must be overcome it target resists. Note: the name of the spell does only matches its affect to laymen.
  • Poison Healing (2): ranged, permenant, nonstackable, reuable. All poison damage on the target is healed and any remaining poison causing that damage is negated. If cast the same round damage is taken, the target can be saved from death (but they are still prone due to falling unconscious before.) This spell has not effect if target has not yet been poisoned and does not affect the poison on the weapons of a target (only the poison affecting them.)
  • Water Guardian (2): personal , temporal, nonstackable, reusable. A water spirit surrounds the person and protects them from all forms of fire. All fire demons or phoenixes within one meter are destroyed, with no limit to the number destroyed.
Gavarga
Character: The Clawed Demon, (Demon Warrior). A demon with four arms, four eyes, and two shields. One of the original dominant gods, still strongly worshipped by indigenous warriors. Opposed to Bugalusa (Void) and to Birn (Fire), Associate of Katar (Void). Extra spirit spell
Skills: Athletics, Any Two Attacks, Forced March, Fishing or Seamanship or Leadership
Powers: Grow Chompers, Grow Claws, Grow Legs, Grow Shell, Grow Stabbers
Restricted Powers: Become Clawed Demon (above initiate), Third Eye (above initiate), Command Gavagarara (from local aspect, Gavagarara), Command Gavargani (from local aspect, Gavargani), Leap (from offspring, Gastana), Attack Soul (from associate, Katar)
Holy Sites: Majorca Island has a major holy site visited by thousands of pilgrims annually and the only temple to Gastana.
Description of Powers
 
  • Attack Soul (****Copy final version)
  • Become Clawed Demon (3: shell, claws, stabber, legs): touch, one hour, non-stackable, reusable. This spell allows a consenting target to transform into a giant, semi-divine version of an insect, of the specific type according to the spell.
  • Command Gavagarara (2, small, chomp)
  • Command Gavargani (3, small, mainly eye)
  • Grow Chompers (2): touch, temporal, nonstackable, reusable. Spell causes the growth or enlargement of huge chompers (bite attack). The Bite Attack is increased by +6 and Bite weapon damage is replaced by +6. Minimum skill at Bite Attack while using this spell is 10. Ex. Priestess casts the spel on her attack dog who has a 12+2 attack and has damage increased by +4 (from Natural Weapon Attack). The dog will now have 18 Bite Attack for +10 damage (+2 replaced by +6 with +4 additional spell for a total of +10, awesome).
  • Grow Claws (1): touch, temporal, stackable, reusable. Spell causes the target's hand and arm to grow into a large, crab-like claw capable of +5 Damage and with a minimum Claw Attack skill of 10. Each extra spell causes another arm to grow into a claw, with a normal limit of 2 claws total. Claws are crushing weapons. Spell cannot be cast on legs.
  • Grow Legs (1): touch, temporal, stackable, reusable. Spell causes the growth of two additional crab-like legs. Each spell increases move by 2 m/s. A maximum of two spells for four extra legs .
  • Grow Shell (2): touch, temporal, nonstackable, reusable. Spell causes the growth or enlargement of a crab-like shell over the target's body increasing AP of skin to 8. Example, Priestess casts spell on temple guardian large crab which has skin AP of 6 for an effect of 8 AP. Instead she could cast the spell on one of the temple guard dogs with 1 AP skin, raising the skin AP to 8.
  • Grow Stabbers (1): touch, temporal, stackable, reusable. Spell causes the growth of a single long, boney stabber which is an extra attack at same skill of current Claw Attack with a +4 Damage. Each extra spell causes another stabber to grow, with a limit of 4 stabbers total. Stabbers are piercing weapons.
  • Leap (2): personal, instant, nonstackable, reusable. Spell allows caster to make a magical leap to travel out of a hostile area and to a nearby random location (within 15 km). The spell succeeds iff the Mana of the hostile leader is overcome. Note: the enemy leader does not need to be visible, just somewhere in the vicinity.
  • Third Eye (1): personal, instant, nonstackable, reusable. Spell causes grwoth of third eye in the caster's forehead. Sometime in the following hour, the cast can used the Third Eye to attack an enemy. If the Mana of the target is overcome, the target enemy takes one Hit (not one Damage) and the Third Eye fades away. Range of the Third Eye is 5 meters. Until the attack is made, the Third Eye provides a +2 to Sense skill.
Hadgje [Minor God] (spells available to any god of the Water pantheon)
Character:
Skills: None
Powers: Prayer of Missile Attack
Description of Powers
 
  • Prayer of 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.
Hergen
Character: Master of Magic, (Revealer):.
Skills: Alchemy, Enchant, Read,
Powers: Clairvoyance, Discover Magic, Improve [Any], Improved Mana Enchant, Farshot
Restricted Powers: Master Focus
Description of Powers
 
  • Clairvoyance (glance spot on tactical map, see inside building): spying spell to allow see into some restricted areas and glimpse of entire battle map by friendly side.
  • Discover Magic (2): touch, instant, nonstackable, reusable. All information regarding a magical item or something having magic-like properties is revealed.
  • Improve [Any] (1 per, cult skill only?. limited to Masted skills?): This ability allows skill knowledge of any skill the caster knows to be set in a matrix. The maximum amount of skill enchantable in the matrix is one-tenth of the caster's skill. Cost is one POW per 5% in the matrix, round up. The matrix may be used by any who attune the matrix at the cost of one POW and a successful Ceremony roll, but only one matrix may be attuned per skill. Even the creator may use the matrix, signifying a better memory of certain points of the skill. >>>>>> (1): personal, continuous, stackable. Each point provides a 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).
  • Improved Mana Enchant (1): spirit enchant. Each point of spirit spent stores 5 Mana instead of 3.
  • Master Focus (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 Focus will make the Focus ability two higher (ie. +2 to +4), but experience rolls are still made based on the base skill.
  • Farshot (double bow range)(1) personal, continuous.
Niter
Character: Storm and Sea God, Bacace Daughter (Bow, Ancestor): .
Skills: Bow Attack, Arrow Rain or Exorcism, Avoid or Seamanship, Conjure, Enchant
Powers: Bless Storm Arrow, Control Storm, Inept Study, Return Spirit, Currents, Thunderbolt
Restricted Powers: Ancestral Magician, Arrow Trance
Description of Powers
 
  • Arrow Trance (1): self, temporal, nonstackable, reusable. This allows the user to merge his or her consiousness with a bow, doubling the user's Bow Attack. The user enters into a trance in whch only the bow and targets exist for him. S/he can use no other weapon, cannot dodge, cannot parry, nor use the bow as a club. Even if engaged in melee, s/he will fire an arrow at the opponent. While entranced, the user may only cast bow magicto the exclusion of all other magic, including healing (exception: an elf bow may be healed, if damaged). If the battle ends before the spell expires, the user will stand and wait for targets. The user has no confusion over who is a friend or an enemy, like a user of Beserk does.
  • Bless Storm Arrow
  • Control Storm (Command Weather)
  • Inept Study (3): ranged, temporal, stackable, reusable. Target skill category bonus drops by 10 points. Example, Priestess casts two Inept Study spells at an enemy. If the mana is overcome, all the enemy's Study skills drop by 20 points (ouch!)
  • Return Spirit (reburial, karma loss, curse, link ancestor)
  • Ancestral Magician (teach spirit? spells)
  • Currents (move boat in water, walk on water, etc.)
  • Thunderbolt (stun)
Pavala (spells available to any god of the Water pantheon)
Character:
Skills: None
Powers: Prayer of Spirit Aura
Description of Powers
 
  • Prayer of Spirit Aura (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.
Zukali
Character: The Spider Fisher, the Great Net, (Hunt). Daughter of Gotron (Earth).
Skills: Bow Attack, Conjure, Folklore, Hunting or Fishing or Seamanship, Stealth
Powers: Breathe Air/Water, Command Water Demon, Pact with Poison, Strongnet, Improve Seamanship, Improve Hunting, Improve Fishing
Restricted Powers: Keenshot
Description of Powers
 
  • Breathe Air/Water
  • Command Water Demon (Undine)
  • Pact with Poison
  • Strongnet (2): ranged, temporal, nonstackable, reusable. Must be cast on a net and it makes the net temporarily unbreakable by any means, including fire. A trapped victim may only escape by unwrapping, or tearing the net from the captor's grip, or sweezing between the weave.
  • Keenshot (2): touch, temporal, nonstackable, reusable. Causes a normal hit to become a special hit, but does not affect misses, specials, or criticals.
  • Improve [Fishing, Hunting, Seamanship] (1): touch, 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).


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

Updated 8 MAY 02