There are in theory 27 gods (3x3x3), 3 being a magical number in Egyptian culture. There are, however, some exceptions. Other gods and beings who are not part of the official pantheon but who never the less exist.
Ra has withdrawn from the world and the affairs of the gods, but has decreed that no god can have a direct interaction with the mortal world. The gods must act through avatars, or secondary effects (such as weather).
Seth has slain his brother Osiris twice now, but Isis has brought him back.
Seth was banished by Osiris. So he (Seth) fomented a revolt and several gods went with him into exile, to plot the fall of Osiris. These gods are called the Gods of the Desert. Osiris and the other Gods are the Gods of the Yor (Nile river). This opposition has no immediate effect on the followers of these gods.
There are other beings around however who exist outside the Pantheon, secretive or dark beings who have always been there, or who have been created by the gods and forgotten as failures. These beings tend to worship chaos, darkness and destruction. They will generally have access to 2 or 3 Domains.
In the game the powers of a God are linked to the areas they dominated. This can be an elemental area, such as fire, or some aspect or force of everyday life, such as Death, War, Animals, Plants etc.
Each of these areas of power will be called a Domain, and specific spells will be linked to each Domain. You may only know a spell if it is in a Domain your control, you you can only control Domains of your chosen God.
You can only have one God. For players in a normal game that God cannot be Seth.
Priests must choose a single god, and can start with one of the following two choices:
a) Two Domains related to their God (from the lists) and any two Powers (as long as the Priest meets the requirement of that Power) from any of the chosen Domains or the Common Domain powers.
Or
b) One Domain related to their God (from the lists) and four Powers (as long as the Priest meets the requirement of those Powers) from the chosen Domain or the Common Domain powers.
Each Domain gives an associated Edge which is gained by the Priest when he chooses that Domain (the Priest does have to meet the normal requirement for the “free” edge or it remains inactive). Where a domain has two Edges you must select one of them.
New Domains gained as a Power edge (using the New Power edge), after character creation, give the Priest the “free” edge and one new Power, compared to the Edge and 2 new powers otherwise.
Note: Although the Powers are common to several Domains the Trappings associated with each Domain will differ. For example the Armour Power for the Animal Domain may turn your skin into thick, leathery hide, while for the Sun Domain it might be a mystical glow.
To gain the Domain bonus Feat you must qualify for any pre-requisites. If not it remains inactive till you do.
Magical Healing is ONLY available to priests.
SETH cannot be chosen as a god unless the GM approves it.
Where a Domain is specified as a specific elemental force, the spells within may be limited to aspects of that element. Eg the Air Domain allows you to Summon an Elemental but it must be an Air Elemental. Likewise you can create a Barrier, but it will be a barrier of Air. The effects of different elements will change the effect of each spell appropriately.
Chosing an elemental Domain gives you advantages with regard to that element, for eg you will 2 points of Toughness against attacks based on that element. It also bestows a vulnerability to the opposing element, such that you will take 2 points of extra damage.
Fire vs Water,
Earth vs Air.
You cannot have opposing elemental domains or effects. If you have Water you can never have anything Fire.
These are expressed as the following Edges.
You are protected to some degree from the element you favour. You act as if having the edge Arcane Resistance against any attack based on your chosen element, be it magical or mundane.
You will also gain +1 to any related trait or skill rolls deemed appropriate.
Eg: a rock thrown at you is a physical attack based on Earth. If you had the Earth Domain you would be protected against it.
Eg: you are drowning in the river, your drowning rolls will gain +1 if you have Domain Water (as too would your swimming rolls).
You are vulnerable to the element that opposing your favoured element. Water vs Fire, Earth vs Air.
The reverse effect of the Arcane Resistance edge will apply to you, reduing your toughness by 2, or any rolls to resist.
You will also suffer -1 to any related trait or skill rolls deemed appropriate.
Eg: If you had Favour of Fire you would suffer -1 to Swimming and Drowning rolls.
Eg: A Water Blast cast at you would inflict +2 damage extra on you.
Water – Swimming, Survival, Boating
Fire – Survival, Intimidation
Earth – Survival
Air – Pilot(Flying), Survival
Where ever you need to make a judgement on whether something is Elemental consider its raw nature, is it really ‘elemental’ – ie raw natural form. Metal is not earth, it has been processed. Poison is not water. Poison gas is not air. Fire generally is fire most of the time. Steam however is neither fire nor water.
The following Powers are common to all Domains and represent the Basic Powers Offered By The God To His/Her Priests.
ARMOUR (SWD) Rank: Novice
BOOST/LOWER TRAIT (SWD) Rank: Novice
DETECT DOMAIN (Modified Detect/Conceal Arcana From SWD) Rank: Novice
You are able to detect a specific Domain that you nominate at the time of casting. You will simply be aware that those within sight have access to the nominated Domain.
DEFLECTION (SWD) Rank: Novice
BOLT (SWD) Rank: Novice.
Trappings: select an elemental effect from an allowed Domain. Once chosen it will be fixed.
Trappings: sound effects of power and energy in action. Static discharges.
Gods: Nut, Shu.
Edge: Wind Sense or War Cry.
Special: Favour of Air, Vulnerability to Earth.
Powers:
· Cyclone. Rank: Novice
· Elemental Manipulation (Air) (SWD) Rank: Novice
· Far Sight (SWD) Rank: Seasoned.
· Fly (SWD) Rank: Veteran
· Guiding Wind Rank: Novice
· Summon Elemental (Air)Rank: Veteran
· Barrier(Air) (SWD) Rank: Novice
Trappings: swirling air, whirlwinds with dust or sand, lightning.
Gods: Geb, Bast, Hapi, Khonsu, Sekhmet, Serket, Sobek.
Edge: Beast Master Or Beast Bond
Powers:
· Beast Friend (SWD) Rank: Novice
· Call Of The Wild Rank: Novice
· Far Sight (SWD) Rank: Seasoned
· Shape Change (SWD) Rank: Special
· Swarm Screen Rank: Seasoned.
· Wall Walker (SWD) Rank: Novice
Trappings: caster takes on animal features during effect.
Gods: Bes, Hathor, Monthu, Ptah.
Edge: Co-Operative Magic Or Common Bond:
Powers:
· Banish Rank: Veteran
· Inspiration Rank: Novice
· Miracle Rank: Legendary
· Sacrifice Rank: Novice
· Speak Language (SWD) Rank: Novice
Trappings: healthy glowing aura that extends out to encompass everyone within a LBT.
God: Hathor, Ptah.
Edge: Jack Of All Trades
Powers:
· Blade Barrier. Rank: Seasoned
· Elemental Manipulation (SWD). Rank: Novice
· Grow/Shrink (SWD) Rank: Seasoned
· Mend. Rank: Novice
· Trinkets. Rank: Novice
· Barrier (Stone) (SWD). Rank: Novice
Trappings: sounds of hammers and chisels working, miniature construction site appears around feet, plants bloom into flower nearby.
Gods: Seth.
Edge: Low Light Vision
Powers:
· Blind (SWD) Rank: Novice
· Dark Sight (SWD) Rank: Novice
· Fear (SWD) Rank: Novice
· Invisibilty (SWD) Rank: Seasoned
· Obscure (SWD) Rank: Novice
· Phantasm Rank: Seasoned
· Shadow Walk Rank: Seasoned
· Barrier (Dark)(SWD) Rank: Novice
Trappings: darkness aura.
Gods: Nephthys, Osiris, Anubis, Serket
Edge: Holy/Unholy Warrior
Powers:
· Smite (SWD) Rank: Novice
· Holy/Unholy Light Rank: Seasoned
· Protection From Evil/Good Rank: Seasoned
· Fear (SWD) Rank: Novice
· Slumber (SWD) Rank: Seasoned
· Zombie (SWD) Rank: Veteran
Trappings: caster takes on skeletal like appearance during casting, bones and skulls.
Gods: Ra. Seth. Monthu.
Edge: Mighty Blow
Powers:
· Blast (SWD) Rank: Seasoned
· Damage Field (SWD) Rank: Seasoned
· Disintegrate Rank: Heroic
· Quake Rank: Veteran
· Smite (SWD) Rank: Novice
Trappings: earth beneath caster cracks and splits during casting, dust and debris cast upward, sounds of breaking and smashing
Gods: Anubis. Upuat.
Edge: Alertness
Powers:
· Detect/Conceal Arcana (SWD) Rank: Novice
· Banish Rank: Veteran
· Hold Portal/Knock (Reversible) Rank: Seasoned
· Teleport (SWD) Rank: Seasoned
Trappings: horn blast, fanfare.
Gods: Geb. Ptah.
Edge: Nerves Of Steel
Special: Favour of Earth, Vulnerability to Air.
Powers:
· Burrow (SWD) Rank: Novice
· Elemental Manipulation(Earth) (SWD) Rank: Novice
· Quake Rank: Veteran
· Summon Elemental (Earth) Rank: Veteran
· Smite (SWD) Rank: Novice
· Barrier (Earth) (SWD) Rank: Novice
Trappings: earth and small rocks rumbling, skin hardening and crumbling away.
Gods: Nut. Shu. Horus. Nefertem. Renenutet. Seshat.
Edge: Luck
Powers:
· Confusion (SWD) Rank: Novice
· Remove Fear Rank: Novice
· Miracle Rank: Legendary
· Luck Of The Dice Rank: Seasoned.
· Puppet (SWD) Rank: Veteran
Trappings: shiny stars and sparkles, clock ticking sounds.
Gods: Ra.
Edge: Rapid Recharge
Special: Favour of Fire, Vulnerability to Water.
Powers:
· Burst (SWD) Rank: Novice
· Elemental Manipulation (Fire) (SWD) Rank: Novice
· Fire Walk Rank: Novice
· Summon Elemental (Fire) Rank: Veteran
· Barrier Fire. Rank: Seasoned
Trappings: fire aura.
Gods: Isis. Nephthys. Osiris. Tefnut. Hapi. Hathor. Nefertem. Serket.
Edge: Healer
Powers:
· Healing (SWD) Rank: Novice
· Greater Healing (SWD) Rank: Veteran
· Regeneration Rank: Heroic
· Succour Rank: Novice
· Raise Dead Rank: Heroic
Trappings: glowing hands and fields of light moving between the caster and target.
Gods: Osiris. Neith. Renenutet.
Edge: Strong Willed
Powers:
· Dispel(SWD) Rank: Seasoned
· Hold Person Rank: Novice
· Fear (SWD) Rank: Novice
· Quest Rank: Veteran
· Speak Language (SWD) Rank: Novice
Trappings: a ringing, tolling bell (big one)
Gods: Isis. Nephthys. Nut. Bast. Khonsu. Neith. Ptah. Renenutet. Seshat. Thoth.
Edge: Scholar
Powers:
· Detect/Conceal Arcana (SWD) Rank: Novice
· Divination. Rank: Veteran
· Locate Object Rank: Seasoned
· Speak Language (SWD) Rank: Novice
· Telepathy Rank: Seasoned
· Warriors Gift (SWD) Rank: Seasoned.
Trappings: scrolls appearing in the hands, the sound of papryrus folding, quills writing
Gods: Isis. Nephthys. Osiris. Hathor. Renenutet.
Edge: Touch Of The Divine
Powers:
· Grow/Shrink (SWD) Rank: Seasoned
· Healing (SWD) Rank: Novice
· Hold. Rank: Novice
· Raise Dead. Rank: Heroic
· Resurrection. Rank: Legendary
Trappings: the sounds of nature, bird songs, wild animal calls, chirping insects
Gods: Isis. Nephthys. Seshat. Thoth.
Edge: Extra 5 Power Points
Powers:
· Confusion (SWD) Rank: Novice
· Dark Sight (SWD) Rank: Novice
· Detect/Conceal Arcana (SWD) Rank: Novice
· Dispel (SWD) Rank: Seasoned
· Hold Portal/Knock (Reversible) Rank: Seasoned
· Miracle Rank: Legendary
· Puppet (SWD)
Trappings: sparkling stars and glowing spots of lights moving around
Gods: Tefnut. Nefertem.
Edge: woodsman
Powers:
· Entangle (SWD) rank: novice
· Stick to snakes rank: seasoned
· Wall of thorns rank: seasoned
· Wilderness walk rank: novice
Trappings: vines and thorns, wood and bark, grass at feet.
Gods: Geb. Nut. Shu. Tefnut. Anubis. Bes. Sekhmet. Serket.
Edge: Tough: Gain +1 Toughness.
Powers:
· Barrier (SWD) Rank: Seasoned
· Banish Rank: Veteran
· Environmental Protection (SWD) Rank: Novice
· Sanctify Rank: Novice
Trappings: a glowing shield, semi-transparent.
Gods: Nut. Neith. Thoth.
Edge: Danger Sense
Powers:
· Detect/Conceal Arcana (SWD) Rank: Novice
· Dispel (SWD) Rank: Seasoned
· Divination Rank: Veteran
· Locate Object Rank: Seasoned
· Hunch Rank: Novice.
Trappings: ancient parchment in hands
Gods: Isis. Seth. Thoth.
Edge: Alertness
Powers:
· Detect/Conceal Arcana (SWD) Rank: Novice
· Disguise (SWD) Rank: Seasoned
· Divination Rank: Veteran
· Mind Read Rank: Seasoned
· Invisibility (SWD) Rank: Seasoned
Trappings: an ominous silence, a quiet that can be heard, uneasy feelings, a small bell ringing.
Gods: Geb. Ra. Shu. Bes. Monthu. Sekhmet. Sobek. Upuat.
Edge: Brawny
Powers:
· Elemental Manipulation ( SWD) Rank: Novice
· Hold Rank: Novice
· Havoc (SWD) Rank: Seasoned.
· Pummel (SWD) Rank: Seasoned
· Telekinesis (SWD) Rank: Seasoned
· Smite (SWD) Rank: Novice
Trappings: bulging muscles and brawny physiques, ripping shirts.
Gods: Ra. Bast. Horus. Nefertem. Sekhmet.
Edge: Champion
Powers:
· Blind (SWD) Rank: Novice
· Elemental Manipulation (Fire) (SWD) Rank: Novice
· Burst (SWD) Rank: Novice
· Holy Light Rank: Seasoned
· Light ( SWD) Rank: Novice
· Blast (SWD) Rank: Seasoned
Trappings: sunlight shaft or glowing aura.
Gods: Geb. Osiris. Bes.
Edge: Hard To Kill Or Desert Creature.
Powers:
· Elemental Manipulation ( SWD) Rank: Novice
· Environmental Protection (SWD) Rank: Novice
· Iron Form Rank: Veteran
· Succour Rank: Novice
· Blessing Of Shade: Rank: Seasoned
Trappings: water running over rocks in a mountain stream, cool breezes.
Gods: Tefnut. Khonsu. Seshat.
Edge: Quick
Powers:
· Hold. Rank: Novice
· Quickness (SWD) Rank: Seasoned
· Slow Rank: Novice
· Speed (SWD) Rank: Novice
Trappings: sand running through your fingers.
Gods: Anubis. Hapi. Upuat.
Edge: Fleet-Footed
Powers:
· Havoc (SWD) Rank: Seasoned
· Fly (SWD) Rank: Veteran
· Locate Object Rank: Seasoned
· Speed (SWD) Rank: Novice
· Teleport (SWD) Rank: Seasoned
· Wall Walker (SWD) Rank: Novice
Trappings: the sound of cantering horses (cocoanut shells) and rickety wheels.
Gods: Seth. Bast. Khonsu.
Edge: Thief
Powers:
· Confusion (SWD) Rank: Novice
· Disguise (SWD) Rank: Seasoned
· Intangibility (SWD) Rank: Heroic
· Invisibilty (SWD) Rank: Seasoned
· Obscure (SWD) Rank: Novice
· Phantasm Rank: Seasoned
· Shapechange (SWD) Rank: Special
· Slumber (SWD) Rank: Seasoned
Trappings: none, it’s a trick.
Gods: Seth. Horus.
Edge: First Strike
Powers:
· Blast (SWD) Rank: Seasoned
· Burst (SWD) Rank: Novice
· Havoc (SWD) Rank: Seasoned
· Puppet (SWD) Rank: Veteran
· Smite (SWD) Rank: Novice
Trappings: blood, the taste and smell of blood, dripping off your hands.
Gods: Ra. Horus. Monthu. Neith. Sobek. Upuat.
Edge: Trademark Weapon Or Combat Reflexes
Powers:
· Damage Field (SWD) Rank: Seasoned
· Blade Barrier Rank: Seasoned
· Blast (SWD) Rank: Seasoned
· Pummel (SWD) Rank: Seasoned
· Smite (SWD) Rank: Novice
· Stun (SWD) Rank: Novice
· Summon Ally (SWD) Rank: Novice
Trappings: weapons clashing, battle sounds
Gods: Tefnut. Hapi.
Edge: semi-aquatic: priest can stay underwater for long periods of time on just one breath. A priest gains a fatigue level after every 15 minutes he holds his breath. On reaching incapacitation, the swimmer makes an immediate vigour roll (and another each minute thereafter) to stay conscious. If the roll is failed the driver is drowned. Once above water, he recovers one level of fatigue every five minutes.
Note: all water based spells cast in the desert are +2 harder.
Special: Favour of Water, Vulnerability to Fire.
Powers:
· Environmental Manip (Water) (SWD) Rank: Novice
· Blast (SWD) Rank: Seasoned
· Obscure (SWD) Rank: Novice
· Summon Elemental (Water) Rank: Veteran
· Water Walk. Rank: Novice
· Barrier (Ice) (SWD) Rank: Novice
Trappings: water and ice.