Yehna is Berra's little sister, currently widowed. She has a hide of land.
As of 1629, Earch Season, no longer widowed - married to Mehrim and with a daughter and another child on the way. She has two hides assigned to her to help bring up Berra Vareenasdaughter.
Advanced to the end of Earth Season 1629, when she vanished.
| Event | Reputation Earned | Year |
|---|---|---|
| Adult in the Blue Tree Clan | 5 | 1624 |
| Free Woman of the Clan | 5 | 1624 |
This spell permits the caster to command cult spirits, such as elementals, petty deities, guardians, and other such entities. The being must obey if its POW is overcome by the caster’s POW in a resistance roll.
If successful, the caster may command the cult spirit for the next 15 minutes. If unsuccessful, the cult spirit acts in accordance with its nature.
This spell is most commonly used to command elementals. It is, however, effective with any cult spirit of the caster’s cult.
This spell permits the caster to command cult spirits, such as elementals, petty deities, guardians, and other such entities. The being must obey if its POW is overcome by the caster’s POW in a resistance roll.
If successful, the caster may command the cult spirit for the next 15 minutes. If unsuccessful, the cult spirit acts in accordance with its nature.
This spell is most commonly used to command elementals. It is, however, effective with any cult spirit of the caster’s cult.
Variable Cost
Cast at a target, this spell eliminates magic from the target. Each point of Dismiss Magic cancels 2 points of spirit magic or sorcery, or 1 point of Rune magic. Only the spell strength of sorcerous spells (see page 385) needs to be overcome.
When cast against a general target, without specifying any particular effect or spell, Dismiss Magic always destroys defensive spells first, beginning with the most powerful spell that it can affect. However, it may be successfully cast against a specific spell if the caster can magically discern or can otherwise guess the specific spell.
This ritual must be performed in a holy place of the caster’s deity such as a temple or a Sanctify spell-blessed area that is undisturbed for the duration of the ritual.
This spell allows the caster to communicate with their deity. For each point of the spell cast during the ritual, the communicant may ask a simple question and they either receive an answer of up to ten words or a brief vision or dream of the answer. This procedure requires one hour per point of Divination used.
The gamemaster should privately roll D100 whenever a player requests an answer to a Divination. If the roll is greater than the caster’s POW×5, then the caster failed to interpret the answer or dream properly. The gamemaster then makes up a misleading or puzzling answer.
This spell alerts the caster to danger. The caster psychically knows of anyone within the spell’s range who intends to harm them, whether the lurker can be seen or not. The caster may also designate another person to receive the spell’s protection. In this case both the caster and the target psychically know who the target’s enemies are. Interposing 3 or more meters of any solid substance between the caster and a potentially detected enemy blocks the effects of this spell.
This spell repairs damage done to a living creature’s hit points. It works equally well on any living thing, provided it has hit points. The spell converts magic points into hit points. The caster must simultaneously spend magic points equal to the points to be healed. This spell cures the damage in the locations being touched as well as total hit points.
This spell allows the caster to combine two spirit magic spells and cast them at once. These are resolved as separate attacks. The only exception to this is the Disruption spell, which can be combined with itself and resolved as one attack doing 2D3 damage to one hit location.
This spell affects all spells cast by the caster over the duration. Thus, every melee round the caster can throw two spirit magic spells. The spells may be different each round.
Multispell can be used to cast two different spells at the same time, or to cast spells at two different targets at the same time. This spell does not decrease the cost in current magic points of all spells to be combined, so the caster loses the total amount required to cast them separately from their current magic points.
Multispell does not override the usual limitations on how much of a variable spell can be used. Also, it cannot be used to cast incompatible spells on the same target. Thus, Multispell cannot be used to create a single arrow with Speedart 2 on it, or put Countermagic and Protection on the same adventurer. An attack using Multispell takes effect at the highest strike rank of any spell included in the combined attack. For example, if Joshfar tried to Demoralize one enemy and cast Disruption on another, both at the minimum cost to cast, it would take effect at his Demoralize SR of 2, not his Disruption SR of 1.
For each additional point stacked with Multispell, one additional spirit magic spell can be combined. Thus Multispell 2 allows three spirit magic spells to be combined and thrown at once.
This spell blesses the volume of a 10-meter-radius area, usually a sphere (though Earth cult holy ground always takes on a cubical shape). Cast on level ground, one hemisphere would roughly be in the air, and the other within the earth.
While the Sanctified area is not detectable by touch or trolls’ Darksense, the boundaries slightly shimmer in bright light. Ceremonies are performable within a Sanctified area that normally can be performed only in a temple, such as replenishing Rune points.
Anyone within any portion of the sanctified area is considered completely within it. If non-initiates, spells, or spirits cross the boundary, the caster is immediately alerted to their presence.
Additional Rune points of Sanctify increase the radius of protection by half again. Thus, 2 points of Sanctify protects a 15-meter-radius area, and so on.
This spell allows the recipient to see both the POW aura of the living and to magically know the actual current magic points of other things and creatures, including the amount devoted to currently in-effect spells (such as defensive spells). The recipient can also tell if a person viewed through this spell is an initiate; and if so, whether the initiate is in good standing or not. This spell does not reveal if a person is a Rune Master, merely that they have been initiated into a cult.
This spell helps protect the recipient from attack by spirits. Each point of this spell acts as spiritual armour and absorbs 2 points of magic point damage in spirit combat.If the current magic points of the attacking spirit fall below the value of the Spirit Block they are unable to continue spirit combat with the protected recipient, and the spirit combat ends.
This ritual spell creates an area of safety for those inside. It requires four wands as props. The wands can be made of any material and can be so spaced as to enclose a maximum area of up to 100 square meters. The spell extends into the air for 3 meters above the wands, and underground to the depth of the wands.
The activated wands connect invisibly to form a barrier detectable only by magical means. The protection afforded by the Warding is initiated when physical or spirit enemies of the caster cross the barrier, or when a spell is cast across the barrier from the outside. When this happens, a loud noise (a keening, whistling, booming, etc.) begins, which may be suppressed by the casting priest.
Each point of Warding counts as 1 point of Countermagic against spells cast across the barrier, 2 points of Spirit Screen against outside spirits, and does 1D3 points of damage, ignoring armor, to one hit location of any corporeal enemy unwise enough to cross the boundary.
Instead of providing additional Countermagic or Spirit Screen, any added points of Warding can be used to increase the area protected: each additional point covers another 100 square meters.
The Warding spell remains in effect until the props are removed. Anyone but the caster that attempts to touch the stakes is affected by the spell. But after suffering the Warding’s effect, the sufferer can then remove the stakes. The stakes need not be visible to work.