Entreaty Spells

An entreaty spell is one that is fueled by the energy of a thing, place, or being of power, as opposed to the caster or the world around them. They are more specific than dimensional energy spells, in that entreaties are tapping into a specific source of power to function, not necessarily dimensions in general, or even a specific dimension. They are indispensable tools for wielders of wizardry, for numerous reasons.

To start with, entreaties allow sorcerers to access founts of power that are external to themselves in order to manifest magical effects, sparing them the energy that would have otherwise been unavailable to perform subsequent actions. While they take a bit longer to cast (see the optional initiative modifiers rule), they are a lot less draining to their caster (see the optional fatigue rule).

Secondly, they allow a mage to develop a relationship of sorts with the beings, places, or things they are drawing power from. This is not quite as formal or useful as that provided by entreatists' Sorcerous Concordat, but can help such wellsprings of power get to know their wielder better. Making these energy sources regard a thaumaturge in a friendlier light, after all, has benefits all its own.

Third, entreaty spells are not limited in their usage, as are direct entreaties for power. While a given provider of mystical energies might take notice if an enchanter excessively requests that he, she, or it bolster their other spells, one can cast entreaty spells as much as they like. They did their due dilligence with that power source, after all, and wielding its spells serves as free advertising of a sort.

Perhaps the most important ability granted to spellslingers by entreaty spells, however, is a relatively easy means with which they can bypass the limitations of their mystic school's spell selection. Want a spell that belongs to another school of magic, and don't want to bother researching it independently? Master an entreaty to some source of power that provides it, since they're generally school-agnostic!

Crafting Entreaty Spells

While entreaties are powerful and versatile additions to the mystic arsenal of any mage, adding them to said arsenal isn't always that cut and dried. For one thing, the specific places, things, and beings which can be invoked to fuel entreaty spells vary from campaign to campaign, which can make moving one's favorite sorcerer from one game to another tricky - despite their being notorious for crossing dimensions.

In order to add entreaty spells to one's spell roster, much less a game in general, it is important to know just what can be entreated in the first place. This is often an ancillary portion of the campaign's background, one which isn't immediately thought out, at least unless the game in question is to focus on magical matters. After that, players must decide what entreaty spells each mystic agency supports.

Since entreaty spells can manifest almost any power effect in the game, one can simply attach a few powers that speak to the character of what a given energy source represents, renaming them to make them more distinct. Diablo Ofical, the example character generated in the entreatist micro-expansion, utilizes this method almost exclusively. Naming convention aside, however, this can be somewhat bland.

Alternately, players can concoct specific, original spell effects to be associated with those things, beings, and places which fuel entreaty spells. This can be done at the beginning of a campaign, or worked out by players as it progresses. The benefit of this method of entreaty crafting is that it adds more dimensions to the various agencies of power throughout the campaign, giving both a lot more style.

Should players wish to enjoy the best of both worlds, they can utilize both methods of entreaty crafting. A few 'basic' entreaty spells, along with a unique invocation or two, really helps to flesh out that which fuels entreaty spells. In long-running games, one can readily watch the character of such beings, things, and places grow right alongside their own avatars within the campaign!

Agencies Empowering Entreaty Spells

The process of selecting things, places, and beings of power to energize entreaty spells, as well as actually choosing entreaty spells dedicated to them, can be a daunting and time-consuming one. As such, the incredibly obscure deities known as the Anunnaki and the Igigi are described here, along with a list of conventional spell effects one might entreat such beings to empower, as an example for you!

Aranzah: also known as Aranzahas to the Hittites, Aranzah is one of Teshub's younger brothers, and helped him depose Enlil (as Kumarbi) from kingship over the Hurrian gods. The metaphysical embodiment of the Tigris river, Aranzah is more appropriately an abstract entity insted of a divine being. Nonetheless, he is likely to grant entreaties to either directly power or to enhance spells related to river usage.

Aya: one of the oldest known deities worshipped by humans, Aya is the goddess of youth and the dawn of a new day. She used to be one of the most important of the gods, though others have made off with many of her roles. Often fuels entreaties related to youth, love, mornings, and motherhood, and empowers entreaty spells such as Daybreak, Eldritch Bolts (light), and Emotion Control (love and lust).

Azimua: born from the very body of Enki, in order to relieve one of the eight self-inflicted ills that threatened his life, Azimua represented the pain in his side. While she is the wife of Gishzida, any other metaphysical properties she may have or legends attributed to her are as of yet unknown, but she is likely to at least grant entreaties to bolsters Healing / Other spells, or fuel direct entreaties for such.

Birdu: also known as Birtum and Bibu'tu, Birdu is one of the Igigi. He is principally known as the messenger of Enlil, which is possibly how he fell into the orbit of his granddaughter, Nungal. Her husband, Birdu is also the Akkadian word for 'spots' or 'pimples', and thus may be entreated, either as a unique spell or to bolster other magic, in matters of sending messages, the underworld in general, or even disease.

Bunene: Shamash's sukkal, Bunene is that deity's first-born son - or daughter, depending. He drives the solar chariot across the heavens daily, occasionally even filling in as the sun for Shamash. Often grants entreaties related to administrative work, assisting others, and driving, and can be invoked to power Conflagrant Chariot, Disguise, and Eldritch Bolts (solar plasma) entreaty spells.

Enshagag: born from the very body of Enki, in order to relieve one of the eight self-inflicted ills that threatened his life, Enshagag represented an unrevealed pain. While it is unknown what metaphysical properties or legends were attributed to him so long ago, Enshagag was the lord of Dilmun, and will at least grant entreaties to bolster Healing / Other spells, or fuel direct entreaties for such magic.

Ereshkigal: one of the most important - and unstable - Anunnaki, Ereshkigal is the Queen of the Dead. The undisputed Mistress of Irkalla, the Land of the Dead, this goddess holds sway over worshippers of the Anunnaki who have passed on, as well as those deities who have fallen over the years. Her power is so great that even Enlil's son, Nergal, has fallen under her spell!

Holding power over the souls of so many mortals, not to mention an entire court of underworld deities, Ereshkigal is invoked in all manner of prayers and entreaties. Typically called upon where matters of life and death are concerned, Ereshkigal's name is often a component in curses of all types, and specifically fuels Death Ray, Quid Pro Quo, Reanimation, and Soul Control entreaty spells.

Haia: an obscure member of the Igigi, Haia is the father of Ninlil, and thus related to the Anunnaki by marriage. The warden of warehouses and the protector of portals, Haia is the quartermaster of the heavens. Haia may be entreated to asisst accounting, logistics, and service work efforts, and specifically empowers Admittance, Internal Universe, Transient Universe, and Wondrous Warehouse entreaty spells.

Khedimkug: very little is currently understood about Khedimkug, the daughter of Namtar and Khushbishag, save for the fact that she is one of the Anunnaki who was born in the underworld of Irkalla, as opposed to heavenly Ubshukkina. Invoking her in entreaties, whether to bolster extant spells or as a unique spell dedicated to her, would thus be difficult, but could possibly lean on plague or the underworld in general.

Khushbishag: a member of the Igigi, Kushbishag is one of the gods of Babylon. For the most part, details about her history and lineage have been lost over time, but she is known to be the spouse of Namtar, god of disease. Khushbishag has similar capabilities, which is probably why she and Namtar hit it off, and can likely be entreated (either to bolster other spells or as spells dedicated to her) in a similar fashion.

Kittu: one of the offspring of Aya and Shamash, Kittu is obsessed with the truth over all else. While he isn't standing in for his father in his role as the sun, Kittu assists the Anunnaki in getting to the bottom of legal matters, whether mortal or divine. Kittu fuels entreaties regarding investigative work of various types, and empowers Bane of Lies, Eldritch Bolts (solar plasma), and Lie Detection entreaty spells.

Mesharu: the daughter of Shamash and Aya, Mesharu serves as the instrument of justice for her father, pursuing that ideal for him when he's busy with other matters, like serving as the sun for the world. Mesharu is inclined to support entreaties related to the pursuit or dispensation of justice, and specifically fuels Disguise, Eldritch Bolts (solar plasma), and Judicature entreaty spells.

Namtar: the master of plague, Namtar is the god of disease. The son of Enlil and Ereshkigal, Namtar is loved by both parents, for he serves as his mother's sukkal in the underworld realm of Irkalla, and smites the enemies of his father with alacrity. He often supports entreaties designed to dispense or dispense with disease, and specifically powers Cure Disease, Disease, and Threescore Pestilence entreaty spells.

Neti: one of Ereshkigal's servants, Neti is the doorkeeper of the underworld. It is his task to guard the seven gates leading from earth to Irkalla, and he has the power to back up this charge. He is likely to grant entreaties for power that bolster magic intended to seal doors or otherwise bar entry to a space, and might directly empower a counterspell to Admittance, if not Admittance itself.

Nezila: a member of Nungal's court, it is Nezila's job to make matters jovial when the situation requires it. Of course, being that Nungal runs an interplanar prison complex, such occasions are rare in the extreme - but they do occur. Spellcasters entreating Nezila for power often do so when attempting to enhance magic cast to create a perfect event, whether a birthday party, a wedding reception, or similar events.

Ninazu: born atop the Serpent's Mount, Ninazu is the child of Ereshkigal and Gugalanna. Sharing the dark passions of his mother and the bestial nature of his father, Ninazu is the mostly benevolent King of Snakes, but has his violent moments. He grants all manner of entreaties related to snakes, and specifically fuels Detoxificaiton, Healing / Others, Ophidia, and Poison entreaty spells.

Nindimgul: the chief prosecutor in Nungal's great prison, it is Nindimgul's duty to identify those guilty of capital crimes, and to notify Nungal of such. This implies the ability to see guilt or innocence, and to divine what is true and what is false. As such, if entreated, Nindumgul will likely bolster spells to that effect, or alternately directly fuel Lie Detection or Postcognition entreaty spells.

Ninkasi: born from the very body of Enki, in order to relieve one of the eight self-inflicted ills that threatened his life, Ninkasi represented the pain in his mouth. Ninkasi also has a famous role in mythology as a goddess of beer and the brewing of such, and likely can be entreated to enhance magic cast to assist in either healing or the production of beer, and may very well fuel dedicated entreaty spells to that effect.

Ninkharana: little is known of this Igigi goddess, whose name loosely translates to the Lady of the Highway. A deity in the entourage of Nungal, Ninkharana travels far and wide, regularly returning to her mistress' domain to give her the latest news. Any entreaty spells specific to her are as of yet unrevealed, but she can likely be entreated to enhance magic related to travel and correspondence.

Ninlil: Ninlil was initially a goddess of grain like her mother, Nisaba. Upon marrying mighty Enlil, however, she also became a goddess of the wind, not to mention Queen of the Gods while her husband ruled the Anunnaki. She is likely to grant entreaties related to agriculture, leadership, and motherhood, and often fuels Headway, Plant Control and Vapor Animation entreaty spells.

Ninmada: very little is known about this son of Ereshkigal and Gugalanna. Born after Ninazu, it's possible that he is in fact the younger twin of that more powerful deity, for he also has serpentine abilities, having been called 'Enlil's snake charmer.' He can likely be entreated for power to fuel spells related to serpents or other reptiles, and may well empower the same entreaty spells that Ninazu can.

Ninsutu: born from the very body of Enki, in order to relieve one of the eight self-inflicted ills that threatened his life, Ninsutu represented the pain in his teeth. The spouse of Ninazu, Ninsutu is thus the mother of Gishzida. Though any additional metaphysical properties she may have are as of yet unknown, she is likely to grant entreaties to bolsters Healing / Other spells, or fuel direct entreaties for such.

Nisaba: possibly the most popular of Anu and Antu's daughters, Nisaba got her start as a goddess of grain, but became better known as a goddess of writing, and the scribe of the Anunnaki, as civilization progressed. Often grants entreaties related to the advancement of society in some fashion, and entreaty spells drawing on her power include Homogenization, Inspiration, Linguistics, and Plant Control.

Ninti: born from the very body of Enki, in order to relieve one of the eight self-inflicted ills that threatened his life, Ninti represented the pain in his rib. Known as the Lady of the Rib, Ninti's birth has spawned numerous other myths over time. While some of her siblings represent numerous facets of reality, Ninti is definitely known for healing, and readily bolsters healing magic or directly fuels healing entreaty spells.

Shamash: the son of Sin, the moon good, and Ningal, the goddess of reeds, Shamash is the sun itself! Riding on his chariot daily, after Aya brings about the dawn, Shamash is driven across the sky by his sukkal. From his vantage point high in the sky, Shamash sees all, and thus knows the truth of all things. His known children include Bunene, Kittu, and Mesharu.

Shamash is invoked in numerous prayers, not to mention entreaties for power. He is often implored to enhance spells cast to get at the truth of a matter, to interpret dreams, to see the future, or to burn away demons, disease, or poisons. Furthermore, actual entreaty spells that Shamash regularly supports include Aura (solar plasma), Fulgor, Lie Detection, Precognition, and various vision-based entreaty spells.

Teshub: the inexplicable result of a vicious battle over leadership of the Hurrian gods, Teshub was born into a life of conflict. A slayer of monsters, a master of dragons, and lord of the storm, Teshub ultimately became the leader of this pantheon. He readily bolsters magic related snakes or storms, and will directly fuel Bashmu, Body Armor, Detoxification, and Weather Control entreaty spells.

Workin' on it. Expect numerous paragraphs to follow, including details about Abzu, Anshar, Anu, Antu, Banda, Belet-ili, the Chaos, Emerkar, Enbilulu, Enki, Enlil, Gaga, Geshtinanna, Gibil, Gilgamesh, Gugalanna, Gishzida, Gula, Hadad, Ishtar, Kishar, Lahmu, Lahamu, Mummu, Nergal, Ningal, Ninsar, Ninkur, Ninurta, Ningikuga, Ninsun, Nungal, Nusku, Qingu, Shala, Sin, Tammuz, Tashmetu, Tiamat, Utnapishtim, Uttu, Zaqar, and a few more gods and mystic objects for good measure.

Entreaty Spell Examples

In addition to descriptions of various primordial deities and a few conventional power effects that can be reskinned as entreaty spells, a number of original entreaty spells has been written for use in the game, as well. Intended primarily to serve as examples of how to produce useful magic while at the same time paying homage to the being, thing, or place of power invoked, they are of various utility, and include:



Bane of Lies
Type: Entreaty Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

A spell devised by Kittu that he is more than happy to empower for others, bane of lies punishes those who engage in falsehoods before its caster. When invoked, bane of lies prompts a Psyche (will) FEAT against its spell rank, the failure of which subjects the target to its effect. Namely, every time they lie while the spell is active, they will be engulfed in spectral flames, suffering spell rank Karmic damage as a result.

Bane of lies lasts for 1d10 turns when cast, though the spell can be maintained if its wielder desires. Typically, a singular act of prevarication is all that is required to keep the subject of this spell on the straight and narrow over the course of a conversation, so maintenance is rarely necessary. However, extended inquests might require maintenance to prevent deception by the subject for their entire duration.

Type: Entreaty Spell
Duration: maintenance
Cost: 2 points per rank

A highly specialized variant on the summoning spell, wizards can use this magic to draw forth, well, bashmu. Powerful magical creatures, bashmu are crested, horned, winged serpents, which have the forelegs of lions. Originally created by Tiamat herself, the breeding of bashmu has been resumed by Teshub after acquiring a small portion of the power inherent to the Serpent's Mount, situated deep within Irkalla.

Upon mastering this spell, its wielder is presumed to have made an arrangement with Teshub, allowing them the use of his 'children' as is needed, with no risk of being disobeyed by them. When cast, a bashmu appears to do the wizard's bidding, and will generally remain to do so for as long as the spell is maintained. One bashmu can be kept under the caster's control for each instance of the spell they choose to maintain.

Summoned bashmu are generally human-sized, but occasionally this spell draws forth a larger specimen. Upon rolling a red result, the caster has drawn the attention of Teshub, which prompts a second spell FEAT. A white FEAT roll changes nothing, while a green FEAT manifests a bashmu with a +1 size factor, a yellow FEAT materializes a bashmu with a +2 size factor, and a red FEAT produces a bashmu with a +3 size factor!

The only risk in wielding the bashmu entreaty spell is that, should its wielder repeatedly get its summons seriously injured or killed, Teshub may very well pay more attention to their use of the creatures. If Teshub decides that the wizard causing harm to his bashmu is doing so in a careless manner, he may very well manifest himself when the spell is cast, and take them to task!


Conflagrant Chariot
Type: Entreaty Spell
Duration: instantaneous effect + maintenance, if desired
Cost: 1 point per rank

Something of a fanciful variant on the carrier wave power, this spell produces a two-wheeled bullock cart for its wielder to ride when cast, complete with four powerful oxen to pull it. This cart and its attendant beasts of burden are comprised of solar plasma drawn directly from the nearest star, condensed into a coherent form so that it is quasi-solid when it first manifests in the world.

Once its occupants board and start driving the cart, the coherent plasma oxen emit plasma from their feet, applying enough force when doing so that they will not only pull the cart forward, but can take to the air! This burning plasma will not harm those riding upon the cart, but definitely inflict spell rank Armor Piercing Energy damage upon whoever or whatever they come in contact with.

Furthermore, the cart can fly with spell rank speed, haul weight with spell rank Strength, and can do so for a number of turns equal to its spell rank number. Unless actively maintained, the conflagrant chariot will slowly expend the energy that comprises it as it is utilized, discorporating at the end of its duration as it consumes the very power utilized to originally bind it together into a coherent state.

One of the advantages of crafting a conflagrant chariot is that it can be operated by anyone, not just the caster of this spell. This allows its wielder to generate a quick ride for someone else when desired, or even to let others drive while they engage in other activities.


Type: Entreaty Spell
Duration: instantaneous effect
Cost: 1 point per rank

Invoking the might of Aya, the goddess of the dawn, this spell momentarily channels that deity's signature power through its caster. Emitting light in a cascade of beautiful pastel colors, the wielder of daybreak will fill the area within Near distance of their person with illumination equivalent to conventional daylight. In other words, for all intents and purposes, the affected area suddenly experiences daytime conditions.

For the most part, this light does not inflict direct damage, though it can blind those within the area of effect if they fail an Endurance (res) FEAT roll against its spell rank. However, the light of the daybreak spell is considered sunlight for both conventional and metaphysical purposes, and will affect entities susceptible to exposure to such if they fail the Endurance (res) FEAT described above.

Daybreak only lasts for a short period of time, the light its wielder broadcasts being reduced by -2 CS each turn after it is invoked. This won't continue to prompt checks against blinding, but can continue to cause harm to susceptible beings. The intensity their Endurance (res) must overcome is reduced by this amount each subsequent turn of exposure, however, until they ultimately overcome its effects.


Type: Entreaty Spell
Duration: instantaneous effect
Cost: 2 points per rank

The mighty Shamash is all-seeing, and his holy light is all-revealing. Using fulgor to channel his omniscience, if only momentary, the caster of this spell may emit a pulse that affects everything within Very Near distance of their person. This burst of Shamash's divine light acts to dispel efforts to mask the truth of a person, place, or thing with spell rank ability, on everything within its area of effect.

When the light of Shamash suffuses the area, it will prompt something not in its true form to assume such. Affected things or people may give in to this process, or attempt to resist, rolling a Psyche (will) FEAT roll against this spell's rank. If successful, they retain whatever false visage they currently bear, but if unsuccessful, they suffer spell rank Deionic damage, Shamash's deific light igniting their falsehoods.

Fulgor works equally well against disguises, changes in one's shape or form, or even forged credentials. The trick, however, is that it won't destroy such masks if one truly believes them to be authentically part of their person. In other words, fulgor won't burn away the uniform of a hero, for that is indicative of their very self-identity, but costumed actors performing in a play won't be so lucky.

One side effect of fulgor is that it cancels involuntary changes to a person as a result of others' actions. Individuals experiencing unwelcome transformations into inanimate matter, plants, animals, other shapes, sizes, or even genders, which they haven't grown to accept, can be reverted to normal through the use of fulgor. However, the spell must first defeat the rank of the power which so changed a body.


Type: Entreaty Spell
Duration: instantaneous effect
Cost: 1 point per rank

Ninlil is no stranger to the experience of lacking support while striving for the things she wants. She knows all too well the difficulty in pursuing her goals without help, or even a clue regarding how she should proceed. Her wish is that others should not suffer the same difficulty that she has in the process of chasing her dreams, and as such acts regularly to prevent this state of affairs from coming to pass.

In essence, she provides assistance to spellcasters in the form of the headway spell. When cast, headway implores Ninlil for guidance in achieving whatever end one currently strives for, and in response, she will generally provide a hint to that effect. The idea here is to grant those who ask for her aid, well, headway in their current quest, the nature of which depends on how successful their spell FEAT is.

A green headway FEAT offers cryptic benefit to its caster, while the utility a yellow FEAT grants is more obvious in nature, and a red FEAT may very well be explicit in the data it provides. The form such hints take generally reflect Ninlil's areas of influence, such as a gust of wind indicating a direction, or grain seeds spelling out the name of a person, place, or thing. Rarely, her visage may manifest to assist the caster personally.

Headway is an excellent tool for wizards who have exhausted all other means of research into a matter, or those who are faced with an inexplicable situation they simply cannot comprehend how to progress against. It can be used to shortcut any number of time consuming activities, from criminal investigations to treasure hunting, but it is important to remember that, even these days, Ninlil is a busy goddess.

Every use of headway after the first on a given day is made at a -1 CS penalty, finally becoming useless upon falling below Shift 0 in rank. This is both for conceptual (Ninlil growing increasingly tired of being a crutch to sorcerers who can't be bothered to do their own leg work) and mechanical (to keep players from completely bypassing whatever adventure they're currently engaged in) purposes.

Type: Entreaty Spell
Duration: instantaneous effect
Cost: 1 point per rank

Though some societies might think otherwise, the world is full of diverse peoples and lifestyles, even within their own populations. Far from monocultural, there are numerous practices, tendencies, and traditions that each group of people observe, whether on the personal, local, regional, national, global, or universal level. This frequently makes interacting with others difficult.

One of the earliest proponents of civilization, human and otherwise, Nisaba strives to encourage connections between all sentient beings. To this end, she provides the energies required to cast homogenization, which subconsciously links its caster to other beings within Near distance of their person. Once so linked, a wizard has an almost instinctual knowledge of the culture of individuals in their immediate vicinity.

While active, homogenization helps its caster to integrate, if not ingratiate, into the surrounding society. While under its effects, homogenization tells a wizard how to better fit in, alerting them if they're about to behave rude, perpetrate faux pas, or otherwise engage in actions that are considered taboo. Furthermore, it indicates where actions and statements might be appropriate to the situation at hand.

Becoming one with a group of people practicing a culture distinct from, but generally similar to one's own merely requires a green FEAT. Posing as part of a society drastically different, but still hailing from the same species or world as the caster, takes a yellow FEAT roll. Seemingly belonging naturally to a wholly alien people, at least behaviorally, necessitates a successful FEAT of red difficulty.

Ideal for explorers, travelers, and diplomats, homogenization is of incidental use for infiltrators, as well.


Type: Entreaty Spell
Duration: 1d10 turns + maintenance, if desired
Cost: 1 point per rank

Obsessed with meting out justice, Mesharu's only regret in this regard is that she is but one proponent of order. To this end, this deity is happy to provide the energy with which to cast and maintain judicature. When invoked, this entreaty spell produces an axe, of a shape and otherworldly color chosen by the caster, comprised entirely of spectral flames drawn from a higher plane of existence.

The weapon produced by judicature generally lasts for 1d10 turns, unless specifically maintained to persist for a longer period of time. This, of course, assumes that it is wielded in melee combat. This spectral axe can also be flung at the caster's target, but doing so will release the caster's hold on the energies that comprise it, causing them to dissipate back where they came from upon striking something.

Completely ineffectual on non-sentient targets, the axe of judicature causes Karmic damage to those who have violated the law within a number of days equal to its spell rank number. The amount of damage it inflicts is equal to either its spell rank or the Karma reward/penalty indicated for a given crime, whichever of the two is less. Thus, a murderer will suffer more damage than a jaywalker.

A given crime can only be punished by judicature so much, however. Upon inflicting an amount of Karmic damage equal to the penalty/reward for a crime, it alone can no longer provide the impetus for suffering damage through judicature. If the victim of this spell's weapon has committed numerous crimes, however, its caster can punish them for those infractions against the law, as well.


Type: Entreaty Spell
Duration: per each individual spell granted
Cost: 3 points per rank

Born upon the peak of the Serpent's Mount, Ninazu has always possessed mastery of the magic intrinsic to that powerful underworld locale. Using the ophidia entreaty, spellcasters can implore the King of Snakes to share some of this energy, at least for a short while. When cast, ophidia allows its wielder to manifest one of the following magical effects, at which point its outcome is set for the rest of the day:

Animal Control, Animal Hybridization / Others, Animal Hybridization / Self, Animal Sympathy, Organism Generation, or Summoning.

Though some of these spells are duplicated by the standard group spells, the effects allowed via the ophidia entreaty are limited to primarily affecting snakes. They can also function upon other reptiles, including those mystical variants common in the lore of Mesopotamia, though they do so at -4 CS effectiveness. Ninazu himself lacks this limitation, but he doesn't share all of his toys so readily.

As one can with conventional group spells, the caster of ophidia may retain its fluidity for a time, namely by leaving the effect it produces completely to the whims of chance. If one does so, ophidia produces one of its potential outcomes randomly, as indicated below, though sorcerers achieving a 'bonus' result may choose ophidia's effect and keep its effects fluid for its next use.

Random Ophidia Results
01-02Bonus03-18Animal Control19-34Animal Hybridization / Others
35-50Animal Hybridization / Self51-66Animal Sympathy67-82Organism Generation


Quid Pro Quo
Type: Entreaty Spell
Duration: maintenance
Cost: 1 point per rank

Upon invoking quid pro quo, its caster draws forth etemmu, whether they are currently resident in the underworld realm of Irkalla or vengefully roaming our plane. Upon assembling within Very Near distance of the caster, they will transubstantiate from the usual, spectral ectoplasm that normally comprises their existence into psychoplasm, allowing them to interact with the material world - at least, on a temporary basis.

As etemmu normally lack food and drink in the dismal afterlife of Irkalla, it generally behooves the caster of this entreaty spell to have some of each ready and waiting. This is because etemmu, likely having lacked access to either for thousands of years, will constantly grumble about their lot to the caster if this offering is not provided, and may very well turn on him or her upon the end of this spell's maintenance.

Etemmu given physical form by this spell generally possess Typical (6) ability scores all around, and possess no special powers to speak of. However, they may have talents that will aid the cause of this spell's caster, and can be armed in any fashion that is desired. Such talents may be a bit behind the curve, however, as etemmu ceased their manifestation in Irkalla after the tenth century CE, for the most part.

Those etemmu brought forth by quid pro quo persist in the physical realm either until their Health is reduced to zero or until the spell is no longer maintained, at which point they will cease their material existence. They then return to Irkalla, if that is where they were drawn from, or are released back into the land, if they were wandering about haunting some descendant or another of theirs.

Quid pro quo allows its caster to materialize one etemmu for each rank in the spell they possess, for each casting of the spell they maintain. A sorcerer with Excellent (20) ranked quid pro quo and a like Reason (mem) score, for instance, could cast and maintain the spell once to conjure forth five etemmu, twice to have ten etemmu on hand, or even three times to summon fifteen of these long-dead followers of the Anunnaki!

The use of etemmu comes with a cost, however, for Irkalla's mistress clings desperately to the dead. Known as the Land of No Return, Irkalla is ruled by the mighty and mercurial Ereshkigal, and she lets no one, living, dead, or divine, leave her domain without someone to take their place. Thus, this spell's caster must pay for the time each etemmu at their command has been liberated from Irkalla to do their bidding.

Unless Ereshkigal accepts a different favor in exchange, the caster is dragged off to Irkalla by demonic galla, and forced to roam the seemingly endless dark for an amount of time equal to that which they utilized each etemmu. Retaining six etemmu for ten minutes, then, would mean quid pro quo's caster is at the mercy of Irkalla's residents for a full hour once the spell ceases, and there's no weaseling out of the deal.

And this is why it pays to ply the etemmu with food and drink when they are first conjured to the surface. For upon arriving in Irkalla, those who a caster has previously put to work will immediately know of it, and if he or she was not forthcoming with material rewards, etemmu are more than ready to demonstrate their displeasure in a most violent fashion. It's not like they've got anything else to do with their time, after all!


Threescore Pestilence
Type: Entreaty Spell
Duration: instantaneous effect
Cost: 2 points per rank

The undisputed god of disease, Namtar commands all manner of plagues. He has the ability to afflict others with any disease, whether known or unknown to humankind. While this deity is often entreated to empower or enhance spells related to either causing or curing such ailments, Namtar is also the steward of an additional blight, the mere mention of which makes even the other gods tremble.

Master of the Threescore Pestilence, Namtar has the power to summon forth atomic scale demons, which then assault and disrupt the function of up to sixty organs and bodily system within his target. Though these demons are the size of organisms that usually inflict plagues, they are not pathogens in and of themselves, and as such, resistance to disease and cure disease effects suffer a -2 CS penalty against them.

An attack on the body by the Threescore Pestilence inflicts spell rank SD Deionic damage. Furthermore, as they degrade the body of their target each time they inflict damage (whether the original pulse of such or upon subsequent turns), the Threescore Pestilence reduces their victim's Endurance rank by 1 CS. This makes shrugging them off, especially after failing an initial Endurance (res) FEAT to do so, increasingly difficult.

Via this entreaty, a sorcerer may momentarily borrow Namtar's deadliest weapons, bringing them to bear upon their enemies. The Threescore Pestilence are often sufficiently dangerous enough to slay their victims outright, but should they manage to survive, those afflicted by these invisible creatures are often weakened such that finishing them off after they shrug off Namtar's nanodemons is much, much easier.


Warrior's Art
Type: Entreaty Spell
Duration: 1d10 turns plus maintenance, if desired
Cost: 1 point per rank

Though Ishtar's sphere of influence is ever-growing, what with her propensity for hitting other gods over the head and stealing their stuff, one of the things she's always been famous for is being a goddess of war. As such, when called upon for aid, she is more often than not asked for assistance in battle. And Ishtar, ever wishing to expand her popularity, readily dispenses such assistance.

When casting the Warrior's Art entreaty, a spellcaster implores Ishtar to craft a special weapon, which is comprised of the imaginary form of matter known as psychoplasm. This weapon can be any implement they wish to use in a fight, whether it be wielded in melee or ranged combat, primitive or advanced in nature, or even have a mix of offensive and defensive applications, as would a shield.

Once created, this weapon allows the caster to wield it with a +2 CS bonus. This bonus is enough to transform the penalty for unfamiliarity with a weapon into the bonus one would typically receive if they'd trained in its use long enough to develop the appropriate talent. Said bonus applies even if the recipient of the spell has the requisite talent, making the weapon it creates incredibly dangerous in their hands.

The weapon forged by Warrior's Art will last for as long as the entreaty that created it is maintained, plus 1d10 turns.

Wondrous Warehouse
Type: Entreaty Spell
Duration: maintenance
Cost: 1 point per rank

One of Haia's most important roles involves stewardship of the Wondrous Warehouse, a location outside of conventional space-time that he uses to store the most precious possessions of the Anunnaki. Though he can never enter this space, himself being the metaphysical doorway to reach it, Haia nonetheless has numerous minions, both divine and mortal, through which he can deposit and withdraw its treasures.

When making use of this entreaty spell for the first time, a spellcaster enters a pact with Haia, which reserves a space within the Wondrous Warehouse for their own, personal use. This space will be of a size equal to that one could produce with the transient universe ability, namely a number of cubic yards equal to this spell's rank number, but it will persist indefinitely, as does an internal universe.

On subsequent castings, the spell will open a portal to its caster's specific unit within the Wondrous Warehouse, which appears as a vault of the appropriate size, made from sun-baked mud bricks which are mortared together with bitumen. Though seemingly fragile, at least compared to more modern materials, one will quickly find nothing but an interdimensional void outside the vault's walls should they break through them.

Within 1d10 turns of each casting, one of the Warehouse's minders will appear, and can answer questions regarding the unit's history of deposits, withdrawals, and its current holdings. This minder of the Warehouse can be any of its support personnel, from guards to construction workers to Haia himself, depending on who's available to perform this duty at the time - which can make for a great distraction in a pinch!

The benefit of a personal plot within the Wondrous Warehouse, aside from its obvious utility, is that the realm is maintained by Haia and his subordinates. While he isn't the most important or powerful deity associated with the Anunnaki, they all make use of his services to some extent, and anyone meddling with the Wondrous Warehouse or its priceless contents will ultimately face the wrath of these dangerous entities.

Workin' on moar spells


Being that the author has a distressing amount of books regarding the Anunnaki, in relation to both their Sumerian and Babylonian iterations, it seemed fitting to list a few of those here. After all, he's drawing from these books extensively, both for the entreaty spells document and other works both on and off the 13. Thus, if you wish to cross-check his interpretations, have at it!

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