Spells of Yemo Unlike the Proto Indo-European gods, followers of this primordial being can cast the same spells multiple times per day. Still, the ones they know are limited to their emphasis. Those with one will have access to every spell on that list. Those with two emphases may have access to spells on both lists, but only have a 50% chance of knowing them individually. Those with three or four will just have a 33% or 25% chance respectively. The magic of Yemo can make one addled in any case. For example, a cleric of Yemo whose sole emphasis was Create from Oneself would know all the spells under that heading, while another whose emphases was Create from Oneself and Be Sacrificed would only have a 50/50 chance of knowing each for those headings. He would consequently be able to cast possibly more, possibly less variety of spells than the cleric with a single emphasis, but such is the chaotic and sometimes deranged ways of Yemo that can fuel the cycle of creation.
1st Level
Create from Oneself
Create Water (from one's body)
Cure Light Wounds (usable on self only)
Purify Food and Drink (via filtering with one's body parts)
Allure*
Charm Person*
Be Sacrificed
Command
Detect Evil
Protection from Evil
Sanctuary
Enlarge*
Divide the World
Detect Magic
Light
Feather Fall*
Manipulate Fire* (using water)
Shield*
Lead to Destruction
Remove Fear (reversed)
Resist Cold
Burning Hands* (but cold)
Jarring Hand*
Shocking Grasp* (as frost, fetid, or negative energy)
2nd Level
Create from Oneself
Delay Poison (usable on self only)
Reveal Charm
Silence 15’ Radius
Snake Charm
Levitate*
Be Sacrificed
Augury
Bless
Holy Chant
Hold Person
Strength*
Divide the World
Resist Fire
Obscuring Mist (D)
Auditory Illusion* (sounding like one of the social castes)
Phantasmal Force* (looking like one of the social castes)
Pyrotechnics* (using similar effects via air, water, or earth instead)
Lead to Destruction
Spiritual Weapon (appears held by something sinister)
Darkness Globe*
Ray of Enfeeblement*
Scare*
Shatter*
Stinking Cloud*
3rd Level
Create from Oneself
Cure Blindness (usable on self only)
Cure Disease (usable on self only)
Protection from Normal Missiles* (usable on self only, works via rapid regeneration)
Suggestion*
Tongues*
Be Sacrificed
Dispel Magic
Feign Death
Prayer
Remove Curse
Striking
Divide the World
Locate Object (that fits a specific social caste)
Protection from Fire (D)
Stone Shape (D)
Water Breathing (D)
Gust of Wind*
Lead to Destruction
Glyph of Warding
Remove Curse (reversed)
Speak with Dead
Explosive Runes*
Lightning Bolt* (as frost, fetid, or negative energy)
4th Level
Create from Oneself
Create Food and Water (via one's life fluids(
Cure Serious Wounds (usable on self only)
Neutralize Poison (usable on self only)
Charm Monster*
Polymorph Self* (something similar to oneself only)
Be Sacrificed
Detect Lie
Divination
Exorcise
Protection from Evil 10' Radius
Flash Fire (D)
Divide the World
Lower Water
Hallucinatory Terrain
Protection from Electricity (D)
Polymorph Self* (into a certain social caste or elemental being)
Move Earth, Lesser*
Lead to Destruction
Confusion*
Fear*
Fumble*
Ice Storm*
Wall of Ice*
5th Level
Create from Oneself
Cure Critical Wounds
Raise Dead (can only cast on oneself, usable if not reduced to less than -20 hit points)
Be Sacrificed
Atonement
Commune
Dispel Evil
Interposing Hand* (to prevent a sacrifice from escaping)
Divide the World
Flame Strike (appearing as lightning, dangerous water, or falling stones)
Control Winds (D)
Atmosphere Bubble*
Conjure Elemental* (air, water, or earth)
Distort Distance*
Passwall*
Wall of Stone*
Lead to Destruction
Cloudkill*
Cone of Cold*
Feeblemind*
Interposing Hand*
Magic Jar*
Transmute Rock to Mud*
6th Level
Create from Oneself
Heal (can only cast on oneself, usable if not reduced to less than -25 hit points)
Reincarnate* (automatically coming back as a copy of oneself)
Be Sacrificed
Blade Barrier
Forceful Hand* (to push a sacrifice)
Globe of Invulnerability*
Divide the World
Part Water
Move Earth*
Stone to Flesh* (reversible, can turn to and from air or water too)
Lead to Destruction
Anti-Animal Shell (D)
Repel Wood (D)
Death Spell*
Disintegrate*
7th Level
Create from Oneself
Regenerate (usable on self only)
Simulacrum*
Be Sacrificed
Holy Word
Grasping Hand* (to hold a sacrifice)
Divide the World
Transmute Metal to Wood (D, or air, water, or earth)
Duo-Dimension*
Lead to Destruction
Regenerate (reversed)
Finger of Death (D)
*Magic-User spell
(D) Druid spell
Many Facets, Many Conflicts
Yemo Encounters
Various are the cults and sects of Yemo, frequently running counter to one another, reflecting its divergent, oftentimes confusing nature. Some possibilities follow for how they might come to pass.
Self-Creating One
Twin - Evidence of 1d3 doubles of party members or other notable personages have been spotted or even run into. Not only are their originals really beside themselves in outrage, but also the cult of Death would see them eliminated, while the Twin cult that spawned them think they're definite improvements.
Switched - Experiencing this change after a gift of noodles from a strange visitor, a local woman becomes quite potent and reproductive. Still, if discovered as to why, a Disease sect would instead work to infect her and thereby spread misery, while most normal folk might simply wish to burn her as a witch.
Cow - The party is approached by a group that implores them to recover a bovine that is said to provide limitless milk. They are Frost cultists who wish to rob a sect of the Cow of their prized mascot, a quest of somehow finding Yemo.
Be Sacrificed
Manu (ritual) - A friend to the party vanishes. Investigation shows that he has been abducted and will be sacrificed upon the next new moon by a Manu sect. And while the slaughter will greatly weaken a cult of NgWhi, a Trito sect wishes to put a stop to it- insisting that there must be another way. Perhaps he is not such a friend to the party after all?
Blood - With a drained corpse being found, one might expect the work of vampires. One might be partly right until a Social Caste sect of Commoners begins a small war in the streets against the Blood sect that did it to working folk. The latter will insist it was all done in good humour.
Fire - A man wanders ruined, all that he needs and touches turns to ash. Perhaps a water, earth, or air cult (or a giant they know) can aid him, even if it was a Fire cultist giant that affected him so.
Divide the World
Physical - Earth, sea, and air sects battle it out nearby, making sure the world remains divided. Yet amongst those sects, some remain divided over whether this is a good idea or not.
Social Caste - Several lunatics follow some demon lord, thinking they can change their sex at a whim and change of garments and extranea. A Social Caste cult wishes to slay this obvious disruption to societal order. Strangely too, a Switched cult wishes to assist, taking a dim view of such heretics who fail to respect the proper changes- changes that can only come at random via the blessings Yemo.
Trito - Senseless violence has been on the rise. Orcs, self-hating cultists, even daughters pummeling their fathers and hounds biting upon neighbors who are just minding their own business. A cult of Trito needs help in knowing: it is NgWhi at work, or is it something else?
Leading to Destruction
Frost - Cold lasts far longer than usual, disrupting rest and travel. All land movement (whether on roads or not) risks a 15% chance per turn of unfortunate sliding and impact that can cause at least 1d6 damage. Although making a Dexterity check (DC 15) will negate the harm, it is quite oppressive, especially to the local Fire sect who is looking for someone to blame.
Disease - A nasty unhealthiness arises amongst the locals. Those willing to help might go to aid them, but then they have a 50% chance of being exposed themselves. The Twin cult has a solution- simply clone them, but won't the clones end up spreading the disease even more? It could be in fact what the Disease sect that started it wants.
Death - A string of dead bodies can be found. And though they perished mysteriously, they were either inhuman invaders tied to NgWhi or their enablers. The Trito sect wishes to confront the Death sect over these matters, for they weren't defeated in heroic ways, despite the fact that they won't be missed.
Next week: we wrap up our Proto Indo-European series with minions of NgWhi
RPG srd Old School 1st ed AD&D Ymir God Proto-Indo-European Cleric Domains Priest Spheres PDF Yamnaya