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Post by David on Jun 11, 2010 13:59:19 GMT -5
So, I haven't updated the Gods of Oerth since I rewrote clerical spheres. As a result, many of the gods are out-of-date vis-à-vis the Greek, Egyptian, Norse, Sumerian/Babylonian, Elven, Dwarven, etc pantheons. This document should fix that....
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Post by David on Jun 11, 2010 14:12:59 GMT -5
Angellus/Ukko, the Sky Father, Lord of the Heavens LG greater god of the sky, air, weather, birds, goodness, and just leadership Any good clerics Any non-evil worshippers Allies: Ahto, Pyrrhea, Ulaa, Ehlonna, Ilmatar, Heironius, Phaulkon, St Pelinor, St Cuthbert, Kord (some rivalry), Celestian (distant), Aerdrie Faenya (distant) Foes: Incabulos, Azathoth, Nerull, Iuz, Erythnul, Raxivort, Kureel, demons and devils, Hextor (thwart), Loviatar (redeem) Symbol: flaming sword (Ukko), red cross (Angellus), or a white bird (either) Colors: gold, white Worship: services to Angellus are conducted on holy ground in a temple, holy times include noon on the second day of a full moon, Yule, Midsummers, Beltain, and Samhain, liturgies include hymns, prayers, and song with lessons from the priest on the ways of goodness and peace. Manifestations: a sudden gentle zephyr (pleasure) or a sudden violent gust (displeasure), a ray of sunshine (pleasure) or a cloud eclipsing the sun (displeasure), fair or foul weather, sighting a dove (pleasure) or eagle (displeasure) Dogma: Humanity is the chosen creation of Angellus. Be good to yourselves and one another. Be at peace with your neighbors and your surroundings. Treat others as you wish to be treated. Do not fight when words will solve the problem. Obey the laws of the Sky Father, as revealed by His Pope and His church on Oerth, who lead by example. Teamwork is our greatest strength and leadership our greatest responsibility. Honor diversity without surrendering your morals. Remember that all that are Good should enjoy His blessings. Be cautious since there are many other faiths in the world, most of which are the result of evil supernatural tricksters, trying to lead the faithful astray. Trust only that which is good. Evil should be destroyed whenever possible. Witches are evil. Plane: Seven Heavens AND the Elemental Plane of Air
Angellus appears as an old man with a great white beard and matching wings. His eyes are full of compassion and wisdom while his majesty exudes from his avatar like a tangible aura of the divine. Angellus is supportive of all that is good and noble in the world. While he prefers not to fight, when he does, Angellus will resort to magic in order to resolve the situation. When this is not an option, or when facing beings of the Lower Planes, Angellus enters melee with his holy flaming long sword, named Glory, which does 3-30 points of damage, does double damage to beings from the Lower Planes, and has the power to slay anything it hits (as a death spell but with a saving throw at -6).
This god is master of the sky and air, and supports the world. He is responsible for all weather and is the protector of avian life. He is one of the ancient gods from before the time of chaos; a reason his faith has many slightly different interpretations in the numerous cultures of the world. Angellus joined with Ahto, Pyrrhea, and Ulaa to create the world and the first three mother-goddesses (Ehlonna, Ilmatar, and Wee Jas), he is also the father of Phaulkon and Lovitar, Heironius and Hextor, and arbiter of the Oerdian pantheon. Angellus has a special fondness for humanity and often acts as its champion and benefactor, altering his faithful to threats and giving them advice to avoid danger or misfortune. Angellus is ever vigilant against the forces of Evil and the Lower Planes.
Because Angellus is the supreme god of the good Oerdians, he rarely intervenes directly in worldly affairs unless there is a strong possibility of the world being destroyed by evil (and/or chaos). Instead, when a devout follower of his calls his name, he is likely (60%) to send an Air Maiden or deva: first to advise, then to rescue the imperiled believer. These powerful warriors will usually be sent by Angellus only when his worshippers face certain death at the hands of demons, devils, or very powerful evil beings. Otherwise, Angellus usually manifests his aid in subtle ways to avoid combat, end the conflict, heal the wounded, or otherwise withdraw from the dangers of the scenario.
He is able to shapechange at will, with his favorite forms being an old man or a young boy in need of help. Angellus often walks the world, testing the charity and humility of his followers.
Priesthood: Requirements: 9 wisdom -- only males can cast spells beyond 2nd level without a special quest for each spell level Major Spheres: creation, death, elemental air, good, healing, sun, protection, weather Minor Spheres: animal (avian only), divination, guardian Spells: feather fall, flameblade, zephyr (2nd), gust of wind, wings of Angellus* (4th), fly (5th), mage wind (6th) Weapons: any blunt weapon (standard) plus a flaming sword (proficiency is NOT allowed) Armor: any Raiment: chain mail or white robes, both with a red cross or flaming sword Turn: yes Special Abilities: 1st: double normal chance of Divine Intervention if battling beings of the Lower Planes or other thoroughly evil foes Special Limitations: • Must battle Evil wherever it is found -- demons, devils, witches, necromancers, corruption, etc • Priests must tend to His flock (humanity) and look to their needs before the priest's own needs • Priests must remain celibate and chaste • Should have faith in and obey the hierarchy -- theoretically it's all part of His plan...
The faith of Angellus is the most powerful and well-establish religion in the Flanaese. Veluna is a theocracy and Furyondy a paladin-nation, both of which are controlled by the highest-ranking priest of Angellus, the Pope. This position is not always filled by the highest level priest, but rather by whomever is most capable. The current Pope is the high priestess, Hazem of Veluna. Clerics of Angellus can be found throughout the world, although He is also venerated under the name Ukko (a hold over from earlier faiths). Because of the close connection of many of the good faiths of Oerth, clerics of Angellus can usually expect aid from any allied faith, especially followers of St Pelinor (a former clerics of Angellus himself!).
Angellus is commonly venerated by paladins and warrior clerics (who use a flaming sword for their device) as well as by healing priests (who use a red cross for their device). Clerics and paladins of Angellus are expected to be living examples of the tenets and beliefs of His word.
Wings of Angellus (Alteration, Conjuration/Summoning) Level: 4 Components: V, S, M Range: 0 Casting Time: 8 segments Duration: turn / level Saving Throw: None Area of Effect: one recipient
This spell transforms the shoulder blades of a willing recipient into large, white, feathered wings capable of bearing the creature aloft. This spell is a blessing from Angellus for this wings are said to be spun of the feathers of devas. The recipient need not be a worshipper, but must not be of evil alignment.
The wings allow the recipient to fly at a move of 18" with class C maneuverability. With these wings, flying is as effortless as walking. In addition, the wings will allow the recipient to pull out of a sharp dive and generally conform to the abilities of an al karak elam. The wings are AC 8 and have as many hit points as the cleric who cast the spell. Damage to the wings is NOT subtracted from the hit points of the spell-recipient; the wings have their own hit point total for purposes of damage and flight-worthiness. Note that if the wings take more than 1/2 their hit points they can no longer function well enough to take off and that after 3/4 damage, they no longer allow even gliding or controlled plummeting.
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Post by David on Jun 11, 2010 14:15:35 GMT -5
Ahto, Lord of the Waters, Old Greenbeard NG greater god of the seas, oceans, lakes, rivers, waters, aquatic life, and goodness Any good clerics Any non-evil worshippers Allies: Ahto, Pyrrhea, Ulaa, Ehlonna, Ilmatar, Deep Sashalas (friendly) Foes: Incabulos, Azathoth, Nerull, Iuz, Poseidon (rivalry) Symbol: rippling wave or fish Colors: sea green, aqua Worship: services to Ahto occur at the edge of a large body of water, times for prayer include high and low tide while holy services occur at Yule, Midsummers, Beltain, and Samhain, liturgies include hymns, prayers, and song with the sacrifice of items crafted from the bounty of the sea (carved coral or woven frond icons, beautiful shells and scrimshaw, etc). Manifestations: ripples radiating outward without anything entering the water (pleasure), a tiny water spout or whirlpool (displeasure), light shining up from the depths (pleasure), unusually dark and chilly water (displeasure), fair or foul weather, sighting a small fish with a beard (pleasure) or eels lurking beneath the surface of the water (displeasure) Dogma: Be good to yourselves and one another. The effects of your actions can be felt far afield, even on distant shores. Be at peace with your neighbors and your surroundings. Don't create too many waves or they'll come back to swamp you. Treat others as you wish to be treated. Enjoy the bounty and mysteries of the depths. Do not take without giving. Do not take more than you need. Remember that all that are Good should enjoy His blessings. Create and play without abandoning your work. Plane: Elysium AND the Elemental Plane of Water
Ahto appears to the world as a large, green-bearded man, but he rarely reveals himself to mortals. When called on to aid them, he send the Water Dwarf, a deva, or some aquatic creature. He can use any spell involving wind or water as a 40th level spell caster. He fights with a +4 sickle that strikes for 2-20 points of damage and dehydrates the target (save vs death at -6 or lose 1/2 remain strength and hit points). Ahto is a very social, personable deity. He enjoys a good chat and a good laugh. Ahto employs mirth and subtlety over conflict whenever possible
This god is master of the oceans and lakes of the world, populating them with the diverse life that serves as their bounty. He is responsible for nautical weather and is the protector of aquatic life. He is one of the ancient gods from before the time of chaos. Ahto joined with Angellus, Pyrrhea, and Ulaa to create the world and the first three mother-goddesses (Ehlonna, Ilmatar, and Wee Jas). Ahto normally takes a back seat to Angellus, preferring to let him lead and to act in a less organized, formal manner. He has a special fondness for humanity and often acts as its champion and benefactor, altering his faithful to threats and giving them advice to avoid danger or misfortune.
Ahto rarely intervenes directly in worldly affairs unless there is a strong possibility of the world being destroyed by evil (and/or chaos). Instead, when a devout imperiled follower of his calls his name, he is likely (60%) to send his servant, the Water Dwarf: first to advise, then to rescue the imperiled believer. When combat and conflict can be avoided, Ahto usually manifests his aid in subtle ways to avoid further melee, end the conflict, heal the wounded, or otherwise withdraw from the dangers of the scenario.
Ahto is able to shapechange at will, with his favorite forms being a wise old man too old to sail or a young damsel in awe of the sea. Ahto enjoys traveling the Prime Material to test the mettle of his worshippers, often through minor pranks to teach humility or give others a laugh.
Priesthood: Requirements: 9 wisdom Major Spheres: creation, elemental water, good, healing, protection, weather Minor Spheres: animal (aquatic only), death, divination, guardian, plant (aquatic only), summoning, sun Spells: access to marine spell list, metamorphose liquids (natural only) (2nd), airy water (5th) Weapons: club, crossbow, cutlass, dagger, harpoon, javelin, mace, net, short sword, spear, staff, trident Armor: any Raiment: sea-green cloak, helm and chest piece of shells Turn: yes Special Abilities: 1st: charisma bonus constantly in effect with regard to aquatic creatures, including marids and elementals Special Limitations: • Must battle Evil wherever it is found -- demons, devils, necromancers, despoilers, etc • Must protect the waters of the world from abuse
The faith of Ahto is commonly found along most of the coasts of the Flanaese, especially in regions where Angellus is venerated. Because of the close connection of many of the good faiths of Oerth, clerics of Ahto can usually expect aid from any allied faith. Clerics of Ahto are usually much less formal and serious than clerics of other gods, being able to take a joke and enjoy life. Destroying evil is serious work, but what's the fun of saving the world if you can't enjoy it?
Unlike many of the other deities associated with the water, Ahto is a happy, friendly, good-natured god. Ahto's worshippers revere their deity far more than those of other sea-gods and he is far more concerned with the welfare of his faithful. Ahto tends not to prone to the fickleness and caprices that the other Water Powers are. Ahto's clergy devote much of their energies toward the betterment of worshippers instead of placating their god's moody humors. It should be noted also, that Ahto's sphere includes both seas and lakes, fresh and salt-water.
Sacrifices are made to Ahto by traveling to deep water, throwing the objects in, and calling upon his name.
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Post by David on Jun 11, 2010 14:27:41 GMT -5
Ulaa, Lady of the Hills, the Rubyhearted LG greater goddess of the hills, mountains, earth, gemstones, burrowing life, and goodness Any good clerics Any non-evil worshippers Allies: Ahto, Angellus, Pyrrhea, Ehlonna, Ilmatar, Heironius, Kord, dwarvish and gnomish pantheons Foes: Incabulos, Azathoth, Nerull, Iuz, Jorva, Poseidon, Hades, Ghaunadaur Symbol: mountain with a ruby heart Colors: brown, green, or gray Worship: services to Ulaa are usually held underground or at least on "living" (unworked) earth, holy times for prayer include Yule, Midsummers, Beltain, and Samhain, Services to Ulaa include displays of earth and gemstones, rhythmic hammerings on stone, and hymns featuring chants with deep notes. Sacrifices are given to the community to help those in need. Manifestations: momentary twinkle of red light in utter darkness, far off clank or tink of metal on stone, encountering a tiny vein of precious ore in stone (pleasure), slight tremors in the earth (displeasure), catching a glimpse of a friendly and observant badger or other burrowing mammal Dogma: All hard-working beings of Goodness deserve protection and inclusion into our community. Be good to yourselves and one another. Work hard and the bounty of the earth will be yours. Defend what is right. Community is more important than individual achievement. Destroy evil before it can hurt you. Treat others as you wish to be treated. Remember that all that are Good should enjoy Her blessings. Transform the fruits of the earth into the treasures of the world. Plane: Twin Paradises AND the Elemental Plane of Earth
Ulaa can appear as male or female, dwarf, gnome, human, or any other creature she chooses. All of her guises, however, tend to have dwarf-like proportions and a gnomish visage. She generally accoutres herself with adamantite chain mail and a gem-studded harness. She always carries an enchanted military pick and a hammer of thunderbolts.
Ulaa is immune to all earth-based spells. She can pass through earth or rock at a rate of 18" per turn. Creatures of the Elemental Plane of Earth respect her, serving faithfully at her request (if good or neutral), or fleeing when sighting her (if evil). Her hearing is double the human norm, and she has infravision to 240 feet as well as ultravision.
Her most common avatar is hit only by weapons of +3 or better enchantment and regenerates one hit point per round when in contact with earth or stone. No matter what her form, she can cast the following spells one at a time, once per round, at 12th level:
Once per day: earthquake, statue, move earth, glassteel, wall of stone, conjure earth elemental (24 HD)
Twice per day: transmute rock to mud, stone to flesh, flesh to stone, wall of stone
Thrice per day: passwall, dimension door, stone shape, glassee, wall of force
Ulaa's military pick is +5. She can hurl her hammer of thunderbolts every other round to a 140-foot-range, with no rest required. Her most common avatar inflicts 2d4+12 damage on large opponents (assuming it doesn't kill them outright, see DMG). When attacking small opponents (less than 1 hit die) Ulaa can slay 2d4+12 hit dice of creatures per attack with the hammer.
This goddess is has dominion over the earth and stone and all that exists beneath the surface of the world. Ulaa joined with Ahto, Angellus, and Pyrrhea to create the world and the first three mother-goddesses (Ehlonna, Ilmatar, and Wee Jas). She is an "earthy" goddess in all senses of the word and much more feisty and spirited than her fellow deities. Unlike many of the other Earth Powers, Ulaa is more of an "aunt" figure than a "mother" goddess. Unlike Ahto and Angellus, Ulaa is just as fond of dwarves, gnomes, and hobbits as human. She is on good terms with the dwarvish and gnomish pantheons.
Priesthood: Requirements: 9 wisdom Major Spheres: creation, elemental earth, good, guardian, healing, protection Minor Spheres: animal (burrowing only), death, divination, plants, summoning, travelers Spells: light (1st), fist of stone (2nd), Ulaa's (Maximilian's) earthen grasp (3rd), dig, Ulaa's (Maximilian's) stony grasp (4th), move earth, passwall (5th), command earth*, glassee, stone to flesh, wall of stone (6th) Weapons: club, dagger, flail, hammer*, mace, military pick*, sling, staff Armor: any Raiment: brown robes with green and/or gray trim Turn: yes Special Abilities: 1st: infravision (double range if already possessed) 4th: automatically detect hidden stone-work (traps, secret doors, etc) 7th: dig (once per day) 10th: passwall (once per day) 13th: stone to flesh (once per day -- can be used on SELF!) Special Limitations: • Must battle Evil wherever it is found -- demons, devils, monsters, etc • Must protect the community from harm -- battle chosen foe
Ulaa is the patroness of miners, hillmen, mountaineers, and quarrymen. She also has a large following among demi-humans, particularly dwarves, gnomes, and hobbits. Shrines, temples, and chapels dedicated to Ulaa are scattered throughout the Flanaess. They are always located in stony areas, if not underground. Services to Ulaa include displays of earth and gemstones, rhythmic hammerings on stone, and hymns featuring chants with deep notes. Because of the close connection of many of the good faiths of Oerth, clerics of Ulaa can usually expect aid from any allied faith.
Clerics of Ulaa wear brown robes with green, gray, or a combination of these colors. They are servants and protectors of the community. At 1st level they must select a foe, usually some type of monster that is a local menace. When attacking this foe in melee, the cleric gets a +1 to damage. This bonus increases by an additional +1 for every three levels the cleric gains. The foe must be one particular kind of creature, i.e. hill giants, orcs, trolls, etc.
Command Earth (Alteration) Level: 6 Components: V, M Range: Special Casting Time: 9 segments Duration: 6 turns + 1 turn / level Saving Throw: Neg Area of Effect: Special
This spell gives the cleric limited power over creatures of the element of earth. While this spell is in effect, earth elementals and other creatures form the Elemental Plane of Earth cannot approach within five feet of or attack the caster. The caster can forego this protection and attempt to charm the creature. Saves against the charm are at a -2 penalty. If the charm fails the creature is free to attack the caster. While the spell is in effect, the caster is able to converse with earth elemental creatures, and earth elemental creatures of the cleric's alignment will tend to be friendly toward the cleric (unless a charm is attempted). If an earth elemental is successfully charmed, the caster may use it to move earth, as the sixth level magic-user spell. The material component for this spell is Ulaa's holy symbol (the mountain with a ruby heart) and an opaque gemstone.
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Post by David on Jun 11, 2010 14:33:01 GMT -5
Pyrrhea, Mistress of the Flames, Keeper of Secrets CG greater goddess of the fire, flames, rebirth, goodness, and mysterious cycles Any good clerics Any non-evil worshippers Allies: Ahto, Angellus, Ulaa, Ehlonna, Ilmatar, Phaulkon, Heironius, St Pelinor, Kord Foes: Incabulos, Nerull, Iuz, Ghaundaur, Raxivort, Kureel, Xan Xae Symbol: firebird or phoenix Colors: red, orange, gold, white, dark gray Worship: services to Angellus are conducted on holy ground in a temple, holy times include noon on the second day of a new moon, Yule, Midsummers, Beltain, and Samhain, liturgies include hymns, prayers, and song, brunt offerings of scented woods, animals to be eaten or precious metals are typical sacrifices, in order of importance. Manifestations: female figure or rising bird in the flames of a fire, ashes momentarily rekindling into a flame, circular motion of ashes or flames, flickering light from stable light sources, self lighting candles, very red harvest moon, fire that won't light (displeasure) Dogma: Be good to yourselves and one another. Be at peace with your neighbors and your surroundings. Treat others as you wish to be treated. Seek the hidden and mystical wonders of the world. Don't be content with the obvious and ordinary. Create wonder and beauty. With care, the forces of destruction can also be those of creation. All things are part of a great cycle, including life and death. Learn and explore every day. Don't let commitments and obligations prevent your growth and self-discovery. The world is a wide place with room for many different views. Honor diversity without surrendering your morals. Remember that all that are Good should enjoy Her blessings. Battle evil. Plane: Happy Hunting Grounds AND the Elemental Plane of Fire
Pyrrhea appears as a mature woman with a large mane of red hair cascading down her head and shoulders. She usually dresses in a simple linen gown of charcoal, ashen, or white. Her penetrating gaze burns away mystery, although the color of her eyes shift from brown to green to gray and back. She always appears quiet and observes before acting. Pyrrhea is supportive of all that is good in the world. She bears no weapons and prefers not to fight in melee, although if she does she strikes twice per round with her flaming, balled fist, inflicting d12 damage per hit and causing a heat metal on any item (even magical) struck. Any item she grasps between her hands will melt, burn, or otherwise be destroyed by fire, no saving throw. Pyrrhea can reach into the ashes of any fire and pull forth the un-consumed fuel three times per day.
This god is mistress of fire and flame as well as the rebuilder of life after destruction. She is the keeper of ancient secrets and her faith is cult-like and shrouded in mystery. She is one of the ancient gods from before the time of chaos; a reason his faith has many slightly different interpretations in the numerous cultures of the world. Angellus joined with Ahto, Pyrrhea, and Ulaa to create the world and the first three mother-goddesses (Ehlonna, Ilmatar, and Wee Jas). In general, Pyrrhea prefers to observe events that unfold and act as an advisor.
She is able to shapechange at will, with her favorite forms being a brilliantly colored bird or a phoenix.
Priesthood: Requirements: 9 wisdom Major Spheres: creation, death, elemental fire, good, healing, sun (sun only), protection Minor Spheres: charm, divination, guardian, numbers Spells: burning hands, read magic (2nd), flaming sphere, infravision (3rd), fire charm, plant growth (after a fire) (4th), fire shield (hot only), fireball (5th), fire gate, sunfire (6th) Weapons: any one-handed weapon plus staff Armor: chain mail Raiment: white, deep orange, or charcoal robes, with red trim and ancient runes Turn: yes Special Abilities: 1st: firefinger cantrip once per level per day 5th: +2 saves vs fire and -1 dmg/die 10th: limited awareness of "cosmic secrets" Special Limitations: • Must battle Evil wherever it is found -- demons, devils, undead, necromancers, rigidity, etc • Must seek out mysteries, learn, and explore • Priests must remain celibate (but NOT chaste) • Must speak Oerdian
The faith of Pyrrhea is the least common and understood of the Gods of Creation. Her rituals and services are always held in secret and the faithful are expected to swear to keep Her secrets. Services to the Mistress of Flame are conducted entirely in Oerdian and all clerics must learn this language in order to cast spells. Clerics of Pyrrhea are most common in the West. Because of the close connection of many of the good faiths of Oerth, clerics of the Keeper of Mysteries can usually expect aid from any allied faith.
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Post by David on Jun 11, 2010 14:43:34 GMT -5
Celestian, the Far Wanderer NG lesser god of stars, space, wanderers, the astral plane, travel, movement, the universe Any good clerics Any good worshippers Allies: Fharlanghn, Phaulkon (minor), Angellus (distant) Foes: Ptah (rivalry), Pholtus (minor rivalry) Symbol: black circle with seven stars Colors: black (see below) Worship: services to Celestian involve soft music, observation of stars, and recitation of stellar formulae, always under a starry night sky, usually outside on a mountain top or specially constructed temple with an open roof. Celestian's holy times include the new moon and any unusual stellar phenomena (planetary conjunction, stellar alignment, etc). His offerings are gems and quests of exploration, the former being incinerated, blasted by lighting or deposited into deep space. Manifestations: brilliantly twinkling star, beam of star light which illuminates a person or object, shooting stars, outline of stars forming eyes in the night sky, clouding over of a clear night (displeasure), clearing of a cloudy sky (pleasure) Dogma: Explore the mysteries of the cosmos. Travel and grow. Watch the sky and learn its secrets. Seek the infinite reaches of space. Spread goodness in your wake. Teach others what you have learned. Do not stagnate. Wander and learn. Aid the forces of good. Leave the world a better place than you found it. Do not concern yourself over-much with worldly affairs. Plane: Astral It is said that Celestian and Fharlanghn are brothers who followed similar but different paths. While Fharlanghn traveled the world, Celestian was drawn to the endless reaches of the stars and the Astral Plane. Celestian appears as a tall, lean man of middle years clad in black garments. His smooth skin is ebony, with bright fiery eyes that twinkle. His movements are quick and absolutely silent. Celestian speaks but seldom and then only in a cold, unearthly whisper which carries well despite its softness. His symbol is an array of seven "stars" (diamond, amethyst, sapphire, emerald, topaz, jacinth and ruby) blazing with the fires of distant suns. This symbol is always part of his attire, worn as an adornment or worked into the cloth. Celestian typically carries one or more of the following: a +3 long bow with 20 +3 arrows, an extending +4 spear, a +5 short sword, a +3 battle axe he can hurl up to 4", and/or a +6 dagger forged of unbreakable metal. He may cast any spell involving movement or travel with only a moment's pause, regardless of what he is doing. Celestian can use such travel magics an unlimited number of times per day, in addition to any other magic. The Far Wanderer also has the following powers: Aurora Borealis -- When he uses this power, an immobile, seven foot high hollow cylinder of scintillating light surrounds Celestian or any creature he chooses within 20 feet. The cylinder's radius can be anywhere from one to seven feet, at Celestian's option. The light lasts up to seven turns -- Celestian can dispel it at will. Celestian and his clerics are immune to the effects of the cylinder, but any other living thing touching or touch by the light suffers 3d8 points of damage (save vs. spells for half). If a creature fails its saving throw it cannot leave the confines of the aurora area. Those trying to enter the field must also make their saving throws to do so. Celestian's cylinder counteracts the effects of magic resistance. Comet -- This is a flaming missile which can unerringly strike one target within 20 feet. The missile ignites any combustibles it touches. Its poisonous, flaming gases inflict 5d6 points of damage on anything it strikes (save vs. spells for half). The target must be constantly in sight for the spell to work. Even those creatures with fire resistance take the full effect of comet damage. Celestian and his clerics are immune to the spell's effect, however. Heat Lightning -- This spell calls a bolt of lightning down from the sky. The bolt unerringly strikes any single target within 70 feet of the caster, inflicting 5d10 points of damage (save vs. spells for half). The target must be constantly in sight for the spell to work. Even those creatures with electrical resistance take the full effect of the lightning damage. Celestian and his clerics are immune to its force. Meteors -- Seven to 16 (1d10 + 6) stones spheres, each six inches in diameter, shoot from Celestian's hand. They can be directed at a single target within 20 feet or split among several targets. Each meteor inflicts 1d10+4 point of damage (save vs. spell negates, one save per striking meteor). The meteor may be released one at a time or simultaneously, but any not released before two turns have elapsed are lost. Space Chill -- A wave of cold and vacuum 40 feet wide and 70 feet long, originating at Celestian's hands, kills all vegetation it touches. Other living things suffer 4d10 points of damage. A save vs. spells reduces total damage by one half. Star Shine -- A blazing white sheet of light streams from Celestian's eyes, enveloping up to four creatures up to 70 feet away. Targets are blinded for one turn (save vs. spells negates the effect). This blindness can be removed with a cure blindness spell or successful dispel magic. Thunder -- A great, rolling thunderclap sounds directly over Celestian's head. All creatures within 30 feet that have fewer than 20 hit dice (except Celestian and his clerics) are stunned for one round (save vs. spells negates) and deafened for 1d4+1 rounds, no saving throw. Creatures between 30 and 70 feet are simply defended (save vs. spells negates). Celestian (or high level clerics granted these 6th level spells) must be under the open sky to use any of these powers. Casting time for Celestian is instantaneous and saves, where applicable, are made at -3. For clerics, the casting time is only one segment, although saving throws are at par. Each spell can only be used once per day, whether by Celestian or by a cleric. Celestian regularly travels both astrally and through the void of space. He can gate in 2-5 astral devas under the starry sky, otherwise only 1-3. Priesthood: Requirements: 9 wisdom plus proficiency in navigation and either astronomy and/or astrology Major Spheres: divination, numbers, sun (non-solar), thought, travelers, weather Minor Spheres: death, elemental (all), healing, protection Spells: create air (1st), feather fall (2nd), jump, levitate (3rd), meteor*, spider climb (4th), air walk, fly, raise dead (5th), animate object, aurora borealis*, comet*, dimension door, heat lightning*, meteors*, space chill*, star shine*, thunder* (6th) Weapons: battle axe, bola, dagger, hand axe, long bow, short sword, shuriken, spear, staff Armor: chain mail (no shield) Raiment: see below Turn: no Special Abilities: see below Special Limitations: none Celestian's habits and disposition usually keep him from close association and involvement with other gods. He has but a small following amongst humankind. The Far Wanderer has only a small following in the Flanaess, being revered by astronomers, astrologers, navigators, philosophers, dreamers and others involved with the cosmos of the sky. Shrines to Celestian are located in the country, away from city lights and are built on mountain peaks or hilltops with a clear view of the night sky. Services to Celestian are held outdoors under a starry sky. Priests of the Far Wanderer emulate their deity whenever possible, wandering the land and even traveling the reaches of space. They tend to be detached; more concerned with the stars than with Oerthly affairs. All priests of Far Wanderer study the stars and have a working knowledge of astronomy and navigation. On Oerth, there are seven orders of the priesthood of Celestian. These orders are differentiated in four ways, as given below. As a cleric raises in level, she moves from order to order, with a resulting change in the color of her raiment, holy symbol, and additional granted abilities. Level | Bonus Spell | Color of Robes | Main Gem in Holy Symbol | 1st - 2nd | feather fall | light gray | ruby | 3rd - 4th | jump | light blue | jacinth | 5th - 6th | levitate | violet | topaz | 7th - 8th | spider climb | electric blue | emerald | 9th - 10th | fly | dark blue | sapphire | 11th - 15th | dimension door | deep purple | amethyst | 16th & up | teleport | black | diamond |
Each special spell is gained immediately when the cleric reaches the listed experience level. Each spell is usable once per day and is in addition to the cleric's normal spells. Special spells are cumulative, so that a 16th level cleric has seven special spells per day. Casting times are normal and the cleric casts the spells at his experience level. These spells are granted like all clerical spells, therefore the priest does not have to study for them as a magic-user does. In some circumstances, when a cleric has been exceptional in following the teachings of the Far Wanderer, it is not uncommon for a cleric's robes and holy symbol to spontaneously change when achieving sufficient level to change orders. The faith of Celestian is well-known throughout the spell jamming civilizations of the cosmos. The Far Wanderer is venerated on hundreds of worlds across the Reach. In addition, Celestian, as a god of space, can grant spells to any of his clerics in the void between worlds, even if he is not normally worshipped in the cleric's current location/sphere. Clerics of Celestian found in space usually consider themselves more enlightened and closer to their god than their planet-bound brethren. These spell jamming clerics all wear black robes, but otherwise conform to the same parameters as Oerdian clerics of Celestian. Celestian grants spells only to worshippers on the Prime planes where he is worshipped, in space of the Prime planes where he is not worshipped, and on Astral plane. Celestian does not grant spells to worshippers in the Outer Planes. Like other gods, Celestian grants spells to clerics on the Ethereal or Inner planes with reduced effectiveness. Meteors (Evocation) Level: 4 Components: V,S,M Range: 2" Casting Time: 5 segments Duration: 1 round/level Saving Throw: special Area of Effect: special This spell creates 2-5 (1d4+1) stone spheres, each six inches in diameter. They shoot form the caster's hand toward the target or targets the caster selects. Each meteor inflicts 1d4+4 points of damage if it hits. The caster may release the meteors one at a time or simultaneously, but any not released when the spell duration ends are lost. The material component is Celestian's circle of stars symbol and any piece of stone which has fallen from the heavens. The components are not used up in the casting. Otherwise this spell functions exactly as per the Power of Celestian, above.
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Post by David on Jun 11, 2010 14:53:10 GMT -5
Fharlanghn, the Dweller on the Far Horizon, the Wanderer N lesser god of horizons, distance, roads, maps, directions, travel & travelers NG and N clerics Any non-evil worshippers Allies: Celestian, Ulaa (distant) Foes: none Symbol: wooden disc with a curved line, representing the horizon, across the upper half Colors: brown and green Worship: services to Fharlanghn involve telling of fables involve travel, cultures, and rumors of far-away lands. Services are conducted out of doors whenever possible, preferably under a sunny sky and with a clear horizon in view. Fharlanghn's holy times include the 14th of each month and Midsummers (half way through the journey through the month and year, respectively). His offerings are useful items given to fellow travelers or left were needy travelers can find them, including maps, travelogues, dictionaries, etc. Manifestations: mote of bright sunlight, brown leaves falling in the spring (displeasure), brilliant leaves falling at any time of year (pleasure), easily lit campfires and nice campsites (pleasure), difficult traveling conditions or no accommodations (displeasure), figure of an old man walking in the distance Dogma: Walk the world. Learn and explore. Let your feet, eyes, ears, nose, and tongue aid in your education. Seek the horizon. Help your fellow traveler. Travel alone or in groups. Experience the diversity of the world. Teach others what you have learned. Do not stagnate. Leave the world a better place than you found it. Plane: Prime Material
While Celestian wanders the star-roads, his elder brother, Fharlanghn, roams the four corners of the world. He is, in fact, regarded as the god of travel and distance. Fharlanghn sometimes enter the Elemental Plane of Earth, but he seldom enters the Planes of Air or Water, and shuns the Plane of Fire. He can travel to any plane touched by the Ethereal.
Fharlanghn appears as an elderly, weather-beaten man with deeply-wrinkled skin and sparkling, youthful green eyes. He wears nondescript, plain clothing, usually leather and unbleached linen. His garments are always travel-stained, but seldom dirty. His movements appear slow and methodical, but he's actually very spry. Any boots he wears behave as boots of striding and springing. He will greet fellow travelers politely and is always glad to converse but not at any great length.
Fharlanghn can speak and read all the languages of Oerth, including those of lost civilizations, and he can further communicate with any intelligent creature through telepathy. He can also read languages and read magic and can detect charm, evil, good, illusion, magic, snares and pits at will. He can curse an enemy so that any journey will take twice as long as normal. The curse lasts one month and can only be removed by a High Priest of Fharlanghn who is 10th level or higher or by a deity capable of removing curse.
Fharlanghn always carries the Oerth Disc, an ornate version of his symbol. This artifact, six inches in diameter, is made of many kinds of wood inlaid with jade and turquoise with a bright amber gem set into it. By concentrating on the Disc, Fharlanghn can produce a tiny reproduction of any locale on the Prime Material Plane. After viewing this image for a single round, Fharlanghn can teleport to the locale pictured without error. Other viewers studying the image for one round can teleport to the locale as though it had been studied carefully. Those employing a teleport spell can do so without error as well. The Disc also has other abilities when employed by the Traveler. Using the Disc, Fharlanghn can issue forth a beam of intense light up to 600' long with a 60' diameter which acts as continual light. He can also cast a dazzling beam of sunlight which will permanently blind any single being struck (save vs magic) and any within 3' of the beam will be temporarily blinded for 1-10 segments in any event. Finally, using the Disc, Fharlanghn can issue a coruscating rod of burning, fiery golden light up to 16' long. This ray will cut through six inches of stone or a half-inch of steel in a single blast. Creatures struck by the pencil thin ray must save vs wands or suffer 10d6 damage. The intense heat of this ray instantly sets aflame combustible objects it touches.
Fharlanghn can use the following spells at will, once per round, on an unlimited basis: dig, dimension door, dispel magic, earthquake, find the path, fly, improved invisibility, move earth, pass plant, passwall, polymorph self, pass without trace, plant door, stone tell, stone to flesh, transmute rock to mud, transport via plants, wall of thorns, and wind walk. He can also use the following powers on a limited basis: duo-dimension (1/day) and phase door (2/day).
If desired, in a single round, Fharlanghn can summon any one of the following earth-based elementals once per day each, who will willing serve the Traveler for up to one turn:
Dust Elemental: a 16 hit dice earth elemental doing only 2d6 damage per attack but able to form a chocking, blinding cloud of dust which covers an area of 4,000 cubic feet. In the later form, the elemental does not strike, but it obscures the vision of all within it to a 1-foot range and cause 1d4 points of suffocation damage each round. In the latter state, the elemental can only be harmed by magic, but it can stay in a cloud for only 3 rounds. In can summoned only in dry, dusty areas such as deserts, prairies, etc
Earth Elemental: a typical 16 hit dice elemental
Magma Elemental: a 20 hit dice earth elemental doing 6d6 damage per attack. It can only be summoned in underground areas near sources of magma.
Mud Elemental: a 12 hit dice elemental doing only 3d6 damage per attack, but also able to spread itself over an area of up to 400 square feet and slow creatures to half normal movement in addition to its normal attack. It can only be summoned in wet areas where mud already exists.
Fharlanghn can be hit only by +2 or better weapons or weapons fashioned from non-terrestrial materials (comets which have never touched the earth, bones of a celestial dragon, etc). The Dweller on the Far Horizon is never surprised on the Prime Material Plane. Spells of earth do not affect him and he regenerates one hit point per round when he touches the earth.
Priesthood: Requirements: 9 wisdom and constitution plus proficiency in either tracking, survival, and/or direction sense Major Spheres: divination, elemental earth, healing, travelers, weather Minor Spheres: animal, combat, creation, elemental (air, fire, and water), plant, protection, sun, time Spells: comprehend languages (2nd), invisibility (3rd), dig, foot sore* (4th), move earth, pass plant, plane shift (ethereal-touching planes only) (5th), conjure earth elemental (1/day only -- any of the four forms), improved invisibility, passwall, polymorph self, transmute stone to flesh, transport via plants, wall of thorns (6th) Weapons: club, dagger, sling, staff* Armor: leather (no shield) Raiment: see below Turn: no Special Abilities: see below Special Limitations: • Must render aid to travelers (healing spells, directions, advice) at all times and further offer hospitality (food, drink, shelter, etc) whenever possible • Chapels and temples to the Traveler must double as hostels or inns
Fharlanghn, Dweller on the Far Horizon, is venerated as the deity of roads as well as travel and distance. His name is usually invoked throughout the Flanaess whenever a road is built or undergoes major repair. As the deity of travel, his symbol is seen on the doorways of inns and stables throughout the continent. His non-priestly followers are usually adventurers, merchants and itinerants of all sorts. Services to Fharlanghn's are conducted out of doors whenever possible, preferably under a sunny sky and with a clear horizon in view.
The priesthood of Fharlanghn is of two sorts, urban and pastoral. The former wear brown robes and generally are found in small chapels in communities. Urban clerics gain the power to passwall once per day at 7th level. The clerics of the pastoral order wear green robe and minister by traveling the highways and byways, occasionally stopping at wayside shrines to Fharlanghn. Pastoral clerics gain the ability to pass plant once per day at 5th level. Both sorts of priests gain the benefits of boots of striding and springing whenever they wear footwear, beginning at 13th level. Both sorts of priests are also required to aid travelers in distress and provide shelter (albeit in the form of an inn, hostel, or shared rations) whenever the situation permits.
Worshippers of Fharlanghn are most active in the Central and Southwestern regions of the Flanaess. Followers of this deity are on good terms with the followers of Celestian and Ulaa, although they otherwise seek to remain uninvolved in the affairs of others.
Fharlanghn grants spells to worshippers on ANY Prime plane or any plane which touches the Elemental Plane of Earth (Dust, Magma, Mud, etc). Fharlanghn does not grant spells to worshippers in the Astral or Outer Planes. Like other gods, Fharlanghn grants spells to clerics on the Ethereal or Inner planes with reduced effectiveness.
Footsore (Enchantment/Charm) Level: 4 Components: V,S,M Range: 20" Casting Time: 7 segments Duration: 1 day/level Saving Throw: none Area of Effect: one creature per level
This specialized curse causes any journey of more than one league (three miles) to become twice as long as normal. The victim will drag his feet, walk in circles or in an irregular line, insist on long rests and take other actions (or inactions) to increase the distance traveled or slow travel time (or both). Any mount the victim rides will be similarly affected.
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Post by Van on Jun 11, 2010 16:56:39 GMT -5
Idky just became a tad more useful. Anyone need a nap spell?
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Post by David on Jun 14, 2010 12:34:44 GMT -5
Please note, however, that I took away both fly and dimension door...
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Post by irutifex on Jun 12, 2019 0:51:38 GMT -5
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Post by eijqoyutoy on Jun 12, 2019 3:02:07 GMT -5
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