Viewer’s Nemesis

VIEWERS NEMESIS          SPELL 4

RARE ABJURATION

Traditions arcane, occult
Cast > verbal
Range 100 feet
Saving Throw Fortitude
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You become aware of any form of magical scrying or remote viewing within 100 feet, and can choose to trigger a magical retaliation.

If you choose to retaliate the scrying device or spell becomes two-way. Anyone on your side observes a magical window looking back at the scrying creature. The scrying creature is paralyzed until the end of your round. Until the end of your round you may cast spells through the window at the scrying creature.

At the end of your round the scrying magic is terminated with a bright flash of light. The effect on the scrying creature is determined by the their Fortitude save.

Critical Success The target is unaffected.
Success The target is blinded until its next turn begins.
Failure The target is blinded for 1 minute.
Critical Failure The target is blinded permanently.

Merner’s Bridge

MERNER’S BRIDGE          SPELL 4

UNCOMMON EVOCATION FORCE

Traditions arcane, occult
Cast >> somatic, verbal
Range 100 feet
Duration sustained up to 10 minutes
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You create a quasi-real bridge of shimmering force. The bridge appears to have no thickness and can be shaped as you wish up to 100 feet long and 20 feet wide. The span does not need to be resting on solid ground and can be used to create a floating platform. It extends as a horizontal plane, either in a straight line or at any angle up to 45 degrees upward or downward. You may create the bridge to be visible to all, visible to you or invisible.

All intelligent creatures can cross the bridge normally but mindless creatures, undead and constructs simply pass through it if they try. The bridge does not block physical, ethereal, and incorporeal attacks from crossing, whether from above or below.

Upon command the caster can make the whole (or part) of the bridge invisible to all except himself and those he wishes to view it.
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Heightened (+1) The length of the bridge increases by 50 feet.

Learnal’s Flying Vessel

LEARNAL’S FLYING VESSEL          RITUAL 4

RARE TRASMUTATION

Cast 1 hour; Cost rare incense, precious oils, and sea salt worth 100 gp
Primary Check Arcana (master)
Duration 1 day
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You transform a rowboat capable of carrying one pilot and two passengers into one that will fly.

During the casting of the ritual you set a word of command for each of the following manoeuvres: Forward, Backward, Turn to starboard, Turn to port, Rise, Descend and Stop. Any creature can control the boat by spending an action to quietly murmur a command word within 30 feet of the vessel. You may control the boat from up to 1 mile away. If several creatures try to wrestle for control of the vessel the you will always win.

The boat has a fly speed of 30 feet forwards and 10 feet backwards. It can ascend and descend at a speed of 10 feet. The boat must move twice its length for each 90-degree turn it makes. This movement translates to 48 miles per day.

In addition to the seven primary command words there is an eighth that only you may use. This command word dismisses the ritual and immediately reverts the vessel to a mundane rowboat.

Some wizards have constructed special ships for this spell. These have sitting keels – A kind of stand built at the base of the keel so that the vessel may set down on land as well as in the water. The aeromancers and hydromancers of Glantarn have perfected further very expensive and closely guarded rituals to make the transformation permanent. The arch-mage Trantaan of Salin-Par keeps a large sailing vessel with a sitting keel in the grounds of his estate and uses it once a year to travel to Gal-din. The small sailing ship of Guildmaster Sparstillan Silverscar is often observed both sailing and flying around Lythandor. He keeps it at dock in Lathen harbour. The Veskian wizard Gorenash of Hoarlag keeps a flatbottomed small merchant vessel which regularly visits Northgate and Tirith-Hendar to trade magical trinkets for Telerash whiskey.
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Heightened (5th) You can transform a large rowboat capable of carrying one pilot and six passengers. The cost increases to 200 gp.
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Heightened (6th) You can transform a sailing ship capable of carrying one pilot and eight passengers. The cost increases to 300 gp.
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Heightened (7th) You can transform a large sailing ship capable of carrying one pilot and twelve passengers. The cost increases to 400 gp.
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Heightened (8th) You can transform a small merchant ship capable of carrying one pilot and sixteen passengers. The cost increases to 500 gp.
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Heightened (9th) You can transform a large merchant ship capable of carrying one pilot and twenty passengers. The cost increases to 600 gp.

 

Zalmazter’s Workbook

Zelmazter was a mage from Glantarn who devoted his life to the study of magical flight and travel. During his adventures throughout The North he collected and created many unique spells and magical items. Mages trained in Glantarn have an exceptional affinity for aeromancy and hydromancy and Zelmazter was the most gifted of his generation. His crowning achievement was the home he constructed for himself many years later, a levitating tower adorned with landing platforms and nesting boxes for his pet griffons and birds of prey. Legend has it that the tower was hidden deep in a mountain gully upon  Zalmazter’s un-timely death. Occasionally stories surface that the tower has been spotted, but so far expeditions have found nothing.

The workbook mostly chronicles Zalmazter’s early travels and the spells he collected along the way. It does not contain any of the mages personal spells which were recorded later when he had settled into a life of teaching in Glantarn. It does contain a variety of odd and esoteric arcane incantations and instructions for creating potions of flying.

The Workbook is a plain, beaten volume in regal blue leather with parchment pages. It is rather small and non-descript for such a renowned and sought-after volume, a mere 10 inches by 8 inches and only 2 inches thick.

Of its recent history the following is known. The Workbook was found in the lair of the red wyrm Scarlak the Crimson, by the Company of Dead Men, and notably the mages Talton and Demetri Galmore. How the book had found its way into the dragon’s horde in the first place is unknown. Some have speculated that the dragon knew the location of Zalmazter’s hidden floating tower.

Unfortunately, the Company of Dead Men lived up to their fateful name and were slain by an unknown number of assailants while staying in the town of Silverspar. The battle was fierce enough to level a whole city block, and left all members of the company dead, and Talton and Dalmetri missing. In the twelve years that have passed there have been no recorded sightings of Zelmazter’s Workbook. However, many of the uncommon and rare spells it is reputed to contain have been finding their way into the spell books of notable mages. With increasing regularity, the use of these spells poses the interesting question, where and to whom does the book now belong? Veskian wizards, aeromancers from Glantarn,  scholars and thieves seek the book.

Zelmazter’s Workbook contains fourteen spells of various levels in the following order; Read Aura, Detect Magic, Shield, Levitate, Fly, Learnal’s Flying Vessel (a rare ritual), Dimension Door, Spider Climb, Merner’s Bridge (an uncommon spell), Sending, Wall of Wind, Elemental Form, Viewers Nemesis (a rare spell) and Spectral Hand.

 

Aavakeen

The Aavakeen are a ferret-like race with a fascination for fire that live beneath rolling grasslands and savannahs in large mazes of burrows.

Aavakeen worship fire and burn tribal tattoos into their fur as a sign of their devotion. The first tattoo received is typically their tribal sigil, a symbol venerated by their tribal shaman and found carved throughout their burrow, on war banners and embossed on shields and cloaks.

Aavakeen range between 3.5 to 4.5 feet tall and stand upright on their hind legs. Their fur, depending on their ancestry, can be jet black, tan, burnt orange or blond and is often covered in tribal tattoos.

Occasionally, an Aavakeen is born with orange eyes- a sign of good fortune on the tribe. This individual often goes on to become tribe Shaman.

Typically they wear light clothes made for arid climates and carry large rucksacks and satchels to transport various collectibles they find.

It is customary to announce your name and “tribe” to the Aavakeen upon greeting. For example, “Gwen of the Dennovar Tribe”.

Aavakeen have a deep racial enmity and rivalry toward centaurs, gnolls and wemics and frequently battles occur between the races over territory and resources. In some regions Aavakeen have managed to establish small footholds on the surface building small villages of mud huts atop their burrow villages and trading with other races.

Aavakeen

Hit Points

6

Size

Small

Speed

25 feet

Ability Boosts

Constitution
Wisdom
Free

Ability Flaw

Intelligence

Languages

Common
Aavak (a language of squeaks and clicks)
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Ignan, Sylvan, Terran, Undercommon and any other languages to which you have access (such as the languages prevalent in your region).

Traits

Aavakeen
Humanoid

Vision

Low light vision

 

Aavakeen Heritages

Savanah Aavakeen

Your ancestors lived in temperate and tropical grasslands and hills. Beneath their village huts they excavated great burrow villages. Ever vigilant they competed for territory with centaurs, gnolls and wemics. You gain fire resistance to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme for you (incredible heat becomes extreme, extreme heat becomes severe, and so on).

Ancestry Feats

Aavakeen Lore     FEAT 1

Aavakeen

You’ve learned the lessons of your people, hiding from predators learning how to strike at them with clever coordinated attacks, important skills passed down through generations of Aavakeen tribes. You gain the trained proficiency rank in Stealth and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Aavakeen Lore.

Aavakeen Weapon Familiarity     FEAT 1

Aavakeen

While the weapons of your people are simple, they have kept generations of Aavakeen safe from harm. You are trained with staves, the slingstaff and slingshots.

Devoted of the Ignan     FEAT 1

Aavakeen

The fire symbolises hope in the darkest times. You gain the Produce Flame primal spell, or choose any one cantrip from the Primal Spells list (page 314). You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Fascinating Flame     FEAT 1

Aavakeen

The flame that burns bright burns half as long. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s level or one-quarter the item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal.

Pack tactics     FEAT 1

Aavakeen

To defend against larger enemies, the members of the savannah tribes surround and overwhelm their enemies with swift attacks. While flanking another creature, you gain a +1 AC bonus.

Shelter     FEAT 1

Aavakeen

Your ancestors taught you how to survive should you get separated from the tribe. You gain a +1 circumstance bonus to Perception or Survival when attempting to scout a safe camp site or quickly locate an area to hide.

Vigilant     FEAT 1

Aavakeen

Your ancestors kept watch over the nocturnal tribes of old and as a result sensing danger is like second nature to you. You gain a +1 circumstance bonus to Reflex saves against and Perception checks to detect hidden creatures.

 

Deities

Akadi (Misha, Teylas)
The Lady of Air, Lady of the Winds, Queen of Air
(Greater Deity)
Symbol: White cloud on blue background
Alignment: N
Portfolio: Elemental air, Flying creatures, Movement, Speed
Worshipers: Animal breeders, air elemental archons, rangers, rogues, sailors
Divine Font:  harm or heal
Divine Ability: Charisma or Dexterity
Divine Skill: Nature
Domains: Air, Cold, Lightning, Trickery
Alternate Domains: Knowledge or Travel
Cleric Spells: 1st Gust of Wind, 2nd Summon Elemental, 3rd Wall of Wind, 4th Clairvoyance, 5th Elemental Form
Favored Weapon: “Whirlwind” (heavy flail)
Titles & Factions: Whispers, The Enlightened, The Roar, Azure Guard
Garb: Light blue, grey or white clothing.

Ariel
Red Lady, Red Knight, Red Lord, Lady of Strategy, Grandmaster of the Lanceboard, Crimson General
(Exarch)
Symbol: Red knight chess piece with stars for eyes
Alignment: LN
Portfolio: Strategy, tactics, planning
Worshipers: Fighters, gamesters, monks, strategists, tacticians
Divine Font:  harm or heal
Divine Ability: Wisdom or Strength
Divine Skill: Athletics
Domains: Knowledge, Might, Toil, Zeal
Alternate Domains: Ambition or Cities
Cleric Spells: 1st True Strike, 2nd Dismantle, 3rd Hypercognition, 4th Slow, 5th Synaptic Pulse
Favored Weapon: “Checkmate” (longsword)
Titles & Factions: Red Fellowship
Garb: Armor or red clothes and cloaks.

Asmodeus
The Prince of Darkness, Supreme Master of the Nine Hells, Lord of Nessus, The Lord of the Ninth, The Cloven, Old Hoof and Horn, Lord of Lies, The Archfiend, The Raging Fiend, Prince of Evil
(Greater Deity)
Symbol: Three inverted triangles arranged in a long triangle
Alignment: LE
Portfolio: Contracts, pride, slavery, tyranny, order
Worshipers: Diabolists, lawyers, slavers, those who seek rulership or discipline
Divine Font:  harm
Divine Ability: Intelligence or Strength
Divine Skill: Deception
Domains: Confidence, Fire, Trickery, Tyranny
Alternate Domains: Duty or Glyph
Cleric Spells: 1st Charm, 2nd ?, 3rd ?, 4th Suggestion, 5th Mislead
Favored Weapon: “Ruby Rod” (mace)
Titles & Factions: Vassal
Garb: Red and black robes.

Auril
Frostmaiden, Icedawn, the Cold Goddess
(Lesser Deity)
Symbol: A white snowflake on a grey diamond (a heraldic lozenge) with a white border
Alignment: NE
Portfolio: Cold, winter
Worshipers: Druids, elemental archons (air or water), frost giants, inhabitants of cold climates, rangers
Divine Font:  harm
Divine Ability: Constitution or Strength
Divine Skill: Survival
Domains: Air, Cold, Destruction, Water
Alternate Domains: Fear or Might
Cleric Spells: 1st Chilling Spray, 2nd Paralyze, 3rd Unseasonable Squall, 4th Ice Storm, 5th Wall of Ice
Favored Weapon: “Icemaiden’s Caress” (battleaxe)
Titles & Factions: Embracers
Garb: Icy white robes or clothes often with blue trim, furs and boots. Blue or white body paint during rituals.

Azuth
The High One, Patron of Mages, Lord of Spells
(Lesser Deity)
Symbol: Human left hand pointing upward outlined in blue fire
Alignment: LN
Portfolio: Wizards, mages, spellcasters in general, monks
Worshipers: Philosophers, sages, sorcerers, wizards
Divine Font:  harm or heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Arcana
Domains: Cities, Creation, Knowledge, Magic
Alternate Domains: Change or Duty
Cleric Spells: 1st Magic Armor, 2nd Animated Assault, 3rd Lightning Bolt, 4th Creation 5th Chromatic Wall, 6th Scrying,
Favored Weapon: “The Old Staff” (quarterstaff)
Titles & Factions: Enlightened, Magistrati, Gloom Wardens, Spell Savants
Garb: Elaborate shimmering grey or practical dull-coloured clothing accented by absurdly high collars, large hats, and stoles bearing arcane symbols

Banar
The Slayer
(Exarch)
Symbol: A closed book surrounded by an aura. Holy symbols are usually made from platinum.
Alignment: CG
Portfolio: God of unfound magic, alchemy and magical experiments. Patron of adventuring arcanists
Worshipers: Wizards
Divine Font:  harm or heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Crafting
Domains: Creation, Glyph, Knowledge, Magic
Alternate Domains: Change or Vigil
Cleric Spells: 1st Summon Construct, 2nd Expeditious Excavation, 3rd Lightning Bolt, 4th Creation,  5th Telekinetic Haul, 6th Scrying
Favored Weapon: “Slayers staff” (quarterstaff)
Titles & Factions: Searcher
Garb: The clerics of Banar usually dress in faded grey robes. Many take levels as Wizards
 

Bane
The Black Lord, the Black Hand, the Lord of Darkness
(Greater Deity)
Symbol: Green rays squeezed forth from a black fist
Alignment: LE
Portfolio: Strife, hatred, tyranny, fear
Worshipers: Conquerors, evil fighters and monks, tyrants, wizards
Divine Font:  harm
Divine Ability: Charisma or Strength
Divine Skill: Intimidation
Domains: Might, Pain, Trickery, Tyranny
Alternate Domains: Ambition or Destruction
Cleric Spells: 1st Fear, 2nd Dismantle, 3rd Enthrall, 4th Detect Scrying 5th Crushing Despair, 6th Dominate
Favored Weapon: “The Black Hand of Bane” (a black gauntlet and morningstar)
Titles & Factions: Dark Hands
Garb: Clerics of Bane often wear blackened armor or black and red clothing

Baphomet
Father of Monsters, The Prince of Beasts, Demon Lord of Minotaur’s, Horned King, Lord of the Labyrinth
(Exarch / Demon Lord)
Symbol: Horned bestial mask
Alignment: CE
Portfolio: Aberrance, Madness, Monsters, Nightmares, Chaos, Hatred, Rage
Worshipers: Gnolls, medusas, harpies, goblins, minotaur’s, hidden human cults, the insane, bugbears, deros, lamias, morlocks, ogres, outcasts
Divine Font:  harm
Divine Ability: Constitution or Strength
Divine Skill: Survival
Domains: Indulgence, Might, Nightmares, Secrecy
Alternate Domains: Change or Trickery
Cleric Spells: 1st Magic Fang, 2nd Animal Form, 3rd Animal Vision, 4th Nightmare, 5th Grisly Growths
Favored Weapon: “Lords Horn” (glaive)
Titles & Factions: Cultist
Garb: Red and yellow robes.

Beshaba
The Maid of Misfortune, Lady Doom
(Intermediate Deity)
Symbol: Black antlers on a red field
Alignment: CE
Portfolio: Random mischief, misfortune, bad luck, accidents
Worshipers: Assassins, auspicians, capricious individuals, gamblers, rogues, sadists
Divine Font:  harm
Divine Ability: Charisma or Dexterity
Divine Skill: Deception
Domains: Fate, Luck, Nightmares, Trickery
Alternate Domains: Passion or Sorrow
Cleric Spells: 1st Ill Omen, 2nd Paranoia, 3rd Dream Message, 4th Glibness, 5th Synesthesia, 6th Mislead
Favored Weapon: “Ill Fortune” (barbed scourge)
Titles & Factions: Doom Bringers, Doommasters, Black Fingers, Wormlucks
Garb: Black, mauve and white robes and clothes sometimes with white wigs. Worm Lucks were red over armor and have wild white hair.

Bhaal
Lord of Murder
(Lesser Deity)
Symbol: Skull surrounded by a ring of blood droplets
Alignment: LE
Portfolio: God of assassination, murder, violence.
Worshipers: Murderers, assassins, tyrants, warlords, torturers, sadists
Divine Font:  harm
Divine Ability: Dexterity or Intelligence
Divine Skill: Stealth
Domains: Darkness, Death, Pain, Trickery
Alternate Domains: Decay or Tyranny
Cleric Spells: 1st Grim Tendrils, 2nd Spectral Hand, 3rd Vampiric Touch, 4th Enervation, 5th Shadow Blast
Favored Weapon: Dagger
Titles & Factions: Death Bringers, Deathstalkers
Garb: Clerics of Bhaal often wear leather armor and purple hooded cloaks with skull clasps and a gauze veil

Chauntea (Chatuna, Bhalla, Jannath)
The Great Mother, the Grain Goddess, Earthmother
(Greater Deity)
Symbol: Blooming rose on a sunburst wreath of golden grain
Alignment: NG
Portfolio: Agriculture, plants cultivated by humans, farmers, gardeners, summer
Worshipers: Peasants and indentured servants, druids, farmers, gardeners
Divine Font: heal
Divine Ability: Constitution or Wisdom
Divine Skill: Nature
Domains: Earth, Family, Nature, Protection
Alternate Domains: Sun or Toil
Cleric Spells: 1st Ant Haul, 2nd Entangle 3rd Wall of Thorns, 4th Speak with Plants. 5th Control Water
Favored Weapon: A shock of grain (scythe)
Titles & Factions: Nurturers, Pastorals, True Shapers
Garb: Unassuming, practical clothing of forest green, white and yellow with a brown cloak.

Deneir
Lord of all Glyphs and Images, The Scribe of Oghma, The First Scribe
(Lesser Deity)
Symbol: Lit candle above an open eye
Alignment: NG
Portfolio: Glyphs, literacy, scribes, pictorial & literary art, cartography
Worshipers: Artists, scribes, scholars
Divine Font: heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Society
Domains: Glyph, Knowledge, Protection, Truth
Alternate Domains: Toil or Vigil
Cleric Spells: 1st Message Rune, 2nd Magic Mouth 3rd Secret Page, 4th Forgotten Lines 5th Secret Chest
Favored Weapon: “Whirling Glyph” (dagger)
Titles & Factions: Glyphscribes
Garb: Brown, tan, cream, white or orange robes.

Eldath
Goddess of Singing Waters, Mother Guardian of Groves, the Green Goddess
(Lesser Deity)
Symbol: Waterfall plunging into a still pond
Alignment: NG
Portfolio: Quiet places, springs, pools, peace, waterfalls
Worshipers: Druids, pacifists, rangers
Divine Font:  heal
Divine Ability: Dexterity or Wisdom
Divine Skill: Nature
Domains: Family, Nature, Protection, Water
Alternate Domains: Family or Perfection
Cleric Spells: 1st Pass Without Trace, 2nd Animal Messenger, 3rd Non-detection, 4th Hallucinatory Terrain, 5th Control Water, 6th Tangling Creepers
Favored Weapon: Net
Titles & Factions: The Gentle
Garb: Simple green and blue robes decorated with water-coloured (blue, green, translucent, and opalescent) semiprecious gems and embroidery in water patterns

Gond
Wonderbringer, Lord of All Smiths
(Intermediate Deity)
Symbol: A toothed metal, bone, or wood cog with four spokes
Alignment: N
Portfolio: Artifice, craft, construction and smithwork
Worshipers: Blacksmiths, crafters, engineers, gnomes, inventors, woodworkers, alchemists
Divine Font:  harm or heal
Divine Ability: Intelligence or Strength
Divine Skill: Crafting
Domains: Creation, Earth, Fire, Knowledge
Alternate Domains: Ambition or Toil
Cleric Spells: 1st Temporary Tool, 2nd Enlarge, 3rd Hypercognition, 4th Creation, 5th Dreaming Potential
Favored Weapon: “Craftmaster” (warhammer)
Titles & Factions: Artificers
Garb: Saffron ceremonial vestments with a crimson collar and stole. Leather sash dotted with small tools, buckles, locks, hooks and hooks over the right shoulder ending in a large pouch. Sunhats and belts of large, linked metal medallions.

Gwaeron (Salon)
Master of Tracking, Tracker who Never Goes Astray, The Mouth of Meielikki, The Archer, Trueshot
(Intermediate Deity)
Symbol: Paw print with a five-pointed star in its centre or three parallel golden arrows all facing up.
Alignment: NG
Portfolio: Trackers, rangers, archers, fletchers, bowyers, and those who hunt by the bow
Worshipers: Rangers, hunters, archers, game-keepers, soldiers
Divine Font:  heal
Divine Ability: Dexterity or Strength
Divine Skill: Survival
Domains: Freedom, Nature, Travel, Zeal
Alternate Domains: Air or Perfection
Cleric Spells: 1st True Strike, 2nd Shape Wood, 3rd Wall of Thorns, 4th Speak with Plants, 5th Treestride
Favored Weapon: “Flameheart” (greatsword) or “Far Horizon” (longbow)
Titles & Factions: Browncloak
Garb: Clerics of Salon usually wear forest greens with a brown cloak.

Helm (Surakmana)
The Watcher, the Vigilant One
(Intermediate Deity)
Symbol: Staring eye with blue pupil on the front of upright war gauntlet
Alignment: LN
Portfolio: Guardians, protectors, protection
Worshipers: Explorers, fighters, guards, mercenaries, paladins
Divine Font:  heal
Divine Ability: Constitution or Wisdom
Divine Skill: Society
Domains: Cities, Duty, Might, Protection
Alternate Domains: Family or Zeal
Cleric Spells: 1st Anticipate Peril, 2nd See Invisibility, 3rd Nondetection, 4th Resilient Sphere, 5th Cloak of Colors
Favored Weapon: “Ever Watchful” (bastard sword)
Titles & Factions: The Watchful, Vigilators
Garb: Spotless shining armor, open faced helms, red cloaks and tabard of steely grey. Many take levels of fighter or paladin

Grumbar (Etugen, Grome)
Earthlord, Boss of Earth, Gnarly One, King of the Land Below the Roots
(Greater Deity)
Symbol: Mountains on purple
Alignment: N
Portfolio: Elemental earth, Solidity, Changelessness, Oaths
Worshipers: Elemental archons of earth, fighters, monks, rangers
Divine Font:  harm or heal
Divine Ability: Constitution or Strength
Divine Skill: Survival
Domains: Duty, Earth, Time, Toil
Alternate Domains: Nature or Vigil
Cleric Spells: 1st Earthbind, 2nd Summon Elemental, 3rd Meld into Stone, 4th Stoneskin, 5th Elemental Form
Favored Weapon: “Stony Fist” (warhammer)
Titles & Factions: Holds
Garb: Earth coloured clothing.

Hoar (Assuran)
The Doombringer, Lord of Three Thunders, Poet of Justice
(Exarch)
Symbol: Black-gloved hand holding a coin with a two-faced head
Alignment: LN
Portfolio: Revenge, retribution, poetic justice
Worshipers: Assassins, fighters, rogues, seekers of retribution
Divine Font:  harm
Divine Ability: Strength or Wisdom
Divine Skill: Society
Domains: Duty, Fate, Pain, Travel
Alternate Domains: Truth or Zeal
Cleric Spells: 1st Agitate, 2nd Paranoia, 3rd Hypercognition, 4th Glibness, 5th Crushing Despair
Favored Weapon: “Retribution’s Sting” (javelin)
Titles & Factions: The Vengeful
Garb: Blues and black cloths or leathers

Ilmater
The Crying God, The Broken God
(Intermediate Deity)
Symbol: Hands bound at the wrist with red cord
Alignment: LG
Portfolio: Endurance, suffering, martyrdom, perseverance
Worshipers: The lame, the oppressed, the poor, monks, paladins, serfs, slaves
Divine Font:  heal
Divine Ability: Strength or Wisdom
Divine Skill: Medicine
Domains: Family, Healing, Might, Perfection
Alternate Domains: Freedom or Sun
Cleric Spells: 1st Endure, 2nd False Life, 3rd Non Detection, 4th Telepathy, 5th Shadow Siphon
Favored Weapon: Unarmed strike.
Titles & Factions: The Adorned, Painbearers, Sanctars
Garb: Solid grey tunic, tabard, and trousers, or grey robes. Grey or red skullcaps.

Istishia (Straasha)
The Water Lord, King of Water Elementals, God-King of the Undines
(Greater Deity)
Symbol: Cresting wave
Alignment: N
Portfolio: Elemental Water, Purification
Worshipers: Elemental archons of water, bards, sailors, travellers
Divine Font:  harm or heal
Divine Ability: Strength or Wisdom
Divine Skill: Survival
Domains: Change, Nature, Repose, Water
Alternate Domains: Lightning or Moon
Cleric Spells: 1st Hydraulic Push, 2nd Summon Elemental, 3rd Aqueous Orb, 4th Hydraulic Torrent, 5th Elemental Form
Favored Weapon: “Wave” (warhammer)
Titles & Factions: Tides
Garb: Blues and green coloured clothing.

Javanar
The Blackspell
(Exarch)
Symbol: A black book with an icicle on one page and a flame on the other
Alignment: NE
Portfolio: Patron of evil mages and Veskian wizard slayers. Patron of necromantic magic.
Worshipers: Veskian wizards and mages, necromancers
Divine Font:  harm
Divine Ability: Intelligence or Wisdom
Divine Skill: Deception
Domains: Death, Destruction, Knowledge, Magic
Alternate Domains: Ambition or Glyph
Cleric Spells: 1st Grim Tendrils, 2nd Spectral Hand, 3rd Paralyze, 4th Seal Fate, 5th Black Tentacles
Favored Weapon: Black wood staff shod with iron.
Titles & Factions: Blackspells
Garb: Clerics of Javanar often wear dull black, grey or regal purple robes. Many take levels as wizards.

Kelasma (Kel, Kelem, Kelemvor, Ju-dug, Pharas, Pharasma)
Goddess of Birth and Death, Lady of Graves, Lord of the Dead, Judge of the Damned
(Greater Deity)
Symbol: A blue swirl or a set of golden scale on a gray field
Alignment: N
Portfolio: Birth, death, the dead, souls, fate, prophecy, the eternal cycle
Worshipers: Undead hunters, midwives, morticians, mourners, grave-diggers, physicians, pregnant people, prophets, scholars, those close to death or engaged in deadly ventures
Divine Font:  heal
Divine Ability: Constitution or Wisdom
Divine Skill: Medicine
Domains: Death, Fate, Healing, Knowledge
Alternate Domains: Repose, Souls, Time or Vigil
Cleric Spells: 1st Mind Link, 2nd Spectral Hand, 3rd Ghostly Weapon, 4th Phantasmal Killer, 5th Telepathic Bond
Favored Weapon: “Fatal Touch” (bastard sword) or “Midwives Knife” (dagger)
Titles & Factions: Father/Mother, Grave-hunter
Garb: Blue, black or purple robes or clothing often with red, or silver edging or piping.

Kossuth (Kakatal)
The Lord of Flames, The Firelord, The Tyrant-King, Tyrant Among Fire
(Greater Deity)
Symbol: A twining red flame
Alignment: N
Portfolio: Elemental fire, Purification through fire
Worshipers: Druid, elemental archons of fire, fire creatures
Divine Font:  harm or heal
Divine Ability: Charisma or Intelligence
Divine Skill: Intimidation
Domains: Change, Destruction, Fire, Pain
Alternate Domains: Ambition or Toil
Cleric Spells: 1st Burning Hands, 2nd Summon Elemental, 3rd Fireball, 4th Fire Shield, 5th Elemental Form
Favored Weapon: “Tendril of Flame” (spiked chain)
Titles & Factions: Disciple of the Phoenix, Disciple of the Salamander, Sisters of the Purifying Flame
Garb: Red, orange and yellow clothing.

Lathander
The Morninglord
(Greater Deity)
Symbol: Sunrise made of rose, red, and yellow gems
Alignment: NG
Portfolio: Spring, dawn, athletics, birth, renewal, creativity, youth, vitality, self-perfection and athletics
Worshipers: Aristocrats, artists, athletes, merchants, monks, the young
Divine Font: heal
Divine Ability: Charisma or Strength
Divine Skill: Athletics
Domains: Freedom, Might, Protection, Sun
Alternate Domains: Cities or Confidence
Cleric Spells: 1st Fleet Step, 2nd Enthrall, 3rd Fireball, 4th Fire Shield, 5th Chromatic Wall
Favored Weapon: “Dawnspeaker” (light or heavy mace)
Titles & Factions: The Awakened, Dawnbringers, Dawngreeters, Dawnlords, Morninglord
Garb: Vestments of white and yellow, blue garments edged in silver and gold or armor detailed in silver and gold

Leira
Lady of Mists, Guardian of Liars, Mistshadow, Lady of Deception
(Lesser Deity)
Symbol: Point-down triangle containing a swirl of mist
Alignment: CN
Portfolio: Goddess of deception, illusion, liars, mist, and shadow
Worshipers: Illusionists, politicians, unscrupulous criminals
Divine Font:  harm or heal
Divine Ability: Charisma or Wisdom
Divine Skill: Deception
Domains: Delerium, Magic, Secrecy, Trickery
Alternate Domains: Freedom or Glyph
Cleric Spells: 1st Illusory Disguise, 2nd Misdirection, 3rd Invisibility Sphere, 4th Glibness 5th Illusory Scene
Favored Weapon: Dagger
Titles & Factions: The Mistcallers, Mistshadows
Garb: Clerics of Leira wear silver masks and often disguised themselves to deceive those around them. Many take levels in illusionist or rogue
 

Lliira
Joybringer, Mistress of Revels, Our Lady of Joy
(Lesser Deity)
Symbol: Triangle of three six-pointed stars
Alignment: CG
Portfolio: Joy, happiness, contentment, dance, freedom, release, festivals
Worshipers: Bards, dancers, entertainers, poets, revellers, singers
Divine Font:  heal
Divine Ability: Charisma or Dexterity
Divine Skill: Performance
Domains: Freedom, Indulgence, Passion, Trickery
Alternate Domains: Family or Travel
Cleric Spells: 1st Jump, 2nd Glitterdust, 3rd Levitate, 4th Veil, 5th Illusory Scene
Favored Weapon: “Sparkle” Shuriken
Titles & Factions: Joydancers, Scarlet Mumers
Garb: Loose fitting yellow dresses and white robes for ceremonies. A wide variety of costumes and dresses.

Loviatar
Maiden of Pain, the Willing Whip, Patroness of Torturers
(Lesser Deity)
Symbol: A nine stranded whip, the ends bloody and barbed
Alignment: LE
Portfolio: Pain, hurt, agony, torment, suffering, torture
Worshipers: Beguilers, torturers, evil warriors, the depraved
Divine Font:  harm
Divine Ability: Constitution or Wisdom
Divine Skill: Intimidation
Domains: Ambition, Might, Pain, Passion
Alternate Domains: Destruction or Void
Cleric Spells: 1st Phantom Pain, 2nd Acid Arrow, 3rd Wall of Thorns, 4th Glibness, 5th Blister
Favored Weapon: “Painbringer” (whip)
Titles & Factions: Inflictors, Lashers
Garb: Scant leather or chain armor. Many take levels in fighter specialising in the whip, sorcerer, or enchanter

Malar
The Beastlord, the Black-Blooded One
(Lesser Deity)
Symbol: Bestial claw with brown fur and curving bloody talons
Alignment: CE
Portfolio: Bloodlust, evil lycanthropes, hunters, marauding beasts and monsters, stalking
Worshipers: Hunters, evil lycanthropes, sentient carnivores, rangers, druids
Divine Font:  harm
Divine Ability: Dexterity or Strength
Divine Skill: Survival
Domains: Change, Might, Moon, Nature
Alternate Domains: Freedom or Trickery
Cleric Spells: 1st Fear, 2nd Animal Form, 3rd Animal Vision, 4th Bestial Curse, 5th Moon Frenzy
Favored Weapon: A beast’s claw (claw bracer)
Titles & Factions: Bloodhunters
Garb: Animal skin helm and cloak. Many take levels in barbarian, ranger or druid

Mask
Master of All Thieves, Lord of Shadows
(Lesser Deity)
Symbol: Black velvet mask tinged with red
Alignment: NE
Portfolio: Thieves, thievery and shadows
Worshipers: Assassins, beggars, criminals, rogues, shades, shadowdancers
Divine Font:  harm
Divine Ability: Charisma or Dexterity
Divine Skill: Thievery
Domains: Ambition, Darkness, Luck, Trickery
Alternate Domains: Secrecy or Wealth
Cleric Spells: 1st Illusory Disguise, 2nd Invisibility 3rd Non Detection, 4th Phantasmal Killer 5th Passwall
Favored Weapon: “Stealthwhisper” (longsword)
Titles & Factions: Darkfingers
Garb: Tunics, trousers and a black mask or gauze worn under a long hooded grey cloak. Many take levels of rogue or assassin

Mielikki
Our Lady of the Forest, the Forest Queen
(Intermediate Deity)
Symbol: Golden-horned, blue-eyed unicorn’s head facing left
Alignment: NG
Portfolio: Autumn, forests, forest creatures, rangers, dryads
Worshipers: Druids, fey creatures, foresters, rangers
Divine Font:  heal
Divine Ability: Dexterity, Constitution
Divine Skill: Survival
Domains: Earth, Freedom, Nature, Travel
Alternate Domains: Moon or Trickery
Cleric Spells: 1st Summon Animal, 2nd Barkskin, 3rd Animal Vision, 4th Spike Stones, 5th Tree Stride
Favored Weapon: “The Hornblade” (scimitar)
Titles & Factions: Forestarms, Needles
Garb: Trousers, brown boots, a short cape, and a tabard that is long-sleeved in the winter and short in the summer. Colours vary with the season. Many take levels of ranger and druid

Milil
Lord of Song, the One True Hand of All-Wise Oghma
(Lesser Deity)
Symbol: Five-stringed harp made of silver leaves
Alignment: NG
Portfolio: Poetry, song, eloquence
Worshipers: Adventurers, bards, entertainers
Divine Font:  heal
Divine Ability: Charisma or Dexterity
Divine Skill: Performance
Domains: Creation, Family, Knowledge, Passion
Alternate Domains: Cities or Repose
Cleric Spells: 1st Ventriloquism, 2nd Telekinetic Maneuver 3rd Enthrall, 4th Suggestion 5th Tongues
Favored Weapon: “Sharptongue” (rapier)
Titles & Factions: Sorlyn
Garb: Flamboyant colourful garb, never robes, or expensive costumes.

 

Myrkul
The Reaper, Lord of Bones, Lord of the Dead
(Greater Deity)
Symbol: White human skull
Alignment: NE
Portfolio: God of corruption, the dead, death, old age
Worshipers: Nihilists, death cults, grave-diggers, intelligent undead
Divine Font:  harm
Divine Ability: Constitution or Wisdom
Divine Skill: Intimidation
Domains: Darkness, Death, Pain, Undeath
Alternate Domains: Destruction or Pain
Cleric Spells: 1st Fear, 2nd Feast of Ashes, 3rd Vampiric Touch, 4th Phantasmal Killer, 5th Abyssal Plague
Favored Weapon: Scythe
Titles & Factions: The Anointed, Grinning Anointed
Garb: Clerics of Myrkul wear long hooded robes often black, grey or ashen in colour, sometimes with a skull mask.

Mystra
The Lady of Mysteries, the Mother of All Magic
(Greater Deity)
Symbol: Circle of seven blue-white stars with red mist flowing from the centre
Alignment: NG
Portfolio: Magic, spells, the Weave
Worshipers: Elves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, arcanists, wizards
Divine Font:  harm or heal
Divine Ability: Intelligence or Charisma
Divine Skill: Arcana
Domains: Creation, Knowledge, Magic, Perfection
Alternate Domains: Glyph or Secrecy
Cleric Spells: 1st: Magic Missile, 2nd: Magic mouth, 3rd: Levitate, 4th: Globe of Invulnerability, 5th: Prying Eye, 6th: Wall of Force, 7th: Warp Mind, 8th: Maze, 9th: Disjunction
Favored Weapon: Seven whirling stars (shuriken)
Titles & Factions: Servants
Garb: Simple blue robes, sometimes trimmed with white or silver thread, accented by a cloak of deep blue

Oghma
The Lord of Knowledge, Binder of What is Known
(Greater Deity)
Symbol: Blank scroll
Alignment: N
Portfolio: Knowledge, invention, inspiration, bards
Worshipers: Artists, bards, cartographers, inventors, lore masters, sage, scholars, scribes, wizards
Divine Font:  harm or heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Lore (any one)
Domains: Knowledge, Luck, Travel, Trickery
Alternate Domains: Protection or Truth
Cleric Spells: 1st Share Lore, 2nd Magic Mouth, 3rd Hypercognition, 4th Clairvoyance, 5th Tongues
Favored Weapon: “Mortal Strike” (longsword)
Titles & Factions: Keepers, Namers
Garb: Practical travellers garb and light armor often worn with a breastplate and knee length boots

Ralishaz (Cyr, Cyric, Cyruk)
The Mad God, Prince of Lies, Prince of Strife, the Dark Sun, the Black Sun, Lord of Insanity, The Unlooked For, The Fatal
(Greater Deity)
Symbol: Three bones or a white jawless skull on black or purple sunburst
Alignment: CE
Portfolio: Madness, insanity, murder, lies, intrigue, deception, strife
Worshipers: The insane, maniacs, anarchists, power hungry individuals, murders, killers, liars, slavers, blood thirsty brigands, assassins
Divine Font:  harm
Divine Ability: Dexterity or Intelligence
Divine Skill: Deception
Domains: Ambition, Destruction, Secrecy, Trickery
Alternate Domains: Darkness or Delirium
Cleric Spells: 1st Illusory Disguise, 2nd Hideous Laughter, 3rd Enthrall, 4th Glibness, 5th Synesthesia
Favored Weapon: “Razor’s Edge” (longsword)
Titles & Factions: Blackguards
Garb: Black or dark purple robes trimmed with silver

Savras (Akbasi)
The All-Seeing, He of the Third Eye, Lord of Divination
(Exarch)
Symbol: Crystal ball containing many kinds of eyes
Alignment: LN
Portfolio: Divination, Fate, Truth
Worshipers: Diviners, judges, monks, seekers of truth, spellcasters
Divine Font:  harm or heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Occultism
Domains: Fate, Knowledge, Magic, Truth
Alternate Domains: Time or Vigil
Cleric Spells: 1st True Strike, 2nd Invisibility, 3rd Clairaudience, 4th Clairvoyance, 5th Telepathic Bond
Favored Weapon: “Eye of Savras” (dagger)
Titles & Factions: Diviners
Garb: Armor or red clothes and cloaks.

Selune
Our Lady of Silver, the Moonmaiden
(Intermediate Deity)
Symbol: Pair of female eyes surrounded by seven silver stars
Alignment: CG
Portfolio: Moon, stars, navigation, navigators, wanderers, questers, good and neutral lycanthropes
Worshipers: Female spellcasters, good and neutral lycanthropes, navigators, monks, sailors
Divine Font:  heal
Divine Ability: Intelligence or Wisdom
Divine Skill: Survival
Domains: Darkness, Moon, Protection, Travel
Alternate Domains: Stars or Water
Cleric Spells: 1st Longstrider, 2nd Sea Surge, 3rd Hypercognition, 4th Blink, 5th Moon Frenzy
Favored Weapon: “The Rod of Four Moons” (heavy mace)
Titles & Factions: Mooncloaks
Garb: White, silver, blue or grey garments or cloaks often stitched in silver.

Shar
Mistress of the Night, Lady of Loss, Dark Goddess
(Greater Deity)
Symbol: Black disk with deep purple border
Alignment: NE
Portfolio: Dark, night, loss, forgetfulness, unrevealed secrets, caverns, dungeons and the Underdark
Worshipers: Anarchists, assassins, avengers, monks, nihilists, rogues, shadow adepts, shadowdancers
Divine Font:  harm
Divine Ability: Intelligence or Wisdom
Divine Skill: Stealth
Domains: Darkness, Earth, Knowledge, Sorrow
Alternate Domains: Secrecy or Void
Cleric Spells: 1st Ray of Enfeeblement, 2nd Touch of Idiocy, 3rd Threefold Aspect, 4th Confusion, 5th Crushing Despair
Favored Weapon: “The Disk of Night” (chakram)
Titles & Factions: Darkshars
Garb: As little as a single garment or as much as heavy robes, in black and purple.

Shaundakul (Fharlanghn)
Rider of the Winds, the Helping Hand
(Lesser Deity)
Symbol: A wind-walking bearded man in traveler’s cape and boots
Alignment: CN
Portfolio: Travel, exploration, portals. miners, caravans
Worshipers: Explorers, caravaneers, rangers, portal-walkers, half-elves
Divine Font:  harm or heal
Divine Ability: Wisdom
Divine Skill: Diplomacy
Domains: Air, Protection, Travel, Wealth
Alternate Domains: Repose or Toil
Cleric Spells: 1st Longstrider, 2nd Obscuring Mist, 3rd Shifting Sand, 4th Aerial Form, 5th Shadow Walk
Favored Weapon: “Sword of Shadows” (greatsword)
Titles & Factions: Riders
Garb: A dark swirling cloak over garb appropriate to the trail. Dark colours and silver. Priests often wear their holy symbol on the back of their gauntlet.

Silvanus
Oak Father, the Forest Father, Treefather
(Greater Deity)
Symbol: Green living oak leaf
Alignment: N
Portfolio: Wild nature, druids
Worshipers: Druids, woodsmen, wood elves
Divine Font:  harm or heal
Divine Ability: Charisma or Wisdom
Divine Skill: Nature
Domains: Earth, Nature, Protection, Water
Alternate Domains: Moon or Sun
Cleric Spells: 1st Summon Animal, 2nd Tree Shape, 3rd Earthbind, 4th Speak with Plants, 5th Tree Stride
Favored Weapon: “The Great Mallet of Silvanus” (maul)
Titles & Factions: Oakservants
Garb: Armor made of overlapping leaves (scale or leather) and a helm with oak leaf shaped wings.

Sune
Firehair, Lady Firehair
(Greater Deity)
Symbol: Face of a red-haired, ivory-skinned beautiful woman
Alignment: CG
Portfolio: Beauty, love and passion
Worshipers: Lovers, artists, half-elves, adventurers
Divine Font:  heal
Divine Ability: Charisma or Dexterity
Divine Skill: Society
Domains: Freedom, Passion, Protection, Trickery
Alternate Domains: Dreams or Perfection
Cleric Spells: 1st Charm, 2nd Touch of Idiocy, 3rd Enthrall, 4th Suggestion, 5th Cloak of Colours
Favored Weapon: A silken sash (whip)
Titles & Factions: Heartguides
Garb: White or crimson monastic robes cut to show off the figure of the wearer.

Talona
Lady of Poison, Mistress of Disease, Mother of all Plagues
(Lesser Deity)
Symbol: Three amber teardrops on a purple triangle
Alignment: CE
Portfolio: Disease, poison
Worshipers: Assassins, druids, healers, rogues, those suffering from disease and illness
Divine Font:  harm
Divine Ability: Constitution or Wisdom
Divine Skill: Crafting
Domains: Death, Delirium, Plague, Trickery
Alternate Domains: Decay or Secrecy
Cleric Spells: 1st Goblin Pox, 2nd Feast of Ashes, 3rd Stinking Cloud, 4th Chroma Leach, 5th Cloudkill
Favored Weapon: A scabrous hand (unarmed strike)
Titles & Factions: Tearers, Talontar
Garb: Green and purple hooded robes.

Talos
The Destroyer, the Storm Lord
(Greater Deity)
Symbol: An explosive lightning strike
Alignment: CE
Portfolio: Storms, destruction, rebellion, conflagrations, earthquakes and vortices
Worshipers: Those who fear the destructive power of nature, barbarians, fighters, druids, half-orcs
Divine Font:  harm
Divine Ability: Constitution or Strength
Divine Skill: Intimidation
Domains: Destruction, Fire, Lightning, Zeal
Alternate Domains: Air or Earth
Cleric Spells: 1st Shockwave, 2nd Obscuring Mist, 3rd Lightning Bolt, 4th Stone Spikes, 5th Control Water
Favored Weapon: A lightning bolt (longspear, short-spear, or half-spear)
Titles & Factions: Tempests
Garb: Ceremonial robes of blue-white streaked with crimson or robes and cloaks of black shot through with teardrops and jagged lines of gold or silver. Black eye-patch and or a jagged helm.

Tempus
Lord of Battles, Foehammer
(Greater Deity)
Symbol: A blazing silver sword on a blood-red shield
Alignment: CN
Portfolio: War, battle, warriors
Worshipers: Warriors, fighters, barbarians, rangers, half-orcs
Divine Font:  harm or heal
Divine Ability: Constitution or Strength
Divine Skill: Athletics
Domains: Confidence, Might, Protection, Zeal
Alternate Domains: Perfection or Pain
Cleric Spells: 1st True Strike, 2nd Enlarge, 3rd Ghostly Weapon, 4th Weapon Storm, 5th Impaling Spike
Favored Weapon: “Battle Prowess” (battleaxe)
Titles & Factions: Hammers
Garb: Worn and pitted armor, crimson, brown, red or amber tabards or over-robes.

Torm
The True, the True Deity, the Loyal Fury
(Lesser Deity)
Symbol: Right-hand gauntlet held upright with palm forward
Alignment: LG
Portfolio: Duty, loyalty, obedience, paladins
Worshipers: Paladins, heroes, good fighters and warriors, guardians, knights, loyal courtiers
Divine Font:  heal
Divine Ability: Strength or Wisdom
Divine Skill: Diplomacy
Domains: Duty, Healing, Protection, Truth
Alternate Domains: Family or Zeal
Cleric Spells: 1st Mage Armor, 2nd Phantom Steed, 3rd Wall of Wind, 4th Stoneskin, 5th Summon Dragon
Favored Weapon: “Duty’s Bond” (greatsword)
Titles & Factions: The True or True Guardian
Garb: Armor and overgarments in blue and gold.

Tymora
Lady Luck, the Lady Who Smiles, Our Smiling Lady
(Greater Deity)
Symbol: Silver coin with Tymora’s face surrounded by shamrocks
Alignment: CG
Portfolio: Good fortune, skill, victory, adventurers
Worshipers: Rogues, gamblers, adventurers, halflings
Divine Font:  heal
Divine Ability: Charisma or Dexterity
Divine Skill: Deception
Domains: Knowledge, Luck, Protection, Travel
Alternate Domains: Ambition or Fate
Cleric Spells: 1st True Strike, 2nd Blur, 3rd Nondetection, 4th Creation, 5th Tongues
Favored Weapon: A spinning coin (shuriken)
Titles & Factions: Luckbringers
Garb: Robes and cloaks in blue, cyan and white often edged in yellow or gold.

Tyr
The Even-Handed, the Maimed God, the Just God
(Greater Deity)
Symbol: Balanced scales resting on a warhammer
Alignment: LG
Portfolio: Justice
Worshipers: Paladins, judges, magistrates, lawyers, police, the oppressed
Divine Font:  heal
Divine Ability: Strength or Wisdom
Divine Skill: Society
Domains: Cities, Duty, Knowledge, Truth
Alternate Domains: Perfection or Zeal
Cleric Spells: 1st Endure, 2nd Water Walk, 3rd Mind Reading, 4th Reflective Scales, 5th Mind Probe
Favored Weapon: “Justicar” (longsword)
Titles & Factions: The Just or Justicars
Garb: Armor, a black glove and garments in blue and purple.

Umberlee
The Bitch Queen, Queen of the Deeps
(Intermediate Deity)
Symbol: Blue-green wave curling left and right
Alignment: CE
Portfolio: Oceans, currents, waves, sea winds
Worshipers: Sailors, were-sharks, sentient sea creatures, coastal dwellers
Domains: Chaos, Destruction, Evil, Ocean, Storm, Water
Divine Font:  harm or heal
Divine Ability: Constitution or Strength
Divine Skill: Intimidation
Domains: Change, Destruction, Lightning, Water
Alternate Domains: Fate or Nature
Cleric Spells: 1st Gust of Wind, 2nd Sea Surge, 3rd Feet to Fins, 4th Hydraulic Torrent, 5th Control Water
Favored Weapon: “Drowning Death” (trident)
Titles & Factions: Undrowned
Garb: Blue clothes and a voluminous blue or sea green cloak lined with white fur to represent the crashing waves.

Valkur (Xerbo)
Captain of the Waves, The Mighty, Old Steady Hands, The Navigator, The Fisherman, The Daring Corsair, The Pirate King, The Raider
(Exarch)
Symbol: Cloud with three lightning bolts on a shield
Alignment: CN
Portfolio: Favourable Winds, Naval Combat, Ships
Worshipers: Fighters, rogues, sailors, pirates, Vanasze, fishermen, naval explorers
Divine Font:  harm or heal
Divine Ability: Dexterity or Constitution
Divine Skill: Athletics
Domains: Air, Fate, Trickery, Water
Alternate Domains: Confidence or Toil
Cleric Spells: 1st Gust of Wind, 2nd Obscuring Mist, 3rd Feet to Fins, 4th Hydraulic Torrent, 5th Mariner’s Curse
Favored Weapon: “The Captain’s Cutlass” (curved bladed sword)
Titles & Factions: Farsails, Keelers, Nord Raiders, Vanasze Captains Accord
Garb: Loose fitting sailors clothing or captains garb.

Waukeen
Merchant’s Friend
(Lesser Deity)
Symbol: Gold coin with Waukeen’s profile facing left
Alignment: N
Portfolio: Cities, commerce, trade, money, wealth
Worshipers: Merchants, traders, the wealthy, rogues (those who learn thievery art in order to fight thieves)
Divine Font:  harm or heal
Divine Ability: Charisma or Wisdom
Divine Skill: Diplomacy
Domains: Cities, Knowledge, Travel, Wealth
Alternate Domains: Ambition or Toil
Cleric Spells: 1st Lock, 2nd Phantasmal Treasure, 3rd Shrink Item, 4th Creation, 5th Tongues, 7th Magnificent Mansion
Favored Weapon: Cloud of coins (nunchaka)
Titles & Factions: Truetraders, Goldpalms
Garb: White ceremonial robes embroidered with red, yellow and golden thread.

Rune of Pain

RUNE OF PAIN          SPELL 5

RARE ABJURATION

Traditions arcane, occult
Cast 1 minute (material, somatic, verbal)
Range touch; Targets 1 object or a 5-foot-by-5-foot area
Duration unlimited (see below)
Saving Throw Fortitude
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You trace a rune of pain upon the target object or surface making it as small as 1-inch or as large as 3-feet across. You must choose a single word or short phrase to bypass the rune which is invisible to anyone other than you. Any creature that touches the target container or enters the target area that doesn’t speak a passphrase activates the rune, which survivors describe debilitating pain in every part of their body. The effect is based on the target’s Fortitude save.

Critical Success The target is unaffected.
Success The target takes 5d8 negative damage.
Failure The target takes 5d8 negative damage, 1d4 persistent damage, and the target is slowed 2. If the target recovers from the persistent damage the slow condition is removed.
Critical Failure The target takes 5d8 negative damage, 5d4 persistent damage, and the target is slowed 2. If the target recovers from the persistent damage the slow condition is removed.

Any creature attempting to help the target will take 1d4 points of necrotic damage per round while in contact with the victim and magical healing will fail.

You can dismiss a rune of pain by spending an action and speaking the password. You can have multiple runes of pain active equal to your spellcasting ability modifier.

If an area traced with a rune of pain is surveyed with a Detect Magic spell the rune is clearly visible as a shimmering orange glyph. Fake rune of pain are often laid using a combination magic aura, arcane mark and invisibility spells.

If a dispel magic spell is used unsuccessfully to remove a rune of pain it automatically discharges onto the caster. A miracle or wish will remove the rune.

Fire Lance

FIRE LANCE          SPELL 5

RARE EVOCATION

Traditions arcane, occult
Cast >>> material. somatic, verbal
Duration sustained up to 1 hour
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You create a shimmering beam of fire between 1 inch to 5 feet to extend from your index finger. When you Sustain the Spell you can change the length of the beam or cause it to burst into flames hot enough to ignite flammable items and shed bright light in a 30-foot radius (and dim light to the next 30 feet). The fire lance turns blue on contact with magical items.

The fire lance can be used as a weapon and has Reach if extended longer than 5 feet. Make a spell attack roll. The fire lance deals fire damage equal to 5d4 + your spellcasting modifier.

Critical Success The target takes double damage and 1d4 persistent fire damage.
Success The target takes normal damage.

The fire lance is particularly effective at cutting through web, wall of thorns and wall of ice spells. You can cut a 5-foot deep tunnel for every move action you take.

Phantom Rope

PHANTOM ROPE          SPELL 2

UNCOMMON CONJURATION

Traditions arcane, occult
Cast >> somatic, verbal
Range 200 feet
Duration 1 hour
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A rope of magical force materializes in your hands. You can direct either or both ends of the rope to fly and attach itself to any anchoring point within the spells range. An anchoring point can be anything that would normally support a non-magical rope fitted with a grappling hook.

Any creature using the rope gains a climb Speed equal to half of their land Speed.

The rope cannot used to attack or restrain an enemy. It may be used as a trip wire or a part of a trap.

The rope has AC 5, Hardness of 10, and 40 Hit Points. It is immune to critical hits and precision damage. You can Dismiss the spell.
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Heightened (+1) The range increases by 50 feet.