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Phant-Chaotic Evil

Draco and Myra-Lawful Neutral/Neutral Good

Balin-Chaotic Neutral

Azimuth-True Neutral


Lexor-Lawful Good

Ator-True Neutral

Lent- Neutral Good

Krahs-Lawful Neutral

Arwin-Chaotic Neutral

Racine-Lawful Good


Mansal-Chaotic Neutral

Pikahl-Lawful Good

Mendar-Chaotic Evil

Imbrol-Chaotic Evil


Callus-Lawful Evil

Kannon-Lawful Good

Solt-Chaotic Neutral

Tameras-Lawful Neutral

Fey-Chaotic Good

Ormanari-Neutral Good

Quiom-Chaotic Good

Quiom Holy Symbol

The unenviable duty of being the goddess of the Ways of Peace, as well as that of keeping Callus and Solt in line, falls on Quiom. She fills this daunting role admirably. She has a wisdom that goes beyond what is conventionally denoted by that term. Legend calls her "Racine's Beloved"; whether that means they are romantically involved or that they are somehow related, like father and daughter, is unclear.

Priest's Attributes

+ They have a permanent Sanctuary spell around them that
affects all free-willed humans and demi-humans, as well
as intelligent undead. All other beings, including
charmed humans and demi-humans, are unaffected.

+ They get a +1 on their Wisdom stat.

+ They are limited to the following weapons: club,
horseman's flail, horseman's mace, quarterstaff, and

+ They can turn undead as a priest of two levels higher
than they actually are (including being able to turn
creatures not normally turnable at their current
level), provided that they are in full clerical robes
and wearing no armor.

As should be expected of the Goddess of Peace, killing is frowned upon. There is not, however, the prohibition of killing as there is for the priests and paladins of Lexor. Priests of Quiom spend most of their time tending to the needs of their followers, gaining converts by example rather than by force, and tending to nature. Usually the speed of level advancement is inversely proportional to the time spent in helping all living things.

Major: Creation, Divination, Charm, Necromantic, Thought, Wards

Minor: Animal, Astral, Elemental, Healing, Numbers, Plant, Summoning,
Time, Travelers, Weather

Draco Holy Symbol

After the world was created, someone had to be in charge of making the grand decisions that would affect it. This job fell to Draco, although Solt has tried to talk him out of it many times. As Controller, Draco makes sure everything goes as planned. he is in charge of the changing of the seasons, the tides, and long-term human affairs. he is also in charge of the negative aspects of nature, like volcanos and locust plagues. The larger of the two moons is named in his honor. Although he has never gotten so angry at the affairs of the world that he has lost sight of his ultimate plans, he has at times made life very unpleasant for some town or province that has been behaving improp- erly. he has been granted the power to bestow druidical properties on his followers from Azimuth, and although he does this rarely, most druids pay at least a small percentage of their tithe to him.
Priests of Draco, druidical or not, cannot wear metallic armor.
However, non-druidical priests gain the following advantages:

+ They can cast find familiar as the mage spell.

+ They have an automatic proficiency in herbalism.

+ They can cast Divination and Weather spells as if they
were one level higher than they really are.

All priests of Draco are permitted to advance in level only on Full Conjunction nights, i.e., those four nights a year that both moons are full. A secret ceremony takes place in a grove near the priest's temple, and at the end of the night, the priest has gained the earned level.

Major: Animal, Law, Plant, Sun, Travelers, Weather

Minor: Astral, Charm, Creation, Divination, Elemental, Necromantic,
Numbers, Summoning, Time, Wards

Draco's Handmaiden
Myra Holy Symbol

The smaller of the two moons is named after Myra, the constant companion to Draco. Although Myra has few followers, she is prayed to by slaves, apprentices, and others who serve willingly or unwillingly. Prayers answered by her usually involve a job or project that is due in the near future. If the person is judged worthy, Myra will grant some small help in the job, such as a perfect day to work outside, a quantity of magic component that lasts longer than expected, and so forth.

Major: None

Minor: Astral, Creation, Elemental, Travelers, Weather

advancment-see above

Azimuth Holy Symbol

Although Draco controls the world, it is Azimuth that actually decides what is best for it. He made the decision, for instance, that the moons should be kept synchronous. As long as things are going smoothly, he rarely steps in to actually do anything. He is the Great Planner, and although he lets Draco and Balin do all the dirty work, there is no doubt that he is the one in charge of the planet.

Priests of Azimuth are always druidical. They adhere almost exactly to the druid class in the Player's Handbook, with the following exceptions:

+ They can turn undead as a priest of one third their
level, rounded down.

+ They can cast true seeing once a week per every two
levels, rounded up.

+ They cannot use any magic item that would change the
way things "really are", i.e. wish rings or anything
that uses illusions.

All Azimuth asks of his priests is that they keep the natural state of things going. Mountains are supposed to be where they are; so are oceans, countries, and religions. As long as nothing major will be upset by a priest's actions, all will be well.

Major: Animal, Plant, Sun, Thought, Travelers, Weather

Minor: Charm, Combat, Creation, Divination, Guardian, Healing,
Necromantic, Protection, War, Wards

Mendar Holy Symbol

War is not always an art. It gets muddy, bloody, and vicious. Mendar is the embodiment of these Horrors of War. His worshipers range from those who have simply chosen fighting as their profession due to a lack of skill in anything else, to those mercenaries and others who delight in random killing and violence for its own sake.

Priests of Mendar have the following abilities:

+ They can use any weapon.

+ They use the Fighter combat table.

+ They cannot turn undead.

+ Saving throws vs. death are made at a -2.

+ Normal (unreversed) Healing and Necromantic spells cost
2 spell "slots", but reversed (harmful) ones only cost
the normal 1.

+ They get +1 to their hit-point rolls, over and above
any Constitution bonuses.

There is (as can be expected) great emnity between the worshipers of Mendar and Lexor. A priest of Mendar must fight (to the death) to advance in levels. He or she must also actively seek out battle, and never shy away from any confrontation.

Major: Chaos, Combat, Healing, Guardian, Protection, War

Minor: Animal, Charm, Creation, Divination, Necromantic, Plant, Sun,
Travelers, Wards, Weather

Callus Holy Symbol

Callus's official title is goddess of "Non-Verbal Peace-keeping". This usually gets interpreted as meaning "Peace through Superior Firepower". Her sphere of influence encompasses those who do not wish to fight yet are quite capable of defending themselves. Whereas Lexor tries to avoid bloodshed at all costs, Callus merely tries to avoid instigating bloodshed at all costs. Callus's followers will never start a battle, but more often than not, will finish it.
Despite being one of the Gods of Peace, Callus is one of the most egotistical, short-tempered gods in this pantheon. She has been known to go to great lengths to make sure her detractors meet justice, and then some. She has even been known to wipe clean an entire island of life simply because a group of invaders had desecrated a temple of hers that had been neglected for over sixty years already.
Priests of Callus are expected never to strike the first blow in combat, although they gain the following powers to ensure their success should combat occur:

+ They gain the equivalent of a personalized bless spell against any opponent who has already struck them, per strike, for that combat only. For example, say a troll has struck a Callus priest twice. That priest now has a +2 "to hit" against that particular troll. If the troll is defeated and then regenerates after combat is broken off, the priest would go back to having no bonuses, even though it's the same troll.

+ They turn undead as a priest of one level higher than they actually are; however, they cannot turn anything that their present level does not allow them to. In addition, they come across to the intelligent undead as something they greatly dislike - to a mummy, they look like they're on fire; to a vampire, they smell like garlic, etc.

Any priest who does not do his or her utmost to defend the honor of Callus when she has been defamed will be defrocked instantly at best and killed within a day by Callus herself at worst. That's how truly egotistical she is.

Major: Charm, Creation, Divination, Law, Necromantic, Wards

Minor: Astral, Combat, Elemental, Guardian, Healing, Time, Numbers,
Protection, Summoning, Wards

Balin Holy Symbol
Balin is the only deity in this mythos that did not start out as such. The original Balin was killed in the great War of the Gods ages ago, by Lexor. It was not until soon after he was destroyed that the rest of the gods saw just how integral a part the God of Chaos actually played in the scheme of things. The world began to get far too orderly, and everything started to stagnate and crystallize. Magic started to lose its strength. Governments became outdated and inefficient by not changing along with the times. The moons fell into exact synchronous orbit. Science and the arts stopped advancing. People started pleading to the other gods to intervene and save their lives from the endless boredom.
Racine and Lexor got together with Draco and Azimuth to solve this problem. They decided to make an artifact, the Hammer of Balin, and put it in a random place Eventually, someone found it - a dwarf whose real name is lost to time - and he became the new Balin. Everything soon returned to its ways of chaos and improvement. One thing did not change - the moons were left in perfect synchronicity, to remind the gods of their mistake and the consequences.
Because of this recognized need for such a deity, Balin does not depend as much on his followers for strength as the others do. The Hammer provides him with all the power he needs to exert his influ- ence on the world. Followers, of course, are always welcomed anyway.
Balin asks little from his priests. The easiest way to earn disfavor, however, is to be discreet and hidden. He wants everyone to know who his priests are, no matter what others may think of them. His priests should be obvious and obnoxious in attitude and appearance, and always try to be the center of attention.
+ +1 constitution

+ Can hold extrodinary amounts of liquor with no ill effect

+ Can speak to all domestic & some wild animals in thier own tongue

Major: Animal, Chaos, Plant, Sun, Travelers, Weather

Minor: Astral, Combat, Elemental, Guardian, Healing, Numbers,
Protection, Summoning, Time, War

Favored by Dwarfs & Gnomes

Fey Holy Symbol
Humans don't know much about Fey but elves could tell you more. Fey is thought to be the father of all Elven gods. Sometimes called the Creator of the Elves or just "the Father", Fey is only worshipped in the elven nation. The main way of Fey is the way of art and the way of magic. A lot of the magic allowed by Fey is used to create beautiful artwork and equiptment. Fey's priests are taught singing and musical instruments from childhood.

The only time Fey's worshippers are seen outside of elvin villages is when they send the wardens (paladins) out to get some real world training. These wardens are sent out of the elven nation for a certain time period, to learn about other races both humanoid and monster, then to return. If they survive this "wilderness training", they are suited to be protectors of the elven forests.

Priests Abilities:

+When wearing studded leather or lighter armor, Priests of Fey have the ability to hide in forest areas, as a thief of 2 levels lower.

+Undead are hated by Fey's Elves and if they cannot turn it, they will go to whatever means necessary to destroy it. Fey's Priests turn as 1 level higher.

+Fey's Wardens can use any weapon as well as armor. They are required to take long sword and long bow as profs. As well as musical ability and spellcraft. They do however, get musical instrument and singing as a bonus.

Fey's priests and even Fey's Wardens are cautious around humans and other humanoids even to the point of mistrust. They do not treat half-elves any different than humans. However, priests and wardens who are in the human world, know that they will eventually have to interact with such humans, so do not shy away from confrontations. Fey's followers will try to protect the forests and nature as might druids but will only sacrifice their own lives if the forest is elven.

Major Spheres:
All,astral,charm,combat,creation,divination,guardian,healing,necromantic, protection,sun,war,wards

Minor Spheres:

Racine Holy Symbol
Racine, the Controller, is also the chosen leader of the gods. He is the god of freedom, free will, magic, and, as long as Ator stays in self-exile, energy. He provides some of the raw material that Azimuth bequeaths to Draco to do his work. It is he that all the gods turn to to allow change, settle unsettlable disputes, and make the workings of the universe as successful as possible. Being the god of freedom does not imply a chaotic nature, however; Racine strives to keep freedom a worthwhile thing to achieve and not let it decay into anarchy.
Priests of Racine are often dual-classed magic-user/clerics, having had experience in magic use before becoming priests. Non-dual- classed priests get the following abilities:

+ They can receive half (rounded down) of each level's spells from the Conjuration/Summoning, Divination, or Invocation/Evocation schools from the Wizard spell list.

+ They get a +1 to their Intelligence.

+ They have a maximum Constitution of 15.

+ They can use any magic item usually permitted only to magic-users, but only if they are following the magic- user's prohibition of armor at the time of attempted use.

+ They can only use the weapons allowable to magic-users.

Priests of Racine are supposed to further the causes of freedom, knowledge, and magic. To go up in levels, they must have demon- strated the furtherance of at least one of these causes during their adventuring or other experience-gathering (including, but not limited to: freeing slaves, using a magic item in an inventive way, helping establish or solidify a freedom-honoring government, researching a spell, etc.

Major: Astral, Elemental, Numbers, Summoning, Thought, Time

Minor: Charm, Combat, Creation, Divination, Guardian, Healing,
Necromantic, Protection, War, Wards

Lexor Holy Symbol
Lexor represents all that is pure and good in the universe. Legend has it that Lexor created the elements, the first forms of life, and the stars. He was also the assassin of Balin, and since then, has vowed never to bring such harm again to any creature or cause any of his followers to be put into a situation where killing is the only answer.
Priests of Lexor tend to be more of the homebody type, since adventuring almost invariably brings about a life of killing. Most of his followers that turn out to be the adventuring sort are paladins - they are better at keeping their temper than the ordinary person.
Priests of Lexor can use no weapons, even in self defense. The thought of injuring another being has become so repugnant to them that the idea of even touching a weapon turns their stomach. Lexor will also never grant a spell that would cause damage to another being. Priests do gain extra skills, however, to make up for these restrictions:

+ They get a +1 bonus to each hit die, over and above any
Constitution bonus.

+ Their armor class improves by one for every two levels of experience they have, rounded up. A first level priest has a natural armor class of 9, a third level priest, 8, and so on. This reaches a maximum natural AC of 2 at fifteenth level.

+ Their opponents save vs. the priest's command spells at a penalty equal to -1 for every level of the priest, up to -10.

+ They have a movement rate of 6" faster than they nor- mally would.

+ They can retreat instantly, giving their opponent no extra swing at them while they turn their backs.

+ They can cast teleport, as the mage spell, once per week per level, up to sixth level. They can cast teleport without error, once per week per two levels above sixth, up to 17th level.

Paladins of Lexor can use only bludgeoning weapons. If they ever, for any reason, kill another creature, they are instantly stripped of their paladin powers and must go on a quest that, among other things, will involve bringing the killed creature back to life.
Their extra skills are similar to the priest's:

+ They get a +2 bonus to each hit die, over and above any Constitution bonus.

+ Their armor class improves by one for each level of experience, up to a maximum of -12 (for a -2 natural armor class).

+ They can cast command once a day per two levels, up to a maximum of 4 times.

+ They have a movement rate of 3" faster than they usu- ally would.

+ They can cast teleport once per month per three levels (rounded down), for a maximum of 6 times per month at 18th level.

It is very hard to get into Lexor's disfavor without actually killing something. For level advancement, a sacrifice of some valuable weapon or weapons must be made. The "value" of the sacrifice must be equal to or greater than the number of the level being attained. The "value" of a weapon can be determined in the following manner:
For a bludgeoning weapon : 1

For a slashing or piercing weapon: 2

For every magical "plus": 1

For an evil weapon or one wielded by a great evil power: at least 1 extra, possibly more depending on the extent of the evil

The sacrificial weapon must have been obtained through hardship, not just something picked up at the armory a little before the ceremony.
Major: Astral, Elemental, Law, Numbers, Summoning, Time

Minor: Animal, Charm, Creation, Divination, Necromantic, Plant, Sun,
Travelers, Wards, Weather

Imbrol Holy Symbol

Of the three Gods of War, Imbrol is the most subtle. As the god of the Machinations of War, Imbrol concerns himself more with the big picture of conflict rather than with smaller concepts like honor or maliciousness. Priests of his tend to be royal advisors (or aspiring to be such) or revolutionaries that sow the seeds of rebellious thought.

His priests get the following abilities:

+ A +1 bonus to their Charisma.

+ The addition of the following to their allowable spells:

Friends (1st level)
Suggestion (3rd level)
Domination (5th level)

+ The inability to use any weapon themselves that does more than 6 points of normal maximum damage (i.e. a dagger [1-3 / 1-2] is acceptable but a footman's mace [2-7 / 1-6] is not, nor is a dagger +4).

Worshipers of Imbrol prefer setting history-changing events in motion through intermediaries rather than doing it themselves, or doing mundane things. The guy who killed (or thought of killing) Archduke Ferdinand, or the commanding officer who ordered the attack on Pearl Harbor, would have made excellent candidates.
Major: Combat, Guardian, Healing, Protection, Thought, War

Minor: Animal, Astral, Elemental, Numbers, Plant, Summoning, Sun, Time, Travelers, Weather

Mansal Holy Symbol

To Mansal, going into battle and killing off one's enemies is the ultimate form of self-expression and worship. All enemies must be dealt with, and it is a given fact that some will learn in no other way. Any priest turning thier back on a fight will be defrocked. Mansal has been known to appear to her followers in the form of a crow or a raven, black of course.

Priests of Mansal have the following abilities:

+ They can use magical edged (slashing) weapons, as long as they are proficient in them.

+ They gain a +1 to hit any undead for every three levels they gain, rounded down.

Paladins of Mansal have the following abilities:

+ Their protection from evil ability is local to the paladin only (it does not extend 10 feet), and it only affects summoned or created things.

+ They can raise the morale of their allies as a bard of half their level.

+ They have a chance to force an enemy to surrender. The percentage chance is determined by taking the differ- ence between the paladin's level and the enemy's level. If this number is positive (i.e. if the paladin is a higher level than the enemy), then a percentile roll of that difference or less means that the enemy has surrendered itself to the paladin. This can only be tried once, before the battle takes place, and only with the leader of the opposing forces.

All priests and paladins of Mansal are required to tithe at least 25%, and to bring back the head of an enemy of at least one level above their current level that they have defeated in single combat in order to advance.

Major: Combat, Healing, Guardian, Law, Protection, War

Minor: Astral, Charm, Creation, Divination, Elemental, Necromantic, Numbers, Summoning, Time, Wards

Pikahl Holy Symbol

The cry of Pikahl

Of the Gods of war, Pikahl is the only one who maintains one can be a warrior without becoming a killer. Pikahl feels that being a soldier does not have to make you a murderer. A warrior can protect those in need, while still remaining true to himself. Followers of Pikahl tend to be knights, or warriors in the service for the 'greater good'. Pikahl has been known to appear in the form of a mighty warrior, and a hawk or falcon. When you see a majestic bird overhead whilst onh the battlefield combating for good, chances are Pikahl's favor is upon you!

Priests and Paladins of Pikahl receive the following additional abilities:

+ Duration of protection and divination spells doubled

+ Can cast command once per day

+ add 2 bonus to surprise roll

+ In addition Paladins can detect alignment at will

+ Paladins can turn undead as cleric of one level lower

Priest and Paladins of Pikahl are required to serve only neutral or good aligned rulers. They are required to go on holy quests to attune with themselves and thier God, once per year.

Level advancment hinges on spending most of their time on the 'greater good'. IE: helping those in need. Aiding less fortunates. Protecting innocents etc.

Major: Astral, combat, divination, guardian, healing, protection, sun

Minor: Charm, Weather, Animal, Summoning

Favored by knights and good aligned warriors

Solt Holy Symbol

It is said that even the other gods try to avoid dealing with Solt. He has a way of turning every situation into looking like a win for him, even when it is not. This is what makes him so confusing to others.

In one legend, Callus and Mansal were arguing about whose influence crime victims should be under. Solt helped them settle the matter by not only deciding that they both would have the major influence over them, but that he himself would have the final say in their matters. His logic was so twisted and confusing that it became irrefutable, and so he is the one crime victims pray to to this day.
In addition to their normal list of spells, priests of Solt can choose to memorize mage spells from the following list:

  • Friends (1st level)
  • Hypnotism (1)
  • Taunt (1)
  • Forget (2)
  • Ray of Enfeeblement (2)
  • Suggestion (3)
  • Confusion (4)
  • Chaos (5)
  • Domination (5)
  • Feeblemind (5)

    To keep in Solt's favor, once per level a priest must talk a friend out of a valuable item that the friend holds dear and that the priest has no use for. The priest cannot go up to the next level before sacrificing that item.

    Major: Chaos, Charm, Creation, Divination, Necromantic, Wards

    Minor: Astral, Combat, Elemental, Guardian, Healing, Protection,
    Summoning, Sun, Travelers, War

    Favored by halflings

    Ator Holy Symbol

    Before Balin died, Ator was an active part of the world and the universe as a whole. Seeing the imbalance that resulted from Balin's death, Ator went into a sort of seclusion, vowing never to bother with the affairs of the world again. This, of course, left a void of its own, but not as serious as Balin's, since, even from seclusion, his mere existence continues to affect the world.

    Priests of Ator are an odd bunch. Like the deity they worship, they care very little for what goes on in the world. They wander around, being companions to whoever happens to be going they way they are going at the time, doing whatever they feel an urge to do. They are basically emotionless shells, looking toward they day they will die and become part of the big uncaringness that is Ator.

    For Ator's priests, the simple fact that Ator exists is enough to grant them their spells. Their special abilities are:

    + They can keep all their wealth, although they don't really want more than what will keep them alive.

    + They can use any weapon, but they won't necessarily want to change from a weapon they already have just because a new one is prettier, more effective, or more magical.

    + They get a +3 to save vs. any spell effect that would act on their emotions, such as Friends, Confusion, etc.

    + They are continuously invisible to undead, as the spell.

    + They cannot be raised from the dead in any manner.

    Ator wants absolutely nothing from his followers, not even a tithe. Even that freedom doesn't get him many worshipers - most people have too much life in them to be bound to such an uncaring god.

    Major: Astral, Chaos, Elemental, Numbers, Summoning, Time

    Minor: Animal, Combat, Guardian, Healing, Plant, Protection, Sun,
    Travelers, War, Weather

    Ormanari Holy symbol
    Elven Goddess of the Sky and the Weather.
    Ormanari is the Elven deity that has precedence over the area above the lands.
    Ormanari's avatars (and Ormanari herself if she appears) never touch the ground in any way, their feet are always at least a foot off the ground and will use telekinesis if necessary to pick up objects from the ground.
    Ormanari is not a particularly warlike deity but will certainly defend herself and her chosen favourites, either with the aid of a champion, an avatar, or in desperate circumstances will fight herself. Priests of Ormanari can not wear armour, though they can use all shields. Weapons are restricted to those normally allowed clerics, except they may choose either the short bow or short sword (not both) at the expense of two weapon slots.
    + At 7th level a priest of Ormanari may assume an winged form once per day, which lasts for one hour per level; though they may not choose the form of any bird larger than an Eagle.

    + At 9th level priests of Ormanari can predict the weather for the next three days with 100% accuracy, and for the following six days with an accuracy of 75%.

    + At 12th level priests of Ormanari may cast the mage spells of fly and telekinesis once each per day as bonus spells.

    Major - All, Animal, Astral, Summoning, Sun, Weather.

    Minor - Healing, Guardian, Divination, Combat, Plant.

    Only elves and half-elves may be priests of Ormanari

    Kannon Holy Symbol
    Kannon's temples are a welcome sight to any traveller. They will give a free night's stay and a hot meal to any traveller who asks. It is customary, however, to give the temple a donation if the traveller can afford it.

    Priests & Paladins
    Ability requirements and all restrictions (with alignment altered to NG) are the same.

    + Immune to Disease

    + Protection from Evil, 10' radius

    + Can walk any where there is earth (mud, dust, sand) as if it is a smooth road

    + Call warsteed at 9th level (5% chance for it to be a pegasus)

    Protect travelers who cannot protect themselves.

    Prevent the destruction or blocking of a road of any kind

    Aid those in need of aid

    Major: Travelers, Weather, Elemental

    Minor: Protection, Healing

    Arwin Holy Symbol

    The song of Arwin

    Arwin is the Goddess of luck and fate
    + Priests of Arwin may alter an attack or save roll by 1 once per day for every four levels, though it is random in effect (01-50 = +1, 51-00 = -1). This can be cummulative by level, but can not be carried over to the next day if not used e.g. either +/- 2 once per day or +/1 twice per day at 5th level.

    + They may wear any armour upto and including chain mail and any shield. Weapons are restricted to those normally allowed a cleric.

    + Any item associated with chance or luck always works at twice its normal value (irrespective of plus or minus) when used by priests of Arwin. Including gambling tools.

    + Priests of Arwin also gain first level thief abilities at 5th level and advance at one thief level for every four priest levels they attain. However, they can not use these abilities in ANY form of armour, even leather.

    Major - All, Divination, Protection, Numbers, Summoning, Healing.

    Minor - Combat, Necromantic, Sun, Weather, Creation.

    Lent Holy Symbol
    God of Music,Bards,and Poetry
    Priests & Paladins of Lent tend to spend their time searching out knowledge to aid in storytelling. They are great lovers as well as composers of poetry & prose. There are no known temples to Lent as his followers are almost always travelers and adventurers.

    Priests and Paladins are required to take a musical instrament as one of their NWP. + Allowed three musical instruments for every Musical Ability slot.

    add +4 to saves vs. all Charm spells. + At 3rd Level: can cast charm 3 times per day.

    + At 9th Level: Song of Suggestion (as Wizard spell Suggestion) once per day.

    Major Spheres: All, Charm, Creation, Healing, Protection, Sun

    Minor Spheres: Combat, Divination, Guardian

    Phant Unholy Symbol
    Priests of Phant gather for dark and terrible purposes.Beware of gatherings of such evil men. Disease & plague is sure to follow. Many also keep rats and giants rats as pets and servants. Player Characters may not be Priests of Phant.

    + Summon 2-12 rats (75%) or giant rats (25%) once per day at 5th level

    + 7th Level: Cause Disease 1/day; and additional once per day every other level.

    + Turn Undead: Turn and Command

    - May not use spells to heal in any circumstance, including self.

    Major Spheres: All, Creation (in reverse only), Divination, Healing (reverse only), Necromantic, Summoning

    Minor Spheres: Sun (reverse only), Combat

    Tameras Holy Symbol
    Tameras is the Lord of fields, crops, and the harvest. Tameras is not only the Lord of fields, he is the lord of the men that inhabit the fields and will protect them at times of danger i.e. harvest time and plowing.

    + Priests of Tameras are only allowed to use any non-metallic armour and wooden shields. They can use the following weapons - flails, scythe, sickle, and staff.

    + Can cast Create Water once daily

    + Can cast predict weather once per week at third level

    + Can cast Plant Growth once per month at 5th level

    + Can cast control temperature once per week at 7th level

    Priests of Tameras don't normally make good adventurers. There are no known paladins.

    Major - all, creation, divination, plant, wards

    Minor - animal, healing, protection, sun, weather.

    Krahs Holy Symbol
    Krahs is the God of fishermen, sailors, and the sea. It is said that it is he who keeps the seas bountiful, and guides the ships safely back to port. Unlike Ator who sits in self imposed exile, Krahs is very much a part of what makes the world go round. But at the same time, removes himself from 'affairs of state', content to reside in his watery home. Krahs takes pleasure in the sea and it's bounty.

    Clerics must take the fishing and navigation NWP's. Krahs has no paladins.

    + Cannot turn undead

    + Sphere of protection from fire permanently surrounds cleric and anyone within 30 ft. of him.

    + Add 2 bonus to hit and to damage for trident weapon

    + Can breathe underwater per the potion once per day at 3rd level

    + At 5th level Can cast Create water once per day. Must announce whether fresh or salt water is required.

    + Cast raise/lower water once per week at 7th level.

    Major: Healing, Elemental, Protection, Travelers, Time, Weather

    Minor: Creation, Plant, Sun. Wards

    Favored by Sailors and Fishermen

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    Questions or Comments E-Mail Michelle