The Church

Overview

There are many gods within the world, some good, some evil, some powerful and some weak. Each gods' power waxes and wanes according to the number and quality of their worshippers. All priests are seen as healers and protectors though some gods also have a strong offensive arm. By the use of prayers and rituals priests can invoke the will of their god, each god granting different powers. Adventuring priests tend to be the zealous missionary type out to convert and do the more dangerous wills of their god. They generally learn fewer rituals as these are long winded affairs that do not suit their temperament.

Priests tend to favour the arms and armourment of their god. As they rise in power their god will grant them more powerful prayers as well as special protection or other powers.

Priests gain extra powers by praying and dedicating both time and spirit (read training points). The prayers granted depend upon many things including the devotedness of the cleric, hero points sacrificed, time spent in prayer and deeds performed.

Priests gain the ability turn away or destroy undead creatures by focusing the power of their god through their holy symbol.

All priests tithe a minimum 10% of all income to their sanctuary or other worthy causes, additional tithes may be rewarded by their god.

Priests all start with two known prayers, "Heal" and "Protection" then spend training points to lerarn more. When a priest has trained in a certain number of the prayers their god will invite them to train for the next level.

To gain the ultimate High Priest level (7th) they must have mastered all the 6th level prayers and then succeed on a quest. (Nothing to do with the fact that the lack of high level spells causes the training system to break down)

        ?      
               
               
  Eo       Corellion   Grim reaper
               
Twins              

Tyr & Loki

Bahrie Inanna     Ki = Moradin   Set
               
    Triplets          
  Poseidon Hastsezini Thor        

Prayers

The prayers available depend upon the characters faith (which dictates actions) and the sacrifices made in hero points.

In order to be able to use a prayer level their faith bonus must at least equal the prayer level. At medium and high levels for each increase in faith level it is likely that the god will require a minor quest in addition to the hero points normally associated with a rise in training level. Between raises in faith the god will grant additional spells in return for training point sacrifice. Each spell costs their spell level in training points. The priest chooses which prayers they are learning.

At 1st level all priests are taught Heal and Protection, these are not included in the number of prayers they may know. The additional number of prayers that a priest has to train in to rise to the next level is:

 

level No. Prayers Training points
1 7 7
2 5 10
3 4 12
4 3 12
5 3 15
6 3 18
7 n/a  

Each training point sacrificed to the god increases the overall power of the god. Some of these the god will use in a general cause and some are redistributed to priests in need. It is not unknown for the faithful in need who cry out to be granted extra hero points.

Priests cannot take radiant damage from other priests of their own god and have RESISTANCE to other radiant magic from the gods of enlightment. Necrotic damage which is almost the same but from the gods of Hell.

Divine Prayers

A target can only be under the effects of one "Divine" prayer at a time from any god. The highest level (then most recently cast) prayer will replace any previous divine prayer.

Divine prayers cannot affect priests of different gods.

General abilities

Touch of Fate

This is divine guidance the priest may call upon once per day. After the priest's die roll the priest may add <casting level>/2 to the roll rounded down

Rituals

Rituals are invocations of prayers that take a substantial time (5-30 minutes per level) to perform but do not require any power, though they may require components depending upon the effect desired.

Each minor ritual (2 levels below your faith) may be performed once per day but only one major ritual may be performed on any day as you need to focus and calm your mind.

Common rituals include:

Level 1

Bless
+1 to skills and saves for a small group (touch) for the upcoming (known) encounter.
Purify food and drink
Make food edible

Level 2

Augury
Reading the tea leaves to determine the result of a course of action, level 1 is 1 day, level 4 = 1 month.

Level 3

Create food and water
Summon the food of the gods, generally loaves and fishes.
Astral Window
See into the Astral plane and view a specific creature.
Vestment of the Saints
On consecrated ground the priest's clothes act as (1/2, 1/2, 1/2) for absorption Base AC 10. Lasts 1 month

Level 4

Abjure
Return a named creature to its native plane
Body Rest
Full rest is twice as effective for a week. Cancelled if they are active.
Dispel Evil
Removes the evil from an area / object.

Level 5

Vestment of the Gods
On consecrated ground the priest's clothes act as (1/3, 1/3, 1/3) for absorption Base AC 10. Lasts 1 month.
Unceasing Vigilance of the Holy Sentinel
Immobile area within which the priest can see invisible and in the dark. He has no need for sustenance or rest, regenerates 1SP per hour, is immune to fear and charms. Lasts 1 week
Astral Plane Shift
Move enjoined circle of creatures to the plane.
Planar Binding
Bind a planar creature to your service. Follow, guard… It obeys the letter of the binding but may well be hostile and attempt to subvert the binding. When the task is complete it reports to you if it can otherwise it returns to the point of binding where it remains until the spell ends. When the spell ends it returns to its own plane (1/month).
Quest
Send a creature on a quest that the god approves of. Target loses 1 from each saving throws each day it ignores it. Can only be removed by a priest of the same religion and higher level.

Level 6

Commune :
Read the bones, the answers will be correct. 1/year.
Create Golem :
???????
Elemental Plane Shift
: Move enjoined circle of creatures to the plane.
Word of Recall :
Cast at the temple, activate by thought, Optionally add a atrigger

Level 7

Abyssal Plane Shift :
Move enjoined circle of creatures to the plane.
Gate :
??????

Turning undead

Turning undead is related to prayers in that you are calling upon the power of your god to demolish the creatures of the night. A roll against faith determines the number and type of undead that are turned. The ability to turn is not automatically granted to everybody with faith, it is a god given ability that is bestowed along with the prayers. Priests can only turn undead that are in their line of sight and are approaching or aware of them. The effect lasts continuously as long as the symbol is presented.

Rough grouping sizes are as follows but it also depends upon the individual strengths of the creatures:

Undead Difficulty Vampire Wraith
Mummy
Ghast Wight Ghoul Zombie / Skeleton
Difficulty   18 17 16 15 14 13 12
Few - 1 1 1 1-2 1-3 1-4 1-5
Group +1 2-3 2-4 2-4 3-6 4-9 5-12 6-15
Pack +2 4-6 5-7 5-8 7-12 10-18 13-24 16-30
Horde +3 7+ 8+ 9+ 13+ 19+ 25+ 31+

Repulsion Distance

The stronger the undead the fewer that may be held back and the closer they can approach. A skill roll is made which keeps the creatures at bay whilst the holy symbol is strongly presented. Standard repulsion distance is 5' radius (10' diameter) and each success level above or below adds (or subtracts) 5' to the diameter.

4' diameter is enough for the priest to swivel, 10' diameter enough for party members to huddle around in a ring if not attacking, to attack they need more depending upon their weapon.

When turned the creatures recoil away from the symbol and growl. They do not run away and hide in a corner turning their backs on you. If forced to within striking range (or a party member stands too close, e.g. close enough to hit them) they may attack but at a penalty of -2.

Angle of repulsion

Creatures approaching from multiple sides require the priest to swivel, this is not a full second action so it only suffers -1 per additional angle..

Undead are repelled for an angle of between 120 and 180 degrees depending upon the circumstances, in a normal corridor the whole corridor will be blocked, but in the open up to 3 groups may attack.

If attacked from multiple sides the priest needs 5' to swivel, colleagues will therefore be within striking distance (though at -2)

Multiple creatures

There is strength in numbers. Each group size increaes the difficulty by 1. (The definition of the sizes is deliberately vague and will change depending upon the circumstances and type of undead, just hope you never meet a horde of vampires).

The total size of the group is used for the difficulty regardless of direction of attack, multiple directions makes it even harder.

Mixed groups

If the group is controlled by a single creature then the difficulty for the controlled group is the difficulty of the controller. If not, then a single roll is used to determine each turning chance according to the creature type

Example

  • Desairy encounters a pack of 5 ghouls who split into 2 groups of 3 and 2 to surround the party and attack from 2 directions.
  • Ghouls require a 13 to turn; +1 for two directions and +1 because there is a group = 15
  • He rolls a 7, +3 Willpower, +4 Faith = 14 or 1 below the target.
  • The encounter distance is therefore 10' -5' = 5'
  • Swivelling continuously from side to side Desairy manages to keep them all at bay, however anybody standing next to him may be hit

Note

Note that not all creatures that appear undead necessarily are; zombies have been known to be caused by a virus and skeletons may be animated by magic (especially dragon bones) rather than necromancy. It is known that vampires are susceptible to a religous item held by a non-priest if they have any faith; though the vampires do get a saving throw to ignore the feeble attempt and the characters must have been playing a religous character (e.g. donating to the church) .

Undead attacks

Most undead have a connection to the Death Plane, this can be so strong that their mere touch drains your lifeforce sapping your physical attributes, the more powerful ones can even sap mental attributes turning you into a gibbering wreck. Fortunately there is a saving throw against the effect but in particcularly strong creatures this just reduces the draining effect.

 

Healing

Priests are the healers of the world

All priests have the Healing and Herbalism skill equal to half their faith; some gods grant stronger healing skills.

Temples

All priests are expected to tithe at least 10% of income earned outside of the church. However for this they will be given board and lodging free of charge at all temples when they are in the area. If they require training however they will be required to pay the normal fees in extra tithes.

Invoking Deity Intervention

In rare cases (normally life threatening) it may be possible to call upon the gods intervention. There is a base 1% chance per faith level.

The gods

Bahrie; goddess of the body and mind

Weapon = 1 handed bludgeon & tumbling weapons

Bahrie's mission in life is a mission of mercy. The plagues and pestilences sent by the Grim reaper are the bane of her life.

The force of the Grim reaper however is nothing compared to Orcus Demon Lord of the undead. Everything must die eventually so the Grim Reaper is tolerated however the undead are damned beyond redemption. Every opportunity must be taken to put the damned to rest and relieve the agents of Orcus of their misguided lives.

Rituals

Level 4
Remove Curse : Will require specific ingredients depending upon the curse
 
Level 5
 
Cure Blindness / Disease / Dumbness
Exorcise
Level 6
Cure Insanity
Regenerate : 1 week to regenerate a limb or all Life points
Level 7
Restorate : Restores all lost vital statistics of one type (e.g. STR).
Breath of Life: Cure an entire community of a non-magical disease

Abilities.

  • +1 point per faith point to all stamina recovery administered
  • +1 point to all wounds healed (include life points)
  • Undead turning attempts at advantage
  • Healing rolls at advantage
  • Healing & Herbalism skill = Faith
  • RESISTANT to necrotic damage
Faith +1
Detect Life in a subject
Faith +2
Immunity to all natural diseases
Faith +3
May create healing sigils
Faith +4
Immunity to natural poisons
Faith +5
Immunity to all diseases
Faith +7
Immunity to all poisons

Corellion goddess of the arts (Bards)

Weapon = Dexterity based swords & missiles

The temples of corellion are based around open theatres where many sagas and plays are performed. The outer courtyards provide a meeting place for youngsters wishing to lose themselves in a good yarn. Dragons soar and good triumphs as the stories unfold. Over the years many valuable scrolls of past legends are collected in the temple libraries acting as a focus point for many bards.

 

Bards perform their prayers in song either with or without an instrument

Priests gain the following abilities

  • Save against faith (20+ not a heroic action) to identify magical items (Advantage if at a temple. One attempt only per temple).
  • Performance (Music & singing) increases by 1 per faith point
  • After performing an audience is naturally inclined to like you (+1 on reactions)

Rituals

Faith +1
Find Familiar. Summon a familiar to serve loyally. Gain 4SP from the creature whilst it is alive (lose double if it meets an untimely end). Gain an appropriate enhanced sense. Burn 100gp
Faith +2
Dissensions feast. Eating the meal causes everyone to argue. Prepare ingredients to be added to the meal. Stealth check to add the ingredients. Endurance save.
Faith +3
Blank Thoughts. Thoughts of the affected cannot be discerned through scrying. Affects all within 20' and lasts 2d4 days.
Beast Sense: Can see through a beast's eyes/senses (animal not intelligent creatures). Are oblivious to your own surroundings
Commune with Nature : Gain information about surrounding area, eg location of fresh water, towns, denizens.
Identify Identify an object's function & rechargeability
Faith +4
Learn Tongue: Learn a tongue from a willing individual in a day (once per month).
Identify Identify an object's remaining charges
Faith +5
Identify Identify an object's command words
Legend Lore Reveals information about a legendry person, place or item, easier if at location. Will probably be cryptic and incomplete. Subsequent castings do not improve the knowledge.

Abilities

Faith +1
Inspire Encounter Minor action : Sing a ditty that inspires a nearby (10') character granting them advantage to their skill on their next action.
Faith +2
Charm Advantage against charm and song attack.
Courage, 1st save vs fear/morale/awe is at advantage (upcoming battle)
Faith +3
Cutting Words Encounter Minor action : Give an nearby (10') opponent disadvantage on their next action (Save WILL). 1 use per target
Faith +5
Immunity to song attack.

Eo (Paladins)

Weapon = Two Handed Swords (Great / Bastard) & bow.

Eo is a special case as he is the original one god and father of all other gods, he has no need for priests, he does however have a fighting arm which gain certain clerical powers as their faith grows. These are called paladins.

Paladins are a special brand of fighter/priest that have seen the light of the one god (Eo). They are the arm of this god and a law unto themselves. Few characters will defy the will of a paladin as they are held in higher esteem than any priest. Paladins really are the priests of Eo, they just don't have temples outside their sanctuaries; and mere mortals aren't allowed in. The sanctuaries are where all their training occurs, they aren't allowed out until they have become knights unless they are accompanying a knight on a journey as a squire.

Paladins are the epitome of all that is good and true, chivalry is the name of the game, maidens in distress were made for them.

They gain the following special powers from Eo depending upon their faith bonus.

Their faith may not exceed half their two handed sword skill (round down).

Rituals

Faith +3
Legal thoughts : Force a creature to obey the letter of a specific law that applies in the area. The law must be read out
Faith +5
Exorcise :

Abilities

Faith +1
  • Make all saving throws at a bonus of +1
  • Protected from evil (+1 defence, save included above)
  • Detect evil at up to 60' when concentrating.
  • Lay on hands to cure 2 Breather points per day
  • Bond between willing participants. 2 Wound damage per faith if broken
Faith +2

Lay on hands also cures 2 "5 minute" points

Saving (15) vs faith to detect a lie.

Emanation of a protection from evil circle 10' diameter (+1 defence, +1 save).

Faith +3

Lay on hands also cures 2 "Hour" points

Immunity to all non-magical diseases

Faith +4

Lay on hands also cures 2 "Day" points

After a special act on behalf of Eo they may call for their warhorse.

Make a binding agreement between two willing participants so that if either one willingly breaks the agreement they suffer an immediate loss of all remaining stamina and lose all bar 2 wound points throwing them into a coma which lasts a minimum of 1 week. The other party immediately know that the agreement has been broken.

Faith +5

Lay on hands cures 3 points of each type

Faith +6

Make all saving throws at a bonus of +2

Lay on hands cures 4 points of each type

Paladins are restricted by moral and ethical codes and are not allowed to show excessive trappings of wealth.

They may own only a few magical items

  • 1 suit of armour
  • 1 Shield
  • 1 War melee weapon
  • 1 Sidearm
  • 1 ranged weapon
  • Any 2 other items.

They retain only sufficient wealth to keep them in a modest manner and pay their expenses.

Maintain company only with characters who do good deeds.

Paladins roam the land providing justice; justice is constant and good, all miscreants should be punished according to the law once proven guilty. Eo is the backbone of society without which it would crumble back to ruins. Justice must not only be done it must be seen to be done.

Transgressors deserve the punishment they get, those who live by the sword shall die by the sword. Paladins are the final arbiters of many a quarrel, minor or major, legal or personal. In disputed cases of guilt where no other means of settlement is possible the two main methods of determining right and wrong are trial by combat (to first blood normally) and trial by fire.

To call in a Paladin is to state that the participants cannot solve the problem themselves. Many travel the land as visiting judges.

Paladins are often called upon to witness and bind participants to an agreement which has more force than any piece of paper, that is if the participants wish the law to know opf their agreement.

Grim Reaper, god of the eternal flame

Weapon = Anything

No civilisation openly worships the grim reaper so very little is known about the temple and its rites However through certain sources it has been discovered that the temples are based around a blood altar and that the sacrifices are not limited to the animal kingdom.

The priests are also known to have an unholy alliance with undead. Many sects worship various demons and devils but these all ultimately gain their power from the grim reaper.

Inanna god of war

War is honour, honour is war

Weapon = Anything

The church seeks to ensure that wars are fought honourably and prisoners treated fairly. In personal life the duel is used to settle any grievances.

The code of honour:

  1. Strength of arms should never be used against those unable to defend themselves.
  2. All fight should be fair (not 1 troll vs. 1 peasant).
  3. Weapons, armour and the skill to use them are the gifts of Inanna and should be treated with respect
  4. Surrender (save for injury) or desertion are cowardly. Withdrawal is acceptable if faced with overwhelming odds.
  5. Prisoners should be treated with the respect befitting the bravery with which they fought.
  6. Magic is shunned as not worthy of contemplation. Wizards do not make good companions.

The priesthood and the church

Each temple is based around an arena which is used for training and the yearly games. The games are presided over by the highest priest available and the combatants judged in terms of combat skill and style. Due to the frequent injuries that occur healing is always at hand.

As the priests become to old to fight they are termed elders and look after the smooth running of the temple as well as determining tactics in times of war.

In times of war many priests join the army to increase their prowess and ensure the fight is honourable.

They start with the leadership skill at +2

Rituals

Level 7
Regenerate : 1 week to regenerate a limb or all Life points

Abilities

Each additional faith point they are taught one weapon from a new category.

Faith +2

Finishing Move feat

Faith +3

Encouragement feat

Faith +4

Any one available leadership feat

Faith +5

Any one available combat feat

Hastsezini, god of fire

Weapon = Axes

The flame cleanses all. Temples of Hastsezini are based around a flaming chalice tended night and day by the priests and elders of the temple.

Purification rites take place on entry to the order which involves acts such as walking across hot coals and plunging hands into scalding water. The temples are always enclosed and heated to an almost unbearable degree.

They gain the following abilities

+1 on save against fire based attacks per faith point. (even if there is no save normally)

Faith +2

Ability to walk on hot coals

Faith +3

Throw balls of fire 10' +5' per faith point for damage = d3 + faith (Ranged spell skill)

Can create warming flames around their bodies to protect themselves in cold climates.

Faith +4

Ability to become a pillar of fire with no harm to themselves. Causes L2 SP damage to all who contact them - Once per day

Faith +5

Ability to walk on lava

Ki; Goddess of the land (Mother Earth) (Druids)

Weapon = 1 handed cutting swords & streamlined

Priests of Ki are known as druids. They never inhabit the cities or larger towns, preferring instead the wooded glens in outlying districts. Druids are the priests of farmers looking after the crops and animals.

Druids gain the following abilities.

  • + 1 save against charm attacks by woodland creatures per faith point.
  • Healing & Herbalism skill = Faith
  • Survival (Forests) +1 bonus
  • Animal friendship 2HD per faith level (may be multiple creatures) can teach them commands and simple tricks. (each animal/trick gets a saving throw).
  • Sage like abilities in Flora and Fauna as your faith rises
  • Outdoor spells gain +1 level (damage/duration whatever is the variable)

Sage specialities include:

Flora

  • Flowers, Grasses & Moss
  • Fungi
  • Trees & bushes
  • Poisonous flora
Fauna

  • Amphibians
  • Insects & arachnids
  • Avians
  • Mammals
  • Reptiles
  • Fish
  • Poisonous creatures

Rituals

Faith +1
Find Familiar : Summon a familiar to serve loyally. Gain 4SP from the creature whilst it is alive (lose double if it meets an untimely end). Gain an appropriate enhanced sense. Burn 100gp worth of incense. (1 / year).
 
Locate Plant : Locate a specific plant type within 1/2 mile
Faith +2
Crop Growth : Cause all plants within 1/2 mile tobecome enriched for the year granting double food when hargested if the Druid is present.
Locate Water : Within 1 mile
 
Faith +3
Reflecting Pool : Creates a scrying device. Scrying spells have a 25% chance of working through it. It lasts for 2d4 rounds
Beast Sense: Can see through a beast's eyes/senses (animal not intelligent creatures). Are oblivious to your own surroundings
 
Faith +5
Learn Tongue: Learn a tongue from a willing individual in a day. (1 / week)
Control Weather : 10 miles diameter. Modify temperature, rain and/or wind by 1 point +1 per additional level.
Sunny ; Partly Cloudy ; Cloudy / Rain ; Heavy Rain ; Deluge.
Freezing ; Cold ; Temperate ; Hot ; Sweltering.
Calm ; Breeze ; Strong Wind ; Gale ; Storm
Lasts concentration.
 
 
Faith +5
Commune with Nature : Gain information about surrounding area, eg location of fresh water, towns, denizens

Skills

Faith +1

Identify plants and animals

Faith +2

Pass through overgrown areas without leaving a trail

Identify pure water

Sage Minor ability in either Fauna or Flora

Faith +3

Speak with Animals

Ability to shapechange 1 time per week for an hour into one animal. Once selected the animal cannot be changed, you must have talked to and touched a live animal of the type.

Pass through overgrown areas without hinderance

May make poisoned tipped weapons

Sage Speciality in your chosen minor

Faith +4

Ability to shapechange 3 times per day for an hour (+1 hour for each additional faith level) into a reptile, bird or mammal (once each per day) sized from a lizard to a black bear. Each change heals 10% / faith level above level 2 of lost SP (round down).

Sage Speciality in your chosen minor

Faith +5

Venom immumity from natural creatures or plants, +4 save vs other poisons.

Sage Minor ability in either Fauna or Flora

Faith +6

Sage Speciality

Faith +7

Sage Speciality

Loki; God of Stealth

Weapon = Small weapons (dagger, darts...)

Temples of Loki are situated in the heart of all thieves guilds and the priests rank second only to the master thief. They are often ex-thieves who through some accident have been forced to become non-active members of the guild.

Cunning, silent, a neat job and no suspicions, that is how Loki works. Why face an attack if it can be avoided, why let the treasure be divided evenly if you can get their first.

There are always plans to be devised, revenges (real or imagined) to take, jobs to case... Laws are fine for those that believe in them, however they do have a habit of getting in the way so they should be freely disregarded when inconvenient.

Priests of Loki gain the following abilities.

Rituals

Faith +1
Locate North :
Faith +2
Locate Metals : Within 100 yards
Faith +3
Clairvoyance : Concentrate on a known or obvious locale & hear OR see as if there. Creates an invisible sensor (looking like a floating eye if it is seen). Requires a crystal ball or other device
+1 level add sound or sight
+1 level unfamiliar location
+2 levels for different plane
Faith +4
Locate Object : Locate or obscure a familiar object (not living)

Moradin; God of miners and metalworkers

Weapon = Axes & hammers

Moradin rules the earth and all that it contains. He is lord of all stone and metal, looked to for guidance by miners, smiths and jewellers. The dwarfs are a special concern of Moradin due to their special relationship with mines and gold.

Temples are always constructed of the finest stone available but with a vast range of architectural styles. Some show the brute strength of stone with massive pillars, whilst others are a mass of seemingly impossible vaulted ceilings and flying buttresses. The temples are said to all be connected via a system of underground temples.

Priests gain the following abilities

  • +1 Mining per faith point
  • +1 to appraise jewellery and gems per faith point

Faith +5

Enchant ritual for metal weapons

 

Rituals

Faith +1
Locate North :
Faith +2
Locate Metals : Within 100 yards
Faith +3
Land of Stability : Protect against earthquakes, floods, storms for 1 year for 1 mile diameter
Faith +4
Reinforce : Reinforce walls/doors preventing passwall and similar.

Poseidon; God of seafarers

Weapon = Thrusting weapons (Spear, javelin) & Crossbows

A capricious god who is quick to anger, rapdly turning a calm sea into a raging storm.

Technically the god of cold, water and ice however the general worshippers are the sailors and so Untamo has become known as the god of seafarers. Sailors frequently make a sacrifice to Untamo before a long journey.

Temples are as varied as the sea itself, the common factor being the many streams and fountains that wind their way through the corridors and courtyards. Many priests wander as restless as the sea searching for a new shore.

Rituals

Faith +1
Control Wind : Modify wind force by the level performed. Lasts concentration
Faith +2
Locate Water : Within 1 mile
Faith +3
Reflecting Pool : Creates a scrying device from a natural pool. Scrying spells have a 25% chance of working through it. It lasts for 2d4 rounds (1/week)
Faith +4
Control Water:
1. Flood - Rise by up to 20' (floods a shore or creates a wave)
2. Part Water -
3. Redirect flow - Will move uphill… while within area
4. Whirlpool - Requires 25' deep 50' across, 2d8 damage per round caught Swim (15) save
Faith +5
Control Weather : 10 miles diameter. Modify temperature, rain and/or wind by 1 point +1 per additional level.
Sunny ; Partly Cloudy ; Cloudy / Rain ; Heavy Rain ; Deluge.
Freezing ; Cold ; Temperate ; Hot ; Sweltering.
Calm ; Breeze ; Strong Wind ; Gale ; Storm
Lasts concentration.

Abilities

  • Swimming feat
  • Save against cold attacks at +1 per faith level (even if there is no save normally)

Faith +3

  • Strong swimmer feat (regardless of strength)
  • Can have water running out of their pores protecting themselves in hot climates.

Faith +4

Throw javelins of ice 20' for d4 + faith damage at (javelin skill +2 to hit )

Faith +5

Breath water

Set : God of snakes

Weapon = Cut or thrusting weapons

Temples are normally towers with snake motifs around them, underneath in the main temple area there are likely to be numerous snake pits and at least one giant (30'+) snake. This may be a constrictor, cobra, rattlesnake or other type depending upon the local high priests favour.

All prayer efects on snakes are doubled

Immune to faith level of snake poison

Thor; God of the sky

Weapon = Bludgeon & streamlined

The weather in all its varieties from blizzards to the blistering heat in a desert is the preserve of Thor. Thor is almost as popular as Ki in some agricultural areas due to his immense effect on the crops.

Temples are often very light in construction with the central area always open to the sky.

Rituals

Faith +3
Reflecting Pool : Creates a scrying device from a natural pool. Scrying spells have a 25% chance of working through it. It lasts for 2d4 rounds (1/week)
 
Faith +4
Control Weather : 10 miles diameter. Modify temperature, rain and/or wind by 1 point per level performed at.
Sunny ; Partly Cloudy ; Cloudy / Rain ; Heavy Rain ; Deluge.
Freezing ; Cold ; Temperate ; Hot ; Sweltering.
Calm ; Moderate wind ; Strong Wind ; Gale ; Storm
Lasts concentration.

Abilities.

  • Control Wind : Modify wind force by up to your faith level whilst concentrating.
  • Dancing Lights : Create up to 4 bobbing lights 60' away.
  • +1 save per faith point against electrical damage (even if there is no save normally)
  • Become charged faith SP damage, once 1 per 10 minutes
  • Outdoors only (in a large courtyard or similar access to the sky)
    • Spell attack at advantage to hit
    • Throw ball lightning standard range for d3 + faith damage (Ranged spell attack).
    • Lightning spells @ +1 lvl dmg
    • Predict weather (12 hours per level)

Tyr; God of justice DEAD

Weapon = Two Handed Sword

Justice is constant and good, all miscreants should be punished according to the law once proven guilty. Tyr is the backbone of society without which it would crumble back to ruins. Justice must not only be done it must be seen to be done.

Transgressors deserve the punishment they get, those who live by the sword shall die by the sword. Tyr priests are the final arbiters of many a quarrel, minor or major, legal or personal. In disputed cases of guilt where no other means of settlement is possible the two main methods of determining right and wrong are trial by combat (to first blood normally) and trial by fire.

To call in a priest of Tyr is to state that the participants cannot solve the problem themselves. Many priests travel the land as visiting judges.

Tyr is often called upon to witness and bind participants to an agreement which has more force than any piece of paper, that is if the participants wish the law to know opf their agreement.

Priests of Tyr gain the following abilities

  • Saving throw against faith / 2 to detect a lie.

Faith +4

Make a binding agreement between two willing participants so that if either one willingly breaks the agreement they suffer an immediate loss of all remaining stamina and lose all bar 2 wound points throwing them into a coma which lasts a minimum of 1 week. The other party immediately know that the agreement has been broken.

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