Seasonal Beasties – Leaf Golem

Everyone enjoys jumping in a fresh pile of fallen leaves (okay, actually I don’t know anybody who does that, but just play along, okay), but some piles are better left alone (what a weird phrase to write!)

Leaf golems are constructed by druids in the autumnal months, when leaves have turned yellow, gold and red and fallen from the trees and vines are beginning their retreat before the coming of winter. A vast quantity of this plant material is gathered by the druid and sprinkled with various holy compounds and then left in a clearing under a new moon. When the first hint of moonlight touches the mouldering pile, it stirs and rises as a leaf golem.

Leaf golems look something like shambling mounds – they are vaguely humanoid, stout and thick, and smell of rotting vegetation. Unlike shambling mounds, they are a bit taller than they are wide. They have no faces, but appear to be able to see and hear. They make no sound other than a persistent rustling, even when standing still, but quieted when imitating a leaf pile and ready to attack.

Leaf golems contain dozens of thick, woody tendrils and their interiors are suffused with brown mold. Up to four of these tendrils can be projected from the creature’s body to attack creatures. A creature constricted by a tendril must pass a Fortitude saving throw each round or be dragged 5 feet closer to the monster. When they are right next to the monster, the next dragging pulls them inside the monster. A leaf golem can hold one medium-sized creature at a time, two small creatures or four tiny creatures. Creatures inside the leaf golem begin to suffocate, and are affected per brown mold, suffering 1d6 points of cold damage per round until dead. When dead, they are ejected in a random direction, flying 5 feet and possibly striking another creature for damage (1d3 for tiny creatures, 1d6 for small creatures, 2d6 for medium creatures).

The presence of the brown mold and the dampness of its leafy body give a leaf golem resistance to fire. The monsters are immune to cold and suffer only half damage from piercing weapons like spears and arrows.

Leaf golems are immune to most spells, and those spells that do affect it do so in weird ways (with no save):

– A blight spell drives the golem back 120 feet and deals 3d12 points of damage to it.

– A command plants spell slows a leaf golem for 1d6 rounds and suppresses its magic immunity during that time.

Leaf Golem, Large Construct, Non-Intelligent: HD 9 (45 hp); AC 19; ATK 2 slams (2d8 + constrict) and 4 tendrils (1d4 + constrict); Move 20; F10 R11 W11; AL Neutral; XP 2250; Special – Resistance to fire, magic immunity (see above), suffocate (see above), immune to cold, brown mold, surprise (3 in 6 in leafy areas), weapon resistance (piercing).

Image found at Pixabay

On the Gods of the Motherlands – Part Two

Continuing the Gods of the Motherlands with Hercules through Minerva.

Also – For those that purchased an electronic copy of NOD #4, I have attached the missing cover. You should be able to download it again with the cover – if not, let me know and I’ll send it to you as a PDF.

Hercules
Donar, Heracles
Lawful god of strength, adventure, heroism and rebirth
Wields a club
Patron deity of Guelph
Served by elohim and cherubim
Symbolized by a lion
Clerics can cast the magic-user spell Strength

Hercules is strength personified. While still an infant, he strangled two huge snakes with his bare hands. Hercules is a fearless adventurer whose many escapades are the stuff of legend. A robust, cheerful man, he has an appetite for food and women that almost equals that of his father.

Hercules appears as a stout man with a long beard, usually wearing a lion’s skin or leather armor, brandishing a large, wooden club. Hercules is the son of Jove by the mortal woman Alcmene. Being born by Jove from an extra-marital tryst has earned Hercules the enmity of Juno, protector of marriage and sister-wife of Jove.

Hercules is best known for his Twelve Labors, quests he had to complete to atone for killing his own children when he was driven insane by vengeful Juno. The labors included killing a giant lion, hydra, giant deer, giant boar, cleaning stables, killing the Stymphalian birds (giant cranes with metal beaks), capturing a giant bull, rounding up carnivorous horses, stealing the girdle of Hippolyte, queen of the amazons, herding the cattle of Geryon, fetching the Apples of Hesperides and capturing Cerberus, guard dog of Hades. Because many of these labors included slaying giant beasts, Hercules is often taken as a patron by rangers.

Grande Tourney (July 22 – August 7): During the Hercules’ tournament, people compete at various athletic and musical contests. Brass tripods are awarded to the victors.

Jove
God, Jupiter, Zeus
Lawful god of the upper sky and royalty
Wields a lightning bolt
Patron deity of Nomo
Served by angels and air elementals
Symbolized by a lightning bolt
Clerics can cast the magic-user spell Lightning Bolt as a 5th level spell, dealing damage as though 2 levels lower.

Jove is the king of the gods, though his command over them is far from absolute and his decisions are often challenged. Jove is the god of the sky, the ruler of all high things, including the clouds, rain, wind, thunder, and mountain summits. He is the protector of laws, friend of the weak, and dispenser of justice. Jove is also worshiped as Father Oak, or the Green Man, the masculine force of procreation.

Although Jove can take any form he wishes, he often assumes the form of a powerful, bearded man with regal bearing when he visits the mortal world. His true form is that of a ball of fiery light so intense that no mortal can look upon him without bursting into flames.

Jove is the husband of Juno, queen of the gods. He is the father of Minerva, Apollo Helios and Hercules. His brothers are Neptunus, ruler of the oceans, and Plutus, ruler of the Underworld. Jove’s father was Saturn, king of the titans.

Gulestide (December 22-28): Gulestide is not only a time of feasting and merriment, but also a time when the world is turned upside down; masters and slaves, teachers and students and nobles and peasants switch places for a time, with the proceedings led by an elected Lord of Misrule.

Juno Regina
Hera, Saturnia
Lawful goddess of women, marriage and cattle
Wields a spear
Served by angels and erinyes
Symbolized by the cow, peacock or pomegranate
Clerics of Juno can, at 5th level, summon an erinyes once per month to punish an oath breaker

Juno is the goddess who protects women and the sanctity of marriage. She is known for her vengeful nature, especially toward the paramours of her husband Jove. She is the queen of the gods, often depicted enthroned and wearing a diadem and veil. Poets usually describe her as cow-eyed, indicating large, beautiful eyes.

Offerings to Juno take the form of pomegranates and poppy seeds, or ivory ornaments in the shape of pomegranates and poppy seeds.

Juno is the wife and elder sister of Jove and the daughter of Rhea and Saturnus. Her children by Jove are Mars, Juventas, Discordia and Ilithyia, goddess of childbirth. She reputedly created Vulcan without the aid of her husband in response to his creation of Minerva.

Matronalia (June 1): On this day, women perform rites in the temple of Juno. They are permitted to wear their hair down and not permitted to wear belts or any knots in their clothing. Husbands are expected to say prayer for their wives and children give presents to their mothers.

Mars
Ares, Camulus
Chaotic god of war
Wields a spear
Patron deity of Azsor
Served by demons
Symbolized by a spear and shield
Clerics of Mars are permitted the use of swords, though they must be cleaned of blood after use and anointed with expensive oils (worth 10 gp with each use)

Mars is the god of blood lust and slaughter. He is fond of strife, anger, and unrestrained blood-letting. As such, he is not a very popular god and is only worshiped by a large numbers of people in the city-states of Guelph and Nomo. Vultures and dogs are sacred to him.

Mars usually appears as a large man with burning, hateful eyes and a permanent scowl etched across his mouth. He wears ornate platemail armor and carries a flaming sword.

Mars is the son of Jove and Juno, the husband of Bellona and the lover of Venus. He is attended by Deimos (terror) and Phobos (fear) in battle, his sons by Venus, and by Adrestia, his daughter by his sister Discordia. Other members of his retinue are Nike, the deathless spirit of victory, Kydoimos, the demon of the din of battle, the Makhai (battles), the Hysminai (man-slaughters) and Alala, personification of the war cry. Mars’ other children by Venus are Cupid and Harmonia.

Armilustrium (November 12): On this day weapons of the army are purified and stored for the winter. The army is assembled and reviewed and garlanded with flowers. Trumpets blare and citizens gathered with their arms and armor take part in a procession with torches and sacrificial animals. Young noblemen dressed as ancient warriors with red capes take part in ritual dances.

Mercurius
Hermes, Lugus, Psychopompos
Lawful god of trade, gambling, thieves
Wields a club
Patron deity of Blackpoort
Served by elohim
Symbolized by a cadeuceus, tortoise, cock or winged sandals
Clerics can cast the magic-user spell Charm Person

Mercurius is the god of travelers, merchants, thieves, gamblers, athletes and eloquent speech. He also serves the gods as a messenger and an arbitrator of disputes. As a god of travelers and a slayer of giants (Argos, in particular), some rangers choose to worship Mercurius as their patron.

Mercurius is depicted as a handsome, athletic youth wearing a broad-brimmed traveler’s hat and carrying a white caduceus (winged rod entwined by two serpents).

Mercurius is the son of Jove and Maia, a daughter of Atlas. His children include Faunus, the god of satyrs, Hermaphroditus, a man merged with the nymph Salmacis, Fortuna, goddess of fortune, and Autolycus, prince of thieves and grandfather of Ulysses.

Shrovetide (April 1): Merchants sprinkle their heads, ships, wagons and merchandise with holy water. Shrovetide is a day of raucous celebrations with a carnival atmosphere.

Minerva
Athena
Lawful goddess of wisdom, crafts, strategy and war
Wields a long sword
Patron deity of Gwenth
Served by angels
Symbolized by an owl
Clerics can cast the magic-user spell Shield (see below)

Minerva is Jove’s favorite daughter and the virgin goddess of strategy, architecture, sculpture, spinning, weaving, horses, ox olives, prudence, and wise counsel. Though she is a warrior goddess, she is no less skilled in the arts of peace, inventing the potter’s wheel, teaching men to tame horses and helping them to build great ships. Minerva is also a patron of chivalry and knighthood.

Minerva is depicted as a statuesque woman of great beauty attended by an owl. She wears the Aegis, a breastplate of goatskin with serpent fringes, a shield that bears a gorgon face, and a helm decorated with a winged lion.

Minerva was created by Jove without a mother, and as a virgin has no offspring of her own. She is often accompanied by Nike, the goddess of victory. She has aided many heroes, including Ulysses, Jason and Hercules.

Candlemas (February 1): The highlight of the day are candle-lit processions and rites of purification. It is especially an artisan’s holiday. Women consult fortune tellers on this day, plays are exhibited, and contests for orators and poets are held.

On the Gods of the Motherlands – Part One

The Priestly Colleges
Although many deities are worshiped in the Motherlands, the following deities are the most popular and well known. Most city-states have a temple or shrine to each of them. Each city-state in the Motherlands has a college of priests (usually 10 to 20), with one priest assigned to manage each temple. The college is headed by a pontiff, and each temple priest is assisted by a staff of lesser clergy. Some city-states have an upper college dedicated to the Motherlander deities and a lower college that oversees the temples of foreign deities.

Apollo Helios
Apollon, Apulu, Belenus
Lawful god of sun, music, archery and herdsmen
Wields a bow
Patron deity of Antigoon
Served by elohim and nymphs
Symbols are the lyre, crook, sunburst or cross
Clerics can cast the magic-user spell Fireball as a 5th level cleric spell, dealing damage as though 3 levels lower.

Apollo Helios is the god of the sun, archery, medicine, healing, light, truth, oracle, colonists, patron defender of herds and flocks, music and poetry, homosexuality, harmony, order, reason and plague. He helps ripen crops, destroys pests, cures illnesses, and protects shepherds and their flocks. Apollo is not entirely beneficent. He carries a bow with terrible arrows that visit plague and disease upon the targets he fires them at.

In his true form, Apollo Helios is a beardless young man of divine beauty who radiates warmth and light. Apollo Helios always carries a lyre or longbow; in fact, the object he carries can take either form as the god desires.

Apollo Helios is the son of Jove and Leto, half-brother of Mars, Minerva and Hercules and twin brother of Diana.

Midsummer’s Day (May 15): People build huge bonfires and walk themselves and their livestock between them to protect them from the diseases of warm weather. Masked mummers frolic and folk stay up all night making merry.

Atlas Telamon
Lawful god of strength, perseverance, exploration
Wields a club
Patron deity of Dweomer Bay
Served by devas, giants
Symbolized by a globe or compass
Clerics can cast the magic-user spell Enlarge

Atlas is worshiped not only as a deity of strength and endurance, but also as a god of exploration and cartography. He is the strongest of the titans who separates the heavens from the earth. Atlas appears as a giant of man holding the tools of exploration: compass, sextant, spyglass and globe.

Atlas is the son of Japetus and Clymenem, the daughter of the titan Oceanus. His brothers are Prometheus, Menoetius and Epimetheus. His own children are mostly daughters, and include the Hesperides by Hesperis, the Hyades and Pleiades by Aithra, and Calypso, Dione and Maera by unspecified goddesses.

Atlas’ temples are supported by merchant societies and in turn fund cartographers and explorers. Temples of Atlas are decorated with images of exotic lands, animals and people. The classic cleric of Atlas will wear three-quarters plate and be found at the head of a column of explorers plunging into unknown lands.

Ceres Dea Frugu
Demeter
Neutral goddess of grain, agriculture and fertility
Wields a staff
Patron deity of Lyonesse
Served by fey creatures, earth elementals and erinyes
Symbolized by a poppy, sow or mare
Sacred animals are the bear, crow and horse
Druids can cast the spell Respite from Death

Ceres is the queen of the fruitful earth, goddess of agriculture, and patron of motherly love. Without her blessing, no crops may grow on the earth. Ceres will not hesitate to use this fact to blackmail men and other gods if the need exists. Ceres also has control over the weather. A sow is sacrificed to her when a death occurs in a family. Ceres is a usually a benevolent goddess. If her worshipers ignore their duties, however, she does not hesitate to destroy their crops and send famine upon them.

In her true form, Ceres is a beautiful woman, but she can change her own shape and that of others at will. She carries the cornucopia, or horn of plenty, and a scepter.

Ceres is the daughter of Saturn and Rhea and sister of Jove, Juno, Vesta, Neptunus and Plutus. She is the mother of Persephone by Jove. When pursued by Neptunus, she took the form of a mare to escape him. She could not hide her divinity, though, and Neptunus took the form of a stallion and coupled with her, producing a daughter called “the Damsel”, who leads the avenging erinyes, and a black-maned, divinely swift, speaking horse called Arion.

Lammastide (August 1): Celebration of first fruits, when loaves are baked from the first harvested grain and shared with friends and family.

Respite from Death (Druid Level 4): A recently killed comrade’s soul is released from the Land of the Dead as a shade for a limited time. If the person’s body has not been destroyed, it can re-animate it as a zombie with the mentality of the deceased (with one half of the deceased memorized spells, determined randomly, and all special class abilities except saving throws and attack bonuses, which are per a zombie’s statistics). The shade can persist in the re-animated body for 24 hours only. If the body cannot be inhabited, the shade uses the statistics of a shadow, but can only remain for 1 hour. In either case, the soul cannot subsequently be raised, resurrected or reincarnated for a period of 9 months.

Diana Prima Dea
Artemis, Brigantia, Nicevenn
Neutral goddess of maidens, the moon and hunting
Wields a bow
Patron deity of Tremayne
Served by dryads, nymphs and giant animals
Symbolized by a boar or the moon
Sacred animals are the eagle, boar and wolf
Druids may cast the spell Coursing Hound

The huntress Diana is the patroness of young girls and the mistress of beasts and all wild things. Because she will have nothing to do with men, she is a favorite goddess of the Amazons. Except for helping women during childbirth, she avoids involving herself in mortal concerns and matters. She values her privacy, and will severely punish any man violating it. Merchants, always on the hunt for profits, also pray to her to give them persistence.

In her true form, she appears as a slim young girl wearing buckskins and carrying a longbow. She is sometimes mounted upon a stag. Oak groves are sacred to her. Diana is the daughter of Jove and Latona and the twin sister of Apollo Helios. She is associated with the water nymph Egeria and the woodland god Virbius.

Diana’s high priest is the rex Nemorensis, or “King of Groves”, stationed near a sacred lake near Tremayne. The rex Nemorensis attains the position through a trial by combat, killing the reigning king of the grove. Combat may only be initiated, though, if the challenging druid is able to pluck a golden bough from one of the trees in the sacred grove.

Those trees in whose dim shadow
The ghastly priest doth reign
The priest who slew the slayer,
And shall himself be slain.

Whitsuntide (May 15): On this day Whitsun Ales (fairs) and horse races are held, mummers dress as wild forest men, and hunting is forbidden.

Coursing Hound (Druid Level 2): The druid conjures a ghostly hound that can track on a roll of 1-5 on 1d6 (-1 chance for each day since the tracks were made, additional -1 chance if the tracks have been obscured by snow, hard stone or running water). The hound exists for 24 hours and cannot attack or be attacked.

Hecate
Hekat, Trivia
Neutral goddess of ghosts, witchcraft and curses
Wields a dagger
Served by demons and the fey
Symbolized by a torch and key
Sacred animals are the wolf, serpent and horse
Priests can cast the spell Entrancing Dance

Hecate is the enigmatic and dark virgin goddess of the undead and witchcraft. She is also associated with childbirth and rearing, doorways, walls, crossroads, torches and dogs. Most city-states, towns and villages honor her with, at the very least, a shrine and a lichfield. She is also associated with the concoction of medicines and poisons, thus making her a patron of alchemists, apothecaries and assassins. Hecate is served by chaotic clerics and druids.

Hecate is depicted as a three-headed goddess, either with the heads of three maidens or with the heads of a dog, serpent and horse. She is the daughter of the titans Terra and Uranus, the Earth and Sky.

The most common offering to Hecate is meat left at a crossroads. Dogs are sometimes sacrificed to her. A more intense ritual requires one to bathe in a stream of flowing water at midnight, don dark robes, dig a pit and then offer a libation of honey and blood from the throat of a sheep. The libation is placed on a pyre next to the pit by the petitioner, who then leaves the site, never looking back.

Hallowtide (Nov 1): The boundaries between the Mortal World and the Ethereal Plane are thinnest on this day. People light bonfires, stay up all night, drink beer and enjoy the end of the harvest season.

Entrancing Dance (Cleric/Druid Level 3): As the priest dances, all those present (except the priest’s allies, unless the priest chooses to affect them as well) must save or become entranced. A new save must be made each round the priest dances without interruption (i.e. takes damage), and a dancing priest loses any dexterity bonus to Armor Class. Entranced creatures take on a bestial aspect and begin attacking one another savagely (+2 to hit and damage) until no rivals survive or the dance stops.

The Gods of Nabu – Part Two

Continuing yesterday’s post. The spells detailed below are Open Game Content.

Nefertum
Also called Water-lily of the Sun
Deity of youth, beauty, perfume, luck
Wields a staff
Served by angels
Symbolized by a blue water-lily
Aligned with Law
Clerics learn Charm Person

Nefertum is the god of youth, beauty, perfume and luck. Small statuettes of him are carried by people as a good luck charm. Nefertum is the son of Ptah and Bast. He is usually depicted as a beautiful youth with blue water-lily flowers around his head. As the son of Bast, he sometimes is given the head of a feline. He is associated with the scent of the blue water-lily as well as its narcotic effect.

Neith
Also called Water, Weaver, Nurse of Crocodiles
Deity of hunting
Wields a short bow
Served by the fey
Symbolized by crossed arrows over a shield
Aligned with Neutrality
Clerics are permitted to use bows (but not crossbows) in combat

Neith is a goddess of war and hunting. She is said to make the weapons of warriors and to guard their bodies when they die. Neith is also associated with weaving and water. As a weaver, she is promoter of the domestic arts and guardian of marriage, as well as the weaver of the bandages and shrouds worn by the mummified dead. She is often depicted as a woman with a weaver’s shuttle atop her head and carrying a bow and arrows in her hand. She might also be depicted with the head of a lioness, snake or cow. Sometimes she is depicted nursing a baby crocodile. Neith is the mother of Ra, Apophis and Suchos and the wife of Khnum.

Nephthys
Also called Queen of the Embalmer’s Shop
Deity of the afterlife, mummification
Wields a staff
Served by angels
Symbolized by a phoenix
Aligned with Law
Clerics can detect invisible creatures (as detect evil) 1/day

Nephthys is the twin sister of Isis and brother of Serapis. She is the wife of Seth, and represents the transitional death experience. She is a protector of the dead, and often depicted as a falcon or with the wings of a falcon. Nephthys is a great goddess of the magic needed to proceed through the afterlife. With her sister, she is seen as a primary force keeping chaos at bay. As a patron of embalmers, she is also associated with Anubis, sometimes being named as his mother. Nephthys is depicted as youthful, nubile and exceedingly beautiful. She is regarded as more unpredictable than her sister. Her rites mandate the consumption of considerable amounts of beer. Her primary domain is darkness, especially on the border between civilization and wilderness. She is also a protector of the bennu bird and phoenix.

Nu
Also called Abyss
Deity of the primordial, watery abyss
Wields a staff
Served by ogdoads
Symbolized by a blue frog
Aligned with Chaos
Clerics learn Water Breathing

Nu is the deification of the primordial, watery abyss that preceded creation, and one of the Ogdoad. Nu is andro-gynous, its female form called Naunet. Nu’s male form is depicted as a frog or frog-headed man and his female form as a snake or snake-headed woman. His male form is also depicted as a crouching, bearded man with blue-green skin. In this form, he sometimes holds aloft a sun-barque occupied by eight deities, with Khepri standing in the middle. Nu is worshiped at underground streams.

Nut
Also called Mistress of All, She who holds 1,000 souls
Deity of night and the sky
Wields a staff
Served by fey and air elementals
Symbolized by a ladder
Aligned with Neutrality
Druids can turn monsters (as a cleric turns undead) 1/day
Druid sacred animals are the owl, swine and lioness

Nut is the deification of night, but also the goddess of the sky. Nut is a barrier separating chaos from the ordered cosmos. She is depicted as a cow whose body forms the heavens, a sycamore tree or as a giant sow suckling many piglets (representing the stars). She is the daughter of Tefnut and Shu and the sister-wife of Geb. Nut and Geb are the parents of Isis, Serapis and Nephthys.

Onuris
Also called Slayer of Enemies, Sky Bearer
Deity of war
Wields a spear
Served by angels
Symbolized by four ostrich plumes
Aligned with Law
Clerics are +1 to hit in combat

Onuris was a foreign war god adopted by the Egyptians. He was depicted as a bearded man wearing a robe or kilt and headdress with four ostrich feathers, holding a spear. He was sometimes depicted with the head of a lion. Onuris was a patron of the army and soldiers. Mock battles are staged at festivals honoring him. The Egyptians believed him to be a savior deity, as they believed war was the source of freedom and victory.

Ptah
Also called Opener of the mouth
Deity of creation
Wields a staff
Served by angels
Symbolized by an ankh and djed
Aligned with Law
Clerics learn the druid spell Stone Shape

Ptah called the world into being, having dreamed creation in his heart and speaking it. Atum was created by Ptah to sit on the primordial mound. He is depicted as a mummified man wearing a skull cap, holding in his hands an ankh and djed, the symbols of life, power and stability. He also manifests himself as the Apis bull. Because he called creation into being, Ptah is the patron of craftsmen, particularly masons. He is also associated with both reincarnation and fate.

Ra
Also called His Majesty, Sun, Creation, Father of Kings
Deity of the sun
Wields a sun beam
Served by angels
Symbolized by a sun disc
Celebrated at the Receiving of Ra (May 26)
Aligned with Law
Clerics can cast light at will

Ra (pronounced ‘ray’) is the sun god, specifically identified with the mid-day sun. He is the husband or father of Hathor and king of the gods. Some stories say he fathered Shu and Tefnut as well. Ra is the creator of Sacmis. Ra is usually associated with the falcon, and depicted as a falcon-headed man crowned with a sun disc. Ra is also believed to be embodied in a bull. Ra is believed to sail a sun barque, the barque protecting the sun from the primordial waters of night. He sails with other deities, including Seth, who protect the boat from the monsters of chaos, including Apophis. Worship of Ra included hymns, prayers and spells meant to help Ra overcome Apophis. His most important holiday, the “Receiving of Ra”, was celebrated on May 26.

Sacmis
Also called Mistress of Dread, Lady of Slaughter, Scarlet Lady, Avenger of Wrongs, Lady of Fire
Deity of the fire, war, death
Wields a sickle-sword
Served by angels
Symbolized by a lioness
Aligned with Law
Clerics can go berserk in combat (+2 to hit, -2 to AC)

Sacmis is the warrior goddess of Upper Egypt. She is depicted as a lioness, the fiercest hunter known to the Egyptians. It is said that death and destruction are balm to her warrior heart and that the hot desert wind is her breath. Sacmis is also a goddess of disease and the curing of disease, making her priests practiced physicians. Sacmis is the daughter of Ra. She was unleashed by Ra to destroy her enemies and in her blood-lust nearly destroyed all mankind before being tricked into drinking beer disguised as blood. The intoxication finally pacified her and ended her rampage. Sacmis is believed to protect kings in battle, stalking the land and destroying his enemies with arrows of fire. Her temples contain one statue of her for every day of the year, all coated with poison to protect them from vandals and thieves. To placate Sacmis’ wrath, her priestesses must perform a ritual before a different statue of the goddess each day of the year. At the beginning of each year, a festival of intoxication is held. The participants play music and dance and serve beer to Sacmis’ priestesses to the point of excess.

Selchis
Also called She who tightens the throat
Deity of poison, healing
Wields a dagger
Served by demons
Symbolized by a black scorpion
Aligned with Chaos
Clerics save vs. poison at +2

Selchis is the goddess of healing poisonous stings and bites. She is the deification of the scorpion. She is depicted as a scorpion or a woman with a scorpion on her head. She is worshiped by many priests, but has no temples. Selchis is a protector of kings and the dead and a patron of healers.

Serapis
Also called Lord of Love, Lord of Silence
Deity of fertility, love, rebirth
Wields a flail
Served by demons
Symbolized by a crook and flail
Aligned with Neutrality
Druids can turn undead 1/day
Druid sacred animals include the crocodile, hippopotamus and ram

Serapis is the god of rebirth and vegetation. Stories tell us that he was killed by his brother Seth, cut into fourteen pieces, and scattered over the earth. Serapis’ sisters Isis and Nephthys gathered these pieces, reconstructed him and eventually brought him back to life. His son and avenger is Horus. He is commonly depicted as a man with skin that is green (symbolizing rebirth) or black (symbolizing fertility) wearing a white crown and holding a crook and flail and wrapped like a mummy. His soul, in the form of a ram, is also worshiped as a separate entity. A living, sacred ram is sometimes kept in his temple.

Seshat
Also called She who scrivens, Mistress of the House of Books
Deity of wisdom, knowledge, history and writing
Wields a dagger
Served by angels
Symbolized by a papyrus plant
Aligned with Law
Clerics can legend lore as a bard

Seshat is the goddess of wisdom, knowledge, history and writing. She is the scribe and record keeper of the gods and is credited with inventing writing. Seshat is also associated with architecture, astronomy, astrology, building, mathematics and surveying. She is depicted as a woman with a papyrus plant above her head and holding a palm stem. She is usually dressed in a leopard or cheetah hide, a symbol of funerary priests. Seshat is the wife of Thoth.

Seth
Also called His Majesty, One who dazzles, Pillar of Stability
Deity of wisdom, knowledge, history and writing
Wields a sickle-sword
Served by devils
Symbolized by a Typhonic beast
Aligned with Chaos
Clerics learn the spell Summon Minion (see below)

Seth is the god of the desert, storms, chaos and darkness. He is depicted as an unknown animal called the Typhonic beast with a curved snout, square ears, forked tail and canine body, essentially a composite of three desert animals, the donkey, aardvark and jackal. He is also depicted as a man with the head of a Typhonic beast or a greyhound. The Power Scepter (Was) also depicts elements of the Typhonic beast. These scepters are carried by gods, kings and priests and give them power of chaos.

Seth was the brother of Serapis. Jealous, Seth murdered his brother, who was subsequently resurrected by his twin sisters, Isis and Nephthys. This puts Seth at odds with Horus, the avenging son of Serapis. Seth is also depicted as a voyager on and protector of Ra’s sun barque. Notable wives of Seth are Nephthys, Neith (with whom he fathered Suchos), Amtcheret (with whom he fathered Upuat, the wolf-headed patron of scouts), Thoeris and the foreign goddesses Anat and Astarte. As god of the desert wilderness, Seth’s temples are often placed on the outskirts of town alongside those of Nephthys.

SUMMON MINION (Cleric Level 6)
Range: 10 ft
Duration: 1 hour/cleric level

This spell summons one minion of Seth. A minion of Seth appears as a 6th level fighting-man in black platemail armor wielding a shield and long sword. The minion can assume the shape of a giant cobra or giant scorpion. The minion will serve for 1 hour/cleric level.

Shu
Also called Dryness, He who rises up
Deity of air
Wields a staff
Served by air elementals
Symbolized by an ostrich feather
Aligned with Neutrality
Druids learn the magic-user spell Gaseous Form
Druid sacred animals are the ostrich, eagle and serpent

Shu is the deification of air and one of the primal gods. He was created by Atum from his breath. With his sister, Tefnut, he is the father of Nut and Geb. Shu is believed to be a calming influence. He is depicted as a man wearing 1d4 ostrich feathers and carrying an ankh.

Socharis
Also called Great Lord with two wings spread
Deity of death
Wields a staff
Served by powerful undead, demons
Symbolized by a black falcon
Aligned with Chaos
Clerics are immune to life and level drain at 4th level

Socharis is the deification of the act of separating the soul from the body. He is depicted as a falcon-headed, mummified man with green skin (symbolizing rebirth). He is worshiped as a the patron god of the necropolis and also the patron of jewelers, armorers and other metal workers. His domain is among the shifting sands of the desert and always cloaked in blackness. One can only reach Socharis’ domain in the fourth and fifth hours of night. It is reserved for the wicked dead and populated with terrible serpents and dragons. Socharis himself dwells in hidden chambers beneath his domain, and is rarely seen. He is represented by eight demi-gods charged with the final destruction of the bodies of the damned with liquid fire emitted from their mouths.

Suchos
Also called Repairer of evil already done
Deity of rivers, fertility, crocodiles
Wields a mace
Served by water elementals
Symbolized by a crocodile
Aligned with Neutrality
Druids can increase their strength to 18 1/day for 1 rd/level
Druid sacred animals are the crocodile, snapping turtle and serpent

Suchos is the god of the river, its products and the fertility it brings. He is believed to be the first creature to emerge from the primordial waters of chaos to create the world. As a representation of strength and power, he is also a patron of the army. Suchos is a primal god, calling on other deities rather than interacting with humans directly. In this regard, he is sometimes seen as an avatar of Ammon. Suchos is depicted as a crocodile or crocodile-headed man carrying an uraeus (rod of authority) and ankh. Sailors invoke him as protection from crocodiles. His temples are located near the river and usually keep pampered crocodiles in sacred pools.

Thoeris
Also called Mistress of the horizon, She who is great
Deity of rivers, fertility, crocodiles
Wields a staff
Served by demons and water elementals
Symbolized by a hippopotamus
Aligned with Neutrality
Druids can go berserk in combat (+2 to hit, -2 to armor class)
Druid sacred animals are the hippopotamus, lion and crocodile

Thoeris is the consort of Apophis and a representation of the northern nighttime sky. As a demon queen, she is depicted as a combination of all things the Egyptian’s feared; the major part of her is the hippopotamus with the arms and legs of a lioness and the back of a crocodile. Despite her association with evil, Thoeris is also a protector of childbirth and children. Pregnant women wear amulets with her name and likeness to protect their pregnancies. Her image can also be found on knives made from hippopotamus ivory, which were used in rituals to drive evil spirits away from mothers and children.

Thoth (Trismegistus)
Also called Prometheus, Thrice Great, Lord of divine words
Deity of magic, writing, science and judgment
Wields a staff
Served by the fey
Symbolized by an ibis
Aligned with Neutrality
Druids learn the spell Balance (see below)
Druid sacred animals are the ibis, wild dog and giant baboon

Thoth is the heart and tongue of Ra and the means by which Ra’s will is translated into speech. He is invoked in arbitration, magic, writing, science and the judgment of the dead. Thoth is also a moon god. He is usually depicted as a man with the head of an ibis or as an ibis itself. He is also depicted as a dog- or baboon-faced man when he is the god of equilibrium. Thoth is a mediator between good and evil. He is the master of physical and moral law. He is credited with making the calculations that established the structure of the universe. He is believed to be the author of all knowledge.

BALANCE (Druid Level 6)
Range: 30 ft
Duration: 1 encounter

This spell creates balance between two designated opponents for 10 minutes, giving them the average of their hit dice or levels. For example, a combat between a 4th level fighting-man and a 10th level cleric would result in both combatants fighting as though they were 7th level in their respective classes. The combatants will temporarily gain or lose abilities as their new level dictates, but they will not gain or lose hit points. Spell-casters who are temporarily reduced in level may lose access to their higher level spells, but the preparation will not be negated. Spell-casters who gain access to higher level spells will not suddenly have those spells prepared, and thus will not be able to cast them.

The Gods of Nabu – Part One

I was going to have NOD #2 ready for download and sale today, but Lulu decided to be a pain the butt. So, I have some time to post part one of The Gods of Nabu – aka the Egyptian pantheon.

The spells below are all Open Game Content.

Ammon
Also called Bull of his mother, King of the Gods
Deity of creation, hidden knowledge, charity
Wields a staff
Served by angels
Symbolized by a ram
Aligned with Law
Clerics can learn the spell Breath of Life (see below)

Ammon represents the essential and hidden, rather than revealed divinity. His is the creator par excellence, champion of the poor and central to personal piety. Ammon is self-created, motherless and fatherless, the ultimate transcendent deity. Ammon is associated with the breath of life. Ammon is often paired with the mother goddess Mut (his wife) and Monthu (his son), a lesser war god. Ammon can be depicted in human form, enthroned, wearing on his head a plain, deep circlet from which arise two parallel plumes or as a ram-headed fertility god.

BREATH OF LIFE (Cleric Level 2)
Range: Touch
Duration: 1 hour/cleric level

By breathing into the mouth of a dead humanoid, the cleric returns it to life for 1 hour/level. The creature awakens with 1d8 hit points and cannot be healed further until truly raised from the dead.

Anubis
Also called He who is upon his mountain
Deity of death, protection, mummification
Wields a staff
Served by angels
Symbolized by a jackal
Aligned with Law
Clerics can detect undead (as the detect evil spell) at will

Anubis is the jackal-headed god of death and mummification. He is the protector of the dead in the afterlife. Anubis’ black skin represents rotting flesh and fertile, black soil. Anubis is the son of Serapis and Nephthys. His wife is Kebechet, the goddess of purification of body organs placed in canopic jars during mummification. As Hermanubis he is a god of alchemy.

Apophis
Also called Enemy of Ra, World Encircler
Deity of darkness and chaos
Wields his coils and fangs
Served by demons and shadows
Symbolized by a black serpent
Aligned with Chaos
At 4th level, clerics can take the form of a giant cobra 1/day for 1 minute

Apophis is a serpentine god of darkness and chaos, and thus the opponent of light and Ma’at and Ra. He is depicted as a giant crocodile, serpent or dragon 48 feet in length and with a head made of flint. Apophis can hypnotize with his gaze. Apophis lurks in the Tenth Region of the Night, a demi-plane of shadow. He is rarely worshipped, and actively opposed by most people.

Atum
Also called Completeness
Deity of creation and destruction
Wields a staff
Served by angels
Symbolized by a white bull
Aligned with Law
Clerics learn the spell Lord of Creation (see below)

Atum is worshipped as the hermaphroditic creator and destroyer of the world, raising it from and returning it to watery chaos. He is sometimes shown as a serpent, lion, mongoose, bull, lizard or ape. Some stories recount his creation of Shu and Tefnut by spitting or breathing. It is believed that Atum lifts the souls of kings into heaven.

LORD OF CREATION (Cleric Level 4)
Range: 60 ft
Duration: 1 hour

The cleric can attempt to command any one sort of creature, not including humanoids, by making a turn undead roll. All the creatures to be affected must have the same number of hit dice. The cleric can control a number of hit dice worth of creatures equal to double his level.

Bast
Also called Lady of Flame, Eye of Ra, Perfumed Protector
Deity of the sun, war, perfume, protection
Wields a staff
Served by angels
Symbolized by a cat or lioness
Aligned with Law
Clerics can increase their dexterity to 18 once per day for 1 rd/level

Bast is an ancient solar and war goddess depicted as a woman with the head of a cat carrying a sacred rattle and a basket. Sometimes she is depicted holding a ceremonial sistrum in one hand and an aegis (resembling a gorget emblazoned with a lioness head) in the other. Bast (as Bastet) is also a goddess of perfumes and aromatic herbs. She is sometimes regarded as the wife of Anubis and the sister of Horus.

Bes
Also called Protector
Deity of good luck, fortune and happiness
Wields a staff
Served by angels
Symbolized by a mask
Aligned with Law
Clerics can grant a +1 bonus to a saving throw 1/day

Bes is a cosmic dwarf god that brings good luck and happiness to his worshipers. He is associated with lions. As a household protector, he is responsible for killing snakes, fighting off evil spirits, watching after children and aiding women in labor. As dispeller of evil, he is associated with the good things in life, such as music, dance and sex. He is thus associated with fertility and healing. Masks of Bes are worn by performers and tattoos of the god are worn on the thighs of dancers, musicians and servant girls.

Geb
Also called Lame One, Father of Snakes
Deity of the earth
Wields a staff
Served by earth elementals
Symbolized by a ram
Aligned with Neutrality
Druids can turn water elemental creatures as a cleric turns undead
Druid sacred animals are the ram, bull and crocodile

Geb is the god of Earth. He is sometimes depicted as a ram, bull or crocodile. He is sometimes called the father of the snakes. As the earth, he is the imprisoner of the unworthy dead. He is the husband of Nut, the sky goddess and the son of Tefnut (moisture) and Shu (air). Geb and Nut are the parents of Serapis, Seth, Isis and Nephthys. As a chthonic deity, he is associated with vegetation, the underworld and royalty.

Hathor
Also called Lady of the House of Jubilation
Deity of love, motherhood and joy
Wields a staff
Served by angels and benevolent fey
Symbolized by a cow
Aligned with Law
Clerics can cast charm person 1/day

Hathor personifies the principles of feminine love, motherhood and joy. She is worshiped by commoner and royalty alike. Hathor welcomes the dead into the next life and is also a goddess of music, dance, foreign lands and fertility. She is often depicted as a cow goddess with head horns in which is set a sun disk with Uraeus. She is the mother, daughter and wife of Ra or the wife of Thoth, depending on the story.

Horus (Harpocrates)
Also called Distant One, Great Black One, Savior
Deity of the sky, war, vengeance
Wields a sickle-sword (hand axe)
Served by angels
Symbolized by the Eye of Horus
Aligned with Law
Clerics learn the spell Avenging Light (see below)

Horus is the god of sky and war, son (and avenger) of Serapis and Isis. Hathor is sometimes regarded as his wife and mother. He is the protector of the people from Seth, the god of desert, storms and chaos. In his battles with Seth, the god of evil lost a testicle, explaining why the desert is infertile.

AVENGING LIGHT (Cleric Level 3)
Range: 60 ft
Duration: Instant

You project a beam of light from your open palm. A creature struck by this ray of light takes 1d4 points of damage per two caster levels. An undead creature takes double damage.

Huh
Also called Endlessness
Deity of eternity
Wields a staff
Served by the ogdoad* and time elementals
Symbolized by a palm stem
Aligned with Chaos
Clerics learn the spell Slippery Time (see below)

Huh is the deification of eternity, and one of the ogdoad. Huh is androgynous, its female form called Hauhet. Kuk’s male form is depicted as a frog or frog-headed man and his female form as a snake or snake-headed woman. He is also depicted as a crouching man holding a palm stem in each hand.

SLIPPERY TIME (Cleric Level 3)
Range: 20 ft
Duration: 1d6 rounds

This spell jumbles time for every creature within 20 ft of the cleric, not including the cleric himself. Each creature affected must roll on the following table each round:

Roll Result
1 Creature moves backward through time; undo last action
2-3 Creature’s action is delayed until next round
4-5 Creature performs two actions this round
6 Creature skips ahead through time; ends up 3d4 feet away facing in a random direction

Isis
Also called Lady of Bread and Beer, Queen of Heaven
Deity of motherhood, fertility, magic
Wields a staff
Served by angels
Symbolized by an ankh
Aligned with Law
Clerics can lay on hands as a paladin of equal level (i.e. 2 hp healing/level per day)

Isis is goddess of motherhood and fertility, the ideal mother, wife, matron of nature and magic. She is the friend of slaves, sinners, artisans and downtrodden, but also listens to the prayers of the wealthy, maidens, aristocrats and rulers. She is the goddess of simplicity, protector of the dead, lady of bread, beer and green fields and guardian of children. Isis is the wife of Serapis and instrumental in his resurrection. She is the mother of Horus and the sister of Nephthys.

Khnum
Also called Divine Potter
Deity of water, craftsmanship, creation
Wields a staff
Served by earth and water elementals
Symbolized by a potter’s wheel
Aligned with Neutrality
Clerics learn the spell Feet of Clay (see below)

Khnum is the god of the source of the Nile River, but also the creator of the bodies of human children. He makes these bodies at the potter’s wheel with clay and places them in their mother’s wombs. He is the husband of Satis and father of Anuket. He is depicted as a bull-headed man at a potter’s wheel with recently created children standing on the wheel. He also appears holding a jug from which pours a stream.

FEET OF CLAY (Druid Level 4)
Range: 10 ft
Duration: 1 round/druid level

You cause one creature’s feet to turn to clay, becoming heavy and almost immovable. The creatures movement rate is reduced to 3 and his armor class is penalized by -2.

Khonsu
Also called Pathfinder, Traveler, Defender
Deity of the moon, travelers
Wields a staff
Served by the fey
Symbolized by a sun disc and crescent moon
Aligned with Neutrality
Druids learn the spell Moonlight (see below)
Druid sacred animals are the lion, eagle and cat

Khonsu is the god of the moon and protector of travelers. With Thoth, he is in charge of marking the passage of time. He is variously regarded the son of Ammon and Mut or Hathor and Suchos. Khonsu is depicted as a mummy wearing a sidelock of hair, a symbol of childhood, and a menat necklace, and holding a crook and flail. He might also be depicted with the head of a falcon or as a great serpent responsible for fertilizing the cosmic egg. As a god of light in the night, he is invoked for protection from wild animals and for healing.

MOONLIGHT (Druid Level 3)
Range: 30 ft diameter sphere
Duration: 1 hour

This spell creates an aura of pale, white light 30 feet in diameter. The light keeps normal animals at bay and forces monsters with fewer than 6 hit dice to succeed at a saving throw to enter the light.

Kuk
Also called Darkness, Bringer-in of light
Deity of primordial darkness
Wields a staff
Served by the ogdoad
Symbolized by a black frog
Aligned with Chaos
Clerics can hide in shadows as a thief of equal level

Kuk is the deification of the primordial darkness that preceded creation, and one of the Ogdoad. Kuk is androgynous, its female form called Keket. Kuk’s male form is depicted as a frog or frog-headed man and his female form as a snake or snake-headed woman.

Mayet
Also called Order
Deity of truth, balance, order, law, morality, justice
Wields a staff
Served by angels
Symbolized by a scepter
Aligned with Law
Clerics can detect lies at will

Mayet is the concept of truth, balance, order, law, morality and justice. She regulates the stars, seasons and actions of man and god. Mayet also weighs the souls of the dead, determining whether they will reach paradise. She is paired with Thoth and considered the daughter of Ra. Mayet is a patron of judges, her husband Thoth the patron of scribes. Mayet is depicted as a young woman holding a scepter in one hand and an ankh in the other.

Meretseger
Also called She who loves silence
Deity of royal tombs
Wields a staff
Served by cherubim
Symbolized by a cobra
Aligned with Law
Clerics learn the spell Summon Iron Cobra (see below)

Meretseger was the cobra-headed goddess of the royal tombs. As a cobra, she spat at those who would vandalize or rob the tombs. She was also the patron of the workers who built the tombs, bringing them sweet breezes and helping them forget their exhaustion, pain and sickness. She is depicted as a cobra-headed woman, a coiled cobra or as a triple-headed cobra, with the heads of a woman, cobra and vulture.

SUMMON IRON COBRA (Cleric Level 6)
Range: 10 feet
Duration: Permanent

You summon one iron cobra for every three cleric levels you possess. You must assign the iron cobras a place to guard and they will exist until slain.

Min
Also called Maker of gods and men
Deity of fertility
Wields a flail
Served by the fey
Symbolized by a white bull
Aligned with Neutrality
Druids learn the magic-user spell Uncontrollable Dance
Druid sacred animals are the bull, ram and antelope

Min is the god of male fertility. Min is depicted as a black-skinned man with an erection and holding a flail. His shrines were decorated with bull’s horns. The Greeks associated him with Pan due to his cult’s orgiastic rites. His rituals involve the use of wild prickly lettuce, which has aphrodesiac and opiate qualities. At his annual festival, the king is expected to sow his seed and people celebrate by climbing tent poles.

UNCONTROLLABLE DANCE (Magic-User X)

Monthu
Also called That which is ordained
Deity of war, nomads
Wields a spear
Served by the angels
Symbolized by a falcon or sun disc
Aligned with Law
Clerics learn the druid spell Scorching Ray (see below)

Monthu is a war god, patron of nomads and deification of the burning heat of the Sun. Monthu is depicted as a falcon-headed or bull-headed man wearing a sun disc and two plumes. He may be depicted holding scimitars, bows and arrows. He can also appear as a white bull with a black face. Monthu was the son of Ammon and Mut.

SCORCHING RAY (Druid Level 2)
Range: 30 ft
Duration: Instant

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged attack to hit and deals 4d6 points of fire damage. The rays have a maximum range of 30 feet.

Mut
Also called World-Mother, Lady of Heaven
Deity of nature
Wields a staff
Served by angels
Symbolized by a white vulture
Aligned with Law
Clerics and Druids learn the magic-user spell Suggestion
Druid sacred animals are cobra, lion and white vulture

Mut is the primordial mother goddess. She is depicted as a crowned woman with the wings of a white vulture, holding an ankh and wearing a dress of bright red or blue. She can also be depicted as a cobra, cat, cow, lioness or white vulture. She is worshiped in daily rituals by kings and priestesses, the queen being the high priestess of her temple. Her rituals included music and drinking.

* The odgoad were Claudio Pozas’ clever open game content version of everyone’s favorite chaotic frog-dudes from another dimension.

Druid Spells – Level 6 and 7

The following is Open Game Content.

Druid Spell List

Level 6
1. Animal Summoning VI
2. Antilife Shell
3. Find the Path*
4. Fire Seeds
5. Move Earth
6. Spellstaff
7. Stone Tell
8. Wall of Stone **

Level 7
1. Animal Summoning VII
2. Animate Plants
3. Control Weather*
4. Earthquake*
5. Fire Storm
6. Part Water*
7. Sunburst
8. Transmute Metal to Wood
9. Whirlwind
10. Wind Walk*

* As cleric spell of same name
** As magic-user spell of the same name

Animal Summoning VI
Spell Level: Druid, 6th Level
Range: 90 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

1 Bear, Grizzly
2 Crocodile, Giant
3 Leech, Giant (5 HD)
4 Skunk, Giant
5 Snake, Giant, Viper or Cobra
6 Wasp, Giant

Animal Summoning VII
Spell Level: Druid, 7th Level
Range: 90 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

1 Bear, Prehistoric or Polar
2 Hippopotamus
3 Komodo Dragon, Giant
4 Rhinoceros
5 Snake, Giant, Constrictor
6 Tiger
7 Tiger, Sabre-Tooth
8 Wolverine, Giant

Animate Plants
Spell Level: Druid, 7th Level
Range: 60 ft
Duration: 1 round per level

You imbue inanimate plants with mobility and a semblance of life. Each animated plant then attacks whomever or whatever you designate. You may animate one large or smaller plant, or an equivalent number of larger plants, per three caster levels. You can change the designated target or targets as you wish. This spell does not affect plant creatures or nonliving vegetable matter.

Small Plant: HD 1d4, AC 7 [12]; Atk 1 slam (1d2); Move 6; Save 18; CL/XP A/5; Special: None.

Medium Plant: HD 2; AC 4 [15]; Atk 1 slam (1d4); Move 9; Save 16; CL/XP 2/30; Special: None.

Large Plant: HD 4; AC 1 [18]; Atk 1 slam (1d8); Move 12; Save 13; CL/XP 4/120; Special: None.

Antilife Shell
Spell Level: Druid, 6th Level
Range: 10 ft
Duration: 10 minutes per level

You bring into being a mobile, hemispherical field that prevents the entrance of most types of living creatures. The effect does not work against creatures from beyond the Material Plane, the undead or constructed creatures like golems or living statues.

Fire Seeds
Spell Level: Druid, 6th Level
Range: Touch
Duration: 10 minutes per level

This spell turns acorns or holly berries into weapons that detonate on your command. As many as four acorns turn into special weapons that can be hurled as far as 100 feet. A ranged attack roll against an AC 9 [10] is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level, divided up among the acorns as you wish. Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of damage per die to creatures within 5 feet of the target and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful saving throw takes only half damage; a creature struck directly is not allowed a saving throw.

You can also turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius and igniting any combustible materials within 5 feet. A creature in the area that makes a successful saving throw takes only half damage.

Fire Storm
Spell Level: Druid, 7th Level
Range: 150 ft
Duration: Instantaneous

When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level.

Move Earth
Spell Level: Druid, 6th Level
Range: 600 ft
Duration: Instantaneous

Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. It cannot collapse or move rock formations. For every 150-square feet (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures.

Spellstaff
Spell Level: Druid, 6th Level
Range: Touch
Duration: Permanent until discharged

You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day.

Stone Tell
Spell Level: Druid, 6th Level
Range: Personal
Duration: 1 minute per level

You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.

Sunburst
Spell Level: Druid, 7th Level
Range: 600 ft
Duration: Instantaneous

Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful saving throw negates the blindness and reduces the damage by half.

An undead creature caught within the globe takes 1d6 points of damage per caster level, or half damage if a saving throw is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save.

The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Sunburst dispels any darkness spells of lower than 9th level within its area.

Transmute Metal to Wood
Spell Level: Druid, 7th Level
Range: 600 ft
Duration: Instantaneous

This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 50% against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a –2 penalty on “to hit” and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20. Only limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state.

Whirlwind
Spell Level: Druid, 7th Level
Range: 600 ft
Duration: 1 round per level

This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. You can’t regain control of the cyclone, even if comes back within range. Any creature that comes in contact with the spell effect must succeed on a saving throw or take 3d6 points of damage. A human-sized or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.

Done with the druid!

Next post will detail the Gods of Nabu (i.e. Egyptian deities). After that, I begin with my next set of sandbox posts in the lands of Venatia – knights, peasants, thick woods full of fairies and dragons and foreboding mountains filled with giants and ogres.

Druid Spells – Level 4 to 5

The following is Open Game Content.

Druid Spell List

Level 4
1. Air Walk
2. Animal Summoning IV
3. Blight
4. Control Water
5. Cure Serious Wounds*
6. Ice Storm
7. Reincarnation**
8. Scrying

Level 5
1. Animal Growth
2. Animal Summoning V
3. Baleful Polymorph
4. Commune with Nature
5. Insect Plague*
6. Stoneskin
7. Transmute Rock to Mud
8. Wall of Thorns

* As cleric spell
** As magic-user spell

Air Walk
Spell Level: Druid, 4th Level
Range: Touch
Duration: 10 minutes per level

The subject of this spell can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal movement. A strong wind can push the subject along or hold it back. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking falling damage as normal.

Animal Growth
Spell Level: Druid, 5th Level
Range: 200 feet
Duration: 1 minute per level

A number of animals grow to twice their normal size and eight times their normal weight. This alteration essentially doubles each animal’s Hit Dice and improved its Armor Class by 1. The animal deals +1 damage with its attacks. Its movement remains the same. The enlarged animal can only be harmed by silver or magical weapons and attacks.

Animal Summoning IV
Spell Level: Druid, 4th Level
Range: 60 ft
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Roll Summoned Animal
1 Ant, Giant Warrior
2 Ape, Gorilla
3 Black Bear
4 Boar, Wild
5 Eagle, Giant
6 Eel, Giant Electric or Giant Moray *
7 Komodo Dragon
8 Leopard
9 Raven, Giant
10 Seahorse, Giant *
11 Stag, Giant
12 Wolverine

Animal Summoning V
Spell Level: Druid, 5th Level
Range: 60 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Roll Summoned Animal
1 Bat, Giant
2 Hyena, Giant
3 Lamprey, Giant
4 Lion
5 Macaw, Giant
6 Owl, Giant
7 Rock Weasel, Giant
8 Weasel, Giant

Baleful Polymorph
Spell Level: Druid, 5th Level
Range: 50 feet
Duration: Permanent

This spell works like the magic-user spell polymorph, except that the druid changes the subject into a small animal of no more than 1 HD. The new form cannot prove fatal to the creature (i.e. turning someone into a fish in the desert). The subject of the spell gets a saving throw to negate the effect. If the spell succeeds, the subject must make a second saving throw. If this second save fails, the creature loses any spell casting or magical abilities it had and gains the special abilities and Intelligence of its new form in place of its own. Incorporeal or gaseous creatures are immune to being polymorphed, and a shapechanger can revert to its natural form on its next turn.

Blight
Spell Level: Druid, 4th Level
Range: Touch
Duration: Instantaneous

This spell withers a single plant of any size. An affected plant monster takes 1d6 points of damage per druid level and may attempt a saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies. This spell has no effect on the soil or surrounding plant life.

Commune with Nature
Spell Level: Druid, 5th Level
Range: Personal
Duration: Instantaneous

You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.

In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.

Control Water
Spell Level: Druid, 4th Level
Range: 800 feet
Duration: 10 minutes per level

Depending on the version you choose, the control water spell raises or lowers water.

Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level to a minimum depth of 1 inch. The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell. The spell has no effect on other creatures.

Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.

With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.

Ice Storm
Spell Level: Druid, 4th Level
Range: 800 feet
Duration: 1 round

Great magical hailstones pound down for 1 round, dealing 3d6 points of damage plus 2d6 points of freezing damage to every creature in the area. All land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects other than the damage dealt.

Scrying
Spell Level: Druid, 4th Level
Range: See text
Duration: 1 minute per level

Using a natural pool of water, you can see and hear some creature, which may be at any distance. If the subject succeeds on a saving throw, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +3 bonus on its saving throw.

Knowledge or Connection
None: +5
Secondhand (you have heard of the subject): +3
Firsthand (you have met the subject): +0
Familiar (you know the subject well): –3
Own a likeness or picture: –1
Own a possession or garment: –2
Own a body part, lock of hair, bit of nail, etc.: –5

If the save fails, you can see and hear the subject and the subject’s immediate surroundings. If the subject moves, the sensor follows. The sensor has your full visual acuity, including any magical effects.

If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.

Stoneskin
Spell Level: Druid, 5th Level
Range: Touch
Duration: 10 minutes per level

The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject take only one quarter damage from non-magical weapons, and full damage from magical weapons. Once the spell has prevented a total of 5 points of damage per caster level it is discharged.

Transmute Rock to Mud
Spell Level: Druid, 5th Level
Range: 200 ft.
Duration: Permanent (see text)

This spell turns natural, uncut rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature stuck in the mud has its movement reduced to 3 and suffers a -2 penalty to hit and to its Armor Class. If cast upon the ceiling of a cavern or tunnel, the ensuing cave-in deals 8d6 points of damage to anyone caught directly beneath the area, or half damage to those who succeed on a saving throw. The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance, but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days.

The reverse of this spell turns mud or quicksand into sandstone. Creatures in the mud are allowed a saving throw to escape before the area is hardened to stone.

Wall of Thorns
Spell Level: Druid, 5th Level
Range: 200 ft.
Duration: 10 minutes per level

This spell creates a barrier of tangled, needle-sharp thorn bushes. The wall covers a number of 10x10x5 foot blocks equal to twice the druid’s level. Any creature moving through a wall of thorns takes damage each round equal to 25 minus the creature’s AC. Forcing one’s way through the thorns requires an open doors check to move 5 feet. One can chop through a foot of the thorns with 10 minutes work. Normal fire has no effect on the thorns, but magic fire burns it away in 10 minutes.

Druid Spells – Level 1 to 3

The following is Open Game Content.

Druid Spell List

Level 1
1. Animal Summoning I
2. Charm Animal
3. Cure Light Wounds*
4. Detect Poison
5. Entangle
6. Produce Flame
7. Shillelagh
8. Speak with Animals*

Level 2
1. Animal Summoning II
2. Animal Trance
3. Barkskin
4. Flame Blade
5. Fog Cloud
6. Gust of Wind
7. Resist Fire
8. Warp Wood

Level 3
1. Animal Summoning III
2. Cure Disease * / Contagion
3. Neutralize Poison * / Poison
4. Plant Growth
5. Speak with Plants *
6. Stone Shape
7. Water Breathing **
8. Wind Wall

* As cleric spell of same name
** As magic-user spell of the same name

Animal Summoning I
Spell Level: Druid, 1st Level
Range: 30 ft.
Duration: 1 round per level

This spell summons a natural creature. It appears where you designate and acts immediately. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

1 Baboon
2 Barracuda *
3 Centipede (Swarm)
4 Flying Squirrel, Carnivorous
5 Frog, Giant (Small)
6 Hyena
7 Jackal
8 Rat, Giant

* Roll again if not in an aquatic environment

Animal Summoning II
Spell Level: Druid, 2nd Level
Range: 30 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

1 Ant, Giant Worker
2 Dolphin *
3 Frog, Giant (Medium)
4 Giant Centipede, Small (Lethal)
5 Leech, Giant
6 Lynx, Giant
7 Snake, Constrictor
8 Snake, Viper
9 Thylacine
10 Wolf

* Roll again if not in an aquatic environment

Animal Summoning III
Spell Level: Druid, 3th Level
Range: 30 ft.
Duration: 1 round per level

This spell functions like animal summoning I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

1 Badger, Giant
2 Cattle
3 Crab, Giant
4 Crocodile
5 Goat, Giant
6 Lizard, Giant
7 Ostriches, Giant
8 Ray, Sting *
9 Sea Lion *
10 Shark, Small (3 HD) *
11 Snake, Cobra
12 Toad, Giant

Animal Trance
Spell Level: Druid, 2nd Level
Range: 30 ft.
Duration: Concentration

Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a non-intelligent creatures can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.

Barkskin
Spell Level: Druid, 2nd Level
Range: Touch
Duration: 10 minutes per level

The recipient of this spell’s Armor Class improves by 2.

Charm Animal
Spell Level: Druid, 1st Level
Range: 30 ft.
Duration: One day per level

This spell functions like charm person, except that it affects animals instead of people.

Contagion
Spell Level: Druid, 3rd Level
Range: Touch
Duration: Instantaneous

The reverse of cure disease, this spell causes the subject to contract a disease from the table below. The disease strikes immediately. With a successful saving throw, the subject is not infected. If infected, one saving throw is allowed each day to avoid damage. Two successful saving throws in a row are required to overcome the disease completely. If any character has an ability score reduced to 0, it dies. Against monsters, the Referee may rule that the spell causes a -3 penalty to hit, damage and on saving throws, and reduces the monster to half normal movement.

1 Blinding Sickness (1d4 strength damage per day)
2 Cackle Fever (1d6 wisdom damage per day)
3 Filth Fever (1d3 dexterity and 1d3 constitution damage per day)
4 Mindfire (1d4 intelligence damage)
5 Red Ache (1d6 strength damage per day)
6 Shakes (1d8 dexterity damage per day)

Detect Poison
Spell Level: Druid, 1st Level
Range: 30 ft.
Duration: Instantaneous

You determine whether a creature, object, or area has been poisoned or is poisonous. This spell can penetrate doors, but not walls.

Entangle
Spell Level: Druid, 1st Level
Range: 400 ft.
Duration: 1 minute per level

Grasses, weeds, bushes, and trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by making a saving throw. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Flame Blade
Spell Level: Druid, 2nd Level
Range: 0 ft.
Duration: 1 minute per level

A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this blade-like beam as if it were a long sword (i.e. 1d8 damage). Since the blade is immaterial, it ignores bonuses to Armor Class from armor and shields. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The spell does not function underwater.

Fog Cloud
Spell Level: Druid, 2nd Level
Range: 120 ft.
Duration: 10 minutes per level

A bank of fog billows out from the point you designate. The fog obscures all sight beyond 5 feet. Attacking a creature within 5 feet carries a -4 penalty to hit. Attacking creatures farther away carries a -10 penalty to hit, and the attacker can’t use sight to locate the target). A strong wind disperses the fog in one round. The spell does not function underwater.

Gust of Wind
Spell Level: Druid, 2nd Level
Range: 60 ft.
Duration: 1 round

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. Very small creatures, like birds and pixies, are knocked down and rolled 30 ft, taking 2d6 points of non-lethal damage. Small creatures, like kobolds and goblins, are knocked prone by the force of the wind. Human-sized creatures are unable to move against the force of the wind. Any creature, regardless of size, takes a –4 penalty on misile attacks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

Plant Growth
Spell Level: Druid, 3rd Level
Range: See text
Duration: Instantaneous

Plant growth has different effects depending on the version chosen. Overgrowth causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. The area must have brush and trees in it for this spell to take effect. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected.
Enrichment targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.

This spell has no effect on plant creatures.

Poison
Spell Level: Druid, 3rd Level
Range: Touch
Duration: Instantaneous

Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of damage immediately and another 1d10 points of damage 1 minute later. Each instance of damage can be negated by a saving throw.

Produce Flame
Spell Level: Druid, 1st Level
Range: 0 ft.
Duration: 1 minute per level

Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee attack or missile attack (up to 120 ft), ignoring armor, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater.

Resist Fire
Spell Level: Druid, 2nd Level
Range: Touch
Duration: 10 minutes per level

This spell grants a creature limited protection from fire. The creatures suffers half damage from fire for the duration of the spell.

Shillelagh
Spell Level: Druid, 1st Level
Range: Touch
Duration: 1 minute per level

Pronounced Shih – Lay – Lee, this spell causes a normal club or staff to become a +1 magical weapon for the duration of the spell.

Stone Shape
Spell Level: Druid, 3rd Level
Range: Touch
Duration: Instantaneous

You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 2 in 6 chance that any shape including moving parts simply does not work.

Warp Wood
Spell Level: Druid, 2nd Level
Range: 30 ft.
Duration: Instantaneous

You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck). A boat or ship springs a leak. Warped missile weapons are useless. A warped melee weapon is -4 to hit. Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell. A 2nd level druid can warp a single, small item. A level 6th level druid can warp something as large as a door. A 12th level druid can warp something as large as a ship.

Wind Wall
Spell Level: Druid, 3rd Level
Range: 120 ft.
Duration: 1 round per level

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal missile weapon passing through the wall is -6 to hit. A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected. Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall. While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points. The wall is 10 ft per level long and 5 ft. per level high.

Levels 4 and 5 tomorrow …

On Clerics & Druids

My first attempt at blogging from MSWord – hopefully it comes out okay. This is my take on the cleric and druid. In truth, my only contribution to the cleric is the level titles.

This post is Open Game Content.

THE CLERIC

Clerics are armored priests who serve a patron deity and an alignment ethos (law, good, chaos or evil). Regardless of the details, you are a champion of your faith and moral alignment. You might be a sinister witch-hunter, an exorcist of demons, or a shining knight of the faith. Because most of a cleric’s abilities are oriented toward healing and protecting, clerics tend to play a support role during combat, backing up the front line, but able to stand shoulder to shoulder with the party’s fighting-men if need be, at least for a while. High level clerics often establish fortified temples or monasteries in the wilderness, clearing the area of monsters and attracting followers and soldiers.

Prime Requisite: Wisdom (13+gives +5% experience bonus).

Hit Dice: 1d6+1 (+2 hp per level after 9th).

Armor/Shield Permitted: Any.

Weapons Permitted: Blunt weapons only.

Spells (1st): The spells available are listed on the cleric spell list. A cleric is limited to a certain number of spells of each level per day. A table shows the number of spells per day a character of the class may cast. Clerics prepare spells each day through prayer to their deity, followed by contemplation and study.

Banishing Undead (1st): Clerics can “Turn” the undead, making them flee from the cleric’s holiness (or, in the case of an evil cleric, bringing them to heel as servants and minions). A Referee might decree that a cleric can use this ability against other supernatural creatures hostile to his patron deity or religion.

Spells Per Day (By Spell Level)

Level

Experience

Hit Dice

Attack

Save

Title

1

2

3

4

5

6

1

0

1

+0

14

Beadle

2

2,250

2

+0

13

Almoner

1

3

5,000

3

+1

12

Chanter

2

4

9,000

4

+1

11

Friar

2

1

5

18,000

5

+2

10

Prester

2

2

1

6

35,000

6

+2

9

Vidame

2

2

1

1

7

70,000

7

+3

8

Exarch

2

2

2

1

1

8

140,000

8

+3

7

Hierophant

2

2

2

2

2

9

300,000

9

+4

6

Patriarch

3

3

3

2

2

10

425,000

+2

+5

5

Patriarch

3

3

3

3

3

11

650,000

+4

+5

4

Patriarch

4

4

4

3

3

12

900,000

+6

+6

3

Patriarch

4

4

4

4

4

1

The Druid Sub-Class

The druid is a sub-class of cleric who worships a pantheon of nature divinities in place of the cleric’s patron deity and ethos. Because druids worship a wide variety of deities and respect each deity’s place in the greater scheme of things, they are always neutral in alignment. Druids draw energy from the natural world to cast divine spells and gain strange supernatural powers.

Prime Requisites: Intelligence & Wisdom (13+ gives +5% experience bonus).

Hit Dice: 1d6+1 (+2 hp per level after 9th).

Armor/Shields Permitted: Leather armor, shields.

Weapons Permitted: Club, dagger, dart, hand axe, hammers, sling, sickle, spears, swords, and staves.

Spells (1st): The spells available to a druid are listed on the druid spell list (coming soon). A druid is limited to a certain number of spells of each level per day. The druid table shows the number of spells per day a character of the class may cast. Druids prepare spells each day by praying for them.

Secret Language (1st): Druids have a secret language and alphabet used for communicating with one another. They are forbidden from teaching either language or alphabet to any but their brethren. It is this language that the druids use to cast their spells.

Nature Lore (1st): A druid can identify plants and animals with perfect accuracy. This ability is automatically successful when used in the type of environment in which the druid was trained or currently lives. In unfamiliar environments, the druid must succeed at a saving throw to successfully use this ability.

Resist Elements (2nd): At 2nd level, druids gain a +1 bonus to saving throws against fire, water, earth, air, cold and lightning attacks.

Woodland Stride (3rd): At 3rd level, druids gain the ability to move through natural thorns, briers, overgrown areas, and similar terrain at normal speed and without suffering damage or other impairment. When doing so, druids leave no trail in the natural surroundings and cannot be tracked. Areas that are enchanted or magically manipulated to impede motion still affect druids.

Shapechange (6th): At 6th level, druids gain the ability to change into a small or medium-size animal and back again once per day. This ability operates like the spell polymorph. Upon attaining this ability, a druid must choose an animal shape, usually an animal sacred to her religious traditions or patron deity. The selection is permanent, and cannot be changed.

Each time a druid uses this ability, the character regains 1d3 hit points. At 7th and 8th levels, the druid gains a new animal shape. Each shape can be assumed once per day. At 12th level, the druid gains the ability to take the shape of a large (maybe prehistoric) version of one of the previously chosen animal forms. This large form can be assumed once per day, and the druid can decide between the three forms each time this ability is used. When assuming the large version of an animal form, the druid heals 4d6 hit points.

Spells Per Day (By Spell Level)

Level

Experience

Hit Dice

Attack

Save

Title

1

2

3

4

5

6

1

0

1

+0

14

Neophyte

2

2,000

2

+0

13

Initiate

1

3

4,250

3

+1

12

Ovate

2

4

8,500

4

+1

11

Soothsayer

2

1

5

17,000

5

+2

10

Magus

2

2

1

6

35,000

6

+2

9

Shaman

2

2

1

1

7

70,000

7

+3

8

Magister

2

2

2

1

1

8

180,000

8

+3

7

Druid

2

2

2

2

2

9

275,000

9

+4

6

Archdruid

3

3

3

2

2

10

400,000

+2

+5

5

Archdruid

3

3

3

3

3

11

525,000

+4

+5

4

Archdruid

4

4

4

3

3

12

650,000

+6

+6

3

Archdruid

4

4

4

4

4

1

Coming Soon – Druid spells

Medieval Woodcut of a Bishop from “Gode Cookery”

On the Gods of Nod: Ophir

What follows is the pantheon I worked up for the city-state of Ophir on the Wyvern Coast. The gods and goddesses are based, more or less, on Phoenician and Levantine deities. Each of the deities has a cult spell for his clerics and/or druids. For the neutral deities I list some sacred animals that their druids may turn into with their shape-change power. The portions in italics are open game content.

Adonis
Also called Lord
Deity of youth, beauty and rebirth
Wields a club
Served by nymphs
Symbolized by a boar
Aligned with Neutrality
Druids may learn the spell Lamentation (see below)
Sacred animals are the boar, bull and ram

Adonis is the god of youth, beauty and rebirth. His mother, Myrrha, was turned into a myrrh tree by Derceto to protect her from her father. Adonis was born from the tree when its bark was rent by a boar’s tusks. At birth, the boy was so lovely that Derceto hid him in a chest that she gave to Kore for safe keeping. But the goddess of death was so taken with the youth that she would not give him up. Ultimately, it was decided that Adonis would spend six months with Derceto on earth and six months with Kore in the Underworld.

The cult of dying Adonis belongs to women. They celebrate a two day festival at midsummer. The first day is spent in mourning, with worshipers uttering lamentations and beating themselves. The second day, celebrating his rebirth, is spent in feasting and merriment.

LAMENTATION (Druid Level 1)
Range: Earshot
Duration: 1 round + 1 round/druid level

By uttering loud lamentations to Adonis, a druid can cause all humanoids in earshot to fall into tears for the duration of the spell. While overcome with sorrow, creatures cannot perform any action beyond self defense.

Asclepius
Also called The Eighth
Deity of healing
Wields a short bow
Served by angels
Symbolized by a caduceus
Aligned with Law
Clerics learn the spell Soothing Touch (see below)

Asclepius is the god of healing. He was fathered by Zadok with one of the seven Titanides after he had already fathered seven other sons. Asclepius was once pursued by Astarte to the point that he castrated himself and died. Seeing the error of her ways, Astarte restored him to life with the warmth of her body and made him a demigod.

Worshipers of Asclepius make votive offerings of statuettes of people healed by him, especially babies and children. Asclepius temples may be carved into the rock of the earth or built atop massive limestone pedestals measuring 230 ft wide, 160 ft long and 70 ft high. They often include paved pools, sculptures of sphinxes and lions and bas-relief sculptures of hunting scenes.

SOOTHING TOUCH (Cleric Level 2)
Range: Touch
Duration: 1 minute

This spell temporarily restores 1d4 points of damage per level of the subject. These temporary hit points disappear after one minute.

Astarte
Also called Face of the Lord, Queen of Heaven
Deity of fertility, love and war
Wields a spear
Served by angels and the fey
Symbolized by a pentagram
Aligned with Neutrality
Druids learn the spell Crown of Stars (see below)
Sacred animals are the antelope, lion and horse

Astarte is the goddess of fertility, love and war. She is depicted as a naked woman, enthroned, flanked by sphinxes and holding a bowl beneath her full breasts. Her symbols include the horse, sphinx, dove and circled star (pentagram).

Astarte is the daughter of sky and earth, the sister-wife of Shedu. She has seven daughters, the Titanides, and two sons, Pothos (Longing) and Eros (Desire).

At Astarte’s festival, worshipers bake small cakes, burn incense, pour out drink offerings and raise sacred poles in her honor.

CROWN OF STARS (Druid Level 5)
Range: Sight
Duration: 1 turn/cleric level

With a word, a crown of stars appears above the druid’s head. Lawful (or benevolent) creatures that view the crown must succeed at a saving throw or be unable to attack or otherwise harass the druid. Neutral creatures (including animals) who see the crown must succeed at a saving throw or fall under the control of the druid. Chaotic (or malevolent) creatures who view the crown must succeed at a saving throw or be struck blind.

Baalzebub
Also called Lord of Flies
Deity of disease and falsehood
Wields a whip
Served by demons
Symbolized by a fly
Aligned with Chaos
Clerics learn the spell Infestation (see below)

Baalzebul, the Lord of Flies, is one of the fallen spirits who reigns in Hell as second in command to Lucifer. He is the patron of disease, falsehood, flattery and death. Sacrifices, sometimes of children, are made to him to bring relief from plagues. Baalzebul and his worshipers work to undermine and ultimately control civilization. His priests are silver tongued and crafty, tempting princes and the priests of other gods to do their work for them. Baalzebub appears either as a giant fly or a fly-headed man.

INFESTATION (Cleric Level 2)
Range: 20 ft
Duration: 1d6 rounds

The cleric causes one creature per level (up to 10) to feel the sensation of maggots crawling beneath their skin. Subjects who succeed at a saving throw see through the illusion but are still harassed by the sensation and suffer a -1 penalty to all actions for 1 minute. Those who fail their saving throws fall to the ground, tearing and rending their flesh, inflicting 1d3 points of damage to themselves for 1d6 rounds. Fortunately, the poor souls will pass out before they kill themselves.

Derceto
Also called Lady Goddess of the Sea
Deity of the sea and fertility
Wields a spear or mace
Served by the fey
Symbolized by a mermaid
Aligned with Neutrality
Druids learn Derceto’s Transformation (see below)
Sacred animals are the dolphin, hawk and lion

Derceto is a mermaid goddess of the sea and fertility. She is the inventor of useful tools, patron of astrology and mistress of destiny. She usually appears as a mermaid with two tails or as a naked woman riding atop two lions or riding in a lion-drawn chariot. Her symbols include the lion, crescent moon, scepter and fish-spear.

Derceto is a strict mistress. Her cultists are beggar-priests who must emasculate themselves and are forbidden from eating fish. They carry copper coins bearing the likeness of the goddess.

DERCETO’S TRANSFORMATION (Druid Level 4)
Range: Personal
Duration: 1 hour

The druid takes on the form of abilities of a merfolk for 1 hour. In addition to gaining the lower torso of a fish and the ability to breath water, the druid grows fierce claws on his hands, gaining an attack that deals 1d6 damage.

Kothar-wa-Khasis
Also called Skillful-and-Wise, Deft-with-both-hands
Deity of craftsmanship, smiths, magic
Wields a war hammer
Served by elementals
Symbolized by a hammer
Aligned with Law
Clerics learn the spell Perfect Object (see below)

Kothar-wa-Khasis is the god of craftsmanship. He is the patron of smiths, engineers, architects and inventors. As the creator of sacred words and spells, he is the patron of sooth-sayers and magicians. Besides crafting the weapons of the gods, Kothar also built Shedu’s magnificent palace of silver, gold, lapis lazuli and fragrant cedar wood. When Shedu sends rain to earth, it is Kothar who first opens the window of his palace.

PERFECT OBJECT (Cleric Level 2)
Range: Touch
Duration: 1 hour

An object touched by the cleric becomes perfect in composition and construction. Armor will have a +1 bonus to AC, weapons a +1 bonus to hit, etc. The items are not magical, and perfected weapons cannot be used to strike creatures only harmed by magic weapons. This effect lasts for one hour.

Lotan
Also called Lord of the Land
Deity of the sea and chaos
Wields a spear
Served by demons and water elementals
Symbolized by a scourge
Aligned with Chaos
Clerics learn the spell Seven Deadly Stings (see below)

Lotan is the god of the primordial seas. He rules storm and destruction, and was cast out of Heaven because of his evil temper. Lotan is the brother of Shedu, Melkarth and Astarte. He has had occasion to war with both of his brothers. He can take the form of a powerful merman with a curled, blue-black beard or that of a seven-headed sea serpent. His palace is in the deepest depths of the oceanic Abyss. Lotan’s consort is Belatu.

Lotan’s temples are often built near the sea. They are black buildings, imposing and terrible. His priests wear black robes and hunt the streets at night for sacrificial victims to quell the primordial rage of their master.

THE SEVEN DEADLY STINGS (Cleric Level 4)
Range: Touch
Duration: 1 round/cleric level

By anointing a staff with sea water, the cleric can bring forth seven serpentine heads from its tip. In battle, the staff strikes once per round for 1d6 points of damage. Creatures hit by the staff must make a saving throw against poison or suffer one additional point of damage per level of the cleric.

Melkarth
Also called King of the City
Deity of sailors, warriors, traders
Wields a sickle-sword
Served by cherubim
Symbolized by a murex shell
Aligned with Law
Clerics learn the spell Whirling Death (see below)

Melkarth is the god of sailors, heroes, the fighting arts and traders. Melkarth is invoked in oaths and contracts. He is known to send visions to warlords and kings. Most importantly, he is the inventor of the rare and expensive purple die that is the basis of his worshipers mercantile success. His worshipers can be seen leaping in the air and falling to their knees, on which they spin like tops. He is celebrated each February in what is called the “Awakening”. His temples are large affairs and always feature two pillars of bronze or gold.

WHIRLING DEATH (Cleric Level 1)
Range: Personal
Duration: 1 round/cleric level

The cleric begins spinning wildly, gaining an additional attack each round and a +1 bonus to AC and melee damage.

Moloch
Also called King
Deity of fire, evil
Wields a mace
Served by demons and fire elementals
Symbolized by a golden calf
Aligned with Chaos
Clerics learn the spell Consuming Fire (see below)

Moloch is a wicked spirit cast out from Heaven who is worshiped as the god of fire. He is depicted as a man with golden skin and the head of a bull or oxen. Great brazen idols of Moloch are constructed like ovens, with sacrificial victims placed inside to be burned to death. During these sacrifices, priests beat drums to drown out the cries of the victims. Moloch is a revered by those who worship power over all things. His priests and worshipers are warlike, overbearing and violent. Sacrifices to Moloch are made to ensure victory in war and to call down rain.

CONSUMING FIRE (Cleric Level 5)
Range: 30 ft
Duration: See below

This spell lasts for one round per cleric level, up to a maximum of five rounds. During the first round of the spell, the target suffers 1d4 points of damage and feels searing pain in his hands and feet. He must succeed at a saving throw or drop whatever he is carrying. During the second round, the victim suffers 1d6 points of damage and feels the lick of flames on his arms and legs. He must succeed at a saving throw or suffer a -1 penalty to hit and to AC. In the third round, he suffers 1d8 points of damage and feels that his torso is on fire. If he fails a saving throw, he is compelled to strip off his armor and douse himself with water. In the final round, he suffers 1d10 points of damage and feels as though his face and hair are aflame. He must succeed at a saving throw or be stunned for 1d4 rounds.

Shedu
Also called Bull God, Patriarch, Creator of Creatures
Deity of creation, the sky, rainfall, fertility
Wields twin clubs
Served by angels, shedu and lammasu
Symbolized by a human-headed bull
Aligned with Law
Clerics learn the spell Blinding Light (see below)

Shedu is the supreme deity and creator of human beings. He is the lord of the sky and sun who governs rainfall and thus the growth of crops. Shedu is the protector of life whose absence results in famine, death and chaos. His brothers are Melkarth and Dagon (his terrible rival) and Astarte is his sister-wife. Shedu either appears as a golden skinned man wearing a horned helm and bearing twin clubs or as a human-headed bull. His earth-bound servants include androsphinxes, shedu and lammasu.

BLINDING LIGHT (Cleric Level 4)
Range: See below
Duration: 1 round/cleric level

The cleric’s head is surrounded by a halo of bright light. Those within 60 feet must succeed at a saving throw or be blinded for 30 minutes. While the spell lasts, creatures are unable to directly look at the cleric, giving them a -5 penalty to hit him in combat.