Deities

This is the list of Deities as of the beginning of the campaign.  Entries will slowly grow with information (including historical refrences) and minor/new gods will be added. Three of the elemental gods (Aquin, Slasarth, Ariel) have fallen since the beginning of the War of Shadows and T'Lann, Vampire God of Blood and Necromancy, has risen. As new wars rage, few deities futures seem certain. Ompos's priesthood has a stranglehold over Milandar and Sylvas is beginning to rebuild in the Elven Empire, but many gods sit on the brink of falling. Benes, Vastak, and Geon stand in immediate danger, while many more could be endangered by the innexorable advance of history.

Active Gods:
Ompos - Honor and the Sun
Symbol: Sunburst, Eight-pointed Star (Inquisitors), Gold Dragon
Major Spheres: All, Combat, Elemental (fire), Guardian, Healing, Law, Protection, Sun, War
Minor Spheres: Charm, Creation, Divination, Time, Wards
Common Powers: Flame Blade, Detect Lie, Darkness Purge (creates a triple strength light spell, 90' around the priest), Draw Upon Holy Might, Stalwart Barrier (+3 to save vs. attack spells, +1 hp/level), Command

Sylvas - Nature and the Elves
Symbol: Oak Tree, Maple Leaf, Bow and Arrows
Major Spheres: All, Animal, Astral, Charm, Creation, Healing, Plant, Protection, Summoning, Weather
Minor Spheres: Divination, Elemental (all), Time, Travelers, War, Wards
Common Powers: Entangle, Friends of Nature (roll once on rangers follower table), Transport Via Plants, Might of the Forest (+1 Strength, +1 Dex, -1 Constitution, immunity to sleep and charm, +2 to all saves), Bladequest (blessed sword is effectively +2/+4 vs. specific opponent for course of mission)

Benes - Healing and Life
Symbol: Open Hand, Drop of Water, Dove
Major Spheres: All, Astral, Charm, Creation, Divination, Healing, Necromantic (healing only), Protection,
Minor Spheres: Animal, Guardian, Wards
Common Powers: Cure Light Wounds, Healing Touch (as lay on hands), Cure Disease, Benes's Mark (+1/die to all healing spells), Healing Cloak (extra power left from healing can be distrubuted to anyone within 10' radius), Veil of Peace (any attacking priest must save vs. spells or fall asleep, even elves)

Vastak - Peace and Love
Symbol: Bound Hands, Broken Sword, Plain Wooden Staff
Major Spheres: All, Astral, Charm, Creation, Healing, Protection, Wards
Minor Spheres: Divination, Law, Thought
Common Powers: Withdraw, Charm Person, Emotion Control, Call Crowd (works on level + 2d4 targets, get a save if at least 1/2 the priests level), Fluid Parry (can parry 1/round at +3 with open hand), Chameleon (like invisibility, but Vastak gets mad if you use it to attack)

Geon - Earth and the Dwarves
Symbol: Battle Axe, Gemstone, Door leading into Mountain
Major Spheres: All, Combat, Creation, Elemental (Earth), Guardian, Healing, Law, Protection, War
Minor Spheres: Wards
Special Spells: Cast Earth Elemental wizard spells as spells of the same level
Common Powers: Meld with Stone, Stoneshape, Locate Minerals (60'+10'/level), Strength of Stone (+1 Strength, +1 Constitution, -1 Dexterity, -1/die to all damage), Stonesskin, Fist of Stone (grip strength 18/00 with one hand, fist does 1d6 + str bonus)

Ximod - Chaos and Randomness
Symbol: Eight Arrows fleeing the center, Dice, Raven
Major Spheres: All, Chaos, Charm, Creation, Summoning, Time
Minor Sphere: Divination, Elemental (all), Healing, Thought, Time, Weather
Special Spells: Cast Wild Magic spells as spells of the same level
Common Powers: Miscast Magic, Chaotic Combat, Nahal's Reckless Dweomor, Babble (reverse of tongues), Unluck, Manipulate Probability (add or subtract one from any die roll), Confusion

Gorath - Knowledge and the Truth
Symbol: Open Tome, Lantern, Unrolled Scroll
Major Spheres: All, Astral, Divination, Numbers, Thought, Time
Minor Spheres: Creation, Healing, Law, Travelers, Wards
Special Spells: Cast Divination wizard spells as spells of the same level
Common Powers: Detect Lie, Detect Magic, Identify (without component or attribute loss), Augury, Comprehend Languages, Free Nonweapon proficency slots, Copy Text (nonmagical only), Speedread (1 page/level per minute), Eidetic Memory

Gomora - Lies and Deceit
Symbol: Songbird, Dagger, Drama Mask
Major Spheres: All, Charm, Protection, Summoning, Sun (reversed), Thought
Minor Spheres: Divination, Healing, Travelers, War
Special Spells: Cast Illusion spells as spells of the same level
Common Powers: Undetectable Lie (almost all have), Silver Tongue (+2 charisma for oration), Friends, Backstab (as theif of equal level), Vampiric Touch, Invisibility, Deceive Divination (provide false info to divinations cast by diviners of less than your level)

Deothar - Death and Undeath
Symbol: Skull, Bones, Infinity Symbol
Major Spheres: All, Healing (reversed), Necromantic, Protection, Summoning, Sun (reversed), Time, War
Minor Spheres: Animal, Combat, Elemental (all), Healing (not reversed)
Special Spells: Cast Necromantic wizard spells as spells of the same level
Common Powers: Animate Dead, Embalm, Chill Touch, Vampiric Touch, Aura of Decay (all nearby objects age 1 year a round, living things must save or do the same), Cause Disease, Blackflame (fan of flames 90 degree arc 30' long, does 8d8+8)

Linith - Spiders and the Drow
Symbol: Spider, Rough Opening into Darkness, Tri-dart
Major Spheres: All, Animal, Astral, Charm, Combat, Necromantic, Summoning, Sun (reversed), Wards
Minor Spheres: Divination, Elemental (Earth), Healing, Law
Common Powers: Spider Fangs (do 1d3, inject poison), Web, Pass Through Webs (no movement penalty), Immune to Spider Venoms, Poison, Cause Disease, Poison Touch (reverse lay on hands, 2 damage/level), Shapechange to Spider, Grow extra pair of arms (fully mobile, requires proficency slot to use properly)

Shadath - Shadows and Thievery
Symbol: Halfmask, Black Dagger, Crossed Daggers
Major Spheres: All, Charm, Combat, Divination, Protection, Sun (reversed), Travelers
Minor Spheres: Astral, Guardian, Healing, Summoning, Wards
Common Powers: Theiving Abilities, Invisibility, Sleep, Poison Blade (adds a coat of poison to weapon), Dimension Door, Shadowwalk, Spider Climb, Dispel Magic, Darkness 15' Radius

T'Lann - Blood and Necromancy
Symbol: Wolf, Two pinpricks of light (two glittering gems or bits of metal on a black background), Broad Sword
Major Spheres: All, Animal (wolf), Astral, Charm, Necromantic, Sun (reversed), Necromantic Wizard Spells (as priest spells of equal level)
Minor Spheres: Healing, Healing (reversed), Law
Common Powers: Chill Touch, Vampiric Touch, Spirit Armor (sucks 10 hp, lasts 1 round/level, +4 AC, absorbs 25 damage, +2 save vs. physical attacks), Undead Friend (undead will not attack unless aligned specifically with Deothar), Invisibility, Transform to Wolf, Transform to Mist, Transformed to Vampire, Necromantic Protection (all negative energy and necromantic effects, +3 save, -6 damage), Animate Skeletons with Touch, BBlood Boil, Blood Burn

Gods of the Recent Past:
Ariel
- The Wind and Freedom
Symbol: Eagle, Stylized Curl of Wind, Bow and Arrows
Major Spheres: All, Astral, Charm, Combat, Elemental (Air), Travelers, Weather
Minor Spheres: Animal, Chaos, Divination, Healing, Summoning, Time
Common Powers: Gust of Wind, Fly, Cloak of Winds (+4 AC vs. missiles, +2 vs. other), Ariel's Grace (+1 Dex), Dispel Magic (charms only), Sense Charms (60'), Hawk Companion, Razor Wind (cuts target for 3d4+6, save vs. spells or loose next action)

Aquin - Water and Seas
Symbol: Wave, Fish, Trident
Major Spheres: All, Divination, Elemental (Water), Healing, Travelers, Weather
Minor Sphere: Animal, Charm, Summoning
Special Spells: Cast Water Elemental wizard spells as spells of the same level
Common Powers: Waterbreathing, Song of the Syrens (+2d4 charisma while singing), Wavehammer (compressed geyser of water, deals 6d6+12 damage), Waterform (turn into a water elemental with HD equal to your level (hp do not change)), Infallable Sense of Direction, Summon Sea Creatures (as Call Woodland)

Slasarth - Flames and Destruction
Symbol: Flame, Flaming Sword, Flaming Shield
Major Spheres: All, Combat, Elemental (Fire), Summoning
Minor Spheres: Chaos, Divination, Elemental (Earth), Healing, Protection
Special Spells: Cast Elemental Fire wizard spells as spells of equal level
Common Powers: Burning Hands, Flame Blade, Fireball, Wall of Fire, Affect Normal Fires, Resistant to Fire (+2 save, 1/2 damage), Immune to fire (+6 save, 1/4 save for none), Firesight (can look into one fire and see through to another within mile/level)

Worshipped Forces:
Mystra - Magic
Symbol: Seven Pointed Star, Red Moon (Mystra), Staff wreathe in Silver Flames
Grants no Abilities, but is often worshipped by mages. Some beleive she grants luck in mystic endevours.

Nature
Symbol: Any Plant or Animal, Mistletoe, White Moon (Luna)
Priests of Nature are the Druids. Many also worship its personification in Sylvas.

Godlings:
Kord
- Godling of Magma, Rebirth, Chaos, and Battle
Symbol: Volcano, Flaming Battle Axe
Currently in an accord with Ompos to provide his priests with all levels of spells

Angorak - Godling of Ice, Fate, Magic, and Dragons
Symbol: Crystal, Dragon's Eye, Seven Pointed Star
Dispensing Fate in human form, using superior knowledge to move the world towards unknown ends

Exiled Gods:
Oroth - Serpents and Corruption
Symbol: Serpent biting its own Tail, Crawling Serpent, Dragon in Flight

Xaod - Madness
Symbol: Open Eye

Silak Takur - Entropy and Destruction
Symbol: Black Sphere, Black Circle, Black Ring

Maw - Dragons and their Kin
Symbol: Fanged Maw, Dragon in Flight, Broken Crown

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