HEIRONEOUS – THE INVINCIBLE

STAT

Intermediate Power

ROR

Oeridian, Common

AL

Lawful Good

WAL

Any Good, Lawful Neutral (rarely)

SoC

Chivalry, Honour, Justice, Valour, Daring, War

SY

A silver lightning bolt striking downwards, sometimes by itself or sometimes held in a fist, or seven silver lightning bolts radiating outwards

SX

Male

MAN

A tall, youthful, extremely handsome human of impressive build and commanding presence; coppery skin, auburn hair and amber eyes; protected by silver chain mail and carrying a great battle axe

CR

Blue, Silver

PN

Seven Heavens, Mount Celestia (Venya/Fields of Glory)

ALL

Daern, Delleb, Johydee, Murlynd, Pholtus, Zilchus

ENE

Hextor (half-brother), Erythnul, Kurell

Heironeous (hare-OH-knee-us) the Invincible, also known as the Valorous Knight, the Crusader of Justice, the Honorable Champion, the Paragon of Chivalry, the Lord of War, the Archpaladin, or Weordmynd in Old Oeridian, is the champion of rightful combat and chivalrous deeds and a shining example of all that is brave, virtuous, and just. He is the patron power of those who fight for honour and strive for justice and the fair and good order of things. These things are most important to the followers of Heironeous.

Traditionally Heironeous has been revered by honourable leaders, officers, leaders, and paladins. In recent decades the ranks of Heironeous’ faithful have grown to encompass many common folk as well, as he is a strong warrior and protector. This duality is attractive to those in military professions and those aspiring to acts of great heroism. Rangers, soldiers, and city watch members are included in this group. The Archpaladin is venerated in non-evil lands across the Flanaess, chiefly in those regions governed by the rule of law and inhabited by large numbers of humans of Oeridian extraction. He has a strong following in Furyondy and Veluna including some members of the Knights of the Hart and many exiled Shield Landers venerate Heironeous.  Battle cries invoking Heironeous’ name are commonly heard in military campaigns around the continent, from the fight against the humanoid hordes and evil clerics of Iuz, to the undead insanity of the former Great Kingdom.

The Archpaladin is unflinchingly brave and unfailingly courteous. Although committed to the rule of law, Heironeous displays a strong sense of the importance of mercy and common kindness in the dispensation of true justice. He is given to slow and careful speech, but is capable of swift violence when the need is great and true. Heironeous sometimes adopts the appearance of a young boy, a mercenary soldier, or an old man. In such guises he is always garbed appropriately, but is never without his fine chainmail.

Not unlike Celestian and Fharlanghn or Kurell and Zilchus, Oeridian mythology suggests strong fraternal links between Heironeous and Hextor. There is a great enmity between Heironeous and Hextor, for Hextor chose the path of darkness to Heironeous’ path of shining light. The Warring Brothers, as the half-brothers are sometimes known, have battled each other for eons, each the antithesis of the other. Each power seeks to destroy, or at least thwart, the other in an endless cycle of retribution. Their faithful worshipers emulate this behaviour, engaging in violent conflict whenever their paths cross. The Great Kingdom in particular is riddled with worshippers of Hextor, the most dangerous being the Knight Protectors, thus the antipathy towards the Great Kingdom that Heironeous' followers exhibit.

Erythnul, another evil god of violence, bloodlust, war and slaughter, is an unusual ally of Hextor. The two approach combat and war in entirely different ways, but long ago they forged an agreement, saying that neither would move against the other, and if the other fell into times of need, they would be aided by the other. At present both are exceptionally powerful, their strength boosted by the chaos and bloodshed of the Flanaess-wide Greyhawk Wars. As a result Heironeous often comes into conflict with Erythnul as well, and is considered second only to Hextor on Heironeous’ list of enemies.

In addition to those listed above, Heironeous maintains strong ties with several deities outside the Oeridian pantheon, including Al’Akbar, Allitur, Fortubo, Mayaheine, Pelor, Rao, St. Cuthbert, and Zodal. The Valorous Knight also holds long standing enmities against powers such as Beltar, Bralm, Damaran, Iuz, Kyuss, Llerg, Meyanok, Olidammara, Pyremius, Ralishaz, Raxivort, Syrul, Tezcatlipoca, Tharizdun, Tlaloc, Trithereon, Vara, Vecna, and Wastri. With a list like this, Heironeous’ followers must work hard to succeed against these enemies.

Heironeous typically manifests in the form of bolts of lightning cast down from the heavens, even when there is scarcely a cloud in the sky. Such manifestations are usually simply warnings seen off in the distance. However, if the Archpaladin chooses, he can strike in a fashion similar to a call lightning spell, regardless of weather conditions. Heironeous rarely strikes with more than a glancing blow, for a direct strike inflicts up to 37d8 points of damage.

The Archpaladin sometimes cloaks valiant individuals of his faith in a cloak of bravery in situations in which they might fall victim to magical fear attacks. In battle, Heironeous often manifests in the form of a cloud of copper dust that settles over an entire military company or unit, bequeathing the benefits of a courage spell.

Heironeous is served by aasimar, aasimon, archons, blink dogs, einheriar, gold dragons, bronze dragons, Greyhawk dragons, hollyphants, lammasu, incarnates of courage and justice, ki-rin, mist wolves, noctrals, shedu, silver dragons, per, and t’uen-rin. He demonstrates his favour through the discovery of aasimon’s skin, aquamarines, blue quartz, crown of silver, diamonds, garnets, goldline, hematite, hypersthene, lapis lazuli, orblen, sapphires, sinhalas, and tourmaline. The Valorous Knight indicates his displeasure through the tarnishing of metallic weapons and armour and through powerful shocks of static electricity (1 hp of damage).

Temples of the Archpaladin are usually adorned with blue trappings, silver, and occasionally windows of coloured glass depicting scenes of Heironeous triumphant. A copper statue of the deity typically stands behind the altar, armed with a silver battle-axe covered in silver mail, and with seven silver bolts of lightning radiating from behind his head. Frescoes of battles fought against overwhelming odds are common themes, and the armour and weapons of fallen heroes are prominently displayed as sacred relics of the faith. Crossed battle-axes are hung along the length of long hallways, each pair of weapons symbolizing a servant of the temple who fell in combat with honour. The hierarchy within most temples is organised like military organisation, and most maintain excellent armouries and systems of communication.

Services to Heironeous include triumphal singing of battle hymns, offerings made to a copper statue of the power, and sharing of strengthening foods – meat, full-bodied red wine (in moderation) and spiced, stewed kara-fruit. Even bigger ceremonies are held in his temples before the embarkation of any military campaign.


HEIRONEOUS’ AVATAR

Heironeous appears as a strikingly handsome youthful, tall, human male of Oeridian extraction with coppery skin, auburn hair, and amber eyes. He favours spells from the spheres of All, Combat, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun, War, and Wards, although he can cast spells from any sphere.

Treat as a 35th Level Paladin, 35th Level Ranger, 35th Level Fighter and 33rd Level Cleric

AC –5; MV 21; HP 222; THAC0 –10; #AT 5/2; Dmg 1d8+16 (battle axe +4, +10 Str, +2 spec. bonus in battle axe), MR 80%; SZ M (6’+ tall); Str 22, Dex 22, Con 22, Int 20, Wis 23, Cha 24.

Spells - Priest: 14/13/13/13/11/10/9

Saves PPDM 2, RSW 5, PP 4, BW 4, Sp 6

Special Att/Def: Heironeous is totally fearless and radiates a calming aura in a 10-foot radius that dispels all normal and magical fear, including dragon fear, in his allies. Heironeous wields Gloryaxe, a great magical battle-axe +4. The Archpaladin’s prized weapon shrinks to one-twentieth of its normal five-foot length, or back to full size, at the will of its bearer. Thus, when Heironeous chooses to appear in another guise, his weapon is not noticeable. The Archpaladin always wears a suit of fine chain mail +5.

According to Oeridian mythology, Heironeous’ skin was imbued with a secret solution at birth. As such, the Archpaladin is immune to weapons of less than +2 enchantment. Weapons of +2 enchantment inflict only 25% of their base damage (round down to a minimum of 1), while weapons of +3 enchantment inflict only 50% of their base damage (again round down to a minimum of 1). Weapons of +4 or greater enchantment inflict full damage. Weapons whose magic power would normally sever body parts, such as a sword of sharpness or a vorpal blade, do not do so to Heironeous, but they do inflict normal damage, as modified above based on their enchantment.

In addition to his normal attacks, Heironeous can unleash a bolt of glory (as the 6th-level priest spell, described later) once per round, at will. In lieu of any attack, the Valorous Knight can shapechange into any male human form of Oeridian descent once per round, at will.


HEIRONEOUS’ PRIESTHOOD - GLORYAXES

AB

9 Wis, 16 Str OR Dex OR Con

PAL

Lawful Good, Neutral Good

WPN

Any (Battle-Axe at 1st Level)

AR

Chainmail of Platemail + Shield

RA

Chainmail and or dark blue robes with silver trim

SPH

Major:        All, Charm, Combat, Guardian, Healing, Law, Necromantic, Protection, War

Minor:       Divination, Summoning, Sun, Wards, Weather

XPT

D (15% penalty)

SPL

Detect Breath, Lesser Brand Of Heironeous, Lesser Glyph Of Warding, Incantation, Mastery Of Weapons, Shield Of Heironeous, Vigilance, Bless Missile, Hand Of Heironeous, Vengeful Fist Of Heironeous, Abstention, Champion’s Valour, Vitality, Greater Glyph Of Warding, Greater Brand Of Heironeous, Simple Justice, Bolt Of Glory, Call Templars, Bastion, Personal Saviour, Miracle

ADD

 

RAC

Human, Half-Elf, Elf

TU

Turn

PW

1) Can choose from the warrior non-weapon proficiencies without penalty, gain bonus hit points for high constitution as if a warrior, gain additional attacks per round as a warrior of the same level (i.e. 3 attacks/2 rounds at 7th level and 2 attacks/round at 13th level), +2 bonus to all saving throws versus magical fear, Bless (P1) OR Courage (P1) OR Remove Fear (P1); 3) Cloak Of Bravery (P4) OR Strength (W2); 5) Immune to strength-reducing magic and attacks (eg. ray of enfeeblement, touch of a shadow etc.), Mount (W1); 9) Dispel Evil (P5) OR Negative Plane Protection (P3); 11) Bolt Of Glory (P6)

PEN

Hatred of Hextor, Hatred of Erythnul; -2 reaction penalty against followers of these powers

PROF

1) Heraldry, Etiquette, Land-Based Riding (War Horse)

FOLL

Standard

Heironeous is well regarded across the Flanaess in human lands with sizable populations of Oeridian ancestry in which the rule of law and the fair administration of justice is prized. Seen primarily as a martial deity, the Archpaladin’s cult waxes strong in regions threatened by evil. The faithful of Heironeous are widely regarded as both fair and tolerant, and commoners are more apt to expect mercy from a judge who venerates the Archpaladin than one who serves St. Cuthbert or Pholtus. Individually, the priests of Heironeous are seen as brave and valiant warriors, ready and willing to sacrifice their own lives for those whom they protect, never balking from a dangerous but honourable task. They are also well-versed in martial arts, combat strategies as and the art of war. The church of the Archpaladin is regarded as more involved with the concerns of the nobility than common folk, a perception that has hampered its growth in past centuries. Today, the clergy is seeking to reverse that view.

Priests of Heironeous are known as gloryaxes. The clergy includes individuals of human (88%), half-elven (8%), and even elven (4%) races. Those of human ancestry are usually of Oeridian stock (40%) or mixed heritage (30%). Human priests of Flan (20%), Suloise (3%), Baklunish (5%), Olman (1%), Rhennee and Touv (both less than 1%) stock are less common in this priesthood. Heironeous’ clergy includes his priests, multi-classed or dual-classed priests (usually fighter/priests), paladins, and monks. Some prelacies do not consider paladins to be members of the clergy. Monks can be found within the ranks of the clergy, but they are extremely rare and are not found in every religious order.

Novices of Heironeous are known as the Blessed. Full priests of the Valorous Knight are known as the Glorious or, collectively, as the Valorous Host. In ascending order of rank, the titles used by Heironean priests are as follows:

Priest Level

Title

1-3

Hero of the Third Rank

4-6

Hero of the Second Rank

7-8

Hero of the First Rank

9

Champion of Glory

10

Knight Gallant

11

Knight Courageous

12

Knight Valiant

13

Knight Champion

14+

Paragon

Senior priests who command church armies are known as Paragon-Generals. These titles are separate from duty-titles such as postulant, novitiate, professed priest, cloistered cleric, affirmed priest, templar, and from ranks within a temple hierarchy such as hierodeacon and abbot. In everyday discourse, senior priests are referred to as Father and Mother, and the rest of the clergy are referred to as Brother and Sister.

Heironeous’ religion teaches his priests that the world is a dangerous place, posing a never-ending series of challenges to those who would uphold justice and protect the weak and innocent. Other tenets of this religion include:

·         Oppose evil in all its guises, and push it back from the good lands of the Flanaess as far as possible.

·         Remain vigilant against the machinations of Hextor and Erythnul and their followers. Disrupt them when discovered.

·         Act with honour, honesty, courtesy, selflessness and good faith at all times.

·         Exhibit behaviour fitting the station of an Heironean priest and uphold the virtues of justice, mercy, liberality and chivalry through word and through deed.

·         Oppose corruption and oppression.

·         Never flinch in the face of danger, and seek out hazardous missions to obtain glory ever after.

·         Virtue is its own reward, and bravery inspires by example.

·         Act with both courage and wisdom in times of danger, and never relax your preparedness.

The Church of Heironeous is a martial faith, and the Archpaladin’s clergy expend much of their energy defending those whom they have sworn to protect. Many priests serve their communities as judges, while others become adventurers, seeking out evils that can be combated with honour and valour. Experienced priests are revered for their strategic skills, and provide the benefit of this experience in training young priests or military officers. When not actively battling the forces of oppression, cruelty, and injustice, the life of a follower of the Archpaladin is one of never-ending training and preparedness.

The ceremonial garb of Heironeous’ clergy includes chainmail and dark blue robes with silver trim indicating their station in the church hierarchy. The holy symbol of the faith is a disc of silver embossed with a lightning bolt and is traditionally grasped in the priest’s right hand when casting a spell or exercising a granted power (such as turning undead).

Although all priests of Heironeous own at least one suit of chain mail, some employ plate mail when actively adventuring. Magical battle-axes and suits of chain mail are highly prized by the faith, and Tests of Valour (see below) or other dangerous quests may revolve around obtaining such items. A few worthy paladins of the Valorous Knight wield holy battle-axes (akin to holy swords), weapons believed unique to the Heironean faith.

The clergy of Heironeous conduct all religious services in Old Oeridian, dismissing claims by scholars outside of the faith that it has not been immune to outside influences. Most of the faith’s sacred texts are written in Old Oeridian, necessitating that that those priests of a scholarly bent or seeking to rise to the upper levels of the hierarchy learn to read and write this language as well.

The Tests of Valour are the most important individual tests undertaken by individual members of clergy. Before advancing in rank (i.e. as part of the training necessary to advance in level), all priests of the Archpaladin must demonstrate their honour, bravery, and sense of justice in a clear and convincing fashion. The nature of the Tests of Valour varies from individual to individual and from level to level, but they are always revealed through prayer and divinely inspired visions. Priests who are active in the world at large are often given difficult quests to complete that further the ends of the Archpaladin. Cloistered members of the clergy are likely to be required to undergo tests of fortitude that can be completed with the walls of a temple, but which are no less taxing. In game terms, a Test of Valour can be begun once a priest is within 10% of the total number of experience points necessary to advance to the next level of experience. The priest can continue to receive experience points before beginning or during the Test of Valour, but his or her experience point total is capped at 10% above the total necessary to advance to the next level in any event. In addition, it is not possible to gain any of the benefits of advancing in level before the requisite Test of Valour is completed. (The exact nature of a particular Test of Valour should be designed by the DM.)

The faithful of Heironeous celebrate numerous holy days and festivals commemorating the heroes of battles past. The exact roster of holy days varies from region to region and even from temple to temple, although certain major celebrations are held throughout the faith. Of particular note are such holy days and festivals as Fortnight’s Feast, the Day ofJust Rebellion, and Valormight.

Fortnight’s Feast is a two-week-long celebration of the victories won by Heironean church armies of the Kingdom of Aerdy before the rise of the House of Naelax. Named for the Battle of Fortnight’s Length, in which the Aerdy vanquished the Nyrondal cavalry, this festival lasts from the night of the last Godsday in the month of Wealsun to the morn of the first Godsday in the month of Reaping, and includes the week-long Richfest between the two months. As the Great Kingdom slid into decadence and evil, this festival has slowly lost its original significance, and now serves as a festival of jousting, sword-play, re-enactments of battles fought across the Flanaess, and bardic recitation of the deeds of long-fallen heroes.

The Day of Just Rebellion commemorates the battles fought to win the independence of the Prelacy of Almor from the control of the Malachite Throne. Held on the third Godsday of Coldeven, this holy day is observed as a reminder that justice is not served by tyranny, and that honour is sometimes best served through rebellion. Largely ignored by the populace at large, the Day of Just Rebellion is observed in Heironean temples across the Flanaess through prayer, meditation, and open discussion of under what very limited circumstances rebellion against the ruling elite is the appropriate course of action. Given that more than one tyrant has moved to stamp out the threat of organized sedition by attacking Heironean houses of worship on this day, the Day of Just Rebellion commemorates the deaths of many martyrs and engenders unusual vigilance by most members of the faith.

Valormight is an ancient holy day, predating the rise of the Kingdom of Aerdy. Celebrated on the last Godsday of Ready’reat, this holy day commemorates a ten-month war between the followers of Heironeous and the followers of Hextor along the Flanmi River valley. Despite being outnumbered six-to-one (according to Heironean tradition), the followers of the Archpaladin held their own, and confined the armies of the Medegian Bladelands to the lands east of the Flanmi River. Although a few tales survive of this ancient conflict, this holy day has evolved into a remembrance of those who have fallen battling the followers of the Champion of Evil.

The faith of Heironeous has long been strong along the traditional routes of the Oeridian migration, particularly in the lands of Old Ferrond (Furyondy, Veluna, Verbobonc, Dyvers, and the Shield Lands) and Old Aerdy (Nyrond, Almor, and the Great Kingdom). The Kingdom of Thalland, located along the Harp River valley, was an early centre of the faith. This religious tradition was recognized by the earliest monarchs of the Kingdom of Aerdy with the establishment of the Prelacy of Almor under the rule of a Heironean prelate. The rebellion of the lesser branch of the royal house in 356CY marked the beginning of the decline of the followers of the Archpaladin in lands of the Great Kingdom. Although the Heironean faith was not strongly linked with House Nyrond over House Rax, many of the Archpaladin’s faithful, including church-led armies, emigrated to the newly independent lands to the west in the years that followed their emancipation. Those members of the faith who remained behind were weakened commensurately, allowing the followers of Hextor to grow more powerful in Rauxes and the remaining lands of the Great Kingdom. Already weakened, the Turmoil Between Crowns that began in 437CY led to a sharp decline in the strength of the Heironean church in the lands of the Great Kingdom. Those priests of the Archpaladin who survived the civil war either emigrated westward or were marginalized to fringe areas where they were often dependent on the support of the local ruler.

In modern times, the church of Heironeous has been strongest in the northern half of Furyondy and in the Shield Lands. Prominent leaders of the faith include Count Artur Jakartai of Crystalreach (LG human male Pa1 17) and King Belvor IV of Furyondy (LG human male Pal 16). Several temples of the Archpaladin lie within the walls of Furyondy’s capital city, but the most prominent house of worship in Chendl is the Spire of Glory, a soaring tower that lies within the walls of the Inner City. Glorylord Gaeraeth Heldenster (LG human male P6 of Heironeous) serves both as the ranking high priest within the lands of Old Ferrond and as a close and trusted ally of the king.

The Shield Reclaimed is a great cathedral at the heart of the city of Critwall. Desecrated by the armies of Iuz after the Shield Lands fell, the Archpaladin’s faithful have begun to restore this house of worship to its former grandeur. Given the demands imposed by the ongoing war outside the city’s walls, however, it may be many years before Lady Katarina’s vision of rebirth can be realized. Abbot Roderick Docamald (NG human male P14 of Heironeous), a long-time companion of the late Lady Valderesse Sharn and Count Artur Jakartai, leads the burgeoning ranks of the faithful in this city.


AFFILIATED ORDERS

The Archpaladin is served by numerous religious orders, most of which are made up of priests, paladins, fighters, and fighter/priests. Many of these companies trace their origins back to the church armies of the Great Kingdom, although none swear allegiance to the Malachite Throne. Prominent examples in the Flanaess today include the Order of the Shining Sword, the Brotherhood of the Lance Unbroken, and the Copper Crusaders.

Although few in number, Heironean monks are sometimes found in such orders, as well as in orders restricted to those who study monastic disciplines. The most famous such monastic order is undoubtedly the Order of the Glory Everlasting, dedicated to the preservation of Oeridian traditions and culture and the destruction of the Hextorian order known as the Brotherhood of the Gray Hand. This group is led by Luther (LG human male Monk 17), the son of a minor lordling who renounced his title long ago. A tall man with black, curly hair and a swarthy complexion, Luther attaches a great deal of importance to personal honour, and he can be short-tempered and foolhardy.

The most famous order of paladins affiliated with the church of Heironeous is undoubtedly the Knights of the Holy Shielding. Founded to defend the holdings of the petty nobles on the northern shore of the Lake of Unknown Depths against the depredations of the Horned Society and the Bandit Kingdoms, this elite band of knights was once the core of the army of the Shield Lands. When luz conquered the Shield Lands in 582CY and left them in ruins, the capital (and knights’ headquarters) of Admundfort was seized and the knights were left with nothing to defend. At the time, Holmer, Earl of Walworth, served as the order’s commander-in chief. In 587CY, Lady Katarina, cousin of the late earl, assumed Holmer’s title as Knight Commander of the Shield Lands and led the knights in an attempt to reclaim their homeland. With the backing of Furyondy, the order was successful in regaining Scragholme Island, Critwall, and lands within thirty miles of the city, but efforts to reclaim the rest of the lost territories have bogged down into a stalemate of low-level conflict. At present, Lady Katarina is directing most of the order’s efforts towards the recapture of Admundfort Island.

Other possible affiliates (see “Bastion Of Faith”):

Templars – Fighters or Paladins

Catechists – Mages or Specialty Wizards

Inquisitors – Thief or Bard

These affiliates gain special abilities as a result of their association with Heironeous’ clergy, but also have added responsibilities and penalties.


GLYPHS

Glyphs function like keys to unlocking magical power. Each glyph has a unique name and a unique shape, and like keys, each fits a different “keyhole.” Glyphs can only be magically inscribed by warding spells, specifically lesser glyph of warding, glyph of warding, and greater glyph of warding. When properly inscribed and triggered by the appropriate stimulus, the glyph channels its particular effect into the specified target.

Common glyphs are keyed to an elemental force, and are generally available to most priests who have access to the Guardian sphere. Fire, cold, and lightning are common examples, although other effects can also be brought about by common glyphs. Glyph effects that damage are referred to as primary effects. For example, if the glyph Cuh (cold) were inscribed using the lesser glyph of warding spell, creatures triggering it would take 1d4 points of cold damage per two levels attained by the caster. If the glyph Leh (lightning) were inscribed using a glyph of warding spell, creatures triggering it would take 1d4 points of lightning damage per two levels of the caster.

Some glyphs cause no damage, but still affect the target creature if it fails a saving throw (targets that make a saving throw are unaffected by secondary effects). Examples include glyphs that paralyse or blind the target. These effects are referred to as secondary effects, and some glyphs with only a secondary effect are also numbered among common glyphs.

Restricted glyphs are known only to priests of a particular creed or temple, and who have spent the appropriate meditation and prayer time to receive enlightenment. Some restricted glyphs possess both primary and secondary effects. When a creature is targeted with a glyph with both primary and secondary effects, only one save is required to escape both effects (those who successfully save vs. glyphs inscribed with a greater glyph of warding take half damage from the primary effect, but are unaffected by the secondary effect). Generally speaking, the priests of Heironeous know the restricted glyphs presented below; however, glyphs such as Neh are not cast by good-aligned priests.

Restricted weapon glyphs are regular glyphs that have been specially modified to be inscribed on weapons dedicated to Heironeous. Restricted weapon glyphs can also be inscribed upon magical items. Restricted weapon glyphs can only be inscribed by the greater glyph of warding spell; thus every weapon glyph has a minimum of ten charges. A weapon glyph affects anyone who is not a priest, cleric, or devout worshiper of the god Heironeous. Thus, an inquisitor, templar, catechist, priest, or even a devout worshiper of Heironeous from a remote country village could safely handle a weapon with an inscribed weapon glyph. However, the moment one who is not a devout follower of Heironeous picks up a warded weapon, the appropriate damage or secondary effect affects the unfortunate wielder, even if he is a lawful good paladin of a good god (saving throws are allows as normal). The target of a weapon glyph can drop the weapon after the first effect is felt. If the target retains hold on the weapon, another charge burns off the ward, and the wielder is once again subject to its effects. This cycle continues until the weapon is dropped or until all the charges burn out of the glyph.

Types of Glyphs

Common Glyphs

Name

Primary Effect

Secondary Effect

Fah

Fire

None.

Leh

Lightning

None.

Cuh

Cold

None.

Beh

None

Target is blinded for 1d6 hours.

Peh

None

Target paralysed for 1d6 hours.

Eh’doh

None

Energy drain inflicts –3 penalty on all actions for 1d6 hours.

Restricted Glyphs

Name

Primary Effect

Secondary Effect

Ayh

None

Air blows target 1d20+20 feet in specified direction.

Urh

None

Earth below target’s feet adheres, holding target fast for 1d6 turns.

Wah

Special

Water super-hydrates target causing damage as if a primary effect.

Smah

½ Fire

Target can do nothing but cough for 1d4+1 rounds.

Uhz

None

Targets failing 3 successive saves choke to death on black ooze.

Mah

½ Fire

Magma adheres to target, inflicting an additional 1d4+2 hits per round for 1d10 rounds.

Stah

½ Fire

Steam parboils target, penalizing every roll by –2 until magically healed.

Rah

½ Fire

Target is blinded for 1d6 turns.

Meh

Special

Minerals calcify in target’s body causing damage as primary effect.

Vah

½ Cold

Targets failing 3 successive saves suffocate due to lack of air.

Sah

Special

Salt dehydrates target, causing damage as if a primary effect.

Duh

Special

Gritty dust erodes target causing damage as if a primary effect

Neh

Cold

Target failing save dies and returns as a zombie.

Restricted Beneficial Glyphs

Name

Effect

Eha

Energy infuses target, affecting target as a bless spell.

N’fah

Protects target as resist fire spell.

N’cuh

Protects target as resist cold spell.

N’poh

Target receives neutralize poison spell.

N’neh

Target protected by negative plane protection for 1d4+2 hours.

N’cur

Target receives remove curse spell.

Pah

Energy infuses target, affecting target as heal spell.

Reh

Energy infuses target, affecting target as restoration.

Teh

Target that names glyph is teleported by word of recall to predetermined location.

Restricted Weapon Glyphs

(use with greater glyph of warding only)

Name

Primary Effect

Secondary Effect

W’fah

Fire

None

W’leh

Lightning

None

W’bah

½ Cold

Weapon initiates backbiting attack against wielder with wielder’s THAC0.

W’freh

None

Weapon initiates attack against wielder’s closest companion with wielder’s THAC0.

W’teh

None

Wielder teleported 1d100 miles in random direction – weapon is not teleported.

W’uhz

None

Wielder begins to spit up black ooze. If wielder doesn’t drop weapon within 3 rounds, he chokes to death.

W’jar

None

Wielder’s mind sucked into weapon and body dies. Mind becomes a trapped spirit, but may communicate with proper wielder telepathically


SPECIAL SPELLS

Detect Breath (Divination)

Level:

1st

Duration:

1 round/level

Sphere:

Divination

Casting Time:

4

Range:

0

Area Of Effect:

60’ radius/level

Components:

V

Saving Throws:

None

Detect breath allows the priest to “hear” every breathing creature within the area of effect, no matter the size. Thus, whether giant or insect (which respire through spiracles), the priest gains the knowledge of each creature’s proximity and relative size. The caster does not gain specific knowledge as to the exact location of each target relative to himself, only that the creature in question is within the area of effect

Lesser Brand of Heironeous (Alteration)

Level:

1st

Duration:

Permanent

Sphere:

Protection

Casting Time:

4

Range:

Touch

Area Of Effect:

One creature or object

Components:

VS

Saving Throws:

Negates

When this spell is cast, the priest inscribes the symbol of Heironeous onto a target object or creature, and up to four additional words. The caster can inscribe the brand either visibly or invisibly (although the brand is always visible to all those who serve Heironeous). The brand can be inscribed on anything without harm to that object or creature. If an invisible brand is made, a detect magic spell causes it and any accompanying words to glow and become visible for one turn. Other spells and items that allow their uses to see hidden or invisible objects also render the brand briefly visible. If the brand is cast upon a living being (unwilling targets are allowed a saving throw vs. spell), it cannot be dispelled by anything short of a restoration spell. A successful dispel magic erases the brand inscribed on an inanimate object.

Priests normally use the lesser brand of Heironeous to mark those who have escaped justice for later punishment by others with the eyes to see. The brand serves as a punishment if inscribed visibly upon a transgressor. Messages such as ‘murderer’, ‘thief’, and ‘gossip’ mark the transgressor, and can prove an effective punishment when more direct means are lacking.

Lesser Glyph of Warding (Abjuration, Evocation)

Level:

1st

Duration:

1 turn/level

Sphere:

Guardian

Casting Time:

1 round

Range:

Touch

Area Of Effect:

5 square feet

Components:

VSM

Saving Throws:

Negates

A lesser glyph of warding resembles the 3rd level glyph of warding spell. The lesser glyph of warding is a magically drawn inscription that prevents unauthorized or hostile creatures from passing, entering, or opening a protected place or object. It can be used to guard a narrow bridge, to ward an opening, or as a trap on a chest or vault. The glyph inscribed with the lesser glyph of warding spell lasts until its duration expires, or it is triggered. Even if the triggering creature makes its saving throw, the magic of the glyph is expended.

To cast the spell, the priest uses a piece of incense to inscribe a glyph that represents a specific type of force or effect – see “Types of Glyphs” earlier for all the known types. To protect a 5-foot-square area, the priest traces faintly glowing lines outward from the central glyph to the edge of the area of effect. Once the glyph is inscribed, the glyph and tracery become invisible, although the caster can still see it.

While casting the spell, the priest sets the conditions of the ward; typically any creature violating the warded area without speaking the name of the glyph is subject to the magic it stores. A successful saving throw vs. spell enables the creature to escape the effects of the glyph (see damage range below). Glyphs can be set according to physical characteristics, such as creature type, size, and weight. Glyphs can also target good- or evil-aligned beings, or can pass those of the caster’s religion. They cannot be set according to class, HD, or level. Multiple glyphs cannot be cast on the same area, though every drawer in a dresser could be separately warded.

Lesser glyphs with primary effects inflict 1d4 points of damage per two levels attained by the priest appropriate to the glyph inscribed (see “Types of Glyphs”) to a maximum of 5d4 hit points of damage. For example, if a priest inscribed the glyph called Fah, the glyph would do 1d4 points of fire damage at 1st or 2nd level, 2d4 points of damage at 3rd or 4th level, 3d4 at 5th, 4d4 at 7th, and a maximum of 5d4 at 9th level. Note that lesser glyph of warding cannot be used to cast restricted glyphs of any type. Glyphs inscribed using lesser glyph of warding cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled by magic and foiled by high-level thieves using their Find and Remove Traps skill.

The material component of this spell is the priest’s holy symbol and the incense required to trace the runes.

Incantation (Alteration)

Level:

2nd

Duration:

1 round/level

Sphere:

Combat

Casting Time:

4

Range:

10 yards

Area Of Effect:

Special

Components:

VSM

Saving Throws:

None

This spell is useful when the priest is in combat with a creature that requires more powerful magical weapons to hit than which the priest and his companions possess. Once cast, if the spell recipient does not possess a magical weapon, he will be able to hit creatures that are normal hit only with a +1 weapon. The spell does not however grant a +1 to hit or damage.

If the recipient is using a magical weapon already, this spell doubles its hit bonus when determining whether or not a creature is affected by the weapon. For example, a person could wield a +1 sword against a creature that requires a +2 weapon to be hit. Again the spell does not increase the recipient's chance to hit. The priest can affect one person for every 3 levels of experience.

Multiple casting of this spell by the same priest will not increase the bonus granted.


Mastery of Weapons (Enchantment)

Level:

2nd

Duration:

1 round/level

Sphere:

Combat

Casting Time:

2

Range:

0

Area Of Effect:

One weapon

Components:

VS

Saving Throws:

None

A priest of Heironeous casts this spell to increase the ability of a weapon wielded in combat. For every level of the casting priest the damage of the weapon can be increased by one, to a maximum equal to the maximum damage the weapon can cause. As an example, a 4th level priest casts the spell on a long sword. When the long sword hits a 2 is rolled on 1d8 for damage, and this spell increases the damage by 4 to 6. However, if the roll had been a 6 the most the spell would have increased the damage to would be 8, the maximum damage a long sword can cause.

Shield of Heironeous (Evocation)

Level:

2nd

Duration:

4 rounds/level

Sphere:

Protection

Casting Time:

5

Range:

Touch

Area Of Effect:

Caster

Components:

VS

Saving Throws:

None

When this spell is intoned, a shimmering shield inscribed with the symbol of Heironeous appears before the priest. The shield annuls magic missiles, and provides a +2 AC bonus to all other attacks. Shield of Heironeous moves just enough to allow the priest to attack or cast spells of her own without penalty In a given round, the shield can only provide protection from one quadrant; however from round to round it can move to the side or behind the priest if necessary. Unless otherwise engaged in the same round, shield of Heironeous automatically swings around to protect a priest from a thief’s sneak backstab ability, negating the rogue’s +4 rear attack bonus.

Vigilance (Alteration)

Level:

2nd

Duration:

1 turn/level

Sphere:

Guardian

Casting Time:

5

Range:

Touch

Area Of Effect:

30’ + 1’/level

Components:

VSM

Saving Throws:

None

Vigilance allows the priest or a target she designates to see for a distance of 30 feet plus 1 foot/level of the caster in darkness, fog, silty water, or other vision-impairing medium. Thus, a 6th-level caster could see through fog perfectly in a 36-foot-radius, although his companions would still be hindered by the mist. Furthermore, in magical fog or magical darkness, vigilance has the same 30-foot radius of effect; however, the magical resistance wears against the spell, so that the duration falls from 1 turn/level to 1 round/level.

The material components for this spell include a piece of cloth that has been used to wipe the dust from a window.


Bless Missile (Enchantment, Conjuration)

Level:

3rd

Duration:

1 turn/level

Sphere:

All

Casting Time:

6

Range:

Touch

Area Of Effect:

Missiles

Components:

VSM

Saving Throws:

None

By calling on the power of Heironeous, a priest can invigorate arrows, bolts, and other normal missiles of all types with some measure of divine power. For every level of the priest, up to two missiles can be affected (missiles already enchanted can also be blessed).

The blessed arrows retain their blessing for the stated duration of the spell. If the missiles are fired normally before the duration elapses, the arrows gain a +1 bonus to hit. If a blessed missile strikes home, it inflicts normal damage, plus 2d4 additional hit points as the missile discharges its divine energy. A blessed missile is consumed when it successfully strikes a foe (but missiles are not consumed if they remain unfired and the duration of the spell elapses).

The material component of this spell is the priest’s holy symbol.

Hand of Heironeous (Evocation)

Level:

3rd

Duration:

1 turn/level

Sphere:

Protection

Casting Time:

6

Range:

0

Area Of Effect:

Caster

Components:

VS

Saving Throws:

None

By means of this spell, the priest calls into existence a shimmering hand, the hand of Heironeous. The hand is in proportion to a normal human hand, but floats before the caster, palm towards any threat. The hand is centred on the caster, and moves as the caster moves, no matter her form of locomotion.

While the hand endures, it moves to completely protect the caster from projected missiles such as arrows, axes, bolts, javelins, small stones, and spears. The hand accomplishes this feat by flicking, diverting, and backhanding all such projectiles, moving as fast as necessary to divert every attack. Each redirected missile is 10% + the caster’s level likely to speed back toward its origin, using the original attack roll of the person originally sending the missile to resolve its attack. Thus, an 8th level priest who casts hand of Heironeous is 18% likely to redirect a missile.

The hand’s efforts also absorb 1 hp from each die of damage delivered by large or magical missiles, such as ballista missiles, catapult stones, and magical bolts of all types (such as arrows +1). Enchanted missiles are never redirected back on the attacker, and the hand does not convey any protection from such attacks as fireball, lightning bolt, or magic missile.


Vengeful Fist of Heironeous (Evocation)

Level:

3rd

Duration:

Instantaneous

Sphere:

Combat

Casting Time:

6

Range:

30’ + 30’/level

Area Of Effect:

20’ diameter

Components:

VSM

Saving Throws:

1/2

This spell briefly calls forth a shimmering mailed fist, the vengeful fist of Heironeous. The fist is gargantuan; even clenched, it measures some 20 feet in diameter. The fist speeds from its materialization point above the caster to its designated point of impact, delivering damage proportional to the level of the priest who cast it: 2d4 hit points + 1 hit point per level of the caster (no maximum) on every creature within the area of effect (20-foot-diameter circle). The fist immediately fades after impact.

The fist is most effective against creatures that stand firmly on the earth; those who succeed a saving throw vs. paralysation leap away and take half-damage. Flying creatures automatically take only half-damage, and if they save, completely avoid the fist.

Besides causing damage to living targets, the fist can crush and bend rigid materials that fall beneath the fist: armour, weapons, poles, and other rigid objects must save vs. crushing blow on the Item Saving Throw Table in the DMG.

The material component of this spell is the priest’s holy symbol.

Abstention (Abjuration, Alteration)

Level:

4th

Duration:

Permanent

Sphere:

Charm

Casting Time:

7

Range:

30 feet

Area Of Effect:

One humanoid creature

Components:

VSM

Saving Throws:

Special

By means of this spell, the priest can insure the punishment of someone that has transgressed. When this spell is cast upon a human, demi-human, or humanoid, a natural repulsion is set up between the target and any living being with whom the target comes into contact.

The target has an initial saving throw to avoid the effects of abstention. If the saving throw fails, the target remains affected by the spell until a dispel magic is successfully cast upon the target. While the spell remains in effect, all creatures that come within 30 feet of the target must save vs. spells or be repulsed. Repulsed creatures cannot voluntarily move any closer than 30 feet to the caster, as they are kept at bay by the divine “restraining order.”

The material component of this spell is the priest’s holy symbol.


Champion's Valour (Alteration)

Level:

4th

Duration:

4 rounds + 1 round/level

Sphere:

Combat

Casting Time:

4

Range:

0

Area Of Effect:

Caster

Components:

VS

Saving Throws:

None

When a priest casts this spell before battle, his fighting ability is enhanced. The priest fights using the THAC0 of a fighter of one level lower than the priest's level. Thus a 8th level priest will fight as a 7th level fighter having a THAC0 of 14, instead of a THAC0 of 16. This spell can only be placed on the caster. The priest also gains multiple attacks based on his skill level as a fighter, though no other abilities of a fighter are gained such as weapon proficiencies or specialization, fighting styles, increased strength, or hit points.

Vitality (Enchantment)

Level:

4th

Duration:

1 turn + 1 round/level

Sphere:

Necromantic

Casting Time:

1 round

Range:

Touch

Area Of Effect:

One creature

Components:

VS

Saving Throws:

None

This spell grants the recipient increased physical energy. Strength is increased by 1-8 points, Constitution by 1-6, and Dexterity by 1-4 points. No ability score can be raised above 18 by this spell, or 18/00 for Strength. Hit points are also increased by one hit point per level of the caster. These hit points as well as those for increased constitution can exceed the maximum hit points of the character and any damage sustained is subtracted from these first.

While this spell can be cast on a member of any character class, Heironeous's priesthood is a warrior priesthood. The priests tend to reserve this spell for fighters and warrior-priests, rarely casting it on rogues and priests of other faiths. It is almost unheard of that a priest would cast this spell on a mage.

Greater Glyph of Warding (Abjuration, Evocation)

Level:

5th

Duration:

Special

Sphere:

Guardian

Casting Time:

Varies

Range:

Touch

Area Of Effect:

Up to 50 square feet

Components:

VSM

Saving Throws:

1/2

A greater glyph of warding resembles the 1st level lesser glyph of warding spell and the 3rd level glyph of warding spell. The greater glyph of warding is a magically drawn inscription to prevent unauthorized or hostile creatures from passing, entering, or opening something. It can be used to guard a narrow bridge, to ward an opening, or as a trap on a chest or vault. The glyph inscribed with the greater glyph of warding spell contains a number of charges equal to the level of the caster. Each time a target triggers the ward, regardless of its effectiveness, one charge is drawn off. When all the charges have been expended, the glyph inscribed with this spell fades.

To cast the spell, the priest uses a piece of incense to inscribe a glyph that represents a specific type of force or effect – see “Types of Glyphs” for all the known types. For every 5 square feet of area to be protected, one round is required to trace the warding lines of the glyph. The caster can affect an area equal to a square the sides of which are the same as his level, in feet. The glyph can be placed to conform to any shape up to the limitations of the caster’s total square footage. Thus, a 6th level caster could place a glyph on a 6 foot by 6 foot square or a 1 foot by 36 foot strip, and every shape in between. When the glyph is inscribed, the glyph and tracery become invisible to anyone but the caster, who can still see it.

While casting the spell, the priest must set the conditions of the ward, although any creature violating the warded area that speaks the name of the glyph can avoid the magic it stores. A successful saving throw vs. spell enables the creature to take only half damage from the glyph (see damage range below). Glyphs can be set according to physical characteristics, such as creature type, size, and weight. Glyphs can also be set with respect to good or evil, or to allow those of the caster’s religion to pass freely Furthermore, they can be set according to class, HD, or level. Multiple glyphs cannot be cast on the same area, although every step on a stairwell could be warded separately

Greater glyphs with primary effects inflict 1d4+2 points of damage per level attained by the priest appropriate to the glyph inscribed (see “Types of Glyphs”); there is no damage cap. For example, if a priest inscribed the glyph called Fah, the glyph would do 10d4+20 points of fire damage at 10th level. See “Glyphs Described” for discussion of secondary glyph effects. Glyphs inscribed using greater glyph of warding cannot be affected or bypassed by physical or magical probing, though they can be dispelled by magic and foiled by high-level thieves using their Find and Remove Traps skill.

The material component of this spell is the priest’s holy symbol and the incense required to trace the glyph.

Greater Brand of Heironeous (Alteration)

Level:

5th

Duration:

Permanent

Sphere:

Protection

Casting Time:

8

Range:

Touch

Area Of Effect:

One creature or object

Components:

VS

Saving Throws:

Negates

When this spell is cast, the priest inscribes the symbol of Heironeous onto a target object or creature, and up to four additional words. A living target makes a saving throw against spells at a –4 penalty. The caster can inscribe the brand either visibly or invisibly (although the brand is always visible to all who serve Heironeous). The brand can be inscribed on anything without harm to that object or creature, at least initially. If an invisible brand is made, a detect magic spell causes it and any accompanying words to glow and become visible for one turn. Detect invisibility, true seeing, read magic, a gem of tree seeing or a robe of eyes also exposes an invisible brand. If the brand is cast upon a living being, it cannot be dispelled by anything short of a restoration spell. A successful dispel magic erases the brand inscribed on an inanimate object.

The greater brand of Heironeous is more efficacious than the lesser. If inscribed upon a discrete object equal to or less than 10 feet x 10 feet x 10 feet of stone, that object will erode away at a rate of 10% a day until nothing of the object remains but dust. Magical walls or items must save every day on the Item Saving Throw table – no erosion occurs on the day the save is successful. Generally speaking, the greater brand of Heironeous has no power to affect artifacts, although branding along with an appropriate warning could still prove useful.

If inscribed upon a living being, the greater brand of Heironeous does more than just mark a transgressor – it directly punishes. Every day that the greater brand of Heironeous remains, the target must save vs. spell or lose 1 point of Constitution. If the target’s Constitution score reaches 0, the target perishes. If the brand is removed before death occurs (which the priest who cast the spell can do at will, if the punishment was sufficient), lost Constitution points return at a rate of 1 per day

Simple Justice (Alteration)

Level:

5th

Duration:

Permanent

Sphere:

Animal

Casting Time:

5

Range:

15’/level

Area Of Effect:

One humanoid creature

Components:

VSM

Saving Throws:

Negates

Simple justice is a potent spell available to priests who wish to reveal the true nature of an unjust foe. Simple justice changes the target creature’s physical form to mirror its interior nature and character. Though the form is somewhat arbitrary and not in the priest’s control, the unjust target becomes some variety of brutish beast, both physically and possibly mentally.

To cast simple justice, the priest must truly believe that the target is unjust in some significant manner. If this criterion is met, the priest can cast the spell, and a living human, demi-human, or humanoid target must save or take on a form determined by their primary alignment. Though this selection may seem arbitrary, it reflects the personal views of the priest who first formulated the prayer from which this spell was granted. To prevent misuse of this spell, the DM may determine whether the target has truly earned the application of this spell, and if she does not agree that it is appropriate can allow the spell to misfire.

Lawful Good:           dog

Chaotic Good:          cat

Neutral Good:          squirrel

Lawful Neutral:        rabbit

True Neutral:            lizard

Chaotic Neutral:       sheep

Lawful Evil:             skunk

Neutral Evil              cow

Chaotic Evil:            goat

Once the transformation takes effect, the target must make a System Shock roll to see if he survives the change. The target acquires the form and physical abilities of the creature it now resembles, but retains his mind – for the moment. None of the creatures allow the target to vocally communicate. For ease of play, treat each of the creature choices above as having the same stats: (AC 10; MV 9; HD 1; hp 3; THACO 20; #AT 1; Ding 1d4 (bite); SA skunk can spray malodorous liquid). None of the forms allow spellcasters to cast spells; however, at the DM’s option, psionicists may still be able to activate their mental discipline.

When a target is transformed, his equipment, if any, melds into the new form. The target retains his mentality without risk for the first 24 hour period of transformation. However, every day following the first, the target has a base 100% chance to take on the mental attributes and behavior patterns of the form. For each 1 point of Intelligence possessed by the target, subtract 5% from the base chance. In addition, for every Hit Dice of difference between the target’s original Hit Dice or level and the new form (HD 1), subtract 5%. Thus, a 5th-level target with 10 Intelligence has a 25% chance to lose his mind. Even if a target’s combined Intelligence and HD are high enough to decrease the base chance to 0%, there is a minimum 1% chance of change. The chance for assumption of the personality and mentality of the new form is checked daily until the change takes place. The target who acquires the mentality of the new form has effectively become the new creature, and can only be recovered by a wish or miracle spell.

Before the inevitable mind-degeneration occurs, a dispel magic changes the target back to its original form, though this requires another System Shock roll for survival.

If slain while still in animal form, the transformed target reverts to original form, though the target is still dead.

The material component of this spell is the priest’s holy symbol.

Bolt of Glory (Invocation/Evocation)

Level:

6th

Duration:

Instantaneous

Sphere:

Combat, Summoning

Casting Time:

9

Range:

20 yards

Area Of Effect:

One creature

Components:

VSM

Saving Throws:

1/2

By casting this spell, the priest channels a bolt of divine energy from the Positive Material Plane against one creature. No attack roll is needed. Creatures struck suffer varying damage, depending on their home plane of existence and nature.

A saving throw vs. spell is allowed for half damage. For denizens of the Lower Outer Planes (fiends), undead creatures, and Negative Material Plane creatures, such as saving throw is made with a –2 penalty.

Creature’s Home Plane

Damage

Prime Material Plane

5d6

Elemental Planes, Outer Planes of Neutrality

(Arcadia, Mechanus, Acheron, Ysgard, Limbo, Pandemonium)

5d4

Positive Material Plane, Outer Planes of Good

(Mount Celestia, Bytopia, Elysium, the Beastlands, Arborea)

None

Outer Planes of Evil, undead creatures

(Baator, Gehenna, the Gray Waste, Carceri, the Abyss)

10d6

Negative Material Plane

15d6

Astral, Ethereal Plane

4d6

The material component of this spell is a small amber rod banded with bronze.


Call Templars (Conjuration/Summoning)

Level:

6th

Duration:

1 turn/level

Sphere:

Summoning

Casting Time:

9

Range:

100’

Area Of Effect:

Special

Components:

VSM

Saving Throws:

None

Call templars temporarily summons preselected and anointed templars of the priest’s home temple to aid the priest in a moment of need. This spell requires advance preparation prior to actually casting. Not every templar who trained at the priest’s temple is automatically subject to being called by this spell. Only templars who have volunteered to serve a “tour” are subject to being magically gated from their current location to the priest’s location, regardless of the intervening distance or planar separation. Such templars generally wear a small torque to signify their added responsibility. Anointed templars can be detached from their temple but still answer the summons of the call.

In practical game terms, a priest may cast this spell at any time, but of all the templars who might be affected by this spell, only a subset are likely to be “ready to go.” Thus, when the spell is cast, 1d4+1 5th-level templars appear to fight for the priest who summoned them. There is a 20% chance that a 5th-level paladin templar is summoned in addition to the fighter templars summoned. At the end of the spell’s duration, the templars fade away, returning to the location from which they were summoned. It behooves a priest to aid and heal a templar lying at death’s door before he returns to his previous location – every templar that dies reduces the number of templars available for all priests casting this spell in the future.

Summoned templars gladly protect the priest from physical harm, and attack the targets indicated by the priest. At the DM’s option, a leader among the summoned templars may give tactical advice for an upcoming conflict if the priest requests it. Summoned templars will not undertake evil or unjust acts, nor will they undertake actions that are not immediately related to their core competencies (summoned templars won’t serve as bearers, messengers, or advance scouts). Note that variants of this spell might allow the summoning of a full Bastion company: one templar, one catechist, and one inquisitor.

Because of the potential for many priests to cast this spell, a single priest cannot cast call templars more than once in any seven-day period.

The material component of this spell is the priest’s holy symbol.

Bastion (Evocation)

Level:

6th

Duration:

1 hour/level

Sphere:

Protection

Casting Time:

9

Range:

100’

Area Of Effect:

Special

Components:

VSM

Saving Throws:

Negates

This spell creates a miniature protective bastion of stone, inside which a priest and any companions can shelter or launch attacks from an advancing threat.

The stone bastion, in its most basic configuration, creates a 20-foot-diameter stone tower, rising 10 feet + 1 foot per level of the caster (although the caster can at the time of casting choose to vary the height of the tower anywhere within this range). The main stone entry door functions as if wizard locked; however, the casting priest and any companions he selects can bypass this effect. The wall of the bastion is slotted on the main level with one arrow port every three feet, allowing those within to attack exterior attackers with spells or missiles. A ladder on the inside of the bastion allows easy access through a trap door (functions as the main entrance) to the tower top, which contains protective crenellations that offer protective hard cover against missiles and spells launched from the ground.

The stone of the bastion is resistant to magic; spells cast upon the bastion itself or upon those within the bastion’s main level must break through a 66% magic resistance. Defenders within the bastion can cast spells normally through the arrow slots. Unfortunately, the bastion’s magic resistance does not protect any defenders on the upper rampart.

A dispel magic or disintegration spell that is able to bypass the bastion’s magic resistance has its normal chance to dispel or destroy enchantments or physical objects. Otherwise, the bastion fades away when the duration of the spell elapses.

The material component of this spell is the priest’s holy symbol.

Personal Saviour (Conjuration/Summoning)

Level:

7th

Duration:

Special

Sphere:

Summoning

Casting Time:

10

Range:

100’

Area Of Effect:

Special

Components:

VSM

Saving Throws:

None

Casting personal saviour is something a priest cannot undertake lightly, for this spell should only be used in the most desperate situation, as it has a chance to call forth an avatar of Heironeous himself! Despite the listed level, a priest cannot attempt to cast this spell until 18th level. When the spell is cast, there is a base 50% chance that the avatar will choose to respond. The actual chance is modified by the true need of the priest (+/–10%), how the priest’s need bears on the ethos of Heironeous and the church (+/–20%), the nature of those accompanying the priest (+/–5%), and who or what opposes the priest (+/–10%). It falls within the DM’s discretion to assign the final value for the chance that the avatar responds. If the avatar doesn’t respond, the priest is rebuked, and may not use this spell again this generation (30 years).

If the avatar does come, the priest is validated, and if he survives, may attempt to cast this spell again in one year’s time. See the statistics for Heironeous’ avatar earlier in this section. When the avatar comes, it comes with power and might. Few things can stand in the way of the avatar, and thus the spell is aptly named personal saviour. In the event that the avatar is truly challenged or defeated, a holy war begins, and the face of the campaign is likely to be significantly altered before all the plots play out.

The material component of this spell is the priest’s holy symbol.


Miracle (Conjuration/Summoning)

Level:

7th

Duration:

Special

Sphere:

Summoning

Casting Time:

1 round

Range:

Special

Area Of Effect:

Special

Components:

V

Saving Throws:

Special

A miracle is an event that is inexplicable by the laws of nature. It is an event that is divine in nature; in fact, it is a personal act of Heironeous. Despite the listed level, a priest of Heironeous cannot attempt to cast this spell until at least of 18th level. Miracle may only be cast once per year. If the spell is attempted in advance of this limit, Heironeous would likely smite the offending priest with a bolt of glory.

Miracles are the ultimate prayer a priest of the Archpaladin can offer up to the god for divine inspiration and aid. Like a wizard’s wish spell, miracle can alter reality in a variety of ways. Depending on the request of the priest who casts miracle, the spell can heal every member of an adventuring company to full health, bring a dead creature back to life, or allow an adventuring party to escape from a life-threatening situation.

The priest can conceivably request other boons of Heironeous; however, the discretion of the DM is necessary to maintain game balance in such instances. For example, asking that Heironeous spontaneously strike an enemy dead is not usually an option, especially if that enemy enjoys the favour of a rival deity. In any event, the taking of life through a divine act trespasses into the ethos and spheres of other deities. In a like manner, the DM must adjudicate all miracle spells cast by the priest to be certain they won’t unbalance the campaign. Heironeous doesn’t have to provide a reason why he won’t fulfil a miracle.

 

Sources

Heironeous was originally detailed in DRAGON #69, page 24. Further details are found in World of Greyhawk Fantasy Game Setting (Guide, pages 63, 68-69; Glossography, pages 41-42), From the Ashes: Atlas of the Flanaess, pages 88-89, Player’s Guide to Greyhawk, pages 19 & 21, On Hallowed Ground, page 180, Bastion of Faith pages 41-53, and 3rd Edition Living Greyhawk Gazetteer pages 166, 171-172 and Deities and Demigods pages 72-75.

The symbol of Heironeous was first depicted in From the Ashes: Reference Card #4, and depicted in a somewhat different form on the gatefold of the Player’s Guide to Greyhawk, in Greyhawk: The Adventure Begins page 92, and in 3rd Edition Deities and Demigods page 72.

Old Oeridian is discussed in the Player’s Guide to Greyhawk, page 15, as well as other sources. It seems appropriate that the lawful clergy of Heironeous would preserve this tongue and insist that it has not changed since the crowning of the first Overking.

Several of the NPCs (augmented in level to reflect the passage of time) are taken from The Marklands. Luther is discussed in the old Rogues Gallery, page 44. Given his complexion (swarthy = olive = Oeridian) and ethos (LG), he seemed the perfect candidate.

The spell bolt of glory was originally detailed in From the Ashes: Reference Card #5 and updated to AD&D in Faiths & Avatars, page 166. (The other Greyhawk spell duplicated in the Forgotten Realms “god books” was stalk, which is available to the clergies of both Ehlonna and Mielikki. Bolt of glory (and stalk) have been reprinted in the Priest’s Spell Compendium.

The spells Incantation, Mastery Of Weapons, Champion’s Valour and Vitality from ‘New Priest Spells of Greyhawk’ by Daniel Bandera