|
STAT
|
Intermediate Power |
|
ROR
|
Oeridian,
Common |
||
|
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, |
||
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
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).
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
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.
AB |
9 |
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
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
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
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
In modern times,
the
The Shield
Reclaimed is a great cathedral at the heart of the city of
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
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
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 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
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. |
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. |
|
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. |
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. |
(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 ( |
5d4 |
Positive Material Plane, Outer Planes of Good(
|
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