Mortis

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Iourn Home > Religions > Moon Gods > Mortis

Mortis is the god of Death, Undeath, Time, The Past, History, Archives, Knowledge, Funerals and Old Age. Many see him as a dour and miserable god, but he is by far the most respected and feared member of the pantheon. Common mythology places Mortis as the son of Terranor, the wife of Vítaeous and father to Calafax, Zephyre and Sharrash. It is certainly true that despite their turbulent relationship, Mortis and Vítaeous have always remained firm friends. The practices of life and death are so intimately entwined with one another that in outlook and belief it is sometime difficult to separate the two gods. This is not to say that the churches of Mortis and Vítaeous always get on, but they somehow manage to bridge their differences over issues such as resurrection because of a strange appreciation that they should be allies. Mortis is the closest of the other gods to Terranor, the grandfather of the pantheon. Terranor considers Mortis to be one of the few gods who takes his role seriously. Mortis has little time for the rambunctious behave of the child-gods. He reserves special ire for the activities of Calafax, although (as ever) the six gods remain a united family.

In Urova, every town has a practising priest of Mortis. Death is something that visits everyone after all, and Mortis plays a peculiar role in the beliefs of the other faiths. When someone dies, regardless of his religion, it is Mortis that appears to this spirit and guides it to its final resting place. Mortis alone has the power to enter the realms of the other gods. Surely this makes Mortis the most powerful of the gods? His churches would certainly argue so.

Churches of Mortis

Three main churches worship the god Mortis. The Church of the Unbeating Heart is not designed for player characters, although a mad-dog DM might consider it in one of his less lucid moments. As a whole the churches concentrate on smoothing the way for the dead to enter the afterlife, recording events, amassing knowledge and opposing the enemies of Mortis. They cannot agree on who those enemies are, of course.

Watchers on the Cusp of Oblivion

The Watchers are the oldest and most widespread of the Mortis faiths. They personify Mortis as the god of Death and do all they can to support him in that endeavour. They oppose the undead and have a healthy hatred of resurrection magicks. Watchers officiate at funerals and tend to the terminally ill.

The Scriveners of Doom

To the Scriveners, Mortis is the god of knowledge, history and truth. They see it as their mission to objectively record all history as it happens, to amass knowledge and make it available for those who need it (for a hefty fee). Temples of the Scriveners of Doom are often little more than vast libraries.

The Church of the Unbeating Heart

Contrary to the beliefs of the other faiths, this church holds Mortis as the god of the Undead. Many of the powers and spell granted by Mortis allow domination and creation of these creatures, and the Lifebane Church (as it is also called) use them to the fullest. They are openly opposed by the Watchers and are one of the two outlawed faiths in Urova.

Powers of the Priesthoods

All clerics receive the same granted powers from Mortis regardless of their church. Each cleric selects a granted power at first level, and then one every five levels until all five powers are gained at level 20. There is no restriction on the order in which powers are gained unless specifically mentioned in the text below. Remember that the phases of the moon of Mortiswill affect the use of these powers. Please return to the section on the Moon Gods for specific details. All granted powers are Supernatural abilities.

Dominion of Mortis

  • Normal: The cleric of Mortis gains command of negative energy. The cleric can halt, drive-off or destroy creatures driven by positive energy (such as the deathless), and rebuke or command creatures driven by negative energy (such as the undead). Use the turning rules presented by p159 of the PHB. Clerics of Mortis can make use of divine feats to alter or enhance the nature of this power.
  • Diminished: The cleric takes a -4 penlty on his turning check, and his roll for turning damage.
  • Enhanced: The cleric gains a +4 bonus on his turning check, and his roll for turning damage.

The Ear that Hears All

  • Normal: In keeping with Mortis's role as judge of the damned, the cleric gains the ability to detect lies. This power functions in much the same manner as the discern lies spel (see PHB p22l). The cleric calls upon this ability at will but must choose a single individual within 25 feet (+ 5 feet/2 levels) and spend a full found concentrating before the power is invoked. The target of this power can resist it with a successful Will saving throw equal to 10 + cleric's wisdom modifier + half the cleric's level. This power can only be used on targets with a haracter level equal or less than the class level of the cleric.
  • Diminished: The cleric is consider four levels lower than his true level when determining the level of the targets that can be affected by this power.
  • Enhanced: The cleric is consider four levels higher than his true level when determining the level of the targets that can be affected by this power.

The Hand of Death

  • Normal: The cleric gains the ability to energy by touch as a vampire or similar creature. The power is invoked as a free action, at which point the cleric's body is engulfed with crackling negative energy that ressembles black lightning. To use the power the cleric must succeed in a touch attack against a foe. Such an attack bestows 1 negative level to the target. Negative levels remain for one day (28 hours on Iourn) at which point the victim can try to shake them off by making a successful Fortitude saving throw (DC 10 + half the cleric's class level + cleric's wisdom modifier). A seperate save is made for each negative level. If the save is failed then the foe loses one level. See DMG p293 for more information on energy drains. A target with more negative levels than actual levels is slain and will rise the following day as a wight unless the cleric of Mortis takes steps to prevent it. Note that while this power is in effect the cleric may be turned as though he were an undead creature of equal hit dice.
  • Diminished: Targets immediately gain a saving throw to avoid the negative level when the cleric touches them. If this fails they may still make another saving throw to shake it off one day later.
  • Enhanced: The cleric's touch attack inflicts 1d4 negative levels.
  • SPECIAL: Activating this power inflicts 1 negative level per round on the cleric unless he also has the Shield of Death power or has the appropriate magical protection.

Piercing the Veil

  • Normal: The cleric is intrinsically and continuously aware of the presence of negative energy. This functions much like the detect undead spell (PHB p220) except that it applies to all negative energy, which includes the spark that drives undead creatures. Without concentrating the cleric can sense this death energy to a range of sixty feet. The cleric can also sense an imbalance between negative and positive energy in a subject and can therefore sense how near death a wounded creature is - much like the deathwatch spell on PHB p217. Because the cleric can sense death energy he is able to defend himself against undead or similiar foes that attack him while invisible or under the cover of darkness. The cleric takes no penalty against such attackers as long as they are undead and are within the range of this power. Piercing the Veil eliminate any miss-chance granted to a living being by concealment or displacement; they can also see through anything short of 100% cover. This power cannot see through solid, opaque objects. Note the GM may still call for a Spot check in certain circumstances.
  • Diminished: The range of the power is reduced to 5 feet.
  • Enhanced: The range of the power is doubled to 120 feet

The Shield of Death

  • Normal: The cleric is completely immune to the effects of negative energy, energy drain, magical death effects and death spells as if he had a permentantly active death ward spell cast upon him (see PHB p217). When such an attack is made on the priest an inky blackness surrounds him and absorbs the attack.
  • Diminished: The protection offered by this power is less certain. The cleric immediately receives a saving throw (even if the effect normally doesn't offer one). Success indictates the Shield of Death functions normally. For example, a vampire energy drains a cleric of Mortis during the dark of the moon. Normally, the victim of such an attack gets no saving throw, but the Mortis priest does receive a save (DC 10 + half foe's hit dice + foe's charisma modifier) to completely avoid it.
  • Enhanced: The darkness that absorbs the energy drain lashes out in a violent burst as it consumes the negative energy. The effect is that whoever attempted to energy drain the priest is affected by his own negative energy. This means nothing to undead, but against spellcasters it can have devastating effects.

Mortis Spells

The spell lists are now unique to each church. Once the masterlists are on the site, new spell lists will be posted on individual pages for the Watchers on the Cusp of Oblivion, the Scriveners of Doom and the Church of the Unbeating Heart. Until that happens please use the list below as a stop-gap measure.

Level 0

  • Detect Magic
  • Detect Poison
  • Guidance
  • Inflict Minor Wounds
  • Know Age
  • Know Direction
  • Know Time
  • Light
  • Read Magic
  • Resistance
  • Virtue

Level 1

  • Bane
  • Balance of the Six Humours
  • Bless
  • Bless Darkness
  • Cause Fear
  • Chill Touch
  • Comprehend Languages
  • Corpse Link
  • Deathwatch
  • Detect Chaos
  • Detect Evil
  • Detect Good
  • Detect Law
  • Detect Secret Doors
  • Detect Undead
  • Ebony Hand
  • Exterminate
  • Identify
  • Inflict Light Wounds
  • Invisibility to Undead
  • Locate Remains
  • Protection from Chaos
  • Protection from Evil
  • Protection from Good
  • Protection from Law
  • Sanctuary
  • Shield of Faith
  • Summon Monster I (negative energy only)

Level 2

  • Augury
  • Darkness
  • Death Knell
  • Death Recall
  • Detect Thoughts
  • Desecrate
  • Find Traps
  • Gentle Repose
  • Ghoul Touch
  • Inflict Moderate Wounds
  • Scare
  • Silence
  • Spectral Hand
  • Spiritual Weapon
  • Summon Monster II (negative energy only)
  • Undetectable Alignment
  • Zone of Truth

Level 3

  • Animate Dead
  • Bestow Curse
  • Clairaudience/Clairvoyance
  • Contagion
  • Blindness/Deafness
  • Deeper Darkness
  • Dispel Magic
  • Halt Undead
  • Hovering Skull
  • Inflict Moderate Wounds
  • Invisibility Purge
  • Locate Object
  • Meld into Stone
  • Obscure Object
  • Speak with Dead
  • Summon Monster III (negative energy only)
  • Vampiric Touch

Level 4

  • Arcane Eye
  • Death Ward
  • Detect Scrying
  • Discern Lies
  • Divination
  • Enervation
  • Fear
  • Heart Blight
  • Inflict Critical Wounds
  • Lesser Planar Ally
  • Mask of Death
  • Repel Vermin
  • Summon Monster IV (negative energy only)
  • Tongues

Level 5

Level 6

  • Antilife Shell
  • Blackmantle
  • Circle of Death
  • Create Undead
  • Dead Man's Eyes
  • Find the Path
  • Harm
  • Legend Lore
  • Planar Ally
  • Summon Monster VI (negative energy only)

Level 7

Level 8

Level 9

  • Energy Drain
  • Foresight
  • Rift
  • Soul Bind
  • Summon Monster IX (negative energy only)
  • Undead Plague
  • Wail of the Banshee
 
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