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Vítaeous is the moon god of Life, Birth, Creation, Creativity,
Joy, Love, Marriage, Heroism, Adventuring and Good Fortune. She
is generally seen as a friendly deity, and there are countless tales
of her appearing to mortals in need, and saving them from distaster
in the nick of time. Within the Urovan pantheon Vítaeous is often
cast as the wife of Mortis, daughter of Terranor and mother of Calafax,
Zephyre and Sharrash. How well she fits into this role is debatable.
Vítaeous and Mortis are seen as two sides of the same coin; despite
their differences they have very much in common.
To the people of Urova, Vítaeous is both loved and derrided in
equal order. On the one hand she is the personification of joy,
love and all that is good; but on the other her teachings are subversive
and dangerous, and can strike at the heart of a community. For Vítaeous
is also the god of risk-takers, of adventurers and of fools. The
profession of adventuring is not kindly looked upon by 'honest'
folk, and Vítaeous is a god that delights in encouraging otherwise
sane men to think with their hearts rather than their heads. Because
the churches of Vítaeous are always prompting the populace to become
more than they are, they tend to be viewed with suspicion by the
ruling classes - no sane nobleman wants the proletariat to start
thinking they're as good as he is. On balance, however, the Vítaean
clergy are welcomed more than they are rejected. The fact that they
are the only clerics amongst the moon gods who have access to healing
magic may have something to do with this.
Churches of Vítaeous
Three main churches worship Vítaeous, although the
number of sub-cults is very large. As a whole the churches try to
promote the causes of good and spread a little happiness where-ever
they go. The churches of Vítaeous tend not to be viewed with neutrality:
they are either greatly respected or openly derrided. Individual
clerics cope with such extremes in their own fashion.
Church of Life
Also known as simply the Church of Vítaeous, this organisation
is the core faith of the god of life. Clerics administer to the
sick, officiate at weddings and at births, and generally help individuals
through that difficult period of existance known as life. Clerics
of this church are staunch opponents of the undead, slavery and
anyone whose actions impinge on the freedom of another.
Fortune's Favour
When something particularly beneficial occurs or when someone is
particularly lucky, they are said to have been blessed by Vítaeous.
Vítaeous is the god of good luck, and the Church of Fortune's Favour
champion this aspect of her personality. They are clerics of good
fortune, daring, heroism, adventure and adventurers.
Sensationalists
Life is for the living. Everyone has an allotted time before they
die and within that time it is everyone's responsibility to fill
their life with as many experiences as possible. The Sensationalists
are all about experience - it doesn't matter what it is, as long
as they haven't done it before then the temptation is irresistable!
Clerics urge others to take risks, to live their lives to the full
- many are unashamedly debauched, hedonistic pleasure-hounds.
Powers of the Priesthoods
All clerics receive the same granted powers from Vítaeous
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 Vítaeous will affect
the use of these powers. Please return to the section on the Moon
Gods for specific details. All granted powers are Supernatural
abilities.
Boon of Vítaeous
- Normal: The luck of the character is greatly enhanced.
Once per game hour the player may re-roll one of their own die
rolls three times and take the best result. They may not re-roll
other people's dice. Players do not need to declare they are using
this ability before they first roll the dice.
- Diminished: The ability may only be used once
every two game hours.
- Enhanced: The ability may be used every half an
hour of game time.
Circle of Devotion
- Normal: The cleric is able to insinuate his own
emotions on those around him. The radius of this effect is 5 feet
for every two cleric levels to a maximum of 50 feet at 20th level.
The cleric makes a Diplomacy skill check with a bonus equal to
his cleric level. Use the diplomacy rules on p71-72 of the PHB
to determine how far the cleric can shift the attitude of the
targets. Unlike the Diplomacy skill, changing the attitudes of
others with this power is instantaneous. The effect lasts for
as long as the targets remain within range of the cleric + 1 round
per cleric level. The victims of this power are considered charmed
but they are not controlled by the cleric. If they are called
upon to perform an act that is against their nature and beliefs
they are entitled to a saving throw at DC 10 + half the cleric's
level + cleric's charisma modifier. If they are called upon to
act in a manner that is likely to lead to their death then the
effect ends. The cleric may use this power a number of times per
day equal to 3 + his charisma modifier.
- Diminished: The effect of this power only lasts
as long as the targets remain within range of the cleric.
- Enhanced: The range of this power is doubled.
Dominion of Vítaeous
- Normal: The cleric of Vítaeous gains command of
positive energy. The cleric can halt, drive-off or destroy creatures
driven by negative energy (such as the undead), and rebuke or
command creatures driven by positive energy (such as the deathless).
Use the turning rules presented by p159 of the PHB. Clerics
of Vítaeous 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.
Eyes of Vitaeous
- Normal: The cleric is intrinsically and continuously
aware of the spark of positive energy that drives all living things.
Without concentrating the cleric can sense this life energy to
a range of sixty feet. The cleric can see through a feign death
spell and is able to detect the degree of life energy within a
subject - so he can tell how close to death his allies are and
act accordingly. Because the cleric can sense life energy he is
able to defend himself against living 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 living beings
and are within the range of this power. The Eyes of Vítaeous
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
Sword of Vítaeous
- Normal: Clerics with a martial bent can summon
positive energy in the form of a sword. The sword appears as a
weapon the cleric can wield - regardless of the weapon type the
Sword of Vítaeous has a threat range of 19-20/×2.
The sword is summoned as a free action, and can be dismissed at
will. The sword only injures creatures to which positive energy
is antithetical (e.g. the undead). Against such creatures the
weapon inflicts normal damage for its type + cleric's charisma
modifier + 2d6. The cleric need only make touch attacks against
these creatures. If the cleric is at least 10th level the sword
also possesses the ghost touch special ability. In addition
to this ability, the sword contains a reserve of positive energy
that can be fired from the sword as a beam of white light. The
range of this beam is 100 feet + 10 feet per level, and it can
be used to injure undead creatures or to heal living creatures.
A ranged touch attack is required. The resevoir of positive energy
is equal to 1d8 per class level to a maximum of 20d8 at 20th level.
The reserve can be 'fired' off in 1d8 increments. If the entire
reserve is used then the sword disappears and cannot be summoned
again until the following moon-rise.
- Diminished: The sword loses the ability to fire
off its resevoir of energy in the form of a ray. The sword is
now summoned as a standard action.
- Enhanced: On a critical hit, the target must make
a Fortitude saving throw equal to 10 + half the cleric's class
level + cleric's charisma modifier or be destroyed. This is a
disruption effect.
Vítaeous Spell List
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 Church of Life, Fortune's Favour and
Sensationalists. Until that happens please use the list below as
a stop-gap measure.
Level 0
- Cure Minor Wounds
- Detect Magic
- Detect Poison
- Disrupt Undead
- Guidance
- Purify Food and Drink
- Read Magic
- Resistance
- Virtue
Level 1
Level 2
- Aid
- Calm Emotions
- Cure Moderate Wounds
- Consecrate
- Darkness
- Delay Poison
- Detect
Life
- Enthrall
- Hold Person
- Lesser Restoration
- Moment
- Shield Other
- Silence
- Speak with Animals
- Spiritual Weapon
- Summon Monster II (positive energy only)
Level 3
- Accelerate
Healing
- Create Food and Water
- Cure Serious Wounds
- Dispel Magic
- Helping Hand
- Negative Energy Protection
- Random
Causality
- Remove Blindness/Deafness
- Remove Curse
- Remove Disease
- Summon Monster III (positive energy only)
Level 4
Level 5
- Atonement
- Greater Command
- Hallow
- Healing Circle
- Plane Shift (positive plane only)
- Raise Dead
- Summon Monster V (positive energy only)
Level 6
- Heal
- Heroes Feast
- Planar Ally
- Summon Monster VI (positive energy only)
Level 7
- Breath
of Life
- Greater Restoration
- Regenerate
- Resurrection
- Summon Monster VII (positive energy only)
Level 8
- Greater Planar Ally
- Mass Heal
- Summon Monster VIII (positive energy only)
- Symbol
Level 9
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