|
Zephyre is the god of Air, Storms, Weather, Mysteries and Magic.
She is seen as a formidable and largely terrifying god by much of
the populace of the land. Within the pantheon she is the sister
god of Calafax and Sharrash who thoroughly disapproves of their
carryings-on. She is daughter to Mortis and Vítaeous and
the grand daughter of Terranor. She maintains a distance from the
other gods for reasons of her own. In all things Zephyre is a god
of secrets and it is this fact that causes so many to fear her wrath
and her priests.
Just as the god purposely distances herself from the other members
of the pantheon, so the churches of Zephyre distance themselves
from the world. The followers of Zephyre are the least common or
widespread of the moon gods - their churches are either inaccessible
through distance, geography or seventeen feet of concrete and battlements.
They take their role in the pantheon seriously, but believe as a
whole that the best way to be an fair ally to the other faiths is
to hold them all at an equal distance.
Churches of Zephyre
Only two churches worship Zephyre, but neither are very welcoming
to the outside world. On the whole, the churches are insular organisations,
very much concerned with their own affairs and the promotion of
their god. The clerics of Zephyre are inactive and seemingly careless
of issues that quickly galvanise the other priesthoods. However,
should anything interfere with their own ends none of the faiths
are as swift or brutal in their response.
Church of Air
The older of the two faiths, the Church of Air is an elemental
cult that worships Zephyre as the god of air, weather and storms.
Chapels and temples are often located in high inaccessible places
or areas of extreme weather conditions. Clerics delight in causing
terrible storms for Zephyre's pleasure.
Arcanum Incognita
The church of magic and mysteries the citadels of the Arcanum Incognita
can be found in most major cities throughout Urova, although they
are strongest in Sorostrae. Clerics and wizards of the church use
the organisations phenomenal resources to delve into areas Man was
not meant to know. What they discover they keep to themselves. The
church destroys wizards guilds absorbing them into its ranks.
Powers of the Priesthoods
All clerics receive the same granted powers from Zephyre 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.
Aura of Purity
- Normal: The cleric continuously purifies the air
directly around her making it safe to breathe. This means that
the cleric (and only the cleric) is immune to the effects of smoke
inhalation as well as all poisonous mists, stinking clouds, gases,
green dragon breath and airborne diseases. All such things are
magically neutralised before they make contact with the cleric.
This power only works to purify air; it will not allow the character
to breath underwater, nor to function in the absence of air.
- Diminished: The protection of the Aura of Purity
becomes unreliable. The cleric must still make a standard saving
throw against any effect the aura would normally guard against.
If the save is successful then the cleric suffers no ill effect
whatsoever. If the save fails then he is affected normally.
- Enhanced: The cleric is able to extend this aura
of purity around her body to a distance of ten feet. Anyone within
that range (be they friend or foe) shares the cleric's immunity.
Extending the range requires the cleric to concentrate. Clerics
would have to make a concentration check to maintain the aura
in the face of adversity.
Dominion of Zephyre
- Normal: The cleric can use the power of Zephyre
to control creatures under his god's dominion. He can halt, drive-off
or destroy Earth creatures, and rebuke or command Air creatures.
This ability uses the turning rules presented on p159 of the PHB.
Clerics of Zephyre 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.
Divine Flight
- Normal: The cleric gains the ability fly at will.
The effectiveness of this power is dependent upon the cleric's
level. His fly speed is 5 feet per class level with no upper limit.
At 1st level the cleric's manoeuvrability is Clumsy. This improves
to Poor at 5th level, Average at 10th level, Good at 15th level
and Perfect at 20th level. See DMG p20 for an explanation
of manoeuvrability. The Improved Manoeuvrability feat can
be used in conjunction with this power.
- Diminished: The cleric employs this power as if
he were five levels lower than his actual level. If this reduces
his effective level to zero or less then he cannot fly at all.
- Enhanced: The cleric employs this power as if
he were five levels higher than his actual level.
Force of the Storm
- Normal: As a standard action the cleric can summon
a powerful and damaging wind that he can employ against his foes.
The wind emenates from the clerics hand and travels in a straight
line for 10 feet per class level. Any creature along that line
is affected. Targets must make a Fortitude saving throw (DC 10
+ half cleric's class level + cleric's wisdom modifier). The DC
reflects the force of the wind in a fashion consistant with table
3-24 on p95 of the DMG. A DC of 10-14 is a Strong wind
(21-30 mph); DC 15-17 is a Severe wind (31-50 mph); DC 18-19 is
a Windstorm (51-74 mph); DC 20-29 is Hurricane force (75-174 mph);
DC 30+ is Tornado force (175-300 mph). Use the table in the DMG
to determine the effect of the wind on targets that fail their
save. Note that if a creature is blown back into a solid object
they take 1d6 points of real damage per ten feet travelled in
addition to any nonlethal damage from the wind itself. Targets
that make their saving thrown are unaffected. This power has an
instantaneous effect. It does not, therefore, affect the use of
thrown or missile weapons unless the attack is simultaneous with
the use of this power, and is down the exact line of the power's
course. As well as blowing back and knocking down foes, the wind
has additional effects as listed on DMG p92.
- Diminished: The area of effect of the power is
halved.
- Enhanced: The area of effect of the power is doubled.
Touch of Revelation
- Normal: With this power the cleric is able to
gain information about the workings and capabilities of all manner
of magical items. At will, the cleric can perform a special form
of the Identify spell as described on p243 of the PHB,
with the exceptions that is cast in one action rather than one
hour and requires no material components.
- Diminished: Although still superior to the spell,
the Touch of Revelation takes much longer to employ. During the
dark of the moon it takes ten rounds to activate this power.
- Enhanced: The power functions as Anlayse Dweomer
instead of Indentify. This is the same as the spell description
on p197 of the PHB with the exception that no material
component is required.
Zephyre 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 Air and the Arcanum Incognita. Until that happens
please use the list below as a stop-gap measure.
Level 0
- Arcane Mark
- Detect Magic
- Detect Poison
- Guidance
- Light
- Mage Hand
- Mending
- Read Magic
- Resistance
- Virtue
Level 1
Level 2
- Consecrate
- Darkness
- Hold Person
- Remove Paralysis
- Resist Elements (sonic only and lightning)
- Ride
the Wind
- Shatter
- Sound Burst
- Spiritual Weapon
- Steal
Breath
- Summon Monster II (air creature only)
- Whispers
Level 3
- Call Lightning
- Continual Flame
- Create
Smoke
- Daylight
- Deeper Darkness
- Dispel Magic
- Explosive Runes
- Fly
- Gaseous Form
- Glyph of Warding
- Gust of Wind
- Invisibility Purge
- Magic Circle Against Chaos
- Magic Circle Against Evil
- Magic Circle Against Good
- Magic Circle Against Law
- Magic Vestment
- Miscast
Magic
- Nondetection
- Protection from Elements (sonic only and lightning)
- Summon Monster III (air creature only)
- Wind Wall
Level 4
Level 5
- Atonement
- Break Enchantment
- Dispel Chaos
- Dispel Evil
- Dispel Good
- Dispel Law
- Hold Monster
- Permanency
- Plane Shift (plane of air only)
- Scrying
- Spell Resistance
- Summon Monster V (air creature only)
Level 6
- Acid Fog
- Analyse Dweomer
- Animate Objects (air)
- Antimagic Field
- Banishment
- Contingency
- Control Weather
- Etherealness
- Forbiddance
- Glove of Invulnerability
- Greater Dispelling
- Greater Glyph of Warding
- Legend Lore
- Planar Ally
- Summon Monster VI (air creature only)
- Whirlwind
- Wind Walk
- Word of Recall
Level 7
Level 8
Level 9
- Air
of Permanence
- Astral Projection
- Elemental Swarm (air only)
- Mordenkainen's Disjuncture
- Miracle
- Summon Monster IX
- Storm
Legion
- Storm of Vengeance
|