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GreyHawk Боги по второй редакции.

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1

Clerics
Each of Greyhawk’s deities demands worship of a different
sort, and attracts a different sort of cleric. The unique
qualities, specialties, and characteristics of Oerth‘s diverse
clerics are described in detail, but you’ll need to know the
meaning of several abbreviations.
Cleric Abbreviations
AL Alignment. The alignment required for a character
to become a cleric of this deity. This is always more restricted
than a worshipper’s alignment.
RA: Raiment. What the cleric wears when performing
formal rituals to the deity and the cleric’s preferred garb at
other times.
AEx: Additional Experience Cost. The penalty, in experience
points, the cleric must pay when advancing in
levels. This is offset by unique special abilities the deity
grants to its clerics.
WPN Weapons. The types of weapons the cleric may
use. Weapons marked with an asterisk are strongly associated
with the deity and the cleric must be proficient with
them at 1st level.
Numerous deities insist that their clerics learn about,
and become proficient in the use of edged-weapons. These
deities have their own reasons for breaking the commonly
enforced rule of clerics not using edged weapons.
SPH: Spheres. The kinds of spells the deity makes available
to its clerics. This is intended for use with an optional
rule in the second edition AD&D@ game, and can be
ignored if the DM wishes.
SPL Specials. Special abilities the deity grants its clerics,
usually spells or spell-like powers. Special abilities
accrue to the cleric automatically each day.
ADD Additional Spells. Spells that fall outside the deity’s
spheres, but are available to the cleric.

Boccob (Greater Deity)
AL Neutral; WAL Any; SoC Magic, Arcane Knowledge;
SY Eye in a star; CR Purple; PN Concordant Opposition
Boccob, The Uncaring, patron of neutrality, foreknowledge,
and foresight, is the Archmage of the Deities. He has
few followers, but this does not appear to concern him in
the least. Throughout the Flanaess seers and diviners
entreat him for omens, sages revere him, and those seeking
to create new magical items or spells often seek his aid.
Services to Boccob, when held at all, include complex rituals,
incense, recitals of alchemical formulas, and readings
from special works honoring knowledge.

Boccob’s Clerics
AL Neutral; RA Purple robe with gold trim; AEx:
special; WPN flail, mace, staff*, dagger, knife, sling; SPH
Astral, Charm, Combat, Divination, Elemental,
Summoning, Healing (minor), Guardian (minor); SPL see
below; ADD disc of Concordant Opposition, dispel magic
Priests of Boccob gain limited sage ability (see DMG)
when they reach 8th level. The cleric has access to the
major field of the Supernatural and Unusual, with one special
category per 4 points of intelligence. The cleric can
answer questions or conduct research only if he has access
to a library. If a priest of Boccob builds a religious stronghold
(see PHB), he may enchant one or more of Boccob’s
eyes in a star symbol to act as a scrying device.
Each scrying device costs 5,000 g.p. and takes 13 weeks
to construct. The cleric can build one of these devices for
every 3% points of Intelligence he has. The devices function
only within the stronghold, each acting as a crystal
ball, but capable of scrying only the area in which it is
Prime Material Plane. The chance for successful scrying is
100%. There is no limit to the number of times the cleric
can scry through these devices, but the total scrying time
allowed is three hours per day; the cleric may divide his
time between the available devices as he sees fit.
When Boccob’s clerics reach 10th level, they gain the
ability to handle magical items normally usable only by
magic-users. The items they can use include all wands (but
not rods or staves, save those usable by clerics), crystal
balls, robes (but not a robe of the archmagi). Once they
reach 10th level, clerics pay an additional 5% experience
point cost when gaining further levels.

Additional Spell
Disc of Concordant Opposition (Evocation)
Level: 6
Range: 10 yards
Duration: 1 attack
Area of Effect: 1 creature
This spell is granted to clerics of Boccob when they
become eligible for 6th level spells. It is a less powerful version
of Boccob’s own disc of Concordant opposition. When
it is cast, the cleric brings into being a disc which will blast
most creatures into nothingness unless they are resistant
to magic.
Creatures with less than 6 hit dice or 35% magic resistance
are destroyed, if they fail their save. Creatures with 6
hit dice or more take 75 points of damage, if they fail their
save. Creatures with 6 or more hit dice take 40 points of
damage, saving to half damage. Any creature with a
magic-resistance greater than 35% is unaffected.
The cleric must have Boccob’s symbol-on his person in
order to cast this spell. The material component is a small
iron and electrum wheel with a rod rising from the center
of one side. The disc is hurled at the target while the cleric
completes a prayer to Boccob.
Components: V, S, M
Casting Time: 6 segs.
Saving Throw: Special

2

Celestian (Lesser Deity)
AL Neutral good; WAL Any good; SoC Stars, Space,
Wanderers; SY Black circle with seven stars; CR Black;
PN Astral
It is said that Celestian and Fharlanghn are brothers
who followed similar but different paths. While
Fharlanghn traveled the world, Celestian was drawn to
the endless reaches of the stars and the Astral Plane.
Celestian, The Star Wanderer, has only a small following
in the Flanaess, being revered by astronomers, astrologers,
navigators, philosophers, dreamers, and others
involved with the cosmos or the sky. Shrines to Celestian
are located in the country, away from city lights, and are
built on mountain peaks or hilltops with a clear view of the
night sky. Services to Celestian are held outdoors under a
starry sky.

Celestian’s Clerics
AL Any Good; RA Black robe covered with stars; AEx
+ 10%; WPN spear*, short sword, staff; SPH Astral,
Creation, Sun, Necromantic (minor), Healing, Guardian
(minor); SPL see below; ADD meteors, create water,
endure cold/heat, resist cold, resist fire, flame walk, create
food and water, quest, chariot of Sustarre, wind walk
Priests of Celestian wander about emulating their deity,
whenever possible, by traveling the depths of space. They
tend to be detached, more concerned with the stars than
with Oerthly affairs. All Celestian priests study the stars
and have a working knowledge of astronomy and navigation.
Priests gain special spells as they advance in level:
Level Spell
1st-2nd feather fall
3rd-4th jump
5th-6th levitate
7th-8th spider climb
9th-10th fly
11th-15th dimension door
16th & up teleport
Each special spell is gained immediately when the cleric
reaches the listed experience level. Special spells are
cumulative, so that a 16th level cleric has seven special
spells per day. Each spell is usable once per day. Casting
times are normal, and the cleric casts the spells at his experience
level.
These spells are granted like all clerical spells and the
clerics don’t have to study for them as a magic-user does.

Additional Spell
Meteors (Evocation)
Level: 4
Range: 20 yards
Duration: 1 round/level
Area of Effect: Special
This spell creates 2-5 (ld4 + 1) stone spheres, each six
inches in diameter. They shoot from the caster’s hand, following
a straight path toward the target or targets the
caster selects. The meteors hit their targets unless a save
vs. spells is made (dexterity and racial bonuses do not
apply), and there is a -2 penalty to the save if the range is
10 yards or less. Each meteor inflicts ld4 +4 points of damage
if it hits. The caster may release the meteors one at a
time or simultaneously, but any not released when the
spell duration ends are lost. The material component is
Celestian’s circle of stars symbol, and the cleric must be
under an oDen skv to cast the spell.

3

St. Cuthbert (Lesser Deity)
AL Lawful good (Lawful neutral); WAL Lawful good,
Lawful neutral; SoC Wisdom, Dedication, Zeal; SY
Wooden billet, starburst, crumpled hat; CR Brown, green;
PN Arcadia
St. Cuthbert, the patron of common sense, truth, and forthrightness,
has a large following, and many wayside shrines
and small, crude chapels dedicated to his worship are scattered
throughout the Flanaess. His worshippers are most
numerous in the Central Flanaess, in the City of
Greyhawk and vicinity, the Wild Coast, Urnst, and Verbobonc.
In these areas his places of worship are large, elaborate,
and well-maintained. There is a great personal
enmity between St. Cuthbert and Iuz.

St. Cuthbert’s Clerics
AL Lawful good or Lawful neutral; RA see below; AEx
none; WPN club*, flail, mace*, staff+, sling; SPH Charm,
Combat (minor), Divination, Protection (minor), Healing,
Necromantic; SPL see below; ADD beguiling, speak with
dead, create food and water, speak with plants, heroes’
feast, stone tell, succor, dispel evil, symbol, holy word
St. Cuthbert’s priesthood is divided into three orders:
the Chapeaux, the Stars, and the Billets. There is a great
rivalry between the followers of St. Cuthbert and those of
Pholtus of the Blinding Light.
The Chapeaux dress in varying garb, but all wear crumpled
hats of brown and green tartan with St. Cuthbert’s
starburst symbol, in copper, pinned to them. The Chapeaux
seek to convert people to the faith. Beginning at third
level, Chapeaux can cast one shillelagh spell per day. The
spell is cast at the cleric’s level.
The Stars wear dark green robes with the starburst in
copper, gold, or platinum, depending on the cleric’s status.
Stars seek to retain doctrinal purity among the faithfulthey
tolerate no backsliding. Most Stars (70%) are lawful
neutral. Beginning at fourth level, Stars can cast one ESP
spell per day. The spell is cast at the cleric’s level.
The Billets are the most numerous of St Cuthbert’s clerics.
They dress in simple brown and russet garments and
wear St. Cuthbert’s cudgel symbol in oak or bronzewood.
Billets minister to and protect the faithful, most (70%) are
lawful good. Beginning at second level, Billets can cast one
friends spell per day. The spell is cast at the cleric’s level.

Additional Spell
Beguiling (Enchantment/Charm)
Level: 2
Range: lbuch
Duration: Special Saving Throw: Negates
Area of Effect: Special
This spell imbues the cleric’s bronzewood or oaken cudgel
with the power to charm an opponent by touch. The cleric
can opt to attempt a non-damaging touch, or a normal
melee attack. In either case, the target must save vs. spells
when a hit is scored or be charmed. Should the cleric opt to
make a damaging attack, however, each point of damage
the target suffers from a hit gives a + 1 bonus to the save (a
roll of a “1” always fails).
Charmed creatures regard the cleric as their comrade,
friend, or mentor, treating the cleric with love and respect,
and trusting him or her implicitly. If communication is possible,
the charmed creature will obey the cleric to the best
of its ability as long as the instructions seem plausible and
do not obviously consign the creature to needless injury,
loss, or violation of alignment.
Charmed creatures remain so for 2d10 rounds. This spell
is particularly useful for getting incorrigibles to listen to
the teachings of St. Cuthbert or to contribute to worthy
causes.
If this spell is used in conjuction with a shillelagh spell,
the victim saves at - 1. The dweomer lasts three rounds
plus one round per cast level, or until the cleric scores a successful
hit with the cudgel, whichever comes first.

4

Ehlonna
AL Neutral good; WAL Any good, neutral; SoC Forests,
Flowers, Meadows; SY Unicorn horn; CR Pale green; PN
Prime Material
Ehlonna of the Forests, venerated as a fertility goddess,
is also patroness of animals and all good folk who dwell in
the woodlands. She is the deity of hunters, fishermen,
woodcutters, and others who make their livelihoods from
the forests. Temples to Ehlonna are located in sylvan settings,
although small shrines are occasionally found in villages.
Her following is strongest in the area from the Wild
Coast to the Ulek fiefs, and from the Kron Hills to the sea.
More females than males serve Ehlonna. Services to
Ehlonna involve wooden and horn vessels, various herbs,
and music from pipes and flutes.

Ehlonna’s Clerics
AL Neutral good or neutral; RA Pale green robe; AEx
+5%; WPN Long bow*, knife, spear, staff, lasso, club;
SPH Animal, Combat, Elemental (minor), Creation
(minor), Weather, Sun, Plant, Healing; SPL see below;
ADD stalk
Ehlonna’s clerics wear pale green robes, and choose one
species of plant as their special ward. The cleric need not
fanatically protect individual plants from all harm, but
must see to it that the species as a whole flourishes, and
that common folk respect it for any beneficial properties it
might have. Most clerics carry a supply of seeds with them
as they travel, planting them where appropriate to insure
the species’ survival.
All clerics of Ehlonna track as if they were rangers at a
level of ability equal to their clerical level. Beginning at
5th level they can cast one animal friendship spell per day;
the spell is cast at the cleric’s level, and does not count
against the cleric’s spell maximum.

Additional Spell
Stalk (AlteratiodA bjuration)
Level: 2 Components: V, M
Range: Touch Casting Time: 2 segs.
Duration: 5 roundsflevel Saving Throw: None
Area of Effed: Creature touched
This spell makes the target nearly invisible in natural
surroundings and almost totally silent, as if he or she were
wearing cloak and boots of elvenkind. Furthermore, the
recipient’s scent is almost completely masked. The
dweomer makes a stationary recipient undetectable by
non-magical means at any range over 30 feet. Movement
doesn’t negate the spell; it only makes non-magical detection
possible. The spell ends when its duration expires or
whenever the recipient attacks. The material components
are Ehlonna’s unicorn horn symbol and a piece of dried chameleon
skin.

5

Fharlanghn
AL Neutral good; WAL Any (Neutral preferred); SoC
Horizons, Distance, Travel; SY Wooden disc with a
curved line, representing the horizon, across the upper
half; CR Brown, Green; PN Prime Material
Fharlanghn, Dweller on the Far Horizon, is venerated as
the deity of roads, as well as travel and distance, and his
name is usually invoked throughout the Flanaess whenever
a road is built or undergoes major repair. As the deity
of travel, his symbol is seen on the doorways of inns and
stables throughout the continent. His non-priestly followers
are usually adventurers, merchants, and itinerants
of all sorts. Services to Fharlanghn’s are conducted out of
doors whenever possible, preferably under a sunny sky,
and with a clear horizon in view.

Fharlanghn’s Clerics

AL Neutral; RA see below; AEx none; WPN Standard;
SPH Astral, Elemental, Healing, Weather, Summoning
(minor), Combat (minor); SPL none; ADD footsore, endure
coldfheat, locate animal, resist cold, locate plant, resist
fire, create food and water, locate object, plant door,
tongues, quest, pass plant, transport via plants, find the
path
Fharlanghn’s priesthood is most active in the Central
and Southwestern Flanaess. There are two sorts of
priests: urban and pastoral. Urban priests wear brown
robes and maintain small chapels in towns and cities. Pastoral
priests wear green robes. Although they maintain
small wayside shrines, pastoral priests are wanderers, seldom
remaining in one place long and preaching as they go
from shrine to shrine. All clerics of Fharlanghn have an
acute sense of direction when wandering the outdoors. At
first level, all Fharlanghn clerics have a 35% chance to
avoid getting lost when traveling outdoors (see DMG‘), and
this increases 1% for each level gained.

Additional Spell
Footsore (Enchantment/Charm)
Level: 4
Range: 20 yards
Duration: 1 day/level
Area of Effect: 1 creature/level
This specialized curse causes any journey of more than
one league (three miles) to become twice as long as normal.
The victim will drag his feet, walk in circles or in an irregular
line, insist on long rests, and take other actions (or inactions)
to increase the distance traveled or slow travel time
(or both). Any mount the victim rides will be similarly
affected.The only way to counteract this spell is with a remove
curse spell cast by a cleric of higher level than the original
caster, or by waiting for its duration run out. The material
component is Fharlanghn’s disc and curved line holy symbol
and a pinch of road dust or damp mud.

6

lncabulos (Major Deity)
AL Neutral evil; WAL Any evil; SoC Evil, Plagues,
Nightmares; SY Eye of possession; CR Black, orange; PN
Hades
Incabulos is the deity of evil sendings: sickness, famine,
drought, and disaster. Being a baneful deity, he does not
have a large following. Nevertheless, common folk
throughout the Flanaess give him offerings, usually foulsmelling,
guttering black candles, trying to appease him
and avoid his wrath. Despicable persons of all sorts venerate
Incabulos, respecting his power and malignancy. Temples
to Incabulos are hidden underground or in isolated,
desolate wildernesses. Services are held in secret, with the
scene dimly lit by fat, smoky, black candles. The faithful
celebrate multiple iniquities, while the priests hum and
chant monotonously or join the debauchery.

Incabulos’ Clerics
AL Any Evil; RA see below; AEx +5%; WPN club, flail,
mace, staffF, lasso, sling; SPH Astral, Combat,
Divination (minor), Healing, Necromantic, Summoning,
Sun (reversed); SPL see below; ADD plague, dispel magic,
bestow curse, spike growth, giant insect, spike stones,
quest, transmute water to dust, wall of thorns, weather
summoning, creeping doom, insect plague, earthquake
Incabulos’ priests are most secretive, fearing the wrath
of those who detest what Incabulos represents. Priests
dress in black during services and are masters of disguise.
At first level, clerics of Incabulos have a 20% immunity
to all diseases and slimes, including those caused by cause
disease or plague spells, mummy rot, or green slime, violet
fungi, and similar creatures. This resistance increases by
2% for each level gained.
When they reach 5th level, clerics gain the ability to cast
a hypnotism spell, once per day, at 3rd level ability. Thereafter,
the level of casting ability increases by one every
time the cleric gains a level.
When they reach 8th level, clerics gain the ability to cast
a permanent sleep spell once per day. Casting time is one
segment, and the spell affects one touched creature in a
round (save vs. spells at - 3 negates).

Additional Spells
Plague (Alteration)
Level: 4 Components: S, M
Range: 10 yards
Duration: 6 turns
Area of Effect: special
This spell allows the cleric to inflict a virulent, infectious
disease on a single target. If the target makes a save vs.
spells, there is no effect. If the save fails, the target immediately
suffers an attack of plague, becoming feverish and
disoriented with illness for six turns. During this time, the
victim loses 10% of his original hit points, loses one point of
Strength and Constitution, and suffers a -2 to saving
throws and “to hit” rolls, and is +2 to be hit.
All creatures (and characters) within 10 feet of the victim
must pass a constitution check or contract the plague
themselves. Creatures currently suffering from the plague
cannot contract multiple cases, and creatures within range
of more than one victim need check only once.
When the plague attack ends, the penalties end, but lost
hit points and ability scores take ld6 days to return. Before
the plague’s effects wear off there is one final attack, and
the victim must make a constitution check against his lowered
score. If this fails, the victim dies; if the victim survives,
lost hit points and ability scores return.

7

Istus
AL Neutral; WAL Any (neutral preferred); SoC Fate,
Destiny; SY Golden spindle with three strands; CR Gray,
black; PN Unrevealed
Istus, the Colorless and All-colored, Lady of Our Fate, is
also the deity of the future, destiny, and predestination.
She has few true followers, but many people throughout
the Flanaess call upon her in times of want or need. Some
prognosticators and seers venerate Istus. Her cult is
strongest in Divers, the City of Greyhawk, Rauxes, Re1
Mord, and Stoink, places where people tend to count on
good fortune to sustain them. Services to Istus include
gauze hangings, clouds of incense, woodwind music, chanting,
and group meditation.

Istus’ Clerics
AL Neutral; RA see below; AEx 5%; WPN club, flail*,
hammer, mace, staff, lasso; SPH Astral, Charm (minor),
Divination, Healing, Necromantic. Protection (minor);
SPL none; ADD enmeshment, bless, predict weather,
chant, prayer, quest, stone tell, reincarnate
Most clerics of Istus are female (80%). Generally, only
unfeeling or cynical persons serve her (fate often being too
cruel or unreliable to inspire strong devotion) although
some worship Istus because fate has been uncommonly
generous to them. Clerics of Istus wear gray or black robes.
Formal vestments for high-level clerics have web patterns.
All clerics are expected to wear the golden spindle openly,
and to let their hair grow at least six inches long. Since
clerics of Istus tend to be resigned to (or confident about)
their fates, they tend to make unimportant decisions
randomly-by coin toss or die roll. Even when faced with
an important decision, a cleric will often consider two or
more courses of action of apparently equal merit and
choose one randomly.
Clerics of Istus who are or 3rd level or higher can cast one
augury spell per day. This does not count against the cleric’s
normal spell total. Clerics of 7th level or higher can
cast a strand of binding, once per day. The strand has a
range of ten feet, and the binding lasts one round per level
of the cleric. Victims who fail their saves can make one
attempt to bend barsflift gates and break the strand.

Additional Spell
Enmeshment (ConjuratiodSummoning)
Level: 6 Components: S
Range: 10 yards
Duration: Special Saving Throw: Negates
Area of Effect: 30 foot cube
This spell creates a mass of weak, sticky threads which
lasts one turn. The threads block vision but do not impede
movement. They are non-flammable and can only be
removed by a successful dispel magic spell. Creatures
touching the threads must save vs. spell at -3 or be
instantly teleported to a misty labyrinth of unlimited size.
Prisoners within the labyrinth are filled with a nameless
dread, and vision is limited to 10 feet. Prisoners are 50%
likely to attack any creature they meet, friend or foe. Prisoners
not engaged in combat may attempt a save vs. spell
on the second round of confinement, and each round thereafter
until they escape or the spell duration ends.
Creatures with magic resistance may roll when touching
the threads; if the roll is successful the creature is not confined;
if the roll fails the creature is trapped until it saves
or the spell duration ends. Prisoners in the labyrinth when
the spell duration ends are returned to their point of origin.

8

IUZ (demi-god)
AL Chaotic evil; WAL Any evil; SoC Oppression, Deceit,
Pain; SY Grinning human skull; CR Rusty black; PN
Prime Material
Iuz, The Old, is the patron of wickedness. He rules a portion
of the Flanaess named after him, holding court in his
capital city of Molag where he plots the conquest and
dominion of the entire Oerth. Iuz’s wickedness and treachery
are infamous throughout the Flanaess, and few creatures
living outside his domain even speak his name, let
alone venerate him. There is great personal enmity
between Iuz and St. Cuthbert. Ceremonies venerating Iuz
include foul-smelling incense or burning dung, the banging
of great drums, gongs, or bells. Blood sacrifices are
often part of rituals. Altars are usually of bone, and include
many skulls. Services to Iuz are held in ancient, filthy, and
dark places.

Iuz’ Clerics
AL Chaotic Evil; RA see below; AEx none; WPN club,
flail, mace*, staff, sling, garroe; SPH Combat,
Guardian, Divination (minor), Healing, Necromantic
(minor), Summoning, Sun (reversed); SPL change self;
ADD spittle, cause fear, heat metal, dispel magic, true
seeing, feeblemind, forbiddance, confusion
Clerics of Iuz are as cold-blooded and malevolent as their
deity. They dress in black (their master’s favorite color), or
in bloodstained white. Beginning at 3rd level, they can cast
change self once per day. The spell is cast at the cleric’s
level. All clerics of Iuz are dedicated trophy hunters, taking
souvenirs from defeated foes. A cleric’s status is partially
determined by the number of trophies in his
collection-particularly skulls.

Additional Spell
Spittle (Alteration)
Level: 1 Components: S
Range: 10 yards
Duration: 1 attack
Area of Effect: One creature
This spell allows the cleric to generate a disgusting spittle
that can paralyze any creature it touches. The cleric
must make a to hit roll, and all targets are considered to be
at short range, Any creature struck must save vs. spell or
lose the use of the area struck:
Casting Time: 1 seg.
Saving Throw: Negates
d8 roll Area Struck Effect
1 Head Unconscious
5 Weapon Arm No attacks
6 Non-weapon Arm No shield bonus
2-4 Body Paralyzed
7-8 Leg Lose defensive dexterity
bonuses; movement
reduced 50%
All effects last ld4 + 1 rounds. The DM might choose to
alter the hit location chart to account for target facing or
non-humanoid body type.

9

Nerull
AL Neutral evil; WAL Any evil; SoC Death, Darkness,
Underworld; SY Skull and scythe; CR Rust-red; PN
tarterus
Nerull, the patron of covert activity, is known as the
Reaper, Foe of all Good, Hater of Life, Bringer of Darkness,
King of all Gloom, and Reaper of Flesh. He is the deity of
all who embrace evil for enjoyment or gain. Many evil
humans and some humanoids pay homage to Nerull. In
wicked lands, such as the Great Kingdom, temples of
Nerull operate openly. Elsewhere his temples operate
secretly in subterranean vaults. Services to Nerull are conducted
in darkness, with a litany glorifying death and suffering.
Blood sacrifices are common. Altars are made of
rust-colored stone; service pieces are copper and malachite.

Nerull’s Clerics
AL Any evil; RA Rust-red or black garments; AEx 5%;
WPN staff*, plus specials; SPH Astral, Combat,
Divination (minor), Healing, Guardian, Necromantic,
Sun (reversed); SPL none; ADD ebony tendrils, command,
pass without trace, sanctuay, hold person, obscurement,
withdraw, dispel magic, meld into stone, quest, part water,
aerial servant, word of recall, succor
Clerics of Nerull dress in rust-red or black garments. All
carry the skull and scythe either openly or cleverly hidden
somewhere on their persons. All of Nerull’s clerics are
trained to be alert, and are surprised only on a roll of 1. At
1st level, clerics are trained to use small sickles (equal to
daggers). At 5th level they learn to use scythe-like pole
arms (treat as hook-fauchards). These weapon proficiencies
are in addition to the cleric’s normal weapons. Nerull’s
clerics never share secrets or confide in anyone.

Additional Spell

Ebony Tendrils (Conjuration/Summoning)
Level: 5
Range: 10 yards
Duration: 5 rounds
Area of Effect: Special
This spell summons a lump of blackness five feet in diameter
with four 10-foot arms radiating from it, 90 degrees
apart. Touching the central lump causes death unless a
save vs. death is made. The arms attack with the same
chance to hit as the cleric casting the spell, inflicting
d10 +2 hit points of corrosive and constriction damage.
Creatures struck have one chance to break free, which is
the same as the chance to open a door. (If the chance to open
doors is unknown, assume that smaller than man-sized
creatures escape on the roll of a 1 on ld6, man-sized creatures
on a roll of 1 or 2 on ld6, and larger than man-sized
creatures on a 1,2, or 3 on ld6).
The round after scoring a hit, an arm retracts into the
central lump, where the victim in its grasp must save vs.
death. Thereafter, the victim is held fast, and continues to
suffer corrosion and constriction damage, but continued
contact with the lump does not cause additional saves vs.
death. Broken arms retract into the central lump without
making further attacks. Arms holding dead creatures continue
to hold them until the spell duration expires.
The material components for this spell are Nerull’s unholy
symbol (the skull and scythe) and a small, rusty iron
ball.

10

Pholtus
AL Lawful good (neutral); WAL Any lawful; SoC Light,
Resolution, Law; SY Silvery sun; CR White, silver, and
gold; PN Arcadia
Pholtus, of the Blinding Light, is the deity of order,
inflexibility, the sun, and the moon. Some followers of the
Blinding Light claim that Pholtus set the sun and moon in
the sky and maintains them in their rigid procession to
show all creatures the One True Way, a strict path which
allows no deviation but absolutely assures rightness. Such
claims are not regarded as doctrine.
Buildings consecrated to Pholtus are white. Services
include many brightly burning candles, long sermons, and
choruses of the worshipper’s anthem, “0f Blinding Light.”

Pholtus’ Clerics
AL Lawful Neutral; RA see below; AEx + 5%; WPN
Standard; SPH Astral, Charm (minor), Combat,
Divination (minor), Protection (minor), Healing, Sun;
SPL see below; ADD sunburst, produce flame,
pyrotechnics, dispel magic, rainbow
Pholtus’ priests are most active in cities, where they continually
seek to reveal the light to unbelievers. Being as
inflexible as their deity, they brook no argument, and
resisters are quickly shown the way of the Blinding Light
(usually with a continual light spell squarely between the
eyes). Clerics of Pholtus are divided into three ranks, based
on steps of four levels: Glimmering (levels 1-4), Gleam (5-
8), and Shining (9 + 1.
Glimmerings wear white robes and can cast dispe2 darkness
once per day. Gleamings wear white and silver robes
and can cast glow once per day. Shinings wear white and
gold robes and can cast reflect once per day.
All special spells are cumulative so that a Shining cleric
can cast three special spells. The spells are cast at the cleric’s
level and do not count against the cleric’s spell maximum.
Clerics of Pholtus are never completely without
light if they can help it. Magical light is preferred but a
candle or piece of luminous fungus will do in a pinch.

Additional Spell
Sunburst (Evocation)
Level: 4 Components: V, M
Range: 30 yards
Duration: 1 segment
Area of Effect: 40’ radius globe
This spell creates a brilliant flash of golden light.
Undead within the area of effect take 6d6 points of damage
(no save). All other creatures within or facing the burst
must save vs. spells or be blinded for 2-12 segments. Creatures
without eyes, and those not sensitive to visible light,
are not effected. A sunburst negates darkness spells within
its area, provided the darkness was cast by someone of
equal or lower level than the cleric. The material component
for this spell is Pholtus’ silvery sun holy symbol and a
bead of any clear crystalline substance.

11

Ralishaz\ (Lesser Deity)
AL Chaotic Neutral (Evil); WAL Any, but usually chaotic;
SoC Chance, I11 Luck, Misfortune; SY Three bone sticks;
CR none; PN Limbo
Ralishaz, the Unlooked For, is the deity of randomness
and madness. Most people in the Flanaess see him as the
entity responsible for unforseen events which bring woe
more often than weal. He is the patron of gamblers and
those who take unusual risks-his intercession is never
looked for. He has few worshippers, although a handful of
small shrines and modest temples can be found in large cities
and out-of-the-way places. Services to Ralishaz include
random notes played on various musical instruments, babbling
paeans, frequent castings of various augury devices,
and wildly varying conditions of light and darkness, noise
and quiet, heat and chill.

Ralishaz’ Clerics
AL Chaotic Neutral; RA Varicolored robe; AEx none;
WPN sling”, mace; SPH Combat, Healing, Guardian
(minor), Divination (minor), Creation, Protection; SPL see
below; ADD vicissitude, commune, reincarnate, confusion
Clerics of Ralishaz wear multicolored robes of varying
cuts and materials. They seldom suffer misfortune or illluck,
but when they do, it tends to be very, very bad. They
avoid taking chances whenever possible. “Tempt not
Chance” is their byword. When clerics reach 3rd, 4th, 5th,
or 6th level (roll ld4 for each cleric) they gain the ability to
put a victim to sleep (as the spell) by gazing into the eyes of
their victims, once per day (save vs. spells negates).

Additional Spell
Vicissitude (Conjuration/Summoning)
Level: 2 Components: S, M
Range: Special Casting Time: 1 seg.
Duration: Special Saving Throw: None
Area of Effect: Special
This spell allows the cleric to bend fate, but not without
risk. When faced with any situation involving chance the
cleric need only make the mystic passes of this spell to
receive a + 10% bonus to the die roll, (cf., stone of good
luck). However, each time this spell is used there is a noncumulative
5% chance that it will backfire and produce the
worst possible result for the caster.
When applied to saving throws, this spell grants the caster
a + 2 bonus to the die roll (a roll of “1“ always fails), but
if a natural “20” is rolled, disaster strikes and the cleric
suffers maximum damage from the attack.
The cleric must be alive to use this spell and must have
Ralishaz’ three bone holy symbol openly displayed.

12

Ulaa
AL Lawful good; WAL Any good, neutral; SoC Hills,
Mountains, Gems; SY Mountain with ruby heart; CR
Green, brown, gray; PN Seven Heavens, Concordant
Opposition
Ulaa is the patroness of miners, hillmen, mountaineers,
and quarrymen. She also has a large following among
demi-humans, particularly dwarves, gnomes, and halflings.
Shrines, temples, and chapels dedicated to Ulaa are
scattered throughout the Flanaess. They are always
located in stony areas, if not underground. Services to Ulaa
include displays of earth and gemstones, rhythmic hammerings
on stone, and hymns featuring chants with deep
notes.

Ulaa’s Clerics
AL Lawful good, neutral; RA see below; AEx + 5%; WF”
club, flail, hammer*, mace, staff, military pick*, sling;
SPH Combat, Elemental, Protection, Healing, Guardian,
Divination (minor) SPL see below; ADD command earth,
light, continual light, quest, animate object, heroes’ feast;
PN Elemental Plane of Earth
Clerics of Ulaa wear robes of brown, green, or a combination
of these colors, depending on level. They are servants
and protectors of the community. At 1st level they must
select a foe, usually some type of monster that is a local
menace. When attacking this foe in melee, the cleric gets a
+ 1 bonus to damage. This bonus increases by an additional
+ 1 for every three levels the cleric gains, to a maximum
of +4. The foe must be one particular kind of creature, i.e.,
hill giants, orcs, trolls, etc. At lower levels, Ulaa’s clerics
are granted the following spells:
1st-3rd detect invisible objects
4th-6th dig
7th-9th passwall
Demi-humans with infravision have this capability doubled
when using the detect invisible objects spell. Casting
times are normal, and the spells are cast at the cleric’s
level.
10 + stone to flesh

Additional Spell
Command Earth (Alteration)
Level: 6 Components: V, M
Range: Special
Duration: 6 turns + lflevel Saving Throw: Negates
Area of Effect: Special
This spell gives the cleric limited power over creatures
the element of earth. While this spell is in effect, earth elementals
and other creatures from the Elemental Plane of
Earth cannot approach within five feet of or attack the
caster. The caster can forego this protection and attempt to
charm the creature. Saves against the charm are at a -2
penalty. If the charm fails the creature is free to attack the
caster. While the spell is in effect, the caster is able to converse
with earth elemental creatures, and earth elemental
creatures of the cleric’s alignment will tend to be friendly
toward the cleric (unless a charm is attempted). If an earth
elemental is successfully charmed, the caster may use it to
move earth, as the sixth level magic-user spell. The material
component for this spell is Ulaa’s holy symbol (the mountain
with a ruby heart) and an opaque gemstone.
Casting Time: 9 segs.

13

ААА! Кошмар! Оно же все на английском!))

14

Табермори
Ну раньше вы с этим документом в печатном виде общались на английском - и ничего.


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