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	<id>https://www.thedomainsofdread.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Limine</id>
	<title>The Domains of Dread - User contributions [en]</title>
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	<updated>2026-05-02T14:07:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=2144</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=2144"/>
		<updated>2025-09-26T04:39:53Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Divine Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|[[Ancestral Choir]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Constellate Faith]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Divinity of Mankind]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakant Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law (ideoligion)|Law]]&lt;br /&gt;
|LE&lt;br /&gt;
|Artifice, Evil, Law, Scrutiny, Strength, War&lt;br /&gt;
|Chaos, Good, Healing, Magic&lt;br /&gt;
|Whip, bastard sword, heavy or light flail&lt;br /&gt;
|Blue and white eye suspended in gold&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Divine Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
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&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
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Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
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&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
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Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
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&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
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Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
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&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
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Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
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&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
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Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
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Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
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&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
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Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
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&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
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Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
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Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
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&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
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Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
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&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
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Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
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&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
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Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
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&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
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Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
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&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
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Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
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&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
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Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
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&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
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One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
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&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
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Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
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&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
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Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
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&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
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Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
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&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
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Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
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&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
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Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
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&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
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Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
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&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
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Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
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&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
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Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
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&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
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Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
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&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
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Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
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&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
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Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
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&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
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Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
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&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
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Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
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&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
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Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
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&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
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Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
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&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
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Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
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&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
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Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
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&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
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Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
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&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
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The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
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&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
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Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
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&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
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Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
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&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
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Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
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&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
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Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
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&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
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Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
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&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
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Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
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&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
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Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
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&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
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Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
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&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
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Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
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&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant&#039;s living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elven deity of freedom and impulse, Aerdrie Faenya is rarely in the same place for very long. She delights in the sound of wind instruments, the creation of unpredictable atmospheric conditions regardless of their destructive impact, and the feeling of rushing air in the sky. She is distant from the elves, rarely involving herself in their affairs, and is more chaotic than most of the Seldarine and indeed most elves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader of the elven pantheon, as well as the forefather of all elves, Corellon Larethian embodies the highest ideals of elvenkind, acting as a warrior, a protector, a poet, an artisan, and a good leader. His clergy emphasize his protective and artistic aspects, watch over borders, communities, and helping to build settlements and craft beautiful items. They sometimes act as negotiators, but rarely act as community leaders, despite their god&#039;s position on the pantheon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A charismatic, inspired artist whose art is everchanging, Deep Sashelas is the creation god of the elves, fickle and flighty and constantly seeking improvement. Particularly connected to the ocean, his church is regional, with a base next to seas or oceans which they see themselves as overseers of these bodies of water and intermediaries between aquatic and nonaquatic races. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than anything else, Erevan Ilesere is an utterly unpredictable, fun-loving prankster. He can change his appearance at will and is commonly causing trouble with his antics. His clergy accordingly lack any hierarchy or structure, and his clerics refuse to hold worship in the same location twice or coordinate with one another. They travel often, oppose settled interest and power everywhere, and create amusement and mayhem alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sullen and serious, Fenmarel Mestarine is the lone wolf of the Seldarine, seldom communicating with the other gods, overseeing wilderness, wild elves, and borderlands of the elves. His clergy are largely outcasts and small tribes of wild elves, disorganized and spread across different territories. They believe that the world is fundamentally harsh and unforgiving, and push a fundamentally independent approach to life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A being of timeless beauty with a benign nature, Hanali Celanil is the elven goddess of love, romance, beauty, and arts. She always forgives minor transgressions, and delights in rewarding her followers. Though at times flighty or vain, she is known for protecting young lovers from afar. Her followers are more flighty and certainly vain, loosely organized and worshiping through dance, celebration, and marriage rites. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The philosopher-god of the elves, Labelas Enoreth is a patient and calm teacher, not prone to hasty action, best known for having traded one of his eyes for the ability to peer through time. He is a detached deity, caring more about transgenerational changes and the growth of wisdom among elves over time. His clergy is small, but highly organized, keeping elven history and lore and searching for more records of the past. They are often also philosophers and teachers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The least flighty of the elven pantheon, Rillifane Rallathil is the wise protector of the woodlands and the guardian of the harmony of nature. He is often conceptualized as a giant oak tree at the heart of the god&#039;s domain, with his roots touching every element of creation. His church similarly keep to themselves, tending to forests and forest creatures, though they fiercely contend any encroachment on their domains. They are deadly enemies to any potential hunters, and have a special dislike for clerics of Malar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lady of dreams and the night skies, Sehanine Moonbow rarely concerns herself directly with events in the physical realm, though she does maintain the illusions that keep certain elven strongholds secret. She is a secretive goddess, rarely speaking her mind, preferring to communicate in dreams and visions. She defies attempts to define her. As a result, her clergy is just as secretive and elusive, often made up of mystics, seers, and other spiritual counselors who seek to interpret their goddess&#039; elusive messages. The clergy also serves as the elves&#039; guardians of the dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very unlike the rest of the pantheon, Shevarash is a taciturn, violent, and vengeful deity, only willing to display anger and triumph. He has no patience for those who do not share his zeal for vengeance, and no interest in moderating his crusade against the drow. His church is small, but disciplined, consumed by a quest to root out and destroy the drow. They spend anytime they are not fighting or planning, drilling, designing tactics, and guarding known Underdark exits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of hunting and the wilderness, Solonor Thelandira is a serious, grim, and detached deity, often out in the wilds. He believes in &#039;hunting&#039; only to maintain overall balance, and to destroy evil-doers. His clergy face the tensions of civilization and wilderness, instinct and knowledge, and savagery and domesticity. His church is disparate, usually individuals scouts or archers in various parts of elven society. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content&#039;s of a man&#039;s purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling&#039;s soceity and their day to day lives. Her most prominent clerics are usually community leaders. &lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Green-Gold Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony, as he seeks to bring all the world&#039;s population together to experience the harmony of living. He is the companion of Habbakuk. Many venerate him for his love of inner beauty, and the soul, as much as his devotion to music. &lt;br /&gt;
&lt;br /&gt;
Clerics of Branchala are called to spread music and art across the world, to introduce the people of Krynn to the beauty of the written and  spoken word, and to bring pleasure through the appreciation of art in all its forms. His clerics hold a special place in many societies, central to many festivals and celebrations. Their organization is loose, as they are free to travel and spread word and music. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the first to join the Queen of Darkness in her rebellion against the High God and the order of Creation, Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves.&lt;br /&gt;
&lt;br /&gt;
Chemosh&#039;s teachings to his followers is a web of lies intended to sway them to himself, attempting to protray himself as a benevolent god in a cruel world. His follower&#039;s dogma thus does not match his true views, though a few of his highest clerics are aware of the misdirection. These misdirected followers believe the world came from pure chaos with no plan, that mortals have no souls, and that people should make the best of their life while they are in the flesh. Further, Chemosh preaches to his followers that the gods of good make hollow promises about the afterlife, which is actually a gateway back to meaningless chaos. His highest clerics, on the other hand, know the true goal is to bring more mortals to undeath, but they work in secret, with no centralized authority. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nature incarnate, it is said that the season themselves change based on Chislev&#039;s moods: her sorrow brings the fall, her despair the winter, her hope the spring, and her joy the summer. She can be as furious and dangerous as a hurricane or calm as a meadow in spring. She receives wide reverence across Krynn. Chislev is married to Zivilyn, but her children are the animals and plants of Krynn. She is allied with Habbakuk, but opposes Shinare, Morgion, and Zeboim fiercely. &lt;br /&gt;
&lt;br /&gt;
The Church of Chislev is mainly composed of hermits and druids who dwell in the wilds, defending nature. They usually spend their time healing animals, keeping watch for poachers and hunters, and praying to their goddess. They do sometimes leave their secluded work to bless crops for local settlements, though many still view them with suspicion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chief deity of Neutrality, Gilean is the keeper of the Tobril: the book of knowledge and true names, and the record of the High God&#039;s plan for creation. Seeming passionless and uncaring, Gilean is, before anything else, an observer. He only interferes in the affairs of mortals when the other of Creation is challenged, but generally upholds the rights of mortals to choose their own destiny when possible. He is the brother of Paladine and Takhisis, and the &#039;mediator&#039; between the two, hoping to spare the world of war. He is also the father of Lunitari. &lt;br /&gt;
&lt;br /&gt;
Gilean&#039;s clergy are scribes, librarians, and historians. Some may also be teachers, or wandering scholars in search of knowledge. They are generally respected and their time is in high demand. They are forbidden from ever destroying books, no matter what they contain. Their central dogma is the pursuit of knowledge, which they believe transcends any moral or emotional cause. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also known as the &amp;quot;Fisher King,&amp;quot; Habbakuk created and rules all creatures of land and sea. He is especially revered by rangers and sailors, and all who seek protection against Zeboim. Just as creatures have various natures - feral wolves, or gentle rabbits - Habbakuk has many different aspects, being both feared and loved. Not only is he the god of creation and life, but also eternal life and what comes after, represented by his phoenix aspect.&lt;br /&gt;
&lt;br /&gt;
The clergy of Habbakuk is generally divided between druids and clerics, though both work to serve communities: assisting in fishing, hunting, preventing animal attacks, or looking after herds. They are often greatly respected and appreciated for such. Some clerics choose more secluded lives in the forests alone, though they are looked down on by most priests for doing so. These more secluded clerics are seen as cold or fierce, as they protect their chosen domains, rather than communities. Regardless of the mode, all clerics of Habbakuk protect nature from those would destroy it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hiddukel, god of ill-gotten wealth and deals, is the patron deity of dishonest businessmen, merchants, and thieves. A cunning dealmaker, Hiddukel trades on greed. He constantly seeks to secure bargains, which entail the swap ping of wealth in exchange for a soul. Although he is calculating and predatory, Hiddukel often takes the guise of a fawning and fumbling merchant. Those tricked into bargaining with him may gain what they think is their heart’s desire, only to find it brings them misery in the end. &lt;br /&gt;
&lt;br /&gt;
It is exceedingly rare for people to willingly become clerics of Hiddukel, more likely it is the result of a trick or a bargain. They are not well-organized, given Hiddukels&#039; prizing of treachery, even in his clerics against fellow clergy. The clergy is ordered to pursue and attain wealth by any means necessary, and they typically do so in secret, leading double lives in prominent positions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Above all, Kiri-Jolith is the god of righteous warfare - and along with that, glory, honor, obedience, and justice. The eldest son of Paladine and Mishakal, and the twin of Habbakuk, Kiri-Jolith is most frequently worshiped by paladins and fighters who embrace the cause of good, particularly the Order of the Sword of the Knights of Solamnia. &lt;br /&gt;
&lt;br /&gt;
His clergy seek out evil and tyranny to wage war against anywhere they can. When they are not in war, they train daily. Highly organized with military precision, his clerics and paladins always know their place within the ranks of the church. They are also very vocal followers, encouraged to speak often of their faith to inspire courage and honor among others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Lunitari is the veiled maiden of neutral magic and the patron deity of all Red Robe Wizards of High Sorcery. She seeks to further the cause of magic in the world. Unlike the other gods, Lunitari works closely and happily with her cousins, the good Solinari and the evil Nuitari, often acting to balance both their ambitions. Lunitari is the daughter of Gilean, having sprung from him fully formed.&lt;br /&gt;
&lt;br /&gt;
Solinari does not have a clerical order of any kind, instead she is worshiped by the Red Robes. There are more Red Robes than White or Black robes, and they work to bring magic to the world and maintain the balance between good and evil. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of all the gods, Majere best understands the purpose of the world and the unfolding of the High God&#039;s plan for Krynn, as it travels through the river of time. Conversely, little is known of the god himself. He is known to be Paladine&#039;s chief advisor, counseling him in ways to follow the High God&#039;s plans. The other good and neutral gods pay much heed to Majere&#039;s views, except Zivilyn, who sees himself as a rival of sorts to Majere. &lt;br /&gt;
&lt;br /&gt;
Though his following is small, Majere&#039;s clergy is influential, often counting among its ranks the world&#039;s greatest theologians and teachers. His order requires severe discipline, including vows of poverty, obedience, and chastity, focusing instead on achieving enlightenment and holiness through the contemplation of goodness. Some learn martial arts to learn spiritual control through physical controls, while others focus on receiving and spreading illuminating messages. While many of the clergy are traveling proselytizers, all of them receive some kind of monastical training. They firmly believe there is an order and purpose to creation, and to always have faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ultimate healer, Mishakal is a gentle and compassionate goddess, looking to minister to all creatures, regardless of their alignment or their actions, through her servants on Krynn. However, she is not weak, as one of the most widely worshiped gods on Krynn, she can be quite formidable if angered. She is Paladine&#039;s wife, the mother of Habbakuk, Kiri-Jolith, and Solinari, and is diametrically opposed to Morgion. &lt;br /&gt;
&lt;br /&gt;
Her clergy must heal anyone when asked, regardless of who they are, though they may charge a tithe for such action. They are also required to seek to further the good of the community they live in. Her church is organized, with one overseeing Prophet, various levels of councils, down to regional priesthoods. Most of her clerics travel, at least in a small radius from where they are based, always looking for those who need help. They do not believe in raising their weapons in anger, but are powered to defend themselves and others when needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of pestilence, de cay, and disease, Morgion is widely feared by almost all humanoid races. Those few who worship him are re viled and almost always conduct their worship in secret. Even the other evil deities refuse to associate with him. Morgion feeds on fear, and he uses the ravages of disease to spread fear among humans. &lt;br /&gt;
&lt;br /&gt;
Morgion rarely deigns to speak to his clerics. He prefers to do his foul work in secret even from them. His clergy are entirely slaves, forced to work for him. Morgion waits until disease seizes hold of a person, then he offers the person a deal: respite from the disease in exchange for life-long servitude. Those who accept find themselves “cured” by the power of Morgion, though the price they are forced to pay is often more than they can bear. They are then sent forth to carry disease and poison to other people, to gain Morgion more followers. They typically work in cells of three, and work in secret. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Nuitari is the devouring darkness and the patron deity of all Black Robe Wizards of High Sorcery. He works to spread magic, particularly black magic, throughout the world. Unlike the other gods, Nuitari works closely with his cousins, the good Solinari and the neutral Lunitari. He is the son of Takhisis and Sargonnas, but hates his father and has a tense relationship with his mother. &lt;br /&gt;
&lt;br /&gt;
Nuitari does not have a clerical order of any kind, instead he is worshiped by the Black Robes. They believe that magic is secretive, and should be coveted and earned. Those interested in magic for power are often seduced by Nuitari, who promises magical growth at faster speeds than the other orders.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Paladine was one of the first gods summoned by the High God from the Beyond. He represents the divine power of majesty, and is patron deity to the gods of Good. He supports the soul’s drive to strive for greatness, and is representative of leadership. He is also representative of the ideal of redemption, striving to bring those who have fallen to darkness back into the light. He was more involved in the affairs of mortals than other gods, often taking on odd identities to guide and advise mortals towards the path of good in secret. Paladine was husband to Mishakal, and father of Kiri-Jolith, Habbakuk, and Solinari. He was advised by Majere. Paladine was opposed to all the gods of Evil, but especially to Takhisis. At the end of the War of Souls, he gave up his divinity and became a mortal.&lt;br /&gt;
&lt;br /&gt;
He is highly worshiped by the elves of Krynn, and many paladins of all races. His worshipers are most often leaders, and his church was highly organized before his fall to mortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of the forge, and the supreme god of the dwarves. He is best loved among the dwarves, but worshiped by all sorts of craftsmen. He works closely with the goddess Shinare, as well. &lt;br /&gt;
&lt;br /&gt;
His church is best known for its stability and passion for organization. Dwarves form a rigid hierarchy, with the Starmaster as the leader. Each dwarven clan&#039;s cleric is known as a Thane, but general clerics are called Forgers. They have say in all important events in dwarven society. They also do work as blacksmiths and craftsmen, and spend most of their time at that task. They are also expected to make one masterfully crafted object in their life that brings honor to Reorx, which can take years. They worship the idea of creation above all else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sargonnas is as a mystery to the peoples of Krynn, a role he fosters. The brooding deity prefers to work alone and in isolation. He does not even get along with the other dark gods. Sargonnas is an angry, militant, and treacherous god, demanding strict obedience from those who follow him. He is the father of both Zeboim and Nuitari, born of an estranged consortship with Takhisis. &lt;br /&gt;
&lt;br /&gt;
To his followers, Sargonnas represents power gained by brute strength and held with honor. Others view him as a deity of dogged vengeance, seeking out wronged individuals to take unlawful revenge on those who harmed them. Bounty hunters are frequently his worshipers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;Winged Victory,&amp;quot; Shinare is the goddess of wealth, industry, and commerce. Her companion is Sirrion, an odd union as Shinare is practical and pragmatic, while Sirrion is neither. They complement each other, though do not have a stable relationship. Shinare also works closely with Reorx, and her sworn enemy is Hiddukel. &lt;br /&gt;
&lt;br /&gt;
Shinare&#039;s followers are merchants, mercenaries, money-changers, and traders. Rarely, they are thieves or rogues who may offer a prayer here or there in the chance she&#039;s in an indulgent mood. But, her core clergy is industrious, working to amass wealth and prestige, without succumbing fully to greed. They must still use their wealth to better communities where they live, and spur other&#039;s wealth, bringing prosperity to all. For this reason, her clerics are respected and admired. They also follow all taxes and tithes fairly. None of her clerics are clerics only, but must pursue some mercantile trade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sirrion is the god of creativity and passion, sculpting fire as his main art form, particularly the fire of the soul, but he controls every physical flame, from the sun to a candle. He also oversees alchemy, transmutation, and transformation, anything that uses fire to create. He is chaotic, sometimes sparking forest fires or burning those who play with fire without respect. However, he is never destructive, only creative - forest fires make way for new trees, for example. His partner is Shinare. &lt;br /&gt;
&lt;br /&gt;
Though he has a clergy, Sirrion does not care much for mortals, especially those who follow him for power. His clerics are as passionate as him, but also often as erratic and changeable. They tend to ever-burning fires in their homes or temples, as well as communal fires, while acting as firefighters for communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Solinari is the hand of white magic and the patron deity of all White Robe Wizards of High Sorcery. He seeks to spread magic throughout the world and to bring more worthy mages to the White Robes. Unlike the other gods, Solinari works closely and happily with his cousins, the neutral Lunitari and the evil Nuitari. Solinari is the son of Paladine and Mishakal. &lt;br /&gt;
&lt;br /&gt;
Solinari does not have a clerical order of any kind, instead he is worshiped by the White Robes. They believe that magic is a gift to be shared with the world, and to be used for the benefit of all. They often work with the clerics of the gods of good, to seek out lost libraries or magical items and increase the knowledge base of the White Robes. They always comes to the aid of others when their magic is needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Takhisis, along with Paladine, was called from the Beyond to be custodians of the world. Takhisis was responsible for the corruption of the Chromatic Dragons, and appeared in one form as a dragon with heads of blue, black, white, red, and green. Like Paladine, she involves herself in the affairs of mortals in secret identities more than the other gods, often trying to lure followers to grow her power base in her neverending quest to destroy all good on Krynn and rule supreme. She was the head of the Evil gods, consort to Sargonnas, and mother to Zeboim and Nuitari. During the War of Souls, she was stripped of her divinity and immortality by the other gods for her role in the war. &lt;br /&gt;
&lt;br /&gt;
Her followers were also highly organized, like Paladine&#039;s, with a distinct hierarchy and separated into five distinct armies, each holding fealty to one of her &#039;heads&#039; or &#039;colors&#039; of dragon. Those who seek power and control are most often her followers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Little known by those on land, widely feared by those who sail the seas, Zeboim is the goddess of the sea and storms. Moody and wayward, she flies into rages that whip the seas into a frenzy and send ships to the bottom of the ocean. She is flighty, how ever, and may be appeased by sailors who make the right offering. Zeboim represents the sea’s uncaring and tempestuous nature, though she also has fleeting moments of tranquility. She is the daughter of Takhisis and Sargonnas.&lt;br /&gt;
&lt;br /&gt;
Zeboim&#039;s clergy have the dual nature of their goddess. They are not above resorting to extortion, frightening sailors and ship owners into paying tithes in exchange for good weather. At the same time, they are often happily welcomed on board a sip for protection. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of wisdom, the &amp;quot;Tree of Life,&amp;quot; and the bearer of all insight in the universe, Zivilyn wears several roles. His branches reach everywhere, and into every time, past, present, and future. He preaches awareness, balance, and understanding. His mate is Chislev, and he acts as Gilean&#039;s closest advisor. He also opposes the extremes shown by deities such as Sargonnas and Takhisis, but also the martial ambition of others like Kiri-Jolith. However, he does not consider these gods his enemies. &lt;br /&gt;
&lt;br /&gt;
Zivilyn&#039;s clergy see wisdom as transcending good and evil as a force within itself. He requires that his clerics see that wisdom comes only with age, and thus the church&#039;s hierarchy is organized around seniority. The clerics serve as counselors, mediators, philosophers, diplomats, and even sometimes as legal officials. &lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=674</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=674"/>
		<updated>2025-04-23T21:08:58Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Krynn */  done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law (ideoligion)|Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
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&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
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&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
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&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
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&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
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&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
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&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
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&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
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&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
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&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
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&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
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&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
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&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
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&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
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&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
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&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
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&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
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&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
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&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
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&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
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&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
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&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
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&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
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&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
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&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant&#039;s living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elven deity of freedom and impulse, Aerdrie Faenya is rarely in the same place for very long. She delights in the sound of wind instruments, the creation of unpredictable atmospheric conditions regardless of their destructive impact, and the feeling of rushing air in the sky. She is distant from the elves, rarely involving herself in their affairs, and is more chaotic than most of the Seldarine and indeed most elves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader of the elven pantheon, as well as the forefather of all elves, Corellon Larethian embodies the highest ideals of elvenkind, acting as a warrior, a protector, a poet, an artisan, and a good leader. His clergy emphasize his protective and artistic aspects, watch over borders, communities, and helping to build settlements and craft beautiful items. They sometimes act as negotiators, but rarely act as community leaders, despite their god&#039;s position on the pantheon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A charismatic, inspired artist whose art is everchanging, Deep Sashelas is the creation god of the elves, fickle and flighty and constantly seeking improvement. Particularly connected to the ocean, his church is regional, with a base next to seas or oceans which they see themselves as overseers of these bodies of water and intermediaries between aquatic and nonaquatic races. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than anything else, Erevan Ilesere is an utterly unpredictable, fun-loving prankster. He can change his appearance at will and is commonly causing trouble with his antics. His clergy accordingly lack any hierarchy or structure, and his clerics refuse to hold worship in the same location twice or coordinate with one another. They travel often, oppose settled interest and power everywhere, and create amusement and mayhem alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sullen and serious, Fenmarel Mestarine is the lone wolf of the Seldarine, seldom communicating with the other gods, overseeing wilderness, wild elves, and borderlands of the elves. His clergy are largely outcasts and small tribes of wild elves, disorganized and spread across different territories. They believe that the world is fundamentally harsh and unforgiving, and push a fundamentally independent approach to life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A being of timeless beauty with a benign nature, Hanali Celanil is the elven goddess of love, romance, beauty, and arts. She always forgives minor transgressions, and delights in rewarding her followers. Though at times flighty or vain, she is known for protecting young lovers from afar. Her followers are more flighty and certainly vain, loosely organized and worshiping through dance, celebration, and marriage rites. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The philosopher-god of the elves, Labelas Enoreth is a patient and calm teacher, not prone to hasty action, best known for having traded one of his eyes for the ability to peer through time. He is a detached deity, caring more about transgenerational changes and the growth of wisdom among elves over time. His clergy is small, but highly organized, keeping elven history and lore and searching for more records of the past. They are often also philosophers and teachers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The least flighty of the elven pantheon, Rillifane Rallathil is the wise protector of the woodlands and the guardian of the harmony of nature. He is often conceptualized as a giant oak tree at the heart of the god&#039;s domain, with his roots touching every element of creation. His church similarly keep to themselves, tending to forests and forest creatures, though they fiercely contend any encroachment on their domains. They are deadly enemies to any potential hunters, and have a special dislike for clerics of Malar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lady of dreams and the night skies, Sehanine Moonbow rarely concerns herself directly with events in the physical realm, though she does maintain the illusions that keep certain elven strongholds secret. She is a secretive goddess, rarely speaking her mind, preferring to communicate in dreams and visions. She defies attempts to define her. As a result, her clergy is just as secretive and elusive, often made up of mystics, seers, and other spiritual counselors who seek to interpret their goddess&#039; elusive messages. The clergy also serves as the elves&#039; guardians of the dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very unlike the rest of the pantheon, Shevarash is a taciturn, violent, and vengeful deity, only willing to display anger and triumph. He has no patience for those who do not share his zeal for vengeance, and no interest in moderating his crusade against the drow. His church is small, but disciplined, consumed by a quest to root out and destroy the drow. They spend anytime they are not fighting or planning, drilling, designing tactics, and guarding known Underdark exits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of hunting and the wilderness, Solonor Thelandira is a serious, grim, and detached deity, often out in the wilds. He believes in &#039;hunting&#039; only to maintain overall balance, and to destroy evil-doers. His clergy face the tensions of civilization and wilderness, instinct and knowledge, and savagery and domesticity. His church is disparate, usually individuals scouts or archers in various parts of elven society. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content&#039;s of a man&#039;s purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling&#039;s soceity and their day to day lives. Her most prominent clerics are usually community leaders. &lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Green-Gold Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony, as he seeks to bring all the world&#039;s population together to experience the harmony of living. He is the companion of Habbakuk. Many venerate him for his love of inner beauty, and the soul, as much as his devotion to music. &lt;br /&gt;
&lt;br /&gt;
Clerics of Branchala are called to spread music and art across the world, to introduce the people of Krynn to the beauty of the written and  spoken word, and to bring pleasure through the appreciation of art in all its forms. His clerics hold a special place in many societies, central to many festivals and celebrations. Their organization is loose, as they are free to travel and spread word and music. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the first to join the Queen of Darkness in her rebellion against the High God and the order of Creation, Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves.&lt;br /&gt;
&lt;br /&gt;
Chemosh&#039;s teachings to his followers is a web of lies intended to sway them to himself, attempting to protray himself as a benevolent god in a cruel world. His follower&#039;s dogma thus does not match his true views, though a few of his highest clerics are aware of the misdirection. These misdirected followers believe the world came from pure chaos with no plan, that mortals have no souls, and that people should make the best of their life while they are in the flesh. Further, Chemosh preaches to his followers that the gods of good make hollow promises about the afterlife, which is actually a gateway back to meaningless chaos. His highest clerics, on the other hand, know the true goal is to bring more mortals to undeath, but they work in secret, with no centralized authority. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nature incarnate, it is said that the season themselves change based on Chislev&#039;s moods: her sorrow brings the fall, her despair the winter, her hope the spring, and her joy the summer. She can be as furious and dangerous as a hurricane or calm as a meadow in spring. She receives wide reverence across Krynn. Chislev is married to Zivilyn, but her children are the animals and plants of Krynn. She is allied with Habbakuk, but opposes Shinare, Morgion, and Zeboim fiercely. &lt;br /&gt;
&lt;br /&gt;
The Church of Chislev is mainly composed of hermits and druids who dwell in the wilds, defending nature. They usually spend their time healing animals, keeping watch for poachers and hunters, and praying to their goddess. They do sometimes leave their secluded work to bless crops for local settlements, though many still view them with suspicion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chief deity of Neutrality, Gilean is the keeper of the Tobril: the book of knowledge and true names, and the record of the High God&#039;s plan for creation. Seeming passionless and uncaring, Gilean is, before anything else, an observer. He only interferes in the affairs of mortals when the other of Creation is challenged, but generally upholds the rights of mortals to choose their own destiny when possible. He is the brother of Paladine and Takhisis, and the &#039;mediator&#039; between the two, hoping to spare the world of war. He is also the father of Lunitari. &lt;br /&gt;
&lt;br /&gt;
Gilean&#039;s clergy are scribes, librarians, and historians. Some may also be teachers, or wandering scholars in search of knowledge. They are generally respected and their time is in high demand. They are forbidden from ever destroying books, no matter what they contain. Their central dogma is the pursuit of knowledge, which they believe transcends any moral or emotional cause. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also known as the &amp;quot;Fisher King,&amp;quot; Habbakuk created and rules all creatures of land and sea. He is especially revered by rangers and sailors, and all who seek protection against Zeboim. Just as creatures have various natures - feral wolves, or gentle rabbits - Habbakuk has many different aspects, being both feared and loved. Not only is he the god of creation and life, but also eternal life and what comes after, represented by his phoenix aspect.&lt;br /&gt;
&lt;br /&gt;
The clergy of Habbakuk is generally divided between druids and clerics, though both work to serve communities: assisting in fishing, hunting, preventing animal attacks, or looking after herds. They are often greatly respected and appreciated for such. Some clerics choose more secluded lives in the forests alone, though they are looked down on by most priests for doing so. These more secluded clerics are seen as cold or fierce, as they protect their chosen domains, rather than communities. Regardless of the mode, all clerics of Habbakuk protect nature from those would destroy it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hiddukel, god of ill-gotten wealth and deals, is the patron deity of dishonest businessmen, merchants, and thieves. A cunning dealmaker, Hiddukel trades on greed. He constantly seeks to secure bargains, which entail the swap ping of wealth in exchange for a soul. Although he is calculating and predatory, Hiddukel often takes the guise of a fawning and fumbling merchant. Those tricked into bargaining with him may gain what they think is their heart’s desire, only to find it brings them misery in the end. &lt;br /&gt;
&lt;br /&gt;
It is exceedingly rare for people to willingly become clerics of Hiddukel, more likely it is the result of a trick or a bargain. They are not well-organized, given Hiddukels&#039; prizing of treachery, even in his clerics against fellow clergy. The clergy is ordered to pursue and attain wealth by any means necessary, and they typically do so in secret, leading double lives in prominent positions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Above all, Kiri-Jolith is the god of righteous warfare - and along with that, glory, honor, obedience, and justice. The eldest son of Paladine and Mishakal, and the twin of Habbakuk, Kiri-Jolith is most frequently worshiped by paladins and fighters who embrace the cause of good, particularly the Order of the Sword of the Knights of Solamnia. &lt;br /&gt;
&lt;br /&gt;
His clergy seek out evil and tyranny to wage war against anywhere they can. When they are not in war, they train daily. Highly organized with military precision, his clerics and paladins always know their place within the ranks of the church. They are also very vocal followers, encouraged to speak often of their faith to inspire courage and honor among others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Lunitari is the veiled maiden of neutral magic and the patron deity of all Red Robe Wizards of High Sorcery. She seeks to further the cause of magic in the world. Unlike the other gods, Lunitari works closely and happily with her cousins, the good Solinari and the evil Nuitari, often acting to balance both their ambitions. Lunitari is the daughter of Gilean, having sprung from him fully formed.&lt;br /&gt;
&lt;br /&gt;
Solinari does not have a clerical order of any kind, instead she is worshiped by the Red Robes. There are more Red Robes than White or Black robes, and they work to bring magic to the world and maintain the balance between good and evil. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of all the gods, Majere best understands the purpose of the world and the unfolding of the High God&#039;s plan for Krynn, as it travels through the river of time. Conversely, little is known of the god himself. He is known to be Paladine&#039;s chief advisor, counseling him in ways to follow the High God&#039;s plans. The other good and neutral gods pay much heed to Majere&#039;s views, except Zivilyn, who sees himself as a rival of sorts to Majere. &lt;br /&gt;
&lt;br /&gt;
Though his following is small, Majere&#039;s clergy is influential, often counting among its ranks the world&#039;s greatest theologians and teachers. His order requires severe discipline, including vows of poverty, obedience, and chastity, focusing instead on achieving enlightenment and holiness through the contemplation of goodness. Some learn martial arts to learn spiritual control through physical controls, while others focus on receiving and spreading illuminating messages. While many of the clergy are traveling proselytizers, all of them receive some kind of monastical training. They firmly believe there is an order and purpose to creation, and to always have faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ultimate healer, Mishakal is a gentle and compassionate goddess, looking to minister to all creatures, regardless of their alignment or their actions, through her servants on Krynn. However, she is not weak, as one of the most widely worshiped gods on Krynn, she can be quite formidable if angered. She is Paladine&#039;s wife, the mother of Habbakuk, Kiri-Jolith, and Solinari, and is diametrically opposed to Morgion. &lt;br /&gt;
&lt;br /&gt;
Her clergy must heal anyone when asked, regardless of who they are, though they may charge a tithe for such action. They are also required to seek to further the good of the community they live in. Her church is organized, with one overseeing Prophet, various levels of councils, down to regional priesthoods. Most of her clerics travel, at least in a small radius from where they are based, always looking for those who need help. They do not believe in raising their weapons in anger, but are powered to defend themselves and others when needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of pestilence, de cay, and disease, Morgion is widely feared by almost all humanoid races. Those few who worship him are re viled and almost always conduct their worship in secret. Even the other evil deities refuse to associate with him. Morgion feeds on fear, and he uses the ravages of disease to spread fear among humans. &lt;br /&gt;
&lt;br /&gt;
Morgion rarely deigns to speak to his clerics. He prefers to do his foul work in secret even from them. His clergy are entirely slaves, forced to work for him. Morgion waits until disease seizes hold of a person, then he offers the person a deal: respite from the disease in exchange for life-long servitude. Those who accept find themselves “cured” by the power of Morgion, though the price they are forced to pay is often more than they can bear. They are then sent forth to carry disease and poison to other people, to gain Morgion more followers. They typically work in cells of three, and work in secret. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Nuitari is the devouring darkness and the patron deity of all Black Robe Wizards of High Sorcery. He works to spread magic, particularly black magic, throughout the world. Unlike the other gods, Nuitari works closely with his cousins, the good Solinari and the neutral Lunitari. He is the son of Takhisis and Sargonnas, but hates his father and has a tense relationship with his mother. &lt;br /&gt;
&lt;br /&gt;
Nuitari does not have a clerical order of any kind, instead he is worshiped by the Black Robes. They believe that magic is secretive, and should be coveted and earned. Those interested in magic for power are often seduced by Nuitari, who promises magical growth at faster speeds than the other orders.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Paladine was one of the first gods summoned by the High God from the Beyond. He represents the divine power of majesty, and is patron deity to the gods of Good. He supports the soul’s drive to strive for greatness, and is representative of leadership. He is also representative of the ideal of redemption, striving to bring those who have fallen to darkness back into the light. He was more involved in the affairs of mortals than other gods, often taking on odd identities to guide and advise mortals towards the path of good in secret. Paladine was husband to Mishakal, and father of Kiri-Jolith, Habbakuk, and Solinari. He was advised by Majere. Paladine was opposed to all the gods of Evil, but especially to Takhisis. At the end of the War of Souls, he gave up his divinity and became a mortal.&lt;br /&gt;
&lt;br /&gt;
He is highly worshiped by the elves of Krynn, and many paladins of all races. His worshipers are most often leaders, and his church was highly organized before his fall to mortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of the forge, and the supreme god of the dwarves. He is best loved among the dwarves, but worshiped by all sorts of craftsmen. He works closely with the goddess Shinare, as well. &lt;br /&gt;
&lt;br /&gt;
His church is best known for its stability and passion for organization. Dwarves form a rigid hierarchy, with the Starmaster as the leader. Each dwarven clan&#039;s cleric is known as a Thane, but general clerics are called Forgers. They have say in all important events in dwarven society. They also do work as blacksmiths and craftsmen, and spend most of their time at that task. They are also expected to make one masterfully crafted object in their life that brings honor to Reorx, which can take years. They worship the idea of creation above all else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sargonnas is as a mystery to the peoples of Krynn, a role he fosters. The brooding deity prefers to work alone and in isolation. He does not even get along with the other dark gods. Sargonnas is an angry, militant, and treacherous god, demanding strict obedience from those who follow him. He is the father of both Zeboim and Nuitari, born of an estranged consortship with Takhisis. &lt;br /&gt;
&lt;br /&gt;
To his followers, Sargonnas represents power gained by brute strength and held with honor. Others view him as a deity of dogged vengeance, seeking out wronged individuals to take unlawful revenge on those who harmed them. Bounty hunters are frequently his worshipers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;Winged Victory,&amp;quot; Shinare is the goddess of wealth, industry, and commerce. Her companion is Sirrion, an odd union as Shinare is practical and pragmatic, while Sirrion is neither. They complement each other, though do not have a stable relationship. Shinare also works closely with Reorx, and her sworn enemy is Hiddukel. &lt;br /&gt;
&lt;br /&gt;
Shinare&#039;s followers are merchants, mercenaries, money-changers, and traders. Rarely, they are thieves or rogues who may offer a prayer here or there in the chance she&#039;s in an indulgent mood. But, her core clergy is industrious, working to amass wealth and prestige, without succumbing fully to greed. They must still use their wealth to better communities where they live, and spur other&#039;s wealth, bringing prosperity to all. For this reason, her clerics are respected and admired. They also follow all taxes and tithes fairly. None of her clerics are clerics only, but must pursue some mercantile trade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sirrion is the god of creativity and passion, sculpting fire as his main art form, particularly the fire of the soul, but he controls every physical flame, from the sun to a candle. He also oversees alchemy, transmutation, and transformation, anything that uses fire to create. He is chaotic, sometimes sparking forest fires or burning those who play with fire without respect. However, he is never destructive, only creative - forest fires make way for new trees, for example. His partner is Shinare. &lt;br /&gt;
&lt;br /&gt;
Though he has a clergy, Sirrion does not care much for mortals, especially those who follow him for power. His clerics are as passionate as him, but also often as erratic and changeable. They tend to ever-burning fires in their homes or temples, as well as communal fires, while acting as firefighters for communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Solinari is the hand of white magic and the patron deity of all White Robe Wizards of High Sorcery. He seeks to spread magic throughout the world and to bring more worthy mages to the White Robes. Unlike the other gods, Solinari works closely and happily with his cousins, the neutral Lunitari and the evil Nuitari. Solinari is the son of Paladine and Mishakal. &lt;br /&gt;
&lt;br /&gt;
Solinari does not have a clerical order of any kind, instead he is worshiped by the White Robes. They believe that magic is a gift to be shared with the world, and to be used for the benefit of all. They often work with the clerics of the gods of good, to seek out lost libraries or magical items and increase the knowledge base of the White Robes. They always comes to the aid of others when their magic is needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Takhisis, along with Paladine, was called from the Beyond to be custodians of the world. Takhisis was responsible for the corruption of the Chromatic Dragons, and appeared in one form as a dragon with heads of blue, black, white, red, and green. Like Paladine, she involves herself in the affairs of mortals in secret identities more than the other gods, often trying to lure followers to grow her power base in her neverending quest to destroy all good on Krynn and rule supreme. She was the head of the Evil gods, consort to Sargonnas, and mother to Zeboim and Nuitari. During the War of Souls, she was stripped of her divinity and immortality by the other gods for her role in the war. &lt;br /&gt;
&lt;br /&gt;
Her followers were also highly organized, like Paladine&#039;s, with a distinct hierarchy and separated into five distinct armies, each holding fealty to one of her &#039;heads&#039; or &#039;colors&#039; of dragon. Those who seek power and control are most often her followers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Little known by those on land, widely feared by those who sail the seas, Zeboim is the goddess of the sea and storms. Moody and wayward, she flies into rages that whip the seas into a frenzy and send ships to the bottom of the ocean. She is flighty, how ever, and may be appeased by sailors who make the right offering. Zeboim represents the sea’s uncaring and tempestuous nature, though she also has fleeting moments of tranquility. She is the daughter of Takhisis and Sargonnas.&lt;br /&gt;
&lt;br /&gt;
Zeboim&#039;s clergy have the dual nature of their goddess. They are not above resorting to extortion, frightening sailors and ship owners into paying tithes in exchange for good weather. At the same time, they are often happily welcomed on board a sip for protection. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of wisdom, the &amp;quot;Tree of Life,&amp;quot; and the bearer of all insight in the universe, Zivilyn wears several roles. His branches reach everywhere, and into every time, past, present, and future. He preaches awareness, balance, and understanding. His mate is Chislev, and he acts as Gilean&#039;s closest advisor. He also opposes the extremes shown by deities such as Sargonnas and Takhisis, but also the martial ambition of others like Kiri-Jolith. However, he does not consider these gods his enemies. &lt;br /&gt;
&lt;br /&gt;
Zivilyn&#039;s clergy see wisdom as transcending good and evil as a force within itself. He requires that his clerics see that wisdom comes only with age, and thus the church&#039;s hierarchy is organized around seniority. The clerics serve as counselors, mediators, philosophers, diplomats, and even sometimes as legal officials. &lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=673</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=673"/>
		<updated>2025-04-23T21:01:06Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Krynn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law (ideoligion)|Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant&#039;s living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elven deity of freedom and impulse, Aerdrie Faenya is rarely in the same place for very long. She delights in the sound of wind instruments, the creation of unpredictable atmospheric conditions regardless of their destructive impact, and the feeling of rushing air in the sky. She is distant from the elves, rarely involving herself in their affairs, and is more chaotic than most of the Seldarine and indeed most elves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader of the elven pantheon, as well as the forefather of all elves, Corellon Larethian embodies the highest ideals of elvenkind, acting as a warrior, a protector, a poet, an artisan, and a good leader. His clergy emphasize his protective and artistic aspects, watch over borders, communities, and helping to build settlements and craft beautiful items. They sometimes act as negotiators, but rarely act as community leaders, despite their god&#039;s position on the pantheon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A charismatic, inspired artist whose art is everchanging, Deep Sashelas is the creation god of the elves, fickle and flighty and constantly seeking improvement. Particularly connected to the ocean, his church is regional, with a base next to seas or oceans which they see themselves as overseers of these bodies of water and intermediaries between aquatic and nonaquatic races. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than anything else, Erevan Ilesere is an utterly unpredictable, fun-loving prankster. He can change his appearance at will and is commonly causing trouble with his antics. His clergy accordingly lack any hierarchy or structure, and his clerics refuse to hold worship in the same location twice or coordinate with one another. They travel often, oppose settled interest and power everywhere, and create amusement and mayhem alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sullen and serious, Fenmarel Mestarine is the lone wolf of the Seldarine, seldom communicating with the other gods, overseeing wilderness, wild elves, and borderlands of the elves. His clergy are largely outcasts and small tribes of wild elves, disorganized and spread across different territories. They believe that the world is fundamentally harsh and unforgiving, and push a fundamentally independent approach to life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A being of timeless beauty with a benign nature, Hanali Celanil is the elven goddess of love, romance, beauty, and arts. She always forgives minor transgressions, and delights in rewarding her followers. Though at times flighty or vain, she is known for protecting young lovers from afar. Her followers are more flighty and certainly vain, loosely organized and worshiping through dance, celebration, and marriage rites. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The philosopher-god of the elves, Labelas Enoreth is a patient and calm teacher, not prone to hasty action, best known for having traded one of his eyes for the ability to peer through time. He is a detached deity, caring more about transgenerational changes and the growth of wisdom among elves over time. His clergy is small, but highly organized, keeping elven history and lore and searching for more records of the past. They are often also philosophers and teachers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The least flighty of the elven pantheon, Rillifane Rallathil is the wise protector of the woodlands and the guardian of the harmony of nature. He is often conceptualized as a giant oak tree at the heart of the god&#039;s domain, with his roots touching every element of creation. His church similarly keep to themselves, tending to forests and forest creatures, though they fiercely contend any encroachment on their domains. They are deadly enemies to any potential hunters, and have a special dislike for clerics of Malar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lady of dreams and the night skies, Sehanine Moonbow rarely concerns herself directly with events in the physical realm, though she does maintain the illusions that keep certain elven strongholds secret. She is a secretive goddess, rarely speaking her mind, preferring to communicate in dreams and visions. She defies attempts to define her. As a result, her clergy is just as secretive and elusive, often made up of mystics, seers, and other spiritual counselors who seek to interpret their goddess&#039; elusive messages. The clergy also serves as the elves&#039; guardians of the dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very unlike the rest of the pantheon, Shevarash is a taciturn, violent, and vengeful deity, only willing to display anger and triumph. He has no patience for those who do not share his zeal for vengeance, and no interest in moderating his crusade against the drow. His church is small, but disciplined, consumed by a quest to root out and destroy the drow. They spend anytime they are not fighting or planning, drilling, designing tactics, and guarding known Underdark exits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of hunting and the wilderness, Solonor Thelandira is a serious, grim, and detached deity, often out in the wilds. He believes in &#039;hunting&#039; only to maintain overall balance, and to destroy evil-doers. His clergy face the tensions of civilization and wilderness, instinct and knowledge, and savagery and domesticity. His church is disparate, usually individuals scouts or archers in various parts of elven society. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content&#039;s of a man&#039;s purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling&#039;s soceity and their day to day lives. Her most prominent clerics are usually community leaders. &lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Green-Gold Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony, as he seeks to bring all the world&#039;s population together to experience the harmony of living. He is the companion of Habbakuk. Many venerate him for his love of inner beauty, and the soul, as much as his devotion to music. &lt;br /&gt;
&lt;br /&gt;
Clerics of Branchala are called to spread music and art across the world, to introduce the people of Krynn to the beauty of the written and  spoken word, and to bring pleasure through the appreciation of art in all its forms. His clerics hold a special place in many societies, central to many festivals and celebrations. Their organization is loose, as they are free to travel and spread word and music. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the first to join the Queen of Darkness in her rebellion against the High God and the order of Creation, Chemosh is the creator and ruler of the undead. Chemosh raises and animates corpses and imprisons souls by tempting mortals with promises of eternal “life,” dooming them to a horrible existence as his undead slaves.&lt;br /&gt;
&lt;br /&gt;
Chemosh&#039;s teachings to his followers is a web of lies intended to sway them to himself, attempting to protray himself as a benevolent god in a cruel world. His follower&#039;s dogma thus does not match his true views, though a few of his highest clerics are aware of the misdirection. These misdirected followers believe the world came from pure chaos with no plan, that mortals have no souls, and that people should make the best of their life while they are in the flesh. Further, Chemosh preaches to his followers that the gods of good make hollow promises about the afterlife, which is actually a gateway back to meaningless chaos. His highest clerics, on the other hand, know the true goal is to bring more mortals to undeath, but they work in secret, with no centralized authority. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nature incarnate, it is said that the season themselves change based on Chislev&#039;s moods: her sorrow brings the fall, her despair the winter, her hope the spring, and her joy the summer. She can be as furious and dangerous as a hurricane or calm as a meadow in spring. She receives wide reverence across Krynn. Chislev is married to Zivilyn, but her children are the animals and plants of Krynn. She is allied with Habbakuk, but opposes Shinare, Morgion, and Zeboim fiercely. &lt;br /&gt;
&lt;br /&gt;
The Church of Chislev is mainly composed of hermits and druids who dwell in the wilds, defending nature. They usually spend their time healing animals, keeping watch for poachers and hunters, and praying to their goddess. They do sometimes leave their secluded work to bless crops for local settlements, though many still view them with suspicion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chief deity of Neutrality, Gilean is the keeper of the Tobril: the book of knowledge and true names, and the record of the High God&#039;s plan for creation. Seeming passionless and uncaring, Gilean is, before anything else, an observer. He only interferes in the affairs of mortals when the other of Creation is challenged, but generally upholds the rights of mortals to choose their own destiny when possible. He is the brother of Paladine and Takhisis, and the &#039;mediator&#039; between the two, hoping to spare the world of war. He is also the father of Lunitari. &lt;br /&gt;
&lt;br /&gt;
Gilean&#039;s clergy are scribes, librarians, and historians. Some may also be teachers, or wandering scholars in search of knowledge. They are generally respected and their time is in high demand. They are forbidden from ever destroying books, no matter what they contain. Their central dogma is the pursuit of knowledge, which they believe transcends any moral or emotional cause. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also known as the &amp;quot;Fisher King,&amp;quot; Habbakuk created and rules all creatures of land and sea. He is especially revered by rangers and sailors, and all who seek protection against Zeboim. Just as creatures have various natures - feral wolves, or gentle rabbits - Habbakuk has many different aspects, being both feared and loved. Not only is he the god of creation and life, but also eternal life and what comes after, represented by his phoenix aspect.&lt;br /&gt;
&lt;br /&gt;
The clergy of Habbakuk is generally divided between druids and clerics, though both work to serve communities: assisting in fishing, hunting, preventing animal attacks, or looking after herds. They are often greatly respected and appreciated for such. Some clerics choose more secluded lives in the forests alone, though they are looked down on by most priests for doing so. These more secluded clerics are seen as cold or fierce, as they protect their chosen domains, rather than communities. Regardless of the mode, all clerics of Habbakuk protect nature from those would destroy it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hiddukel, god of ill-gotten wealth and deals, is the patron deity of dishonest businessmen, merchants, and thieves. A cunning dealmaker, Hiddukel trades on greed. He constantly seeks to secure bargains, which entail the swap ping of wealth in exchange for a soul. Although he is calculating and predatory, Hiddukel often takes the guise of a fawning and fumbling merchant. Those tricked into bargaining with him may gain what they think is their heart’s desire, only to find it brings them misery in the end. &lt;br /&gt;
&lt;br /&gt;
It is exceedingly rare for people to willingly become clerics of Hiddukel, more likely it is the result of a trick or a bargain. They are not well-organized, given Hiddukels&#039; prizing of treachery, even in his clerics against fellow clergy. The clergy is ordered to pursue and attain wealth by any means necessary, and they typically do so in secret, leading double lives in prominent positions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Above all, Kiri-Jolith is the god of righteous warfare - and along with that, glory, honor, obedience, and justice. The eldest son of Paladine and Mishakal, and the twin of Habbakuk, Kiri-Jolith is most frequently worshiped by paladins and fighters who embrace the cause of good, particularly the Order of the Sword of the Knights of Solamnia. &lt;br /&gt;
&lt;br /&gt;
His clergy seek out evil and tyranny to wage war against anywhere they can. When they are not in war, they train daily. Highly organized with military precision, his clerics and paladins always know their place within the ranks of the church. They are also very vocal followers, encouraged to speak often of their faith to inspire courage and honor among others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Lunitari is the veiled maiden of neutral magic and the patron deity of all Red Robe Wizards of High Sorcery. She seeks to further the cause of magic in the world. Unlike the other gods, Lunitari works closely and happily with her cousins, the good Solinari and the evil Nuitari, often acting to balance both their ambitions. Lunitari is the daughter of Gilean, having sprung from him fully formed.&lt;br /&gt;
&lt;br /&gt;
Solinari does not have a clerical order of any kind, instead she is worshiped by the Red Robes. There are more Red Robes than White or Black robes, and they work to bring magic to the world and maintain the balance between good and evil. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of all the gods, Majere best understands the purpose of the world and the unfolding of the High God&#039;s plan for Krynn, as it travels through the river of time. Conversely, little is known of the god himself. He is known to be Paladine&#039;s chief advisor, counseling him in ways to follow the High God&#039;s plans. The other good and neutral gods pay much heed to Majere&#039;s views, except Zivilyn, who sees himself as a rival of sorts to Majere. &lt;br /&gt;
&lt;br /&gt;
Though his following is small, Majere&#039;s clergy is influential, often counting among its ranks the world&#039;s greatest theologians and teachers. His order requires severe discipline, including vows of poverty, obedience, and chastity, focusing instead on achieving enlightenment and holiness through the contemplation of goodness. Some learn martial arts to learn spiritual control through physical controls, while others focus on receiving and spreading illuminating messages. While many of the clergy are traveling proselytizers, all of them receive some kind of monastical training. They firmly believe there is an order and purpose to creation, and to always have faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ultimate healer, Mishakal is a gentle and compassionate goddess, looking to minister to all creatures, regardless of their alignment or their actions, through her servants on Krynn. However, she is not weak, as one of the most widely worshiped gods on Krynn, she can be quite formidable if angered. She is Paladine&#039;s wife, the mother of Habbakuk, Kiri-Jolith, and Solinari, and is diametrically opposed to Morgion. &lt;br /&gt;
&lt;br /&gt;
Her clergy must heal anyone when asked, regardless of who they are, though they may charge a tithe for such action. They are also required to seek to further the good of the community they live in. Her church is organized, with one overseeing Prophet, various levels of councils, down to regional priesthoods. Most of her clerics travel, at least in a small radius from where they are based, always looking for those who need help. They do not believe in raising their weapons in anger, but are powered to defend themselves and others when needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of pestilence, de cay, and disease, Morgion is widely feared by almost all humanoid races. Those few who worship him are re viled and almost always conduct their worship in secret. Even the other evil deities refuse to associate with him. Morgion feeds on fear, and he uses the ravages of disease to spread fear among humans. &lt;br /&gt;
&lt;br /&gt;
Morgion rarely deigns to speak to his clerics. He prefers to do his foul work in secret even from them. His clergy are entirely slaves, forced to work for him. Morgion waits until disease seizes hold of a person, then he offers the person a deal: respite from the disease in exchange for life-long servitude. Those who accept find themselves “cured” by the power of Morgion, though the price they are forced to pay is often more than they can bear. They are then sent forth to carry disease and poison to other people, to gain Morgion more followers. They typically work in cells of three, and work in secret. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Nuitari is the devouring darkness and the patron deity of all Black Robe Wizards of High Sorcery. He works to spread magic, particularly black magic, throughout the world. Unlike the other gods, Nuitari works closely with his cousins, the good Solinari and the neutral Lunitari. He is the son of Takhisis and Sargonnas, but hates his father and has a tense relationship with his mother. &lt;br /&gt;
&lt;br /&gt;
Nuitari does not have a clerical order of any kind, instead he is worshiped by the Black Robes. They believe that magic is secretive, and should be coveted and earned. Those interested in magic for power are often seduced by Nuitari, who promises magical growth at faster speeds than the other orders.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of the forge, and the supreme god of the dwarves. He is best loved among the dwarves, but worshiped by all sorts of craftsmen. He works closely with the goddess Shinare, as well. &lt;br /&gt;
&lt;br /&gt;
His church is best known for its stability and passion for organization. Dwarves form a rigid hierarchy, with the Starmaster as the leader. Each dwarven clan&#039;s cleric is known as a Thane, but general clerics are called Forgers. They have say in all important events in dwarven society. They also do work as blacksmiths and craftsmen, and spend most of their time at that task. They are also expected to make one masterfully crafted object in their life that brings honor to Reorx, which can take years. They worship the idea of creation above all else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sargonnas is as a mystery to the peoples of Krynn, a role he fosters. The brooding deity prefers to work alone and in isolation. He does not even get along with the other dark gods. Sargonnas is an angry, militant, and treacherous god, demanding strict obedience from those who follow him. He is the father of both Zeboim and Nuitari, born of an estranged consortship with Takhisis. &lt;br /&gt;
&lt;br /&gt;
To his followers, Sargonnas represents power gained by brute strength and held with honor. Others view him as a deity of dogged vengeance, seeking out wronged individuals to take unlawful revenge on those who harmed them. Bounty hunters are frequently his worshipers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;Winged Victory,&amp;quot; Shinare is the goddess of wealth, industry, and commerce. Her companion is Sirrion, an odd union as Shinare is practical and pragmatic, while Sirrion is neither. They complement each other, though do not have a stable relationship. Shinare also works closely with Reorx, and her sworn enemy is Hiddukel. &lt;br /&gt;
&lt;br /&gt;
Shinare&#039;s followers are merchants, mercenaries, money-changers, and traders. Rarely, they are thieves or rogues who may offer a prayer here or there in the chance she&#039;s in an indulgent mood. But, her core clergy is industrious, working to amass wealth and prestige, without succumbing fully to greed. They must still use their wealth to better communities where they live, and spur other&#039;s wealth, bringing prosperity to all. For this reason, her clerics are respected and admired. They also follow all taxes and tithes fairly. None of her clerics are clerics only, but must pursue some mercantile trade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sirrion is the god of creativity and passion, sculpting fire as his main art form, particularly the fire of the soul, but he controls every physical flame, from the sun to a candle. He also oversees alchemy, transmutation, and transformation, anything that uses fire to create. He is chaotic, sometimes sparking forest fires or burning those who play with fire without respect. However, he is never destructive, only creative - forest fires make way for new trees, for example. His partner is Shinare. &lt;br /&gt;
&lt;br /&gt;
Though he has a clergy, Sirrion does not care much for mortals, especially those who follow him for power. His clerics are as passionate as him, but also often as erratic and changeable. They tend to ever-burning fires in their homes or temples, as well as communal fires, while acting as firefighters for communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Solinari is the hand of white magic and the patron deity of all White Robe Wizards of High Sorcery. He seeks to spread magic throughout the world and to bring more worthy mages to the White Robes. Unlike the other gods, Solinari works closely and happily with his cousins, the neutral Lunitari and the evil Nuitari. Solinari is the son of Paladine and Mishakal. &lt;br /&gt;
&lt;br /&gt;
Solinari does not have a clerical order of any kind, instead he is worshiped by the White Robes. They believe that magic is a gift to be shared with the world, and to be used for the benefit of all. They often work with the clerics of the gods of good, to seek out lost libraries or magical items and increase the knowledge base of the White Robes. They always comes to the aid of others when their magic is needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Little known by those on land, widely feared by those who sail the seas, Zeboim is the goddess of the sea and storms. Moody and wayward, she flies into rages that whip the seas into a frenzy and send ships to the bottom of the ocean. She is flighty, how ever, and may be appeased by sailors who make the right offering. Zeboim represents the sea’s uncaring and tempestuous nature, though she also has fleeting moments of tranquility. She is the daughter of Takhisis and Sargonnas.&lt;br /&gt;
&lt;br /&gt;
Zeboim&#039;s clergy have the dual nature of their goddess. They are not above resorting to extortion, frightening sailors and ship owners into paying tithes in exchange for good weather. At the same time, they are often happily welcomed on board a sip for protection. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of wisdom, the &amp;quot;Tree of Life,&amp;quot; and the bearer of all insight in the universe, Zivilyn wears several roles. His branches reach everywhere, and into every time, past, present, and future. He preaches awareness, balance, and understanding. His mate is Chislev, and he acts as Gilean&#039;s closest advisor. He also opposes the extremes shown by deities such as Sargonnas and Takhisis, but also the martial ambition of others like Kiri-Jolith. However, he does not consider these gods his enemies. &lt;br /&gt;
&lt;br /&gt;
Zivilyn&#039;s clergy see wisdom as transcending good and evil as a force within itself. He requires that his clerics see that wisdom comes only with age, and thus the church&#039;s hierarchy is organized around seniority. The clerics serve as counselors, mediators, philosophers, diplomats, and even sometimes as legal officials. &lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=672</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=672"/>
		<updated>2025-04-22T18:33:13Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Krynn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law (ideoligion)|Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant&#039;s living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elven deity of freedom and impulse, Aerdrie Faenya is rarely in the same place for very long. She delights in the sound of wind instruments, the creation of unpredictable atmospheric conditions regardless of their destructive impact, and the feeling of rushing air in the sky. She is distant from the elves, rarely involving herself in their affairs, and is more chaotic than most of the Seldarine and indeed most elves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader of the elven pantheon, as well as the forefather of all elves, Corellon Larethian embodies the highest ideals of elvenkind, acting as a warrior, a protector, a poet, an artisan, and a good leader. His clergy emphasize his protective and artistic aspects, watch over borders, communities, and helping to build settlements and craft beautiful items. They sometimes act as negotiators, but rarely act as community leaders, despite their god&#039;s position on the pantheon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A charismatic, inspired artist whose art is everchanging, Deep Sashelas is the creation god of the elves, fickle and flighty and constantly seeking improvement. Particularly connected to the ocean, his church is regional, with a base next to seas or oceans which they see themselves as overseers of these bodies of water and intermediaries between aquatic and nonaquatic races. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than anything else, Erevan Ilesere is an utterly unpredictable, fun-loving prankster. He can change his appearance at will and is commonly causing trouble with his antics. His clergy accordingly lack any hierarchy or structure, and his clerics refuse to hold worship in the same location twice or coordinate with one another. They travel often, oppose settled interest and power everywhere, and create amusement and mayhem alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sullen and serious, Fenmarel Mestarine is the lone wolf of the Seldarine, seldom communicating with the other gods, overseeing wilderness, wild elves, and borderlands of the elves. His clergy are largely outcasts and small tribes of wild elves, disorganized and spread across different territories. They believe that the world is fundamentally harsh and unforgiving, and push a fundamentally independent approach to life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A being of timeless beauty with a benign nature, Hanali Celanil is the elven goddess of love, romance, beauty, and arts. She always forgives minor transgressions, and delights in rewarding her followers. Though at times flighty or vain, she is known for protecting young lovers from afar. Her followers are more flighty and certainly vain, loosely organized and worshiping through dance, celebration, and marriage rites. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The philosopher-god of the elves, Labelas Enoreth is a patient and calm teacher, not prone to hasty action, best known for having traded one of his eyes for the ability to peer through time. He is a detached deity, caring more about transgenerational changes and the growth of wisdom among elves over time. His clergy is small, but highly organized, keeping elven history and lore and searching for more records of the past. They are often also philosophers and teachers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The least flighty of the elven pantheon, Rillifane Rallathil is the wise protector of the woodlands and the guardian of the harmony of nature. He is often conceptualized as a giant oak tree at the heart of the god&#039;s domain, with his roots touching every element of creation. His church similarly keep to themselves, tending to forests and forest creatures, though they fiercely contend any encroachment on their domains. They are deadly enemies to any potential hunters, and have a special dislike for clerics of Malar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lady of dreams and the night skies, Sehanine Moonbow rarely concerns herself directly with events in the physical realm, though she does maintain the illusions that keep certain elven strongholds secret. She is a secretive goddess, rarely speaking her mind, preferring to communicate in dreams and visions. She defies attempts to define her. As a result, her clergy is just as secretive and elusive, often made up of mystics, seers, and other spiritual counselors who seek to interpret their goddess&#039; elusive messages. The clergy also serves as the elves&#039; guardians of the dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very unlike the rest of the pantheon, Shevarash is a taciturn, violent, and vengeful deity, only willing to display anger and triumph. He has no patience for those who do not share his zeal for vengeance, and no interest in moderating his crusade against the drow. His church is small, but disciplined, consumed by a quest to root out and destroy the drow. They spend anytime they are not fighting or planning, drilling, designing tactics, and guarding known Underdark exits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of hunting and the wilderness, Solonor Thelandira is a serious, grim, and detached deity, often out in the wilds. He believes in &#039;hunting&#039; only to maintain overall balance, and to destroy evil-doers. His clergy face the tensions of civilization and wilderness, instinct and knowledge, and savagery and domesticity. His church is disparate, usually individuals scouts or archers in various parts of elven society. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content&#039;s of a man&#039;s purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling&#039;s soceity and their day to day lives. Her most prominent clerics are usually community leaders. &lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Green-Gold Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony, as he seeks to bring all the world&#039;s population together to experience the harmony of living. He is the companion of Habbakuk. Many venerate him for his love of inner beauty, and the soul, as much as his devotion to music. &lt;br /&gt;
&lt;br /&gt;
Clerics of Branchala are called to spread music and art across the world, to introduce the people of Krynn to the beauty of the written and  spoken word, and to bring pleasure through the appreciation of art in all its forms. His clerics hold a special place in many societies, central to many festivals and celebrations. Their organization is loose, as they are free to travel and spread word and music. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nature incarnate, it is said that the season themselves change based on Chislev&#039;s moods: her sorrow brings the fall, her despair the winter, her hope the spring, and her joy the summer. She can be as furious and dangerous as a hurricane or calm as a meadow in spring. She receives wide reverence across Krynn. Chislev is married to Zivilyn, but her children are the animals and plants of Krynn. She is allied with Habbakuk, but opposes Shinare, Morgion, and Zeboim fiercely. &lt;br /&gt;
&lt;br /&gt;
The Church of Chislev is mainly composed of hermits and druids who dwell in the wilds, defending nature. They usually spend their time healing animals, keeping watch for poachers and hunters, and praying to their goddess. They do sometimes leave their secluded work to bless crops for local settlements, though many still view them with suspicion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chief deity of Neutrality, Gilean is the keeper of the Tobril: the book of knowledge and true names, and the record of the High God&#039;s plan for creation. Seeming passionless and uncaring, Gilean is, before anything else, an observer. He only interferes in the affairs of mortals when the other of Creation is challenged, but generally upholds the rights of mortals to choose their own destiny when possible. He is the brother of Paladine and Takhisis, and the &#039;mediator&#039; between the two, hoping to spare the world of war. He is also the father of Lunitari. &lt;br /&gt;
&lt;br /&gt;
Gilean&#039;s clergy are scribes, librarians, and historians. Some may also be teachers, or wandering scholars in search of knowledge. They are generally respected and their time is in high demand. They are forbidden from ever destroying books, no matter what they contain. Their central dogma is the pursuit of knowledge, which they believe transcends any moral or emotional cause. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also known as the &amp;quot;Fisher King,&amp;quot; Habbakuk created and rules all creatures of land and sea. He is especially revered by rangers and sailors, and all who seek protection against Zeboim. Just as creatures have various natures - feral wolves, or gentle rabbits - Habbakuk has many different aspects, being both feared and loved. Not only is he the god of creation and life, but also eternal life and what comes after, represented by his phoenix aspect.&lt;br /&gt;
&lt;br /&gt;
The clergy of Habbakuk is generally divided between druids and clerics, though both work to serve communities: assisting in fishing, hunting, preventing animal attacks, or looking after herds. They are often greatly respected and appreciated for such. Some clerics choose more secluded lives in the forests alone, though they are looked down on by most priests for doing so. These more secluded clerics are seen as cold or fierce, as they protect their chosen domains, rather than communities. Regardless of the mode, all clerics of Habbakuk protect nature from those would destroy it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Above all, Kiri-Jolith is the god of righteous warfare - and along with that, glory, honor, obedience, and justice. The eldest son of Paladine and Mishakal, and the twin of Habbakuk, Kiri-Jolith is most frequently worshiped by paladins and fighters who embrace the cause of good, particularly the Order of the Sword of the Knights of Solamnia. &lt;br /&gt;
&lt;br /&gt;
His clergy seek out evil and tyranny to wage war against anywhere they can. When they are not in war, they train daily. Highly organized with military precision, his clerics and paladins always know their place within the ranks of the church. They are also very vocal followers, encouraged to speak often of their faith to inspire courage and honor among others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Lunitari is the veiled maiden of neutral magic and the patron deity of all Red Robe Wizards of High Sorcery. She seeks to further the cause of magic in the world. Unlike the other gods, Lunitari works closely and happily with her cousins, the good Solinari and the evil Nuitari, often acting to balance both their ambitions. Lunitari is the daughter of Gilean, having sprung from him fully formed.&lt;br /&gt;
&lt;br /&gt;
Solinari does not have a clerical order of any kind, instead she is worshiped by the Red Robes. There are more Red Robes than White or Black robes, and they work to bring magic to the world and maintain the balance between good and evil. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of all the gods, Majere best understands the purpose of the world and the unfolding of the High God&#039;s plan for Krynn, as it travels through the river of time. Conversely, little is known of the god himself. He is known to be Paladine&#039;s chief advisor, counseling him in ways to follow the High God&#039;s plans. The other good and neutral gods pay much heed to Majere&#039;s views, except Zivilyn, who sees himself as a rival of sorts to Majere. &lt;br /&gt;
&lt;br /&gt;
Though his following is small, Majere&#039;s clergy is influential, often counting among its ranks the world&#039;s greatest theologians and teachers. His order requires severe discipline, including vows of poverty, obedience, and chastity, focusing instead on achieving enlightenment and holiness through the contemplation of goodness. Some learn martial arts to learn spiritual control through physical controls, while others focus on receiving and spreading illuminating messages. While many of the clergy are traveling proselytizers, all of them receive some kind of monastical training. They firmly believe there is an order and purpose to creation, and to always have faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ultimate healer, Mishakal is a gentle and compassionate goddess, looking to minister to all creatures, regardless of their alignment or their actions, through her servants on Krynn. However, she is not weak, as one of the most widely worshiped gods on Krynn, she can be quite formidable if angered. She is Paladine&#039;s wife, the mother of Habbakuk, Kiri-Jolith, and Solinari, and is diametrically opposed to Morgion. &lt;br /&gt;
&lt;br /&gt;
Her clergy must heal anyone when asked, regardless of who they are, though they may charge a tithe for such action. They are also required to seek to further the good of the community they live in. Her church is organized, with one overseeing Prophet, various levels of councils, down to regional priesthoods. Most of her clerics travel, at least in a small radius from where they are based, always looking for those who need help. They do not believe in raising their weapons in anger, but are powered to defend themselves and others when needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of the forge, and the supreme god of the dwarves. He is best loved among the dwarves, but worshiped by all sorts of craftsmen. He works closely with the goddess Shinare, as well. &lt;br /&gt;
&lt;br /&gt;
His church is best known for its stability and passion for organization. Dwarves form a rigid hierarchy, with the Starmaster as the leader. Each dwarven clan&#039;s cleric is known as a Thane, but general clerics are called Forgers. They have say in all important events in dwarven society. They also do work as blacksmiths and craftsmen, and spend most of their time at that task. They are also expected to make one masterfully crafted object in their life that brings honor to Reorx, which can take years. They worship the idea of creation above all else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;Winged Victory,&amp;quot; Shinare is the goddess of wealth, industry, and commerce. Her companion is Sirrion, an odd union as Shinare is practical and pragmatic, while Sirrion is neither. They complement each other, though do not have a stable relationship. Shinare also works closely with Reorx, and her sworn enemy is Hiddukel. &lt;br /&gt;
&lt;br /&gt;
Shinare&#039;s followers are merchants, mercenaries, money-changers, and traders. Rarely, they are thieves or rogues who may offer a prayer here or there in the chance she&#039;s in an indulgent mood. But, her core clergy is industrious, working to amass wealth and prestige, without succumbing fully to greed. They must still use their wealth to better communities where they live, and spur other&#039;s wealth, bringing prosperity to all. For this reason, her clerics are respected and admired. They also follow all taxes and tithes fairly. None of her clerics are clerics only, but must pursue some mercantile trade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sirrion is the god of creativity and passion, sculpting fire as his main art form, particularly the fire of the soul, but he controls every physical flame, from the sun to a candle. He also oversees alchemy, transmutation, and transformation, anything that uses fire to create. He is chaotic, sometimes sparking forest fires or burning those who play with fire without respect. However, he is never destructive, only creative - forest fires make way for new trees, for example. His partner is Shinare. &lt;br /&gt;
&lt;br /&gt;
Though he has a clergy, Sirrion does not care much for mortals, especially those who follow him for power. His clerics are as passionate as him, but also often as erratic and changeable. They tend to ever-burning fires in their homes or temples, as well as communal fires, while acting as firefighters for communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Solinari is the hand of white magic and the patron deity of all White Robe Wizards of High Sorcery. He seeks to spread magic throughout the world and to bring more worthy mages to the White Robes. Unlike the other gods, Solinari works closely and happily with his cousins, the neutral Lunitari and the evil Nuitari. Solinari is the son of Paladine and Mishakal. &lt;br /&gt;
&lt;br /&gt;
Solinari does not have a clerical order of any kind, instead he is worshiped by the White Robes. They believe that magic is a gift to be shared with the world, and to be used for the benefit of all. They often work with the clerics of the gods of good, to seek out lost libraries or magical items and increase the knowledge base of the White Robes. They always comes to the aid of others when their magic is needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of wisdom, the &amp;quot;Tree of Life,&amp;quot; and the bearer of all insight in the universe, Zivilyn wears several roles. His branches reach everywhere, and into every time, past, present, and future. He preaches awareness, balance, and understanding. His mate is Chislev, and he acts as Gilean&#039;s closest advisor. He also opposes the extremes shown by deities such as Sargonnas and Takhisis, but also the martial ambition of others like Kiri-Jolith. However, he does not consider these gods his enemies. &lt;br /&gt;
&lt;br /&gt;
Zivilyn&#039;s clergy see wisdom as transcending good and evil as a force within itself. He requires that his clerics see that wisdom comes only with age, and thus the church&#039;s hierarchy is organized around seniority. The clerics serve as counselors, mediators, philosophers, diplomats, and even sometimes as legal officials. &lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=671</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=671"/>
		<updated>2025-04-22T18:32:29Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Krynn */ neutral done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law (ideoligion)|Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
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&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
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&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant&#039;s living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elven deity of freedom and impulse, Aerdrie Faenya is rarely in the same place for very long. She delights in the sound of wind instruments, the creation of unpredictable atmospheric conditions regardless of their destructive impact, and the feeling of rushing air in the sky. She is distant from the elves, rarely involving herself in their affairs, and is more chaotic than most of the Seldarine and indeed most elves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader of the elven pantheon, as well as the forefather of all elves, Corellon Larethian embodies the highest ideals of elvenkind, acting as a warrior, a protector, a poet, an artisan, and a good leader. His clergy emphasize his protective and artistic aspects, watch over borders, communities, and helping to build settlements and craft beautiful items. They sometimes act as negotiators, but rarely act as community leaders, despite their god&#039;s position on the pantheon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A charismatic, inspired artist whose art is everchanging, Deep Sashelas is the creation god of the elves, fickle and flighty and constantly seeking improvement. Particularly connected to the ocean, his church is regional, with a base next to seas or oceans which they see themselves as overseers of these bodies of water and intermediaries between aquatic and nonaquatic races. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than anything else, Erevan Ilesere is an utterly unpredictable, fun-loving prankster. He can change his appearance at will and is commonly causing trouble with his antics. His clergy accordingly lack any hierarchy or structure, and his clerics refuse to hold worship in the same location twice or coordinate with one another. They travel often, oppose settled interest and power everywhere, and create amusement and mayhem alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sullen and serious, Fenmarel Mestarine is the lone wolf of the Seldarine, seldom communicating with the other gods, overseeing wilderness, wild elves, and borderlands of the elves. His clergy are largely outcasts and small tribes of wild elves, disorganized and spread across different territories. They believe that the world is fundamentally harsh and unforgiving, and push a fundamentally independent approach to life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A being of timeless beauty with a benign nature, Hanali Celanil is the elven goddess of love, romance, beauty, and arts. She always forgives minor transgressions, and delights in rewarding her followers. Though at times flighty or vain, she is known for protecting young lovers from afar. Her followers are more flighty and certainly vain, loosely organized and worshiping through dance, celebration, and marriage rites. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The philosopher-god of the elves, Labelas Enoreth is a patient and calm teacher, not prone to hasty action, best known for having traded one of his eyes for the ability to peer through time. He is a detached deity, caring more about transgenerational changes and the growth of wisdom among elves over time. His clergy is small, but highly organized, keeping elven history and lore and searching for more records of the past. They are often also philosophers and teachers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The least flighty of the elven pantheon, Rillifane Rallathil is the wise protector of the woodlands and the guardian of the harmony of nature. He is often conceptualized as a giant oak tree at the heart of the god&#039;s domain, with his roots touching every element of creation. His church similarly keep to themselves, tending to forests and forest creatures, though they fiercely contend any encroachment on their domains. They are deadly enemies to any potential hunters, and have a special dislike for clerics of Malar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lady of dreams and the night skies, Sehanine Moonbow rarely concerns herself directly with events in the physical realm, though she does maintain the illusions that keep certain elven strongholds secret. She is a secretive goddess, rarely speaking her mind, preferring to communicate in dreams and visions. She defies attempts to define her. As a result, her clergy is just as secretive and elusive, often made up of mystics, seers, and other spiritual counselors who seek to interpret their goddess&#039; elusive messages. The clergy also serves as the elves&#039; guardians of the dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very unlike the rest of the pantheon, Shevarash is a taciturn, violent, and vengeful deity, only willing to display anger and triumph. He has no patience for those who do not share his zeal for vengeance, and no interest in moderating his crusade against the drow. His church is small, but disciplined, consumed by a quest to root out and destroy the drow. They spend anytime they are not fighting or planning, drilling, designing tactics, and guarding known Underdark exits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of hunting and the wilderness, Solonor Thelandira is a serious, grim, and detached deity, often out in the wilds. He believes in &#039;hunting&#039; only to maintain overall balance, and to destroy evil-doers. His clergy face the tensions of civilization and wilderness, instinct and knowledge, and savagery and domesticity. His church is disparate, usually individuals scouts or archers in various parts of elven society. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content&#039;s of a man&#039;s purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling&#039;s soceity and their day to day lives. Her most prominent clerics are usually community leaders. &lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony, as he seeks to bring all the world&#039;s population together to experience the harmony of living. He is the companion of Habbakuk. Many venerate him for his love of inner beauty, and the soul, as much as his devotion to music. &lt;br /&gt;
&lt;br /&gt;
Clerics of Branchala are called to spread music and art across the world, to introduce the people of Krynn to the beauty of the written and  spoken word, and to bring pleasure through the appreciation of art in all its forms. His clerics hold a special place in many societies, central to many festivals and celebrations. Their organization is loose, as they are free to travel and spread word and music. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nature incarnate, it is said that the season themselves change based on Chislev&#039;s moods: her sorrow brings the fall, her despair the winter, her hope the spring, and her joy the summer. She can be as furious and dangerous as a hurricane or calm as a meadow in spring. She receives wide reverence across Krynn. Chislev is married to Zivilyn, but her children are the animals and plants of Krynn. She is allied with Habbakuk, but opposes Shinare, Morgion, and Zeboim fiercely. &lt;br /&gt;
&lt;br /&gt;
The Church of Chislev is mainly composed of hermits and druids who dwell in the wilds, defending nature. They usually spend their time healing animals, keeping watch for poachers and hunters, and praying to their goddess. They do sometimes leave their secluded work to bless crops for local settlements, though many still view them with suspicion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chief deity of Neutrality, Gilean is the keeper of the Tobril: the book of knowledge and true names, and the record of the High God&#039;s plan for creation. Seeming passionless and uncaring, Gilean is, before anything else, an observer. He only interferes in the affairs of mortals when the other of Creation is challenged, but generally upholds the rights of mortals to choose their own destiny when possible. He is the brother of Paladine and Takhisis, and the &#039;mediator&#039; between the two, hoping to spare the world of war. He is also the father of Lunitari. &lt;br /&gt;
&lt;br /&gt;
Gilean&#039;s clergy are scribes, librarians, and historians. Some may also be teachers, or wandering scholars in search of knowledge. They are generally respected and their time is in high demand. They are forbidden from ever destroying books, no matter what they contain. Their central dogma is the pursuit of knowledge, which they believe transcends any moral or emotional cause. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also known as the &amp;quot;Fisher King,&amp;quot; Habbakuk created and rules all creatures of land and sea. He is especially revered by rangers and sailors, and all who seek protection against Zeboim. Just as creatures have various natures - feral wolves, or gentle rabbits - Habbakuk has many different aspects, being both feared and loved. Not only is he the god of creation and life, but also eternal life and what comes after, represented by his phoenix aspect.&lt;br /&gt;
&lt;br /&gt;
The clergy of Habbakuk is generally divided between druids and clerics, though both work to serve communities: assisting in fishing, hunting, preventing animal attacks, or looking after herds. They are often greatly respected and appreciated for such. Some clerics choose more secluded lives in the forests alone, though they are looked down on by most priests for doing so. These more secluded clerics are seen as cold or fierce, as they protect their chosen domains, rather than communities. Regardless of the mode, all clerics of Habbakuk protect nature from those would destroy it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Above all, Kiri-Jolith is the god of righteous warfare - and along with that, glory, honor, obedience, and justice. The eldest son of Paladine and Mishakal, and the twin of Habbakuk, Kiri-Jolith is most frequently worshiped by paladins and fighters who embrace the cause of good, particularly the Order of the Sword of the Knights of Solamnia. &lt;br /&gt;
&lt;br /&gt;
His clergy seek out evil and tyranny to wage war against anywhere they can. When they are not in war, they train daily. Highly organized with military precision, his clerics and paladins always know their place within the ranks of the church. They are also very vocal followers, encouraged to speak often of their faith to inspire courage and honor among others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Lunitari is the veiled maiden of neutral magic and the patron deity of all Red Robe Wizards of High Sorcery. She seeks to further the cause of magic in the world. Unlike the other gods, Lunitari works closely and happily with her cousins, the good Solinari and the evil Nuitari, often acting to balance both their ambitions. Lunitari is the daughter of Gilean, having sprung from him fully formed.&lt;br /&gt;
&lt;br /&gt;
Solinari does not have a clerical order of any kind, instead she is worshiped by the Red Robes. There are more Red Robes than White or Black robes, and they work to bring magic to the world and maintain the balance between good and evil. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of all the gods, Majere best understands the purpose of the world and the unfolding of the High God&#039;s plan for Krynn, as it travels through the river of time. Conversely, little is known of the god himself. He is known to be Paladine&#039;s chief advisor, counseling him in ways to follow the High God&#039;s plans. The other good and neutral gods pay much heed to Majere&#039;s views, except Zivilyn, who sees himself as a rival of sorts to Majere. &lt;br /&gt;
&lt;br /&gt;
Though his following is small, Majere&#039;s clergy is influential, often counting among its ranks the world&#039;s greatest theologians and teachers. His order requires severe discipline, including vows of poverty, obedience, and chastity, focusing instead on achieving enlightenment and holiness through the contemplation of goodness. Some learn martial arts to learn spiritual control through physical controls, while others focus on receiving and spreading illuminating messages. While many of the clergy are traveling proselytizers, all of them receive some kind of monastical training. They firmly believe there is an order and purpose to creation, and to always have faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ultimate healer, Mishakal is a gentle and compassionate goddess, looking to minister to all creatures, regardless of their alignment or their actions, through her servants on Krynn. However, she is not weak, as one of the most widely worshiped gods on Krynn, she can be quite formidable if angered. She is Paladine&#039;s wife, the mother of Habbakuk, Kiri-Jolith, and Solinari, and is diametrically opposed to Morgion. &lt;br /&gt;
&lt;br /&gt;
Her clergy must heal anyone when asked, regardless of who they are, though they may charge a tithe for such action. They are also required to seek to further the good of the community they live in. Her church is organized, with one overseeing Prophet, various levels of councils, down to regional priesthoods. Most of her clerics travel, at least in a small radius from where they are based, always looking for those who need help. They do not believe in raising their weapons in anger, but are powered to defend themselves and others when needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of the forge, and the supreme god of the dwarves. He is best loved among the dwarves, but worshiped by all sorts of craftsmen. He works closely with the goddess Shinare, as well. &lt;br /&gt;
&lt;br /&gt;
His church is best known for its stability and passion for organization. Dwarves form a rigid hierarchy, with the Starmaster as the leader. Each dwarven clan&#039;s cleric is known as a Thane, but general clerics are called Forgers. They have say in all important events in dwarven society. They also do work as blacksmiths and craftsmen, and spend most of their time at that task. They are also expected to make one masterfully crafted object in their life that brings honor to Reorx, which can take years. They worship the idea of creation above all else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known as &amp;quot;Winged Victory,&amp;quot; Shinare is the goddess of wealth, industry, and commerce. Her companion is Sirrion, an odd union as Shinare is practical and pragmatic, while Sirrion is neither. They complement each other, though do not have a stable relationship. Shinare also works closely with Reorx, and her sworn enemy is Hiddukel. &lt;br /&gt;
&lt;br /&gt;
Shinare&#039;s followers are merchants, mercenaries, money-changers, and traders. Rarely, they are thieves or rogues who may offer a prayer here or there in the chance she&#039;s in an indulgent mood. But, her core clergy is industrious, working to amass wealth and prestige, without succumbing fully to greed. They must still use their wealth to better communities where they live, and spur other&#039;s wealth, bringing prosperity to all. For this reason, her clerics are respected and admired. They also follow all taxes and tithes fairly. None of her clerics are clerics only, but must pursue some mercantile trade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sirrion is the god of creativity and passion, sculpting fire as his main art form, particularly the fire of the soul, but he controls every physical flame, from the sun to a candle. He also oversees alchemy, transmutation, and transformation, anything that uses fire to create. He is chaotic, sometimes sparking forest fires or burning those who play with fire without respect. However, he is never destructive, only creative - forest fires make way for new trees, for example. His partner is Shinare. &lt;br /&gt;
&lt;br /&gt;
Though he has a clergy, Sirrion does not care much for mortals, especially those who follow him for power. His clerics are as passionate as him, but also often as erratic and changeable. They tend to ever-burning fires in their homes or temples, as well as communal fires, while acting as firefighters for communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Solinari is the hand of white magic and the patron deity of all White Robe Wizards of High Sorcery. He seeks to spread magic throughout the world and to bring more worthy mages to the White Robes. Unlike the other gods, Solinari works closely and happily with his cousins, the neutral Lunitari and the evil Nuitari. Solinari is the son of Paladine and Mishakal. &lt;br /&gt;
&lt;br /&gt;
Solinari does not have a clerical order of any kind, instead he is worshiped by the White Robes. They believe that magic is a gift to be shared with the world, and to be used for the benefit of all. They often work with the clerics of the gods of good, to seek out lost libraries or magical items and increase the knowledge base of the White Robes. They always comes to the aid of others when their magic is needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of wisdom, the &amp;quot;Tree of Life,&amp;quot; and the bearer of all insight in the universe, Zivilyn wears several roles. His branches reach everywhere, and into every time, past, present, and future. He preaches awareness, balance, and understanding. His mate is Chislev, and he acts as Gilean&#039;s closest advisor. He also opposes the extremes shown by deities such as Sargonnas and Takhisis, but also the martial ambition of others like Kiri-Jolith. However, he does not consider these gods his enemies. &lt;br /&gt;
&lt;br /&gt;
Zivilyn&#039;s clergy see wisdom as transcending good and evil as a force within itself. He requires that his clerics see that wisdom comes only with age, and thus the church&#039;s hierarchy is organized around seniority. The clerics serve as counselors, mediators, philosophers, diplomats, and even sometimes as legal officials. &lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=669</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=669"/>
		<updated>2025-04-21T21:08:27Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Krynn */ all good, 1/2 neutral&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law (ideoligion)|Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
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Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
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&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
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Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
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&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
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Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
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&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
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Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
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&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
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&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
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Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
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&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
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&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
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Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
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&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
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&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
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&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
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&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
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Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
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&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
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&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
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&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
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&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
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Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
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&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
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&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
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&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
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&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
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&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
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&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
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&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
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&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
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&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
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&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
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&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
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&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
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&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
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&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
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&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
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&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
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&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
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&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
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Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
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&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
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Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
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&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
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The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
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&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
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Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
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&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
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Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
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&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
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Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
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&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
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Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
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&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
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Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
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&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant&#039;s living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elven deity of freedom and impulse, Aerdrie Faenya is rarely in the same place for very long. She delights in the sound of wind instruments, the creation of unpredictable atmospheric conditions regardless of their destructive impact, and the feeling of rushing air in the sky. She is distant from the elves, rarely involving herself in their affairs, and is more chaotic than most of the Seldarine and indeed most elves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader of the elven pantheon, as well as the forefather of all elves, Corellon Larethian embodies the highest ideals of elvenkind, acting as a warrior, a protector, a poet, an artisan, and a good leader. His clergy emphasize his protective and artistic aspects, watch over borders, communities, and helping to build settlements and craft beautiful items. They sometimes act as negotiators, but rarely act as community leaders, despite their god&#039;s position on the pantheon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A charismatic, inspired artist whose art is everchanging, Deep Sashelas is the creation god of the elves, fickle and flighty and constantly seeking improvement. Particularly connected to the ocean, his church is regional, with a base next to seas or oceans which they see themselves as overseers of these bodies of water and intermediaries between aquatic and nonaquatic races. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than anything else, Erevan Ilesere is an utterly unpredictable, fun-loving prankster. He can change his appearance at will and is commonly causing trouble with his antics. His clergy accordingly lack any hierarchy or structure, and his clerics refuse to hold worship in the same location twice or coordinate with one another. They travel often, oppose settled interest and power everywhere, and create amusement and mayhem alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sullen and serious, Fenmarel Mestarine is the lone wolf of the Seldarine, seldom communicating with the other gods, overseeing wilderness, wild elves, and borderlands of the elves. His clergy are largely outcasts and small tribes of wild elves, disorganized and spread across different territories. They believe that the world is fundamentally harsh and unforgiving, and push a fundamentally independent approach to life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A being of timeless beauty with a benign nature, Hanali Celanil is the elven goddess of love, romance, beauty, and arts. She always forgives minor transgressions, and delights in rewarding her followers. Though at times flighty or vain, she is known for protecting young lovers from afar. Her followers are more flighty and certainly vain, loosely organized and worshiping through dance, celebration, and marriage rites. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The philosopher-god of the elves, Labelas Enoreth is a patient and calm teacher, not prone to hasty action, best known for having traded one of his eyes for the ability to peer through time. He is a detached deity, caring more about transgenerational changes and the growth of wisdom among elves over time. His clergy is small, but highly organized, keeping elven history and lore and searching for more records of the past. They are often also philosophers and teachers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The least flighty of the elven pantheon, Rillifane Rallathil is the wise protector of the woodlands and the guardian of the harmony of nature. He is often conceptualized as a giant oak tree at the heart of the god&#039;s domain, with his roots touching every element of creation. His church similarly keep to themselves, tending to forests and forest creatures, though they fiercely contend any encroachment on their domains. They are deadly enemies to any potential hunters, and have a special dislike for clerics of Malar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lady of dreams and the night skies, Sehanine Moonbow rarely concerns herself directly with events in the physical realm, though she does maintain the illusions that keep certain elven strongholds secret. She is a secretive goddess, rarely speaking her mind, preferring to communicate in dreams and visions. She defies attempts to define her. As a result, her clergy is just as secretive and elusive, often made up of mystics, seers, and other spiritual counselors who seek to interpret their goddess&#039; elusive messages. The clergy also serves as the elves&#039; guardians of the dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very unlike the rest of the pantheon, Shevarash is a taciturn, violent, and vengeful deity, only willing to display anger and triumph. He has no patience for those who do not share his zeal for vengeance, and no interest in moderating his crusade against the drow. His church is small, but disciplined, consumed by a quest to root out and destroy the drow. They spend anytime they are not fighting or planning, drilling, designing tactics, and guarding known Underdark exits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of hunting and the wilderness, Solonor Thelandira is a serious, grim, and detached deity, often out in the wilds. He believes in &#039;hunting&#039; only to maintain overall balance, and to destroy evil-doers. His clergy face the tensions of civilization and wilderness, instinct and knowledge, and savagery and domesticity. His church is disparate, usually individuals scouts or archers in various parts of elven society. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content&#039;s of a man&#039;s purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling&#039;s soceity and their day to day lives. Her most prominent clerics are usually community leaders. &lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony, as he seeks to bring all the world&#039;s population together to experience the harmony of living. He is the companion of Habbakuk. Many venerate him for his love of inner beauty, and the soul, as much as his devotion to music. &lt;br /&gt;
&lt;br /&gt;
Clerics of Branchala are called to spread music and art across the world, to introduce the people of Krynn to the beauty of the written and  spoken word, and to bring pleasure through the appreciation of art in all its forms. His clerics hold a special place in many societies, central to many festivals and celebrations. Their organization is loose, as they are free to travel and spread word and music. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nature incarnate, it is said that the season themselves change based on Chislev&#039;s moods: her sorrow brings the fall, her despair the winter, her hope the spring, and her joy the summer. She can be as furious and dangerous as a hurricane or calm as a meadow in spring. She receives wide reverence across Krynn. Chislev is married to Zivilyn, but her children are the animals and plants of Krynn. She is allied with Habbakuk, but opposes Shinare, Morgion, and Zeboim fiercely. &lt;br /&gt;
&lt;br /&gt;
The Church of Chislev is mainly composed of hermits and druids who dwell in the wilds, defending nature. They usually spend their time healing animals, keeping watch for poachers and hunters, and praying to their goddess. They do sometimes leave their secluded work to bless crops for local settlements, though many still view them with suspicion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also known as the &amp;quot;Fisher King,&amp;quot; Habbakuk created and rules all creatures of land and sea. He is especially revered by rangers and sailors, and all who seek protection against Zeboim. Just as creatures have various natures - feral wolves, or gentle rabbits - Habbakuk has many different aspects, being both feared and loved. Not only is he the god of creation and life, but also eternal life and what comes after, represented by his phoenix aspect.&lt;br /&gt;
&lt;br /&gt;
The clergy of Habbakuk is generally divided between druids and clerics, though both work to serve communities: assisting in fishing, hunting, preventing animal attacks, or looking after herds. They are often greatly respected and appreciated for such. Some clerics choose more secluded lives in the forests alone, though they are looked down on by most priests for doing so. These more secluded clerics are seen as cold or fierce, as they protect their chosen domains, rather than communities. Regardless of the mode, all clerics of Habbakuk protect nature from those would destroy it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Above all, Kiri-Jolith is the god of righteous warfare - and along with that, glory, honor, obedience, and justice. The eldest son of Paladine and Mishakal, and the twin of Habbakuk, Kiri-Jolith is most frequently worshiped by paladins and fighters who embrace the cause of good, particularly the Order of the Sword of the Knights of Solamnia. &lt;br /&gt;
&lt;br /&gt;
His clergy seek out evil and tyranny to wage war against anywhere they can. When they are not in war, they train daily. Highly organized with military precision, his clerics and paladins always know their place within the ranks of the church. They are also very vocal followers, encouraged to speak often of their faith to inspire courage and honor among others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of all the gods, Majere best understands the purpose of the world and the unfolding of the High God&#039;s plan for Krynn, as it travels through the river of time. Conversely, little is known of the god himself. He is known to be Paladine&#039;s chief advisor, counseling him in ways to follow the High God&#039;s plans. The other good and neutral gods pay much heed to Majere&#039;s views, except Zivilyn, who sees himself as a rival of sorts to Majere. &lt;br /&gt;
&lt;br /&gt;
Though his following is small, Majere&#039;s clergy is influential, often counting among its ranks the world&#039;s greatest theologians and teachers. His order requires severe discipline, including vows of poverty, obedience, and chastity, focusing instead on achieving enlightenment and holiness through the contemplation of goodness. Some learn martial arts to learn spiritual control through physical controls, while others focus on receiving and spreading illuminating messages. While many of the clergy are traveling proselytizers, all of them receive some kind of monastical training. They firmly believe there is an order and purpose to creation, and to always have faith. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ultimate healer, Mishakal is a gentle and compassionate goddess, looking to minister to all creatures, regardless of their alignment or their actions, through her servants on Krynn. However, she is not weak, as one of the most widely worshiped gods on Krynn, she can be quite formidable if angered. She is Paladine&#039;s wife, the mother of Habbakuk, Kiri-Jolith, and Solinari, and is diametrically opposed to Morgion. &lt;br /&gt;
&lt;br /&gt;
Her clergy must heal anyone when asked, regardless of who they are, though they may charge a tithe for such action. They are also required to seek to further the good of the community they live in. Her church is organized, with one overseeing Prophet, various levels of councils, down to regional priesthoods. Most of her clerics travel, at least in a small radius from where they are based, always looking for those who need help. They do not believe in raising their weapons in anger, but are powered to defend themselves and others when needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the three cousins and gods of magic, Solinari is the hand of white magic and the patron deity of all White Robe Wizards of High Sorcery. He seeks to spread magic throughout the world and to bring more worthy mages to the White Robes. Unlike the other gods, Solinari works closely and happily with his cousins, the neutral Lunitari and the evil Nuitari. Solinari is the son of Paladine and Mishakal. &lt;br /&gt;
&lt;br /&gt;
Solinari does not have a clerical order of any kind, instead he is worshiped by the White Robes. They believe that magic is a gift to be shared with the world, and to be used for the benefit of all. They often work with the clerics of the gods of good, to seek out lost libraries or magical items and increase the knowledge base of the White Robes. They always comes to the aid of others when their magic is needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=668</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=668"/>
		<updated>2025-04-21T20:24:10Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Elven Pantheon */ done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law (ideoligion)|Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant&#039;s living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elven deity of freedom and impulse, Aerdrie Faenya is rarely in the same place for very long. She delights in the sound of wind instruments, the creation of unpredictable atmospheric conditions regardless of their destructive impact, and the feeling of rushing air in the sky. She is distant from the elves, rarely involving herself in their affairs, and is more chaotic than most of the Seldarine and indeed most elves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader of the elven pantheon, as well as the forefather of all elves, Corellon Larethian embodies the highest ideals of elvenkind, acting as a warrior, a protector, a poet, an artisan, and a good leader. His clergy emphasize his protective and artistic aspects, watch over borders, communities, and helping to build settlements and craft beautiful items. They sometimes act as negotiators, but rarely act as community leaders, despite their god&#039;s position on the pantheon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A charismatic, inspired artist whose art is everchanging, Deep Sashelas is the creation god of the elves, fickle and flighty and constantly seeking improvement. Particularly connected to the ocean, his church is regional, with a base next to seas or oceans which they see themselves as overseers of these bodies of water and intermediaries between aquatic and nonaquatic races. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than anything else, Erevan Ilesere is an utterly unpredictable, fun-loving prankster. He can change his appearance at will and is commonly causing trouble with his antics. His clergy accordingly lack any hierarchy or structure, and his clerics refuse to hold worship in the same location twice or coordinate with one another. They travel often, oppose settled interest and power everywhere, and create amusement and mayhem alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sullen and serious, Fenmarel Mestarine is the lone wolf of the Seldarine, seldom communicating with the other gods, overseeing wilderness, wild elves, and borderlands of the elves. His clergy are largely outcasts and small tribes of wild elves, disorganized and spread across different territories. They believe that the world is fundamentally harsh and unforgiving, and push a fundamentally independent approach to life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A being of timeless beauty with a benign nature, Hanali Celanil is the elven goddess of love, romance, beauty, and arts. She always forgives minor transgressions, and delights in rewarding her followers. Though at times flighty or vain, she is known for protecting young lovers from afar. Her followers are more flighty and certainly vain, loosely organized and worshiping through dance, celebration, and marriage rites. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The philosopher-god of the elves, Labelas Enoreth is a patient and calm teacher, not prone to hasty action, best known for having traded one of his eyes for the ability to peer through time. He is a detached deity, caring more about transgenerational changes and the growth of wisdom among elves over time. His clergy is small, but highly organized, keeping elven history and lore and searching for more records of the past. They are often also philosophers and teachers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The least flighty of the elven pantheon, Rillifane Rallathil is the wise protector of the woodlands and the guardian of the harmony of nature. He is often conceptualized as a giant oak tree at the heart of the god&#039;s domain, with his roots touching every element of creation. His church similarly keep to themselves, tending to forests and forest creatures, though they fiercely contend any encroachment on their domains. They are deadly enemies to any potential hunters, and have a special dislike for clerics of Malar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lady of dreams and the night skies, Sehanine Moonbow rarely concerns herself directly with events in the physical realm, though she does maintain the illusions that keep certain elven strongholds secret. She is a secretive goddess, rarely speaking her mind, preferring to communicate in dreams and visions. She defies attempts to define her. As a result, her clergy is just as secretive and elusive, often made up of mystics, seers, and other spiritual counselors who seek to interpret their goddess&#039; elusive messages. The clergy also serves as the elves&#039; guardians of the dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Very unlike the rest of the pantheon, Shevarash is a taciturn, violent, and vengeful deity, only willing to display anger and triumph. He has no patience for those who do not share his zeal for vengeance, and no interest in moderating his crusade against the drow. His church is small, but disciplined, consumed by a quest to root out and destroy the drow. They spend anytime they are not fighting or planning, drilling, designing tactics, and guarding known Underdark exits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of hunting and the wilderness, Solonor Thelandira is a serious, grim, and detached deity, often out in the wilds. He believes in &#039;hunting&#039; only to maintain overall balance, and to destroy evil-doers. His clergy face the tensions of civilization and wilderness, instinct and knowledge, and savagery and domesticity. His church is disparate, usually individuals scouts or archers in various parts of elven society. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content&#039;s of a man&#039;s purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling&#039;s soceity and their day to day lives. Her most prominent clerics are usually community leaders. &lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=613</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=613"/>
		<updated>2025-04-16T21:05:19Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Elven Pantheon */ half done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law (ideoligion)|Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant&#039;s living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elven deity of freedom and impulse, Aerdrie Faenya is rarely in the same place for very long. She delights in the sound of wind instruments, the creation of unpredictable atmospheric conditions regardless of their destructive impact, and the feeling of rushing air in the sky. She is distant from the elves, rarely involving herself in their affairs, and is more chaotic than most of the Seldarine and indeed most elves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The leader of the elven pantheon, as well as the forefather of all elves, Corellon Larethian embodies the highest ideals of elvenkind, acting as a warrior, a protector, a poet, an artisan, and a good leader. His clergy emphasize his protective and artistic aspects, watch over borders, communities, and helping to build settlements and craft beautiful items. They sometimes act as negotiators, but rarely act as community leaders, despite their god&#039;s position on the pantheon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A charismatic, inspired artist whose art is everchanging, Deep Sashelas is the creation god of the elves, fickle and flighty and constantly seeking improvement. Particularly connected to the ocean, his church is regional, with a base next to seas or oceans which they see themselves as overseers of these bodies of water and intermediaries between aquatic and nonaquatic races. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More than anything else, Erevan Ilesere is an utterly unpredictable, fun-loving prankster. He can change his appearance at will and is commonly causing trouble with his antics. His clergy accordingly lack any hierarchy or structure, and his clerics refuse to hold worship in the same location twice or coordinate with one another. They travel often, oppose settled interest and power everywhere, and create amusement and mayhem alike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sullen and serious, Fenmarel Mestarine is the lone wolf of the Seldarine, seldom communicating with the other gods, overseeing wilderness, wild elves, and borderlands of the elves. His clergy are largely outcasts and small tribes of wild elves, disorganized and spread across different territories. They believe that the world is fundamentally harsh and unforgiving, and push a fundamentally independent approach to life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content&#039;s of a man&#039;s purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling&#039;s soceity and their day to day lives. Her most prominent clerics are usually community leaders. &lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=365</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=365"/>
		<updated>2025-02-24T22:15:04Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Halfling Pantheon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant&#039;s living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Angharradh&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Nature&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Three Interconnecting Rings on a Triangle Pointing Down&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The elven deity of freedom and impulse, Aerdrie Faenya is rarely in the same place for very long. She delights in the sound of wind instruments, the creation of unpredictable atmospheric conditions regardless of their destructive impact, and the feeling of rushing air in the sky. She is distant from the elves, rarely involving herself in their affairs, and is more chaotic than most of the Seldarine and indeed most elves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angharradh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content&#039;s of a man&#039;s purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling&#039;s soceity and their day to day lives. Her most prominent clerics are usually community leaders. &lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=364</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=364"/>
		<updated>2025-02-24T22:01:12Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Halfling Pantheon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
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Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
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&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
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Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
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&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
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Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
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&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
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Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
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&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
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&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
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Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
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&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
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&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
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Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
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&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
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&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
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&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
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&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
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Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
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&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
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&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
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&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
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&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
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Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
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&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
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&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
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&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
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&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
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&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
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&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
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&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
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&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
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&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
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&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
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&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
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&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
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&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
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&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
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&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
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&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
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&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
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&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
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Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
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&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
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Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
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&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
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The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
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&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
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Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
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&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
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Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
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&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
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Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
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&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
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Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
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&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
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Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
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&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant&#039;s living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Angharradh&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Nature&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Three Interconnecting Rings on a Triangle Pointing Down&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angharradh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arvoreen is the deity of guardianship, defense, and watchfulness. He is always aware of dangers facing halfling communities and preaches reactive defense to such dangers. His halfling servants are rather unhalflinglike, following a strict regimen of martial training, and being less tolerant toward typical halfling frivolity. They are however respected, especially in times of strife. His clergy search for non-halfling allies, built fortifications, patrol communities, and even place spies to observe for future threats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The deity of scheming, meddling, being curious, having no attention span, and emptying out the content&#039;s of a man&#039;s purse, Brandobaris is the god that most exemplifies the way other races of Faerun see halflings generally. However, he and his followers are also charming and often popular, as long as one can deal with their sense of humor. His religion is not very organized, usually filled with troublemakers, storytellers, and adventurers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyrrollalee oversees the homes of halflings, literally and metaphorically. She oversees stewardship and safety of the home physically, as well as the expansion of halfling lands and religions. Her clerics are known as homefellows, and between their roles as stewards, moral guides, and even cooks, they champion halfling pride and try to spread their views. They also seek to bring different splinters of halflings together, as a united race. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Distant and aloof, Sheela Peryroyl is a key deity for certain kinds of halflings, bridging the tame earth of agricultural civilization and the verdant growth of the wild. She is worshiped by those from both areas, in both matters of nature, but also looking to her for joy, dance, and courtship. Her clerics, the Green Children, are particularly concerned with balance - not only broad, ideological balance but balance in every form. They often mediate disputes, help marriages, protect harvests from blights, and protect communities from animals and animals from communities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The death deity of the halfling pantheon, Urogalan protects the souls of halflings primarily. His interest in the material world is limited to that below the surface, where few halflings dwell, and he is distance from his chosen protectorate. Despite this, he is widely respected and worshiped by halflings who hope to see their souls transition peacefully to the next world. His clerics often tend to the dead and to graves, keep records, and maintain legacies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yondalla is the chief deity of the halfling pantheon, the mother of all halflings who created them in her own image. She is charming, friendly, curious, and loyal, with just a touch of mischief thrown in like the best of her children. She espouses harmony amongst halflings as well as with other races, prosperity, good treatment, and for all to live full and interesting lives. Despite her central role, her religion is not particularly organized and do not build many temples. Instead, her worship is woven into every fabric of halfling&#039;s soceity and their day to day lives. Her most prominent clerics are usually community leaders. &lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=363</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=363"/>
		<updated>2025-02-24T21:14:04Z</updated>

		<summary type="html">&lt;p&gt;Limine: dwarves finish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most dwarves are pledged to the idea of living underground and see those that travel above as disturbed fools. In that sense, Marthammor Duin is the king of fools. He is the patron deity of dwarves who leave their clans to travel the world under the sun. He values curiosity and the sharing of tales of travel. His clergy are the Volamtar, one of the most well-known of dwarven clergies on the surface for obvious reason. They do everything from exploring, marking trails and paths, patrolling roads, and exchanging information for the good of travelers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moradin is the All-Father of the dwarves, the stern paternal deity who is both uncompromising and endlessly protective of his chosen peoples. He is strength and force of will embodied, inspiring dwarves and encouraging them to be good-natured, harmonious with others, and to battle their inclination toward pride and isolation. In this way, he is a key moral figure of the dwarves. His clerics, the Sonnlinor, guide every day activities of dwarves, the push for new kingdoms and communities, and oversee the teaching of the young. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven deity of healing and mercy, Sharindlar is often invoked when dwarves are struggling. However, alongside her role as a gentle healer, she is also the patron of the love, courtship, and dance, representing not only hard times but also those filled with joy. Her clergy, the Thalornor, spend most of their time ministering to the needs of the sick or the frail, instructing youth on courting rituals, matchmaking, overseeing marriage ceremonies, and even helping with animal and crop husbandry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thard Harr is described as an obscure, feral creature, one so odd it is hard to imagine him as part of the dwarven pantheon. He is, of course, very distanced from his kin emotionally, but he is the patron of the wildest dwarves who inhabit primarily jungles in Faerun. He is a protector from wild beasts and the unwanted incursions of outsiders. Thard has both clerics and druids in his clergy, known as the Vuddor. They rarely leave their land, and the religion is deeply integrated into the society of the jungle, acting as hunters and armies of the society. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vergadain is the dwarven deity of merchants, bargaining, and though not many are aware of this, trickery and the seedier sides of any merchant&#039;s living. He delights in the art of deals, whether those deals are legitimate negotiations, or elaborate plans to steal and resell goods. Due to his mixed background, his clergy are usually secretive about their status, but are called the Burndor. They travel more than most dwarves, either furthering commerce or acting as shameless thieves. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Angharradh&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Nature&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Three Interconnecting Rings on a Triangle Pointing Down&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angharradh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=362</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=362"/>
		<updated>2025-02-24T20:01:01Z</updated>

		<summary type="html">&lt;p&gt;Limine: haela&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another god of battle, Haela Brightaxe represents goodly dwarves who seek out monsters to purge from the world, reveling in battle with powerful creatures. She is a goddess of luck, as well, and her followers are encouraged to take great risks in battle for glory. Called the Kaxanar, her clergy is overwhelmingly female, and eschews tradition generally. As well as being crude and opportunistic at the best of times, they are known for carving into their own skin, turning their battle scars into ritual patterns or sayings. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Angharradh&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Nature&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Three Interconnecting Rings on a Triangle Pointing Down&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angharradh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=361</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=361"/>
		<updated>2025-02-24T02:47:47Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Dwarven Pantheon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
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&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
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&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
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&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
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&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
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&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
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&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
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&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
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&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
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&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
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&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
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&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
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&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
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&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
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&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
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&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
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&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
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&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
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&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
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&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
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&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
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&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
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&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
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&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
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&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
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&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
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&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
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&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
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Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
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&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
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Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
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&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
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&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
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&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
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&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
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&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
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&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
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&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
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&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
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Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
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&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
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&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
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Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
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&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
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Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
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&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
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Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
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==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a neutral deity concerned with the beauty of gems and minerals, after Abbathor was spurned out of a vaunted position by the other Dwarven gods he became the Wyrm of Avarice. Favoring trickery and stealth, he vowed never to be in the position to be denied what he wanted most ever again. If something appeals to him, he takes it. This is Abbathor&#039;s dogma, and given the natural dwarven inclination for greed, many have fallen to his seductive call. His worshipers, the Aertharnor, hatch larcenous scheme under the dark earth, sacrifice dwarves annually, and revel in worldly possessions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The matriarch of the dwarven pantheon, Berronar Truesilver is both Moradin&#039;s bride and a goddess in her own right, overseeing negotiation, unity, and authority. Her clerics, the Faenor, are guardians of clans and keepers of records, traditions, and family histories. They strive to further the good character of all dwarves, acting as their moral compass. The church is hierarchical, often described as a family with a strict but loving mother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Clangeddin Silverbeard is known to never back down from a challenge, never compromise, and never surrender, even when all is lost. He is worshiped by all dwarves who march off to battle. His worshipers are popular with all dwarves for their martial skill, but are known by other races as stubborn, belligerent berserkers. His clerics, known as Algathor, train daily, and are known for their war chants and war songs. They know they will die in combat and embrace that reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god that signifies the urge to blaze the trails of creativity, creation, and knowledge, Dugmaren Brightmantle represents some of the progressive elements of a very traditional race. He ceaselessly pursues knowledge, tinkers, and adventures, often getting himself into trouble. His followers are known as Xothor, and they are the most creative and free-thinking of dwarven communities. They are expected to travel, cultivate their minds, and always be inquisitive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mute deity is known for placing metals and gems into the earth where they belong, for dwarves to come along and find. Dumathoin at first was distressed by the dwarves&#039; mining, but when he saw the beauty in what they made of his riches, he became proud, and began to ensure miners&#039; safety in the mountains. His followers are called the Talhund, and they are vigilant surveyors and overseers of mining operations, ensuring that respect is paid, rather than mining for mining&#039;s sake. Dumathoin also serves as the dwarves&#039; god of the dead, and his Talhund oversee burial and spiritual services. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dwarven patron of watchfulness and defense, Gorm Gulthyn is a humorless masked warrior who ensures the safety of dwarves from their enemies. His clerics, the Barakor, organize defenses of dwarven communities, act as bodyguards, instruct dwarves on the virtues of vigilance, and would sacrifice themselves to protect others. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Angharradh&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Nature&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Three Interconnecting Rings on a Triangle Pointing Down&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angharradh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=360</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=360"/>
		<updated>2025-02-24T01:46:52Z</updated>

		<summary type="html">&lt;p&gt;Limine: racial lists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TO DO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-FR Descs&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Krynn List&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Krynn Descs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;-Racial Lists&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Racial Descs&lt;br /&gt;
&lt;br /&gt;
-Fiend List&lt;br /&gt;
&lt;br /&gt;
-Fiend Descs&lt;br /&gt;
&lt;br /&gt;
-Greyhawk List&lt;br /&gt;
&lt;br /&gt;
-Greyhawk Descs&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
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Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
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&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
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Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
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&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
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Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
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&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
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Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
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&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
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Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
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&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
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Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
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&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
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Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
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&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
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Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
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Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
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&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
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Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
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&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
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Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
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Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
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&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
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Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
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&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
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Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
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&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
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Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
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&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
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Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
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&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
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Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
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&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
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Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
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&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
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One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
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&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
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Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
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&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
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Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
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&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
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Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
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&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
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Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
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&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
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Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
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&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
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Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
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&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
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Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
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&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
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Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
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&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
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Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
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&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
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Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
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&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
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Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
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&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
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Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
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&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
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Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
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&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
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Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
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&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
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Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
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&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
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Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
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&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
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Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
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&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
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Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
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&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
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The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
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&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
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Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
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&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
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Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
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&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
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Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
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&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
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Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
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&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
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Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
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&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
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Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
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&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Abbathor&lt;br /&gt;
|NE&lt;br /&gt;
|Evil, Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Jeweled Dagger&lt;br /&gt;
|-&lt;br /&gt;
|Berronar Truesilver&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Two Interlocked Silver Rings&lt;br /&gt;
|-&lt;br /&gt;
|Clangeddin Silverbeard&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Two Crossed Battleaxes&lt;br /&gt;
|-&lt;br /&gt;
|Dugmaren Brightmantle&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|Dumathoin&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Darkness, Earth, Protection&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Faceted Gem Inside a Mountain&lt;br /&gt;
|-&lt;br /&gt;
|Gorm Gulthyn&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Shining Bronze Mask with Flames&lt;br /&gt;
|-&lt;br /&gt;
|Haela Brightaxe&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Unsheathed Sword Wrapped in Spirals of Flame&lt;br /&gt;
|-&lt;br /&gt;
|Marthammor Duin&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Upright Mace in front of Fur-Trimmed Boot&lt;br /&gt;
|-&lt;br /&gt;
|Moradin&lt;br /&gt;
|LG&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Hammer and Anvil&lt;br /&gt;
|-&lt;br /&gt;
|Sharindlar&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Healing, Moon&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Flame Ring Rising from Steel Needle&lt;br /&gt;
|-&lt;br /&gt;
|Thard Harr&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Nature&lt;br /&gt;
|&lt;br /&gt;
|Clawed Gauntlet&lt;br /&gt;
|Two Crossed Clawed Gauntlets of Silver&lt;br /&gt;
|-&lt;br /&gt;
|Vergadain&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Wealth, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Gold Piece&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Abbathor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berronar Truesilver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clangeddin Silverbeard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dugmaren Brightmantle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dumathoin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gorm Gulthyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Haela Brightaxe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marthammor Duin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moradin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sharindlar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thard Harr&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vergadain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Aerdrie Faenya&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Animal, Chaos, Good&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Cloud with Bird&lt;br /&gt;
|-&lt;br /&gt;
|Angharradh&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Nature&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Three Interconnecting Rings on a Triangle Pointing Down&lt;br /&gt;
|-&lt;br /&gt;
|Corellon Larethian&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Crescent Moon&lt;br /&gt;
|-&lt;br /&gt;
|Deep Sashelas&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Dolphin&lt;br /&gt;
|-&lt;br /&gt;
|Erevan Ilesere&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Starburst with Asymmetrical Rays&lt;br /&gt;
|-&lt;br /&gt;
|Fenmarel Mestarine&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Pair of Elven Eyes in Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Hanali Celanil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Magic, Protection&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Gold Heart&lt;br /&gt;
|-&lt;br /&gt;
|Labelas Enoreth&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Knowledge, Constellation&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Setting Sun&lt;br /&gt;
|-&lt;br /&gt;
|Rillifane Rallathil&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Oak Tree&lt;br /&gt;
|-&lt;br /&gt;
|Sehanine Moonbow&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Illusion, Knowledge, Moon, Travel&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Misty Crescent over a Full Moon&lt;br /&gt;
|-&lt;br /&gt;
|Shevarash&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Revenge, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Broken Arrow above Teardrop&lt;br /&gt;
|-&lt;br /&gt;
|Solonor Thelandira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Nature, War&lt;br /&gt;
|&lt;br /&gt;
|Longbow&lt;br /&gt;
|Silver Arrow with Green Fletching&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Aerdrie Faenya&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angharradh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corellon Larethian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Sashelas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Erevan Ilesere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fenmarel Mestarine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hanali Celanil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Labelas Enoreth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rillifane Rallathil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sehanine Moonbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shevarash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solonor Thelandira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Arvoreen&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Two Crossed Short Swords&lt;br /&gt;
|-&lt;br /&gt;
|Brandobaris&lt;br /&gt;
|TN&lt;br /&gt;
|Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Halfling&#039;s Footprint&lt;br /&gt;
|-&lt;br /&gt;
|Cyrrollalee&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Open Door&lt;br /&gt;
|-&lt;br /&gt;
|Sheela Peryroyl&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Nature&lt;br /&gt;
|&lt;br /&gt;
|Sickle&lt;br /&gt;
|Daisy&lt;br /&gt;
|-&lt;br /&gt;
|Urogalan&lt;br /&gt;
|LN&lt;br /&gt;
|Earth, Law, Protection, Healing&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|Dog&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Yondalla&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|&lt;br /&gt;
|Shortsword&lt;br /&gt;
|Cornucopia&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Arvoreen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brandobaris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyrrollalee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheela Peryroyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Urogalan&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yondalla&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=359</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=359"/>
		<updated>2025-02-24T01:40:20Z</updated>

		<summary type="html">&lt;p&gt;Limine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
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Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
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&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
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Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
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&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
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Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
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&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
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Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
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&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
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Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
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&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
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Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
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&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
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Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
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&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
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Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
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Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
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&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
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Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
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&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
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Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
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&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
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Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
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&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
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Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
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&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
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Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
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&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
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Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
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&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
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Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
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&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
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&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
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Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
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&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
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One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
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&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
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Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
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&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
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Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
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&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
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Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
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&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
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Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
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&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
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Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
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&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
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Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
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&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
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Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
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&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
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Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
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&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
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Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
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&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
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Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
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&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
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Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
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&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
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Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
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&#039;&#039;&#039;Red Knight&#039;&#039;&#039; &lt;br /&gt;
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Red Knight is calm, logical, and compassionate, but she serves her objectives and plans above all. She is not afraid to send a follower to their deaths when necessary to secure these objectives. Her church is an offshoot of a monastic order serving Tempus which concentrated on planning and strategy. These members are often high-ranking commanders of elite squads in militaries around Faerun, or well-respected instructors in war colleges. They believe that war is won by strategic and tactics and avoid foolishness.  &lt;br /&gt;
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&#039;&#039;&#039;Savras&#039;&#039;&#039; &lt;br /&gt;
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Savras is the father of divination. He speaks the clear, absolute truth. When truth is a matter of perspective, he reveals all sides of the truth. He has little compassion or emotion, instead focusing on his divinations about the future. His church is small, but relatively organized, mainly involved in foretelling the future, studying the past, and dealing with consequences of what they learn. Some wander seeking prophecies, while others isolate themselves to do their work. Some may be employed by rulers in legal systems as witnesses or judges. His followers detest lies, even for good motive, seeing them as the root of all sorrow. They refuse to be paralyzed by indecision, but they will take no action without analyzing its implications first. &lt;br /&gt;
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&#039;&#039;&#039;Selune&#039;&#039;&#039; &lt;br /&gt;
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Selune represents the mysterious power of the moon, the celestial force that influences the tides, changes lycanthropes, and pulls at the edges of sanity. Together with Shar, Selune created Toril, and ever since they have battled over the fate of their creation. A chaotic, changing entity, like the moon itself, her only constant is her opposition to her nemesis. Like her moods, Selune holds a diverse range of worshipers, from seafarers to non-evil lycnathopes, to fortune tellers. Her followers promote tolerance, acceptance, and following the moon as their guide. Most goodly Faerunians respect her clergy and pay homage to her when the moon is full. &lt;br /&gt;
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&#039;&#039;&#039;Shar&#039;&#039;&#039; &lt;br /&gt;
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Shar reflects primal dark, the flawless void erased at the beginning of creation. Her deepest wish is to vie against her primordial twin, Selune, and return to the calm of nonexistance. She and her followers plot from the shadows to destroy order and undermine creation. Shar has dominion over pain, bitterness, revenge, and secrets, reflecting all that is wrong and dark. Most on Toril know little of her cult, because of their preference for secrecy, but they are sought out for support in times of bereavement. Even members of the cult often do not know the real names of others cultists, even those within their independent cell.  &lt;br /&gt;
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&#039;&#039;&#039;Shaundakul&#039;&#039;&#039; &lt;br /&gt;
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Shaundakul, the Rider of the Winds, oversees all forms of travel. His church is full of those with wanderlust, brave adventurers, and daring explorers. He expects his followers to seek new lands, encourage enterprizing merchants, to let the wind take them wherever it blows, and aid those in need. They move from shrine to shrine, never staying in one location, seeking resources and expeditions. As a result, he is rarely worshiped by those who live in cities, and his shrines are usually roadside.  &lt;br /&gt;
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&#039;&#039;&#039;Siamorphe&#039;&#039;&#039; &lt;br /&gt;
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Siamorphe is the patron of nobles. She thinks of her duty as building a sturdy foundation of continuity in government, through noble infrastructure, so that the body politic can grow and develop properly under the good leadership of a royal ruler. Her church is small and strictly ordered, confined primarily to advising noble houses. When confronted with a noble that does not seem fit for the task of ruling, they must either guide and educated the noble and train their improvement, or find a better ruler to replace them.  &lt;br /&gt;
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&#039;&#039;&#039;Silvanus&#039;&#039;&#039; &lt;br /&gt;
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The paternalistic Silvanus focuses on maintaining balance in nature, and protecting wild places. His church is strong, but spread out among all of Faerun, keeping to the wilds. He preaches caution and wisdom, holding back from situations and not latching onto popular ideas. His followers work against those that would upset the Balance of nature, those who would fell forests, or spread disease. Silvanus expects his followers to kill only when absolutely necessary. &lt;br /&gt;
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&#039;&#039;&#039;Sune&#039;&#039;&#039; &lt;br /&gt;
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Sune, the Lady Firehair, loves and protects her followers, who in turn manifest and protect the beauty of the world. Her church is beloved across Faerun, though at times seens as flighty, vain, or superficial, but is never feared. The beauty Sune loves is more than skin deep, but comes from one&#039;s true face to the world. However, along with this emotional beauty, she also oversees romance, passion, fashion, admiration, and friendship.  &lt;br /&gt;
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&#039;&#039;&#039;Talos&#039;&#039;&#039; &lt;br /&gt;
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Talos is a violent, short-tempered, and angry deity who exults in chaos and revels in destruction. Petty and vengeful, the Storm Lord is a bully motivated by rage and insecurity, and many are afraid of both him and his small cult of crazed followers. Truly chaotic, it is unclear when or why he may strike. He expect his followers to walk unafraid into and through all natural disasters, and to publicly proclaim their worship of Talos and drive fear into the hearts of those outside the clergy. They regularly make examples of anyone who stands up to them as they travel from town to town looking for opportunities to enforce Talos&#039; vision. &lt;br /&gt;
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&#039;&#039;&#039;Tempus&#039;&#039;&#039; &lt;br /&gt;
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Tempus governs the tide of war and dispenses favors at random, favoring all sides equally. Soldiers of any kind pray to him for help in battle. His church is widely known across Faerun, and often respected by other faiths, hoping they will prevail in their next battle. Anyone who fights for a living has likely fought alongside a follower of Tempus. His followers see war as a natural, human force and not something to be feared or reviled. However, they are expected to engage in warfare in valiant, honorable, and respectful means.  &lt;br /&gt;
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&#039;&#039;&#039;Torm&#039;&#039;&#039; &lt;br /&gt;
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Torm is the patron of paladins and the unswerving enemy of corruption and evil. He serves the people of Faerun by exemplifying the chivalric ideal. He believes that salvation is found through service and duty, and striving to maintain law and order. His followers are expected to obey their masters, but also strike at corruption swiftly. His church is known for going after the orders of evil, corrupt gods, while helping other goodly churches. Many of them travel spreading his word. &lt;br /&gt;
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&#039;&#039;&#039;Tymora&#039;&#039;&#039; &lt;br /&gt;
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Tymora is the deity of fortune, and incredibly popular in Faerun. She has dominion over narrow escapes, lucky discoveries, fun, and adventure. Her clerics urge people to take changes and do something, dare and risk. Those who follow her typically possess a zest for life, calm assurance that they will live a long and fruitful life with Tymora looking over them. However, followers are also encouraged to be ambitious, to have direction and goals, not just do things recklessly. If you have a goal, the Lady will aid your chase.  &lt;br /&gt;
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&#039;&#039;&#039;Tyr&#039;&#039;&#039; &lt;br /&gt;
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Tyr, the Even-Handed, is prayed to at the start of every criminal trial in the civilized lands by good-hearted magistrates. Tyr yearns for a flawless, completely just and orderly society, but since that is impossible, his dogma is aspirational. His followers are viewed as stern arbiters of justice, and sometimes even as paternal philosophers. But, his followers are trusted as beacons of fairness, good judgment, and kindness toward the innocent. Tyrrans do still punish the wicked, though typically through the levers of law, not war.  &lt;br /&gt;
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&#039;&#039;&#039;Umberlee&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Umberlee is the malicious terror of sailors and coastal dwellers across the world. Vain, violent, and temperamental, the Bitch Queen is typically worshiped only out of fear and reverence. Her church is almost universally despised, but even sailors who worship other water deities pray to Umberlee when they are on the high seas. Her followers view the sea as a savage place, and drowning as both a punishment and a holy rite. They spread fear and attempt to garner additional prayers and offerings to their deity.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Uthgar&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Uthgar is the father of barbarians, a proud, fierce, and independent spirit. While representing battle, unlike Tempus, his tactics are not deeply thought through, overseeing battle through passion and gut instinct. The church is not well-known outside of the North, and his church varies greatly between the different tribes who venerate him. Some of the tribes are much more cruel and violent, granting his clergy a dark reputation which is rarely true. Uthgar does emphasize strength, but he also venerates providing for your family, believing in your own power and not relying on magic as a crutch, and expects his followers to revere their ancestors. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valkur&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Valkur can pilot any sailing craft in any conditions, and he never shies from a challenge. The god of sailors, ships, and favorable winds, his moods are as mercurial as the weather, but he is loyal to his crew. His church is not very organized, as his followers only gather together when they happen to be serving on the same ship. They serve as officers on ships, but rarely with pirates. Others run shipyards or fleets of merchant ships. They preach bravery and daring as much as exploration, loyalty, and protection.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Velsharoon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Veslharoon is the god of necromancy and undeath. Vain, selfish, and petty, he is consumed with his obsession of experimenting on living and dead beings alike. His church is relatively new, and each temple has their own individual hierarchies. They spend their days, like their patron, studying necromantic research, attempting to understand and expand the faith&#039;s collective knowledge of life, death, and undeath. Many have created undead servitors, and they often release them when they tire of experimenting on them. His followers believe that surrendering to life or death is to resign oneself to obscurity, and that true power lies in the twilight zone between life and death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Waukeen&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Vibrant and vivacious, Waukeen is a young deity who loves wealth - not for its own sake, but for what can be done and acquired with it. The goddess of bargaining, the hustle and bustle of the marketplace, and deals done both above and under the table. She venerates trade as the best path to enrichment, and a way to increase prosperity in civilization. She preaches for free trade without restriction, but also for charity and alms for the poor.  &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=358</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=358"/>
		<updated>2025-02-24T01:36:45Z</updated>

		<summary type="html">&lt;p&gt;Limine: major fr a-o&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Akadi is the embodiment of air. One of the four elemental deities, she has a small following which she seems not to have much interest in. The church is split into independent sects, typically created and led by a single charismatic Akadian cleric. They spend much of their time listening to the wind, traveling Fearun, and proselytizing. She preaches aschewing the obstacles of norms and doctrines. Her followers are careful never to be fettered or imprisoned, believing that constrained life is worth than death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Auril, with a heart of ice, is an evil goddess who enjoys toying with mortals - trapping them in snow storms, driving them insane with visions of warmth, and freezing them to death. Her church is organized loosely, mostly formed of independent traveling clerics who try to enforce fear of their goddess and spread ice and cold. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Azuth concern himself with the advancement and preservation of the magical arts, primarily through reason. He is worshiped by all spellcasters, and sits as an advisor for Mystra. Associated with magical science specifically, his followers further the development and channeling of the weave through written formulas and other abstract, arcane, and scientific traditions and debates. Taking a neutral view on morality in favor of the development of magic, his followers at time face criticism for being overly apathetic and academic. Despite that, a key part of Azuth&#039;s dogma is to pass on the teaching of magic, and be wise with the responsibility that comes with it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bane&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bane seeks the total domination of Faerun. He will only rest when his followers sit on every throne, when each man serves his masters in fear, and when all hope and altruism have been erased from the world. His followers are would-be dictators, who work in the shadow or without to gain power over others. Bane demands his followers serve no one else and to spread the fear of Bane. While lawful means of power acquisition are prefered, discord and trickery is accepted, and use of force to cause destruction and strife is expected. To many, Bane is the very face of Evil in Toril.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beshaba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beshaba is a deity feared more than venerated. Also called the Maid of Misfortune, shei s prone to bouts of chaotic and extreme behavior, especially when in a jealous fit over the veneration of her sister, Tymora. Faerunians frequently &amp;quot;invite&amp;quot; Beshaba in formal events and functions, because if she is not, she may take offense and wreak misfortune on the event. She has few true clerics, but those who do follow her do so to avoid misfortune, spread fear of her, and make offerings to appease her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chauntea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chauntea is the divine spark that gave life to the natural world - a vibrant, caring spirit that infused the planet at the moment of its creation. Though she was once a deity of wild placed and animal life, she has grown past that as the world has developed and urbanized, wishing to help all life get what they need from the land. She is now a great paragon of agriculture. Her worshipers are often farmers, gardeners, and those who live off the land, rich or poor. Chauntea asks her followers to condemn destruction without rebuilding after, and to help living things flourish by nurturing, tending, and planting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cyric is a petty, self-centered, megolamaniacal deity who holds himself above all else. The unholy radiance of the Dark Sun, as he is called, draws all mortals like moths to a flame and then inexorably consumes them. The Prince of Lies, Cyric delights in spinning webs of deception that lead entities to their ruin. Justly hated across all of Faerun, Cyric&#039;s followers pledge to spread strife, murder, and betrayal everywhere they can. His followers would kill all those who oppose Cyric, and are incapable of working alongside other religions, as Cyric asks his followers to do battle against all other faiths, who oppose the One True Way. Cyric is the only true authority, and all other authorities must be subverted. However, Cyric prefers the methods of darkness, secrecy, and trickery, taking down each of his foes one at a time, quietly, leaving folks uneasy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deneir is utterly consumed by pursuit of his work, the ideal of writing a single perfect work which might unlock all the secrets of the universe. A servant of Oghma, he obsessively reads texts in attempt to find the pieces of his ideal work. He is the patron of scholars, illuminators, cartographers, and of course scribes. His church primarily gathers and records information in offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eldath&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eldath is the guardian of grovers, and her presence is wherever there is calm. She is a pacifist who avoid hostile action, even when threatened. She is the overseer of all who are shy, quiet, and enigmatic. Eldath expects her followers to withdraw in the fact of adversity, and her followers often spend much of their lives withdrawn in quiet, open-air, unspoiled, natural places. They believes that peace can only come from within, and thus do not bother even with proselytizing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garagos&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Garagos is the Reaver. The goal of each one of his followers is to be covered in their enemy&#039;s blood at the heart of a conflict they initiated. Once, the god was an honored deity of war, but in conflict with Tempus he has sought victory to such lengths that he has fallen to mindless fury. His followers believe that peace is weakness, and that war makes men strong. They never avoid battle or show any cowardice, including ambushes or backstabbing, and retreat is never an option. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gond&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gond is a burly smith with a mighty hammer, forge, and anvil that allow him to craft the stuff of stars. Venerated by all craftsmen, Gond transforms ideas into concrete form, a constant inspiration for mortals to create. He cares little for consequences of letting his creations into the world, caring only for the act of creation. Anything is a tool for creation, including magic. Gond&#039;s followers are found in every place on Toril, good or evil. Gond not only revels in creation, but also the unmaking of things, and his clerics often create a second copy of any invention they create solely to destroy as an offering to their god. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grumbar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grumbar is the elemental embodiment of earth, one of the four elemental deities. Like the others, he is relatively detached from his followers, only paying attention when he is given offerings of precious stones. His followers however are very active on Faerun, actively preaching against all kinds of change - that of social orders, governments, or even just attempts at exploring the world of Toril beyond the continent of Faerun. They also believes that breaking an oath is akin to cracking the foundation of civilization. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gwaeron&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gwaeron is the quiet, reclusive patron of rangers of the North. He is the Master of Tracking. He is mostly worshiped individually by rangers who visit his shrines alongside roads and forests while in their travels. His rangers oppose the followers of Malar in particular, opposing his views of hunting. They believe that intelligent beings can live in harmony without requiring the destruction of one another. They embrace the wild and do not fear it, keeping the Balance in their lives in the woods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Helm is the ultimate guardian, the ever-vigilant sentry who allows nothing to compromise his duty. Though often seen as cold and emotionless, in truth he is simply sternly dedicated to his task. Helm&#039;s followers are bastions of stability and safety, acting as guardians, defenders, and watchmen with iron will. Helm expects his followers to be fair, diligent, and patient in following their orders and to protect the weak and downtrodden, never to sacrifice others for themselves. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hoar is the vengeful deity of retribution invoked by those who seek to repay and eye for an eye. Named the Doombringer, his church are mainly itinerant wanderers, praying for Hoar&#039;s intercession on behalf of those who have been wronged and seek vengeance. Sometimes, his followers will, on their belief of the veracity of a story of injustice, hunt down the perpetrator to inflict a fitting punishment themselves. For them, no injustice is every too large or too small for revenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ilmater&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ilmater is the quiet deity who willingly shoulders the burdens and tears of all those who suffer in the world. He is slow to anger, but when he reaches it, his wrath is terrible, especially in response to extreme cruelty or atrocity. Ilmater takes great care to reassure and protect the young, weak, and innocent. With one of the largest followings on Toril, Ilmater is widely loved by common folk everywhere, and his clergy are supported in their lifelong missions of healing. They travel the world, helping all who hurt, no matter who they are. True holiness, in the eyes of Ilmater, is to take on the suffering of others, and to stand up to tyrants and injustices. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Istishia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Istishia is the elemental god of water, and likely the others he is largely unbothered by the events of the mortal realm. He represents the essence of water itself, especially its ability to enact very slow change over time. His clerics are highly organized, working to keep sources of water from pollution and acting as liaisons between land and sea civiliations. They believe that like water, everything is cyclical, and that it is a virture to be flexible, but not unreasonable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jergal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jergal is the faalistic seneschal of the Lord of the Dead. He keeps records on the final disposition of all spirits of the dead. He is bland, excessively formal, and never angry. Instead he is detached, speaking with a disembodied, chilling voice that echoes with the dry whisper of a long forsaken crypt. He strives only for the orderly account of the fate of the world as it slowly sinks into death. His followers are few, secretive and rigidly organized, almost monastic. They are scribes, living in lifeless mausoleums and dusty crypts, maintaining vast archives of scrolls account for the deaths of those in their perview. Jergalites believe that a spirit&#039;s eternal resting place is chosen at the moment of its creation, and life is a process of seeking that place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kelemvor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the gods of Death, Kelemvor&#039;s approach to his stewardship of the souls of the dead is one of care and balance. Kelemvor teaches that death is natural, not to be feared, and to be accepted. He views undead as an abomination that should be hunted and destroyed at every turn. His faithful help the bereaved and the dying understand the process of death, and help them to cope with it. His clerics are appreciated and welcomed for their caring and calming influence, and their militant protection of common people from undead menace. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kossuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kossuth is the patron of the intricate dance and destructive powers of flame. However, he has no affection for his followers on Toril, distant and alien. His devotees view him as the cleansing flame, the spark of innovation, and the tempering force of reason. The church regards fire itself as a force for superiority, purity, and power. They go to dangerous and damaging lengths to prove the supremacy of fire above all elements. They are ascetics, ascending ranks through a regimented program of self-denial while living repressive live of religious devotion, some even going so far as to self-immolate. Pain and difficulty is irrelevant to them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lathander&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lathander is the diety of dawn, renewal, and vitality. He maintains a cheery optimism of youth and focuses on the victories of tomorrow, preaching for proactive good works and constant reeavluation of traditions and mores. He also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life. His faith is popular and powerful, especially among the idealistic. His followers strive to aid others, foster hope, nurture growth, encourage new ideas, and work for prosperity for all. Followers are also expected to avoid negativity and instead accept dark things such as death, because from death comes life and from dark comes light, and there is always another morning to turn a setback into a success. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lliira&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lliira is the perpetually moving maiden of ballads, the archetypal dancing ingenue that inspires poets, songwritiers, any who revel in the experience of a life lived gaily and freely. Her followers value revelry above all else, holding grand galas to raise funds and spending the money on other events. The worship of Lliira is often suppressed in dark or harsh lands. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Loviatar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loviatar is the aggressive, domineering, and fearless patron of torturers, sadists, and bullies. She is cold, calculating, and cruel, with an instinct for inflicting physical and psychological pain, always striking at the biggest vulnerability of a victim. She does not feel pain herself. Her followers believe in the innate selfishness of humans and seek to cause suffering everywhere. Suffering is not compared - torture is as accepted as breaking someone&#039;s heart. They believe the world is full of pain, so mortals must take every hit that comes and repay each in kind. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lurue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lurue is a being of whimsy and wanderlust, but also undying loyalty. She enjoys banter, riddles, discoveries, and exploration. Her church has no formal hierarchy or temple. Many of her worshipers are good creatures and outcasts, travelling to provide aid and comfort to the needy and supporting dreamers and those who aspire to something greater. They are a symbol of hope, joy, and salvation for all. They relish life above all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Malar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Malar is a primordial, savage deity who revels in the hunt and the blood of the kill. Malar delights instilling terror, and his church, often evil lycnathropes, are reviled and feared as some of the most dangerous threats to safety. However, those who hunt for food may reluctantly pay homage to him even if they fear his cruelty. His most devout followers believe in the survival of the fittest and winnowing of the weak, and that the most brutal and bloody deaths have greater meaning. Malar expects his followers to always act as if they are in the act of hunting, staying alert and showing no fear. His followers also strongly prefe to not kill from a distance, and instead taste the blood of whom they slay. Despite his savagery, Malar and his followers are still protective of wild areas and beast populations. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mask&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mask, at his core, is the god of shadows, thieves, and intricate plots. His church is widely feared, not for any alleged crulety, but because of the mystery that surrounds his followers, and their penchant for watching others and collecting information. Some outsiders view it as a rogue&#039;s guild cloaked in a veneer of religion, and the description is not far from the truth. The virtues of his church are stealth, wariness, glibness, and the ability to twist the truth to your advantage. Manipulation is always viewed above force or coercion. Mask also expects his followers to strive for wealth as a proxy for power. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mielikki&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mielikki is a sensitive deity concerned with the natural world. Though concerned with the Balance of the world, she encourages seeing the positive nature of the wilds. It is common for her to intervene to cure injuries of creatures just because she finds them hard to bear. Her followers listen to and tend to nature, including woods and other wild areas. They encourage others to care for and respect trees and natural life, and try to prevent the further encroachment of civilization on remaining great forests. The church often works closely with Harpers, and oppose those who deal heavily in fire magic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Milil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milil is the ultimate performer - self-confident, inspired, possessed of total recall. His sphere of knowledge in particular is music, poetry, and elegant speech. He is also self-centered, egotistical, and likes to be the center of attention. If he is not, he bores easily, wandering off. His church is well-organized, with its center in Waterdeep. His clerics spend their time learning lyrics, tunes, and instruments. They keep records of all they learn, sharing with others and working as music tutors. They believe in the inherent beauty of song, prizing it above all else. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mystra is the embodiment of the Weave, and she provides for and tends to it. The Weave is the conduit that enables mortal spellcasters and magical crafters to acess the raw force that is magic. Though she is a Goodly deity, she understand the importance of upholding the Balance and does not block even those who oppose her beliefs from accessing the Weave. Mystra&#039;s church is strong across all of Faerun, and its proponents work hard to preserve magical lore, libraries, laboratories, and ruins. They see magic as something to be loved and kept as an art, not a weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nobanion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobanion radiates both power and gentleness. His roar is deafening, his regal majesty is overwhelming, and yet the tiniest creature who approaches him in good faith would still feel comfortable in his presence. Prideful above all else, he tries to do what is noble and right, but does not force his faithful one way or the other. He wants his followers to choose good of their own free will. He preaches wide adages, and encourages strong, good, cooperative leaders that display compassion and tolerance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oghma is the Binder of What is Known, who gave order to chaos at the very creation of Toril. His dominion is over the realm of ideas and knowledge, deciding what will be spread into the world. He is the creative spark, the patron of bards, and the protector of accumulated knowledge. Ogham believes that knowledge is power, and that it must be handled with great care, but that hiding it from others is never a good idea. His followers curb and deny falsehoods, rumors, and deceitful tales when they encounter them. They also copy, keep, and maintain tales, songs, manuscripts, schematics, and any other form of knowledge, some remaining in singular locations guarding collections and others travelling to spread and collect said information. &lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=357</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=357"/>
		<updated>2025-02-24T01:30:06Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Forgotten Realms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=356</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=356"/>
		<updated>2025-02-24T01:29:44Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Forgotten Realms */  table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
!Name of Worshipers&lt;br /&gt;
|-&lt;br /&gt;
|Akadi&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Illusion, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Flail&lt;br /&gt;
|White Cloud on Blue Background&lt;br /&gt;
|Whispers&lt;br /&gt;
|-&lt;br /&gt;
|Auril&lt;br /&gt;
|NE&lt;br /&gt;
|Air, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|White Snowflake on Gray Diamond&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Azuth&lt;br /&gt;
|LN&lt;br /&gt;
|Illusion, Knowledge Magic, Law, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Left Hand Pointing Up&lt;br /&gt;
|Magistrati&lt;br /&gt;
|-&lt;br /&gt;
|Bane&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Destruction, Law, Hate/Tyrranny&lt;br /&gt;
|&lt;br /&gt;
|Morningstar&lt;br /&gt;
|Black Fist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Beshaba&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Fate, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Black Antlers on Red&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chauntea&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Earth, Good, Nature, Protection&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Blooming Rose on Golden Grain&lt;br /&gt;
|Pastorals / True Shapers&lt;br /&gt;
|-&lt;br /&gt;
|Cyric&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Jawless Skull on Purple Sun&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deneir&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Protection, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Lit Candle Above Purple Eye with Triangle Pupil&lt;br /&gt;
|Glyphscribes&lt;br /&gt;
|-&lt;br /&gt;
|Eldath&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Waterfall into a Pool&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Garagos&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Pinwheel of Five Arms with Swords&lt;br /&gt;
|Bloodreavers&lt;br /&gt;
|-&lt;br /&gt;
|Gond&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Knowledge, Destruction&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Toothed Cog&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Grumbar&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Darkness&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Mountains on Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Gwaeron&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Knowledge, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|White Star on Brown Pawprint&lt;br /&gt;
|Stalkers of the Silent Path&lt;br /&gt;
|-&lt;br /&gt;
|Helm&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Eye on War Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hoar&lt;br /&gt;
|LN&lt;br /&gt;
|Law, Fate, Revenge, Travel&lt;br /&gt;
|&lt;br /&gt;
|Javelin&lt;br /&gt;
|Black-Gloved Hand Holding a Coin with Two-Faced Head&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ilmater&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Strength,&lt;br /&gt;
|&lt;br /&gt;
|Unarmed&lt;br /&gt;
|White Hands Bound by Red Cord&lt;br /&gt;
|Adorned&lt;br /&gt;
|-&lt;br /&gt;
|Istishia&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Water, Travel&lt;br /&gt;
|&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Cresting Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jergal&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Healing&lt;br /&gt;
|&lt;br /&gt;
|Scythe&lt;br /&gt;
|Jawless Skull and Writing Quill on Scroll&lt;br /&gt;
|Scriveners of Doom&lt;br /&gt;
|-&lt;br /&gt;
|Kelemvor&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Law, Protection, Healing, Travel&lt;br /&gt;
|&lt;br /&gt;
|Bastard Sword&lt;br /&gt;
|Skeletal Arm Holding Golden Scales&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kossuth&lt;br /&gt;
|TN&lt;br /&gt;
|Destruction, Fire&lt;br /&gt;
|&lt;br /&gt;
|Spiked Chain&lt;br /&gt;
|Twining Red Flame&lt;br /&gt;
|Tendrils&lt;br /&gt;
|-&lt;br /&gt;
|Lathander&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Healing&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Sunrise of Gems&lt;br /&gt;
|Dawnbringers&lt;br /&gt;
|-&lt;br /&gt;
|Lliira&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|A Triangle of Three Six-Pointed Stars&lt;br /&gt;
|Joybringers&lt;br /&gt;
|-&lt;br /&gt;
|Loviatar&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, Revenge, Strength&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Nine-Tailed Barbed Whip&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lurue&lt;br /&gt;
|CG&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Silver-Horned Unicorn Head on Crescent Moon&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Malar&lt;br /&gt;
|CE&lt;br /&gt;
|Animal, Chaos, Evil, Moon, Strength&lt;br /&gt;
|&lt;br /&gt;
|Claw Bracer&lt;br /&gt;
|Bestial Claw with Bloody Talons&lt;br /&gt;
|Huntmasters&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Black Velvet Mask&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mielikki&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Nature, Travel&lt;br /&gt;
|&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Unicorn&lt;br /&gt;
|Heartwoods&lt;br /&gt;
|-&lt;br /&gt;
|Milil&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Rapier&lt;br /&gt;
|Five-String Harp of Leaves&lt;br /&gt;
|Sorlyn&lt;br /&gt;
|-&lt;br /&gt;
|Mystra&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Knowledge, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Seven Stars around a Red Mist&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nobanion&lt;br /&gt;
|LG&lt;br /&gt;
|Animal, Good, Law&lt;br /&gt;
|&lt;br /&gt;
|Pick&lt;br /&gt;
|Male Lion&#039;s Head on Green Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oghma&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Luck, Travel, Trickery&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Blank Scroll&lt;br /&gt;
|Namers&lt;br /&gt;
|-&lt;br /&gt;
|Red Knight&lt;br /&gt;
|LN&lt;br /&gt;
|Law, War&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Red Knight Chess Piece&lt;br /&gt;
|Red Fellowship&lt;br /&gt;
|-&lt;br /&gt;
|Savras&lt;br /&gt;
|LN&lt;br /&gt;
|Fate, Knowledge, Law, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Dagger&lt;br /&gt;
|Crystal Ball Full of Eyes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Selune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Moon, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Female Eyes inside Seven Silver Stars&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shar&lt;br /&gt;
|NE&lt;br /&gt;
|Darkness, Evil, Knowledge&lt;br /&gt;
|&lt;br /&gt;
|Chakram&lt;br /&gt;
|Black Disk Bordered by Purple&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shaundakul&lt;br /&gt;
|CN&lt;br /&gt;
|Air, Chaos, Protection, Trade, Travel&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Wind-Walking Man&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Siamorphe&lt;br /&gt;
|LN&lt;br /&gt;
|Knowledge, Law&lt;br /&gt;
|&lt;br /&gt;
|Mace&lt;br /&gt;
|Silver Chalice with a Golden Sun&lt;br /&gt;
|Scions&lt;br /&gt;
|-&lt;br /&gt;
|Silvanus&lt;br /&gt;
|TN&lt;br /&gt;
|Animal, Nature, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Maul&lt;br /&gt;
|Green Oak Leaf&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sune&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Protection&lt;br /&gt;
|&lt;br /&gt;
|Whip&lt;br /&gt;
|Redheaded, Beautiful Woman&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talos&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Fire, Storm&lt;br /&gt;
|&lt;br /&gt;
|Spear&lt;br /&gt;
|Explosive Lightning Strike&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tempus&lt;br /&gt;
|CN&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Blazing Sword on Shield&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Torm&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|&lt;br /&gt;
|Greatsword&lt;br /&gt;
|Gauntlet&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tymora&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|&lt;br /&gt;
|Shuriken&lt;br /&gt;
|Silver Coin with a Face and Shamrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tyr&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Knowledge, Law, War, Revenge&lt;br /&gt;
|&lt;br /&gt;
|Longsword&lt;br /&gt;
|Balanced Scales on a Warhammer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Umberlee&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Destruction, Evil, Water&lt;br /&gt;
|&lt;br /&gt;
|Trident&lt;br /&gt;
|Blue-Green Wave&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Uthgar&lt;br /&gt;
|CN&lt;br /&gt;
|Animal, Chaos, Revenge, Strength, War&lt;br /&gt;
|&lt;br /&gt;
|Battleaxe&lt;br /&gt;
|Beast Totem Spirit&lt;br /&gt;
|Shamans&lt;br /&gt;
|-&lt;br /&gt;
|Valkur&lt;br /&gt;
|CG&lt;br /&gt;
|Air, Chaos, Good, Protection, Water&lt;br /&gt;
|&lt;br /&gt;
|Cutlass&lt;br /&gt;
|Cloud with Three Lightning Bolts&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Velsharoon&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Magic, Weave&lt;br /&gt;
|&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|A Crowned Lich Skull&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Waukeen&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Travel, Wealth&lt;br /&gt;
|&lt;br /&gt;
|Nunchaku&lt;br /&gt;
|Gold Coin with Waukeen&#039;s Profile&lt;br /&gt;
|&lt;br /&gt;
|}&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=354</id>
		<title>Artificer Formulae</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=354"/>
		<updated>2025-02-24T00:55:27Z</updated>

		<summary type="html">&lt;p&gt;Limine: 6 and 7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;code&amp;gt;Level 0 - Primes&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Lob]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stutter Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; &amp;lt;code&amp;gt;4 HD or less creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Rail]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glow Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sparkling Flare]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Chime]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mend Minor Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 1&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etch Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protective Ward]]&amp;lt;/code&amp;gt;: As &#039;&#039;protection&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Seal Against Elements|Seal Against Elements, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;endure elements&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Seal Against Harm]]&amp;lt;/code&amp;gt;: As &#039;&#039;shield&#039;&#039;, deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt; to melee attackers. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sigil of Alarm]]&amp;lt;/code&amp;gt;: As &#039;&#039;alarm&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Fortitude|Tincture of Fortitude, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;ironguts&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ward Portal]]&amp;lt;/code&amp;gt;: Touch holds target door shut.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lob Grease]]&amp;lt;/code&amp;gt;: As &#039;&#039;grease&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Geometric Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotizing Sigil]]&amp;lt;/code&amp;gt;: As &#039;&#039;hypnotize&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleeping Powder]]&amp;lt;/code&amp;gt;: Thrown radius sets &amp;lt;code&amp;gt;4 HD creatures&amp;lt;/code&amp;gt; to &#039;&#039;&amp;lt;code&amp;gt;sleep&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Ignition]]&amp;lt;/code&amp;gt;: As &#039;&#039;burning hands&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shock Rod]]&amp;lt;/code&amp;gt;: As &#039;&#039;shocking grasp&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Radiant Spray]]&amp;lt;/code&amp;gt;: As &#039;&#039;color spray&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mend Light Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 2&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hyperfrost Explosive]]&amp;lt;/code&amp;gt;: As &#039;&#039;path of frost&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Geometric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Incite Defect]]&amp;lt;/code&amp;gt;: As &#039;&#039;armor lock&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Tincture of Cowardice]]&amp;lt;/code&amp;gt;: As &#039;&#039;expeditious retreat&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Intuition|Tincture of Intuition, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;true strike&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Sight|Tincture of Sight, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;low-light vision&#039;&#039; in consumable item&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Etch Lock]]&amp;lt;/code&amp;gt;: As &#039;&#039;arcane lock&#039;&#039;, pings caster when lock is disturbed. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Arrows]]&amp;lt;/code&amp;gt;: As &#039;&#039;protection from arrows&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Elements]]&amp;lt;/code&amp;gt;: As &#039;&#039;resist elements&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Deflection]]&amp;lt;/code&amp;gt;: As &#039;&#039;deflect&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Sigil of Deftness|Sigil of Deftness, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;opportune dodge&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Acid Dart]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;3d6 acid damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 acid damage/round&amp;lt;/code&amp;gt;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Bewildering Explosive]]&amp;lt;/code&amp;gt;: Thrown radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Binding Array]]&amp;lt;/code&amp;gt;: Thrown radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Prismatic Explosive]]&amp;lt;/code&amp;gt;: Thrown radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Tincture of Perception|Tincture of Perception, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;see invisibility&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Confounding Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;touch of idiocy&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Bravery]]&amp;lt;/code&amp;gt;: As &#039;&#039;aid&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Weakening Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;vision of impending blades&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Combusting Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Shattering Impact]]&amp;lt;/code&amp;gt;: As &#039;&#039;shatter&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Glowing]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Sigil of Concealment|Sigil of Concealment, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;blur&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Sigil of Disappearance|Sigil of Disappearance, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;invisibility&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Blinding/Deafening Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mend Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 4&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;16 HP, +1/level (max +10)&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Incite Frost]]&amp;lt;/code&amp;gt;: As &#039;&#039;chill metal&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of...]]&amp;lt;/code&amp;gt;: As &#039;&#039;aspect of...&#039;&#039; in consumable item.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Tincture of Mobility|Tincture of Mobility, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;spider climb&#039;&#039; in consumable item. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Sight]]&amp;lt;/code&amp;gt;: As &#039;&#039;darkvision&#039;&#039; in consumable item. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[... Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;... weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mass Protective Ward|Protective Ward, Mass]]&amp;lt;/code&amp;gt;: As &#039;&#039;circle of protection&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Seal Against Elements|Seal Against Elements, Greater]]&amp;lt;/code&amp;gt;: As &#039;&#039;protection from elements&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Tincture of Clear Thoughts|Tincture of Clear Thoughts, Lesser]]&amp;lt;/code&amp;gt;: Touch cures &#039;&#039;&amp;lt;code&amp;gt;daze&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;confusion&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;shaken&amp;lt;/code&amp;gt;&#039;&#039; on target.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Caustic Explosive]]&amp;lt;/code&amp;gt;: Thrown radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Noxious Explosive]]&amp;lt;/code&amp;gt;: Thrown radius gas &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Focus]]&amp;lt;/code&amp;gt;: As &#039;&#039;vision of the omniscient eye&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Sleeping Powder|Sleeping Powder, Greater]]&amp;lt;/code&amp;gt;: Thrown radius sets &amp;lt;code&amp;gt;10 HD&amp;lt;/code&amp;gt; creatures to &#039;&#039;&amp;lt;code&amp;gt;sleep&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Courage]]&amp;lt;/code&amp;gt;: As &#039;&#039;heroism&#039;&#039; in consumable item. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Savagery]]&amp;lt;/code&amp;gt;: As &#039;&#039;induce bloodlust&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Clearing Explosive]]&amp;lt;/code&amp;gt;: Thrown radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lightning Coil]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d6 electrical damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Concealment]]&amp;lt;/code&amp;gt;: As &#039;&#039;displacement&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mass Sigil of Lesser Disappearance|Sigil of Lesser Disappearance, Mass]]&amp;lt;/code&amp;gt;: As &#039;&#039;invisibility sphere&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mend Serious Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;6 fast healing&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;24 HP, +1/level (max +10)&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Geometric Weapon|Geometric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels&amp;lt;/code&amp;gt; on weapon. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[... Missile Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;... quiver&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Mobility]]&amp;lt;/code&amp;gt;: As &#039;&#039;slow&#039;&#039;&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Fluidity]]&amp;lt;/code&amp;gt;: As &#039;&#039;haste&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Hone Weapon]]&amp;lt;/code&amp;gt;: As &#039;&#039;keen weapon&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against the Arcane]]&amp;lt;/code&amp;gt;: As &#039;&#039;lesser spell breach&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Magic]]&amp;lt;/code&amp;gt;: As &#039;&#039;dispel magic&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Seal Against Spells|Seal Against Spells, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;lesser globe of invulnerability&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Deftness]]&amp;lt;/code&amp;gt;: As &#039;&#039;freedom of movement&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Hardiness]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/+2 DR against nonmagical sources&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 natural AC&amp;lt;/code&amp;gt;. Collapses after &amp;lt;code&amp;gt;70 HP&amp;lt;/code&amp;gt;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Ablation]]&amp;lt;/code&amp;gt;: As &#039;&#039;neutralize hex&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Pinning Array]]&amp;lt;/code&amp;gt;: Thrown radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Confusion Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Numbing Powder]]&amp;lt;/code&amp;gt;: As &#039;&#039;crushing despair&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Hyperfrost Explosive|Hyperfrost Explosive, Greater]]&amp;lt;/code&amp;gt;: As &#039;&#039;ice storm&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Flaming Array]]&amp;lt;/code&amp;gt;: As &#039;&#039;wall of fire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Compulsion Array]]&amp;lt;/code&amp;gt;: As &#039;&#039;rainbow pattern&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mend Critical Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 8&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;32 HP, +1/level&amp;lt;/code&amp;gt; is restored. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Incite Disease]]&amp;lt;/code&amp;gt;: Thrown broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Napalm Dart]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d6 acid damage&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against the Grave]]&amp;lt;/code&amp;gt;: As &#039;&#039;death ward&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Restore Competence]]&amp;lt;/code&amp;gt;: As &#039;&#039;restoration&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Enervation Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Incite Rust]]&amp;lt;/code&amp;gt;: As &#039;&#039;rusting grasp&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Dissolution]]&amp;lt;/code&amp;gt;: Touch corrodes target weapon or equipment. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Vitriolic Shroud]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5/- DR against acid damage&amp;lt;/code&amp;gt;, deals &amp;lt;code&amp;gt;1d6 acid damage, +1/level (max +10)&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Enchantment]]&amp;lt;/code&amp;gt;: As &#039;&#039;break enchantment&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Clear Thoughts]]&amp;lt;/code&amp;gt;: As &#039;&#039;mind blank&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Freezing Explosive]]&amp;lt;/code&amp;gt;: Thrown radius fog deals &amp;lt;code&amp;gt;1d6 cold damage/round&amp;lt;/code&amp;gt; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Grave Explosive]]&amp;lt;/code&amp;gt;: Thrown radius gas deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt; and bestows &#039;&#039;deathwatch&#039;&#039;. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lightning Rod]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d6 electrical damage&amp;lt;/code&amp;gt;, repeating every bounce between two or more targets &amp;lt;code&amp;gt;(max 10d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Sleep]]&amp;lt;/code&amp;gt;: As &#039;&#039;glyph of sleep&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Stupefying Explosive]]&amp;lt;/code&amp;gt;: Thrown radius fog bestows targets &amp;lt;code&amp;gt;-5 to Wis, Will saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Shocking Array]]&amp;lt;/code&amp;gt;: Thrown radius deals &amp;lt;code&amp;gt;1d6 electrical damage&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;15 times&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mass Mend Light Wounds|Mend Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius bestows &amp;lt;code&amp;gt;fast healing 1&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;8 HP, +1/level&amp;lt;/code&amp;gt; is restored. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Pain]]&amp;lt;/code&amp;gt;: As &#039;&#039;glyph of pain&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Venom]]&amp;lt;/code&amp;gt;: As &#039;&#039;poison thorns&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greate Seal Against Magic|Seal Against Magic, Greater]]&amp;lt;/code&amp;gt;: As &#039;&#039;greater dispel magic&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Spells]]&amp;lt;/code&amp;gt;: As &#039;&#039;globe of invulnerability&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Acrid Explosive]]&amp;lt;/code&amp;gt;: Thrown radius fog deals &amp;lt;code&amp;gt;2d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Perception]]&amp;lt;/code&amp;gt;: As &#039;&#039;true seeing&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Tincture of Courage|Tincture of Courage, Greater]]&amp;lt;/code&amp;gt;: As &#039;&#039;greater heroism&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Death]]&amp;lt;/code&amp;gt;: As &#039;&#039;glyph of death&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Fear]]&amp;lt;/code&amp;gt;: As &#039;&#039;glyph of fear&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Incite Destruction]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d6 sonic damage/level&amp;lt;/code&amp;gt; to target wearing metal or construct. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mass Sigil of Fluidity|Sigil of Fluidity, Mass]]&amp;lt;/code&amp;gt;: As &#039;&#039;mass haste&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Petrification]]&amp;lt;/code&amp;gt;: As &#039;&#039;stone to flesh&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Pass Without Trace]]&amp;lt;/code&amp;gt;: As &#039;&#039;etherealness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Confusion Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast continually &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Stunning]]&amp;lt;/code&amp;gt;: As &#039;&#039;glyph of stunning&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Weakness]]&amp;lt;/code&amp;gt;: As &#039;&#039;glyph of weakness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Empowerment]]&amp;lt;/code&amp;gt;: Placed radius bestows allies &amp;lt;code&amp;gt;+3 to Con, Dex, Str&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=353</id>
		<title>Artificer Formulae</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=353"/>
		<updated>2025-02-24T00:47:47Z</updated>

		<summary type="html">&lt;p&gt;Limine: 4 and 5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;code&amp;gt;Level 0 - Primes&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Lob]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stutter Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; &amp;lt;code&amp;gt;4 HD or less creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Rail]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glow Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sparkling Flare]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Chime]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mend Minor Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 1&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etch Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protective Ward]]&amp;lt;/code&amp;gt;: As &#039;&#039;protection&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Seal Against Elements|Seal Against Elements, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;endure elements&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Seal Against Harm]]&amp;lt;/code&amp;gt;: As &#039;&#039;shield&#039;&#039;, deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt; to melee attackers. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sigil of Alarm]]&amp;lt;/code&amp;gt;: As &#039;&#039;alarm&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Fortitude|Tincture of Fortitude, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;ironguts&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ward Portal]]&amp;lt;/code&amp;gt;: Touch holds target door shut.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lob Grease]]&amp;lt;/code&amp;gt;: As &#039;&#039;grease&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Geometric Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotizing Sigil]]&amp;lt;/code&amp;gt;: As &#039;&#039;hypnotize&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleeping Powder]]&amp;lt;/code&amp;gt;: Thrown radius sets &amp;lt;code&amp;gt;4 HD creatures&amp;lt;/code&amp;gt; to &#039;&#039;&amp;lt;code&amp;gt;sleep&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Ignition]]&amp;lt;/code&amp;gt;: As &#039;&#039;burning hands&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shock Rod]]&amp;lt;/code&amp;gt;: As &#039;&#039;shocking grasp&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Radiant Spray]]&amp;lt;/code&amp;gt;: As &#039;&#039;color spray&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mend Light Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 2&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hyperfrost Explosive]]&amp;lt;/code&amp;gt;: As &#039;&#039;path of frost&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Geometric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Incite Defect]]&amp;lt;/code&amp;gt;: As &#039;&#039;armor lock&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Tincture of Cowardice]]&amp;lt;/code&amp;gt;: As &#039;&#039;expeditious retreat&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Intuition|Tincture of Intuition, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;true strike&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Sight|Tincture of Sight, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;low-light vision&#039;&#039; in consumable item&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Etch Lock]]&amp;lt;/code&amp;gt;: As &#039;&#039;arcane lock&#039;&#039;, pings caster when lock is disturbed. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Arrows]]&amp;lt;/code&amp;gt;: As &#039;&#039;protection from arrows&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Elements]]&amp;lt;/code&amp;gt;: As &#039;&#039;resist elements&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Deflection]]&amp;lt;/code&amp;gt;: As &#039;&#039;deflect&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Sigil of Deftness|Sigil of Deftness, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;opportune dodge&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Acid Dart]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;3d6 acid damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 acid damage/round&amp;lt;/code&amp;gt;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Bewildering Explosive]]&amp;lt;/code&amp;gt;: Thrown radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Binding Array]]&amp;lt;/code&amp;gt;: Thrown radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Prismatic Explosive]]&amp;lt;/code&amp;gt;: Thrown radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Tincture of Perception|Tincture of Perception, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;see invisibility&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Confounding Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;touch of idiocy&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Bravery]]&amp;lt;/code&amp;gt;: As &#039;&#039;aid&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Weakening Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;vision of impending blades&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Combusting Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Shattering Impact]]&amp;lt;/code&amp;gt;: As &#039;&#039;shatter&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Glowing]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Sigil of Concealment|Sigil of Concealment, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;blur&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Sigil of Disappearance|Sigil of Disappearance, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;invisibility&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Blinding/Deafening Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mend Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 4&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;16 HP, +1/level (max +10)&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Incite Frost]]&amp;lt;/code&amp;gt;: As &#039;&#039;chill metal&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of...]]&amp;lt;/code&amp;gt;: As &#039;&#039;aspect of...&#039;&#039; in consumable item.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Tincture of Mobility|Tincture of Mobility, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;spider climb&#039;&#039; in consumable item. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Sight]]&amp;lt;/code&amp;gt;: As &#039;&#039;darkvision&#039;&#039; in consumable item. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[... Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;... weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mass Protective Ward|Protective Ward, Mass]]&amp;lt;/code&amp;gt;: As &#039;&#039;circle of protection&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Seal Against Elements|Seal Against Elements, Greater]]&amp;lt;/code&amp;gt;: As &#039;&#039;protection from elements&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Tincture of Clear Thoughts|Tincture of Clear Thoughts, Lesser]]&amp;lt;/code&amp;gt;: Touch cures &#039;&#039;&amp;lt;code&amp;gt;daze&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;confusion&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;shaken&amp;lt;/code&amp;gt;&#039;&#039; on target.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Caustic Explosive]]&amp;lt;/code&amp;gt;: Thrown radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Noxious Explosive]]&amp;lt;/code&amp;gt;: Thrown radius gas &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Focus]]&amp;lt;/code&amp;gt;: As &#039;&#039;vision of the omniscient eye&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Sleeping Powder|Sleeping Powder, Greater]]&amp;lt;/code&amp;gt;: Thrown radius sets &amp;lt;code&amp;gt;10 HD&amp;lt;/code&amp;gt; creatures to &#039;&#039;&amp;lt;code&amp;gt;sleep&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Courage]]&amp;lt;/code&amp;gt;: As &#039;&#039;heroism&#039;&#039; in consumable item. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Savagery]]&amp;lt;/code&amp;gt;: As &#039;&#039;induce bloodlust&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Clearing Explosive]]&amp;lt;/code&amp;gt;: Thrown radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lightning Coil]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d6 electrical damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Concealment]]&amp;lt;/code&amp;gt;: As &#039;&#039;displacement&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mass Sigil of Lesser Disappearance|Sigil of Lesser Disappearance, Mass]]&amp;lt;/code&amp;gt;: As &#039;&#039;invisibility sphere&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mend Serious Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;6 fast healing&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;24 HP, +1/level (max +10)&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Geometric Weapon|Geometric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels&amp;lt;/code&amp;gt; on weapon. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[... Missile Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;... quiver&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Mobility]]&amp;lt;/code&amp;gt;: As &#039;&#039;slow&#039;&#039;&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Fluidity]]&amp;lt;/code&amp;gt;: As &#039;&#039;haste&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Hone Weapon]]&amp;lt;/code&amp;gt;: As &#039;&#039;keen weapon&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against the Arcane]]&amp;lt;/code&amp;gt;: As &#039;&#039;lesser spell breach&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Magic]]&amp;lt;/code&amp;gt;: As &#039;&#039;dispel magic&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Seal Against Spells|Seal Against Spells, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;lesser globe of invulnerability&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Deftness]]&amp;lt;/code&amp;gt;: As &#039;&#039;freedom of movement&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Hardiness]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/+2 DR against nonmagical sources&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 natural AC&amp;lt;/code&amp;gt;. Collapses after &amp;lt;code&amp;gt;70 HP&amp;lt;/code&amp;gt;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Ablation]]&amp;lt;/code&amp;gt;: As &#039;&#039;neutralize hex&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Pinning Array]]&amp;lt;/code&amp;gt;: Thrown radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Confusion Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Numbing Powder]]&amp;lt;/code&amp;gt;: As &#039;&#039;crushing despair&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Hyperfrost Explosive|Hyperfrost Explosive, Greater]]&amp;lt;/code&amp;gt;: As &#039;&#039;ice storm&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Flaming Array]]&amp;lt;/code&amp;gt;: As &#039;&#039;wall of fire&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Compulsion Array]]&amp;lt;/code&amp;gt;: As &#039;&#039;rainbow pattern&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mend Critical Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 8&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;32 HP, +1/level&amp;lt;/code&amp;gt; is restored. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Incite Disease]]&amp;lt;/code&amp;gt;: Thrown broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Napalm Dart]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d6 acid damage&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against the Grave]]&amp;lt;/code&amp;gt;: As &#039;&#039;death ward&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Restore Competence]]&amp;lt;/code&amp;gt;: As &#039;&#039;restoration&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Enervation Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Incite Rust]]&amp;lt;/code&amp;gt;: As &#039;&#039;rusting grasp&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Dissolution]]&amp;lt;/code&amp;gt;: Touch corrodes target weapon or equipment. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Vitriolic Shroud]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5/- DR against acid damage&amp;lt;/code&amp;gt;, deals &amp;lt;code&amp;gt;1d6 acid damage, +1/level (max +10)&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Enchantment]]&amp;lt;/code&amp;gt;: As &#039;&#039;break enchantment&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Clear Thoughts]]&amp;lt;/code&amp;gt;: As &#039;&#039;mind blank&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Freezing Explosive]]&amp;lt;/code&amp;gt;: Thrown radius fog deals &amp;lt;code&amp;gt;1d6 cold damage/round&amp;lt;/code&amp;gt; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Grave Explosive]]&amp;lt;/code&amp;gt;: Thrown radius gas deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt; and bestows &#039;&#039;deathwatch&#039;&#039;. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lightning Rod]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d6 electrical damage&amp;lt;/code&amp;gt;, repeating every bounce between two or more targets &amp;lt;code&amp;gt;(max 10d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Sleep]]&amp;lt;/code&amp;gt;: As &#039;&#039;glyph of sleep&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Stupefying Explosive]]&amp;lt;/code&amp;gt;: Thrown radius fog bestows targets &amp;lt;code&amp;gt;-5 to Wis, Will saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Shocking Array]]&amp;lt;/code&amp;gt;: Thrown radius deals &amp;lt;code&amp;gt;1d6 electrical damage&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;15 times&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mass Mend Light Wounds|Mend Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius bestows &amp;lt;code&amp;gt;fast healing 1&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;8 HP, +1/level&amp;lt;/code&amp;gt; is restored. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Pain]]&amp;lt;/code&amp;gt;: As &#039;&#039;glyph of pain&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Venom]]&amp;lt;/code&amp;gt;: As &#039;&#039;poison thorns&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=352</id>
		<title>Artificer Formulae</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=352"/>
		<updated>2025-02-24T00:32:26Z</updated>

		<summary type="html">&lt;p&gt;Limine: 2 and 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;code&amp;gt;Level 0 - Primes&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Lob]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stutter Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; &amp;lt;code&amp;gt;4 HD or less creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Rail]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glow Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sparkling Flare]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Chime]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mend Minor Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 1&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etch Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protective Ward]]&amp;lt;/code&amp;gt;: As &#039;&#039;protection&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Seal Against Elements|Seal Against Elements, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;endure elements&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Seal Against Harm]]&amp;lt;/code&amp;gt;: As &#039;&#039;shield&#039;&#039;, deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt; to melee attackers. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sigil of Alarm]]&amp;lt;/code&amp;gt;: As &#039;&#039;alarm&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Fortitude|Tincture of Fortitude, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;ironguts&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ward Portal]]&amp;lt;/code&amp;gt;: Touch holds target door shut.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lob Grease]]&amp;lt;/code&amp;gt;: As &#039;&#039;grease&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Geometric Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotizing Sigil]]&amp;lt;/code&amp;gt;: As &#039;&#039;hypnotize&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleeping Powder]]&amp;lt;/code&amp;gt;: Thrown radius sets &amp;lt;code&amp;gt;4 HD creatures&amp;lt;/code&amp;gt; to &#039;&#039;&amp;lt;code&amp;gt;sleep&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Ignition]]&amp;lt;/code&amp;gt;: As &#039;&#039;burning hands&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shock Rod]]&amp;lt;/code&amp;gt;: As &#039;&#039;shocking grasp&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Radiant Spray]]&amp;lt;/code&amp;gt;: As &#039;&#039;color spray&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mend Light Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 2&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hyperfrost Explosive]]&amp;lt;/code&amp;gt;: As &#039;&#039;path of frost&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Geometric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Incite Defect]]&amp;lt;/code&amp;gt;: As &#039;&#039;armor lock&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Tincture of Cowardice]]&amp;lt;/code&amp;gt;: As &#039;&#039;expeditious retreat&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Intuition|Tincture of Intuition, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;true strike&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Sight|Tincture of Sight, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;low-light vision&#039;&#039; in consumable item&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Etch Lock]]&amp;lt;/code&amp;gt;: As &#039;&#039;arcane lock&#039;&#039;, pings caster when lock is disturbed. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Arrows]]&amp;lt;/code&amp;gt;: As &#039;&#039;protection from arrows&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Elements]]&amp;lt;/code&amp;gt;: As &#039;&#039;resist elements&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Deflection]]&amp;lt;/code&amp;gt;: As &#039;&#039;deflect&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Sigil of Deftness|Sigil of Deftness, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;opportune dodge&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Acid Dart]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;3d6 acid damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 acid damage/round&amp;lt;/code&amp;gt;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Bewildering Explosive]]&amp;lt;/code&amp;gt;: Thrown radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Binding Array]]&amp;lt;/code&amp;gt;: Thrown radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Prismatic Explosive]]&amp;lt;/code&amp;gt;: Thrown radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Tincture of Perception|Tincture of Perception, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;see invisibility&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Confounding Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;touch of idiocy&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Bravery]]&amp;lt;/code&amp;gt;: As &#039;&#039;aid&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Weakening Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;vision of impending blades&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Combusting Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Shattering Impact]]&amp;lt;/code&amp;gt;: As &#039;&#039;shatter&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Glowing]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Sigil of Concealment|Sigil of Concealment, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;blur&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Sigil of Disappearance|Sigil of Disappearance, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;invisibility&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Blinding/Deafening Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mend Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 4&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;16 HP, +1/level (max +10)&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Incite Frost]]&amp;lt;/code&amp;gt;: As &#039;&#039;chill metal&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of...]]&amp;lt;/code&amp;gt;: As &#039;&#039;aspect of...&#039;&#039; in consumable item.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Tincture of Mobility|Tincture of Mobility, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;spider climb&#039;&#039; in consumable item. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Sight]]&amp;lt;/code&amp;gt;: As &#039;&#039;darkvision&#039;&#039; in consumable item. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[... Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;... weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mass Protective Ward|Protective Ward, Mass]]&amp;lt;/code&amp;gt;: As &#039;&#039;circle of protection&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Seal Against Elements|Seal Against Elements, Greater]]&amp;lt;/code&amp;gt;: As &#039;&#039;protection from elements&#039;&#039;.&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lesser Tincture of Clear Thoughts|Tincture of Clear Thoughts, Lesser]]&amp;lt;/code&amp;gt;: Touch cures &#039;&#039;&amp;lt;code&amp;gt;daze&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;confusion&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;shaken&amp;lt;/code&amp;gt;&#039;&#039; on target.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Caustic Explosive]]&amp;lt;/code&amp;gt;: Thrown radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Noxious Explosive]]&amp;lt;/code&amp;gt;: Thrown radius gas &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Focus]]&amp;lt;/code&amp;gt;: As &#039;&#039;vision of the omniscient eye&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Sleeping Powder|Sleeping Powder, Greater]]&amp;lt;/code&amp;gt;: Thrown radius sets &amp;lt;code&amp;gt;10 HD&amp;lt;/code&amp;gt; creatures to &#039;&#039;&amp;lt;code&amp;gt;sleep&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Courage]]&amp;lt;/code&amp;gt;: As &#039;&#039;heroism&#039;&#039; in consumable item. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Tincture of Savagery]]&amp;lt;/code&amp;gt;: As &#039;&#039;induce bloodlust&#039;&#039; in consumable item.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Clearing Explosive]]&amp;lt;/code&amp;gt;: Thrown radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Lightning Coil]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d6 electrical damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Concealment]]&amp;lt;/code&amp;gt;: As &#039;&#039;displacement&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mass Sigil of Lesser Disappearance|Sigil of Lesser Disappearance, Mass]]&amp;lt;/code&amp;gt;: As &#039;&#039;invisibility sphere&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Mend Serious Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;6 fast healing&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;24 HP, +1/level (max +10)&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Greater Geometric Weapon|Geometric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels&amp;lt;/code&amp;gt; on weapon. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[... Missile Varnish]]&amp;lt;/code&amp;gt;: As &#039;&#039;... quiver&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Seal Against Mobility]]&amp;lt;/code&amp;gt;: As &#039;&#039;slow&#039;&#039;&lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Fluidity]]&amp;lt;/code&amp;gt;: As &#039;&#039;haste&#039;&#039;. &lt;br /&gt;
*&amp;lt;code&amp;gt;[[Sigil of Hone Weapon]]&amp;lt;/code&amp;gt;: As &#039;&#039;keen weapon&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=342</id>
		<title>Artificer Formulae</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=342"/>
		<updated>2025-02-20T06:02:50Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Transmutation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;code&amp;gt;Level 0 - Primes&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Lob]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stutter Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; &amp;lt;code&amp;gt;4 HD or less creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Rail]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glow Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sparkling Flare]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Chime]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mend Minor Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 1&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etch Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protective Ward]]&amp;lt;/code&amp;gt;: As &#039;&#039;protection&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Seal Against Elements|Seal Against Elements, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;endure elements&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Seal Against Harm]]&amp;lt;/code&amp;gt;: As &#039;&#039;shield&#039;&#039;, deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt; to melee attackers. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sigil of Alarm]]&amp;lt;/code&amp;gt;: As &#039;&#039;alarm&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Fortitude|Tincture of Fortitude, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;ironguts&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ward Portal]]&amp;lt;/code&amp;gt;: Touch holds target door shut.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lob Grease]]&amp;lt;/code&amp;gt;: As &#039;&#039;grease&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Geometric Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotizing Sigil]]&amp;lt;/code&amp;gt;: As &#039;&#039;hypnotize&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleeping Powder]]&amp;lt;/code&amp;gt;: Thrown radius sets &amp;lt;code&amp;gt;4 HD creatures&amp;lt;/code&amp;gt; to &#039;&#039;&amp;lt;code&amp;gt;sleep&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Ignition]]&amp;lt;/code&amp;gt;: As &#039;&#039;burning hands&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shock Rod]]&amp;lt;/code&amp;gt;: As &#039;&#039;shocking grasp&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Radiant Spray]]&amp;lt;/code&amp;gt;: As &#039;&#039;color spray&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mend Light Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 2&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hyperfrost Explosive]]&amp;lt;/code&amp;gt;: As &#039;&#039;path of frost&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Geometric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Incite Defect]]&amp;lt;/code&amp;gt;: As &#039;&#039;armor lock&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Tincture of Cowardice]]&amp;lt;/code&amp;gt;: As &#039;&#039;expeditious retreat&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Intuition|Tincture of Intuition, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;true strike&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Sight|Tincture of Sight, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;low-light vision&#039;&#039; in consumable item&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=337</id>
		<title>Artificer Formulae</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=337"/>
		<updated>2025-02-19T22:16:17Z</updated>

		<summary type="html">&lt;p&gt;Limine: level 0 and 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;code&amp;gt;Level 0 - Primes&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Lob]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stutter Powder]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; &amp;lt;code&amp;gt;4 HD or less creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Rail]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glow Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sparkling Flare]]&amp;lt;/code&amp;gt;: Thrown broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Chime]]&amp;lt;/code&amp;gt;: Thrown broadcast deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mend Minor Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 1&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etch Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protective Ward]]&amp;lt;/code&amp;gt;: As &#039;&#039;protection&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Seal Against Elements|Seal Against Elements, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;endure elements&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Seal Against Harm]]&amp;lt;/code&amp;gt;: As &#039;&#039;shield&#039;&#039;, deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt; to melee attackers. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sigil of Alarm]]&amp;lt;/code&amp;gt;: As &#039;&#039;alarm&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Tincture of Fortitude|Tincture of Fortitude, Lesser]]&amp;lt;/code&amp;gt;: As &#039;&#039;ironguts&#039;&#039; in consumable item. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ward Portal]]&amp;lt;/code&amp;gt;: Touch holds target door shut.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lob Grease]]&amp;lt;/code&amp;gt;: As &#039;&#039;grease&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Geometric Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotizing Sigil]]&amp;lt;/code&amp;gt;: As &#039;&#039;hypnotize&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleeping Powder]]&amp;lt;/code&amp;gt;: Thrown radius sets &amp;lt;code&amp;gt;4 HD creatures&amp;lt;/code&amp;gt; to &#039;&#039;&amp;lt;code&amp;gt;sleep&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Ignition]]&amp;lt;/code&amp;gt;: As &#039;&#039;burning hands&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shock Rod]]&amp;lt;/code&amp;gt;: As &#039;&#039;shocking grasp&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Radiant Spray]]&amp;lt;/code&amp;gt;: As &#039;&#039;color spray&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mend Light Wounds]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;fast healing 2&amp;lt;/code&amp;gt; until &amp;lt;code&amp;gt;8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; is restored.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=333</id>
		<title>Artificer Formulae</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Artificer_Formulae&amp;diff=333"/>
		<updated>2025-02-19T22:04:25Z</updated>

		<summary type="html">&lt;p&gt;Limine: levels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;code&amp;gt;Level 0 - Primes&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Divine_Spells&amp;diff=251</id>
		<title>Divine Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Divine_Spells&amp;diff=251"/>
		<updated>2025-01-14T00:53:19Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 7 - 7th Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Orisons&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Guidance]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+1 to next 3 attacks, saves, abilities or skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &amp;lt;code&amp;gt;[[Conditions and Status Effects|&#039;&#039;dazzles&#039;&#039;]]&amp;lt;/code&amp;gt; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Virtue]]&amp;lt;/code&amp;gt;: Touch target gains &amp;lt;code&amp;gt;1d4 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Entropic Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance from ranged attacks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sanctuary]]&amp;lt;/code&amp;gt;: Ward on target causes nearby creatures to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield of Faith]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.  &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bless]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;+1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Holy Light]]&amp;lt;/code&amp;gt; - Ray deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Favor]]&amp;lt;/code&amp;gt; - Ward on caster bestows &amp;lt;code&amp;gt;+1 to attack and damage rolls/3 levels (max +3)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Light Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;1d8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consecrate Weapon]]&amp;lt;/code&amp;gt; - Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6 divine damage against undead&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Low-Light Vision]]&amp;lt;/code&amp;gt;: Ward on target grants low-light vision.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Benediction]]&amp;lt;/code&amp;gt;: Touch target takes 20 on next roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lore of the Gods]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Lore]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aid]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 to attack rolls, saves against fear&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d8 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; humanoid creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blaze of Light]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sound Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;2d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Execration]]&amp;lt;/code&amp;gt;: Touch bestows target &amp;lt;code&amp;gt;-2 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Restoration|Restoration, Lesser]]&amp;lt;/code&amp;gt;: Touch cures impermanent, extraordinary penalties from target.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkvision]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Clarity]]&amp;lt;/code&amp;gt;: Broadcast cures &#039;&#039;&amp;lt;code&amp;gt;daze&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;confusion&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shaken&amp;lt;/code&amp;gt;&#039;&#039; on target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dispel Magic]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels magical effects, spells.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prayer]]&amp;lt;/code&amp;gt;: Radius on caster bestows &amp;lt;code&amp;gt;+1 to attack and damage rolls, ability and skill checks, saves&amp;lt;/code&amp;gt;. Inverts on enemies.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkfire]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d6+1 fire damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Searing Light]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;1d10 divine damage/2 levels (max 5d10)&amp;lt;/code&amp;gt; to undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Serious Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;3d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vigor]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;2 fast healing/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Vestment]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+1 untyped AC/3 levels (max +3)&amp;lt;/code&amp;gt; to worn armor.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Consecrate Weapon|Consecrate Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d8 divine damage against undead&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alleve Hex]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;neutralizes a lesser hex&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freedom of Movement]]&amp;lt;/code&amp;gt;: Ward on target clears impermanent immobility and grants &amp;lt;code&amp;gt;+5 to saves against future &#039;&#039;paralysis, slow, entanglement&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.\&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Globe of Invulnerability|Globe of Invulnerability, Lesser]]&amp;lt;/code&amp;gt;: Ward on target prevents spells from 3rd Circle and below from affecting.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mystic Aegis]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;SR 7, +1/4 levels&amp;lt;/code&amp;gt; against next hostile spell.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Conscience]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confound]]&amp;lt;/code&amp;gt;: Broadcast bestows &amp;lt;code&amp;gt;-1 to attack rolls made against caster&amp;lt;/code&amp;gt;, and caster &amp;lt;code&amp;gt;+1 to attack rolls against target&amp;lt;/code&amp;gt;. Stacks up to &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. 2nd stack extends effects to all nearby allies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halting Gaze]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Brilliance]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 divine damage/round&amp;lt;/code&amp;gt; to undead, creates light.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Castigate]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Power]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;1 temporary HP/level (max 10)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sets Str to 18&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 AB/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Sacrifice]]&amp;lt;/code&amp;gt;: Caster loses &amp;lt;code&amp;gt;10 HP&amp;lt;/code&amp;gt; to grant &amp;lt;code&amp;gt;1d6 divine damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hammer of the Gods]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Vortex]]&amp;lt;/code&amp;gt;: Radius on caster deals &amp;lt;code&amp;gt;2d8 selected elemental damage, +1/level&amp;lt;/code&amp;gt; including to the caster.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Critical Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Restoration]]&amp;lt;/code&amp;gt;: Touch cures impermanent, supernatural or extraordinary penalties from target.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Break Enchantment]]&amp;lt;/code&amp;gt;: Radius free targets from impermanent &#039;&#039;&amp;lt;code&amp;gt;enchantment&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;alteration&amp;lt;/code&amp;gt;&#039;&#039; and &#039;&#039;&amp;lt;code&amp;gt;petrification&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Resistance]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;5 SR, +1/level (max +5)&amp;lt;/code&amp;gt;. Does not stack from other SR sources.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Retribution]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d6 divine damage, +1/level&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Seeing]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to [[Perception]]&amp;lt;/code&amp;gt;, reveals &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; objects, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Radiance]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 divine damage/round&amp;lt;/code&amp;gt; to undead, &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Cure Light Wounds|Cure Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius heals &amp;lt;code&amp;gt;1d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Light Wounds|Inflict Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Pain]]&amp;lt;/code&amp;gt;: Placed radius bestows targets &amp;lt;code&amp;gt;-4 to attack rolls, skill and ability checks&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slay Living]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 negative energy damage, +1/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Vigor|Vigor, Mass]]&amp;lt;/code&amp;gt;:  &#039;&#039;Vigor&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Battletide]]&amp;lt;/code&amp;gt;: Aura grants &amp;lt;code&amp;gt;+1 to saves, attack and damage rolls to caster&amp;lt;/code&amp;gt;, reverse to enemies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vulnerability]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-3 to base values from all DR sources (minimum 0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Antilife Shell]]&amp;lt;/code&amp;gt;: Radius on caster prevents living targets from entering.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consecrate Blood]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;5 DR/+3&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 to saves against poison&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical effects, spells.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Glyph of Warding|Glyph of Warding, Greater]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;2d8 selected elemental damage/2 levels (max 8d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blade Barrier]]&amp;lt;/code&amp;gt;:  Radius deals &amp;lt;code&amp;gt;1d6 slashing damage/4 levels&amp;lt;/code&amp;gt; every round.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Cure Moderate Wounds|Cure Moderate Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius heals &amp;lt;code&amp;gt;2d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Fear]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Harm]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;7 negative energy damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Heal]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;7 HP/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Moderate Wounds|Inflict Moderate Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;2d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Undeath to Death]]&amp;lt;/code&amp;gt;: Radius destroys &amp;lt;code&amp;gt;10 HD or less&amp;lt;/code&amp;gt; undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Aspect of ...|Aspect of ..., Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Aspect of ...,&#039;&#039; as radius.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Stunning]]&amp;lt;/code&amp;gt;: Placed radius stuns targets when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Righteous Gaze]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; target, bestows &amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blasphemy]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;paralyzes,&amp;lt;/code&amp;gt;&#039;&#039; deals &amp;lt;code&amp;gt;2d6 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Righteous Burst]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d8 divine damage, +1/level to enemies&amp;lt;/code&amp;gt;, reverse to allies.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Cure Serious Wounds|Cure Serious Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;3d8 HP +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Energy Ebb]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;2d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Serious Wounds|Inflict Serious Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;3d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Weakness]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;2d6 Str damage&amp;lt;/code&amp;gt; when tripped&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Restoration|Restoration, Greater]]&amp;lt;/code&amp;gt;: Touch cures impermanent extraordinary, supernatural, and magical penalties from target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Seal Wounds]]&amp;lt;/code&amp;gt;: Touch target gains &amp;lt;code&amp;gt;5 fast healing/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Withering Palm]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2 Str, Con damage/2 levels&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Divine_Spells&amp;diff=250</id>
		<title>Divine Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Divine_Spells&amp;diff=250"/>
		<updated>2025-01-14T00:28:05Z</updated>

		<summary type="html">&lt;p&gt;Limine: 5th and 6th&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Orisons&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Guidance]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+1 to next 3 attacks, saves, abilities or skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &amp;lt;code&amp;gt;[[Conditions and Status Effects|&#039;&#039;dazzles&#039;&#039;]]&amp;lt;/code&amp;gt; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Virtue]]&amp;lt;/code&amp;gt;: Touch target gains &amp;lt;code&amp;gt;1d4 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Entropic Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance from ranged attacks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sanctuary]]&amp;lt;/code&amp;gt;: Ward on target causes nearby creatures to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield of Faith]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.  &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bless]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;+1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Holy Light]]&amp;lt;/code&amp;gt; - Ray deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Favor]]&amp;lt;/code&amp;gt; - Ward on caster bestows &amp;lt;code&amp;gt;+1 to attack and damage rolls/3 levels (max +3)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Light Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;1d8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consecrate Weapon]]&amp;lt;/code&amp;gt; - Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6 divine damage against undead&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Low-Light Vision]]&amp;lt;/code&amp;gt;: Ward on target grants low-light vision.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Benediction]]&amp;lt;/code&amp;gt;: Touch target takes 20 on next roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lore of the Gods]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Lore]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aid]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 to attack rolls, saves against fear&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d8 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; humanoid creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blaze of Light]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sound Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;2d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Execration]]&amp;lt;/code&amp;gt;: Touch bestows target &amp;lt;code&amp;gt;-2 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Restoration|Restoration, Lesser]]&amp;lt;/code&amp;gt;: Touch cures impermanent, extraordinary penalties from target.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkvision]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Clarity]]&amp;lt;/code&amp;gt;: Broadcast cures &#039;&#039;&amp;lt;code&amp;gt;daze&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;confusion&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shaken&amp;lt;/code&amp;gt;&#039;&#039; on target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dispel Magic]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels magical effects, spells.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prayer]]&amp;lt;/code&amp;gt;: Radius on caster bestows &amp;lt;code&amp;gt;+1 to attack and damage rolls, ability and skill checks, saves&amp;lt;/code&amp;gt;. Inverts on enemies.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkfire]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d6+1 fire damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Searing Light]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;1d10 divine damage/2 levels (max 5d10)&amp;lt;/code&amp;gt; to undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Serious Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;3d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vigor]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;2 fast healing/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Vestment]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+1 untyped AC/3 levels (max +3)&amp;lt;/code&amp;gt; to worn armor.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Consecrate Weapon|Consecrate Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d8 divine damage against undead&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alleve Hex]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;neutralizes a lesser hex&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freedom of Movement]]&amp;lt;/code&amp;gt;: Ward on target clears impermanent immobility and grants &amp;lt;code&amp;gt;+5 to saves against future &#039;&#039;paralysis, slow, entanglement&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.\&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Globe of Invulnerability|Globe of Invulnerability, Lesser]]&amp;lt;/code&amp;gt;: Ward on target prevents spells from 3rd Circle and below from affecting.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mystic Aegis]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;SR 7, +1/4 levels&amp;lt;/code&amp;gt; against next hostile spell.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Conscience]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confound]]&amp;lt;/code&amp;gt;: Broadcast bestows &amp;lt;code&amp;gt;-1 to attack rolls made against caster&amp;lt;/code&amp;gt;, and caster &amp;lt;code&amp;gt;+1 to attack rolls against target&amp;lt;/code&amp;gt;. Stacks up to &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. 2nd stack extends effects to all nearby allies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halting Gaze]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Brilliance]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 divine damage/round&amp;lt;/code&amp;gt; to undead, creates light.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Castigate]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Power]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;1 temporary HP/level (max 10)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sets Str to 18&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 AB/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Sacrifice]]&amp;lt;/code&amp;gt;: Caster loses &amp;lt;code&amp;gt;10 HP&amp;lt;/code&amp;gt; to grant &amp;lt;code&amp;gt;1d6 divine damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hammer of the Gods]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Vortex]]&amp;lt;/code&amp;gt;: Radius on caster deals &amp;lt;code&amp;gt;2d8 selected elemental damage, +1/level&amp;lt;/code&amp;gt; including to the caster.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Critical Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Restoration]]&amp;lt;/code&amp;gt;: Touch cures impermanent, supernatural or extraordinary penalties from target.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Break Enchantment]]&amp;lt;/code&amp;gt;: Radius free targets from impermanent &#039;&#039;&amp;lt;code&amp;gt;enchantment&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;alteration&amp;lt;/code&amp;gt;&#039;&#039; and &#039;&#039;&amp;lt;code&amp;gt;petrification&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Resistance]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;5 SR, +1/level (max +5)&amp;lt;/code&amp;gt;. Does not stack from other SR sources.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Retribution]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d6 divine damage, +1/level&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Seeing]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to [[Perception]]&amp;lt;/code&amp;gt;, reveals &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; objects, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Radiance]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 divine damage/round&amp;lt;/code&amp;gt; to undead, &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Cure Light Wounds|Cure Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius heals &amp;lt;code&amp;gt;1d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Light Wounds|Inflict Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Pain]]&amp;lt;/code&amp;gt;: Placed radius bestows targets &amp;lt;code&amp;gt;-4 to attack rolls, skill and ability checks&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slay Living]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 negative energy damage, +1/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Vigor|Vigor, Mass]]&amp;lt;/code&amp;gt;:  &#039;&#039;Vigor&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Battletide]]&amp;lt;/code&amp;gt;: Aura grants &amp;lt;code&amp;gt;+1 to saves, attack and damage rolls to caster&amp;lt;/code&amp;gt;, reverse to enemies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vulnerability]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-3 to base values from all DR sources (minimum 0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Antilife Shell]]&amp;lt;/code&amp;gt;: Radius on caster prevents living targets from entering.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consecrate Blood]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;5 DR/+3&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 to saves against poison&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical effects, spells.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Glyph of Warding|Glyph of Warding, Greater]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;2d8 selected elemental damage/2 levels (max 8d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blade Barrier]]&amp;lt;/code&amp;gt;:  Radius deals &amp;lt;code&amp;gt;1d6 slashing damage/4 levels&amp;lt;/code&amp;gt; every round.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Cure Moderate Wounds|Cure Moderate Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius heals &amp;lt;code&amp;gt;2d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Fear]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Harm]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;7 negative energy damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Heal]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;7 HP/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Moderate Wounds|Inflict Moderate Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;2d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Undeath to Death]]&amp;lt;/code&amp;gt;: Radius destroys &amp;lt;code&amp;gt;10 HD or less&amp;lt;/code&amp;gt; undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Aspect of ...|Aspect of ..., Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Aspect of ...,&#039;&#039; as radius.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Divine_Spells&amp;diff=249</id>
		<title>Divine Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Divine_Spells&amp;diff=249"/>
		<updated>2025-01-13T23:43:25Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 3 - 3rd Circle */ and 4th&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Orisons&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Guidance]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+1 to next 3 attacks, saves, abilities or skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &amp;lt;code&amp;gt;[[Conditions and Status Effects|&#039;&#039;dazzles&#039;&#039;]]&amp;lt;/code&amp;gt; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Virtue]]&amp;lt;/code&amp;gt;: Touch target gains &amp;lt;code&amp;gt;1d4 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Entropic Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance from ranged attacks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sanctuary]]&amp;lt;/code&amp;gt;: Ward on target causes nearby creatures to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield of Faith]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.  &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bless]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;+1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Holy Light]]&amp;lt;/code&amp;gt; - Ray deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Favor]]&amp;lt;/code&amp;gt; - Ward on caster bestows &amp;lt;code&amp;gt;+1 to attack and damage rolls/3 levels (max +3)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Light Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;1d8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consecrate Weapon]]&amp;lt;/code&amp;gt; - Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6 divine damage against undead&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Low-Light Vision]]&amp;lt;/code&amp;gt;: Ward on target grants low-light vision.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Benediction]]&amp;lt;/code&amp;gt;: Touch target takes 20 on next roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lore of the Gods]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Lore]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aid]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 to attack rolls, saves against fear&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d8 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; humanoid creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blaze of Light]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sound Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;2d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Execration]]&amp;lt;/code&amp;gt;: Touch bestows target &amp;lt;code&amp;gt;-2 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Restoration|Restoration, Lesser]]&amp;lt;/code&amp;gt;: Touch cures impermanent, extraordinary penalties from target.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkvision]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Clarity]]&amp;lt;/code&amp;gt;: Broadcast cures &#039;&#039;&amp;lt;code&amp;gt;daze&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;confusion&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shaken&amp;lt;/code&amp;gt;&#039;&#039; on target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dispel Magic]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels magical effects, spells.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prayer]]&amp;lt;/code&amp;gt;: Radius on caster bestows &amp;lt;code&amp;gt;+1 to attack and damage rolls, ability and skill checks, saves&amp;lt;/code&amp;gt;. Inverts on enemies.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkfire]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d6+1 fire damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Searing Light]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;1d10 divine damage/2 levels (max 5d10)&amp;lt;/code&amp;gt; to undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Serious Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;3d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vigor]]&amp;lt;/code&amp;gt;: Touch bestows &amp;lt;code&amp;gt;2 fast healing/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Vestment]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+1 untyped AC/3 levels (max +3)&amp;lt;/code&amp;gt; to worn armor.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Consecrate Weapon|Consecrate Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d8 divine damage against undead&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alleve Hex]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;neutralizes a lesser hex&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freedom of Movement]]&amp;lt;/code&amp;gt;: Ward on target clears impermanent immobility and grants &amp;lt;code&amp;gt;+5 to saves against future &#039;&#039;paralysis, slow, entanglement&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.\&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Globe of Invulnerability|Globe of Invulnerability, Lesser]]&amp;lt;/code&amp;gt;: Ward on target prevents spells from 3rd Circle and below from affecting.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mystic Aegis]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;SR 7, +1/4 levels&amp;lt;/code&amp;gt; against next hostile spell.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Conscience]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confound]]&amp;lt;/code&amp;gt;: Broadcast bestows &amp;lt;code&amp;gt;-1 to attack rolls made against caster&amp;lt;/code&amp;gt;, and caster &amp;lt;code&amp;gt;+1 to attack rolls against target&amp;lt;/code&amp;gt;. Stacks up to &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. 2nd stack extends effects to all nearby allies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halting Gaze]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Brilliance]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 divine damage/round&amp;lt;/code&amp;gt; to undead, creates light.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Castigate]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Power]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;1 temporary HP/level (max 10)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sets Str to 18&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 AB/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Sacrifice]]&amp;lt;/code&amp;gt;: Caster loses &amp;lt;code&amp;gt;10 HP&amp;lt;/code&amp;gt; to grant &amp;lt;code&amp;gt;1d6 divine damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hammer of the Gods]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Vortex]]&amp;lt;/code&amp;gt;: Radius on caster deals &amp;lt;code&amp;gt;2d8 selected elemental damage, +1/level&amp;lt;/code&amp;gt; including to the caster.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Critical Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Restoration]]&amp;lt;/code&amp;gt;: Touch cures impermanent, supernatural or extraordinary penalties from target.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Divine_Spells&amp;diff=240</id>
		<title>Divine Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Divine_Spells&amp;diff=240"/>
		<updated>2025-01-11T00:32:34Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 2 - 2nd Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Orisons&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Guidance]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+1 to next 3 attacks, saves, abilities or skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &amp;lt;code&amp;gt;[[Conditions and Status Effects|&#039;&#039;dazzles&#039;&#039;]]&amp;lt;/code&amp;gt; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Virtue]]&amp;lt;/code&amp;gt;: Touch target gains &amp;lt;code&amp;gt;1d4 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Entropic Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance from ranged attacks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sanctuary]]&amp;lt;/code&amp;gt;: Ward on target causes nearby creatures to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield of Faith]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.  &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bless]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;+1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Holy Light]]&amp;lt;/code&amp;gt; - Ray deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Favor]]&amp;lt;/code&amp;gt; - Ward on caster bestows &amp;lt;code&amp;gt;+1 to attack and damage rolls/3 levels (max +3)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Light Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;1d8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consecrate Weapon]]&amp;lt;/code&amp;gt; - Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6 divine damage against undead&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Low-Light Vision]]&amp;lt;/code&amp;gt;: Ward on target grants low-light vision.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Benediction]]&amp;lt;/code&amp;gt;: Touch target takes 20 on next roll.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lore of the Gods]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Lore]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aid]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 to attack rolls, saves against fear&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d8 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; humanoid creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blaze of Light]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sound Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;2d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Execration]]&amp;lt;/code&amp;gt;: Touch bestows target &amp;lt;code&amp;gt;-2 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Restoration|Restoration, Lesser]]&amp;lt;/code&amp;gt;: Touch cures impermanent, extraordinary penalties from target.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkvision]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Divine_Spells&amp;diff=239</id>
		<title>Divine Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Divine_Spells&amp;diff=239"/>
		<updated>2025-01-11T00:16:54Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 0 - Cantrips */ and level 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Orisons&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Guidance]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+1 to next 3 attacks, saves, abilities or skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &amp;lt;code&amp;gt;[[Conditions and Status Effects|&#039;&#039;dazzles&#039;&#039;]]&amp;lt;/code&amp;gt; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Virtue]]&amp;lt;/code&amp;gt;: Touch target gains &amp;lt;code&amp;gt;1d4 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Entropic Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance from ranged attacks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sanctuary]]&amp;lt;/code&amp;gt;: Ward on target causes nearby creatures to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield of Faith]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.  &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bless]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;+1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Holy Light]]&amp;lt;/code&amp;gt; - Ray deals &amp;lt;code&amp;gt;1d6 divine damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Divine Favor]]&amp;lt;/code&amp;gt; - Ward on caster bestows &amp;lt;code&amp;gt;+1 to attack and damage rolls/3 levels (max +3)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Light Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;1d8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consecrate Weapon]]&amp;lt;/code&amp;gt; - Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6 divine damage against undead&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Low-Light Vision]]&amp;lt;/code&amp;gt;: Ward on target grants low-light vision.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=238</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=238"/>
		<updated>2025-01-11T00:05:51Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 0 - Cantrips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; on next 3 attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton. &lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Beyond Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing the effects of magical darkness.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Swarm]]&amp;lt;/code&amp;gt;: Summons swarm of bats, rats or spiders.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aberrant Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden aberrations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkbolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 4d8)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Veil of Shadow]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; which cannot be pierced except with &#039;&#039;see beyond sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blood Snow]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d2 Con damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bone Chill]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Knell]]&amp;lt;/code&amp;gt;: Touch slays creature of &amp;lt;code&amp;gt;0 HP or less&amp;lt;/code&amp;gt;. Caster gains &amp;lt;code&amp;gt;1d8 temporary HP and +2 Str&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Frostburn|Frostburn, Lesser]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d12 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead II]]&amp;lt;/code&amp;gt;: Summons human myrmidon skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thin Air]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1 Str, Con, Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sheltered Vitality]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to saves made against fatigue, ability damage or negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, skill and ability checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Gesture]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halt Undead]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 Str damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rigor Mortis]]&amp;lt;/code&amp;gt;: Touch on willing target appears as &#039;&#039;&amp;lt;code&amp;gt;dead&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shivering Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6+1 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead III]]&amp;lt;/code&amp;gt;: Summons human priest skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vampiric Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels&amp;lt;/code&amp;gt;. Caster gains damage as temporary HP.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wrack]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack rolls, saves, skill and ability checks and knocks &#039;&#039;off-balance&#039;&#039;, &#039;&#039;prone&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Esoteric Weapon|Esoteric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alleve Hex]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;neutralizes a lesser hex&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Black Tentacles]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Grim Armor|Grim Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Trance of the Verdant Domain]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; target and bestows &amp;lt;code&amp;gt;-2 to saves against mind affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;immunity to &#039;&#039;blindness&#039;&#039;, effects of darkness&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 to Stealth&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doomtide]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;50% concealment against outside attacks&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Phantasmal Killer]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Animate Dead|Animate Dead, Lesser]]&amp;lt;/code&amp;gt;: Radius creates up to &amp;lt;code&amp;gt;6 HD undead&amp;lt;/code&amp;gt; from corpses.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bubbling Poison]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Blood]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 acid and 1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consumptive Field]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;1d8 necrotic damage&amp;lt;/code&amp;gt;. Slain creatures grant caster &amp;lt;code&amp;gt;1d6 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crown of the Grave]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead to ignore them. Discharge to bring up to &amp;lt;code&amp;gt;10 HD undead&amp;lt;/code&amp;gt; under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Enervation]]&amp;lt;/code&amp;gt;: Ray bestows &amp;lt;code&amp;gt;1d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone &amp;lt;code&amp;gt;&#039;&#039;frightens&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Agony]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 necrotic damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Foment Hex|Foment Hex, Lesser]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;permanent -2 to all ability scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-1 to attack rolls and saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostburn]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mindfrost]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead IV]]&amp;lt;/code&amp;gt;: Summons ghast.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass See Beyond Sight|See Beyond Sight, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;See Beyond Sight&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloudkill]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt; and bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freezing Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d6 cold damage/round&amp;lt;/code&amp;gt; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostbite]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;4d6 cold, 1d6 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Insect Plague]]&amp;lt;/code&amp;gt;: Summons stationary swarm of locusts.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cone of Cold]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 cold damage/level&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Unhallow]]&amp;lt;/code&amp;gt;: Placed radius grants undead &amp;lt;code&amp;gt;+3 turn resistance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 to attack and damage rolls&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 untyped AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nightmare]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d10 untyped damage/3 levels&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Pain]]&amp;lt;/code&amp;gt;: Placed radius bestows targets &amp;lt;code&amp;gt;-4 to attack rolls, skill and ability checks&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Light Wounds|Inflict Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Night&#039;s Caress]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6+2 Con damage&amp;lt;/code&amp;gt; to living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slay Living]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 negative energy damage, +1/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead V]]&amp;lt;/code&amp;gt;: Summons wight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Undeath to Death]]&amp;lt;/code&amp;gt;: Radius destroys &amp;lt;code&amp;gt;10 HD or less&amp;lt;/code&amp;gt; undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fire in the Blood]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d4+1 fire, 1d4+1 acid damage&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vulnerability]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-3 to base values from all DR sources (minimum 0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghost Trap]]&amp;lt;/code&amp;gt;: Radius turns &#039;&#039;&amp;lt;code&amp;gt;incorporeal&amp;lt;/code&amp;gt;&#039;&#039; creatures &#039;&#039;&amp;lt;code&amp;gt;corporeal&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039; creatures &#039;&#039;&amp;lt;code&amp;gt;nonethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;2d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Seeing]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to [[Perception]]&amp;lt;/code&amp;gt;, reveals &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; objects, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gaze of Transfixion]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;petrifies&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Create Undead]]&amp;lt;/code&amp;gt;: Expends a soul from Soul Bind to manifest an undead proportional to original HD.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Eyebite]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target over duration.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Frostburn|Frostburn, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Death]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039; when tripped. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Fear]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Harm]]&amp;lt;/code&amp;gt;:  Touch deals &amp;lt;code&amp;gt;7 negative energy damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Moderate Wounds|Inflict Moderate Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;2d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Soul Bind]]&amp;lt;/code&amp;gt;: Traps the soul of a recently dead humanoid into gem.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wave of Exhaustion]]&amp;lt;/code&amp;gt;: Cone bestows targets &#039;&#039;&amp;lt;code&amp;gt;exhaustion&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Incite Discord]]&amp;lt;/code&amp;gt;: Radius inverts target&#039;s foes and allies.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Control Undead]]&amp;lt;/code&amp;gt;: Radius brings &amp;lt;code&amp;gt;14 HD or less&amp;lt;/code&amp;gt; undead under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Create Undead|Create Undead, Greater]]&amp;lt;/code&amp;gt;: Expends multiple souls from Soul Bind to manifest undead construct proportional to total original HD.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Destruction]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;10d6 necrotic damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Death]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;10d10 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Foment Hex|Foment Hex, Greater]]&amp;lt;/code&amp;gt;: Broadcast bestows target permanent &amp;lt;code&amp;gt;-4 to all ability scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Necrosis]]&amp;lt;/code&amp;gt;: Placed radius prevents living targets from healing, grants undead &amp;lt;code&amp;gt;fast healing 3&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Weakness]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;2d6 Str damage&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Harm|Harm, Greater]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;10 negative energy damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Serious Wounds|Inflict Serious Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;3d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pulse of Hate]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;2d6 negative energy damage/round&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=237</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=237"/>
		<updated>2025-01-11T00:04:22Z</updated>

		<summary type="html">&lt;p&gt;Limine: etherealness fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; on next 3 attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton. &lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Beyond Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing the effects of magical darkness.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Swarm]]&amp;lt;/code&amp;gt;: Summons swarm of bats, rats or spiders.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aberrant Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden aberrations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkbolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 4d8)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Veil of Shadow]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; which cannot be pierced except with &#039;&#039;see beyond sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blood Snow]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d2 Con damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bone Chill]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Knell]]&amp;lt;/code&amp;gt;: Touch slays creature of &amp;lt;code&amp;gt;0 HP or less&amp;lt;/code&amp;gt;. Caster gains &amp;lt;code&amp;gt;1d8 temporary HP and +2 Str&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Frostburn|Frostburn, Lesser]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d12 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead II]]&amp;lt;/code&amp;gt;: Summons human myrmidon skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thin Air]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1 Str, Con, Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sheltered Vitality]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to saves made against fatigue, ability damage or negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, skill and ability checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Gesture]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halt Undead]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 Str damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rigor Mortis]]&amp;lt;/code&amp;gt;: Touch on willing target appears as &#039;&#039;&amp;lt;code&amp;gt;dead&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shivering Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6+1 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead III]]&amp;lt;/code&amp;gt;: Summons human priest skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vampiric Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels&amp;lt;/code&amp;gt;. Caster gains damage as temporary HP.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wrack]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack rolls, saves, skill and ability checks and knocks &#039;&#039;off-balance&#039;&#039;, &#039;&#039;prone&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Esoteric Weapon|Esoteric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alleve Hex]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;neutralizes a lesser hex&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Black Tentacles]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Grim Armor|Grim Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Trance of the Verdant Domain]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; target and bestows &amp;lt;code&amp;gt;-2 to saves against mind affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;immunity to &#039;&#039;blindness&#039;&#039;, effects of darkness&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 to Stealth&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doomtide]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;50% concealment against outside attacks&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Phantasmal Killer]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Animate Dead|Animate Dead, Lesser]]&amp;lt;/code&amp;gt;: Radius creates up to &amp;lt;code&amp;gt;6 HD undead&amp;lt;/code&amp;gt; from corpses.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bubbling Poison]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Blood]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 acid and 1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consumptive Field]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;1d8 necrotic damage&amp;lt;/code&amp;gt;. Slain creatures grant caster &amp;lt;code&amp;gt;1d6 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crown of the Grave]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead to ignore them. Discharge to bring up to &amp;lt;code&amp;gt;10 HD undead&amp;lt;/code&amp;gt; under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Enervation]]&amp;lt;/code&amp;gt;: Ray bestows &amp;lt;code&amp;gt;1d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone &amp;lt;code&amp;gt;&#039;&#039;frightens&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Agony]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 necrotic damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Foment Hex|Foment Hex, Lesser]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;permanent -2 to all ability scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-1 to attack rolls and saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostburn]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mindfrost]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead IV]]&amp;lt;/code&amp;gt;: Summons ghast.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass See Beyond Sight|See Beyond Sight, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;See Beyond Sight&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloudkill]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt; and bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freezing Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d6 cold damage/round&amp;lt;/code&amp;gt; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostbite]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;4d6 cold, 1d6 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Insect Plague]]&amp;lt;/code&amp;gt;: Summons stationary swarm of locusts.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cone of Cold]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 cold damage/level&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Unhallow]]&amp;lt;/code&amp;gt;: Placed radius grants undead &amp;lt;code&amp;gt;+3 turn resistance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 to attack and damage rolls&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 untyped AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nightmare]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d10 untyped damage/3 levels&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Pain]]&amp;lt;/code&amp;gt;: Placed radius bestows targets &amp;lt;code&amp;gt;-4 to attack rolls, skill and ability checks&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Light Wounds|Inflict Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Night&#039;s Caress]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6+2 Con damage&amp;lt;/code&amp;gt; to living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slay Living]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 negative energy damage, +1/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead V]]&amp;lt;/code&amp;gt;: Summons wight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Undeath to Death]]&amp;lt;/code&amp;gt;: Radius destroys &amp;lt;code&amp;gt;10 HD or less&amp;lt;/code&amp;gt; undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fire in the Blood]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d4+1 fire, 1d4+1 acid damage&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vulnerability]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-3 to base values from all DR sources (minimum 0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghost Trap]]&amp;lt;/code&amp;gt;: Radius turns &#039;&#039;&amp;lt;code&amp;gt;incorporeal&amp;lt;/code&amp;gt;&#039;&#039; creatures &#039;&#039;&amp;lt;code&amp;gt;corporeal&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039; creatures &#039;&#039;&amp;lt;code&amp;gt;nonethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;2d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Seeing]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to [[Perception]]&amp;lt;/code&amp;gt;, reveals &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; objects, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gaze of Transfixion]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;petrifies&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Create Undead]]&amp;lt;/code&amp;gt;: Expends a soul from Soul Bind to manifest an undead proportional to original HD.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Eyebite]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target over duration.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Frostburn|Frostburn, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Death]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039; when tripped. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Fear]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Harm]]&amp;lt;/code&amp;gt;:  Touch deals &amp;lt;code&amp;gt;7 negative energy damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Moderate Wounds|Inflict Moderate Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;2d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Soul Bind]]&amp;lt;/code&amp;gt;: Traps the soul of a recently dead humanoid into gem.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wave of Exhaustion]]&amp;lt;/code&amp;gt;: Cone bestows targets &#039;&#039;&amp;lt;code&amp;gt;exhaustion&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Incite Discord]]&amp;lt;/code&amp;gt;: Radius inverts target&#039;s foes and allies.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Control Undead]]&amp;lt;/code&amp;gt;: Radius brings &amp;lt;code&amp;gt;14 HD or less&amp;lt;/code&amp;gt; undead under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Create Undead|Create Undead, Greater]]&amp;lt;/code&amp;gt;: Expends multiple souls from Soul Bind to manifest undead construct proportional to total original HD.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Destruction]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;10d6 necrotic damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Death]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;10d10 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Foment Hex|Foment Hex, Greater]]&amp;lt;/code&amp;gt;: Broadcast bestows target permanent &amp;lt;code&amp;gt;-4 to all ability scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Necrosis]]&amp;lt;/code&amp;gt;: Placed radius prevents living targets from healing, grants undead &amp;lt;code&amp;gt;fast healing 3&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Weakness]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;2d6 Str damage&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Harm|Harm, Greater]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;10 negative energy damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Serious Wounds|Inflict Serious Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;3d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pulse of Hate]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;2d6 negative energy damage/round&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=236</id>
		<title>Bardic Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=236"/>
		<updated>2025-01-10T23:30:13Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 6 - 6th Circle */  and 7th&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lullaby]]&amp;lt;/code&amp;gt;: Broadcast makes creature &#039;&#039;&amp;lt;code&amp;gt;drowsy&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Identify]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2, +1/2 levels (max +5) to [[Lore]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Hope]]&amp;lt;/code&amp;gt;: Ray grants &amp;lt;code&amp;gt;+2 to saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelm]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Color Spray]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; proportionally to target HD.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disguise Self]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Deception]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Friendly Face]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Persuasion]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Light Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;1d8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Armor Lock]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; target wearing metal, deals &amp;lt;code&amp;gt;1d4 crushing damage&amp;lt;/code&amp;gt; whenever target attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Catsfeet]]&amp;lt;/code&amp;gt;: Caster takes 20 on next [[Acrobatics]] roll.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Opportune Dodge]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to rolls to avoid maneuvers and attacks of opportunity&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bothersome Babble]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze Monster]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039; 6 HD or less creature&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Heroism]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to attack rolls, saves and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; humanoid creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inevitable Defeat]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 subdual damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelming Blast]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sound Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bladeweave]]&amp;lt;/code&amp;gt;: Ward on target bestows &#039;&#039;&amp;lt;code&amp;gt;fascinate&amp;lt;/code&amp;gt;&#039;&#039; on weapon attack.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blur]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Minor Image]]&amp;lt;/code&amp;gt;: Manifests imaginary sound or sight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;2d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkvision]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pyrotechnics]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dispel Magic]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels magical effects, spells.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wounding Whispers]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d6 sonic damage, +1/level (max +6)&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alter Fortune:]]&amp;lt;/code&amp;gt; Broadcast target takes 10 on next roll.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target reveals invisible things, creatures. &lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deep Slumber]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;10 HD&amp;lt;/code&amp;gt; creatures to &#039;&#039;&amp;lt;code&amp;gt;sleep&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Good Hope]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;+2 to attack and damage rolls, saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Shield]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+2 deflection AC&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Sphere]]&amp;lt;/code&amp;gt;: &#039;&#039;Invisibility,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Major Image]]&amp;lt;/code&amp;gt;: Manifests larger, louder imaginary sound or sight.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Serious Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;3d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone frightens &amp;lt;code&amp;gt;24 HD&amp;lt;/code&amp;gt; creatures.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Aural Weapon|Aural Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glibness]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+4 to [[Deception]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Haste]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;haste&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Keen Weapon]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;doubles threat range&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Quiver]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt; on quiver or bolt case.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Break Enchantment]]&amp;lt;/code&amp;gt;: Radius free targets from impermanent enchantment, alteration and petrification.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freedom of Movement]]&amp;lt;/code&amp;gt;: Ward on target clears impermanent immobility and grants &amp;lt;code&amp;gt;+5 to saves against future &#039;&#039;paralysis, slow, entanglement&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dolorous Motes]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d3 Wis damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dominate Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dominates&amp;lt;/code&amp;gt;&#039;&#039; humanoid. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Healing Motes]]&amp;lt;/code&amp;gt;: Radius fog heals &amp;lt;code&amp;gt;1d6 HP/round&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Monster]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resonating Bolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 10d4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt; and &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thunder Field]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage/round&amp;lt;/code&amp;gt;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Interminable Echo]]&amp;lt;/code&amp;gt; - Broadcast deals &amp;lt;code&amp;gt;2d6 sonic damage/round&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-3 to [[Perception]], [[Concentration]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Invisibility|Invisibility, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039;, even if target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mask of the Ideal]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 Cha&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rainbow Pattern]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; &amp;lt;code&amp;gt;24 HD&amp;lt;/code&amp;gt; creatures.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Critical Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Heroism|Heroism, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to attack rolls, saves and skill checks&amp;lt;/code&amp;gt;, temporary HP equal to caster level.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mind Fog]]&amp;lt;/code&amp;gt;: Radius fog bestows targets &amp;lt;code&amp;gt;-5 to Wis and Will saves&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Friend to Foe]]&amp;lt;/code&amp;gt;: Broadcast inverts target&#039;s foes and allies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nightmare]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d10 untyped damage/3 levels&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Cure Light Wounds|Cure Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius heals &amp;lt;code&amp;gt;1d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wail of Doom]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level&amp;lt;/code&amp;gt; and &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Elemental Buffer]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;40/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;60 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Energy Siphon]]&amp;lt;/code&amp;gt;: Ward on caster heals &amp;lt;code&amp;gt;1 HP/spell level&amp;lt;/code&amp;gt; per nearby spell cast, collapsing after &amp;lt;code&amp;gt;50 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Incite Discord]]&amp;lt;/code&amp;gt;: Radius inverts target&#039;s foes and allies.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Irresistible Dance]]&amp;lt;/code&amp;gt;: Broadcast forces target to dance, acting as &#039;&#039;&amp;lt;code&amp;gt;stun&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cacophonic Shield]]&amp;lt;/code&amp;gt; - Aura deals &amp;lt;code&amp;gt;1d6 sonic damage/round&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;20% miss chance to ranged attacks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Shout|Shout, Greater]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;10d6 sonic damage&amp;lt;/code&amp;gt; and &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Cure Moderate Wounds|Cure Moderate Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius heals &amp;lt;code&amp;gt;2d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Eyebite]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target over duration.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Aspect of ...|Aspect of ..., Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Aspect of ...,&#039;&#039; as radius.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Haste|Haste, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Haste&#039;&#039;, in radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Seeing]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to Perception&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; invisible objects, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bewilderment]]&amp;lt;/code&amp;gt;: Broadcast continually &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Astonishing Horn]]&amp;lt;/code&amp;gt;: Coalesces floating magic horn.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Great Thunderclap]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prismatic Spray]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;20 fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;40 acid damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;80 electrical damage&amp;lt;/code&amp;gt;, poisons, &#039;&#039;&amp;lt;code&amp;gt;petrifies&amp;lt;/code&amp;gt;,&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Seal Wounds]]&amp;lt;/code&amp;gt;: Touch target gains &amp;lt;code&amp;gt;5 fast healing/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=235</id>
		<title>Bardic Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=235"/>
		<updated>2025-01-10T23:15:02Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 4 - 4th Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lullaby]]&amp;lt;/code&amp;gt;: Broadcast makes creature &#039;&#039;&amp;lt;code&amp;gt;drowsy&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Identify]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2, +1/2 levels (max +5) to [[Lore]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Hope]]&amp;lt;/code&amp;gt;: Ray grants &amp;lt;code&amp;gt;+2 to saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelm]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Color Spray]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; proportionally to target HD.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disguise Self]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Deception]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Friendly Face]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Persuasion]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Light Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;1d8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Armor Lock]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; target wearing metal, deals &amp;lt;code&amp;gt;1d4 crushing damage&amp;lt;/code&amp;gt; whenever target attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Catsfeet]]&amp;lt;/code&amp;gt;: Caster takes 20 on next [[Acrobatics]] roll.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Opportune Dodge]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to rolls to avoid maneuvers and attacks of opportunity&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bothersome Babble]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze Monster]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039; 6 HD or less creature&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Heroism]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to attack rolls, saves and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; humanoid creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inevitable Defeat]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 subdual damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelming Blast]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sound Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bladeweave]]&amp;lt;/code&amp;gt;: Ward on target bestows &#039;&#039;&amp;lt;code&amp;gt;fascinate&amp;lt;/code&amp;gt;&#039;&#039; on weapon attack.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blur]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Minor Image]]&amp;lt;/code&amp;gt;: Manifests imaginary sound or sight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;2d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkvision]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pyrotechnics]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dispel Magic]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels magical effects, spells.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wounding Whispers]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d6 sonic damage, +1/level (max +6)&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alter Fortune:]]&amp;lt;/code&amp;gt; Broadcast target takes 10 on next roll.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target reveals invisible things, creatures. &lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deep Slumber]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;10 HD&amp;lt;/code&amp;gt; creatures to &#039;&#039;&amp;lt;code&amp;gt;sleep&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Good Hope]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;+2 to attack and damage rolls, saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Shield]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+2 deflection AC&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Sphere]]&amp;lt;/code&amp;gt;: &#039;&#039;Invisibility,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Major Image]]&amp;lt;/code&amp;gt;: Manifests larger, louder imaginary sound or sight.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Serious Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;3d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone frightens &amp;lt;code&amp;gt;24 HD&amp;lt;/code&amp;gt; creatures.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Aural Weapon|Aural Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glibness]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+4 to [[Deception]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Haste]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;haste&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Keen Weapon]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;doubles threat range&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Quiver]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt; on quiver or bolt case.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Break Enchantment]]&amp;lt;/code&amp;gt;: Radius free targets from impermanent enchantment, alteration and petrification.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freedom of Movement]]&amp;lt;/code&amp;gt;: Ward on target clears impermanent immobility and grants &amp;lt;code&amp;gt;+5 to saves against future &#039;&#039;paralysis, slow, entanglement&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dolorous Motes]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d3 Wis damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dominate Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dominates&amp;lt;/code&amp;gt;&#039;&#039; humanoid. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Healing Motes]]&amp;lt;/code&amp;gt;: Radius fog heals &amp;lt;code&amp;gt;1d6 HP/round&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Monster]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resonating Bolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 10d4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt; and &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thunder Field]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage/round&amp;lt;/code&amp;gt;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Interminable Echo]]&amp;lt;/code&amp;gt; - Broadcast deals &amp;lt;code&amp;gt;2d6 sonic damage/round&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-3 to [[Perception]], [[Concentration]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Invisibility|Invisibility, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039;, even if target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mask of the Ideal]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 Cha&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rainbow Pattern]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; &amp;lt;code&amp;gt;24 HD&amp;lt;/code&amp;gt; creatures.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Critical Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;4d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Heroism|Heroism, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to attack rolls, saves and skill checks&amp;lt;/code&amp;gt;, temporary HP equal to caster level.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mind Fog]]&amp;lt;/code&amp;gt;: Radius fog bestows targets &amp;lt;code&amp;gt;-5 to Wis and Will saves&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Friend to Foe]]&amp;lt;/code&amp;gt;: Broadcast inverts target&#039;s foes and allies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nightmare]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d10 untyped damage/3 levels&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Cure Light Wounds|Cure Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius heals &amp;lt;code&amp;gt;1d8 HP, +1/level&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wail of Doom]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level&amp;lt;/code&amp;gt; and &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Incite Discord]]&amp;lt;/code&amp;gt;: Radius inverts target&#039;s foes and allies.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=234</id>
		<title>Bardic Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=234"/>
		<updated>2025-01-10T22:46:29Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 3 - 3rd Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lullaby]]&amp;lt;/code&amp;gt;: Broadcast makes creature &#039;&#039;&amp;lt;code&amp;gt;drowsy&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Identify]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2, +1/2 levels (max +5) to [[Lore]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Hope]]&amp;lt;/code&amp;gt;: Ray grants &amp;lt;code&amp;gt;+2 to saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelm]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Color Spray]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; proportionally to target HD.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disguise Self]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Deception]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Friendly Face]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Persuasion]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Light Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;1d8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Armor Lock]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; target wearing metal, deals &amp;lt;code&amp;gt;1d4 crushing damage&amp;lt;/code&amp;gt; whenever target attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Catsfeet]]&amp;lt;/code&amp;gt;: Caster takes 20 on next [[Acrobatics]] roll.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Opportune Dodge]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to rolls to avoid maneuvers and attacks of opportunity&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bothersome Babble]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze Monster]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039; 6 HD or less creature&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Heroism]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to attack rolls, saves and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; humanoid creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inevitable Defeat]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 subdual damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelming Blast]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sound Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bladeweave]]&amp;lt;/code&amp;gt;: Ward on target bestows &#039;&#039;&amp;lt;code&amp;gt;fascinate&amp;lt;/code&amp;gt;&#039;&#039; on weapon attack.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blur]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Minor Image]]&amp;lt;/code&amp;gt;: Manifests imaginary sound or sight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;2d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkvision]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pyrotechnics]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dispel Magic]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels magical effects, spells.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wounding Whispers]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d6 sonic damage, +1/level (max +6)&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alter Fortune:]]&amp;lt;/code&amp;gt; Broadcast target takes 10 on next roll.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target reveals invisible things, creatures. &lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deep Slumber]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;10 HD&amp;lt;/code&amp;gt; creatures to &#039;&#039;&amp;lt;code&amp;gt;sleep&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Good Hope]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;+2 to attack and damage rolls, saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Shield]]&amp;lt;/code&amp;gt;: Ward on target bestows &amp;lt;code&amp;gt;+2 deflection AC&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Sphere]]&amp;lt;/code&amp;gt;: &#039;&#039;Invisibility,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Major Image]]&amp;lt;/code&amp;gt;: Manifests larger, louder imaginary sound or sight.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Serious Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;3d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone frightens &amp;lt;code&amp;gt;24 HD&amp;lt;/code&amp;gt; creatures.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Aural Weapon|Aural Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glibness]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+4 to [[Deception]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Haste]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;haste&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Keen Weapon]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;doubles threat range&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Quiver]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt; on quiver or bolt case.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=233</id>
		<title>Bardic Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=233"/>
		<updated>2025-01-10T21:44:23Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 2 - 2nd Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lullaby]]&amp;lt;/code&amp;gt;: Broadcast makes creature &#039;&#039;&amp;lt;code&amp;gt;drowsy&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Identify]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2, +1/2 levels (max +5) to [[Lore]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Hope]]&amp;lt;/code&amp;gt;: Ray grants &amp;lt;code&amp;gt;+2 to saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelm]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Color Spray]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; proportionally to target HD.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disguise Self]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Deception]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Friendly Face]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Persuasion]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Light Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;1d8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Armor Lock]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; target wearing metal, deals &amp;lt;code&amp;gt;1d4 crushing damage&amp;lt;/code&amp;gt; whenever target attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Catsfeet]]&amp;lt;/code&amp;gt;: Caster takes 20 on next [[Acrobatics]] roll.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Opportune Dodge]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to rolls to avoid maneuvers and attacks of opportunity&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bothersome Babble]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze Monster]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039; 6 HD or less creature&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Heroism]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to attack rolls, saves and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; humanoid creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inevitable Defeat]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 subdual damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelming Blast]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sound Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bladeweave]]&amp;lt;/code&amp;gt;: Ward on target bestows &#039;&#039;&amp;lt;code&amp;gt;fascinate&amp;lt;/code&amp;gt;&#039;&#039; on weapon attack.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blur]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Minor Image]]&amp;lt;/code&amp;gt;: Manifests imaginary sound or sight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;2d8 HP, +1/level (max +10)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkvision]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pyrotechnics]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=232</id>
		<title>Bardic Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=232"/>
		<updated>2025-01-10T21:31:39Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 1 - 1st Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lullaby]]&amp;lt;/code&amp;gt;: Broadcast makes creature &#039;&#039;&amp;lt;code&amp;gt;drowsy&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Identify]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2, +1/2 levels (max +5) to [[Lore]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Hope]]&amp;lt;/code&amp;gt;: Ray grants &amp;lt;code&amp;gt;+2 to saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelm]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Color Spray]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; proportionally to target HD.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disguise Self]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Deception]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Friendly Face]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Persuasion]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Light Wounds]]&amp;lt;/code&amp;gt;: Touch heals &amp;lt;code&amp;gt;1d8 HP, +1/level (max +5)&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Armor Lock]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; target wearing metal, deals &amp;lt;code&amp;gt;1d4 crushing damage&amp;lt;/code&amp;gt; whenever target attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aural Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Catsfeet]]&amp;lt;/code&amp;gt;: Caster takes 20 on next [[Acrobatics]] roll.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=231</id>
		<title>Bardic Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Bardic_Spells&amp;diff=231"/>
		<updated>2025-01-10T21:25:46Z</updated>

		<summary type="html">&lt;p&gt;Limine: Bard cantrips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lullaby]]&amp;lt;/code&amp;gt;: Broadcast makes creature &#039;&#039;&amp;lt;code&amp;gt;drowsy&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sonic Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 sonic damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cure Minor Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4 HP&amp;lt;/code&amp;gt; as positive energy.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=230</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=230"/>
		<updated>2025-01-10T21:20:58Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 7 - 7th Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; on next 3 attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton. &lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Beyond Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing the effects of magical darkness.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Swarm]]&amp;lt;/code&amp;gt;: Summons swarm of bats, rats or spiders.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aberrant Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden aberrations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkbolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 4d8)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Veil of Shadow]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; which cannot be pierced except with &#039;&#039;see beyond sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blood Snow]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d2 Con damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bone Chill]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Knell]]&amp;lt;/code&amp;gt;: Touch slays creature of &amp;lt;code&amp;gt;0 HP or less&amp;lt;/code&amp;gt;. Caster gains &amp;lt;code&amp;gt;1d8 temporary HP and +2 Str&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Frostburn|Frostburn, Lesser]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d12 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead II]]&amp;lt;/code&amp;gt;: Summons human myrmidon skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thin Air]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1 Str, Con, Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sheltered Vitality]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to saves made against fatigue, ability damage or negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, skill and ability checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Gesture]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halt Undead]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 Str damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rigor Mortis]]&amp;lt;/code&amp;gt;: Touch on willing target appears as &#039;&#039;&amp;lt;code&amp;gt;dead&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shivering Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6+1 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead III]]&amp;lt;/code&amp;gt;: Summons human priest skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vampiric Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels&amp;lt;/code&amp;gt;. Caster gains damage as temporary HP.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wrack]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack rolls, saves, skill and ability checks and knocks &#039;&#039;off-balance&#039;&#039;, &#039;&#039;prone&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Esoteric Weapon|Esoteric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alleve Hex]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;neutralizes a lesser hex&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Black Tentacles]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Grim Armor|Grim Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Trance of the Verdant Domain]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; target and bestows &amp;lt;code&amp;gt;-2 to saves against mind affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;immunity to &#039;&#039;blindness&#039;&#039;, effects of darkness&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 to Stealth&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doomtide]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;50% concealment against outside attacks&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Phantasmal Killer]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Animate Dead|Animate Dead, Lesser]]&amp;lt;/code&amp;gt;: Radius creates up to &amp;lt;code&amp;gt;6 HD undead&amp;lt;/code&amp;gt; from corpses.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bubbling Poison]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Blood]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 acid and 1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consumptive Field]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;1d8 necrotic damage&amp;lt;/code&amp;gt;. Slain creatures grant caster &amp;lt;code&amp;gt;1d6 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crown of the Grave]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead to ignore them. Discharge to bring up to &amp;lt;code&amp;gt;10 HD undead&amp;lt;/code&amp;gt; under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Enervation]]&amp;lt;/code&amp;gt;: Ray bestows &amp;lt;code&amp;gt;1d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone &amp;lt;code&amp;gt;&#039;&#039;frightens&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Agony]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 necrotic damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Foment Hex|Foment Hex, Lesser]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;permanent -2 to all ability scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-1 to attack rolls and saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostburn]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mindfrost]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead IV]]&amp;lt;/code&amp;gt;: Summons ghast.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass See Beyond Sight|See Beyond Sight, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;See Beyond Sight&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloudkill]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt; and bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freezing Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d6 cold damage/round&amp;lt;/code&amp;gt; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostbite]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;4d6 cold, 1d6 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Insect Plague]]&amp;lt;/code&amp;gt;: Summons stationary swarm of locusts.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cone of Cold]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 cold damage/level&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Unhallow]]&amp;lt;/code&amp;gt;: Placed radius grants undead &amp;lt;code&amp;gt;+3 turn resistance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 to attack and damage rolls&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 untyped AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nightmare]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d10 untyped damage/3 levels&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Pain]]&amp;lt;/code&amp;gt;: Placed radius bestows targets &amp;lt;code&amp;gt;-4 to attack rolls, skill and ability checks&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Light Wounds|Inflict Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Night&#039;s Caress]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6+2 Con damage&amp;lt;/code&amp;gt; to living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slay Living]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 negative energy damage, +1/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead V]]&amp;lt;/code&amp;gt;: Summons wight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Undeath to Death]]&amp;lt;/code&amp;gt;: Radius destroys &amp;lt;code&amp;gt;10 HD or less&amp;lt;/code&amp;gt; undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fire in the Blood]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d4+1 fire, 1d4+1 acid damage&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vulnerability]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-3 to base values from all DR sources (minimum 0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghost Trap]]&amp;lt;/code&amp;gt;: Radius turns &#039;&#039;&amp;lt;code&amp;gt;incorporeal&amp;lt;/code&amp;gt;&#039;&#039; creatures &#039;&#039;&amp;lt;code&amp;gt;corporeal&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039; creatures &#039;&#039;&amp;lt;code&amp;gt;nonethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;2d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Seeing]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to [[Perception]]&amp;lt;/code&amp;gt;, reveals &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; objects, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gaze of Transfixion]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;petrifies&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Create Undead]]&amp;lt;/code&amp;gt;: Expends a soul from Soul Bind to manifest an undead proportional to original HD.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Eyebite]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target over duration.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Frostburn|Frostburn, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Death]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039; when tripped. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Fear]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Harm]]&amp;lt;/code&amp;gt;:  Touch deals &amp;lt;code&amp;gt;7 negative energy damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Moderate Wounds|Inflict Moderate Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;2d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Soul Bind]]&amp;lt;/code&amp;gt;: Traps the soul of a recently dead humanoid into gem.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wave of Exhaustion]]&amp;lt;/code&amp;gt;: Cone bestows targets &#039;&#039;&amp;lt;code&amp;gt;exhaustion&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Incite Discord]]&amp;lt;/code&amp;gt;: Radius inverts target&#039;s foes and allies.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Control Undead]]&amp;lt;/code&amp;gt;: Radius brings &amp;lt;code&amp;gt;14 HD or less&amp;lt;/code&amp;gt; undead under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Create Undead|Create Undead, Greater]]&amp;lt;/code&amp;gt;: Expends multiple souls from Soul Bind to manifest undead construct proportional to total original HD.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Destruction]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;10d6 necrotic damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Death]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;10d10 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Foment Hex|Foment Hex, Greater]]&amp;lt;/code&amp;gt;: Broadcast bestows target permanent &amp;lt;code&amp;gt;-4 to all ability scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Necrosis]]&amp;lt;/code&amp;gt;: Placed radius prevents living targets from healing, grants undead &amp;lt;code&amp;gt;fast healing 3&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Weakness]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;2d6 Str damage&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Harm|Harm, Greater]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;10 negative energy damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Serious Wounds|Inflict Serious Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;3d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pulse of Hate]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;2d6 negative energy damage/round&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Arcane_Spells&amp;diff=229</id>
		<title>Arcane Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Arcane_Spells&amp;diff=229"/>
		<updated>2025-01-10T21:15:31Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Necromancy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 cold damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Orb of...]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d6 selected elemental damage/2 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster I]]&amp;lt;/code&amp;gt;: Summons minor beast from local ecology.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelm]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Hands]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d4 fire damage/level (max 5d4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fire Bolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d6 fire damage/level (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shocking Grasp]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 electrical damage/level (max 5d6)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2d6 electrical damage&amp;lt;/code&amp;gt; against target wearing metal.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Color Spray]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; proportionally to target HD.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disguise Self]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Deception]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Armor Lock]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; target wearing metal, deals &amp;lt;code&amp;gt;1d4 crushing damage&amp;lt;/code&amp;gt; whenever target attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Low-Light Vision]]&amp;lt;/code&amp;gt;: Ward on target grants low-light vision.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Lock]]&amp;lt;/code&amp;gt;: Magical lock appears on broadcast target door, chest or held device.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Arrow]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;3d6 acid damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster II]]&amp;lt;/code&amp;gt;: Summons beast from local ecology.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze Monster]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039; 6 HD or less creature&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelming Blast]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blur]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Minor Image]]&amp;lt;/code&amp;gt;: Manifests imaginary sound or sight.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkvision]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Clarity]]&amp;lt;/code&amp;gt;: Broadcast cures &#039;&#039;&amp;lt;code&amp;gt;daze&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;confusion&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shaken&amp;lt;/code&amp;gt;&#039;&#039; on target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dispel Magic]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels magical effects, spells.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stinking Cloud]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster III]]&amp;lt;/code&amp;gt;: Summons dire beast from local ecology.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deep Slumber]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;10 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Heroism]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to attack rolls, saves and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; humanoid.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inevitable Defeat]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6 subdual damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fireball]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 fire damage/level&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lightning Bolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d6 electrical damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Sphere]]&amp;lt;/code&amp;gt;: &#039;&#039;Invisibility,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Major Image]]&amp;lt;/code&amp;gt;: Manifests larger, louder imaginary sound or sight.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 Str damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Heft]]&amp;lt;/code&amp;gt;: Ward on target doubles threat range on unarmed or bludgeoning weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Haste]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;haste&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Keen Edge]]&amp;lt;/code&amp;gt;: Ward on target doubles threat range on bladed weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Magic Weapon|Magic Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Quiver]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on quiver or bolt case.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Globe of Invulnerability|Globe of Invulnerability, Lesser]]&amp;lt;/code&amp;gt;: Ward on target prevents spells from 3rd Circle and below from affecting.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Neutralize Hex]]&amp;lt;/code&amp;gt;: Touch temporarily suppresses effects of a lesser hex on target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Resist Elements|Resist Elements, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Resist elements,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Spell Breach|Spell Breach, Lesser]]&amp;lt;/code&amp;gt;: Broadcast strips magical defenses on target, bestows &amp;lt;code&amp;gt;-3 SR&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stoneskin]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 10/+2&amp;lt;/code&amp;gt;, collapsing after &amp;lt;code&amp;gt;70 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Black Tentacles]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Mage Armor|Mage Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orb of...]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d6 selected elemental damage/level (max 10d6)&amp;lt;/code&amp;gt;, bestows relevant status effect.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster IV]]&amp;lt;/code&amp;gt;: Summons magical beast from local ecology.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halting Gaze]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Trance of the Verdant Domain]]&amp;lt;/code&amp;gt;: &amp;lt;span data-darkreader-inline-bgcolor=&amp;quot;&amp;quot;&amp;gt;Broadcast&amp;lt;/span&amp;gt; &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; &amp;lt;span data-darkreader-inline-bgcolor=&amp;quot;&amp;quot;&amp;gt;target and bestows &amp;lt;code&amp;gt;-2 to saves against mind affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Whelm|Whelm, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 subdual damage/level (max 10d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ice Storm]]&amp;lt;/code&amp;gt;: Cylinder deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wall of Fire]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;4d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rainbow Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Conjuration]]&amp;lt;/code&amp;gt;: Manifests &#039;&#039;darkness, invisibility, mage armor&#039;&#039; or &#039;&#039;magic missile&#039;&#039; as illusory variant.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Blood]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 acid damage&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target disease.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Enervation]]&amp;lt;/code&amp;gt;: Ray bestows &amp;lt;code&amp;gt;1d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone &amp;lt;code&amp;gt;&#039;&#039;frightens&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Agony]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 necrotic damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mindfrost]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Darkvision|Darkvision, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Darkvision,&#039;&#039; as radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Break Enchantment]]&amp;lt;/code&amp;gt;: Radius cures impermanent enchantment, alteration and &#039;&#039;&amp;lt;code&amp;gt;petrification&amp;lt;/code&amp;gt;&#039;&#039; on target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Elemental Buffer]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;40/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;60 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mind Blank]]&amp;lt;/code&amp;gt;: Broadcast restores target&#039;s senses and grants &amp;lt;code&amp;gt;+5 to saves against mind-affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arc of Lightning]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 electrical damage&amp;lt;/code&amp;gt;, repeating every bounce &amp;lt;code&amp;gt;between two or more targets (max 10d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloudkill]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt; and bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freezing Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d6 cold damage/round&amp;lt;/code&amp;gt; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Sphere]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4 selected elemental damage/level&amp;lt;/code&amp;gt;, then radius deals &amp;lt;code&amp;gt;1d4 selected elemental damage/round&amp;lt;/code&amp;gt;, bestowing relevant status effect.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster V]]&amp;lt;/code&amp;gt;: Summons lesser aberration.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dominate Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dominates&amp;lt;/code&amp;gt;&#039;&#039; humanoid.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Feeblemind]]&amp;lt;/code&amp;gt;: Broadcast sets target&#039;s &amp;lt;code&amp;gt;Int and Cha to 6&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Sleep]]&amp;lt;/code&amp;gt;: Placed radius sets &amp;lt;code&amp;gt;10 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Monster]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mind Fog]]&amp;lt;/code&amp;gt;: Radius fog bestows targets &amp;lt;code&amp;gt;-5 to Wis, Will saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rex&#039;s Interposing Hand]]&amp;lt;/code&amp;gt;: Spectral hand grants caster &amp;lt;code&amp;gt;+4 untyped AC&amp;lt;/code&amp;gt; against target.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ball Lightning]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 electrical damage&amp;lt;/code&amp;gt; 15 times.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cone of Cold]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 cold damage/level&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Friend to Foe]]&amp;lt;/code&amp;gt;: Broadcast inverts target&#039;s enemies and allies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nightmare]]&amp;lt;/code&amp;gt;: &amp;lt;span data-darkreader-inline-bgcolor=&amp;quot;&amp;quot;&amp;gt;Broadcast deals &amp;lt;code&amp;gt;1d10 untyped damage/3 levels&amp;lt;/code&amp;gt;,&amp;lt;/span&amp;gt; &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039;&amp;lt;span data-darkreader-inline-bgcolor=&amp;quot;&amp;quot;&amp;gt;.&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Shadow Conjuration|Shadow Conjuration, Greater]]&amp;lt;/code&amp;gt;: Manifests &#039;&#039;acid arrow, blur, web,&#039;&#039; or &#039;&#039;minor globe of invulnerability&#039;&#039; as illusory variant.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Pain]]&amp;lt;/code&amp;gt;: Placed radius bestows targets &amp;lt;code&amp;gt;-4 to attack rolls, skill and ability checks&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Night&#039;s Caress]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6+2 Con damage&amp;lt;/code&amp;gt; to living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wave of Fatigue]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical effects, spells.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Globe of Invulnerability]]&amp;lt;/code&amp;gt;: Ward on target prevents spells from 4th Circle and below from affecting.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Spell Breach]]&amp;lt;/code&amp;gt;: Broadcast strips more magical defenses on target, bestows &amp;lt;code&amp;gt;-5 SR&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;2d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster VI]]&amp;lt;/code&amp;gt;: Summons aberration.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Seeing]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to [[Perception]]&amp;lt;/code&amp;gt;, reveals &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; objects, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Eyes of the Oracle]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 dodge AC, Reflex saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gaze of Transfixion]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;petrifies&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Heroism|Heroism, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to attack rolls, saves, ability and skill checks, temporary HP equal to caster level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rex&#039;s Forceful Hand]]&amp;lt;/code&amp;gt;: Spectral hand &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;,&#039;&#039; knocks target &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shades]]&amp;lt;/code&amp;gt;: Manifests &#039;&#039;cone of cold, fireball, stoneskin,&#039;&#039; or &#039;&#039;wall of fire&#039;&#039; as illusory variant.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Eyebite]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target over duration.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Death]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039; when tripped. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Fear]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Aspect of...|Aspect of..., Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Aspect of...&#039;&#039;, as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Becoming]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+1 BAB/2 levels&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 natural AC&amp;lt;/code&amp;gt; and sets &amp;lt;code&amp;gt;Str, Dex and Con to 18&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Haste|Haste, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Haste,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Stoneskin|Stoneskin, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 15/+3&amp;lt;/code&amp;gt;, collapsing after &amp;lt;code&amp;gt;110 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone to Flesh]]&amp;lt;/code&amp;gt;: Broadcast frees target from permanent petrification.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Spells]]&amp;lt;/code&amp;gt;: Aura bestows &amp;lt;code&amp;gt;+5 to saves against spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster VII]]&amp;lt;/code&amp;gt;: Summons greater aberration.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next 3 rolls.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Stunning]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bewilderment]]&amp;lt;/code&amp;gt;: Broadcast continually &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Great Thunderclap]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage&#039;s Sword]]&amp;lt;/code&amp;gt;: Coalesces floating, magic blade.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prismatic Spray]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;20 fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;40 acid damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;80 electrical damage&amp;lt;/code&amp;gt;, poisons, &#039;&#039;&amp;lt;code&amp;gt;petrifies&amp;lt;/code&amp;gt;,&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rex&#039;s Grasping Hand]]&amp;lt;/code&amp;gt;: Spectral hand &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; target, &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Project Image]]&amp;lt;/code&amp;gt;: Manifests illusory double of caster or target.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Death]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;10d10 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Weakness]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;2d6 Str damage&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pulse of Hate]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;2d6 negative energy damage/round&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=228</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=228"/>
		<updated>2025-01-10T21:11:07Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 6 - 6th Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; on next 3 attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton. &lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Beyond Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing the effects of magical darkness.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Swarm]]&amp;lt;/code&amp;gt;: Summons swarm of bats, rats or spiders.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aberrant Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden aberrations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkbolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 4d8)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Veil of Shadow]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; which cannot be pierced except with &#039;&#039;see beyond sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blood Snow]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d2 Con damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bone Chill]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Knell]]&amp;lt;/code&amp;gt;: Touch slays creature of &amp;lt;code&amp;gt;0 HP or less&amp;lt;/code&amp;gt;. Caster gains &amp;lt;code&amp;gt;1d8 temporary HP and +2 Str&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Frostburn|Frostburn, Lesser]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d12 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead II]]&amp;lt;/code&amp;gt;: Summons human myrmidon skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thin Air]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1 Str, Con, Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sheltered Vitality]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to saves made against fatigue, ability damage or negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, skill and ability checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Gesture]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halt Undead]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 Str damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rigor Mortis]]&amp;lt;/code&amp;gt;: Touch on willing target appears as &#039;&#039;&amp;lt;code&amp;gt;dead&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shivering Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6+1 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead III]]&amp;lt;/code&amp;gt;: Summons human priest skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vampiric Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels&amp;lt;/code&amp;gt;. Caster gains damage as temporary HP.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wrack]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack rolls, saves, skill and ability checks and knocks &#039;&#039;off-balance&#039;&#039;, &#039;&#039;prone&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Esoteric Weapon|Esoteric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alleve Hex]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;neutralizes a lesser hex&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Black Tentacles]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Grim Armor|Grim Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Trance of the Verdant Domain]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; target and bestows &amp;lt;code&amp;gt;-2 to saves against mind affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;immunity to &#039;&#039;blindness&#039;&#039;, effects of darkness&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 to Stealth&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doomtide]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;50% concealment against outside attacks&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Phantasmal Killer]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Animate Dead|Animate Dead, Lesser]]&amp;lt;/code&amp;gt;: Radius creates up to &amp;lt;code&amp;gt;6 HD undead&amp;lt;/code&amp;gt; from corpses.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bubbling Poison]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Blood]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 acid and 1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consumptive Field]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;1d8 necrotic damage&amp;lt;/code&amp;gt;. Slain creatures grant caster &amp;lt;code&amp;gt;1d6 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crown of the Grave]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead to ignore them. Discharge to bring up to &amp;lt;code&amp;gt;10 HD undead&amp;lt;/code&amp;gt; under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Enervation]]&amp;lt;/code&amp;gt;: Ray bestows &amp;lt;code&amp;gt;1d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone &amp;lt;code&amp;gt;&#039;&#039;frightens&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Agony]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 necrotic damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Foment Hex|Foment Hex, Lesser]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;permanent -2 to all ability scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-1 to attack rolls and saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostburn]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mindfrost]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead IV]]&amp;lt;/code&amp;gt;: Summons ghast.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass See Beyond Sight|See Beyond Sight, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;See Beyond Sight&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloudkill]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt; and bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freezing Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d6 cold damage/round&amp;lt;/code&amp;gt; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostbite]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;4d6 cold, 1d6 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Insect Plague]]&amp;lt;/code&amp;gt;: Summons stationary swarm of locusts.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cone of Cold]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 cold damage/level&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Unhallow]]&amp;lt;/code&amp;gt;: Placed radius grants undead &amp;lt;code&amp;gt;+3 turn resistance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 to attack and damage rolls&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 untyped AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nightmare]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d10 untyped damage/3 levels&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Pain]]&amp;lt;/code&amp;gt;: Placed radius bestows targets &amp;lt;code&amp;gt;-4 to attack rolls, skill and ability checks&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Light Wounds|Inflict Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Night&#039;s Caress]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6+2 Con damage&amp;lt;/code&amp;gt; to living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slay Living]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 negative energy damage, +1/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead V]]&amp;lt;/code&amp;gt;: Summons wight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Undeath to Death]]&amp;lt;/code&amp;gt;: Radius destroys &amp;lt;code&amp;gt;10 HD or less&amp;lt;/code&amp;gt; undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fire in the Blood]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d4+1 fire, 1d4+1 acid damage&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vulnerability]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-3 to base values from all DR sources (minimum 0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghost Trap]]&amp;lt;/code&amp;gt;: Radius turns &#039;&#039;&amp;lt;code&amp;gt;incorporeal&amp;lt;/code&amp;gt;&#039;&#039; creatures &#039;&#039;&amp;lt;code&amp;gt;corporeal&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039; creatures &#039;&#039;&amp;lt;code&amp;gt;nonethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;2d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Seeing]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to [[Perception]]&amp;lt;/code&amp;gt;, reveals &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; objects, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gaze of Transfixion]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;petrifies&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Create Undead]]&amp;lt;/code&amp;gt;: Expends a soul from Soul Bind to manifest an undead proportional to original HD.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Eyebite]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target over duration.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Frostburn|Frostburn, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Death]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039; when tripped. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Fear]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Harm]]&amp;lt;/code&amp;gt;:  Touch deals &amp;lt;code&amp;gt;7 negative energy damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Moderate Wounds|Inflict Moderate Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;2d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Soul Bind]]&amp;lt;/code&amp;gt;: Traps the soul of a recently dead humanoid into gem.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wave of Exhaustion]]&amp;lt;/code&amp;gt;: Cone bestows targets &#039;&#039;&amp;lt;code&amp;gt;exhaustion&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=227</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=227"/>
		<updated>2025-01-10T21:04:51Z</updated>

		<summary type="html">&lt;p&gt;Limine: past/beyond sight fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; on next 3 attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton. &lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Beyond Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing the effects of magical darkness.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Swarm]]&amp;lt;/code&amp;gt;: Summons swarm of bats, rats or spiders.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aberrant Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden aberrations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkbolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 4d8)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Veil of Shadow]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; which cannot be pierced except with &#039;&#039;see beyond sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blood Snow]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d2 Con damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bone Chill]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Knell]]&amp;lt;/code&amp;gt;: Touch slays creature of &amp;lt;code&amp;gt;0 HP or less&amp;lt;/code&amp;gt;. Caster gains &amp;lt;code&amp;gt;1d8 temporary HP and +2 Str&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Frostburn|Frostburn, Lesser]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d12 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead II]]&amp;lt;/code&amp;gt;: Summons human myrmidon skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thin Air]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1 Str, Con, Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sheltered Vitality]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to saves made against fatigue, ability damage or negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, skill and ability checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Gesture]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halt Undead]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 Str damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rigor Mortis]]&amp;lt;/code&amp;gt;: Touch on willing target appears as &#039;&#039;&amp;lt;code&amp;gt;dead&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shivering Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6+1 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead III]]&amp;lt;/code&amp;gt;: Summons human priest skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vampiric Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels&amp;lt;/code&amp;gt;. Caster gains damage as temporary HP.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wrack]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack rolls, saves, skill and ability checks and knocks &#039;&#039;off-balance&#039;&#039;, &#039;&#039;prone&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Esoteric Weapon|Esoteric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alleve Hex]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;neutralizes a lesser hex&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Black Tentacles]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Grim Armor|Grim Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Trance of the Verdant Domain]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; target and bestows &amp;lt;code&amp;gt;-2 to saves against mind affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;immunity to &#039;&#039;blindness&#039;&#039;, effects of darkness&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 to Stealth&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doomtide]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;50% concealment against outside attacks&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Phantasmal Killer]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Animate Dead|Animate Dead, Lesser]]&amp;lt;/code&amp;gt;: Radius creates up to &amp;lt;code&amp;gt;6 HD undead&amp;lt;/code&amp;gt; from corpses.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bubbling Poison]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Blood]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 acid and 1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consumptive Field]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;1d8 necrotic damage&amp;lt;/code&amp;gt;. Slain creatures grant caster &amp;lt;code&amp;gt;1d6 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crown of the Grave]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead to ignore them. Discharge to bring up to &amp;lt;code&amp;gt;10 HD undead&amp;lt;/code&amp;gt; under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Enervation]]&amp;lt;/code&amp;gt;: Ray bestows &amp;lt;code&amp;gt;1d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone &amp;lt;code&amp;gt;&#039;&#039;frightens&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Agony]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 necrotic damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Foment Hex|Foment Hex, Lesser]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;permanent -2 to all ability scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-1 to attack rolls and saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostburn]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mindfrost]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead IV]]&amp;lt;/code&amp;gt;: Summons ghast.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass See Beyond Sight|See Beyond Sight, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;See Beyond Sight&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloudkill]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt; and bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freezing Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d6 cold damage/round&amp;lt;/code&amp;gt; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostbite]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;4d6 cold, 1d6 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Insect Plague]]&amp;lt;/code&amp;gt;: Summons stationary swarm of locusts.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cone of Cold]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 cold damage/level&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Unhallow]]&amp;lt;/code&amp;gt;: Placed radius grants undead &amp;lt;code&amp;gt;+3 turn resistance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 to attack and damage rolls&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 untyped AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nightmare]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d10 untyped damage/3 levels&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Pain]]&amp;lt;/code&amp;gt;: Placed radius bestows targets &amp;lt;code&amp;gt;-4 to attack rolls, skill and ability checks&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Light Wounds|Inflict Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Night&#039;s Caress]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6+2 Con damage&amp;lt;/code&amp;gt; to living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slay Living]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 negative energy damage, +1/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead V]]&amp;lt;/code&amp;gt;: Summons wight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Undeath to Death]]&amp;lt;/code&amp;gt;: Radius destroys &amp;lt;code&amp;gt;10 HD or less&amp;lt;/code&amp;gt; undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fire in the Blood]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d4+1 fire, 1d4+1 acid damage&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vulnerability]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-3 to base values from all DR sources (minimum 0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Arcane_Spells&amp;diff=226</id>
		<title>Arcane Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Arcane_Spells&amp;diff=226"/>
		<updated>2025-01-10T21:03:52Z</updated>

		<summary type="html">&lt;p&gt;Limine: fixed greater DM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 cold damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Orb of...]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d6 selected elemental damage/2 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster I]]&amp;lt;/code&amp;gt;: Summons minor beast from local ecology.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelm]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Hands]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d4 fire damage/level (max 5d4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fire Bolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d6 fire damage/level (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shocking Grasp]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 electrical damage/level (max 5d6)&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2d6 electrical damage&amp;lt;/code&amp;gt; against target wearing metal.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Color Spray]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; proportionally to target HD.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disguise Self]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+2 to [[Deception]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Armor Lock]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; target wearing metal, deals &amp;lt;code&amp;gt;1d4 crushing damage&amp;lt;/code&amp;gt; whenever target attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Low-Light Vision]]&amp;lt;/code&amp;gt;: Ward on target grants low-light vision.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Magic Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Lock]]&amp;lt;/code&amp;gt;: Magical lock appears on broadcast target door, chest or held device.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Arrow]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;3d6 acid damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster II]]&amp;lt;/code&amp;gt;: Summons beast from local ecology.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze Monster]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039; 6 HD or less creature&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Whelming Blast]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 subdual damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blur]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Minor Image]]&amp;lt;/code&amp;gt;: Manifests imaginary sound or sight.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkvision]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Clarity]]&amp;lt;/code&amp;gt;: Broadcast cures &#039;&#039;&amp;lt;code&amp;gt;daze&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;confusion&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;shaken&amp;lt;/code&amp;gt;&#039;&#039; on target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dispel Magic]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels magical effects, spells.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stinking Cloud]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster III]]&amp;lt;/code&amp;gt;: Summons dire beast from local ecology.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deep Slumber]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;10 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Heroism]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to attack rolls, saves and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; humanoid.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inevitable Defeat]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6 subdual damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fireball]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 fire damage/level&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lightning Bolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d6 electrical damage/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Sphere]]&amp;lt;/code&amp;gt;: &#039;&#039;Invisibility,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Major Image]]&amp;lt;/code&amp;gt;: Manifests larger, louder imaginary sound or sight.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 Str damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Heft]]&amp;lt;/code&amp;gt;: Ward on target doubles threat range on unarmed or bludgeoning weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Haste]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;haste&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Keen Edge]]&amp;lt;/code&amp;gt;: Ward on target doubles threat range on bladed weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Magic Weapon|Magic Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Quiver]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on quiver or bolt case.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Globe of Invulnerability|Globe of Invulnerability, Lesser]]&amp;lt;/code&amp;gt;: Ward on target prevents spells from 3rd Circle and below from affecting.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Neutralize Hex]]&amp;lt;/code&amp;gt;: Touch temporarily suppresses effects of a lesser hex on target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Resist Elements|Resist Elements, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Resist elements,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Spell Breach|Spell Breach, Lesser]]&amp;lt;/code&amp;gt;: Broadcast strips magical defenses on target, bestows &amp;lt;code&amp;gt;-3 SR&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stoneskin]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 10/+2&amp;lt;/code&amp;gt;, collapsing after &amp;lt;code&amp;gt;70 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Black Tentacles]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Mage Armor|Mage Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orb of...]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d6 selected elemental damage/level (max 10d6)&amp;lt;/code&amp;gt;, bestows relevant status effect.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster IV]]&amp;lt;/code&amp;gt;: Summons magical beast from local ecology.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, ability and skill checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halting Gaze]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Trance of the Verdant Domain]]&amp;lt;/code&amp;gt;: &amp;lt;span data-darkreader-inline-bgcolor=&amp;quot;&amp;quot;&amp;gt;Broadcast&amp;lt;/span&amp;gt; &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; &amp;lt;span data-darkreader-inline-bgcolor=&amp;quot;&amp;quot;&amp;gt;target and bestows &amp;lt;code&amp;gt;-2 to saves against mind affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Whelm|Whelm, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 subdual damage/level (max 10d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ice Storm]]&amp;lt;/code&amp;gt;: Cylinder deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wall of Fire]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;4d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rainbow Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Conjuration]]&amp;lt;/code&amp;gt;: Manifests &#039;&#039;darkness, invisibility, mage armor&#039;&#039; or &#039;&#039;magic missile&#039;&#039; as illusory variant.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Blood]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 acid damage&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target disease.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Enervation]]&amp;lt;/code&amp;gt;: Ray bestows &amp;lt;code&amp;gt;1d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone &amp;lt;code&amp;gt;&#039;&#039;frightens&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Agony]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 necrotic damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mindfrost]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Darkvision|Darkvision, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Darkvision,&#039;&#039; as radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Break Enchantment]]&amp;lt;/code&amp;gt;: Radius cures impermanent enchantment, alteration and &#039;&#039;&amp;lt;code&amp;gt;petrification&amp;lt;/code&amp;gt;&#039;&#039; on target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Elemental Buffer]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;40/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;60 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mind Blank]]&amp;lt;/code&amp;gt;: Broadcast restores target&#039;s senses and grants &amp;lt;code&amp;gt;+5 to saves against mind-affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arc of Lightning]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 electrical damage&amp;lt;/code&amp;gt;, repeating every bounce &amp;lt;code&amp;gt;between two or more targets (max 10d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloudkill]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt; and bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freezing Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d6 cold damage/round&amp;lt;/code&amp;gt; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Sphere]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4 selected elemental damage/level&amp;lt;/code&amp;gt;, then radius deals &amp;lt;code&amp;gt;1d4 selected elemental damage/round&amp;lt;/code&amp;gt;, bestowing relevant status effect.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster V]]&amp;lt;/code&amp;gt;: Summons lesser aberration.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Dominate Person]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dominates&amp;lt;/code&amp;gt;&#039;&#039; humanoid.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Feeblemind]]&amp;lt;/code&amp;gt;: Broadcast sets target&#039;s &amp;lt;code&amp;gt;Int and Cha to 6&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Sleep]]&amp;lt;/code&amp;gt;: Placed radius sets &amp;lt;code&amp;gt;10 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Monster]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; creature.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mind Fog]]&amp;lt;/code&amp;gt;: Radius fog bestows targets &amp;lt;code&amp;gt;-5 to Wis, Will saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rex&#039;s Interposing Hand]]&amp;lt;/code&amp;gt;: Spectral hand grants caster &amp;lt;code&amp;gt;+4 untyped AC&amp;lt;/code&amp;gt; against target.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ball Lightning]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 electrical damage&amp;lt;/code&amp;gt; 15 times.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cone of Cold]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 cold damage/level&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Friend to Foe]]&amp;lt;/code&amp;gt;: Broadcast inverts target&#039;s enemies and allies.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nightmare]]&amp;lt;/code&amp;gt;: &amp;lt;span data-darkreader-inline-bgcolor=&amp;quot;&amp;quot;&amp;gt;Broadcast deals &amp;lt;code&amp;gt;1d10 untyped damage/3 levels&amp;lt;/code&amp;gt;,&amp;lt;/span&amp;gt; &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039;&amp;lt;span data-darkreader-inline-bgcolor=&amp;quot;&amp;quot;&amp;gt;.&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Shadow Conjuration|Shadow Conjuration, Greater]]&amp;lt;/code&amp;gt;: Manifests &#039;&#039;acid arrow, blur, web,&#039;&#039; or &#039;&#039;minor globe of invulnerability&#039;&#039; as illusory variant.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Pain]]&amp;lt;/code&amp;gt;: Placed radius bestows targets &amp;lt;code&amp;gt;-4 to attack rolls, skill and ability checks&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Night&#039;s Caress]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6+2 Con damage&amp;lt;/code&amp;gt; to living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wave of Fatigue]]&amp;lt;/code&amp;gt;: Cone &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical effects, spells.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Globe of Invulnerability]]&amp;lt;/code&amp;gt;: Ward on target prevents spells from 4th Circle and below from affecting.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Spell Breach]]&amp;lt;/code&amp;gt;: Broadcast strips more magical defenses on target, bestows &amp;lt;code&amp;gt;-5 SR&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;2d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster VI]]&amp;lt;/code&amp;gt;: Summons aberration.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Seeing]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to [[Perception]]&amp;lt;/code&amp;gt;, reveals &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; objects, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Eyes of the Oracle]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 dodge AC, Reflex saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gaze of Transfixion]]&amp;lt;/code&amp;gt;: Gaze &#039;&#039;&amp;lt;code&amp;gt;petrifies&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Heroism|Heroism, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to attack rolls, saves, ability and skill checks, temporary HP equal to caster level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rex&#039;s Forceful Hand]]&amp;lt;/code&amp;gt;: Spectral hand &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;,&#039;&#039; knocks target &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shades]]&amp;lt;/code&amp;gt;: Manifests &#039;&#039;cone of cold, fireball, stoneskin,&#039;&#039; or &#039;&#039;wall of fire&#039;&#039; as illusory variant.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Eyebite]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target over duration.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Death]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039; when tripped. Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Fear]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;panics&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Aspect of...|Aspect of..., Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Aspect of...&#039;&#039;, as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Becoming]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+1 BAB/2 levels&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 natural AC&amp;lt;/code&amp;gt; and sets &amp;lt;code&amp;gt;Str, Dex and Con to 18&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Haste|Haste, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;Haste,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Stoneskin|Stoneskin, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 15/+3&amp;lt;/code&amp;gt;, collapsing after &amp;lt;code&amp;gt;110 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone to Flesh]]&amp;lt;/code&amp;gt;: Broadcast frees target from permanent petrification.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Spells]]&amp;lt;/code&amp;gt;: Aura bestows &amp;lt;code&amp;gt;+5 to saves against spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Monster VII]]&amp;lt;/code&amp;gt;: Summons greater aberration.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next 3 rolls.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Stunning]]&amp;lt;/code&amp;gt;: Placed radius &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039; targets when tripped.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bewilderment]]&amp;lt;/code&amp;gt;: Broadcast continually &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Great Thunderclap]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage&#039;s Sword]]&amp;lt;/code&amp;gt;: Coalesces floating, magic blade.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prismatic Spray]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;20 fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;40 acid damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;80 electrical damage&amp;lt;/code&amp;gt;, poisons, &#039;&#039;&amp;lt;code&amp;gt;petrifies&amp;lt;/code&amp;gt;,&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rex&#039;s Grasping Hand]]&amp;lt;/code&amp;gt;: Spectral hand &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; target, &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Project Image]]&amp;lt;/code&amp;gt;: Manifests illusory double of caster or target.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Weakness]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;2d6 Str damage&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Death]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;10d10 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Pulse of Hate]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;2d6 negative energy damage/round&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=225</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=225"/>
		<updated>2025-01-10T21:03:07Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 5 - 5th Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; on next 3 attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton. &lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Past Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing the effects of magical darkness.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Swarm]]&amp;lt;/code&amp;gt;: Summons swarm of bats, rats or spiders.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aberrant Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden aberrations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkbolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 4d8)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Veil of Shadow]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; which cannot be pierced except with &#039;&#039;see past sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blood Snow]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d2 Con damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bone Chill]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Knell]]&amp;lt;/code&amp;gt;: Touch slays creature of &amp;lt;code&amp;gt;0 HP or less&amp;lt;/code&amp;gt;. Caster gains &amp;lt;code&amp;gt;1d8 temporary HP and +2 Str&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Frostburn|Frostburn, Lesser]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d12 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead II]]&amp;lt;/code&amp;gt;: Summons human myrmidon skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thin Air]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1 Str, Con, Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sheltered Vitality]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to saves made against fatigue, ability damage or negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, skill and ability checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Gesture]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halt Undead]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 Str damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rigor Mortis]]&amp;lt;/code&amp;gt;: Touch on willing target appears as &#039;&#039;&amp;lt;code&amp;gt;dead&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shivering Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6+1 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead III]]&amp;lt;/code&amp;gt;: Summons human priest skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vampiric Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels&amp;lt;/code&amp;gt;. Caster gains damage as temporary HP.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wrack]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack rolls, saves, skill and ability checks and knocks &#039;&#039;off-balance&#039;&#039;, &#039;&#039;prone&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Esoteric Weapon|Esoteric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alleve Hex]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;neutralizes a lesser hex&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Black Tentacles]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Grim Armor|Grim Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Trance of the Verdant Domain]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; target and bestows &amp;lt;code&amp;gt;-2 to saves against mind affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;immunity to &#039;&#039;blindness&#039;&#039;, effects of darkness&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 to Stealth&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doomtide]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;50% concealment against outside attacks&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Phantasmal Killer]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Animate Dead|Animate Dead, Lesser]]&amp;lt;/code&amp;gt;: Radius creates up to &amp;lt;code&amp;gt;6 HD undead&amp;lt;/code&amp;gt; from corpses.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bubbling Poison]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Blood]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 acid and 1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consumptive Field]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;1d8 necrotic damage&amp;lt;/code&amp;gt;. Slain creatures grant caster &amp;lt;code&amp;gt;1d6 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crown of the Grave]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead to ignore them. Discharge to bring up to &amp;lt;code&amp;gt;10 HD undead&amp;lt;/code&amp;gt; under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Enervation]]&amp;lt;/code&amp;gt;: Ray bestows &amp;lt;code&amp;gt;1d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone &amp;lt;code&amp;gt;&#039;&#039;frightens&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Agony]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 necrotic damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Foment Hex|Foment Hex, Lesser]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;permanent -2 to all ability scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-1 to attack rolls and saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostburn]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mindfrost]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead IV]]&amp;lt;/code&amp;gt;: Summons ghast.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass See Beyond Sight|See Beyond Sight, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;See Beyond Sight&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Dispel Magic|Dispel Magic, Greater]]&amp;lt;/code&amp;gt;: Radius or broadcast cancels more magical spells and effects.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloudkill]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt; and bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;.&#039;&#039; Targets with &#039;&#039;deathwatch&#039;&#039; must save or die.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Freezing Fog]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1d6 cold damage/round&amp;lt;/code&amp;gt; and knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostbite]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;4d6 cold, 1d6 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Insect Plague]]&amp;lt;/code&amp;gt;: Summons stationary swarm of locusts.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cone of Cold]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;1d6 cold damage/level&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Unhallow]]&amp;lt;/code&amp;gt;: Placed radius grants undead &amp;lt;code&amp;gt;+3 turn resistance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+2 to attack and damage rolls&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 untyped AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Nightmare]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d10 untyped damage/3 levels&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;fatigues&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Pain]]&amp;lt;/code&amp;gt;: Placed radius bestows targets &amp;lt;code&amp;gt;-4 to attack rolls, skill and ability checks&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass Inflict Light Wounds|Inflict Light Wounds, Mass]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Night&#039;s Caress]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d6+2 Con damage&amp;lt;/code&amp;gt; to living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slay Living]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 negative energy damage, +1/level&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead V]]&amp;lt;/code&amp;gt;: Summons wight.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Undeath to Death]]&amp;lt;/code&amp;gt;: Radius destroys &amp;lt;code&amp;gt;10 HD or less&amp;lt;/code&amp;gt; undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Etherealness]]&amp;lt;/code&amp;gt;: Broadcast target becomes &#039;&#039;&amp;lt;code&amp;gt;ethereal&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fire in the Blood]]&amp;lt;/code&amp;gt;: Ward on caster deals &amp;lt;code&amp;gt;1d4+1 fire, 1d4+1 acid damage&amp;lt;/code&amp;gt; to melee attackers.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vulnerability]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-3 to base values from all DR sources (minimum 0)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=224</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=224"/>
		<updated>2025-01-10T20:53:40Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 4 - 4th Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; on next 3 attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton. &lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Past Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing the effects of magical darkness.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Swarm]]&amp;lt;/code&amp;gt;: Summons swarm of bats, rats or spiders.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aberrant Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden aberrations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkbolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 4d8)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Veil of Shadow]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; which cannot be pierced except with &#039;&#039;see past sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blood Snow]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d2 Con damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bone Chill]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Knell]]&amp;lt;/code&amp;gt;: Touch slays creature of &amp;lt;code&amp;gt;0 HP or less&amp;lt;/code&amp;gt;. Caster gains &amp;lt;code&amp;gt;1d8 temporary HP and +2 Str&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Frostburn|Frostburn, Lesser]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d12 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead II]]&amp;lt;/code&amp;gt;: Summons human myrmidon skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thin Air]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1 Str, Con, Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sheltered Vitality]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to saves made against fatigue, ability damage or negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, skill and ability checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Gesture]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halt Undead]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 Str damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rigor Mortis]]&amp;lt;/code&amp;gt;: Touch on willing target appears as &#039;&#039;&amp;lt;code&amp;gt;dead&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shivering Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6+1 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead III]]&amp;lt;/code&amp;gt;: Summons human priest skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vampiric Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels&amp;lt;/code&amp;gt;. Caster gains damage as temporary HP.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wrack]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack rolls, saves, skill and ability checks and knocks &#039;&#039;off-balance&#039;&#039;, &#039;&#039;prone&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Esoteric Weapon|Esoteric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alleve Hex]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;neutralizes a lesser hex&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Black Tentacles]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Grim Armor|Grim Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Trance of the Verdant Domain]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; target and bestows &amp;lt;code&amp;gt;-2 to saves against mind affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;immunity to &#039;&#039;blindness&#039;&#039;, effects of darkness&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 to Stealth&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doomtide]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;50% concealment against outside attacks&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Phantasmal Killer]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Animate Dead|Animate Dead, Lesser]]&amp;lt;/code&amp;gt;: Radius creates up to &amp;lt;code&amp;gt;6 HD undead&amp;lt;/code&amp;gt; from corpses.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bubbling Poison]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Blood]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 acid and 1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consumptive Field]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;1d8 necrotic damage&amp;lt;/code&amp;gt;. Slain creatures grant caster &amp;lt;code&amp;gt;1d6 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crown of the Grave]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead to ignore them. Discharge to bring up to &amp;lt;code&amp;gt;10 HD undead&amp;lt;/code&amp;gt; under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Enervation]]&amp;lt;/code&amp;gt;: Ray bestows &amp;lt;code&amp;gt;1d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone &amp;lt;code&amp;gt;&#039;&#039;frightens&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Agony]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 necrotic damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Foment Hex|Foment Hex, Lesser]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;permanent -2 to all ability scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-1 to attack rolls and saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostburn]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mindfrost]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead IV]]&amp;lt;/code&amp;gt;: Summons ghast.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass See Beyond Sight|See Beyond Sight, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;See Beyond Sight&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=223</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=223"/>
		<updated>2025-01-10T20:53:26Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 4 - 4th Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; on next 3 attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton. &lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Past Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing the effects of magical darkness.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Swarm]]&amp;lt;/code&amp;gt;: Summons swarm of bats, rats or spiders.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aberrant Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden aberrations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkbolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 4d8)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Veil of Shadow]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; which cannot be pierced except with &#039;&#039;see past sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blood Snow]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d2 Con damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bone Chill]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Knell]]&amp;lt;/code&amp;gt;: Touch slays creature of &amp;lt;code&amp;gt;0 HP or less&amp;lt;/code&amp;gt;. Caster gains &amp;lt;code&amp;gt;1d8 temporary HP and +2 Str&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Frostburn|Frostburn, Lesser]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d12 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead II]]&amp;lt;/code&amp;gt;: Summons human myrmidon skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thin Air]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1 Str, Con, Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sheltered Vitality]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to saves made against fatigue, ability damage or negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, skill and ability checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Gesture]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halt Undead]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 Str damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rigor Mortis]]&amp;lt;/code&amp;gt;: Touch on willing target appears as &#039;&#039;&amp;lt;code&amp;gt;dead&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shivering Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6+1 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead III]]&amp;lt;/code&amp;gt;: Summons human priest skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vampiric Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels&amp;lt;/code&amp;gt;. Caster gains damage as temporary HP.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wrack]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack rolls, saves, skill and ability checks and knocks &#039;&#039;off-balance&#039;&#039;, &#039;&#039;prone&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Esoteric Weapon|Esoteric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alleve Hex]]&amp;lt;/code&amp;gt;: Ward on target &amp;lt;code&amp;gt;neutralizes a lesser hex&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Black Tentacles]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Grim Armor|Grim Armor, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Confusion]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;confuses&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Trance of the Verdant Domain]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;fascinates&amp;lt;/code&amp;gt;&#039;&#039; target and bestows &amp;lt;code&amp;gt;-2 to saves against mind affecting spells, spell-like effects&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bleakness]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d6 negative energy damage/round&amp;lt;/code&amp;gt;, grants undead &amp;lt;code&amp;gt;+2 turn resistance&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shadow Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;immunity to &#039;&#039;blindness&#039;&#039;, effects of darkness&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;+3 to Stealth&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shout]]&amp;lt;/code&amp;gt;: Cone deals &amp;lt;code&amp;gt;5d6 sonic damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doomtide]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;50% concealment against outside attacks&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;&#039;&#039;dazes&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Phantasmal Killer]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;3d6 negative energy damage&amp;lt;/code&amp;gt;, bestows &#039;&#039;&amp;lt;code&amp;gt;deathwatch&amp;lt;/code&amp;gt;&#039;&#039;. Targets with deathwatch must save or die.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Animate Dead|Animate Dead, Lesser]]&amp;lt;/code&amp;gt;: Radius creates up to &amp;lt;code&amp;gt;6 HD undead&amp;lt;/code&amp;gt; from corpses.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bubbling Poison]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Con damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Burning Blood]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;1d6 acid and 1d6 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Contagion]]&amp;lt;/code&amp;gt;: Broadcast bestows target &#039;&#039;&amp;lt;code&amp;gt;disease&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Consumptive Field]]&amp;lt;/code&amp;gt;: Aura deals &amp;lt;code&amp;gt;1d8 necrotic damage&amp;lt;/code&amp;gt;. Slain creatures grant caster &amp;lt;code&amp;gt;1d6 temporary HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crown of the Grave]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead to ignore them. Discharge to bring up to &amp;lt;code&amp;gt;10 HD undead&amp;lt;/code&amp;gt; under command.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Enervation]]&amp;lt;/code&amp;gt;: Ray bestows &amp;lt;code&amp;gt;1d4 negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Fear]]&amp;lt;/code&amp;gt;: Cone &amp;lt;code&amp;gt;&#039;&#039;frightens&#039;&#039; 24 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Finger of Agony]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d6 necrotic damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Foment Hex|Foment Hex, Lesser]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;permanent -2 to all ability scores&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;-1 to attack rolls and saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Frostburn]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;3d12 cold damage, +1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Critical Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;4d8 negative energy damage, +1/level&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mindfrost]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;5d6 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead IV]]&amp;lt;/code&amp;gt;: Summons ghast.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mass See Beyond Sight|See Beyond Sight, Mass]]&amp;lt;/code&amp;gt;: &#039;&#039;See Beyond Sight&#039;&#039;, as radius.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=222</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=222"/>
		<updated>2025-01-10T00:14:41Z</updated>

		<summary type="html">&lt;p&gt;Limine: level 3 occult&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; against outside attacks.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; on next 3 attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton. &lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Past Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing the effects of magical darkness.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Shroud]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Swarm]]&amp;lt;/code&amp;gt;: Summons swarm of bats, rats or spiders.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aberrant Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden aberrations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkbolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 4d8)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Veil of Shadow]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt; which cannot be pierced except with &#039;&#039;see past sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blood Snow]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d2 Con damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bone Chill]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;pins&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Knell]]&amp;lt;/code&amp;gt;: Touch slays creature of &amp;lt;code&amp;gt;0 HP or less&amp;lt;/code&amp;gt;. Caster gains &amp;lt;code&amp;gt;1d8 temporary HP and +2 Str&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Frostburn|Frostburn, Lesser]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d12 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead II]]&amp;lt;/code&amp;gt;: Summons human myrmidon skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thin Air]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1 Str, Con, Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Backlash]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2 untyped damage/spell level&amp;lt;/code&amp;gt; affecting target.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Circle of Protection]]&amp;lt;/code&amp;gt;: &#039;&#039;Protection,&#039;&#039; as radius.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glyph of Warding]]&amp;lt;/code&amp;gt;: Placed radius deals &amp;lt;code&amp;gt;1d8 selected elemental damage/2 levels (max 4d8)&amp;lt;/code&amp;gt; when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 30/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;40 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Negative Energy]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;5 DR/- against negative energy damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sheltered Vitality]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+4 to saves made against fatigue, ability damage or negative levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Caustic Gas]]&amp;lt;/code&amp;gt;: Radius gas deals &amp;lt;code&amp;gt;1d6 acid damage/round&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of the Omniscient Eye]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against &#039;&#039;dazzlement, fascination&#039;&#039; and &#039;&#039;blindness&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Crushing Despair]]&amp;lt;/code&amp;gt;: Cone bestows targets &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves, skill and ability checks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Induce Bloodlust]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 to Str and Con&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 to Will saves&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Gust of Wind]]&amp;lt;/code&amp;gt;: Radius neutralizes fog or gases and throws targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;prone&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility Purge]]&amp;lt;/code&amp;gt;: Aura reveals invisible things, creatures.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slashing Darkness]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 5d8)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Displacement]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;50% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Ward]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+5 to saves against deathwatch&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Gesture]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Halt Undead]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Serious Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Burst]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d8 negative energy damage+level,&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1 Str damage/4 levels&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prickling Torment]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; target, deals &amp;lt;code&amp;gt;1d6 necrotic damage&amp;lt;/code&amp;gt; whenever target attacks or casts.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Exhaustion]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;&amp;lt;code&amp;gt;exhausts&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Rigor Mortis]]&amp;lt;/code&amp;gt;: Touch on willing target appears as &#039;&#039;&amp;lt;code&amp;gt;dead&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shivering Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6+1 Dex damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead III]]&amp;lt;/code&amp;gt;: Summons human priest skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vampiric Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels&amp;lt;/code&amp;gt;. Caster gains damage as temporary HP.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Wrack]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack rolls, saves, skill and ability checks and knocks &#039;&#039;off-balance&#039;&#039;, &#039;&#039;prone&#039;&#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Greater Esoteric Weapon|Esoteric Weapon, Greater]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus/4 levels (max +3)&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Slow]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Main_Page&amp;diff=219</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Main_Page&amp;diff=219"/>
		<updated>2025-01-09T06:14:01Z</updated>

		<summary type="html">&lt;p&gt;Limine: alphabetize chart 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== THE MISTY PLANE ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Characters&lt;br /&gt;
!Abilities&lt;br /&gt;
!Craft and Equipment&lt;br /&gt;
|-&lt;br /&gt;
|[[Alignment]]&lt;br /&gt;
|[[Attributes]]&lt;br /&gt;
|[[Armor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Backgrounds]]&lt;br /&gt;
|[[Conditions and Status Effects]]&lt;br /&gt;
|[[Consumables]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Character Creation]]&lt;br /&gt;
|[[Divine Domains]]&lt;br /&gt;
|[[Modifiers]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Classes and Archetypes]]&lt;br /&gt;
|[[Feats]]&lt;br /&gt;
|[[Professions]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Races]]&lt;br /&gt;
|[[Maneuvers]]&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Skills]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Spells]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE REALMS OF TERROR ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Setting&lt;br /&gt;
!Major Domains&lt;br /&gt;
!Supported Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Factions]]&lt;br /&gt;
|[[Barovia]]&lt;br /&gt;
|[[Necropolis (Darkon)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Glossary]]&lt;br /&gt;
|[[Borca]]&lt;br /&gt;
|[[Dementlieu]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ideoligions]]&lt;br /&gt;
|[[Cordova]]&lt;br /&gt;
|[[Falknovia]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Premise]]&lt;br /&gt;
|&lt;br /&gt;
|[[Forlorn]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Timeline]]&lt;br /&gt;
|&lt;br /&gt;
|[[Kartakass]]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Vistani|Vistani]]&lt;br /&gt;
|&lt;br /&gt;
|[[Mordent]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[The Nocturnal Sea]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Richemulot]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[The Sea of Sorrows]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[The Shadow Rift]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Sithicus]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Tepest]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[The Veldt]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE DOMAINS OF DREAD ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Systems&lt;br /&gt;
!Guidelines&lt;br /&gt;
!Community&lt;br /&gt;
|-&lt;br /&gt;
|[[Death and Dying|Conditions and Statuses]]&lt;br /&gt;
|[[Applications and the Allowlist]]&lt;br /&gt;
|[[Discord]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Conditions and Statuses|Corruption Checks]]&lt;br /&gt;
|[[Build Restrictions]]&lt;br /&gt;
|[[Patreon]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Corruption Checks|Critical Injuries and Maiming]]&lt;br /&gt;
|[[Character Restrictions]]&lt;br /&gt;
|[[Module Development and Documentation]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Critical Injuries and Maiming|Curses]]&lt;br /&gt;
|[[Community Guidelines]]&lt;br /&gt;
|[[Staff, Requirements and Applications]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Death and Dying|Date and Time]]&lt;br /&gt;
|[[Game Rules]]&lt;br /&gt;
|[[Wiki Contribution and Contributors]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Economy and Currency|Death and Dying]]&lt;br /&gt;
|[[New Character Guide]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Date and Time|Disguises and Personae]]&lt;br /&gt;
|[[New Character Guide|Roleplay Expectations]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Disguises and Personae|Dread Figures]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Economy and Currency]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Experience and Progresion]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Fear, Horror and Delirium]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Languages]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Mist Tokens]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Notoriety]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Oubliette|Oubliettes]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Properties and Rentals]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Secrets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Time Units]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=218</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=218"/>
		<updated>2025-01-09T06:05:01Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Level 2 - 2nd Circle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% concealment against outside attacks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage on next 3 attacks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 Necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton. &lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Past Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing magical darkness.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Deflect]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;+10 untyped AC&amp;lt;/code&amp;gt; against next incoming attack.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Shield]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;+1 deflection AC/6 levels (max +2)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection from Arrows]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% miss chance&amp;lt;/code&amp;gt; to incoming ranged attacks.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resist Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;DR 20/-&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;30 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Cloud of Bewilderment]]&amp;lt;/code&amp;gt;: Radius gas &#039;&#039;&amp;lt;code&amp;gt;dazes&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Glitterdust]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;blinds&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Swarm]]&amp;lt;/code&amp;gt;: Summons swarm of bats, rats or spiders.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Web]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets, &#039;&#039;&amp;lt;code&amp;gt;entangles&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aberrant Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden aberrations.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Invisibility]]&amp;lt;/code&amp;gt;: Ward on target &#039;&#039;&amp;lt;code&amp;gt;reveals&amp;lt;/code&amp;gt;&#039;&#039; &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; things, creatures.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Touch of Idiocy]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d4 Int, Wis, Cha damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Vision of Impending Blades]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Combust]]&amp;lt;/code&amp;gt;: Broadcast deals &amp;lt;code&amp;gt;2d6+level fire damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d4 fire damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;burns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Continual Flame]]&amp;lt;/code&amp;gt;: Grants permanent colored light to target or equipment.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkbolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d8 negative energy damage/2 levels (max 4d8)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;stuns&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Darkness]]&amp;lt;/code&amp;gt;: Placed radius manifests magical darkness..&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Desecrate]]&amp;lt;/code&amp;gt;: Radius grants undead &amp;lt;code&amp;gt;+1 to attack and damage rolls, saves&amp;lt;/code&amp;gt;. Turn undead checks have &amp;lt;code&amp;gt;+1 DC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shatter]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d4 sonic damage/level (max 6d4)&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;deafens&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Veil of Shadow]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;20% &#039;&#039;concealment&#039;&#039;&amp;lt;/code&amp;gt;. Not countered by Darkvision.&lt;br /&gt;
&lt;br /&gt;
=== Illusion ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotic Pattern]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4+level HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Invisibility]]&amp;lt;/code&amp;gt;: Ward on target grants &#039;&#039;&amp;lt;code&amp;gt;invisibility&amp;lt;/code&amp;gt;&#039;&#039; until target attacks.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Silence]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;silences&amp;lt;/code&amp;gt;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blindness/Deafness]]&amp;lt;/code&amp;gt;: Broadcast target is &#039;&#039;&amp;lt;code&amp;gt;blinded&amp;lt;/code&amp;gt;&#039;&#039; or &#039;&#039;&amp;lt;code&amp;gt;deafened&amp;lt;/code&amp;gt;.&#039;&#039;&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Blood Snow]]&amp;lt;/code&amp;gt;: Radius deals &amp;lt;code&amp;gt;1d2 Con damage&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039;, &#039;&#039;&amp;lt;code&amp;gt;nauseates&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bone Chill]]&amp;lt;/code&amp;gt;: Ray &#039;&#039;pins&#039;&#039; undead.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Death Knell]]&amp;lt;/code&amp;gt;: Touch slays creature of &amp;lt;code&amp;gt;0 HP or less&amp;lt;/code&amp;gt;. Caster gains &amp;lt;code&amp;gt;1d8 temporary HP and +2 Str&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[False Life]]&amp;lt;/code&amp;gt;: Caster gains &amp;lt;code&amp;gt;1d10 temporary HP+level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Lesser Frostburn|Frostburn, Lesser]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d12 cold damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +5)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ghoul Touch]]&amp;lt;/code&amp;gt;: Touch &#039;&#039;&amp;lt;code&amp;gt;paralyzes&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;sickens&amp;lt;/code&amp;gt;&#039;&#039; living target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Moderate Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;2d8 negative energy damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1/level (max +10)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Scare]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;shakes&#039;&#039; 6 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead II]]&amp;lt;/code&amp;gt;: Summons human myrmidon skeleton.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Thin Air]]&amp;lt;/code&amp;gt;: Radius fog deals &amp;lt;code&amp;gt;1 Str, Con, Int damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Aspect of...]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+3 to Str, Con, Dex, Int, Cha or Wis&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Stone Bones]]&amp;lt;/code&amp;gt;: Ward on target undead grants &amp;lt;code&amp;gt;+3 natural AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[... Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1d4+1 selected elemental damage&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=217</id>
		<title>Occult Spells</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Occult_Spells&amp;diff=217"/>
		<updated>2025-01-09T05:38:50Z</updated>

		<summary type="html">&lt;p&gt;Limine: occult 0 and 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 0 - Cantrips&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Resistance]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;1 DR/+1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Acid Splash]]&amp;lt;/code&amp;gt;: Orb deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Frost]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 acid damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Daze]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;[[Conditions and Status Effects|dazes]]&amp;lt;/code&amp;gt;&#039;&#039; 4 HD or less creature.&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Electric Jolt]]&amp;lt;/code&amp;gt;: Bolt deals &amp;lt;code&amp;gt;1d4+1 electrical damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Flare]]&amp;lt;/code&amp;gt;: Broadcast &#039;&#039;&amp;lt;code&amp;gt;dazzles&amp;lt;/code&amp;gt;&#039;&#039; target.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Light]]&amp;lt;/code&amp;gt;: Grants harmless glow to target or equipment.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Disrupt Undead]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 positive energy damage&amp;lt;/code&amp;gt; to target undead.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mage Hand]]&amp;lt;/code&amp;gt;: Broadcast target object weighing 5 pounds or less is moved into caster inventory.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Open/Close]]&amp;lt;/code&amp;gt;: Broadcast target item weighing 30 pounds or less is opened or closed.&lt;br /&gt;
&lt;br /&gt;
=== Universal ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Arcane Mark]]&amp;lt;/code&amp;gt;: Visible or &#039;&#039;&amp;lt;code&amp;gt;invisible&amp;lt;/code&amp;gt;&#039;&#039; rune containing no more than 6 characters is scribed on an item or into the ground.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Prestidigitation]]&amp;lt;/code&amp;gt;: Caster performs harmless, magical trick.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 1 - 1st Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Alarm]]&amp;lt;/code&amp;gt;: Placed radius warns or sounds when tripped.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Endure Elements]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;10/- DR&amp;lt;/code&amp;gt; against elemental damage, collapsing after &amp;lt;code&amp;gt;20 HP&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hold Portal]]&amp;lt;/code&amp;gt;: Broadcast holds target door shut.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ironguts]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next save to resist nonmagical poison.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Protection]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 deflection AC&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;+1 to saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Shield]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 shield AC&amp;lt;/code&amp;gt; and immunity to &#039;&#039;magic missile.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grease]]&amp;lt;/code&amp;gt;: Radius &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039;, knocks targets &#039;&#039;&amp;lt;code&amp;gt;off-balance&amp;lt;/code&amp;gt;&#039;&#039;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grim Armor]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+2 armor AC&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Obscuring Mist]]&amp;lt;/code&amp;gt;: Radius fog grants &amp;lt;code&amp;gt;20% concealment against outside attacks&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Grave Strike]]&amp;lt;/code&amp;gt;: Broadcast target gains &amp;lt;code&amp;gt;1d6 necrotic damage on next 3 attacks&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[True Strike]]&amp;lt;/code&amp;gt;: Broadcast target takes 20 on next attack roll.&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Bane]]&amp;lt;/code&amp;gt;: Radius on caster bestows targets &amp;lt;code&amp;gt;-1 to attack rolls and saves against fear&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Hypnotize]]&amp;lt;/code&amp;gt;: Radius &amp;lt;code&amp;gt;&#039;&#039;fascinates&#039;&#039; 2d4 HD creatures&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Sleep]]&amp;lt;/code&amp;gt;: Radius sets &amp;lt;code&amp;gt;4 HD creatures to &#039;&#039;sleep&#039;&#039;&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Missile]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d4+1 force damage&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;+1 ray/2 levels (max +4)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Orphic Light]]&amp;lt;/code&amp;gt;: Ray deal &amp;lt;code&amp;gt;1d6 Necrotic damage/2 levels (max 4d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Chill Touch]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d6 necrotic damage/level (max 5d6)&amp;lt;/code&amp;gt; ,&amp;lt;code&amp;gt;1 Con damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Doom]]&amp;lt;/code&amp;gt;: Broadcast bestows target &amp;lt;code&amp;gt;-2 to attack and damage rolls, saves&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Inflict Light Wounds]]&amp;lt;/code&amp;gt;: Touch deals &amp;lt;code&amp;gt;1d8 negative energy damage +1/level (max +5)&amp;lt;/code&amp;gt;. &lt;br /&gt;
* &amp;lt;code&amp;gt;[[Mollify Undead]]&amp;lt;/code&amp;gt;: Ward on caster causes unintelligent undead of &amp;lt;code&amp;gt;5 HD or less&amp;lt;/code&amp;gt; to ignore them.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Necrotic Awareness]]&amp;lt;/code&amp;gt;: Ward on caster identifies hidden undead.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Negative Energy Ray]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6 negative energy damage/2 levels (max 5d6)&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Ray of Enfeeblement]]&amp;lt;/code&amp;gt;: Ray deals &amp;lt;code&amp;gt;1d6+1 Str damage&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Summon Undead I]]&amp;lt;/code&amp;gt;: Summons human warrior skeleton. &lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Esoteric Weapon]]&amp;lt;/code&amp;gt;: Ward on target grants &amp;lt;code&amp;gt;+1 enhancement bonus&amp;lt;/code&amp;gt; on weapon.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Expeditious Retreat]]&amp;lt;/code&amp;gt;: Ward on caster grants &amp;lt;code&amp;gt;50% increased movement speed&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[Path of Frost]]&amp;lt;/code&amp;gt;: Line deals &amp;lt;code&amp;gt;1d4 cold damage/round&amp;lt;/code&amp;gt;, &#039;&#039;&amp;lt;code&amp;gt;slows&amp;lt;/code&amp;gt;&#039;&#039; targets.&lt;br /&gt;
* &amp;lt;code&amp;gt;[[See Past Sight]]&amp;lt;/code&amp;gt;: Ward on target grants darkvision, including piercing magical darkness.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 2 - 2nd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 3 - 3rd Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 4 - 4th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 5 - 5th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 6 - 6th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;code&amp;gt;Level 7 - 7th Circle&amp;lt;/code&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== Abjuration ===&lt;br /&gt;
&lt;br /&gt;
* k&lt;br /&gt;
&lt;br /&gt;
=== Conjuration ===&lt;br /&gt;
&lt;br /&gt;
=== Divination ===&lt;br /&gt;
&lt;br /&gt;
=== Enchantment ===&lt;br /&gt;
&lt;br /&gt;
=== Evocation ===&lt;br /&gt;
&lt;br /&gt;
=== Necromancy ===&lt;br /&gt;
&lt;br /&gt;
=== Transmutation ===&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
	<entry>
		<id>https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=216</id>
		<title>Ideoligions</title>
		<link rel="alternate" type="text/html" href="https://www.thedomainsofdread.com/w/index.php?title=Ideoligions&amp;diff=216"/>
		<updated>2025-01-09T04:58:56Z</updated>

		<summary type="html">&lt;p&gt;Limine: /* Native Ravenloft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Insert Rules here.&lt;br /&gt;
&lt;br /&gt;
== Supported Ideoligions ==&lt;br /&gt;
&lt;br /&gt;
=== Native Ravenloft ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|Ancestral Choir Placeholder&lt;br /&gt;
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|-&lt;br /&gt;
|Divinity of Mankind Placeholder&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|[[Erlin]]&lt;br /&gt;
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|-&lt;br /&gt;
|[[Eternal Order]]&lt;br /&gt;
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|-&lt;br /&gt;
|[[Ezra]]&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|[[Hala]]&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|[[Lakoi Spiritualism]]&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Law]]&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|[[Morninglord]]&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|[[Raz]]&lt;br /&gt;
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|-&lt;br /&gt;
|Sea of Sorrows Placeholder&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Beast God]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Realms ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|Akadi&lt;br /&gt;
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|-&lt;br /&gt;
|Auril&lt;br /&gt;
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|-&lt;br /&gt;
|Azuth&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Fiends&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Dwarven Pantheon&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Elven Pantheon&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Halfling Pantheon&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Major Gods&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&#039;&#039;&#039;Akadi&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auril&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Azuth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;&#039;&#039;&#039;Fiends&#039;&#039;&#039;&amp;lt;/u&amp;gt; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Dwarven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Elven Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&amp;lt;u&amp;gt;Halfling Pantheon&amp;lt;/u&amp;gt;&#039;&#039;&#039; ====&lt;br /&gt;
f&lt;br /&gt;
&lt;br /&gt;
=== Krynn ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
|CG&lt;br /&gt;
|Chaos, Good, Luck, Trickery, Travel&lt;br /&gt;
|Law, Evil Slaughter, Destruction&lt;br /&gt;
|Rapier&lt;br /&gt;
|Harp&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Death, Evil, Trickery, Darkness&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Sickle&lt;br /&gt;
|Yellow Skull&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Air, Animal, Earth, Nature&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Shortspear&lt;br /&gt;
|Brown Feather&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Protection, Magic&lt;br /&gt;
|Evil, Good, Law, Chaos, Darkness&lt;br /&gt;
|Staff&lt;br /&gt;
|Open Book&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Animal, Good, Water&lt;br /&gt;
|Evil, Slaughter, Destruction,&lt;br /&gt;
|Scimitar&lt;br /&gt;
|Blue Phoenix&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Wealth, Evil, Retribution, Trickery&lt;br /&gt;
|Good, Law, Protection&lt;br /&gt;
|Dagger&lt;br /&gt;
|Broken Scales&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Strength, War&lt;br /&gt;
|Evil, Trickery, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Bison Horn&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Red Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Good, Law, Fate, Healing&lt;br /&gt;
|Evil, Trickery, Chaos, Slaughter, Destruction, Revenge&lt;br /&gt;
|Unarmed&lt;br /&gt;
|Copper Rose&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
|NG&lt;br /&gt;
|Good, Healing, Protection, Light&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Disease, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Blue Infinity&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
|NE&lt;br /&gt;
|Destruction, Disease, Evil&lt;br /&gt;
|Good, Light, Protection&lt;br /&gt;
|Flail&lt;br /&gt;
|Hood with Red Eyes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|Black Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|Law, Good, Light, Protection, Sun&lt;br /&gt;
|Evil, Darkness, Slaughter, Destruction, Revenge, Chaos&lt;br /&gt;
|Longsword&lt;br /&gt;
|Platinum Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Earth, Fire, Wealth, Destruction&lt;br /&gt;
|Evil, Good, Law, Chaos&lt;br /&gt;
|Warhammer&lt;br /&gt;
|Forge Hammer&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Evil, Law, War, Strength&lt;br /&gt;
|Good, Chaos&lt;br /&gt;
|Axe&lt;br /&gt;
|Red Condor&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
|LN&lt;br /&gt;
|Wealth, Law, Luck, Travel&lt;br /&gt;
|Evil, Good, Chaos, Trickery&lt;br /&gt;
|Mace&lt;br /&gt;
|Griffin&#039;s Wing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
|CN&lt;br /&gt;
|Fire, Strength, Sun, Chaos&lt;br /&gt;
|Evil, Good, Law, Moon, Water, Darkness&lt;br /&gt;
|Flail&lt;br /&gt;
|Multicolored Fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
|LG&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|White Moon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
|LE&lt;br /&gt;
|Law, Evil, Darkness, Destruction, Strength&lt;br /&gt;
|Good, Light, Sun&lt;br /&gt;
|Mace&lt;br /&gt;
|Five-Headed, Five-Colored Dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
|CE&lt;br /&gt;
|Chaos, Evil, Water, Slaughter&lt;br /&gt;
|Good, Law, Fire&lt;br /&gt;
|Trident&lt;br /&gt;
|Spiked Turtle Shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
|TN&lt;br /&gt;
|Knowledge, Constellation, Fate&lt;br /&gt;
|Evil, Good, Law, Chaos, Trickery, Revenge&lt;br /&gt;
|Quarterstaff&lt;br /&gt;
|Great Tree&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Branchala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Bard King, who brings joy, melody, music, and merriment to the world through his unending song of life. Every beating heart is part of Branchala&#039;s symphony... ETC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chemosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chislev&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilean&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Habbakuk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiddukel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiri-Jolith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lunitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Majere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mishakal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Morgion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuitari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reorx&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sargonnas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shinare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sirrion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solinari&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Takhisis&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeboim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zivilyn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Greyhawk ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name   &lt;br /&gt;
!Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
!Anathemas&lt;br /&gt;
!Favored Weapons&lt;br /&gt;
!Symbol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;br /&gt;
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|-&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Limine</name></author>
	</entry>
</feed>