To that end, and also because I like the idea of clerics being a little different for different gods, and because this is supported by ACKS's rules... well, here's some work on my part. Credit for the descriptions of the gods themselves goes to Rob Conley, from whom I cribbed them here, and I think ultimately to some combination of Bob Bledsaw, Robert E. Howard, and ancient people who actually worshiped about half of these bad boys.
Oh, and we should get this out of the way-- by default clerics IMC can always use spears, daggers, and crossbows in addition to the usual blunt fare-- I always thought the "no edged weapons because blood" thing was really, really stupid.
In place of Turn Undead Dannu's clerics have the following powers:DANNU (DAN-NU) - The Mother of Mercy, Lady of the Green Earth, the Hearth Mother
Dannu is the goddess of mercy, love, home, and fields. Dannu is worshipped by peasants thourghout the Majestic Wilderlands. The church of Dannu works to bring aid and relief to the peasant when they suffer. The church of Dannu has special relationship with the church of Mitra . Together the two churches work to bring justice and peace to the Wilderlands. Also the church of Silvanus and Dannu cooperate on many matters.
SYMBOL: A Sheaf of Wheat on a Green Circle
Purify Food and Drink as the spell of the same name at will, taking 1 turn to take effect.
Blessed Feast: Once per day a cleric of Dannu can imbue a meal for a number of people equal to her level with her blessing. All who partake of the meal are affected as if by a Bless spell.Clerics of Dannu use the following spell list:
First Level Divine Spells | Second Level Divine Spells | Third Level Divine Spells | |
1 | Command Word | Bless* | Continual Light* |
2 | Cure Light Wounds* | Calm Emotions | Cure Blindness |
3 | Detect Evil | Charm Animal | Cure Disease* |
4 | Detect Magic | Delay Poison | Detect Curse |
5 | Fellowship* | Divine Grace | Glyph of Warding |
6 | Light* | Find Traps | Growth of Animals |
7 | Protection from Evil | Holy Chant | Locate Object |
8 | Remove Fear* | Resist Fire | Prayer |
9 | Resist Cold | Silence, 15' Radius | Protection fr. Normal Missiles |
10 | Sanctuary | Speak With Animals | Remove Curse* |
Fourth Level Divine Spells | Fifth Level Divine Spells | |
1 | Create Water | Atonement |
2 | Cure Serious Wounds |
Command Plants
|
3 | Dispel Magic |
Commune
|
4 | Divination | Create Food |
5 | Fate | Dispel Evil |
6 | Growth of Plants | Insect Plague |
7 | Neutralize Poison | Quest* |
8 | Protection From Evil (sustained) | Restore Life and Limb* |
9 | Speak with Plants | Strength of Mind* |
10 | Vigor | Summon Weather |
Depending on their sect, some clerics of Hamakhis command undead instead of turning them.HAMAKHIS (HA-MA-KISS) - The Deathlord, Lord of Undeath, The Final Judge
He is the god of death and judgement. All who die come to Hamakhis were they judged; those who fail dwell forever in the City of Bones and the rest proceed to their god. Hamakhis is also able to grant to undeath to his followers.
Hamakhis has two types of sects; the first believing that if one make the proper sacrifices to Hamakhis and glorify his name, they will be granted the state of undeath, the second preachs about Hamakhis the Final Judge and warns people to be ready for him.
SYMBOL: A White Skull
Clerics of Hamakhis use the following spells
First Level Divine Spells | Second Level Divine Spells | Third Level Divine Spells | |
1 | Cause Fear* | Augury | Continual Darkness |
2 | Command Word | Bless* | Cure Blindness |
3 | Cure Light Wounds |
Choking Grip
|
Cure Disease |
4 | Deathwatch | Deathknell | Detect Invisible |
5 | Detect Evil |
Delay Poison
|
ESP |
6 | Detect Magic | Find Traps | Feign Death |
7 | Detect Undead | Hold Person | Glyph of Warding |
8 | Light* | Obscuring Cloud | Necromantic Potence |
9 | Protection From Evil* | Silence, 15' Radius | Remove Curse |
10 | Read Languages | Sleep | Speak With Dead |
Fourth Level Divine Spells | Fifth Level Divine Spells | |
1 | Cure Serious Wounds* | Atonement |
2 | Death Ward |
Commune
|
3 | Dispel Magic |
Cone of Paralysis
|
4 | Divination |
Control Undead
|
5 | Dismember |
Fear
|
6 | Enervate |
Finger of Death
|
7 | Infravision | Insect Plague |
8 | Neutralize Poison* | Quest* |
9 | Protection fr. Evil, Sustained* | Strength of Mind |
10 | Smite Undead* | True Seeing |
Kali's holy orders also include plenty of assassins and mystics. Some of her clerics fight as Bladedancers instead. In place of Turn Undead, Kali's clerics have the following powers:KALI (KAA-LEE) - The Black Mother, The Death Crone, Lady of Illusions
Kali is the goddess of murder, hatred, and lust. Her goals directly conflict with those of the goddess Dannu. She revels in death and destruction. She sunders man and wife, takes the newborn from their mother, and brings famine and plague to the Wilderlands. Her followers are secreted in obsure caves, little alleys, and hidden valleys. The Claws of Kali are the most feared killers in the Majestic Wilderlands. The Claws support the main temples of Kali. Also in many lands where temples are not able to be estabilshed, Kali is served by her Blood Childern, the Vampires and Werewolves. The Power of Blood makes them fearsome creatures of the night.
SYMBOL: The Kris Knife (Wavy Bladed Dagger)
Bloodlust: Clerics of Kali gain the Zaharan Ruinguard's Death Healing ability for free.
Incite Rage: Once per day, clerics of Kali can cause a creature to enter a berserker rage by touch. The rage lasts a number of rounds equal to the cleric's level.Clerics of Kali receive the following spells
First Level Divine Spells | Second Level Divine Spells | Third Level Divine Spells | |
1 | Cause Fear | Bane | Alter Self |
2 | Command Word |
Choking Grip
|
Cause Disease |
3 | Detect Good | Deathknell | Charm Person |
4 | Detect Magic |
Enthrall
|
Curse |
5 | Hemorrhage |
Hold Person
|
Feign Death |
6 |
Light*
|
Holy Chant
|
Glyph of Warding |
7 | Protection from Good |
Resist Fire
|
Invisibility
|
8 | Sharpness | Righteous Wrath | Invulnerability to Good |
9 | Trance | Spiritual Weapon | Levitate |
10 | Wall of Smoke | Swift Sword | Striking |
Fourth Level Divine Spells | Fifth Level Divine Spells | |
1 | Dismember |
Commune
|
2 | Dispel Magic |
Confusion
|
3 | Divination |
Fear
|
4 | Enervate |
Finger of Death
|
5 | Inflict Serious Wounds |
Flame Strike
|
6 | Nondetection |
Insect Plague
|
7 | Poison |
Phantasmal Killer
|
8 | Protection fr. Good, Sustained |
Quest
|
9 | Raise Dead | Scry |
10 | Vigor | Sword of Fire |
Mitra's Clerics tend to be female slightly more often than not. Some have Turn Undead, but others have the Paladin's Aura of Protection and Lay on Hands abilities instead. Many clerics of Mitra fight as bladedancers. Her holy orders are the most likely to produce paladins.
MITRA (MI-TRA) -The Red Maiden, The Lady of the White Hand, Lady of Paladins
Mitra is the goddess of justice, war, and paladins. Mitra defends the helpless, and protects the weak from those who desire to prey on them. There is great enmity between the church of Mitra and the church of Set. The Church of Mitra has a special relationship with the church of Dannu. Together the three churches work to bring justice to the Wilderlands.
SYMBOL: The White Hand on a Red Circle, The White Lion
Clerics of Mitra use the Bladedancer spell list.
Instead of Turn Undead, Clerics of Nephthys have the Elven Enchanter's Glamorous Aura and gain the Magical Music proficiency for free.NEPHTHYS (Nep-thee-is) - The Bargainer, The Golden Lady, The Queen of Opalescence
She is the goddess of wealth and pleasure; she is widely worshipped thorughout the Majestic WIlderlands by merchants. Nephthy's followers believe that if one honors the Bargainer and indulges her pleasure, one will succed in commerce. Her worship invariably involves orgies and sexual rites.
SYMBOL: Three Golden Coins
Clerics of Nephthys use the following spell list:
First Level Divine Spells | Second Level Divine Spells | Third Level Divine Spells | |
1 | Command Word | Bless* | Alter Self |
2 | Cure Light Wounds* |
Enthrall
|
Charm Person |
3 | Detect Evil* |
Locate Object
|
Continual Light* |
4 | Detect Magic |
Hold Person
|
Cure Blindness |
5 |
Faerie Father
|
Holy Chant
|
Cure Disease* |
6 |
Light*
|
Magic Mouth
|
Glyph of Warding |
7 |
Protection from Evil*
|
Resist Fire
|
Hypnotic Pattern
|
8 | Purify Food and Water |
Righteous Wrath
|
Phantasmal Force
|
9 | Remove Fear* |
Silence, 15' Radius
|
Prayer
|
10 | Salving Rest | Snake Charm |
Remove Curse*
|
Fourth Level Divine Spells | Fifth Level Divine Spells | |
1 | Clairvoyance |
Charm Monster
|
2 | Create Water |
Command Person
|
3 | Cure Serious Wounds* |
Commune
|
4 | Dispel Magic |
Create Food
|
5 | Divination |
Enchanted Container
|
6 | Find Treasure |
Flame Strike
|
7 | Neutralize Poison* |
Quest*
|
8 | Protection fr. Evil, sustained |
Restore Life and Limb*
|
9 | Vigor |
Scry
|
10 | Tongues |
Spectral Force
|
In addition to human Clerics, Ptah's faithful include the majority of Dwarven Craftpriests. Ptah hates undead and sees them as a perversion of the life he imbued mortals with, so his priests get Turn Undead as usual.PTAH (TAH) - The Craftsman, The Star Lord, The Father of Multitudes
Ptah is the god of crafts, artifice, and of creation. He is revered by the Dwarves. He is claimed to be the eldest of the gods and the first to come to the Wilderlands. Ptah created the creatures of the earth and all of the childern races. He etabilshed the First Coveant by which the Childern Races were taught and brought to glory. Ptah also estabilshed the Second Coveant by which the surviving gods of the Uttermost War agreeded to rule the Wilderlands by.
SYMBOL: A silver chime with a golden hammer.
Clerics of Ptah use the normal Cleric spell list, except replace Sticks to Snakes with Create Objects because Sticks to Snakes is too fucking biblical (unless you give it to...)
Much as Mitra is the patron of most paladins, Set is the patron of most anti-paladins, especially the fearsome Myrmidons. Some of Set's priests fight as Shamans. Instead of Turn Undead, priests of Set get a Totem Animal and Shapechange as a Shaman does, however they must choose either a Cobra or a Python as their totem.SET (SET) - The Serpant Lord, The Dragon, the Night Hunter
Set is the god of war, night, and evil. He is the conquerer, the emperor, and the dragon. He teaches the one must strive for honor and glory. He also teaches that one must obey those above him and expect those below to obey.
SYMBOL: A serpant head on a black circle
Clerics of Set use the following spell list:
First Level Divine Spells | Second Level Divine Spells | Third Level Divine Spells | |
1 | Cause Fear | Augury | Cause Disease |
2 | Command Word |
Bane
|
Charm Person |
3 | Detect Good* |
Chameleon
|
ESP |
4 | Detect Magic |
Choking Grip
|
Glyph of Warding |
5 | Detect Poison |
Enthrall
|
Hypnotic Pattern |
6 | Inflict Light Wounds |
Hold Person
|
Invisibility |
7 |
Light*
|
Silence, 15' Radius
|
Phantasmal Force |
8 |
Protection from Good
|
Silent Step
|
Remove Curse* |
9 | Spider Climb |
Snake Charm
|
Speak with Dead |
10 | Trance | Spiritual Weapon |
Striking
|
Fourth Level Divine Spells | Fifth Level Divine Spells | |
1 | Chimerical Force |
Call Dragon
|
2 | Dismember |
Cone of Paralysis
|
3 | Dispel Magic |
Fear
|
4 | Enervate |
Finger of Death
|
5 | Inflict Serious Wounds |
Insect Plague
|
6 | Infravision |
Polymorph Other
|
7 | Poison |
Polymorph Self
|
8 | Protection from Good, sustained |
Quest
|
9 | Sticks to Snakes |
Spectral Force
|
10 | Telepathy |
Strength of Mind
|
Silvanus's priests are by-the book Shamans, much as Ptah's are (virtually) by-the-book Clerics and many of Mitra's are by-the-book Bladedancers.SILVANUS (SIL-VAN-US) - The Forest King, The Dreamlord
Silvanus is the god of dreams, magic, and the forest. Silvanus is especially revered by the Elves. His worship involves a lot of mysticism, simple but yet complex rituals, and magic. Among Humans his followers are known as Druids and the Rangers take Silvanus as their patron. Silvanus's followers work a lot with the church of Dannu.
SYMBOL: A Azure (Blue) Bowl
Thoth has a great many orders of Mystics. In place of turning undead, Clerics of Thoth gain the Bard's Loremastery Ability and the Mystic's Probability Trance ability.THOTH (THAWTH) - The Immortal Sage, The Bearer of the Lantern
Thoth is the god of knowledge. He is charged by Ptah with the keeping of the Second Coveant and the recording of all what transpire in the Wilderlands. His followers mainly follow the monastic life and collect books of lore. The church of Thoth also has an order that produces many fine jesters that entertain the courts of the Wilderlands.
SYMBOL: Lantern
Clerics of Thoth use the following Spell List:
|
First Level Divine Spells |
Second Level Divine Spells |
Third Level Divine Spells |
1 |
Command Word |
Augury |
Continual Light* |
2 |
Cure Light Wounds |
Bless*
|
Cure Blindness |
3 |
Detect Evil* |
Calm Emotions |
Cure Disease* |
4 |
Detect Magic |
Delay Poison
|
Detect Curse |
5 |
Light* |
Find Traps
|
Detect Invisible |
6 |
Predict Weather
|
Hold Person
|
Detect Secret Doors |
7 |
Read Languages
|
Holy Chant
|
ESP |
8 |
Sanctuary
|
Produce Fire
|
Locate Object |
9 |
Trance |
Silence 15' Radius
|
Remove Curse* |
10 |
Wall of Smoke |
Zone of Truth
|
Speak With Dead |
|
Fourth Level Divine Spells |
Fifth Level Divine Spells |
1 |
Clairaudience |
Command Person
|
2 |
Clairvoyance |
Commune
|
3 |
Create Water |
Create Food
|
4 |
Cure Serious Wounds* |
Feeblemind
|
5 |
Divination |
Find Treasure
|
6 |
Fate |
Quest*
|
7 |
Infravision |
Restore Life and Limb
|
8 |
Neutralize Poison* |
Scry
|
9 |
Telepathy |
Strength of Mind*
|
10 |
Tongues* |
True Seeing
|
Besidrs Clerics, Thor also produces plenty of Paladins and a few Dwarven Craftpriests. In place of Turn Undead, Thor's Clerics gain the benefits of the Goblin-slaying proficiency for free and the ability to Inspire Courage as a bard.THOR - The Lord of Icy Winds, Thunderer of the Gods.
Thor is the god of the wind, thunder, and war. He is the ultimate warrior, and the best at battle. His followers live for battle, and continually strive to improve their skills and do great deeds. They believe that to die in battle is the only way to die properly.
SYMBOL: Hammer
Clerics of Thor use the following spell list.
|
First Level Divine Spells |
Second Level Divine Spells |
Third Level Divine Spells |
1 |
Cure Light Wounds* |
Bless* |
Call Lightning |
2 |
Detect Evil* |
Divine Grace
|
Continual Light* |
3 |
Detect Magic |
Hold Person
|
Cure Blindness |
4 |
Fellowship |
Obscuring Cloud
|
Cure Disease |
5 |
Light* |
Ogre Power
|
Eyes of the Eagle |
6 |
Predict Weather
|
Resist Fire
|
Glyph of Warding |
7 |
Protection from Evil*
|
Righteous Wrath
|
Protection fr. Normal Missiles |
8 |
Remove Fear*
|
Spiritual Weapon
|
Remove Curse* |
9 |
Resist Cold
|
Summon Hero
|
Striking |
10 |
Summon Berserkers
|
Swift Sword
|
Summon Winged Steed |
|
Fourth Level Divine Spells |
Fifth Level Divine Spells |
1 |
Create Water |
Atonement
|
2 |
Cure Serious Wounds* |
Control Winds
|
3 |
Dispel Magic |
Create Food*
|
4 |
Fly |
Dispel Evil*
|
5 |
Giant Strength |
Growth
|
6 |
Gust of Wind |
Hold Monster
|
7 |
Hold Giant |
Quest*
|
8 |
Neutralize Poison* |
Restore Life and Limb*
|
9 |
Protection fr. Evil, Sustained |
Summon Weather
|
10 |
Vigor |
Thunder Strike |
New Spells:
Calm Emotions Range: 60 ft
Divine 2 (Cleric) Duration: Concentration, up to 1 round per level
This spell calms emotionally-agitated creatures. You have no control over the emotions of the creatures within the area of effect, but being calmed stops hostile creatures from attacking or joyous ones from reveling. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any bonuses granted by spells such as bless, as well as negating such effects as a bard’s ability to inspire courage or a berserker rage. It also suppresses any magical fear and the effects of a Confusion spell. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Deathwatch Range: 60 ft
Divine 1 Duration: Concentration
This spell allows you to tell by sight if a creature is alive, near death (alive with fewer hit points than the number of HD it has), dead, or neither alive nor dead (such as a construct or automaton). This spell sees through any spell or ability that allows a creature to feign death.
Deathknell Range: 60 ft
Divine 2 Duration: Instantaneous
This spell, with the sound of an iron bell, causes a single creature in range that is at or below 0 HP but not yet dead to save vs. death or immediately lose its grip on life. If it dies, you regain hit points equal to its level or the number of HD it had.
Hemmorrhage Range: 30 ft
Divine 1 Duration: Special
This spell causes one creature to begin bleeding profusely. Unless the affected creature makes a succesful saving throw vs. death, the bleeding will be so severe and painful that it cannot act, and loses 1d3 HP per round. A healing spell restores the damage but does not immediately stop the bleeding. The target of the spell receives a new saving throw each round. The spell lasts until either the targeted creature makes a saving throw or the caster stops concentrating.
Hold Giant Range: 180'
Divine 4 Duration: 2d8 turns
This spell functions like hold person, except that it affects any giant humanoid of larger than ogre size that fails its save versus Paralysis.
Invulnerability to Good Range: self
Divine 3 Duration: 1 turn
This spell is essentially the reversed version of Invulnerability to Evil, and as such, it protects the caster from normal, non-magical attacks by “good" creatures. Magic or silver weapons can harm the character, but any number of normal swords, arrows, clubs, or natural weapons wielded by an evil creature will be fended off.
Evil monsters which themselves can only be affected by silver or magical weapons can still harm the subject, and evil monsters with 5 HD or more are able to affect the subject through natural ferocity. For purposes of this spell, evil creatures include hostile creatures of an alignment other than the caster’s alignment, and inherently good creatures such as summoned creatures of Lawful alignment.
Thunder Strike Range: 60'
Divine 5 Duration: instantaneous
A thunder strike produces a vertical column of divine lightning 30' high and 10' in diameter that roars downward on a target. The spell deals 6d8 points of damage. A successful saving throw versus Spells reduces the damage to 3d8. The only way this spell differs from Flame Strike is that it is Air-elemental rather than Fire, because Thor is a thunder-god.
Please don't hesitate to bug me if my math is off or anything like that, or if you have a cool idea for other gods or pantheons or whatever to do.