Of late, I've tended to favor the Wilderlands pantheon in my homebrews, instead of the 4e pantheon, which had previously been my go-to-- though don't get me wrong I don't mind using that and might even do so in the future. (I think I owe a bit of my fondness of it to the Raven Queen-- come-on, a non-evil death goddess with a raven motif? I was bound to imagine her as Neil Gaiman's Death, and thus to fall madly in love.)
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.
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
In place of Turn Undead Dannu's clerics have the following powers:
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 |
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
Depending on their sect, some clerics of Hamakhis command undead instead of turning them.
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 (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)
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:
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 (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
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.
Clerics of Mitra use the Bladedancer spell list.
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
Instead of Turn Undead, Clerics of Nephthys have the Elven Enchanter's Glamorous Aura and gain the Magical Music proficiency for free.
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
|
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.
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.
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...)
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
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.
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 (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
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.
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
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.
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
|
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
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.
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.