Exodus Night




Mages and Clerics

Elements

Opposing Elements
Fire Vs. Ice/Water
Earth Vs. Wind/Lightning
Unholy Vs. Holy

Elemental beings (elementals, half dragons, etc.) receive X2 damage from their opposing elements. Dark/unholy beings take 2x damage from light/holy ethics (and vice versa) and take x1.5 damage from neutral ethics, while neutral beings only take x1.25 damage from light/holy and dark/unholy. All beings take half damage from their own ethic or element, and Elementals are immune to their own element.

Mages (Necromancers, Mages, Sorcerers)

Abilities

From the get go, a mage character may command all of the elements (fire, ice, water, earth, lightning, wind). As listed on the profession page, a mage automatically receives the ability to channel these elements through his/her body for an additional 1d5+1 effect at Level 3.

Like all other spell-casting professions, a mage’s spells are freeform. This means that there is no limitation or strict guidelines on how a character’s spell may work, or how he/she figures the damage/effect. We do ask that you keep it reasonable, of course. For example, a mage cannot control the weather, cause a rift in the earth, or create life (other than a familiar at Level 10).

Mages may cast all sorts of spells, which are limited only by the imagination. They can cast spells that protect, damage, alter statuses, etc. However, a mage cannot heal. Only clerics may heal.

Familiars

A familiar is a magical creature with a magical bond to their master - a wizard. Some are created through spellcraft and some are simply befriended (or bewitched) animals. Most familiars tend to be small and inconspicuous (such as cats, mice, birds, frogs, etc), though exceptions do exist (panthers, phoenixes, hermit crabs, etc). Familiars cannot use equipment, though they may be able to carry small items.

Your familiar may be any sort of creature you choose, subject to approval by the Council. Necromancers are limited to undead creatures and are the only wizards who can create them. Note that you might have to pay to obtain your animal if it is exotic and can only be found in a pet shop. You must be at least a level 10 mage, sorcerer, or necromancer, and only XP gained AFTER creating the familiar may be paid to increase its levels. You may not pay so much XP that you would lose a level. A familiar starts at 0th level. It costs 100 gold plus the price for an equivalent level character to restore a destroyed familiar.

FLvLXP priceHPTo HitEvadeAttack Damage
0+051515d5
1+10082015d5+1
2+150122520d5+2
3+200163025d5+3
4+250203530d5+4
5+350244035d5+5
* FLvl refers to the Familiar's level - Lvl refers to the wizard's level.
** Familiars do not grow past level 5.

Communication

Familiars do not understand speech (unless they gain the "Comprehend Speech" special attribute - see below) other than a handful of common words, no more than a typical pet would. This is not an indication of intelligence - rather, it is the fact that dogs do not speak English, just as people do not speak fieldmouse. However, the familiar does have means of communicating with their wizard.

Level 0: The familiar is tame and amiable toward its wizard (though not necessarily so to others). Simple verbal instructions are understood from the wizard, their magical bond giving the familiar a vague comprehension of their speech.

Level 1: The wizard and familiar can sense each others surface feelings when within FLvl miles of each other. The familiar can understand most things the wizard says (in any language), though unusual requests or words may not translate properly.

Level 2: The wizard and familiar can communicate simple messages with each other via telepathy when within FLvl-1 miles of each other. Although actual words may not be used, they can understand each other's intent and instructions.

Level 3: When within FLvl-2 miles of their familiar, the wizard recieves a slight boost to ONE sense, as appropriate for the familiar (ie, a bloodhound might improve their sense of smell while a falcon might improve their sight), gaining a +1 bonus to checks requiring the use of that sense.

Level 4: The wizard and familiar can now carry on telepathic conversations with each other (though still without the use of words, relying heavily on feelings, ideas, and sensations). This replaces the Level 2 ability.

Level 5: The wizard can recieve the familar's perceptions for (half the wizard's level) rounds once per day when he is within one mile of his familiar. This means he can see, hear, smell, taste, and feel what the familiar is experiencing. If the familiar takes damage during this link, the wizard must make a constitution check and an intelligence check. If he fails the constitution check he takes an equal amount of damage, and if he fails the intelligence check the sensory connection abruptly ends.

Special Attributes

Each time a familiar advances a level they select a special attribute from the list below - therefore, they have a number of special attributes equal to their level. Each may be taken only once. At fifth level, the player may choose to design a custom attribute for their familiar (subject to approval by the Council) instead of choosing one from the list.

Some attributes have an elemental attribute - a familiar may only take one element in its lifetime, and must have the same element for all attributes. Attributes that grant a stat bonus to the wizard only function when they are within FLvl miles of each other.

* Attack Bonus - Familiar (Familiar has +FLvl attack damage.)

* Attack Bonus - Wizard (Requires Familiar version of attribute. The wizard does +2 damage with small (short sword and smaller) weapons.)

* Bonus Spell - Familiar (Requires Spellcasting attribute. Familiar gains one extra spell per event.)

* Bonus Spell - Familiar (Requires Spellcasting attribute. Wizard may cast one extra spell per event by expending two of the familiar's.)

* Breath Weapon (Familiar has an elemental breath weapon and can use it once per event. Area of effect is a cone roughly 2xFLvl' long and FLvl' wide. All beings within the area of effect take FLvld6 soakable elemental damage, but may Evade to reduce damage by half before soak.)

* Comprehend Speech (The familiar understands (but cannot speak) a single language the wizard knows.)

* Elemental Attack - Familiar (The familiar's physical attacks deal elemental damage; +2 attack damage.)

* Elemental Attack - Wizard (Requires Familiar version of attribute. The wizard's unarmed attacks deal elemental damage of the same element as the familiar's; +2 damage to unarmed attacks.)

* Evade Bonus - Familiar (Familiar recieves +5% evade.)

* Evade Bonus - Wizard (Requires Familiar version of attribute. Wizard recieves +FLvl% evade.)

* Guard (Rolling vs. the wizard's dex, the familiar can intercept physical attacks and take the damage instead of the intended target.)

* Healing Magic (Requires Regeneration attribute. Familiar can cast FLvl healing spells per event; FLvld3 effect.)

* Hide (Only cat-sized or smaller familiars that don't glow can learn this. The familiar is adept at disappearing into shadows or behind trees, or simply blending in with a group of similar animals, and is treated as though invisible for the purposes of being found. A familiar cannot attack while hiding.)

* HP Bonus (Familiar has FLvl extra hit points.)

* Infravision (Although some familiars can already see in the dark (such as cats), this grants your familiar 30' infravision.)

* Poison Attack (On attack rolls of 10 or lower (physical attacks only)

* Regeneration (Familiar regenerates 2 HP a round.)

* Resist Poison - Familiar (Familiar is immune to poison attacks.)

* Resist Poison - Wizard (Requires Familiar version of attribute. Wizard may save vs. Con to avoid being poisoned.)

* Sense Danger (The familiar has an uncanny knack for sensing when something bad is about to happen nearby. Event hosts should warn the player if something sinister is about to happen to the wizard or familiar, but need not explain its nature or give much notice.)

* Soak (Familiar has FLvl x 5% physical soak.)

* Spell Bonus - Familiar (requires Spellcasting attribute. Familiar recieves +FLvl to spells.)

* Spell Bonus - Wizard (requires Spellcasting attribute. Wizard recieves +FLvl to spells of the familiar's element.)

* Spellcasting (The familiar can cast FLvl+2 spells per event of one element; FLvld4 effect.)

* To-Hit Bonus - Familiar (Familiar recieves +5% to hit.)

* To-Hit Bonus - Wizard (Requires Familiar version of attribute. Wizard recieves +FLvl% bonus to hit.)

Clerics (Paladins, Clerics, Shamans)

Realms

Clerics also use a freeform spell system, but are restricted by what is commonly known as a divine realm. Clerics may cast all sorts of spells, creating their own effects and damages, but they must do so within one of the realms listed under their god. If the spell cannot be associated with the realm in some way, it is not valid. A cleric cannot cast elemental spells unless that element is listed as a realm, or the cleric purchases an item approved by the Selected Council as a channeling item. Please note that spells within a realm are not restricted to the examples that have been provided. It would be impossible for us to list every possible spell that our creative players may conjure up, so be creative!

Note: Where dice rolls are noted, there are merely suggestions. You do not need to follow these suggestions, but they act as guidelines to keep spell casters from abusing their abilities. If you exceed reason a host may not allow your spell.

Chandel

Holy Divinity: Through closeness with a Holy deity, the cleric may cast spells dealing with the use of the holy element. For example, the cleric may unleash righteous anger through damaging offensive spells, temporarily enchant a weapon or item with holy energy (during a quest or duel - usually for dlevel rounds), manipulate the existence of holy forces, etc. Spells of this category deal directly with the positive energy flowing out of the Pantheon of Light.

Wind/Heal: The Lord of Life is often associated with a healing wind that sweeps across the land, but the winds can also be a powerful force. Whether a cleric uses the wind to unleash Chandel’s righteous wrath upon the Pantheon of Dark or to ease the wounds of an ally, it often answers the call.

Embrace: Clerics of Chandel know that their god is a most loving and compassionate deity, and so they wish to share his love with all things. A cleric of Chandel is able to channel the Lord’s love and project it outward, whether it be to calm a beast, charm a foe, or enrapture an army.

Martyrdom: It is often that Chandel’s followers play the role of martyr, sacrificing themselves for the good of others. These Holy men and women often sacrifice their own health (hit points) to increase the power of spells, seal the wounds of a fallen friend, etc. When Chandel’s followers choose to sacrifice their well being for the sake of another, the Lord smiles upon them.

Aquarao


Holy Divinity: Through closeness with a Holy deity, the cleric may cast spells dealing with the use of the holy element. For example, the cleric may unleash righteous anger through damaging offensive spells, temporarily enchant a weapon or item with holy energy (during a quest or duel - usually for dlevel rounds), manipulate the existence of holy forces, etc. Spells of this category deal directly with the positive energy flowing out of the Pantheon of Light.

Water: Seeing as Aquarao is the Goddess of Water, it is only fitting that her followers command the element. A cleric of Aquarao is often seen manipulating water to assault an enemy, cover their retreat, create a protective sphere of water, etc. Water, the sustainer of life, can be used in many ways by a resourceful cleric.

Healing: Life is sustained by water, and thus clerics of the Goddess of Water may sustain life.

Blessed Deception: The powers of the Muerde Mystery Pool may be channeled by followers of Aquarao to deceive the enemy in various ways. For example, a cleric may alter the way he/she appears for a short period of time or spew forth deceptive lies that are indistinguishable from truth. It is said that the powers of the Aquarao clerics may even allow them to charm the most resistant of foes.

Badahammersmith


Weapon Acclaim: Followers of Badahammersmith know that their god’s knowledge of metals and forging is vast, and so they often call to him for guidance. By sending a prayer to Badahammersmith clerics may ask for skill in wielding a certain weapon to temporarily increase their hit percentage, or even turn a non-conventional weapon (such as a spoon?) into a deadly weapon.

Earth: As the keepers of the land’s resources, Badahammersmith’s followers often call for help from their god in manipulating the land itself. Though a cleric may not start earthquakes or create huge rifts in the land, he/she may manipulate small amounts of earth to trip an opponent, launch forth a deadly spike made of hardened clay, or cause a boulder to topple from the top of a cliff.

Create Craft: Clerics of Badhammersmith watch over the land’s resources, much like their god. When the circumstances require it, the cleric may pull these resources from the earth to create small items (such as a key to open a locked door?), determine the composition of items, detect resources, etc. Any items created may not be kept, for they are temporary.

Manipulate Metal: Fairly self-explanatory, the cleric may alter the composition of a metal for various purposes or even use the land’s magnetic field. Imagine an opponent suddenly finding that the earth’s magnetic field is making it hard for him to raise his armored boots from the ground, or his weapon rusting in his hand. A cleric may even increase the strength of the metal in his/her weapon, making it a deadly device (increase the base damage of weapon, or add small amounts of + damage).

Lylysa


Ice: As Lylysa is the Goddess of Winter and Ice, so her clerics may control the frozen element. It may be fashioned to create walls of ice for protective purposes, shoot razor sharp icicles at the enemy, etc.

Calling of the Scales: To create balance a cleric of Lylysa may ‘tip the scales’ against those of a light or dark persuasion. In doing so, the cleric may weaken either side of the spectrum by doing various things: decrease the enemy’s hit/evade, lower the enemy’s strength, weaken an enemy’s spells, etc.
Mirror Ethics: Much like their god, clerics of Lylysa may possess both a light and dark side; calling either forth when the circumstances require. By praying for balance, the cleric may actually change ethics temporarily (usually dlevel rounds - cannot be changed until the time expires). This ‘change of ethics’ allows the cleric to wield either holy or unholy elements, and receive the special soak versus that specific element. However, they also become weak to the opposing element when they change ethics.

Judgment: Spells of this domain arise from Lylysa’s balanced judgment of all things and her inability to be biased toward both dark and light. Clerics can use Judgment spells to determine the true nature of something, be it the ethics of a person, the truth of written or spoken word, the safety in opening a door, etc. Clerics of Lylysa see most clearly and are blinded by neither good nor evil.

Hamish


Vigor: Followers of Hamish may call upon their god’s intensity to summon forth the strength and courage they never knew they had. A cleric may increase his/her strength, conjure wards for battle fatigue, increase constitution, etc.

War: Hamish believes in the raw power and unbridled strength of combatants, and rewards those who cherish such things. Should clerics of Hamish be caught in combat, Hamish may grant them increased physical strength or spell potency, increase accuracy with physical weapons, simple non-elemental offensive spells, etc.

Heal the Battle Weary: Hamish has been known to reach down from the heavens and pluck fallen warriors from the ground, returning them to battle for another go. This is often done through the able hands of a cleric who heals the warrior’s wounds during intense battle.

Protection: As the name of this realm clearly states, followers of Hamish may cast spells that protect them from harm. Whether the clerics create a shield that absorbs a certain amount of damage or simply makes them harder to hit, Hamish protects his followers with great care.

Vorhee


Laughter: Clerics of Vorhee are often seen as pranksters, but they are far more than simple jesters. True followers of Vorhee may actually invoke laughter in another person without actually doing something funny! This often comes in handy when a cleric wishes to disable an opponent by doubling them over in hysterical laughter, or simply confusing the heck out of them.

Chaos: These mischievous clerics may create pranks, humorous, chaos in the name of their god, causing random events to unfold by whispering a simple prayer. They may cause a casket to fall over at a funeral, turn an opponent's weapon into a rubber toy, etc. As long it can be argued that a spell has been cast purely to create chaos, it will most likely be accepted.

Trickster: Simply put, a cleric of Vorhee may use divine magic to alter the perceptions of another individual. A cleric may charm someone, force someone to act against their will, force someone to believe a lie, etc.

Backfire: For both comic relief and protection, a cleric who invokes the;Backfire; realm may increase the range of self-hits (normally 97-100) for an NPC, create a barrier that causes damage to attackers, lower hit percentages, etc.

Phonobele


The Elements: Phonobele is the goddess of elements, and thus her followers may command them all (fire, ice, lightning, wind, water, earth). They may be used through all spells, whether they be offensive spells or a shield to lower the damage of an opposing element.

Nature: The cleric’s surroundings may be manipulated while in the outdoors (still not storm summoning, earth altering, etc.) by calling upon Phonobele’s power over nature. This may be used to call forth an animal, speak to the animals, speak with a tree, call forth vines to entangle an enemy, etc.

Damnation: Spells of this nature act as a curse, and may alter the status of opponents who challenge a true follower of Phonobele. Opponents may find that they no longer swing a blade with the accuracy they once did, or that it is harder to evade an enemy’s sword. These curses cover a broad spectrum, but will never deal with disease, poison, or other health-altering statuses, for Phonobele believes in the beauty of life.

Embrace (See Chandel for more examples): Much like Chandel, Phonobele has an appreciation for life’s beauty. Followers of Phonobele will often attempt to end an altercation by charming the enemy instead of raising a weapon.

Gamori


Unholy Divinity: Through closeness with an Unholy deity, the cleric may cast spells dealing with the use of the unholy element. For example, the cleric may unleash a dark wrath through damaging offensive spells, temporarily enchant a weapon or item with unholy energy (during a quest or duel - usually for dlevel rounds), manipulate the existence of unholy forces, etc. Spells of this category deal directly with the negative energy flowing out of the Pantheon of Darkness.

Pestilence: Followers of Gamori, like their god, are masters of negative energy. This realm covers a great many things, including spells that make use of life drains, poisons, diseases, rot, and decay. If a spell involves any of these categories, it most likely stems from the realm of pestilence.

Shadow: The darkness itself may be manipulated by followers of the Dark God. Such manipulation of darkness may strike fear into the feint of heart, especially when it’s used as a smothering blanket that blinds the senses. This unholy shadow can even take a solid form, striking opponents with great strength.

Pain/Heal: Though these realms are rather different, they find themselves combined in twisted ways. A follower of Gamori is only capable of healing other members of the dark church. Followers of any other deity find that the cleric’s healing spells are not-so-healthy, often resulting in a painful squeeze of the heart or other internal organs (though it may take many forms). In other words, these spells damage the followers of other deities while healing those who follow Gamori.

Darckvv


Unholy Divinity: Through closeness with an Unholy deity, the cleric may cast spells dealing with the use of the unholy element. For example, the cleric may unleash a dark wrath through damaging offensive spells, temporarily enchant a weapon or item with unholy energy (during a quest or duel - usually for dlevel rounds), manipulate the existence of unholy forces, etc. Spells of this category deal directly with the negative energy flowing out of the Pantheon of Darkness.

Negativity: Worshipping the master of the undead allows clerics of Darckvv to counter the positive forces of life, creation, and growth. Clerics with the Negativity ability may undo the ‘life’ in all things whether it be toppling a building, rusting a blade, withering a flower or un-growing the beard on a man’s face, even countering an emotion. Clerics use these spells as a counterforce of growth, though they cannot strip life completely in one fell swoop.

Necropathy: Clerics of Darckvv may gain a natural connection, be it mentally or physically, to the undead. Though it is not the same as necromancy, a cleric may link him or herself to an undead creature in some manner through telepathy, telekinesis, physiological connection, etc. The cleric will not be able to control the creature, but may influence its actions and thoughts; given it is a follower of Darckvv.

Nether-Sight: Nether-Sight grants Clerics spells that can be used to gain knowledge from beyond the material plane. Clerics may communicate with spirits of the dead, see their environment as it was many years past, detect the presence of something existing in the ethereal realm, etc. Clerics of Darckvv rely on their lord’s presence in order to grant them this strange brand of knowledge.

Shaman (No Deity)


Spirit Speak: By communing with the spirits of the dead, a shaman may discern almost anything. Whether they wish to know which fork in the road is safest, need a hint for solving a puzzle, or simply wish to know what happened to a corpse found along the roadside, the spirits can provide all sorts of information.

Death’s Fury: A shaman may channel the spirits of violent, often criminal, beings who feel that their work on the mortal plan was not complete. These spirits may be used for many purposes. For example, a shaman may merge his body with the spirit to increase his bloodlust (more hit percentage, more strength, etc.), send the spirits after an enemy, or countless other things.

Ethical Divinity: Though the shaman follows no god and gains his power from the spirits, he/she may cast spells of the Holy or Unholy element depending on his/her alignment. If the shaman is of light ethics, the spell may be of the Holy element. If the shaman is of dark ethics, the spell may be of the Unholy element. This is accomplished by channeling the spirits of what were once Holy or Unholy clerics. If a shaman choose to be of neutral ethics, this ability is replaced with the ability to heal. Instead of channeling Holy or Unholy spirits for elemental purposes, a neutral shaman may channel the power of all spirits to heal wounds.

Protection: The spirits are often protective of a shaman, for the shaman is often their only connection to the living realm. A shaman has been known to become great friends with the dead, even delivering messages to their living families. As a toll, the shaman often uses the dead for protection; creating spiritual barriers, summoning forth invisible spheres of protection, etc.

Shanten


Unholy Divinity: Through closeness with an Unholy deity, the cleric may cast spells dealing with the use of the unholy element. For example, the cleric may unleash a dark wrath through damaging offensive spells, temporarily enchant a weapon or item with unholy energy (during a quest or duel - usually for dlevel rounds), manipulate the existence of unholy forces, etc. Spells of this category deal directly with the negative energy flowing out of the Pantheon of Darkness.

Fire: As Shanten is the Goddess of Fire, so her clerics may control the burning element. It may be fashioned to create walls of flame to cover a retreat, launch fireballs, etc. This element goes well with the goddesses’ hot temper.

Hubris: A broad realm that covers all things associated with rage, jealousy, malice and brash behavior. These emotions can be manipulated to draw out the fighter hidden within or manipulate others. One could even use this realm to send an enemy into a blind rage, swinging a blade wildly with little result.

Shanten is a competitive god, kept only in line by Lensen’s strength.

Chaos: Much like Vorhee, but with morbid intentions, followers of Shanten may use their god’s strength to create chaos throughout the land. As long it can be argued that a spell has been cast purely to create chaos, it will most likely be accepted.

Newtrom


Unholy Divinity: Through closeness with an Unholy deity, the cleric may cast spells dealing with the use of the unholy element. For example, the cleric may unleash a dark wrath through damaging offensive spells, temporarily enchant a weapon or item with unholy energy (during a quest or duel - usually for dlevel rounds), manipulate the existence of unholy forces, etc. Spells of this category deal directly with the negative energy flowing out of the Pantheon of Darkness.

Damnation: Spells of this nature act as a curse, and may alter the status of opponents who challenge a true follower of Newtrom. The spells cast within this realm may weaken the resolve of an enemy, causing them to turn tail and run, or simply lower their strength. Like Phonobele, these spells cannot be life-negative.

Chains of Judgement: A cleric may summon forth spiritual chains that bind an enemy, strike their life force, etc. These chains are the sign of a true follower of Newtrom, and are a great source of fear. It is rumored they are often the last thing an enemy sees before being swallowed up by the abyss.

Torture: When Newtrom passes judgment upon an enemy he often channels these damaging spells through a willing cleric. They may cause an enemy to begin bleeding from the pores, squeeze an enemy’s heart, cause rips in the flesh, etc.

Lensen


Dragon’s Fire: The destruction of Exodus’ dragon population struck a special nerve with Lensen, causing an unusual anger to rise up from within. It was then that he swore such a tragedy would never again occur, and blessed his followers with the ability to manipulate fire; a powerful force to assist in carrying out his will.

Golden Aura: It is Lensen that serves as King of the Gods and commands the respect of all, thus his followers tend to possess a golden aura. This awe-inspiring aura may convince opponents that they no longer wish to fight, charm the weak willed, or inspire men to take up arms and follow the cleric; though the reactions of others tend to be varied.

Volcanic Spirits: Since the day that Darckvv was released from Exodus’ volcano, Lensen has held a certain fascination with the molten burial pit. Followers of Lensen have recently discovered that they may pull molten magna from the earth in various ways, whether they are vines to restrain the opponent or a simple river of burning lava to serve as a protective barrier.

Obscure Shackles: At times a cleric may find it necessary to render an opponent immobile or hinder their movement. It is at this time that followers of Lensen call upon these spiritual shackles, which manifest themselves as a thick cloud of smoke that may blind an enemy, take away an enemy’s breath, or simply confuse the heck out of everyone caught within. The effects are varied in countless ways.

Cleric Auras: Please note: NONE of the following abilities Ever have any effect on dice rolls. They are for RP purposes only. Because they are supernatural abilities granted by their deity, none of them require the expenditure of a spell to use.

Auras:


Aquarao the Peaceful:


Aquarao's followers seek world peace and carry with them an aura of peaceful tranquility, like the calm induced by listening to a waterfall. Very in tune with the water element, they can make opponents drowsy whenever near water. The very presence of a cleric of Aquarao can relieve minor aches and pains in those nearby.


Badahammersmith


Similar to their "Create Craft" spell realm, a cleric of Badahammersmith can shape stones (fist-sized or smaller, so obviously Ogres could shape larger rocks than Pixies) into other shapes with their bare hands as easily as they would clay, allowing them to make simple objects like a spoon or a grappling hook. If the cleric abandons or gives away an object they create this way it crumbles to sand Lvlx10 minutes later.


Chandel the Martyr:


Chandel's followers have a calming aura to them that can help a person overcome fear. Being followers of the god of Light, in the darkness they can create a glow that comes from their very being; it is as bright as a fine lantern.


Darckvv the Dark:


Darckvv's followers can create a field of perceptive darkness around them. Anyone within Lvl feet of the cleric suddenly sees the world as though it is a cloudless night with full moons instead of Exodus's twin suns. (People outside this area perceive the world as normal.) This ability can only be used Lvlx10 minutes per day.


Gamori the Tainted:


Gamori's followers can create swirling masses of black mist around their body that cause dizziness and nausea in those the mists touch. A person must be close enough to touch to be affected by the mists, but the cleric need not actually touch them.


Hamish the Warrior:


Hamish's followers are more imposing than a person of their stature would usually be. The sound of their footsteps have a very solid quality to them and even the skinniest look very sturdy - almost immovable, if they so wished. In the darkness they can create a dim gray glow emanating from their hands; it has a Lvl/2 foot range but is not bright enough to read by.


Lensen, King of Gods:


Most people tend to trust clerics of Lensen to be fair leaders and will sooner listen to a follower's suggestions of cooperation and tolerance than argue about dogmatic issues, realizing that things are accomplished sooner when you work together. In the darkness they can create a soft red glow emanating from their hands; it has a Lvl/2 foot range but is not bright enough to read by.


Lylysa the Balancer:


Her followers can conjure small, crystal-clear prisms of opalescent ice that glow softly in many colors. The number of these prisms they can conjure at any given time is equal to their level, and they last Lvlx10 minutes before melting. They give off as much light as a candle would. Alternatively, the prisms can absorb light, creating small shadows (or larger shadows if many are used in a concentrated manner).


Newtrom the Torturer:


Newtrom's followers can cause physical discomfort and minor pain to those around them by simply concentrating on it. If chaining a person up, a follower of Newtrom can cause the mere touch of the chains to be painful.


Phonobele:


Followers of Phonobele tend to bring a fresh breeze with them wherever they go. When in the forest they can pass through all but the densest vegetation with ease because the plants welcome their passage. They leave no path when traveling in lighter vegetation, such as a field of deep grass or light forest; nature subtly rearranges itself to cover their tracks after their passing.


Shanten the Competitor:


Her followers carry an inner flame with them and may ignite small, easily flammable objects by simply touching them, such as dry leaves or thin fabric. Their presence can provoke a feeling of competitiveness in others that they might not otherwise feel.


Vorhee:


Vorhee's followers can radiate an aura of happiness that can lift spirits and help people see the light side of an otherwise dire situation. Sometimes a person seeing a follower of Vorhee will feel compelled to laugh, regardless of what situation they are in. This can be a difficult compulsion to control, especially if the cleric is concentrating on making you laugh.

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