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ADV DnD-11361-Warriors of Heaven

The document outlines the characteristics and societal roles of celestial beings in the context of a Dungeons & Dragons campaign, detailing their alignment with good and their opposition to evil forces. It describes various celestial races, such as aasimon, archons, and eladrins, emphasizing their unique powers, moral codes, and the challenges they face. Additionally, it touches on the politics of the Upper Planes, highlighting how celestial beings resolve disputes through debate rather than conflict.

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0% found this document useful (0 votes)
63 views98 pages

ADV DnD-11361-Warriors of Heaven

The document outlines the characteristics and societal roles of celestial beings in the context of a Dungeons & Dragons campaign, detailing their alignment with good and their opposition to evil forces. It describes various celestial races, such as aasimon, archons, and eladrins, emphasizing their unique powers, moral codes, and the challenges they face. Additionally, it touches on the politics of the Upper Planes, highlighting how celestial beings resolve disputes through debate rather than conflict.

Uploaded by

Nello
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Nicolas Zaffarano (Order #40824392)

c.redits
De signer: Chri stophe r Perki ns
Editors : Ray Vallese and Penny Williams
Brand Man ager: Keith Francis Strohm
Creative Director: Ed Stark
Art Director: Dawn Mur in
Cove r Art: Brom
Interior Art: Hanni bal King
Graphic Design : Matt Ade lsperge r
Typesetting: Eric Haddock
Special Thanks : Dave Gross, Mike Selinker, and Skip Williams
Project Mana ger: Larry Weiner

Tobie of contents
Celestia l Life . ... .. .. . .. .. .. 2 Hi gher Aas im on .. . .. ...... .. 39
Serv ing the Gods ... ... .. .. 12 Arc h ons .... . .. .. . .. . ... ... .41
Wizard Spe lls . . .. ... . ... . . 17 As ura s . . .... ...... .. ...... .52
Cler ica l Spe lls ... . . ...... .. 24 Elad rin s ... ....... . .. . ... .. .56
Magica l Item s ... . . . .... . . . 31 Guard in als .... . .. . ... . ... .. 71
Aa sirnon .. ... .. . .... ..... 33 Ap p endi x 1: Ce les tial Mount s . .85
Agathino n .. . . .. .... . .. . . . 37 A pp e nd ix 2: Tabl es . . . .. . . . .. .87

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PACIFIC & LATIN AMERICA Wizards of the Coast, Belgium
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11361_620 ISBN#: 0-7869-1361-4

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Nicolas Zaffarano (Order #40824392)


these beings maintain the sanctity of their land s and furth er
celestial Life the cause of good by opp osing fiend s and their evil kind .
Certain shinin g native s of the seven Upp er Planes-A rcadi a, Celestials are parad oxical beings, majestic in power yet
Mount Celestia, Bytopia , Elysium , the Beastland s, Arb orea, gentle in nature, merciful to the repentant and ruthl ess
and Ysgard-a re kno wn collectively as celestials. Not eve ry towa rd the unr edeemable. They are divine hera lds, carr ying
resident of those plan es can claim this d istinction, of cour se; the messages of upp er-planar gods to those wh o need to hear
the aasimon , archon s, as uras, eladrin s, and gua rdin als are the them. They are seekers, wand ering the planes to find the
only true celes tial races . Aas imar, the offsprin g of celestials good in all thin gs. They are missionaries, mini stering to those
and mortal s, aren' t as pur e-blooded as their noble relatives, in need throu ghout the multi verse . They are guid es, leadin g
but man y sages includ e them in the celestial roster as we ll. champ ions on qu ests again st the forces of d arkness . They are
Warriors of Henve11describes the nature and society of the puni shers of malefactors, liberat ors of the enslaved, and pro -
variou s celestials and enables pla yers to create heroes of those tectors of the innocent and enfeebled . Celestials look upo n
races. Aside from their incredibl e po wers, there's one major evil as a pla gue they mu st crush (or at least hold at bay), and
difference between celestial PCs and those of a typical they always use their powers for the utm ost benefit of others.
AD&D® camp aign . In most gam es, the playe r characters rep- Were it not for the efforts of these emp yreal beings to
resent the cream o f the crop-that is, their abilities and magic spr ead peace and harm ony throu ghout the multi verse, the
far exceed those of the comm on folk. In contra st, celestial PCs fiend s wo uld have taken the Blood War to eve ry corn er of
begin the camp aign as relatively wea k members of their existence and cast the cosmos into ruin ages ago . Th ough the
respective races. Onl y throu gh their deeds and accompli sh- fiend s vas tly outnumb er their upp er-planar count erp arts, the
ments can they become as powe rful and virtuou s as their celestials possess amazing powe rs, and their purit y and
higher-rankin g peers. In other word s, such chara cters must unfailin g virtue serve them in good stead aga inst their foes.
earn their places in the celestial hierarchy. Few fiend s have the convi ction to look a celestial in the eyes
For exampl e, a 3rd-level firre eladrin has only a fraction of with out exhibitin g some sign of fear. Even a d ark creat ure as
the powe rs avai lable to most firres. However, using the stan- mighty as a pit fiend cann ot fully qu as h a sense of trepidation
dard level-ba sed ad vancement sys tem, firre PCs can ga in and un ease wh en facing a lesser celestial-e ven if the fiend
experience, steadil y increasing in po wer until their abilities knows it is more powerful than its foe.
equ al or exceed those of typical member s of their race. Clearly, celestials pr esent a uni que roleplaying challenge.
Another factor that offse ts the incredibl e abilities of the They' re not pe rfect beings, alth ough they strive to be. They
celestials is the typ e of threats they face. Fiend s a nd other hold in their heart s a firm d edication to furth ering the cau se
horribl e monsters that prow l the Outer Planes p resent diffi- of good , view ing themselves as vessels through which Good
cult challenges to even the most magically proficient upp er- (as a force) does its wo rk. Celestial player characters exist to
planar beings. Celes tial PCs mu st cont end with foes and uph old the tenets of their alignm ents and de feat evil wher-
forces capable of obliteratin g most low-level charac ter s. Raid- ever they find it.
ing a dun geon or holdin g off a tribe of ores is nothin g com- Sometim es, a celestial may qu estion what is most impo r-
par ed to repellin g a pa ck of vaa th on Carceri or rescuin g tant. To serve a greater good , such a being may have to com-
petitioners held captiv e in a baern aloth's stro nghold on the promise or make sacrifices. This fact has created many
Gray Waste. In short, the dan gers that celestial PCs mu st face schisms within the Upp er Plan es, as celes tials argu e and
every da y of their lives tend to count erbalan ce the powe rs debat e about what is right and which sacrifices are too g reat.
afford ed them. But they neve r allow their argum ents to deg rade into vio-
lence, and they' re careful to maintain a strong, unit ed front
aga inst the ever-pr esent threat of the Blood War.
The fun of plnyin's Good Even the most chaotic celestials are truthful to themselves,
Celestials are the antith esis of the fiends that inhabit the Lower if not always to others. A "little whit e lie" probab ly wou ldn't
Planes. As much as the baatezu, tanar' ri, yugoloths, and other get a upp er-planar being into serious trouble, nor wou ld a
dark races are dour reflections and horrible personifications of fanciful ta le that listeners shoul d und erstand to be fictional.
all that is wicked and deba sed, the celestials are embodiments Occasionally, however, a celestial sacrifices too mu ch or
of all that is good and pur e in the multi verse. They epitomize makes the wron g choice; this can result in repercussions rang-
valor and benevolence, using their tremendou s powers to ing from demotion to confin ement to the Up per Planes unt il
inspire others towa rd acts of charity, mercy, and helpfuln ess. the offend er successfully mak es am end s. Rarely, a celestial
Members of the celes tial races are ma gnificent, emp yreal makes a terribl e mistake or commit s an egregious offense in
beings. They claim as their home that vast expan se of the the name of good and seeks neither repentan ce nor salvation
multi verse know n as the Upp er Planes. The summit s of for it. Such a fallen celestial faces the wo rst puni shment imag-
Mount Celestia, the wilds of Arborea, the fertile hills of Ely- inable: dismissal from his or her race's hierarchy and expul -
sium , the twin para dises of Bytopia, the resident harmony of sion from the Upp er Planes. Some such beings have
Arcadia, the Beastland s, and Ysgard - these are the realms of continu ed to act in the name of good as rogu es, but others-
the celestials. With vigorous and unwav ering determinati on, no longer able to rely on the sup po rt and company of their

Nicolas Zaffarano (Order #40824392)


2
noble fellows-have fallen further still. It's whispered that a Asuras are believed to be natives of Ysgard, but they
few have even become fiends. roam throughout the Upper Planes. While most are chaotic
Regardless of how they serve the greater powers of good, good, there are also some neutral good asuras.
celestials enjoy what many lower-ranking fiends can never
hope to know: free will. Although some of the races enforce The predominant alignment of a celestial race determines
strict social hierarchies, all celestials are free-thinking beings the stru cture of its society, but not necessarily the disposition
permitted to make choices in their everyday (in some cases of each individual. The lawfu l good archons, for example,
immortal) lives. They must, of cour se, act in accordan ce with have an orderly social stru cture w ith a stric t hierarchy and
their alignments, but within those boundaries they can rigid moral code-each member must follow a defined path
choose their own destinies-their own fates. Thus, they serve of righteousness. By compa rison, the neutral good guardinals
nicely as player characters, blendin g a unique range of abili- place no inn a te value on social organization, creating and dis-
ties with an abundance of roleplaying opportunities. solving social order s as needs arise. Though the chaotic good
eladrins and asuras hav e well-defined societies, they do not
impo se strict moral guidelines on individuals.
Some of the material in this book has been derived from
Note, too, that althou gh most archons are lawful good,
existing AD&D products and reworked to make it better
they do not all follow the same set of str icture s, nor do they
suited for u se in the creation of player characters. For
necessarily sha re a common disposition. Likewise, one
more information on the various celestial races, feel free to
shouldn 't expect all eladrin s to be chaotic or all guardinals to
consu lt the following sources.
be neutral. Racial alignment serves as a gene ral guide, but
• Aasimon are detailed in the PLANESCAPE® MONSTROUS celestia ls are as diver se as any other advanced beings-each
COMPENDIUM® Appendix (2602). exhibits a distinct perso nalit y, unique behavior, and personal
• Aasimar, eladrins, and guardinals appear in the ideology.
PLANESCAPE MONSTROUS COMPENDIUM Appendix II
(2613).
• Asuras are found in the Monstrous Supplementin the
politics on the upper plo.nes
PLANESCAPE Planesof Conflictboxed set (2615). Unlike the destructive scheming and malevolent conspirac ies
• Archons are found in the Monstrous Supplementin the of the Lower Planes, the politi cs of the Upper Planes serve to
PLANESCAPE Planesof Law boxed set (2607). reinforce goodness and preserve purity. The celestial race s are
more likely to have disputes than conflicts-that is, they tend
to resolve their differences throu gh moderated debates and
even-tempe red arguments. Only rarely do they resort to phys-
sho.des of 900d ical altercations to make their points, though this does happen.
One trait that all celestials share, regardless of race, station , or The most persistent dispute among celestials is how best to
individual viewpoint , is their general good nature. Malice and deal with the spread of evil. Some believe it's enough to push
hatred are as alien to celestials as genuine love and caring are to evil back into the Lower Planes and contain it, while others
the fiendish hellspawn of the Lower Planes. Residents of other want to destroy it utterl y, effectively cleansing the multiverse
planes tend to perceive celestials as the embodiment of "all that of its stink. Certain groups argue that evil beings should have
is good." More precisely, they are beings of tremendous convic- a chance to redeem themselves. One particularly radical fac-
tion who use their powers and influence to aid the cause of tion advocates doing nothing and leaving the fiends to destroy
good and thwart the machinations of evil. All celestials share themselves. Regardless of w hich viewpoint is in favor wi th a
this characteristic regardless of their specific alignments. particular race, it seems that every celestial on the Upper
Though all true celestials must be good-aligned, individuals Planes has a personal opinion on this issue. To say that
may be lawful good, neutral good, or chaotic good, dependin g archons favor evil's red em ption over its annihilation, or that
on race, home plane, and individual disposition. The following all guardinals enjoy huntin g fiends across the Outer Planes, is
table provides general alignment guidelines for the celestial races. to make a swee ping genera lization. Such stateme nts seldom
encaps ulate the viewpoint of any one individual. Still, it's pos-
CELESTIAL ALIGNME NT HOMEPLANE sible to draw broad distinctions among the celestial races.
Aasimar 1 Any Nonevil Any Disputes among aasimon are fairly prevalent, and those
Aasimon Any Good Any Upper Plane noble creatu res tend to form political alliances-no t just
Archon Lawful Good Mount Celestia among themse lves, but with other planar races as well. Aasi-
Asuras 2 Chaotic Good Any Upper Plane mon creat e cadres based around particular philosophies,
Eladrin Chaotic Good Arborea occasionall y finding allies in mortal groups such as the Order
Guardinal Neutral Good Elysium of the Planes-Militant (a sect pledged to defend Mount Celes-
tia) and the Harmonium (one of Sigil's exiled factions, cur-
' An aasimar has greater freedom in alignment and location rently based on Arcadia). In gener al, however , aasimon prefer
than does a true celestial because of the mortal parent's influence. to cut through bur eaucra cy and deal with disputes quickly

Nicolas Zaffarano (Order #40824392)


and efficiently. Even the lowest-ranking memb ers of the race The truth is, though, that the celestials ha ve little involve-
have read y access to their superiors and can rest ass ured that ment in the wa r, and they certainly didn 't start it. The infernal
their words are heard , whether or not they are heeded. conflict is the fiend s' own do ing-proof that evil destroys
Despite their good intentions, the lawful archons are itse lf. Most celestia ls str ive only to keep the Blood War from
among the most bureaucrati c and political of the celestials. spiJling ove r into the uncorrupt ed realms of the multi verse. If
They have created a strict, closely monitor ed, hierarc hical the celestials truly were pulling the string s of the warr ing fac-
society based on rank and orna mentati on. Indi viduals earn tions to keep the rest of the cosmos safe, they'd be consider ed
promotions through right eou s deed s and faithful service, and failures. The fiends still ravage the Outer Plan es and the
the desire for advancement is a driving force of the society. Prime more often than anyone wo uld li.ke, and sometimes
But the archon s, unlike other politically an d bureaucratically they take the Blood War to other land s, claiming man y inno-
inclined beings, never use their station s to dominate and sub - cent Jives in the process.
jugate one another. All of them earn their positions, so no one On the other hand, some celestials fear that if the fiendish
has cause to feel bitter or mistrea ted by the system. The tome fighting were to end, the baatezu and tanar'ri might unite in
archon s remain at the top of the hierarchy, but any membe r of a terrible allian ce and try to raze the Upper Planes. This pos-
the race can earn that statu s in time, based on virtu ous deeds sibility has led a few of the more independent celestials to
and ideals . encoura ge or prolong the war, having convinced themselves
Asura s frequently become involved with the politics of that their dubious actions can brin g the most good to the
other celestial races, in particular the aasimon. The asuras are most people . Most celestials, howeve r, believe that the Blood
free-roaming warrior s who take grea t pride in their combat War will never end- not as long as one baate zu is left to
skills, and they gene rally despi se bureaucracy. Of all the oppose one tan ar' ri.
celestials, they are the mo st likely to take offense at pol itical
maneu verings. Asuras genera lly prefer to resolve disputes in ·1 he c onco,donce nnd t he pnrlinment
ritu als of nonl ethal comba t. As a group, celestials champion the betterm ent of the multi-
Eladrins must often deal with we bs of gentle intrigue in verse and encour age the spread of harmon y and freedom,
the twilight cour ts of the tulani, but politics is not a driving both for individuals and for societies. How best to achieve
force in their society, and they detes t bureaucrac y. It's true these goals is a matter of debate and has created some ideo-
that Queen Morwel, who is neith er a dictator nor a tyrant, logical rifts among the various celestial races, as noted above.
holds her people to cer tain restrictions (such as hidin g their But unlik e fiends, who use ma lice and hat e to foment wars
true nature s from the mortal s of the Prime Material Plane), among their own kind , celestials do not turn on each other. To
and it' s also a fact that the rulin g tu lani enjoy their palace take up arms and str ike do wn another good being is simply
intrigues . On the whole, thou gh, politics and scheming are of unh eard o f. So while they do have disputes, the celestials have
little importanc e in eladrin society. nothing equivalent to the eterna l fiendish battle-though occa-
Politics and bureau cracy n eve r confou nd the guard inals. siona l rumors of holy wa rs on the Upper Plan es should give
Each of their small commun ities has a chieftain -a guardinal anyo ne pause for conce rn. But where the fiend s have their
with natural leadership abilitie s. When a political issue Blood War, their uppe r-planar coun terparts have the Celestial
arises, a respected elder or a designat ed committee resolves Concordan ce-a pact betwee n the races to aid one ano ther
it after open discussion within the communi ty. Afterward, sho uld any externa l force seriousl y threaten the Uppe r Planes.
the guardinals move on, nev er rehashing old arguments. The Conco rdance allows the celestials to present a single har-
Thank s in part to their knack for sett lin g conflicts in a fair monious front agains t all the evil in the multi verse.
and equ itable manner , guardinals are often called upon to Periodically, representatives of the various celestial races
mediate disp ute s among the o ther celes tial races when, gat her to plan a defense against a threatene d invasion, or
de spite their best efforts , they ha ve failed to reach mutually merely to discuss the status of their plane s. That assemblage is
acceptabl e accords. called the Parliament of the Conco rdan ce, or simply the Par-
liament. When it convenes, representatives of the aasimo n,
T he Blood v. or archons, asu ras, eladrins, and guardina ls debate the best way
Although it's impo ssible to count the numbe r of celestials to implement the Concord ance and what role each race shou ld
living on the Uppe r Planes or the number of fiend s dwelling play. These meetings, wh ich are never recorded in any wri tten
in the bottomless reache s of the Lower Planes, most scholars form, are more monumental and awe- inspirin g than an y
acknow ledge that the latter are considerabl y mor e numerous. prim e-mat erial mortal can imagin e. Chairin g each gatheri ng
Howev er, the fiends' capricious and treacher ous natur e keeps and coordin ating the defense of the Upper Planes is a figu re
them at each other 's proverbial throat s. This is a hand y devel- known as the Arch-Penitar. Zora Sebirati, a solar aasimon in
opment-too hand y, perhaps. Ind eed, some peop le believe the service of the Egypt ian god Ra, currently hold s this office,
that the celestials are the secret masters of the Blood War, although the representatives elect a new Arch-Penita r every
subtl y turnin g the baatezu (devils) and tanar' ri (dem ons) three cen turies or so.
against each othe r to div ert their a ttenti on from the Upper Some celestials believe that the Concordance is the only
Planes and the rest of the multi verse. hop e of destroying evil in the mu ltive rse, but there are other s

Nicolas Zaffarano (Order #40824392)


Nicolas Zaffarano (Order #40824392)
who believe that the sheer magnitude of such a conflict For example, when not attending the eart h goddess
wou ld tear apart the very fabric o f the planes. This debate Chaun tea on his home plane of Elysium , Lonz the cervidal
often rages during meetings of the Parliament , as the most spends most of his days fishing by a brook that flows into
fervent celest ials encourage their pee rs to str ike deep into the the River Oceanus. Lonz favors gem-s tudd ed lures, and he
Lower Planes, where ev il breeds like a plague. Their detrac- obta ins most of his precious stones from an asuras gemcutter
tors counter that any suc h invasion could force a11alliance- who lives in the City of the Star in Amoria, the first layer of
perhaps tempo rary, pe rhaps not-between the wa rrin g Elysium.
baatezu and tanar'ri, giving rise to an unstoppab le force of Although both deeds and diversions are impor tant in their
evil. Other celestials find the very idea of d estroying any- daily lives, celestials gain their strength through devotion to
thing (even a fiend) less than palatable. Perhaps the most the gods. All celestials are gro und ed by their faith in one or
heated debate among the celes tials involves the so-called more resident deities of the Upper Planes . The celestials are
Ethical Paradox - the belief that good cannot exist without the gods' servants- living extensions of divine influence.
evi l, and that to des troy evil utt erly would doom the who le They honor their gods by perfo rmin g duties faithfully and
multi verse . complet ing special quests to the best of their abilities. These
Thus, the Concordance remains a powerful force in devout stewards never question the will of the powers they
defense of the Upp er Planes and not an excuse to lau nch serve . The gods on ly peripherally monitor the activities of
attacks or eradicate the fiends. Meanwhi le, the celestial races their mortal worshippers on the Prime Materia l Plane, but
struggle to keep the Blood War confin ed to the Lower Planes, they watch the celestia ls closely. In fact, it's quite common for
where the tanar'ri, the baatezu, and their kin can fight with- deities to int erve ne in the affairs of their servants, rewarding
out compromising the rest of the multi verse. those who are valoro us and obedient and punishing those
who are defiant or less competent.

onily Life on the upper plo.nes


Celestia ls don't spen d every moment performing good deeds
celestial oaths
and looking for evil to bani sh. They don't rise each morning Celestials, regard less of alignment, are bound by any Oaths
and make lists of noble actions to perform that da y. Of they take. An Oath is greater in scope and far more binding
cou rse, they accompli sh much good, but they're just naturally than a genera l promise-i t is a solemn vow that comm its the
predispose d toward bene volence-- it's not some thin g they celestial to a particular deed or cour se of action. An Oath,
must plan for or th ink abo ut. Thus, when they're not locked o nce spoken, becomes par t of the celestial's being and a
in debate over the latest events of the Blood War or que lling a sou rce of personal power. Any celestial who takes an Oath
threat to the Uppe r Plan es, celestia ls find plenty of distrac- must fulfill it, even if doing so requires great sacr ifice.
tions to occupy their time. A celes tial might swear an Oa th for any of several rea-
The truth is that most celestials take specia l delight in sons . A deity could require of Oath of comp letion when
simp le things. For example, Tambrul, a deva who serves as a assigning a celes tial an important task. A fiend negot iatin g
military adjutant to the Norse god Frey on Ysgard, makes for the release of pr isoners could make its adversary swear
horseshoes for equar s whenever he's not engaged in affairs to do it no harm after the release of the captives. A celestial
that concern the Norse pantheon. Zagz age l, the warden archon might voluntarily swear an Oath to pr otect a comrade, gua rd
who guards the gates to the realm of Erackinor on Mount a holy relic for a cer tain period of time, or slay a monster
Celestia, is renow ned for a charming ale he brews and offers to responsible for a heinous atroc ity. Ultima tely, it is the celes-
thirsty passersby-many of whom are dwarves with a taste for tial's cho ice whether to take an Oa th, but once made, it is
the good stuff. Visitors to the Upper Planes are often taken binding. Thu s, celestials don't swear Oaths wi thout mu ch
aback by the remarkabl e dichotomy of the celestial lifestyle, consideration, though they sometimes find themselves in sit-
which can seem rustic one moment and truly majestic the next. uations where refusi ng to take one could spell disaster for
Most celestials can harness inc redibl e might and magic, so them or their comrades.
it stand s to reason that sheer power isn't the measure of their A celestial who breaks an Oat h for any reason loses all
worth to one anothe r or to themselves. Instead, they derive innate abilities, ma gic resistance, and specia l immunities.
tremend ous personal satisfaction from farming, training an i- Furthermore, the Oa thbr eaker loses 1 poin t of Cha risma-a
mals, telling stories, playi n g musical instr ument s, carving loss that only a god can resto re, an d then only after a long
sto ne and wood, and makin g exquis itely detailed maps, period of atone ment.
among many other activities . Crafting items with their own On the other hand, a celestia l who fulfills or adheres to a
hand s gives celestials peace of mind as we ll as the satisfactio n difficult Oath should gain a substantial reward in terms of
of doing something constructive. And since they rarely feel a expe rience point s or an increase in station (as described in
need to profit from their endeavors, the satisfact ion of a tas k "Ascendance and Promotio n," below). Ultimately, the Dun-
well done is its own reward. geon Master must determine what sort of reward is appropri-
Some celestia ls also enjoy pursuing hobbi es and interes ts ate based on the difficulty involved in taking and fulfilling
they acquired during time spent in the compa n y of mortals. the Oath.

Nicolas Zaffarano (Order #40824392)


active, thou gh subtl e role in their lives . Aa simar typi ca lly
The crent ion o f ce lestinls retain tou ches o f their celestial heritage , and man y become
Som e of the celes tial races (sp ecifically the aasimon, archons, g rea t heroes.
and as uras) a re actually the tran sform ed spirit s of petition-
ers-g ood-a ligned mortals who have d ied and gone to
whicheve r Uppe r Plane most closely mat ches their a lign-
Ascendnnce nnd promotion
men ts. (No t a ll pet itioners beco me celestials, of course; some A celes tial PC who comp letes a special qu est o r per form s
arc reborn as d ifferent plan ar lifeform s.) Memb ers of the other some deed that furth ers the ca use of good ga ins exp erience
races (elad rin and guardin als) a rc actually born to paren ts of po ints for it. Mos t celes tials rise in leve l accordin g to their
their races and raised on the Upp er Planes as native beings . character classes (see the experience po int tab les in the AD&D
To crea te the immortal aas irnon , goo d deities form new Players J-fn11 dbook), though archons have their own ad van ce-
bod ies for selected petitioners o f any goo d a lign ment, trans- ment tables (see "Archons"). As they d o so, they gain not
formi ng them into the warri or aas imon know n as aga thin on. only the stand ard ad van cement benefits for their classes, but
After a pe riod of faithful service, an aga thin on may asce nd, also higher stations and grea ter influ ence in their soc ieties.
tran sform ing aga in into an aasimon of hig her statio n. Such Usua lly, new sp ell-like abilities, immuniti es, an d the like al so
beings can continu e to advan ce, if d esired, a ttaining great accomp any leve l increases for celestial PCs. No training is
power throu gh thei r goo d deed s until they beco me plan eta rs involved in this pro cess- a celestial's new found skills are
or eve n so lars. rewa rds from the god s that manifest imm edi ately. This
In mu ch the sa me maime r, the god s select parti cularl y increase in statur e and powe r is called nscendnnce.
pro mising law ful goo d spirit s from those that come to Mount For the imm o rtal celestials (the aas imon and the archons),
Celestia and make them lantern archons. These beings can ascend ance holds eve n greater significan ce, for it invo lves
then begi n their qu es ts for asce nsion to eve r-higher sta tes of ph ys ica l transform ations as we ll as imp roved status. Aas imon
pe rfection . With eac h good deed , an archon gain s both station PCs beg in play as aga thin on wa rrior s. Th eir first p romotion
and influence, tran sformin g into "pur er" (and mor e power- (earned throu gh successful compl etion of seve ra l sp ecial mis-
ful) for ms. Tome arch ons, the noble rulers of Moun t Celestia, sions) changes them into entir e ly di fferent creatur es ca lled
are the highest exe mpl ars of the race, seco nd only to the gods devas . With subsequ ent pr omotions, they can beco me plane-
themse lves . tars, or eve n solars. Archon PCs start out as lantern archons
The spirit s of chao tic good mortal s become asura s throu g h and , throu gh the ir valorou s deed s, ga in the experience
similar di vine action. Unlik e the aas imon and archons, asur as needed to transform into hound, wa rd en, sw ord , and finally
do n 't rise th roug h the ran ks of a hierarchy to become beings trump et archons (tome archons are N PCs).
of greate r and grea ter might. They retain the sa me form s The mortal celestials-t he aasimar, as uras , eladrin s, and
throug hout the ir lives, w hich are finit e- the spark that gives guard inals---do n ot assume new shap es as they gain exp eri-
asuras life does not gra nt them immort ality. ence. Much like other AD&D p laye r characters, they meas ure
Some ha ve sp eculated that good -alig ned elves become ascendan ce only in terms of the benefits ga ined thr ough lev el
eladrin s when they die. This theo ry account s for the latters' incr ease .
elflike app earance, but the eladrin s themselves offer nothin g A Dun ge on Mas ter can acce lera te a charac ter 's ascendanc e
to co rrobo rate (or d ebunk ) this notion. Their chao tic natu re by pro vidin g special XP awa rd s for acts of inspi ration, valor,
might see m to supp ort this theo ry, but such is not the case . and charity, as we ll as for goo d rolepla ying. Bonu s XP aw ard s
Elad rin s are in fact memb ers of a sep arate spe cies; they are might also be appropriate for compl etin g an adv entur e's
only d istan tly related to elves . Eladr ins are born on Arbo rea story objectives. For examp le, a celestial PC w ho rescues a
to elad rin parents and raised in the tw ilight cou rts (d emi- paladin from a bebilith 's lair might receive 1,000 bonu s XPs
plan es w ithin Arbo rea that touch the Ethereal Plane). Like for each level of the rescued p aladin . Similarly, a DM could
elves, eladrin s enjoy lon g lives, but they' re no t imm ortal. aw ard bonu s XPs to a ch arac ter w ho inspir es a thief to reform
Similarly, mythology h as mi sreprese nted the origin of the his ways or uncov ers a shadow fiend w ho is secretly po ssess-
gu ard inals. Many nati ves of prim e-material wo rld s believe ing members of the local pa rish and dr iving them to perform
these crea tur es to be spirit s of slain animal s given human oid ev il deed s. Even relative ly minor good d eed s, such as helpin g
form on Elys ium . This theo ry cau ses the guardin als som e d is- a group of p ilg rims cross a rive r, comfor ting a lost child , or
tress, and they' re qui ck to set the record straight. They' re healing an injur ed anim al, should entit le the celestial chara c-
born to g uardin al par ents and raised w ithi n their respective ter to a few bonu s XPs. It is the play er' s respo nsibility to keep
communiti es. Guardin als live a long tim e compared to most an accur ate recor d of the PC's accompli shm ent s, bu t the OM
mortal creatur es, but they 'r e not immorta l. determine s whi ch of tho se d eed s a re w orthy of XP award s
Fina lly, aasimar are mortal beings with celes tial blood in and how much to bestow.
their veins. They are the offsprin g born from union s betw een When d ecidin g how mu ch experience a charact er should
celestials and mortal s-o r the descend ant s of such offsprin g. rece ive, the OM should keep in mind the amount ne ed ed to
These beings are usuall y raised by their mortal parents, reach the next leve l. No single de ed shou ld garner more th an
thou gh the upper-p lanar parents (or ances tors) often play an half the XP that the PC in qu estion w ould need to ad van ce

Nicolas Zaffarano (Order #40824392)


from the base o f his of her current level to the base of the Aasimon are unique among the celestials in one respect.
next. Not hing a PC doe s should allow a jump of more than Since devas, planetars, and sola rs don't accumulate exper i-
one level at a time . ence points for their deeds, they tend to suffe r even greater
punishments for th eir offenses . Those who fail to serve the
cause of good in the manner their superio rs expect suffer a
oescendunce und the Follin's loss of status, innate magical abilities, or both.
Althoug h beings from other planes perceive celestials as Celestial PCs who continue to fall from grace and decline to
embod iments of all that is good and righteous, the road to the mend their ways are no longer contributin g to the cause of
Lower Planes is paved wit h good intentions. Celestials with good. Such unrepentant transgressors are stripped of their
on ly the best goals in mind some times perform d eeds that are innate abilities and brought before the Celestial Tribunal
morally and ethically questionable . When focused on the (detailed below) for judgment. Most offenders have one cha nce
grea ter good, even those of pure conscience might overlook to petition for reinstatement by convincing the Tribunal that
the immediate harm their actions could inflict on others. Such they are worthy and not beyond redemption. (Of course, celes-
celestials tread a fine line between righteou sness and villainy. tials who have performed wan ton acts of malevolence have no
Most can step back and see the er ror of their ways, either by oppo rtuni ty to ask for a second chance.) Those whom the Tri-
themselves or with the guida nce of superior s. A few celestials, bunal deems unfit are cast out of the Upper Planes to wander
however, have ignored their consciences and lost the true the rest of the multiverse witho ut the powers, immunrnes, and
path, coming to regard morall y or eth ically unt enab le situa- allies to which they have grown accustomed.
tions as excuses to commit ruthl ess, selfish, or capricious acts. Those few offenders who manage to flee the Upper Planes
Celestials who neglect their duties, fail to serve as inspiring and escape judgment and punishment usually end up wa n-
examples of goodness, or commit egregio us acts of evil come dering the multiverse in disgrace . Sometimes their peers hunt
to the attention of their superiors and their gods immediately . them down and ask them to return and face the Tribunal.
Unless the actions in question are categoricall y deplorabl e, This decision is purely voluntary; those who comp ly place
these greater forces seldom act against the tran sgressors themselves at the mercy of the Celestial Tribunal , and those
immediately, hoping that they will realize their errors, repent, w ho refuse must continu e to live in exile, without their god-
and atone on their own. But if the offender s continue down granted powers.
the road to villainy, the gods eventually jud ge them unworth y
of their powers or stations. Such a transgre ssor is said to have The c eJestiul Trihunnl
fallen from grace and may suffer a decline in station, a loss of The Tribunal is an assembly of celestials cha rged with deter-
experience point s, a loss of pow ers, or all of the above, at their mining the fate of a peer whose future as an em issary of good
deities' discretion . (Gods may at any time take back the innat e is in grave doubt. Typ ically, the Tribunal gather s in a sancti-
power s with which they have gifted their servants if they fied place within the dominion of the transgressor's deity.
decide the recipients are no longer deservin g.) Judgment in This is a rare and momentous event, and those charged with
these situations is swift and often brutal. passing judgment on another celestial never take that respon-
Instead of ascending thro ugh the hierarch y of their races, sibilit y lightly. Presiding over the Tribun a l is a proxy who
celestials who have fallen from grace descend, losing power speak s the words of the deity and weighs the evidence pre-
and influence (and, in the case of the aasimon and archons, sen ted. An advocate-usually a celestia l una cquaint ed with
changing forms as well). Their pee rs neither scorn nor the accused-deta ils the spec ific wrongdoings that prec ipi-
ridicule them, however - as charitable beings , celestials tend tated this gatherin g, then tries to convince the offender to
to rally around their fallen fellows and try to help them repent and petition the Tribunal for a chance at redemption.
rega i.n pos itions of favor. Offend ers who spurn this goodwill Those who do so sincerely usually receive an opportuni ty to
and con tinue to act against the will of their deitie s suffer fur- make amen ds, since the proxy presiding over a Tribunal is
ther pun ishments, until either they reform or their disobedi- invariably merciful. Even so, however, the offender must face
ence warrant s expulsion from the Upper Plane s. punishment in the form of a reduction in power and status.
The Dungeo n Master is the final judge of how far a celes- Transformative celestials revert to their base forms (agathinon
tial PC falls. The DM decide s the seve rity of the puni shm ent for aasin1on and lantern archons for archons) and suffer a corre-
based on the nature of the offense and the offende r's track spo ndin g loss of abilities. Asuras, eladrin s, and guardinal s lose
record. Loss of experience point s or the tempo rary loss of one one level of experience (along with aU the abilities and advan-
or more innate abilities or special privilege s is an appropriate tages tied to it) and are confined to a particular Upper Plane for
pena lty for minor sins. More grievous offenses or routine a set period of time. (Eladrins must remain in Arborea for 1,001
negligence of duty may warrant the loss of one full experi- years, guardinals in Elysium for one year, and asuras in a plane
ence level (as per an energy drain ) or the loss of all inna te of the Tribunal's choice for 100 years.) Such descended celes-
magical abilities, pending atonement. Player characters can tials, however, may gai11back experience through deeds just as
atone for their tran sgressions and convince the gods to resto re they did before, with no penalties to reacquisition.
their powe rs by earning back their lost experience through Offenders w ho show no inclination toward repentance and
good deed s and completing one or more special missions. exp ress no sincere desire to undo their evil ways are forever

Nicolas Zaffarano (Order #40824392)


stripped of their powers and cast into the Lowe r Planes. Nilli s-thu r
These are the Fallen, whose name s are spoken nevermore. In the swa mpy layer of Elysium known as Belie rin Ii.es a
Left to the mercy of the fiend s, they quickly perish, and the hidden basalt fort ress called Nill is-thur. It was h ere, eo ns ago,
lower -planar be ing s twist their spirits into nupperibo (lawful that some lawful aas in-1oncrafted bodies from mud and
evil), mane s (chaotic evil), or larva (neutral evi l) depending imbued them w ith the sp ark of celestial life. The y named
on their moral bent. Rarely, fallen celes tials surv ive their new their creations the gue sar and char ge d them wi th guard ing
transformation and rise to positions of prominence within the cer tain celestial trea sure s kept in Nillis-thur. These first
infernal legion s of the baatezu , tanar ' ri, or yugoloths. More que sar prov ed them selves able ser vants, and so pleased we re
often, though, the fiends sense what the former celest ials once the aasimon with their celestial aides that they created eve n
were and devour them utterl y. mor e. Soon, howev er, the situation degenerated.
Because of their partl y mortal parentage, aasimar aren't con- The qu esa r qu ickly tired of serving the aasimon as virtual
sidered pur e celestials, so they ha ve no right to judg ment by a slaves, but their attempt s to relate those sentiments to their
Celestial Tribunal. Aasimar who turn to evil are merel y ban- crea tors were met with sco rn. The const ru cts wanted to serve
ished from the Upper Planes and left to fend for themsel ves. good i.n their own way, but the aasimon wanted loyal, obedi-
ent serva nts who would follow their instruction s. After a bri ef
sites on the upper plones armed conflict, guardinal med iators and the resident deities
of Elysium stepped in, and the quesa r got their way-for the
The Upper Planes are hom e to countless sites worthy of most part. The aasimon left the marshes of Belierin and the
exploration . It' s said that a celestial cou ld spend a lifetim e fortress of Nillis-thur to their erstwhile serva nts, bu t took
wandering the goo d-aligned realm s and nev er set eyes on the with them the secret of que sar construction. Since then, the
sa me place twice. A number of PLANESCAPE product s, includ- que sar have tried and tried to create more of their own kind,
ing the Ca111pai g11Setting boxed set (2600), the Planesof Chaos but they lack the abil ity to imbue the new cons truc ts w ith the
boxed set (2603), the Pla11es of Lnw boxed set (2607), and the spark of life. The on ly thing that sustains the race is the
Planesof Co11f lict boxed set (2615), describe the Upper Plan es long ev ity of its memb ers- que sar ha ve the lifespan s of stars .
and key location s within them. This section detai ls thre e new The qu esa r aren't true celestials-a t least, not in the eyes of
sites for PCs to v isit. the aasimon. They are, howev er, entiti es of goodness, kind-
nes s, and light, as creations of the nobl e aasimon should be .
Nevertheless, they hav e refu sed to associa te w ith the celestial
hierarch y and contin ue to confin e
themselve s to Elysium.

Nicolas Zaffarano (Order #40824392)


Celes tials neve r ap p roac h them for aid , summ on them to rema in to thi s da y half-buri ed s tatu es in th e mir es of th e
jo in the Pa rliament , or see k th em out for an y reaso n (save g reat go rgo n's hom e.
cur ios ity abo ut wha t they look like). Even th e gua rdin a ls, Ce les tial PCs could also vis it Nillis-thur at the beh es t of a
w ho are natives of Elysi um , rare ly enter Belierin, for alth ough sola r or pl ane tar w ith a requ es t that th e qu esa r jo in the celes-
there ar e ga tes lead ing in to th e Forgo tten Laye r in tha t area, tial hierarc hy. Perhap s the aasimon have see n the erro r of
there are none lead ing out. (Sup po sedl y, th e guardin als the ir ways and are now w illin g to give the ir former servant s
sealed off the layer themselves to cont ain d ange rou s beas ts the means of their own creation. Or perh aps th ey really
that th ey cou ld n' t d es troy.) int end to lull th e qu es ar int o serving th em once aga in , th is
Nill is-thu r has held up poorly unde r gu esa r cont rol, and tim e as ad van ce troops in a strik e on a lower-pl anar strong-
the other d en izen s of Belieri n avo id it. The citade l is a m on - hold. The Dun geo n Master can decide th e tru e natu re of the
strou s block of basalt. Three of its fo ur corn ers sp ort beauti- offer. Even if the aas im on are not rea lly int eres ted in making
fully sc ulpted towe rs, each shaped like a uni corn 's spi ral a mend s w ith the qu esa r, th e PCs might be ab le to help the
horn . The m atching tower that orig ina lly graced th e fourth latt er w in a tru e place in the celes tial hiera rchy.
corner collap sed du rin g a long-ago ea rthqu a ke. The qu esa r
never repaired the breach, a nd long expo s ur e to the laye r 's T he Tower of the\-\ or Tr iu mphnnt
pers istent damp ness has ca used th e tapes tries and fu rnis h- In a rem ote corn e r o f Muspelheim (the seco nd laye r o f
ings inside that p ortion of the for tress to molde r. Ysga rd ), amid da rk, towe ring mo untain s and rive rs of b right
Within N illis-t hur ar e a few min or artifacts th at the aas i- flow ing lava, The Towe r of the War Triumph ant pe rches atop
mon ordered the q uesa r to p rotect. Among th em is the Staff of a blackened , shea red-off m ountain peak. The Towe r is a great
Nature's Awakening, w hich comb ines all th e powe rs o f a bowl spi re m ad e of whit e basa lt, inl aid w ith s pi raling run es of
of co111111nndi11
g water elementals, a brazier of co11111inndi11
g fire ele- s ilve r and go ld . Juttin g from thi s th ousand- foot-high, tapered
mentals, a censer of c011trolling air ele111
e11tn
ls, and a stone of co11 - cylind er are va riou s pr otru sions and led ges. Sculpt ed ar tfully
trolli11
g earth ele111
e11tnl
s. The staff can also s umm on a from speckled whit e marble, th ey rese mbl e trump et ing
d oubl e-strength nature elem ent al (see MONSTROUSCOM- archons, feathe r-w inged dra gons, and maje stic winged
PENDIUM A11nunl , Volume Two [2158]) once per d ay. valk y ries . Atop th e spir e s tand s a 12-foot-t all, go ld en statu e of
Anothe r item hidden awa y wit hin the fortr ess's basa lt a solar w ith w ings and arm s rai se d high.
w alls is the legenda ry Harp of Ezrykandor,a lovin gly crafted Built on the site of a great battl e betwe en th e celes tials
go lden ins trum en t of un ea rthl y bea ut y. Benel eth , a mon adi c and th e tanar 'ri, thi s spectacular w hit e edifi ce is a symbo l of
deva and noted com p oser of music, p enn ed th e follow ing goo d 's vic tor y ov er evil. From that w ar lin gers a ga teway to
tantalizing tale abo ut the Harp in a journ al la ter di scovere d by the Pla in of Infinite Po rtal s-th e first laye r of the Ab yss . The
p lanewa lkers : "And so Ezrykandor stood nlo11 e upon the cracked port al itse lf is a black o rifice w here th e ba ses of three moun-
mountain with harp in hand. All the plnnetnr's enemies lay vn1L - tains con ver ge. Th e Towe r of the War Tri umphant s tand s
q11i
shed around him, their fate entwined i11the music of his golden atop on e of th ese mount ains; ea ch of the o thers is home to a
instrument, and n terrible silence befell the tom and hellish land. It silve r dra go n. Th ese two great wy rm s and th eir bro od serve
was the Inst sound the fiends would ever hear." The Harp's strin gs, as sentin els and guardian s of w hat ha s been dubb ed "th e
when p ulled , allow th e use r to raise the dead and s lay ev il. Black Ma w."
(This latter powe r des troys 5 Hi t Dice of evil crea tur es per No one know s for sur e how th e port al cam e to be. It
level of the user withi n a 60-ya rd radiu s.) Celestials an d their formed mor e than a millennium ago, ju st befo re fiends
creat ions, incl ud ing the qu esar, are immun e to the Harp's started spillin g int o Mu spelheim. After th e ensuin g wa r, the
detrime n tal effect s. The DM m ay flesh ou t this item with victori ou s celes tial s dro ve th e tan ar ' ri back thro ugh th e Black
additional p owers and li mit th ose listed as d esired. Ma w and pr epared to de stro y the gate- th en elected not to
Nill is-Thur can prov id e m any int eres tin g ad ventur e d o so. Instead , they d ecid ed to use th e portal for excur sions
opti ons for celes tial PCs . Their de iti es or sup erior s mi g ht and strik es into th e Abyss . Their eventual goa l in thi s
send th em there to recove r arti facts, for exa mpl e. Thi s end eavo r was to liber ate (in other wo rd s, seize) the tanar 'ri-
would almo st cer tainl y invo lve fightin g th e qu esa r, w ho held town kn ow n as Broken Reach, and perhap s the entir e
refu se to relinq u ish th e it em s th ey have swo rn to g uard laye r w ith it.
unle ss the PCs have some thin g to offe r in exchange-s uch The Black Ma w opens d eep inside the chas ms of the Plain
as a mean s to crea te more quesar. (Full s tatistics for th e of in finit e Port als, not far from Broken Reach. Small group s of
gue sar appear in th e Monstrous Supplement of th e celes tial s can sometime s sneak in, avo id the go ristro th at
PLANESCAPE Planes of Conflict boxe d se t.) The h eroes mi ght guard the Maw , and make their way d eeper int o enemy terri-
also face othe r native s of Belier in, am ong th em seve ral Mon- tor y. The tanar 'ri don 't like it, but eith er th ey d on't kn ow how
ste rs of Lege nd (de tailed in th e P LANESCAPEMONSTROUS to colla ps e the portal , o r the y pr efer to leave it int act for their
COMPENDIUM Appendix JI (2613]). Acco rdin g to rumor , on e of own futur e use .
the denizen s of th ese m ars hes is a go rgo n th e size of a sm all The Towe r of the War Triumphant is a ga th erin g pl ace for
kee p wi th thick, meta llic scales tha t repel a ll ma g ical att acks. celestial s . 1n fact, it is one of the man y p laces where th e Par-
Severa l guardina ls wh o se t out to hunt th e beas t yea rs ago liam ent of th e Celestial Concordan ce holds meetings. The

10

Nicolas Zaffarano (Order #40824392)


structur e has no door s, only apertures and windows (most it appea rs that such a world is in immin en t danger of fallin g
veiled with illusions) at various leve ls for easy access. The to the fiendi sh legions of the Lower Planes, the celestials pre-
interio r consists of spacious me etin g hall s and mag ically cre- pare to stand against the thr eat. They p lan thei r battles and
ated inter spatial chambe rs large enough to contain hundr ed s launch the ir forces from the safe ty of an Empy rea l Cita del,
of wa rrior s. Loya l einh eriar and per mak e up most of the wh ich they constru ct on the con tes ted world.
gua rd force and staff, although asura s frequ entl y loiter To build their stron gho ld, the celestia ls first locate (or
wi thin the wa lls as well. The many protrusions juttin g from crea te, if poss ible) a port al tha t connects the thr ea ten ed wo rld
the main tow er st ruct ure provid e winged visitors with w ith the Upp er Plane s. Then, in utter secrecy and under a ve il
p lenty of perches, all affording a sp lendid view of the valley of invisibility, they bu ild a fortr ess around that ga te using
and an un obs tructed - if less pleasant-view of the Black materials brought in from the Upper Planes. Over a period of
Maw below. years, throu g h marve ls of architectura l engi nee rin g and
The Towe r 's only permanent inhabitant and custod ian, a mag ic, they expa nd the structur e both up wa rd and outwa rd
planetar na med Mez rie l, keep s the stru ctur e in perfect form, w1til it is complete.
recasting enchant ments as needed to ensure that it remains An Emp yrea l Citade l is a gigantic conglome rati on of inter-
structurall y sound and imp erviou s to assault. Taalis, Mi ria, conn ecting towe rs, majestic cathed rals, and buttre ssed
and Jezza ri, three ve ry o ld silver arm ories. It is as large as any city, and
dragons with formidable sp ell- its peaks rise upward for mi les.
casti ng ab ilities, assist him in Nothing on the Pr ime Materia l
maintaining the Tower. The Plane can comp a re w ith it in
Silver Sisters, as they are terms of shee r a rchitectural
called, are the daughters of beauty, an d its magnificence
the two venerab le silver serves to remind the fiends
dragons living ato p the other that the ce lestials are ready
peaks ove rlooking the Black to defend that wo rld with
Maw. They move about the their lives . An Emp yreal
Towe r in poly111orphed form, Citadel ca n serve as the
appearing as silve r-haire d lau nch point for a huge
elves of imm ense beauty arm y; not only can the
and boundless w isdom. str ucture itself hold thou -
Celestial player chara c- sand s of ce lestials and
ters wis hin g to take the their allies, but severa l
fight to the tanar'r i can thousand more can be
find sanctu ary w ithin waiting in read iness on
the Tower of the War the other side of the gate-
Triumpha nt. Mezrie l way. In the case of over-
has collected a crowde d wo rld s on w hich
librar y's worth of secret construction is
information from mor e problematic, the
previous excur sions celestials might build an
into the Plain of Infi- Empyreal Citade l on a
nite Portal s (and moon, in a desert, or
beyo nd). In addi tion, underwater. In any case,
he can offer one piece the celestials const ru ct
of sound ad vice to their citad els in places
tho se tra ve ling through whe re the nativ es wou ld
the Black Maw: Be ve ry leas t exp ect to find
care ful, for the tana r ' ri are them-the better to keep
alw ays waiting. them secret from prying
mortals.
T he 1:
;mpvrcol Emp yr,eal Citadels exist
c:itn dcl on man y worlds, but mo st
Although the celestials are o f them have neve r been
care ful not to attract undue seen by mort a l eyes.
attentio n to themselves while on the Ru mor has it that one
Prime Material Plane, they closely wa tch exists in the Sea of Dust
any wo rld s where ev il has ga ined a foothold. If on Oe rth , and that the

11

Nicolas Zaffarano (Order #40824392)


celestials have deliberately spread warnings about that area 's might regard certain high-level celestials as worthy of direct
hostile nature to discourage exploration there. Some suspect communication, but this can only occur after those individu-
that the aasimon may secretly be building one of these struc- als have proven their worth many times over. Those who
tures under the Great Glacier of Northe rn Faeriln as well, in manage to serve thei r primary powers with excellence migh t
response to strange events that have occur red recently amid someday become proxies themse lves, carrying divine wo rds
the nearby ruins of Hellgate Keep. and will to the far reaches of the multi verse.

servin<s the gods choosin<s o god


A celestial serves the general cause of good, not necessarily a There are fou r broad categorizations of deities: dem ipowers,
specific god. In a sense, celestials are chi ldren of the Upper lesser powers, intermediate powers, and greater powe rs.
Planes, and the good powers are akin to their parents-or Demipowersare often the spirits of mortals whose deeds
perhaps their godparents. Celestials serve and honor the have elevated them to minor d ivine status. Frequently their
upper-planar deities by performing and inspiring good still-living kin continue to honor them in story and song, pro-
deeds, thinking and spreading righteous thoughts, and com- viding a base for their worship. The newer demipowers are
bating evil. They do these things because it is their nature to eager to prove themselves and their abilities, and the smartest
do so, not because they seek to win any one particular god's of them watch the politics of the gods carefully, looking for
favor. There are exceptions, of course-sometimes a celestial ways to gain allies and acceptance within a pantheon. A celes-
decides to serve a particu lar deity to the exclusion of others, tial may select a dernipower as a secondary powe r, but not as
perhaps hoping to become that god's proxy one day (see a prima ry power.
"Becoming a Proxy," below). Lesserpowers are a step up in influence from demipowers,
Altho u gh celestials need not pledge allegiance to any par- but they are still servants to the greater and intermed iate gods
ticular powers, they do receive their innate abilities from spe- of their pantheons, and their though ts are fathomable. They
cific gods, who function as their "primary" dei ties. Thus, the typically try to make the most of their positions by attracting
player of a celestial PC must select a primarypower,regardless as many worshipers as possible. A celestial may choose a
of the characters' devotio n, as the grantor of h is or her innate lesser power as either a primary or a seconda ry power.
abiHties. The player may, if desired, select a secondarypoweras Intermediatepowers occupy the next higher rung above lesser
well-another god to whom the character maintains some powers on the divine ladder. Their words carry strong weight
devotion. In both cases, the primary power is the one the PC with those beneath them, who seldom question their words. But
actually serves. the intermediate powers know their places-they never exert
Celestia ls need not have exactly the same alignments as tyrannical control over the lesser powers or push their argu-
their prima ry powers, b ut they must share at leas t one aspect ments with the greater powers too far. A celestial may choose an
of alignment with those deities. They need not share any intermediate powe r as either a primary or a secondary powe r.
aspec ts with their secondary powers, but celestials can never Greaterpowers are omniscient, transcending all others in
serve or honor gods with evil alignments. Those who strive to power and holding absolute sway over the Upper Planes.
be proxies almost always match the alignments of their pri- Such deities create the lesser and inte rmediate gods, grant
mary powe rs precisely, but there have been notab le excep- them their areas of influence, and oversee the activities of
tions. A few celestials have shown their deities new ways of entire pantheons. A celestial may choose a greater god as a
thinking and thus earned places as their proxies, despite dif- primary power, but not as a secondary power.
ferences in alignment. Note tha t some celestials are restricted to particular Upper
Celestials use their gods as moral compasses; the deities Planes-for example, lantern archons can't leave Mount
represent a purity of thought and deed worthy of devotion. Celestia. Such PCs must choose their primary and secon dary
The amoun t of contact celestials have with their primary and powers from among those resid ing on that plane. See Table
secondary powers varies, as does the nature of those relation- 11: Powers of the Upper Planes in Appendix 2 for a compre-
ships. The migh tier celestials (solars, tome archons, tulani, hensive listing of deities and their home planes. Other
leonals, and extremely high-level asuras and aasimar) speak sources of info rmation about deit ies include:
to their gods directly, but few others are worthy of standing • On HallowedGround (2623), a PLANESCAPE accessory that
in the presence of divinity. On rare occasions, however, a details hundreds of gods,
celestial of lower station gains a deity's special favor or • Legends& Lore(2108) and Deities& Demigods(2013),
accomplishes an impressive task that draws a god's attention. which examine human pantheons (though as of this
As player characters gain experie nce and advance within writing, both books are out of print),
the celestial hierarchy, they become more involved with their • Monster Mythology (2128), which features gods of non-
gods. Low-level PCs follow the instructions of their superiors human races, including demihumans (elves, dwarves,
and almost never speak to the powers directly. High-level gnomes, and halflings),
PCs might have open relationships with the proxies of their • Faiths& Avatars (9516), Powersand Pantheons(9563) and
deities. In extremely rare cases, primary or secondary powers Demihuman Deities(9585), three volumes on the deities of

12

Nicolas Zaffarano (Order #40824392)


Tori!, the FORGOTTEN R EALMS setting, and the gods work in mysterious ways . Some deities test would-
• The boxed set From the Ashes (1064), a boxed set contain- be prox ies whe n they least expect it; a celestia l who passes
ing information on the powers of Oerth in the GREYHAWK such a test may become a temporary proxy and receive a spe-
setting . cial ass ignment by which to prove his or her real worth . Some
such tasks may seem utterly mundane, but the god is often
more interested in how the proxy completes the ass ignment
BeCOifllD<s Q proxv than in the task itself. A celestial who think s the life of a
No player character may begin a campaign as the proxy of a proxy consists of one noble deed after anothe r is often a poor
god. A proxy is an extremely powerful celestial who has candidate for the role.
received the greatest honor a deity can bestow-the right to Proxies are readily identifiable as such, usually because
speak the divine word. Such beings are the powers' most each bears a godmark . Sometimes this is a physical mark on
valuable agents and servants, exerting divine influence in the face, forehead, or palm; someti mes it is simp ly a visibly
places where gods cannot or do not wish to go (includ ing divine aura . Usua lly, celestia l proxies are allowed to keep
Sigil, the Prime Material Plane, the realms of other gods, and their or iginal forms, but sometimes their gods see fit to trans-
other planes of existe nce). form them into other beings entirely.
A celestial who accepts the role of proxy receives an infusion
of the god's strength, which brings with it remarkable new abili- o i v i ne <;,ifts
ties. Not all celestials desire proxyhood, however, as it involves Upon attaini ng proxy status, a celestial receives one or more
total subservience to a god, total sublimation of personal desires, d ivine gifts-special powers bestowed by his or her gods.
and total devotion to a divine agenda. A celestial must be will- Some proxies can slay with a glance, heal by touch, call down
ing to cast aside all his or her personal desires and remain holy fire, or perform any number of wondrous tasks with a
utterly loyal to the ideals of one god . Obedience is absolute, and mere thought. The nature a11dlimits of these gifts vary
proxies can never twist, refuse, or ignore commands from their depending on the deity. A god of healing won't give a proxy
gods . They must be wiUing to comply with any order, including the ability to crip ple or wither foes, while a power of reven ge
sacrifice of their own lives, to advance their deities' agendas . won't bestow the ability to speak soothing words. The gods
Not all proxies are created equa l. Three different types are hand out abilities reflective of their portfolios.
known to exist. TI1edivine gifts listed in the shaded box below are exam-
ples of abilities gods may grant their proxies, not a definitive
• Temporaryproxies serve as vessels of divine power for list. Dungeon Masters can use this table as a start ing point
only a short time, usually long enough to complete one when ass igning special skills to proxies. Proxies hold partic u-
mission. Such celestials who perform their tasks well lar powers only as long as their deities wish; a god can
may climb higher and higher in the service of their pow- change or remove divine gifts at w ill.
ers, gaining ever more responsibility. Those who sho w a
special knack for their work and prove themselves over fnllen proxies
and over often become lesser or even greate r proxies. Some proxies can't handle the pressure of representing the
• Lesserproxies serve their gods in a variety of ways, but powers, while others eventually tire of the strain . A proxy
they don't take on major challen ges . They are usually might quit in the middle of a crucial mission or suffer an iden-
celestia ls with the spirit to succeed, but not the aptitude. tity crisis. Most good deities react with forgiveness and me rcy
However, they're still more imp ortant than most of their in such cases, and many even try to find their broken servants
gods' servants. comfortable and better-suited places in the celestial hierarc hy.
• Greaterproxies are the ones gods trust to complete the Of course, not all powers let a proxy who fails them go
most important tasks-the missions that absolutely cannot blithely onward to other things. Some gods don't tolerate
fail. They also mind the realms while the gods are away. mistakes, and a proxy who proves to be a spectac ular disap-
pointment could face seve re repercussions. Proxies who
Nearly any celestial can serve as a proxy, regardless of race deliberately turn against their powers or abandon their duti es
or rank. The deities of Mount Celestia like to use archons. must face their gods' own wrath (or, failing that, the Celestial
Those of Arcadia favor solars and per (spirit wa rrior s who Tribunal ). Punishment in such cases may include the loss of
guard the portals of the Up per Planes) . Arborean gods prefer all divine gifts and exile from the Uppe r Planes, or it may be
eladrin s and planetars. Ysgardian powers are particularly much worse, depending on the seriousness of the offense and
inclined toward asuras and devas. The gods of Elysium and the dispositio n of the deity.
Bytopia favor guardina ls and aasimon of vario u s ranks.
To become proxies, celestials must first prove themselves
worthy of consideration by devoting themselves to advancing The oeo.th of gods
the cause of their chosen gods and espousing the right ideals. Gods are immortal, and yet they have been known to die-
Even so, there's no guarantee that a deity will choose a partic- such is the paradoxical nature of the multiverse. However,
ular candidate, no matter how perfect he or she may seem- the death of a deity is not exact ly an everyday occu rrence. A

13

Nicolas Zaffarano (Order #40824392)


'5.Cunted powe .r ta bl e
Deity's Sphere Granted Power Deity's Sphere Granted Power
Agriculture Make crops grow with a touch; cure Knowledge Read/speak any language; know obscure
bligh t; assume plant form. lore.
Anima ls Animal friendship;assume animal form; Life Heal wounds; resurrect the dead; grant
command animals . fertility.
Art/ artisans Grant inspiration; bring life to master- Light Create sunburst; removedarkness;de stroy
pieces. undead ; cause blindne ss.
Beauty Shine with inner light ; make another Love Make one mort al fall in love with another;
beautiful ; heal scars. dissolve hatred.
Birth/Fertility Make mortal s barren or fertile; resurrect Magic Magic resistance; grant spellcasting;
the dead . remove a wizard's power.
Cold/winter Shoot icicle daggers from eyes; freeze by Mischief Thief skills; create cantrips at will; cause
touch; resistcold. uncontrollable laughter.
Courage Create aura of courage; inspire bravery; Moon /s tars Night vision; travel wherever the moon
removefear. shine s; cause madne ss.
Creation Grant life to inanimate objects; immu tably Music Perfect p itch; charm or lull with voice;
join objects together. gran t insp iration.
Darkne ss Bring darknesson a foe; bring night. Mysteries Cast maze at will; know the answer to any
Dawn Destroy und ead; set the sky afire; create puzzle or ridd le.
light in utter darkness. Nature Command the weather; speakwith animals
Death Slay by touch; destroy any resurrected and plants.
individual. Pacifism Destro y weapons; calm aggression.
Duty Use quest or geas spe lls to compe l Protection Confer invulnerability to normal
another's obedience. weapons; mystical shield.
Earth/ land Create earthquakes; reshape land; Ocean/water Walk on water; create storms; overturn
summon meteorstrike. vesse ls; call sea creatures.
Fate/ destiny See the future death of any mortal; gauge Sky/wind Summon hurricane s; summon cloud char-
the success of an action. iot ; command avians.
Fire Incinerate objects wi th a glance; control Technology Use any technology; teach technological
fire; bestow fire resistance. advancements.
Forests Friendship with plan ts; pass without trace; Thieves Maximum thief skills; appraise any item;
assume plant form. know lies.
Fortune/luck Always in the right place at the right time; Trme Time stop; shift through time; turn back
cause misfortune. time.
Guardianship Never sleep; bestow invulnera bility to Travelers Speak any tongue; pass through stars;
certain types of attack. find and open portals.
Healing Healby touch; neutralizepoisonat will; Vengeance Call on celestial allies; track target
remove cur ses. through the planes.
Hunting Track any creature; never mi ss with an War Prodigiou s weapon spee d; know ledge of
arrow; move silently. any weapon; create strife.
Immortality Grant immortality to mortal being s; resur - Wealth Make mone y appear and disappear;
rect the dead . create impassable wards.
Justice/ law Know the crimes of any being ; cast impris- Wisdom Bestow wisdom; know the best course of
onment on wrongdoers. action.

god can die in one of two ways: by losing his or her wor- fill the void or not, as de sired. But a celes tia l whose pri-
shiper s and fading into obscurity, or at the hand s of other mary power dies loses all innate spe ll-like abilities and
deitie s. Gods who do pass on are consigned to the Astral magic until he or she find s another primary pow er to serve.
Plane, where their husks drif t helplessly like trem endo us Thi s isn't always easy; a celestia l mu st prove his or her
island s of rock. wo rth to th e new d eity, usuall y by appro ach ing one of the
The death of an upper-planar god has many repercus- god's proxi es and asking permi ssion to perform a task or
sion s that affect not on ly the multi verse, but the other service on behalf of the power. Upon accepting the PC, the
inhabitants of the Upper Planes as we ll. A celestial PC who new god resto res all the character's lost abilit ies and mag i-
loses his or her seco ndar y power may choose a new one to cal power s.

14

Nicolas Zaffarano (Order #40824392)


The death of a god is a far more serious matter for his or remained largely untouched, celestials work tirelessly to revea l
her pro xy, since pro xies hold within themselves a por tion of evil's ha nd and , th rough sublim e intervention, avoid futur e
their gods' divin e essence. The best a proxy can hope for is to calamity. Worlds such as Tori!, Krynn , and Oerth have caught
lose all his of her div ine gifts (includin g innat e celestial the attention of the Lower Planes, but thanks in part to the swift
powe rs). Quit e pr obab ly all the pro xy's ability scores w ill response from the Upper Planes, they have not yet fallen to evil.
drop by half as well. It's not unkn ow n, however, for a proxy Of course, the powers of the Upper Planes work in myster ious
w ho is esp ecially close to his or her god to perish along with ways, rarely allowing prime-ma terial mortals to w itness their
the deity, often in a spectacular bur st of fiery energy. actions or fully und erstand their motives.

~ods n nd Mo.to. ls
ce lestials on the prirne The d esire of the upp er-pla nar gods to ensu re the safety and
Th ough celestials spend most of their time on the Upp er happin ess of their p rim e-material wo rshippers is based on
Planes, they have ves ted interes ts in events on the Prim e more than just charitable concern. The wo rship and service of
Ma teria l Plan e-so mu ch so that they are constant ly striv ing mor tals is what gives the god s their power, though few rea l-
to prot ect it from the incur sions of fiend s and other minion s ize this. Th e fewer and less devoted a god's wo rsh ipers, the
of ev il. The Prim e contains countl ess worlds, man y of them wea ker the god. Thu s, d eities give their se rvants energy an d
populat ed by d evout worshipers of upp er-planar gods. These strength in the hope of eve n greate r reciproca tion.
d eities frequ entl y call upon their celestial servants to guid e To ensure the strength of their powe r bases, the gods
their prim e-mate rial wor ship ers and protect the faithful from sometimes test the faith of their wors hipers on the Prime
h arm. We re it not for the tireless efforts of these beings, Ma terial Plane. If something serio usly jeopa rdizes that faith,
age nts of lowe r-planar po wers might have corrupt ed or the de ities may choose to intervene by sendi ng the ir ava tars,
enslaved most mortal world s eons ago. their p roxies, or their emissar ies to put matte rs right. Avatars
The Prime Material Plane has long been a battlefield are ph ysica l man ifestations of the gods themselves and
between the forces of good and those of evil. app ear only in circum stances d ire enough to warran t d irect
Cataclysms resulting from wars fought int ervention ; on Oerth, a pa ct between the gods proh ibits
between the minions of evil and the most ava tars. Proxies are elevated beings
servants of light have destroyed in whom the gods have invested a
entir e wo rlds. But even in those fair measur e of powe r (see "Becom-
areas that have ing a Proxy"); these beings serve as
their deities' di rect repr esentatives.
Emissaries are free
celes tials who

Nicolas Zaffarano (Order #40824392)


serve their gods by choice, but they are not vesse ls for divine stances warranted their actions. Such v iolations rarely require
powe r or consciousness . the involvement of the Celestial Tribunal, but an offend er might
Certain mies bind celestial proxies and emissaries while they still have to app ear before a superior, a proxy of his or her god,
are on the Prime Material Plane. These limitations forbid most or-if the celestial is very high in rank- the actual deity.
forms of direct intervention and mandate low-profile activities. Eladrin s have a special restriction: While on the Prime
These rules are in place to keep well-meaning celestials from Ma terial Plan e, they must not, und er any circumstan ces,
meddling too much in mortal affairs, protect them from possible revea l their tru e form s to the natives. Tho se who do are con-
cap ture, and prevent prime-material natives from learning more fo,ed to Arborea for 1,001 years. Only Qu een Morw el, the
than they should about the true nature of the Uppe r Planes. ruler of the eladrin s, can lessen this puni shme nt, but she do es
so only in tl1e most special circumstances.
Bulcs of prirne - '1nterinl conduct Guardinal s, on the other hand , are mo re liberal. Members
Celestials may no t intervene directly in the affairs of prime- of this race are free to reveal their tru e selves anyw here in the
material beings in ways that draw attention to tl1emselves or to multiv erse, inclu din g on the Prim e Mater ial Plane. As one
the greater forces of tl1e Upp er Planes. The reasons are threefold. might expect, they exercise this p rivilege frequ ently.
First, evil gods are as vigilant as their upper-plan ar counter- Celes tials encoura ge aasimar to refrain from revealing
parts. When celestials boldly effect changes on a prim e-materi al their true na ture s as we ll, but do no t open ly puni sh those
world, the wicked deities take no tice and retaliate against wh at who do so. Still, aasimar wh o continu ally strut about prim e-
they conside r a blatant attempt to drive out evil. To conceal the mat erial world s, lordin g their abilities over the common folk,
hand of good, celestials mu st act discreetly. might earn the scorn of pur e celestials who view them as
Second , p rime-material beings can 't always rely on celestials dangerou s, irrespon sible, or both.
to win their battles. There aren' t enou gh of the latter in the mul-
tiverse to defend every world against its many and various rnspirin~ goodness rn others
tl,reats. Mortals need their ow n heroes, and champions tend not The celestials are neither num erou s nor powerful enough to
to arise in realms that rely heavily on agents of the gods to solve prot ect the entire Prime Material Plane from the onslaught of
p roblems. Thus, celestials mu st try to inspire others toward acts evil. So long as evil exists, prim e-mate rial worlds are vulnera-
of courage rather than doing everything themselves. ble. The fiend s and wicked god s offer their pawn s power in
Third, na tives of prim e-material world s should never fully exchange for obedi ence, and that tempt ation sedu ces many
fathom the natur e of celestials or the Upp er Plan es, as famil- mort als. Agents of the Upper Planes strive to tilt the balance in
iarity ten ds to diminish the sense of aw e and majesty that good 's favor by visiting world s in peril, in spirin g the natives
these realms a nd their resident s inspir e. Prime -material to follow the path of righteou sness, and subtly emp owe ring
beings who learn too muc h are likely to spread their new - them to retake any realm s that evil has alread y seized.
found know ledge among un wo rthy creatures who mi ght use This is the primar y goal of an y celestial on the Prim e- to
tha t information for malevolen t end s. What's more, mortal s inspire goodness in select ind ividual s who, in turn , can
who exper ience no awe at the sight of a celestial might some- inspire it in oth ers. Celestials ch oose their targets very care-
day feel similarly unimpr essed or irreverent tow ard the ir fully, often traveling incognit o to seek ou t those w ho seem
gods, an d such an offense the gods cann ot abid e. destined for greatn ess. Thu s, heroes, leader s, and other
The abo ve rules do not in any way pr eclude celestials from shap ers of history often count one or mor e disguised celes-
making contacts or participating in event s on the Prim e Ma te- tials among their friend s and confidant es . Upp er-plana r
ria l Plane. lnd eed, they may freely intera ct with prime -mate- agent s also mainta in close contact with certain other indi vid-
rial mo rtals prov ided that they: uals who di splay "inner fire," such as martyrs, ar tists, and
others whose con victions and dri ve to succeed might lead
• refrain from u sing their powe rs except in dire need , and them to accomplish great th ings.
then only discree tly; Some celestial visitations consist of little more than brief
• refrain from revealing their true natures or tru e selves appearances, while other encow,ter s span months or even years.
(thoug h there are situ ations in which such a reve lation In man y cases, celestials adopt disguises and pretend to be stal-
would be useful, if not prud ent ); and war t companion s, able henchmen, trusted mentors, or all-know-
• refrain from prov iding ass istance or information (espe- ing seers. As noted above, celestials on the Prime Material Plane
cially knowledge of the Up per Planes and their gods) mu st try to inspire others towa rd good deeds without revealing
beyond wha t is abso lutely necessary. their true iden tities. This restriction often makes the job tougher
Any celestial who violates these restrictions feels a strong but ultimately more rewardin g- after all, mortals who know
compu lsion to return to the Uppe r Planes and report his or her they're talking to the agent of a god tend to say anything they
infractions. Those who ignore this urge are eventu ally recalled can to gain favor, wh ether or not the words reflect what is in
by their supe riors . Punishment for celestials who take too obvi- their heart s. So wherever possible, celestials remain out of the
ous a hand in prin1e-material affairs usually consists of confine- spotlight, allowin g it to shine instead upon those whom they
ment to their home planes until they can earn back the serve, whose deeds can in turn inspire others for ages to come.
confid ence of their sup eriors or persuade them that circum- Some celestials take it upon themselves to befriend evildoers,

16

Nicolas Zaffarano (Order #40824392)


hoping to lead them down the path of righteou sness. Such mis-
sions are fraught with peril, but a celestial can know no greater wizord spells
triumph than reaching into the conscience of a poor soul lured
to the side of ev il and inspirin g him to repent his wicked ways . First Leve l: twilight touch (El)
Wh en the tim e com es to move on, celes tials frequ ently Seco nd Leve l: nr111or of light (Aa), protection from prime
leave behind gifts o r imp art word s of w isd om to the mort als Thi rd Level: dolorous motes (El), shroud presence (El),
with whom they have interact ed. Most elect to fad e aw ay in windsphere (Gu)
an un obtru sive mann er, thou gh som e give n to the dramat ic Fourth Level: arms of the tree (Gu ), bestow wings (Aa), diff use
ha ve faked their ow n demises to inspir e form er colleag ues damage (Gu ), pha11t as111
a/ terror (Aa), phantom
towa rd eve n nobler goa ls. strike (Gu), protection from prime 10' radius
Fifth Level: star/ire (El), su111111on lesser equar, true arrow
oiminishin's po wer Sixth Level: senti11el of Jig/,/, starmantle (El)
Celestials draw their strength from the Upper Planes. The ener- Seventh Level: a11i111ate trees (Gu ), s11111111
011greater equar
gies of those good realms sustain them and infuse them w ith Eight h Level: ele111ental wall (Gu)
power far beyond that ava ilable to prim e-material mortals. Thus, Ni nth Level: mantle of the heavens (El)
it shouldn ' t be surpri sing that a celestial PC wh o spend s too
much time away from the Upper Plan es begins to weaken. The
longer the separation, the greater the loss. Apply the penalties First - Level spe lls
listed below cumulati vely, accordin g to the length of absence. Twiligh t Touch (Enchantm ent)
Leve l: Wiza rd 1
• For eac h month spent away from the Upper Planes, the Range : Touch
PC loses 1 hit po int. Dur ation: 1 turn / level
• For eac h yea r spent away from the Upp er Planes, the PC Area of Effect: Crea tur e touched
loses 5% mag ic resistance. Co mp onents: V, S
• For every decad e spent aw ay from the Upp er Planes, the Cas ting Time: 1
PC loses resistan ce or immunit y to one parti cular attac k Saving Thro w : No ne
form (cold , fire, electricity, poison, and so on) , plu s 1
point from natural Armor Class (w hich can wo rsen to a By mean s of this spell, the cas ter can imp art the luck of
minimum of AC 10). A celestial absent for this long also the faeri es to one none vil being. The recipient ga ins a + 1
suffers a - 1 penalty to all sav ing thro ws . bonu s to all savin g th rows and ability checks for the dura -
tion of the sp ell.
To rega in any lost abilities, a celestial mu st return to the
Up pe r Planes for a durati on equal to that of his or her absence.
Thu s, an eladrin wh o lives on the Prim e Material Plan e for five second - 1.eve l spe ll s
yea rs mu st sp end five years on the Upper Plan es to recup erate Armor of Light (Abjuratio n)
fully. No thin g else short of a carefull y word ed wish or the Level: Wiza rd 2
dir ect interve ntion of a god can restore such losses- not restora- Range : To uch
tion spells, no t hen/ spe lls, and not mag ical items. Du ration: 1 round + 1 ro und / leve l
Area o f Effect: Crea tur e touche d
Co mpon ents: V, S, M
celestiol Mo1ic Cas ting Time: 2
The celestia ls guard their mag ic closely. Th ey only rar ely Saving Th row : No ne
share the secrets of their mag nificent spell s with oth er celes-
tials, and neve r w ith residents of othe r plan es. Tha t's not to This dweo mer, favored among elad rins visiting the Pr ime
say that these spells d on't "ge t around ," howeve r; many Material Plane, envelops the recipien t in a prot ective, shimm er-
p rime-mat eria l spell-see kers have dedicated their whole lives ing aura of light. The armor of light resembles a suit of dazz ling
to acq uirin g mag ic just beyo nd mo rtal reac h. plate mail, but it has no material form, and thu s does not restrict
Celestials who can cast w iza rd ly or priestly mag ic may add the recipient's movement or atta ck capability in any way.
the ap propriat e spells from the followin g list to the grand selec- Armor of light sheds lig ht equivalent to full day light and
tion from which they can choose . After each spell nam e in the instantly dispels any darknessspells or effects w ith which it comes
master list may app ear a parenth etical note indi cating whi ch of into contact. ln add ition, the armor's brightn ess penalizes oppo-
the spellcasting celestial races- aasimon (Aa), archons (Ar), nent attack rolls against the recipient by -4 (or -(, for beings who
eladr ins (El), or guardin als (Gu)-- <:re ated it. Sp ells deve loped are particularly sensitive to bright light, such as gob lins or drow).
by particular celestial races are not available to PCs of other The mate r ial comp onent for this sp ell is a piece of crys ta l
races without the DM's specific pe rmission. Spells w ithout such with a light or co11ti11ua/ light spell up on it.
origin notes are ava ilable to all celestial PCs.

17

Nicolas Zaffarano (Order #40824392)


Protection From Prime (Abjuration) saving throws w hile caught within a cloud may (50% chance
Leve l: Wizard 2 minu s victim's Intelligence score) miscast an y spe lls attempt ed
Range: Touch while in contact w ith it. To escape from a cloud, a victim mus t
Duration: 2 rounds/level forego all other actions for the round and make a success ful
Area of Effect: Creatur e tou ched sav ing throw vs. spe ll. Anyone who fails may try again in any
Co mp onents: V, S, M subsequ ent round, but a cumul ative - 1 pena lty appli es to each
Casting Time: 2 sav ing throw attempt ed after the first.
Saving Thr ow: None The caster can choose to invoke the dancing motes any-
whe re wit hin the spe ll's 120-ya rd range and need not keep the
In effect, protectionfrom prime is similar to the clerical pro- indi vidu al clouds togethe r. For exa mpl e, a 4th-level caster
tectionfrom evil spell, but it does no t function at all o n the could crea te four 10' X 10' X 10' cloud s, targeting three of them
Prim e Material Plane and its subject mu st be a planar creatur e on a band of enemies ahead and the fourth on a single spe ll-
o r being. Protectionfrom prime creat es a magical barri er caster standin g apart from that group. All the cloud s mu st be
around the recipie nt at a d ista nce of 1 foot. This barri er w ith in the spe ll's ran ge, and each cloud is stationa ry once
moves with the recipie nt and has thr ee major effects. placed.
First, prime-material beings suffe r -2 penaltie s on attack
rolls agai nst the protected creat ure. A +2 bonus appli es to an y Shroud Presence (Illu sion)
sav ing throws that such attacks necessitate. Level: Wizard 3
Second, this spell blocks an y attempt to possess (as by a 111ngic Range : 0
jnr attack) or exercise mental control over the protected creatur e Durati on: 1 turn / leve l
(as by a vampire's charmability). Note that this prot ection does Area of Effect: Caster
not negate the charmitself, but it does prevent the exercise of Components: V, S
mental contr ol through the barrier. Likewise, it merely keeps any Casting Time: 5
possessing life forces from contacting the prote cted creature; it Saving Th row: No ne
would not expel one already in place at the time of casting.
Third , the spe ll pre ven ts direct bodily conta ct by crea ture s Th.ismod ified version of the invisibilihJspell enab les the caster
from the Prime Material Plan e. This ca uses the natur a l (bod y) to become invisible and inaudible to any or all intelligent crea-
weapo n attacks of such beings to fail and the beings them- tures. At an y time during the spell's durati on, the caster may des-
selves to recoil, if such attacks require tou chin g the spell ignate one or more such creatures as exceptions to the effect,
recipient. Animals o r monsters summon ed from the Prime thereby becoming visible and audible only to them. Thus, the caster
Material Plane are likewise held at bay. can appear to selected individuals and carry on conversations with
This third form o f prot ection ends if the protected indi vid- them while remaining unseen and unh eard by those around them.
ua l tries to force the barrier against or mak es a mel ee attack Once granted, this privilege cannot be withdr awn from a desig-
on the blocked creat ure. The pena lty applied to attacks from nated individual for the remainder of the spell's duration.
prime-mater ial beings (the first spe ll effect) remain s active in If the caster makes any attac ks, the spell effect ends imm e-
any eve nt, ho wever . diat ely. Shroud presenceha s no effect on nonin telligent crea-
To complet e this spe ll, the caste r must trace a 3-foot-di am- ture s or undead.
eter circle on the floor (or the ground) with th e powdered
bone of a prime-material creature. Windsp here (Conju ration/S ummo nin g)
Level: Wiza rd 3
Range: 120 yar ds
-rhird 1.cucl !-ipclls Duration: 1 round /leve l
Dolorous Mo tes (Invoca ti on/Evoca ti on ) Area o f Effect: Up to four creat ures
Level: Wizard 3 Co mp one nts: V, S
Range : 120 yar d s Cast ing Time: 1 round
Duration: 1 round/level Saving Throw : No ne
Area of Effect: One 10' x 10' X 10' cu be/ leve l
Compone nts: V, S Winrlspheresummon s forth four powe rful winds that
Cas ting Time: 2 appear as sw irlin g ball s o f air around the caster. At any time
Saving Throw: Negates during the sp ell's durat ion, the cas ter can di rect one of these
With this spell, the caster can create one or more clouds filled towa rd a targe t w ithin 120 ya rd s. Th e tearin g winds surr o und
with flickering motes of light. Creatures caught w ithin a cloud the tar get creatur e, deflecting all hurl ed o r projected nonmag-
must mak e successfu l sav ing throws vs. spell or succumb to ical missi les. ln additi on, an y creatur es attemptin g melee
men tal ang uish, suffering -4 penalties to all their attack rolls, attacks upon the protected individu a l suffer -4 penaltie s to
proficiency checks, ability checks, and sav ing throw s for as long their attack rolls and mu st mak e a success ful sav ing throw vs.
as they are in contact w ith the motes. Spellcasters who fail their paralyzation w ith every at tack; failur e indica tes that the w ind

18

Nicolas Zaffarano (Order #40824392)


has torn the we a pon from that atta cker 's grasp. The caste r Wing Type Movem ent Rate Benefits to Recipient
can dir ect on ly one windsphere at a tim e, but ma y dissipat e Butterfly fly 18 (D) blink (as the wiza rd spell of
any or a ll of them at will. the same nam e)
Drago nfly fly 36 (B) +2 bonu s to sav ing thro ws
ro u rth - 1,eud ~pclls ag ainst fire- and cold-b ased
mag ical effects
Arms of the Tree (Alteration) Eag le fly 30 (C) dive attack, ga inin g +2 bonu s
Level: Wiza rd 4 to hit
Range : Touch
Dura tion : 1 turn / leve l Wing Type Movement Rate Ben efi ts to Recipi ent
Area of Effect: Up to four part s of a single living tree H ornet fly 24 (B) +4 bonu s to sav ing throws vs .
Co mpon ents: V, S, M mag ical confin ement effects
Cas ting Time: 2 (such as e11tn11
gle, froid person,
Saving Thro w: None slow, and web)
Swa n fly 18 (D) exb·a wing buffet attack (1/
This g uardin a l-d eve lop ed spell enabl es th e caster to round ) for 2d4 points of dama ge
d etach up to four pa rts (bran ches, tw igs, and /o r roo ts) of a
living tree simp ly by graspin g them. Thereaft er, at any tim e This spell ha s no effect on winge d crea tur es. Th e mat eria l
w ithin the spell du ra tion, the cas ter may transform eac h o f compo nents are a sprinkl e of pollen and a fea ther.
these pa rts int o any d esired wea p on ty pe with a touch. Th e
resultin g wea pons are mag ical (+1 enchantm ent) and Diffuse Dama ge (Alteration)
rou ghly equi va lent in size and shape to the pi eces of wo od Level: Wizard 4
from w hich the y we re form ed. For exa mpl e, the w iza rd Ra nge : 120 yard s
co uld form a sword +1, a bow +1, or a quarterstaff +1 from an Durati on: 1 turn + 1 round / leve l
appr opriat e bran ch, an arrow +1 or a bolt +1 from a tw ig, or Area of Effect: 20' radiu s
a whip +1 from a roo t. Any cha racter can w ield such Com pon ents : V, S
wea pon s, alth o ugh the usual penalti es for nonprofi ciency Casting Time: 1 round
still appl y. When the spell duration ex pir es, the encha nted Saving Thro w: Negat es
b ranches, twigs, and roo ts reve rt to their orig inal form s and
mag ically rea tta ch themse lves to the tree, which is not This spell enables the caster to redistribut e damage to a speci-
harm ed by the ma gic. fied primar y ta rget amon g any numb er of designated secondary
This material com ponen t of thi s spell is liv ing wo od in its tar gets. The caster specifies both the primary and the second ary
natu ral state; the d weo mer has no effect on dea d br anches or targets at the time of casting. All targets mu st be w illing; any
car ved woo d. un willing or unawa re creatur es are simply exclud ed from the
effect. The effect cent ers on and moves w ith the primary targe t.
Bes tow Wings (Alteratio n) While diffuse damage is in effect, all damage inflicted up on
Leve l: Wiza rd 4 the prim ary target is d ivided evenly amon g nil the d esignat ed
Range: 30 yard s targets (pr imar y and second ary) w ithin the area of effect. Any
D uration : 1 turn + 1 turn / leve l remaind er appli es to the primar y ta rget. Second ary targe ts
Are a of Effect: 1 crea tur e wh o move more than 20 fee t from th e prim ary target are
Com pon ents: V, S, M exempt ed from d iffused damage for as long as they remain
Cas ting Time: 3 outside the area of effect.
Saving Thr ow: Ne ga tes For exampl e, a wizard casts diffuse dn111nge on a pala din and
chooses the latter 's five comrades as second ary ta rgets. Each
This spell causes the reci pient to sprout win gs and fly. The time a foe strikes the paladin , the d amage is d istribut ed equally
caster mu st select the w ing type bestow ed from the choices among all six cha racters. So if an opp onent stru ck the paladin
listed below and may not alter that d ecision once the w ings for 12 points of dam age, each of the six adventur e rs woul d
have app ea red. In additi on to the power of flight, these wings suffer 2 points. But if someone landed a 20-point blow on the
afford the recipient certain other benefits, as no ted below: paladin , each of the secondar y targets w ould suffer 3 points of
dam age, and the paladin wo uld sustain 5 points (3 points from
the d ivision plu s the 2 points remainin g). No te that the spell
d oes not diffuse d amage in flicted dir ectly on second ary targe ts.
The spell end s early if the prim ary targe t or any of the sec-
ondary targe ts reaches 0 hit points. Thu s, the best way to cir-
cum vent this effect is not to attack the prim ary targe t at a ll, but
concentrate attacks on the secondary targe ts.

19

Nicolas Zaffarano (Order #40824392)


Phantasmal Terror (Illu sion ) The phantom strike requ ires a successful attack roll to hit its
Leve l: Wizard 4 target. Its 11-IAC0 is the same as the caster' s (d isrega rding any
Ran ge: 120 ya rds Strength bonu s), and it inflicts ld 10+2 points of da mage on a
Dur a tion: 1 round / level successful hit. On an y round after the phm1to111 strike a_ctually
Area of Effect: Up to 4 creatur es/ level inflicts damage, the target suffers a -4 penalty to ini tiative
Comp onent s: V, S because of con fusion over the source of the attack. The pha11t o111
Casting Time : 4 strike attacks three times (once per round for three rounds)
Saving Throw: Nega tes before dissipating.

A nonlethal version of the 4th-level wizard spell phn11tn s111


nl Protection From Prime 10' Radiu s (Invocat ion/Evocation )
killer, this d weo mer create s vivid illusions of whatever images Level: Wizard 4
wo uld be likely to strike terror into the mind s of the behold- Range: Touch
ers. A group of fiend s, for example, might see angelic crea- Durat ion: 5 round s/ level
tures singing beautiful songs, blowi ng golden trumpet s, and Area of Effect: 10' rad ius around creature touched
wielding swo rds of pur e lig ht. Good-aligned viewe rs who fail Comp onents: V, S, M
their sav ing thro ws mig ht see terrible vile, twisted fiend s Casting Time: 4
eruptin g from the gro und aroun d them, rakin g at their flesh Saving Thro w : None
with vicious claws . The caster need not specify the pr ecise
illusions; the sp ell dr aws them from the mind s of the viewers. This dweomer creates a globe of p rotection who se effects
The caster may, however, stipulate which targets within a are identical in all respects to those of a proteclio11fro111pri111
e
group the sp ell affects. Creatures of higher level or Hit Dice than spell, excep t that this version prot ects a 10' -radiu s sphere and
the caster make their saving throws with a +2 bonus. Only those has a longer du ration and cas ting time tha n the lower-level
who fail their saving throws can actually see these illusions, how- spell. The effect is centered on an d mov es with the creatu re
ever; those who succeed or are not designated targets merely sec touched. Any pr otected creatu re who enter s melee with
any affected creatures beset by some unseen terror, either squirm- pr ime-material creatures breaks the spell for all those pro-
ing for freedom or hunkered down in positions of helplessness. tected. If the recipient of the spell is a creature larger than the
For those who do see the illusion, its visual, auditory, ther- area of effect, the sp ell acts as a norm al protectio11from prime
mal, and olfactory effects are utterly convincing. Sud1 victims try spell for that creature only.
to squirm free of the horrors that have surrou nded them and can To compl ete this spell, the caster mu st trace a 20'-d iameter
perform no other actions. They defend themselves if attacked, circle on the floor (or the ground ) with the powder ed bon e of
but an y real enemy attacks seem to be part of the whate ver illu- a prim e-ma terial creatur e.
sory horrors they are experiencing. When the phantns,na/ terror
expires, affected creatu res must again make successful saving
fifth - 1,evel spe lls
throws vs. spell or flee in fear for 2d6 round s. There is a 50%
chan ce that such a fleeing creature will drop any items carried. Starfire (Invocation/Evocation )
Nonintelligent creatur es and und ead are immune to this spell. Level: Wizard 5
Range : 240 yard s
Phantom Strike (Invo cation/Evo cation) Du ration: 3 ro und s
Leve l: Wizard 4 Area of Effect: 30' rad ius
Range: 20 yard s Compon ents: V, S, M
Duration: 3 round s Cas ting Time: 3
Area of Effect: 1 creatur e Saving Throw: Special
Comp onent s: V, S
Casting Time: 4 This dweo mer causes starlik e emb ers to rai n steadil y from
Saving Throw : No ne above. The caster mu st designate both the center of the effect
and the height (10' minimum ) from which the embers fall.
While it is in effect, this spell grant s the caster an extra The center may be a fixed locati on, an object, or a creatu re. A
ranged attack each round aga inst a single target. The caster living target is entitl ed to a saving throw vs. spell; success
mu st choose a creature within range as the un fortun ate recip- indi cates that the effect instead cent ers on a space abou t 1
ient of the effect and may not redir ect these attacks du ring the foot behind the creatur e. Once des ignat ed, these param eters
spell's dur ation. remain fixed for the dur ation of the spell.
The spell effect manifests as an invisible blunt wea pon of +2 The falling embers inflict 5d6 points of dama ge per round to
enchantm ent that attempt s to strike the target, seemingly out of unpro tected creatures they contact. Anyone caught within the
nowhere, at the end of each round . The caster need not direct area of effect must make a saving throw vs. spell (modified by
the "wea pon" once it has manifested; it continue s to strike at Dexterity); success indicates that the victim suffers only half
the same target each round , freeing the caster for other actions. dama ge that round. Creatures may leave the area to avoid add i-

20

Nicolas Zaffarano (Order #40824392)


tional dama ge, but a new saving throw is required for each and allow its compani ons to commit an ev il act. If it cann ot
round a victim remains w ithin the fiery downp our. Ha rd cover preve nt the misdeed o r convince them otherw ise, it imm edi-
(sud, as a wide stone led ge or stone stru ctur e) pro vides com- ately leaves for its ho me p lane, as above.
plete protection from the effect, but stru ctures made of woo d or If successfull y dispell ed, the eq uar imm edi ate ly ga llop s
other flamm able materials offer no safe haven after the first bac k to its ho me p lane, tak ing an yo ne un fortu nate enoug h to
round , as the rain of fire ignites any such items it conta cts. Crea- be in the sad d le w ith it. Th e steed may also opt to take a ride r
tur es equipp ed with medium or large metal shields can use who has made a particularly good imp ress ion upo n its back
these to deflect the embers, redu cing the damage to half normal to its ho me plane wh en the spell dur ation exp ires .
(or one-quarter normal with a successful sav ing throw vs. spell). The material component for this spe ll is an offering of food
If the effect has bee n successfully centered on a specific to the taste of the summ oned equ ar (see Equar sidebar). Among
victim , tha t ind ividu al cann ot av oid th e flamin g embers and mortals, only those w ho have already maste red the 11101111t and
suffers full da mage eve ry round (n o saving thro w) . Such a 111011ste
r s111
111oning I spells can learn to cast s11111111011
11 lesserequar.
crea tur e can , howeve r, att empt to include oth ers in the area of
effect by movin g so that the fiery rain encomp asses them. True Arrow (Alteration)
Such victim s are entitl ed to the norm al sav ing throw vs . spe ll Leve l: Wizard 5
modified by Dex terity to redu ce d amage by half. Range: Touch
This spell inflicts no dam age on crea tur es who are imm un e Duration: 1 day
to magical fire; tho se who are immun e to norm al fire but sus- Area of Effect: 2d6 a rrows or bolts
ceptibl e to mag ical fire suffer half d amage (or one-qu a rter Co mponents: V, S, M
w ith a success ful saving throw) . Cas ting Time: 1 round
This spel.lrequir es a pin ch of stardu st- a material comp onent Savi ng Thr ow : No ne
not readil y ava ilable on most prim e-material worlds, but easily
obtainable from compon ent col.lectors on the Out er Planes. This spell imbues arrows or crossbow bolts with the power
to fly true at any targe t the user can see. When fired from a
Summon Lesser Equar (Conjuration /S ummonin g)
Leve l: Wizard 5
Range : Special
Dur ation: 1 da y / leve l
Area of Effect: 30-ya rd radiu s
Co mp onents: V, S, M
Cas ting Time: 5
Saving Thro w : Non e

By mean s of thi s spell, the w iza rd can summ on an equ ar


(see "Equ ars" in Appe ndix 1) from one of th e O uter Planes to
the Prim e Mat erial Plane, causing it to app ea r one ro und after
casting at any d esired spo t w ithin the area of effect. On ly one
equar (always of the caster 's alignm ent ) answ ers the call. Th e
creatu re is und er no compul sion to serve the wizard , but is
usually w illing to d o so if the latter ag rees to its terms: In
exchange for prop er care an d feed ing, it w ill serve the caster
in a single end eavo r for a period not longe r than the spell's
du ra tion . Any breach of these term s (improp er feedin g,
betraya l to a crea tur e of opp os ite alignm ent, or attack by
memb ers of the w izar d 's g rou p) ca uses the eq uar to aba nd on
the mission and return swi ftly to its home plan e without its
rid er. No other repercussions occur at that time, but if the
caster tries to use the spell ag ain w ithout makin g am ends for
the tran sg ression , no eq uar answe rs the call .
Eq uar s may accept rid ers with alignm ents close to their
own at the caster 's requ est, but may prove to be diffi cult
mount s, as they tend to be openly criti cal of any ri.der actions
they d eem offensive. For exampl e, a trothspy re (law ful goo d
equar ) mjght consent to bear a neutr al goo d or lawf ul neutra l
rid er, but might continuou sly extol the ways of v irtu e durin g
the ride. In no case w ill a goo d -aligned equ ar stand tamely by

21

Nicolas Zaffarano (Order #40824392)


proper bow or crossbow, trne arrowsfunction as arrows+4. (MV fly 18, MC A), strikin g oppo nents w ith its razor-
Those that successf ully hit their targets disintegra te in magical sharp edge for 2d8+ 1 points of damage per attac k. It can
(but harml ess) bursts of light as they cause their damage; those make up to three attacks per round, but no more than
that miss may be reused if retrieved before the spe ll durati on one of those aga inst a single target.
exp ires. Adverse weat her conditions and spells (such as feather • H11111a11oid: The sen tinel takes the form of a 7-foot-ta ll
fall and gust of wind) ha ve no effect on the speed or course of human , spro utin g pseu dopods that resemb le a head and
these missiles. A true arrow veers aro und any object or barri er fou r limbs (MV 15). Each round, it attacks with two fists
(physical or mag ical) that appears between it and the intended for 3d8+ 1 points of damage each.
targe t once it is in the air. A minor globeof invulnembilihJ, • Jellyfish: The sentin el assumes the form of a 3-foot-dia-
antimagicshell, or perman ent dispel magiczo ne negates the true ma ter, undulating plasm with dozens of strand s or tenta-
arrow spell, but does not p rotect the victim from the missile cles hanging und er it (MV fly 12, MC E). It makes one
itself, which passes through these barriers unhinder ed. In such attack per round by wrappin g these stra nd s around its tar-
cases, the archer mu st roll the hit and damage norm ally. ge t, inflicting ld 8+1 points of d amage per round thereafter
The caster may use this spe ll on nonmagica l missiles or may until the spell en ds, or tmtil the victim either falls uncon-
use its +4 to rep lace any magical bonu s already on the arriows. scious or breaks free with a successful Strength ch eck.
The material component s for this spell are the arrows to be • Star: The sent inel tak es the form of a w hirlin g, seve n-
enchant ed. pointed star measur ing 3 feet in diameter (MV fly 48,
MC B). It attacks one targe t per round by impaling its
prey on 2d4-1 "sp ikes" for ld 8+1 p oints of damage each.
~iHth- 1,cHcl~pcl Is Roll each round to determine how many sp ikes it uses .
Sentin el of Light (Conjuration/S ummonin g) • Sword: The sentin el takes the form of a floa ting two-
Level: Wizard 6 hand ed swo rd (MV fly 12, MC C) that strikes twice per
Range: 20 yards round for 2d 8+2 points of damage per hit. These at tacks
Duration: 1 turn/level may be ag ain st the same or different targets, and they
Area of Effect: One creature requ ire separat e attack rolls.
Component s: V, S • Wann:The senti nel assumes a 20-foot-long tubular form
Cas ting Time: 1 turn (MV 18) that enab les it to constr ict one small or med ium -
Saving Thro w: None sized foe for ld4+1 points of damage per round with a
successful attac k. Constriction lasts un til the spe ll end s, or
By mea ns of this spe ll, the w iza rd summon s a coa lesce nt until the victim either falls uncon scious or victim breaks
plasma-based entity from the Positive Material Plan e to pro- free with a successfu l Streng th check at a -6 penalty.
tect a de signated creatur e w ithin ran ge for the durat ion of
the spell. The cas ter choo ses the entity 's form from among Regardless of form, the sentinel cannot pass through solid
the six listed below at the tim e of cas ting. Both the sentinel's objects or harm creat ures nati ve to the Positive Mater ial Plane.
form and the recipient o f its protection are fixed for the
duration of the spe ll. Starmantle (Abjuration )
Th e sentinel remai ns within 10 feet of its char ge at all Level: Wizard 6
tim es . If anyone at tack s th e sp ell recipient in mel ee, the Range: Touch
sentinel retaliate s with an att ack of it s own that same Duration: 1 turn + 2 round s/ leve l
round , regardless of initiative. Thereafter, it continues to Area of Effect: Creature touched
att ac k th e sa me tar ge t, strikin g first in every round , until Co mpon ents: V, S, M
that attacker moves out of the entit y's 10-fo ot ran ge or Cas ting Time: 4
oth er attackers present a g reater danger to its charge. Th e Sav ing Throw: None
sentinel can sense invisible and Ethereal atta cker s as well as
those hidin g in shadows or oth erw ise hidd en from the This spell creates a spectacular , shimmerin g glow of protec -
recipient' s view, and it cann ot be surpr ised . Missile and tion around the recip ient. The effect resemble s a cloak of tiny,
ran ge d spe ll at tacks do n ot ac tiva te its prot ection, howeve r, cascad ing sta rs that seem to flicker out before touch ing the
as reta liati o n wo uld requ ire moving farther than 10 fee t gro und. The stnr111n11tle tran sforms an y nonmagical weapon or
from the spe ll recipi ent. missile that strikes it into harml ess light, destroying it foreve r.
The sentinel has AC 0, THA C0 5, and hi t poi nts equal to Conta ct w ith a stan11a11tle does not destroy magical weapo ns
the caster's. The nature of its attack depends on the form or missiles or harm living or animated crea tures, but the spe ll
selected, but it always strik es as a +3 magical weapon for recipient is entitled to a saving thro w vs. spe ll each time an
purposes of det ermini ng target immunity. oppo nent scores a hit with suc h a weapon. Success indi cates
that the wearer suffers half dama ge from the blow.
• Disc:The sentinel assumes a flat, d isclike sh ape appro xi- The material compo nent for this spell is a pinch of dust
ma tely 3 feet in diameter. It swoos hes throu gh the air from a pixie's w ing.

22

Nicolas Zaffarano (Order #40824392)


scucnt h- 1,cucl spc l Is F i~ht h- 1,cvcl spcl Is
Anim ate Trees (Alteration ) Elemental Wall (Invocation/Evocat ion)
Leve l: Wizard 7 Level: Wizard 8
Range: 60 yards Range: 10 ya rd s/ leve l
Duration: 1 turn + 1 round /level Duration: 1 turn/ leve l
Area of Effect: One tree/ 4 levels Area of Effect: Specia l
Components: V, S, M Components: V, S
Casti ng Time: 5 Casting Time: 5
Saving Throw: None Savin g Thr ow: Spec ial

As with th e trea nt ability of th e same name, this spe ll This spe ll conjur es a barrier of elemen tal mate rial. The
causes matu re tree s within range to animate, acqui r ing sta - caster selects the shap e and elemental com po sition of th e wa ll
tistics as noted below. The caste r may choose spec ific trees at the time of casting, but may change the lat ter as desired on
from amon g tho se available at the tim e of cas tin g . The ani- a round-b y-ro und basis. Should the caster cease concentra -
mated trees req uir e one round to uproot them selve s, after tion, th e elem en tal wa ll maintain s whatever comp osition it
which they can mov e and enter m elee w ith opponen ts at had at that time until the duration expir es or the caste r termi-
the cas ter 's direction. Treelike creature s such as treants, nat es the spell, whichever comes first.
quickwoods, and hangm an trees are immune to th e effects The barrier can exist in th e form of either an anch ored
of this spell. pla ne or a hemispheric a l shell. The former covers a 10-foot-
Druid s ca n turn animat ed tree s as a cle ric turn s squ are area for every two leve ls of the caste r and may be up
und ead. Use th e Turning Un de ad tabl e in the DUNGEON to 5 feet thick. The latt er is a hemisp he re wi th a ma xim um
MA S TER ~ Guide, treating druid s as cler ics of equi va lent radius of 3 feet plus 1 foot per caster leve l an d a thickn ess of
leve l and animated trees as 6 HD mon sters. A "D " result up to 3 feet. Thus, a 12th-level caste r could crea te a wall sp an-
does n ot destroy the tree, bu t do es ca use it to take root nin g six 10' X 10' areas or a hem isp here w ith a rad ius of 15
and deanimate. feet (30 feet in diameter).
The mat erial co mponent for this spe ll is a root from each The possible choices for comp osit ion of the elementnl wall
type of tree the caster wishes to anim ate . are as follows:
Fire: This wall app ears as a shee t of leap ing flames. One
Anim ated Tree: AC 3; MV 3; HD 6; hp 5-8 / di e; THAC0 side of it (caster's cho ice) send s forth waves of hea t, inflicting
11; #AT 1; Dmg 3d6; SW fire; SZ H (13'-18' tall); ML fearless 2d4 points of dama ge up on crea tur es wi thin 10 feet and ld4
(20); Int animal (1); AL N; XP 1,400. point s of dama ge up on tho se w ithin 20 feet. In addition, the
Special Abilities: SW-penalty of -4 to savin g throw s vs. all wall infli cts 2d6 points of damage plu s 1 point pe r caster leve l
fire-based at tack s; attack ers using fire ga in a +4 attack bonu s up on any crea tur e p assing through it from eit her direction.
and a + 1 damage bonu s. No sav ing throw appli es to dama ge from thi s wa ll.
Ice:This wa ll is not comp osed of solid ice; rath er it con-
Summon Greater Equar (Conjurati on/S ummonin g) sists of million s of icy shar d s w hirlin g abou t. It rad iates a
Leve l: Wizard 7 strong aura of cold on one side (caster's choice), inflicting
Range: 50 ya rd s ld6 po int s of damage to any crea tur e within 10 feet. Any
Duration: 1 day / leve l of caster crea tur e passing throu gh th e wall from eith er direction suf-
Area of Effect: Summons 1 equar fers 3d8 points of dama ge plu s l po int per cas ter level from
Compo nent s: V, S, M the jagged ice shard s. No savi n g thr ow applies to damage
Casting Time: 7 from thi s wall.
Saving Thr ow : None Light11ing: One sid e of th is wall (caster 's choice) crack les
w ith lightning, which st rikes anyo ne within 10 feet for 2d6
This spe ll is similar to th e 5th-leve l spell sw m11
011lesser points of dam age per round , or half that amo unt wi th a suc-
eq11nr, and the conjurer mu st ha ve knowledge of th at spell cessf ul saving throw vs . spe ll. Th ose car rying or wea rin g
before learnin g this one. Thi s ve rsion calls a g reater equar, metal weapons, shields, or armor are not entitled to sav ing
with enhan ced abilit ies and stati stics. Jn all other ways, this throw s. Creature s passing throu g h th e w all from either di rec-
011 lesser equnr spell.
spe ll resemb les the s11111111 tion su ffer 2d6 points of dam age plus 1 point per caster level.
No sav ing throw appli es to this da mage.
Ooze:Thi s wall catc hes all nonm ag ical missiles fired or
launch ed into or through it. Any crea ture at temp ting to wa lk
throu gh th e wa ll mu st m ake a successf ul saving throw vs.
spe ll or become mir ed in it. A v ictim trapped inside th e wa ll
ma y attempt a new sav ing throw eac h round to escape, but
no oth er action s are possib le. In the meantime , mired crea-

23

Nicolas Zaffarano (Order #40824392)


tur es lose a ll benefits for high Dex terity and are suscep tible to
attacks fro m eith er s ide of the wa ll. A person cannot drow n in clericol sp ells
a wall of ooz e.
S111oke: Thi s w all compl etely obsc ur es vision from one sid e First Leve l: protection from prime, protection f rom silver
(caster 's choi ce), tho ugh creatur es on th e other s ide can see (Gu)
thro ugh it perfectly. Crea ture s on the ob sc ured sid e s uffer a Second Leve l: create heali1g1 potion, divi11 e weakness, impart
-4 penalty to atta ck rolls aga ins t opp onent s on th e other sid e; resista11ce, re11
ewed ability
those on th e clea r sid e can a ttack throu gh th e wa ll w ithout Third Level: crow11of cold (A r), crow11of radim1ce (Ar),
pe nalty. Thi s wa ll infli cts no har m up on those who com e into radiantmessenger (El)
conta ct w ith it. Fourth Level: aura of terror(Aa), blessed forgetful11 ess (Ar),
Stone: Thi s wa ll inflicts no da m age, but effectively bar s inspiration (Aa), protectionfrom prime
passag e. A su ccess ful dispel magic can remo ve the en tire wa ll, 10 ' radius, ve11gef11/strike, wound transfer
or a disintegrate sp ell can remove a p o rtion of it. Strong crea- Fifth Level: aura of i11vi11cibility (Aa), aura of p11i ssance
tur es may eve ntu ally be able to br eak through th e wa ll, but it (Gu), aura of valor (Aa), crown of flame (Ar),
takes 150 point s of d amage concentr ated on a sp ecific area to divest (Aa)
crea te a 5-foot-di amete r hole. Sixth Level: blessed co11coctio11 , c011
flagratio11(Aa), crown
Water: Thi s liquid wall creates a natura l visual di storti on of brilliance (Ar)
on one side (caster 's ch oice). Crea ture s on th at s ide suffer a - 2 Seve nth Leve l: crown of glory (Ar), holy smite (Ar), ray of life
p en alty to attack rolls aga in st opp onent s on th e oth er sid e; (Aa), shield of the archo11 s (Ar) , slay evil,
th ose on the und istort ed sid e m ay attack throu gh th e wa ll spiritda11ce
without p enalt y. The wa ter also d ouses an y fire- m agical or
mundan e- that comes int o cont act with it. Anyo ne stu ck for
any reason in sid e a wall of wa ter can dro w n (see the DU N-
r-irst - Level sp ells
GEO N M AS TERGuide). Protection From Prime (Abjuration)
Wind: Wind s rage at high spe ed s on on e s ide of the wa ll Leve l: Pri es t 1
(caster 's c hoice). Crea tur es attempt ing to fire miss iles Sph ere: Protection
throu gh th e wall from th at sid e suffer - 6 pe naltie s to their Range : Touch
atta ck ro lls, w hil e tho se attem p tin g mel ee attacks within 5 Du ra tion: 3 round s/ leve l
fee t of the w ind y sid e incur - 2 penalti es to their attack roll s. Area of Effect: Crea tur e touched
Anyon e pa ssing throu gh th e wa ll from either sid e incur s a -4 Co mp on ent s: V, S, M
penal ty to a ll att ac k ro lls, sav in g throw s, and abilit y checks Casting Tim e: 4
for that ro und. Th e wa ll extin gui shes torches and oth er Savin g Thr ow : No ne
exp ose d flam es up on cont act. Mag ical fire-ba sed sp ells lose
half th eir pote ncy (in term s of range and dam age) up on Wh en thi s spe ll is cas t, it creates a mag ical barri er that pro-
pass ing th ro u gh the w all. tects the recipi ent from attack by prim e-material creatu res.
Crea tur es particul arly susce ptibl e to certain elem ent s Asid e from the differences in dur ation and cas tin g time, thi s
suffer doubl e the listed d am age from th e appr opri ate types . spe ll is id enti cal to the 2nd- leve l w izard spell protectio11from
prime.
Ninth - Level spe l1s Protection From Silver (Abjuration)
Ma ntle of the Hea ve ns (Abjuration) Leve l: Pries t 1
Leve l: Wiza rd 9 Sph ere: Pro tection
Range : 10 yard s Range : Touch
Dur ation: 1 turn + 2 round s/ leve l Durati on: 1 ho ur / leve l
Area of Effect: 1 creatur e/ leve l Arca of Effect: Creatu re tou ched
Comp onent s : V, S, M Co mp onents : S, M
Cas tin g Time: 4 Cas tin g Time: 3
Sav ing Th row : None Savi ng Th row: No ne

This sp ell gra nt s p ro tection identi ca l to th at afford ed by Som e beings, s uch as guardinal s, are especia lly vu lnerable
th e 6th -leve l spell s tarm antl e to multip le crea tur es . The to silve r wea po ns . Protection from silver does away w ith that
cas ter d es ign ates w hich targe ts wi thin th e ar ea o f effec t v uln era bilit y for the du ra tion of the spe ll. Attacks with a
rece ive th e benefit. s ilve r wea pon ag ain st a pro tecte d crea tu re are treat ed as
The ma terial comp onent for thi s spell is a pin ch of d us t attacks w ith a norm al weapo n of th e sa me type.
from a pixie's win g. The m aterial comp onent of the spell is a small s ilver
needl e (5 s p) w hich the cas ter mu st ho ld.

24

Nicolas Zaffarano (Order #40824392)


second - Level sp ells ment rema ins in effect until the p riest termin ates the spe ll. At
Create Healin g Potion (Alt eration) that tim e, all the rea lloca ted mag ic resista nce is immedia tely
Leve l: Priest 2 restored to the cas ter. For exampl e, a pri est w ith 25% mag ic
Sph ere: H ealing resistance cou ld bestow 15% up on one co mrade and 10%
Range :T ouch upo n ano ther. Th is wo u ld redu ce the cas ter 's mag ic resis t-
Dur ation: 1 d ay + 1 da y / leve l ance to 0°/c, w hile the spell is in effect.
Area o f Effect: One conta iner of liquid The numb er of crea tur es the pr iest can affect is limi ted
Co mp onents: V, S only by range and the amount of inn ate mag ic res istance the
Cas ting Time: 7 cas ter has . No te that thi s spell does not allow rea llocation of
Sav ing Th row : Non e mag ic resis tance imp arted a rtificia lly by some mag ica l item
(such as a ring of magic resistanceor a robeof the arc/1111agi) or
This sp ell allows the caster to h·ansform a sin gle flask or tem pora ry mag ic resistance.
bo ttle of any liquid - be it wa ter, poi son, or eve n anothe r
po tion- into a stand ard potio11of healing cap able of restorin g Renewe d Abilit y (Enchantment)
up to 2d4 +2 p oints of d ama ge to an injur ed crea tur e who Level: Pri est 2
imbibes it. The potion may be carri ed and used at a later Sphere: Charm
tim e, but if no one imbib es it befo re the spell du ra tion Range : 0
expires, it rever ts to its prev ious comp osition . Dur ation: Insta nt aneo us
Area of Effect: Cas ter
Di vine Weakness (Alteration) Co mp onents: V, S
Leve l: Priest 2 Casting Time: 4
Sph ere: Co mbat Saving Th row : No ne
Range : 30 yard s
Du ra tion: l d4 round s+ 1 round / leve l This spell can be cast on ly by crea tures tha t already possess
Area of Effect: One crea tur e inn ate spe ll-like powe rs, such as aas imar, eladr ins, and guar di-
Co mp onents: V, S na ls. Wh en cast, renewedability lets the p riest "recharge" one
Cas ting Time: 5 spell-like powe r that norm ally h as a limit on its usage over a
Saving Th row : N egates given time period. A powe r can be renewed on ly if it is identi-
cal in effect to a w izard or priest spe ll of 3rd level or lowe r.
Divine weak11 ess sa ps the strength of one living creatur e, For exampl e, an aasim ar who can norm ally use mirror
rend erin g the chose n v ictim un able to stand , wa lk, run , lift, imageonce per d ay can, upon castin g rwewed ability, employ
sw im, thr ow, or w ield any typ e of wea pon. For a ll p ractical the powe r a seco nd tim e that same day.
p urp oses, the effect redu ces the targe t' s Strength to 1 for the
d u ration of the spell. The victim can still spea k and cast spells
requirin g onl y ve rbal comp onents, but cannot d o anything
Third - Leve l spells
requ irin g the use of arm s, legs, or hand s. Crown of Cold (Invocation/Evocation )
lf the caster attacks or otherwise allows harm to befall the Leve l: Priest 3
we akened creatur e, the divine weak11 ess effect end s immediat ely. Sphere: Combat, Elemental
Celestials use this sp ell to render an enemy harm less without Range : 0
injurin g it or to subdu e a hostile foe whil e negotiatin g a tru ce. Durati on: 1 roun d+ 1 round / leve l
Area of Effect: Cas ter
Impart Resistance (Abjuration) Co mp onen ts: V, S, M
Lev el: Pri est 2 Cas ting Time: 5
Sph ere: Prot ection Saving Th row : No ne
Range: 20 ya rd s
Dur ation: Special The crow11of cold surr ound s the caster w ith rip ples of cold,
Area of Effect: Special blue light. All innately ev il crea tures (includ ing fiends, und ead,
Co mpo nents: S evil spirit s, and evil faeries, but not evil-aligned characters or
Cas ting Time: 4 pe titioners) within 10 feet of the caster suffer 2d4 points of
Saving Th row : Non e damage per round. Even creatur es w ho are usually resista nt or
impe rvious to cold suffer ha lf damage from this effect, and
l111part resistance enables a pri es t w ith innat e mag ic resist- those w ho norma lly su ffer hal f damage from cold sustain full
ance to share it with other beings. The cas ter may bestow dam age from it, as the mag ical energy the spell releases is not
mag ic resistance in 5% increment s to as man y beings as entirely cold-base d . Evil crea tur es (such as yugoloths) that nor-
des ired w ithin range; th is action imm edi ately deplet es the mally suffer do uble damage from cold-based attac ks su ffer 4d4
caster's ow n mag ic resistance by that a mo un t. This arrange- po ints of damage per round w hile withi n 10 feet of this effect.

25

Nicolas Zaffarano (Order #40824392)


The material component s o f the spell are the pri est's holy A radiantmessenger has no substa nce and can not be injured .
symb ol an d a small piece of ice or sliver of cold-wro ught iron. Howev er, a successful dispel magic or dis111i
ssa/ spell release s it
to the Plane of Radian ce immediat ely, endin g the spe ll.
Crown of Radiance (Invocatio n/Evocation )
Level: Pri est 3
Sphere: Sun
rourth - 1,eucl spe lls
Range: Touch Aura of Terror (Alteration, Enchantm ent/Charm)
Du ratio n: Until dawn Level: Priest 4
Area of Effect: Creature touch ed Sph ere : Charm
Components: V, S Range:0
Casting Time: 3 Duration: 1 round/level
Saving Th row: None Area of Effect: Cas ter
Com ponen ts: V, S
Crown of radiancecreate s a shinin g light equi valen t to that Cas ting Time: 3
of a continual light sp ell cen tered on the recipient and extend- Sav ing Throw : Negate s
ing outward in a 10-foot radiu s. The visible aspec t of the spell
indicates how successf ul peti tioners an d archons have been This spe ll surro und s the caste r with a so ft aura of shim-
with the path s they hav e chose n; tho se who are close to com- mering silver and go lden h ues. Any ev il creature beholdin g
pleting their path s have bright crow ns, while those with far this au ra mu st make a successful sav ing thro w vs. spell at a
to go h ave tarni shed ones. -2 penalty or be fear stru ck, sufferin g a -4 penalty on all
mora le checks while the aura of terrorremains in effect. Addi-
Radiant Messe nger (Conju ration/S ummonin g) tional reactions to this effect va ry according to the crea tur es'
Level: Priest 3 Hit Dice: those wi th 2 H D or fewer flee for 1d6+1 rounds;
Sphere : Summ onin g those with mo re than 2 HD can do nothin g excep t defend
Range: Special themselves for l d3 rounds .
Dur at ion: Spec ia l This spell has no effect on nonint elligent crea tur es and is
Area of Effect: 1 summoned globe of light not even visible to creature s with nonev il alignme nts.
Compon ents: V, S
Cas ting Time: 3 Blesse d Forgetfu lness (Alteration, Enchantment/Charm),
Saving Thro w : No ne Reversible
Leve l: Priest 4
This spe ll summon s a radiant , quasisentient globe of light Sphere : Necro mantic , Thought
from the Plane of Radiance. This en tity can remember and Range: Touch
deliver an y message that require s no longer than a sing le Duration: Permanent
round to convey. The caster mu st utte r the message , then speak Area of Effect: Crea tur e touched
the true name and p resen t location of the desired recipient. lf Co mp onents: V, S, M
the caster lacks one or both pieces of information , the radiant Casting Time: 7
messengerdissipates imm ed iate ly withou t attemp ting delivery. Saving Throw: Nega tes
Otherwise, once it has the required information, it enters the
nearest source of illumina tion, then jump s from light sourc e to This archon-created spell serve s a hig h purp ose : to ease
light source until it reaches the recipient. If the caster and the sca rred and injured mind s. Blessed forgetfulness negates the
recipient are on the same plane, the radiant111 esse11
ger reaches injurious effects of failed fear or horro r checks and removes
its destination within one hour, regard less of the precis e dis- any madne ss su ffered from con tact with either the howling
tance. An interp lanar delivery requires a full da y. The caster wind s of Pandemonium or the terror s of the Abys s. It d oes
can use this spe ll only to delive r a single message; a radiant not cur e the effects of mag ically indu ced insanit y or
messengerscan perform no other services of any sor t. feeb/e111i11d,however .
The radiant messengerderi ves its ene rgy from radiant , illu- The reverse form , winged memory, restores the memo ry of
minating objects, so it cann ot enter an area of total darkne ss- any crea tur e affec ted by the river Lethe or the river Styx. It
eve n to answer the spell' s init ial summ ons. Likew ise, the also restores memori es lost to a forget spell or a touch of the
delivery s ite mu st have so me light sour ce (such as sunli ght, a Styx spe ll. Tf used on a spellcas ting crea ture wit h no memor y
torch, a candl e, or even a pool of reflected light) from which loss, winged memory restores a single, previou sly cast spell of
the en tity can emerge. It canno t deliver a message to anyone first or second level to the recipie n t's mind. The target may
in a complet ely dark room. It also cannot enter dead magic choose the spell recove red . Only recipien ts other than the
zones or areas protected by a11ti111agic shells. Any radiant111es- cas ter can ga in the spell-restoration effect.
senger that cannot reac h the intended recipient of its message The pr iest must sp rinkl e a few drop s of hol y water on the
dissipates wit hout d eliverin g the infor mation . recipient for either vers ion of the spell to tak e effect.

26

Nicolas Zaffarano (Order #40824392)


Inspiration (Divination) Protection From Prime 10' Radiu s (Abjuration)
Leve l: Pries t 4 Leve l: Priest 4
Sph ere: Div ination Sph ere: Protection
Range : O Ran ge : Touch
Du ration: 1 ro und Du ration: 1 turn / leve l
Area of Effect: Cas ter Area of Effect: 10' radiu s aro und creatu re touched
Com ponent s: V, M Co mpo nents: V, S, M
Cas tin g Time : 7 Cas ting Time: 7
Saving Throw: Sp ecial Saving Thro w : No ne

By means of this spell, the caster calls upon divine aid to learn Aside from the differen ces in d ura tion and casti ng time,
the answer to one question or unlock the solution to one problem. the spell is identical to the 4th-leve l w iza rd spe ll protection
For example, the spe ll could reveal the weakness of a particular from prime 10' rndius.
monster, the answer to a riddJe, the hidd en way into a fiendish
stronghold, or the comman d word of a magical item. The response Vengefu l Strike (Necromancy)
to the caster's question tends to be vague and subject to interpreta- Leve l: Priest 4
tion, howeve r, so the priest mu st make a saving throw vs. spell Sphere: Co mbat, Guardi an
(modified by Wisdom) to interpret it. Success indicates that the Range : 10 yar ds
caster learns the needed information; failure means the priest Dur ation: Specia l
cannot fathom the enigmatic words of the divine respondent. Area o f Effect: 1 crea tur e
The inspirntio11spell caru1ot revea l solut ions to probl ems that Comp onents: V, S
have none. For instan ce, if the caster is someh ow teleport ed to Cast ing Time: 5
a chamber w ithout exits and sees no means of escapin g, the Saving Th row: None
i11
spirntio11spe ll cannot pro vide the priest with a solution if
none exists. If, howeve r, there is a hid de n mean s o f egress, Thi s dweo mer invo kes severa l gh os tly w isp s of light
inspirntion w ill reveal it, provided that the priest interp rets the (one per cas ter leve l) th a t circle th e sp el l's rec ipi e nt. Th e
infor mation correctly. TI1is spell is usable only once per d ay. true nat ur e o f th ese lumin esce nt mo tes mani fes ts only in
The ma terial co mp onents for this spe ll are the p riest' s holy co mba t, however. Eac h tim e an att acke r s uccee d s in a
sym bol an d a sprin kle of ashes . wou n din g or d eb ilita tin g att ac k on the spe ll's recip ien t,

27

Nicolas Zaffarano (Order #40824392)


one of the gh ostly w isps lashes ou t, s trikin g back at the f ifth - Level spe lls
atta cker with an equa l a mou nt of d amage or an eq uiva lent Aura of Invincib ili ty (Ab juration)
e ffect (no saving throw). Once a mote ha s returned an Leve l: Priest 5
attack, it van ishes comp letely. The ve11 gef11/strike las ts 1 Sphere: Prote ction
turn p er caster level or unti l all the motes of light ha ve Range: Touch
been expended. The mot es can not retaliate against non - Duration: 1 round/level
damaging or nondebilitating magica l a ttack s. Area of Effect: Creature touched
Components: V, S
Wound Transfer (Nec romancy) Castin g Time: 6
Level: Priest 4 Saving Throw: None
Sphere : Healing, Necroma nti c
Range: 10 yard s/level This spell render s its recipient immun e to hit point damage
Durati on: Instantan eous from nonmag ical melee and missile weapons, as well as injuries
Area of Effect: 2 creatur es caused by falling, collapsing stonewor k, acid, norm al fire,
Componen ts: V, S norma l cold, normal electricity, and other nonm agical, damage-
Cast ing Time : 4 inflicting occurrences. The aura created by this spell is normally
Saving Throw: None invisible, but app ears as a shimm ering halo of rainbow hu es to
the caster of a detectmagicspell. Aura of invincibilityaffords no
Thi s spell enables the priest to tran sfer some or all of protection against magical attacks or spells that inflict damage.
the wo und s infli cted up on one wi llin g creatur e to anoth er
willin g crea tur e, so long as both are wit hin range at the Aura of Puissance (Alteration)
time of casti n g. The cas ter may, if de sire d, be eith er the Level: Priest 5
beneficiary or the recip ient of the wo und s. Good-a ligned Sphere : Combat
priests must be careful about transferring th eir own Range:Touch
inj uri es to others, however, as suc h acts are likely to incur Duration: 1 round+ 1 round / level
the wra th of their gods. (There are si tuation s in w hich an Area of Effect: Creature touched
injured priest mi ght garne r approva l to tran sfe r an y or all Compon ents: V, S
personal damage to ano th er crea tur e. For exa mp le, it Casting Time: 6
might be necessary for tha t pr ies t to sur vive lon g enou gh Saving Throw: None
to perform some noble fun ction or cas t another spe ll in
defense of many innoce nt s. Such situat ions, how ever, are Aura of puissanceencapsula tes on e living creature in an
very rare.) sparklin g aura of green light that enhan ces combat skills
This spe ll tran sfers up to ld6 poin ts of dama ge per involving weapo n use. While the spell is in effect, the recipi-
cas ter level from one being to another. Thus, a 7th-level ent gains a +5 bonus to melee and miss ile attacks . A +5 bonus
priest could use it to move 7d6 points of dama ge from one also applies to all damage rolls from such attacks. Aura of
bein g to a recipient within range. Th e spell rem oves the p11issa11ce
affords no ad ditional attac ks per round and does
spec ified amou nt of dama ge from the ben ef iciar y and not impro ve the recip ient's spellcasting ability, una rmed
transfers it to th e recipient, w ith one cavea t: The recipient combat skill, or chan ce to perform noncomb at actions.
(if ot her than the caste r) mu st emerge from th e trad e w ith
at least 1 hit point remaining. If the transfer inv olves more Aura of Valor (Enchantm ent)
damage than the recipient can sus tain , the spe ll inflicts the Level: Priest 5
max imum allowed a mount on the recipi en t and applies Sphere : Combat
the remainder to the caster, regard less of amo unt and Range: 10 ya rds
result. Thus, an attem pt to tr ansfer 12 point s of damage to Duration: 1 turn / leve l
a crea tur e with only 4 hit points wou ld res ult in th e recipi- Area of Effect: 1 creat ure per leve l of caster
ent suffer in g 3 points and the cas ter susta inin g th e Components: V, S
remaining 9 points. Casti ng Time: 3
Wo1111d tra11sfercann ot be used on crea tur es wit h O or Saving Throw: None
fewer hit points, and un w illin g targets a re immun e to the
effect . This dweomer invokes a radian t aura of light arow1d selected
creatures within range. This luminescence imbues the recipients
with tremendous courage, rendering them in1mw1eto the effects
of natural fear (such as dragon awe) and affording them a +4
bonus to saving throws vs. magical fear. The caster must desig-
nate the recipients of the spell effect at the time of casting.

28

Nicolas Zaffarano (Order #40824392)


Crown of Flam e (In vocation /Evocation) The spe ll cannot nullify the creature's resistance to weapons
Level: Prie st 5 of a specific enchantment level; for examp le, it cannot
Sphere: Sun remove a yugoloth's immunity to nonmagical weapons.
Range: 0
Duration: 1 turn/level
siHth - Leve l spells
Area of Effect: Caster
Co mp one nts: V, M Blesse d Concoction (Alteration)
Cas ting Time: 8 Level: Pri est 6
Saving Throw: None Sphere: H ealing, Protec tion
Range: Touc h
This spell, popular among sword archons about to enter Duration: 1 week+ 1 day /level
battle, causes the prie st to become a blazingly hot beacon of the Area of Effect: 1 flask or bottle of liquid
powers of good . The flames from the crownburn all innately Compo nents : V, S, M
evil crea tures (includin g fiends, undead , and evil spirits but Cast ing Time: 1 round
not evi l-aligned chara cters or petitioners) within 10 feet for 2d6 Savi ng Throw: None
points of damage per round. Even creatures who are resistant
or impervious to fire suffer full d amage from the spe ll, as the Tius spe ll allows the caster to transform a single flask or bottle
magical ene rgy it releases isn't actually flame-based. of an y liquid-be it water, poison, or even another potion-in to a
The crown of flame spell is part of the magic used when potionof extra-healing,elixirof ilen/th,or poHonof vitality.The caster
enchan ting a lie/111 of brilliance. determines the potion type at the time of casting. When the spell
TI1e material compo nent s of the spell are the priest's holy duration expires, the liquid reverts to its original state.
symbol and a small circlet of some thin g appropriate to the The materia l comp onent of this spe ll is the flask or bot tle
priest's specific power (bra nches for a god of nature, iron for of liquid.
a war god, and so forth).
Crown of Brilliance (Invocation /Evocation)
Di ves t (Alteration) Level: Priest 6
Level : Priest 5 Sphere : Sun
Sphere: Combat, Thought Range: Touch
Range: 60 yards Dura tion: 1 round/2 levels (rounded up)
Duration: Specia l Area of Effect: Spec ial
Area of Effect: 1 creature Components: V, S, M
Components: V, S Casting Time : 9
Casting Time: 8 Saving Throw: None
Saving Throw: None This spell turns a piece of headgear into a blazing source of
Divest can accomplish any one of the following, at the go lden light as soon as the wearer engages in hand-t o-ha nd
cas ter's choice: comb at. Any opponent engaged in melee with the recipient
• Deprive a creature of one innate spe ll-like ability (cast- mu st make a successf ul sav ing thro w vs. spell or be b lind ed for
er's choice or random selectio n) for one day per cas ter ld4 rounds (sufferi ng a --4 penalty to attack rolls, Arm or Class,
level. A deva casting this spell on a hamatu la baa tezu and saving throws). Even if the saving throw is successful, the
could, for examp le, divest it of its ability to use produce opponent still incur s a -2 pena lty to attac k rolls against the
flame. A caster wishing to divest a creature of some speci f- weare r because of the headgear's dazzling brilliance.
ic power must be familiar with the exact effect-e ither The spe ll has a more severe effect on creatures who have an
from seeing it in act ion or from using it personally. aversion to sun light or suffer a penalty whe n fighting in bright
• Ran d omly remove one spell (4th-level or lower) from a light (drow, derro, duergar, goblins, and many undead). Any
creature's mem ory. The victim can rega in the spe ll on ly such creature within a 30-foot radiu s must make a successful
by rememor izing it the followin g day. A cas ter who sav ing thr ow vs . spell or flee. Those who succeed do not flee,
knows that the target creature has a particular spell but suffer their usual penalties for fighting in bright light.
memorized may se lect that one for remova l. If, however, Undead other than skele tons and zomb ies suffer l d6 points of
the priest errs by trying to rid the targe t creatur e's mind damage each round that they stay within the affected area.
of a spell no t curren tly memorized, the divest spe ll is The spell must be cast on a piece of headgear - a hat,
was ted . crown, tiara, helmet, circlet, or sim ilarly crafted piece of
• Lower a creat ur e's magic resistance by 1% pe r caster appare l. The headgear must be properly worn or the spe ll
level. The duration of such a loss is one day per caster does no t function. The spell is trigge red as soon as the weare r
level. makes a successf ul attac k roll in melee.
• Remove one of the creature's innate immwuties (sud1 as This spe ll was deve loped on Mount Celest ia with the aid
immunity to fire or electricity) for one day per caster leve l. of the archon s. Pri ests of good deities use it frequen tly, and

29

Nicolas Zaffarano (Order #40824392)


the arch ons are more than happy to share the spell with them . The spell's targe t nee d no t be ev il, alth ough a d eity whose
The material comp onent of thjs spell is an opal wo rth at pri est invokes holy smite in an arbitra ry manner may insist
leas t 100 gp , which mu st be carri ed on the caster 's person. It (usually throu gh und erlings) that the careless transg resso r
shatters up on comp letio n of the sp ell. If it is shatt ered prema- make amend s by comp leting so me p erilous endeavo r. (The
turely, the spe ll ends at that time. deity's age nts may even d ecide to ensure the pries t's coope ra-
tion w ith a quest spell.)
Th is spell , known among the archo ns as the hn11 rl of divine
seve nth - r.cve l sp e lls wmth, is rese rved for on ly the mos t d evo u t cler ics. Use o f !,o/y
Crown of Glory (Invocation/Evocation, smite per manently dr ains ld 6 point s from the caster 's total hit
Enchantm ent/Charm) point s. Onl y the p riest's own d eity can und o such a loss; even
Leve l: Priest 7 a restomtio11spell does not work . Thu s, pri ests reso rt to this
Sphere: Sun , Ch arm spell on ly in the dir est circum stances .
Range : 0 This spell does no harm to gods, thei r ava tar s, or their
Dur ation: 1 round / leve l p roxies . Such beings can sense and id ent ify anyone w ho
Area of Effect: Cas ter attemp ts to use the spe ll against them.
Co mpo nents: V, S, M
Cas ting Time: 1 round Ray of Life (Necr oman cy)
Sav ing Th row : Nega tes Level: Priest 7
Range: 60 yard s
This spell temp ora rily bestows an aura of godly powe r on Dur ation: Instant aneo us
the cas ter. Any crea tur e w ith 6 or fewe r Hit Dice mu st mak e a Area of Effect: One creatur e
successful sav ing thro w at the sight of the pri est or be ove r- Co mp onents: V, S
come w ith awe. All crea tur es within hearin g distan ce can Cas ting Time: 4
und erstand the pri es t's word s, rega rd less of no rmal langu age Saving Th row : No ne
barri ers, an d those who h ave failed their sav in g th rows act
up on the caster 's instru ctions as if und er the influ ence o f a This spe ll cau ses a thin beam of light to erupt from the
s11gg estio11spe ll. Those w hose sav ing throw s we re successful cas ter 's inde x finger, strikin g an y one creatu re (caster 's
are not awe d by the caster and can continue their action s nor- choice) within range. The my of life hea ls all dama ge and
ma lly. Crea tur es wi th more than 6 H it Dice are immun e to the cu res all d iseases and maladies, as per the 6th-level p ries t
effect of trus spell. spell hen/. In additi on , the sp ell acts as a mise dendspe ll (with
This is ye t another sp ell develope d by the archons of the same limit ations) wh en used up on a decease d target. Any
Mount Ce lestia that has beco me qui te widesp read among und ead creatu re stru ck by a my of lif e suffers 1d6 points of
p riests dedicated to good -align ed gods. dam age per h it die (igno ring partial Hit Dice). Thu s, a 1-HD
The material co mp onent for this spell is the same as the skeleton suffers only ld 6 points of damage from the my of life,
one for a crow11of brillin11ce,but the opal mu st be worth at bu t an 8+3-HD va mpir e wou ld suffer 8d6 poi nts of d am age .
leas t 200 gp for the sp ell to fu nctio n. Aut omatons and nonorga nic monsters such as iron go lems
and necro phidii are immun e to all effects of this spell .
Holy Smite (Invocation/Evo cation)
Level: Pri est 7 Shield of the Archons (Abju ration)
Sphere: Comb at Leve l: Priest 7
Range: Spec ia l Sph ere: Protection
Duration: Instantaneous Range : 0
Area of Effect: 1 creatur e Duration: 1 round /2 leve ls
Co mp onents: V, S Area of Effect: 120-deg ree arc
Cast ing Time: 6 Co mpo nents: V
Sav ing Thro w : None Cas ting Time: 1
Saving Thro w : No ne
With this spe ll, the cas ter can invo ke a man ifes tation o f a
d ivine hand to strike do wn one creatur e anyw here on the This spell creates a mystic s/,ield of beneficent en ergies that
same plane. The pr iest mu st know the tru e n ame of the targe t interposes itself between the caster and incomin g magical
crea tur e; otherw ise th e hand dissipa tes imm ed iately and the attacks (includin g effects from spells, spell-like abilities, or mag-
spell is was ted. With a single blow, holy smite redu ces the ical devices such as rods, staves, or wan ds). Attacks on the
victim to 1 hit point. Th e stunnin g force of the strike also caster within the spell's arc hit the s!,ield instead, diffusing
causes the victim to be d iso rien ted for 2d 6 round s, inc urr ing harml essly. Howeve r, there is a 5% cwnu lative chance per
a -6 penalty to all rolls (attack, d am age, surp r ise, initiative, attack absorbed that the shielrlshatters. A s!,ielrl tha t shatters still
pro ficiency, ab ility ch ecks, and so forth). prov ides pro tection from the spell that destroyed it, howeve r.

30

Nicolas Zaffarano (Order #40824392)


If an area effect spell would includ e the cas te r, the shield any evil creature who gazes upon it. (Treat the effect as the 4th-level
provides a +4 sav ing throw bonu s and redu ces dama ge by -2 wizard spell fenrwith respect to any evil targets within range.)
hit points per die. This protection also app lies agai nst brea th TI1e heroic manife stat ion has THAC0 6, AC -7, HD 12, and
weapo n attacks that cause ph ysica l damage . 100 hp. It moves i.n a w ild d ance (MV fly 24, MC A), lashin g
If att acks are laun ch ed at the caster from different direc- out with two w ispy appendag es at any ev il crea tur e with
tions at the same time , the shield int erposes itself between the whom it can close to melee range. The golden cloud strikes
caster and the most dangerous thr eat, as determined by the tw ice per round (separate attack rolls requir ed), inflicting 4d6
DM. The shield provi de s no protection from attac ks other than points of damage per hit on evil target s. (Its radiant energy
those spec ified. attacks inflict no damage u pon good-a ligned crea tur es.)
This spell is usab le only by celestials and p riests of good The appar ition retains its form until the end of the spell's
alignment, and then only once per da y. dura tion or until its hit points are reduced to 0 or below.
Therea fter, it dissipates into the air. The "dancing spi rit " has
Slay Evil (Necromancy) 15% magic resista nce and is imperv ious to fire, electric ity,
Level: Priest 7 poi son, death magic, paraly sis, sleep, charm, hold, and ot her
Sphere: Necroma nt ic mind-affecting at tacks, as we ll as wea p ons of less than +2
Range : 120 ya rds enchantment. A raisedead or resurrectionspe ll cas t upon the
Durati on: Permanent man ifestat ion has no effect, although casting either spell on
Area of Effect: 60-yard radius its phy sical remains dissipates the golden cloud imm ediately
Componen ts: V, S and restore s the deceased creature to life.
Cas ting Time: 9 The manif estation cann ot range more than 30 ya rds in any
Sav ing Throw: Negates direction from its fallen body. Since it is a metaph ysica l phe-
nomenon rather than a magical entity, it can pass throu gh
This terrible dweomer slays eviJ creatures within 60 yards of a barriers against magic without harm.
point the caster selects within the spell range. The spell destroys The material compone nt for this spe ll is the body of the
a number of Hit Dice of evil creature s equal to 5 plus 1 per caster deceased and the pri est's holy symb ol.
level, begiJlning with the one that has the most hit dice and then
targeting progressive ly weaker creatures. Creatures of 5 or more
Hit Dice receive a sav iJlg throw to negate the effect. Thus, a 15th- Mo.~icol items
leve l priest can instantly kiJJ20 Hit Dice wor th of evil creature s. If The Upper Planes are home to count less magical items that
confronted by a nycaloth (12 Hit Dice) and a piscoloth (10 Hit find use in the hand s of the celestia ls. On extremely rare occa-
Dice each), the priest could slay the nycaJoth. The remainin g sions, upp er-planar beings also bestow such items upon mor-
8 Hit Dice of the effect are wasted wtless other eviJ creature s with tals who ha ve need of their pow ers. A handful of these
8 or fewer Hit Dice are present in the group. If a target makes its majestic items are deta iled below.
magic resistance check, the caster canno t redistribut e that portion
of the effect to slay other creatures . Archon's Hom: This finely wroug ht trumpet p lays beauti-
Slay evil utterly destroys fien ds (baatez u, geh releths, fully in the hands of any talen ted trumpeter. Invoking any of
tanar' ri, and yugoloths); restorati on of such creatur es is impo s- its ma gic, how ever, requires playing the horn uninterrupted
sible by any mean s short of a wish. It is possible to resurrect or for a fu ll round and making a successfu l Mu sica l instrument
reincarnateother eviJ creatu res slain by this spe ll, but raise dead (Horn) proficiency check. By play ing certain tunes upon the
is ineffective. ham, the user can cast each of the following spells o nce per
day: co11tro l winds, dismiss elemental (reve rse of conjure elemen-
Spiritdance (Conjuration/Summoning , Necromancy) tal), raisedead, tum wood, weather sumnwning, and word of recall
Level: Pries t 7 (affecting user only). Three times per day, the trump eter can
Sphere: Summ onin g, Necromantic also play a ha un ting tune that turn s und ea d as a 16th-level
Range: Touch pr iest. A silence 15' radius sp ell negate s the horn's power for as
Durat ion : 1 round/level long as it remains within the spe ll's area of effect.
Area of Effect: 30-yard radius An archon's horn has an XP va lue of 8,000.
Com ponent s: V, S, M
Casting Time: 9 Chains of Light: Lege nd ha s it tha t Reo rx h imself forged
Sav ing Throw : None these bindin gs from solid sunbea ms on the p lane of Arca di a.
When used to bind an ev il creature, the metallic golden chains
By touching the body of a fallen champion, the caster can radiate an intense ligh t eq ual to that prod uced by a continual
summon forth tl1eradiant manifestation of that hero, whid 1 can light spe U. Any crea tur e of ev il or chao tic bent who looks
move and attack anywhere within its range. This manifestation u pon this light mu st make a successful sav ing throw vs. spell
appears as a lwninescent cloud of golden vapo r with a shape simi- or be blinded (-4 pena lty to at tack and damage rolls and -2
lar to tl1e one it had in life. This apparition is utterly terrifying to penalty to AC) for ld6 round s. The radian ce does not blind

3]

Nicolas Zaffarano (Order #40824392)


lawful good and law ful neutral crea tur es w ho gaze upon it, Jn addition, a fiends/ayer radiates a powerful version of the
nor in any way interfere with their vision. taunt spell that aHectsonly fiends. Any such creature within SO
lf the bound creat ure tries to escape, the chainsof light heat feet of the wielder must make a saving throw vs. spell every
(or cool, if the latter opti on would inflict mor e dam age upon round. Upon any failure, the fiend feels an irresistible compul-
the victim), causing ld2 point s of damage the first round, ld4 sion to attack the spear's wielder, ignor ing all other potential tar-
point s the secon d , ld6 the third, and so on to a maximum of gets. Once engaged in combat w ith the w ielder, the fiend cannot
ld12. Th is hea t ceases imm ed iately when the crea tur e stop s flee until either it or its opponent dies.
stru gg ling . With each successive escape attempt , the heat A fiends/ayerhas an XP value of 1,200.
restarts at the minimum and rises in the sam e mann er.
Brea king the chains require s a successf ul Bend Bars/ Lift Nephilus of Sp ell Immunity : Tilis lavish adornment appears
Gates roll at a - 15% penalty. A creature bound within them as a finely w rought platinum necklace adorned with 3d4+6 tiny
cannot emp loy weap ons or cast spells again st chains of light, platinum feathers. Each feather is enchanted with spell immunity
but outside attackers may do so. Attacks d irected at the chains (as per the pr iest spell), affording its wearer comp lete protection
also inflict half damage to the bo und victim, ho weve r. For against a particular spell attack of 4th level or lower. The necklace
dama ge purpo ses, the chains are AC - 2, w ith 100 hit poin ts affords no protection from any other type of attack. The necklace
and 25% magic resis tance. protects the wearer only, so a spell such as fireballwould still
Chainsof light ha ve an XP value of 4,000. cause damage to other creatures w ithin its area of effect, although
the wearer of the nephi/11 s would be unharmed.
Eel Trident: Favored by novier e eladrin s, the eel trident is a The nephi/us of spell im11111nih; does not function in conjunction
7-foot-long shaft of polish ed shark cartilage endin g in four with any other protective dev ices except bmcersof defense.Protec-
radi ally spaced prongs of sharp coral, all reinfor ced with tive spells such as stoneskin,armor,and magical vestmentoperate
magic. The trident radiate s lig ht up on comm and , illum ina ting normally for the wearer, howeve r.
up to a 60-foot rad ius on land or underwater . The w ield er A nephi/11 s of spell in111111nih
J has an XP value of 1,000/ feather.
determ ines the inten sity of the lig ht, and it can range from
torchli ght to full daylight. The trident's remainin g power s are Prism Maze: This faceted crystal fits into the palm of a human
usable only und erwate r. hand and is reinforced with glassteelspells to protect it from
Three times per day, the user can create four watery pin - normal damage. Once per day, its holder can invoke a mau spell,
wheels that shoot forth from the prongs of the trident and trapping any single creature within 120 yards inside the prism
unerringl y strike one or more target s as per the magicmissile mau for a du ration determined by the target's Intelligence score
spe ll, causin g ld4+ 1 points of damage each. The pinwh eels (as per the wizard spell of the same name). Teleport and dimensio11
take a full round to coalesce and diss ipate compl etely afte r doorspells do not enable a prisone r to escape, though plane shift
striking . The range of this atta ck is 120 yards. does. There is no saving throw against the prism's singular effect.
Once per d ay, the tridentcan tran sform into a 7-foot-long eel A prismmau has an XP value of 4,500.
w ith silvery scales. This creature has AC 0, MV swim 36, HD 10,
SOhit po ints, and THACO 11. The eel can trave l up to 500 yards Scimitar of Final Striking : TI1isweapon appears as nothing
from the wielder in any d irection, thou gh it cannot pass more than a finely wrough t platinum sword hilt decorated with
through barriers again st magic. From anyw here within range, depictions of angelic beings and inset with semip recious stones.
the user can comm and the eel to move, to revert to trident form, A planetar named Esocostes crafted the first such weapon, and
or to restrain a Small- or Medium -sized crea ture, or to release he taught the art to a num ber of other aasimon smiths. They in
such prey. To restrain a targe t, the eel entwines itself around the tum have shared the knowledge of making these fine weapons
designated creature, acting as a ropeof constriction. Any victim with their stud ents over several millennia.
so bound mu st make a successful Bend Bars/ Lift Gates roll to At the mental command of a good-aligned wielder, a shim-
escape. If reduced to Ohit points, attac ked by a wand of negation mering scimitarblade appears on the hilt. This weapo n has all the
or rodof cance/latio11,or su ccessfuJly dispelled(against 20th-level properties of a scimitar+4, and it strikes for ld 8+4 points of
magic), the eel lets go of its captur ed prey and reverts to trident dama ge. Jn addjtion, the blade emits an inspiring melody that
form. If the trident wielder orders the eel to release its prey, it evil beings find distressing (-4 penalty to morale checks). Any
complies, then immedi ately retu rns to its owner and reverts to evil creature stru ck by the scimitarmu st make a successful saving
trident form. throw vs. death magic or perish instantly from the force of the
An eel trident h as an XP value of 3,000. blow. An evil creature who dutch es the p latinum hilt must also
make the same saving throw (with a -2 penalty for a chaotic evil
Fiends layer: Guardinals craft these silver-tipped spears+2 on wielder) successfully or die instan tly. Fiends slain by the scimitar
Arborea. Unlike most magical items, these weapon s d o not lose are irrevocably destroyed , regardless of where in the planes they
their +2 attack and d amage bonu ses w hen employed on other happen to be at the time.
planes. Again st baatezu, gehreleths, tanar 'ri, and yugo loths, The scimitaroffinal strikin
g shatters uxillsofforce,ux1/l
s of ice,Otiluke's
fiends/ayersinflict doubl e dama ge (2d6+2 points vs. Small- and resilientspheres,
Otih1ke'sfreez.ingspheres,and forcecnges on contact.
Medium- sized foes, 2d8+2 point s vs. Large-sized foes). A scimitaroffinal striking has an XP value of 3,000.

32

Nicolas Zaffarano (Order #40824392)


Trumpet of Healing: This finely wr ought tru111 pet plays In the same mann er, chaotic aas imo n reflect chao tic goo d
beautifull y in the hand s of an y talent ed trumpeter. In voking deities . Th ese aas imon seem to have more latitud e and less
any of its magic, howeve r, requir es play ing the horn unint er- gu ida nce when it com es to fulfillin g their su pe riors' orders-
rupt ed for a full round and makin g a success ful Mu sical the end result s mu st be goo d a nd positive, but ind ividu als are
ln strum ent (Horn ) p roficiency check. The trum pe ter can free to choose the mea ns by wh ich they attain such results.
emplo y the tr11111 pet thr ee times per day, selecting from the fol- Ne u tral aasi mon, as reflections of the neutr al goo d deities,
lowin g p owers for each use: rnre bli11 d11essn11d deafness,Cl/ff are among the most p assive and abidin g members of the race.
disease, rnre serious wou11ds, or 11e utrnlize poison.Th ese powe rs Ne ither "s trid ent en forcers" like the law fuls nor " misg uid ed
affect all creatur es w ithin 120 ya rd s of the horn. In additi on, d o-goo d ers" like the chao tics, they attune their senses to the
the tru111p et can lien/ a single creatur e w ithin hearin g range o f ba lance of goo d and ev il and tip the sca les in good's favor
its upliftin g song on ce p er day. Evil crea tures cann ot ben efit w heneve r an oppo rtunit y presents itself.
from an y of these effects; in fact, they hea r nothin g at all
when the horn plays . The trum pe ter cann ot pe rsonally bene-
fit from the horn 's healin g p owe rs.
Their powers
A tru111pet of !tenli11ghas an XP value of 9,000. Aas imon a re imm un e to poi so n and gas at tac ks, and they
suffer o nly half d amage from ac id, electricity, and cold-base d
Vambraces of Evil's Warding: The se armb and s arc made att acks. All memb ers of the race also hav e the follow ing
of sh in y metal and graven w ith run es. Th ey fit snu gly over spell-like ab ilities, which they can use once per round a t will,
the arm s of any creatur e wh o d ons them. When the wea rer unl ess noted otherw ise: nid, n11 g11ry, chn11
ge self, co111
prehe11d
traces the rune s, the armb and s g low blue for an instant as /n,1gunges, rnre serious wounds (3/ d ay), detect evil (always
their po w ers activa te. The se pow ers remain active un til the ac tive), detect 111
ngic, know nlig11111
e11t, rendmagic, and teleport
vnmbrncesare remove d. wit/tout error. (No te that aasi mo n d on' t necessa rily beg in their
When pr operly wo rn and invo ked , the armb ands pro tect lives w ith a ll of these skills; for exa mp le, the aga thin on ga in
the we arer from missiles (javelin s, arrows, sling shots, an d so th em as they rise in leve l.)
on) fired by ev il creatur es, w ho suffer -4 penalties to their An aas imon 's detect evil ab ility is more po tent th an the
missile attack rolls aga inst the wear er. If such an attack fails, spell of the sa me na me. Within 100 feet of a sour ce of ev il (a
the vnmbrnces harml essly deflect the missile. Eve n mag ical strong ly aligned indi vidu al, a p owe rful ev il mag ical item, or
ran ged weapon s are subject to this strictur e, a lthough their so met h ing similar), the aas imon a uto mat ically d etects its
magical bonu ses still appl y. Missile weap ons that strike their directio n, streng th, and general natur e. An aas imon w ho
targets aut omati ca lly continu e to d o so, and melee weapo ns gazes d irectly into the eyes of an ev il creatur e immed iately
are unaff ected by the powe r of the va mbran ces . Area effect learns its backg roun d, na tur e, and name (or, if it fails a
attacks (such as brea th wea pons and spells) have their norm al saving thr ow vs . spe lls, its tru e name). This powe r always
effects on the wea rer. fun ctions aut omatica lly.
Any evil creature w ho dons and activates the vn111 brncessuffers In additi on, aasimon have a spec ial powe r ove r mo rtals
2d8 points of dam age and gains no benefits. ca lled celestial reverence, w hich they can only use in their
A pair of vn111brncesof eui/'s warding has an XP value of 4,000. n orm al, un altered forms. When an aas imon invo kes th e rev-
erence,a blind ing flas h o f light draw s the attenti on of all
• mortals w ithin sight of it. Anyone view ing thi s spe ctacle
Aus1mon mu st make a saving thro w vs. pa ralyza tion . Th ose wh o suc-
Aas imon are kind, comp assio nate beings w ho w illingly and ceed arc un affec ted ; failur e ind icates that the victim fee ls a
eage rly se rve the powe rs of good on the Up pe r Planes. They strong emo tion base d on his or her alig nm en t an d Hit Dice:
frequentl y int ervene in the affairs o f mortal crea tur es, usua lly Good-a ligned targe ts feel a pro tective love for the aas imon,
at thei r sup erior s' behes t. Seven ty pes o f aasimon arc know n neutral creat ures sta nd fea rstru ck and do no t a ttack, ev il
to exist: They are (in ascendin g order ) aga thin on, mova nic beings wi th fewe r than 8 Hit Dice flee in terror, and ev il crea-
d evas, mon adic d evas, astral d evas, planetars, so lars. Light tur es w ith 8 or more Hit Dice w ithh o ld their att ac ks from
aa simon are also known. fea r, just as neutral creatur es d o. The celestial reverence lasts
Visito rs to the Upp er Planes often find the aas imon for 2d 6 round s plu s 1 ro und per Hit Die o r leve l o f the aasi-
remarkable for their diversity. Not only d o the va rious types mon. Aas imo n rarely use thi s abilit y, for goo dn ess di cta tes
differ ph ysically, but the race encomp asses a w ide va riety of that they avo id using their powe rs to man ipul a te others.
moral sen sibiliti es. All aas imon mu st be good, of course, bu t Aasimon canno t gate other s of their kind. Howeve r, they
individua ls can be lawful , neut ral, or chaotic. can send out d istress calls that other good bein gs can sense.
Lawful aasimon are pur e reflection s of law ful good de it ies . Such a call manifests as either a heart -w renchin g song or a
As such they rank among the mos t obe dient of divine ser- moment of desperat e silence. Either vers ion of this call ga ins
vant s, following the ord ers o f the higher pow ers to the letter the atten tion of the closest enchanted goo d beings (for
and ensurin g that , regardl ess o f the cos t, truth preva ils ove r instance, ki-rins, un icorns, Iam masu, or meta llic dr ago n s),
lies, honesty ove r d eceit, and good ove r ev il. w ho typ ically come to the rescue immed iately. (No te tha t this

33

Nicolas Zaffarano (Order #40824392)


ability do es not crea te or cont rol the goo d -aligned beings; it caused by gentl y u sh erin g their "misguid ed " comrades
merely a lerts them to d ange r.) An aas imon may use this towa rd repentance a nd humilit y. Failur e to abid e by this cod e
power as often as ne eded. Howeve r, those wh o send out calls can result in recall, repr ima nd , or in extreme cases, rev iew by
repeat edly, g ratuit ously, or for entir ely the wro ng reaso ns the Celestial Tribun al.
(such as calling up on good -aligned crea tur es to stave off eve ry Less v irtuous be ings tend to stereo type the aas imon as
ev il thr eat encount ered ) may invite rebuk e from their fellows . p ushy and relentl ess in their p ursuit of truth , hon esty, and
justice. H oweve r, members of this race are actually amon g the
most balan ced of the celestials. Aas imon always strive to lea d
Thci r ncol rns by exam ple. By de monstrating that lying, chea ting, and steal-
Unlik e some oth er celestial races, aas imon freely roa m the ing are unn ecessar y and fruitl ess end eavors, they can often
Upper Planes (Arcadi a, Mount Ce lestia, Bytopia, Elys ium , the per suade others to follow the tru e path towa rd righteo usness
Beas tland s, Arbor ea, and Ysga rd). The y may visit other parts w ithou t reso rtin g to long-w ind ed serm ons demand ing
of the mult ive rse as well in the cour se of missions ass igned to reform. (Of co urse, the occasion al preach y monologue has
them by the grea ter powers. wo rked wo nd ers for more than one lawful goo d aas imon
ove r the eons.)
Aas imon cons ider violence a las t reco ur se and never attack
Thci r \ i rtucs needless ly. It .is aga inst their na tur e to provo ke a fight, attack
Aasimon mu st always be tru e in their de alings with others. a helpless enemy, o r leap into battle w ith out first attemptin g
The y cann ot lie, chea t, or stea l, nor can the y easily tolerat e to nego tia te a peacef ul reso luti on. Those w ho vio late this
such co ndu ct in others. Wh en d ea ling with compani ons w ho code suffer losses in po wer as pe r "Descend ance and the
habituall y engage in such base beha vior, aas imon react Falling," abo ve. By the sam e token, an aas imon w ho success-
accordin g to their indi vidu al alignm ents- law fuls typ ica lly fully sways a crim in al towa rd reform , stops a needless wa r,
preach reform , chao tics miti ga te their compani ons' lies by o r remains tru e to his or her idea ls a lmost always gain s
expos ing them for wh at they are, and n eutr als try to reve rse g rea te r powe r.
the wron gd oings w ithout offendin g any of the concerned pa r- Nothin g in the heavens comp ares to an aas imon's wra th.
ties. Though aasimon are not afra id to shar e comp any with When they are h orribl y wron ged o r their ange r is aroused,
thieves and their ilk, the noble celestials are q uick to voice aasimon fight fiercely w ith the veh emence of a thousand
their disapprova l of others' bad habits. What's more, they sto rms. Their vengeance is terr ible and exact, and in battles
seek to any repair d amage that unscrupulou s colleag ues ha ve w ith fiend s they sh ow little qu arte r o r mercy.

Nicolas Zaffarano (Order #40824392)


Both the aasimon and the asuras freely roam the Upper
Thci.- nolc on tic pl - · ·~s Planes and have trouble comprehendin g the notion of bound-
As protectors and defenders of the Upper aries, so they often cross paths dur ing missions and excu r-
Planes, aasimon regularly repe l incur-
sions of fiends and other debased
creatures. Agathinon especially
serve as warriors, and the fearsome
might of the planetars and solars
have no doubt deterred more
than one invasion.
Aas imon also guard mortal
beings traveling throug h the
Uppe r Planes and are often
called upon by greater pow ers
to serve as intermediaries in
rare instances when mortals
come to the Upper Planes in
sea rch of truth, sanct uar y, or
enlighte nment. Such aid isn't
limit ed to the Upper Planes,
however. Light aasimo n act
as familiars or guid es for
wor thy mortals even on the
Prime, and devas often per-
form similar missions on
other p lan es.

ncolin<.r\\ ith
1
ot1cc.~
< c <'StHds
Aasimon conside r themselves
the highest orde r of celestial
beings. Thou gh that opinion
may be somewha t inflated,
few critics could hon estly
refute the power and majesty
of the solars an d p lanetars,
and most consider aasin1on the
celestial stewards of the planes.
Aasin,on harbor little ani-
mosity toward most other
celestials; in fact, the more
rigidly aligned races (archons,
eladrins, and guardinals) period i-
cally call upon them to mediate dis-
putes. The aasimo n respect the
archon s for their might and purity
and the eladrin s for their free sp ir-
its-th ough the wild and undisci-
plined ways of the latter race do
give the noble aasirnon pause. Aasi-
mon have a stro ng affinity for the an imaJ-
istic gua rdinals, whose sense of pr ivacy and self-control they sions. A casua l encounter between an aasi mon and an asuras
adm ire. The only celestials the aasirnon actually dislike are the can quickly escalate into a hea ted debate, and planar trave lers
asuras, with whom they sha re a stro ng mutual contemp t. who wib1ess suc h an inciden t realize just how smal l the Upper

35

Nicolas Zaffarano (Order #40824392)


Bllacarzel, Ladv of the clouds
A female movani c deva , Ellacarzel has milky white skin, clear (1/ day), infravision(always active), invisibility10-footradius,
blue eyes, and white, feathery wings with hin ts of gold. She can knowalignment, light,polymorphself,protectionfrom evil,protec-
change her appearance in subtle ways, altering her skin tone as tionfrom normalmissiles, readmagic,removecurse,removefear,
well as her hair and eye color to suit h er shifting preferences. spell turning, teleportwithouterror,and tongues.Once per d ay,
Ellacarzel faithfully serve s the elf deity Aerdrie Faen ya, she may cast any wizard Invocation/Evocatio n spell at will.
godde ss of the air, weather, and avians. But the deva resides
on Arcad ia with her lover, a demipower known as the Cloud speciul Defenses
King , who is the appointed ma ster of that plane' s clouds. Ellacarzel is nev er surprised, and only magica l weapons of
Though he is not as pow erful as the other three Storm Kings +1 or better enchantment can harm her. Sh e is immune to
of Arcadia (the Wind, Rain, and Lightning Kings), he has cold, electricity, magic missiles, petr ificatio n, poison , nonmag-
won Ellacarzel 's heart and find s that her pre sence and sp irit ical fire, and gas, and she suffers only half damage from
bolster his strength. breath weapons, acid, and ma gical fire. For each one of her
Ellacarze l spends her idle time eith er flitting about the own attacks that Ellacarzel forfeits, she can automatical ly
Citadel of the Cloud King or visiting the Prime Material par ry an incoming blow or a m agical attac k targeted on her.
Plane , where she usually take s the form of an elflike cat. In Her doubl e-strength protectionfrom evil aura render s her
that form, she whispers words of encouragement and advice immune to attacks from all evil creatur es excep t tho se using
to elven artisans in need of inspiration. Although the deva magical weapo ns of +2 or better enchantment. In addition,
has no wis h to serve as a prox y, Aerdrie Faenya ha s tried on the dev a regenerates 2 hit point s per melee round.
several occasions to per su ade her otherwise. The goddess Ellacarze l can also exud e celestialreverenceat wi ll, though
finds Ellacarzel's contemplative and w istful nature both like oth er aasimon, she does so only rarely . Anyone within
amu sing and strangely compelling, and she believes the deva sight of h er while the aura is active must make a successful
would serve her well in that capacity. But Ellacarze l enjoys saving thro w vs. paralyzation or fall under its influence. The
her time away, soaring among the cloud s of her lover 's home exact effect of failure varies with the indi vidu al accordin g to
and dreaming of the man y different worlds she has visited. alignment and Hit Dice: Good-aligned targ ets feel a protec-
Player character s are likely to encounter the deva in the tive love for the aasimon, neutra l crea ture s stand fearstruck
stormy skies over Arcadia or among the elves of a prime - and do not attac k, evil bein gs w ith fewer than 8 Hit Dice flee
material world. She places little stock in rank among celestials in terror, and evil crea ture s w ith 8 or more Hit Dice w ithhold
and feels just as inclined to speak her thought s to a lant ern their attacks from fear, just as neutr al crea ture s do. Th e effect
archon as to a fellow deva. She hold s a special fondn ess for lasts for 2d6+ 8 rounds.
the free-spirited eladrins and befriend s any she meets.
speciul Equipment
stutistics Sword+ 1,flametongue(inflicts dama ge as a two-handed swo rd),
Ellacarzel, female movanic deva: AC-1; MV 12, fly 30 (B); HD prism maze(allows owner to invoke mazeonce per day, trappin g
8; hp 46; 1HAC0 13 (12 with sword+1, flametongue);#AT 2 any single creature within 120 yards inside the labyrin th for a
(sword+1,flametongue);Dmg ldlO +1/l dlO+1; SA spell-like duration determined by the owner's Intelligence, as per the
abilities, wizard spells; SD immunitie s, never surprised , auto- wizard spell of the same name; no saving thr ow).
matic parry, celestial reverenc e aura, regeneration; MR 40%; SZ M
(6'2~ tall); ML fearless (19); Int genius (18); AL CG; XP 14,000. Powers
Primary Power: Aerdrie Faenya (Int erm ediate/CG/
speciul Abilities Arborea, Ysgard)
Ellacarzel can use the following spell-like abilities at will Secondary Power: Cloud King (Demi powe r /LN / Arcadia).
(unless otherwi se noted): aid,antimagicshell,augury,changeself,
comprehendlanguages,cure disease(3/ day), curelight wounds Personality Traits
(7/d ay), cureseriouswounds (3/day), detectevil, detect lie, detect Contemplative, forgiving, romantic, and w istful
magic,detectsnares& pits (7 /day), dispelmagic(7 /day), heal

Planes can seem whe n two powerful races each feel crowded
by the other's presence. Since both aasimon and asuras often Notable Ao.simon
serve as messengers for upper-planar deities, conflict and com-
petition are inevitable. (Rumo r has it tha t a movani c deva was The Uppe r Planes are filled with formidable aasimon, some
severely chided by his sup erior after calling the asuras "super- of whom serve as proxies to deities and possess abilities
fluous.") Suffice it to say that although the two races exhibit a comparable to those of d emipowers. Among the most note-
fair measure of mutu al prejudice, n either is willing to discuss worthy are:
the problem openly or allow it to foment into overt hostilities.

36

Nicolas Zaffarano (Order #40824392)


• Zora Sebirati, the female solar proxy of the Egy pti an god A~othinon
Ra and cu rrent Arch -Penitar of th e Parliament of the Agathinon are warriors by nature, thou gh th ey do possess
Ce lestial Concordance, spe llcast ing ability . On the Upper Planes, an agat hinon rese m-
• His Munifi cence Amagriel, a male so lar proxy of the bles an elf with shining eyes and luminou s, opa lescent sk in.
Greek god Pose idon,
• Ga lga liel, a male so lar who lives in Chronia s (the highest Ability Scores : An aga th inon PC rece ives a +2 bonus to
laye r of Mount Celestia) and keeps the su ns of Merc uri a Wisdom. The charac ter 's abilit y scores (afte r bonuses) must
circlin g in their orb its, fall within the following ranges:
• Pannado n and Sceleron, the two planetar genera ls who
comm and the Army of Everlasting Light from the A BILI TY MI N IM UM M AXIMUM
strong hold of Vund velli r near the for tified town of Strength 9 18
Himinborg .in Ysgard. Dexter ity 8 18
Constitut ion 8 18
Other aasimo n are m ore infamou s than famous. The Intelligence 10 18
Wisdom 12 20
mad cap astral deva Kamazaz is notorious for freeing cr imi-
Charisma 11 18
nals and lunatics from prisons and asylums, "reforming"
them, then sendin g them on dangerous m issions to serve th e
cause of good . A mo va nic deva known as Toves stea ls fiends Class Restriction s: Although agathinon PCs mu st be wa r-
away from th e Lower Plan es and tries to make them repe nt riors, th ey can choose to be fight ers, rangers, or paladins .
their evil ways. But neither of those ind ivid uals co mpar es to They can reac h a maximum of 8th level; at that point, they
Quessella, a planetar w ho lives in secl usion in an otherwise- cease to gain expe rien ce in their chosen classes. They must
vacant basalt citadel deep in the Crysta lmist Mount ains of the then either ascend o r remain 8th-leve l agat hinon forever.
wor ld of GREYHAWK, where she g uards a ga teway into one of
th e most dread laye rs of the Abyss . Rumor ha s it that her iso- Ave rage Hei ght and Weight: In natural form, aga thin on are
lation has made Quessella mad, for she nearly destroyed th e 60+2d10 inches in height and 130+6d10 pounds in weight.
last celes tial sent to relieve her .
Hit Dic e: PC agathinon ga in H it Dice accord ing to class, but
they do no t ga in bonus hit points for high Cons tituti on scores.
Ao.simon ASployer chorocters
Aasimon PCs begin play as 1st-level agathinon warriors. Ali gnment: Aga thin on PCs are commonly neutral good,
When they reach 8th level, th e app ropria te upper-p lanar though lawfu l go od and chao tic good agathinon also exist.
power (or, in m ore pragmatic term s, the Dun geon Master) No other align ment s are allowed. Lawfu l good aga thin on can
evaluates them. Those deemed worthy h ave th e opport u- be paladins if th ey m eet the ability score requiremen ts for
nit y to ascend-that is, tran sform into higher aasimon w ith that class .
the potential to climb eve n furth er in th e hi era rchy. Charac-
ter s who turn down ascens ion remain agath in on foreve r, Armor Class: A 1st-level agathino n PC has a natura l Armo r
never advancing beyond 8th leve l in their cho sen classes. Class of 7. That va lu e drop s by one po int for each level of
PCs who do choose to ascend retain all memories of experience above that until it reaches O (at 8th level). Agathi-
their past existences, but become co mpletel y new bein gs, non don't wear a rmor; as natu ral shap eshift ers, they're
w ith new powers and new respo nsibiliti es . By continuin g to un comfo rtabl e w ith the "s hell " that armor places around
perform we ll, suc h a charac ter can earn th e chance to them. They may emplo y shields, how eve r, augmenting their
ascend again. At each step, the PC can choose to re tain his AC va lue s acco rdin gly.
or her current form and statu s or move forward with th e
next transformation. Most aasimon eagerly accept promo- Languages : An aga thin on can communi cate with an y intell i-
tions-no t so much because they're ambiti ous, but because gent creatur e using a powerful form of tel epa th y.
they wa nt to at tai n eve r purer, more virtuou s states of
being. Proficiencies: Agathino n are automatic ally proficient in all
The gods do not offe r asccns .ion to all aasimon; on ly th e wea pon s, but they cannot spec ialize or wield edged wea pon s in
most pi ous, devoted, and dedica ted can earn th e cha nce for combat. They hav e the following nonweapon proficiencies :
eleva tion to higher sta tu s. Any w ho fall from grace and Animal Handlin g, Animal Lore, Anima l Training, Blind-fighting,
neglect to redeem th em se lves never receive such an oppor - Charioteering, PlanarDirectionSense, PlanarSense, PlanarSurvival
tunit y. In ga m e terms, any PC w ho has performed well, (UpperPlanes),Runnin g, Tracking, and Swimmin g. (ltalicized
staye d true to alignme n t, and demonstrated good ness proficiences are described in Pla11ewalker'sHa11dbook [2620].)
through acts of bra very and heroism is deservi ng of thi s
tremendous h onor . Special Benefits: Aga thinon can assu me the form s of ot her
creature types at wil l. The new body must be roughly egu iva-

37

Nicolas Zaffarano (Order #40824392)


lent in size to the agathinon's own, and the adop ted form mus t Also at 3rd level, agathinon gain aid, augury, ESP, and
be that of a creature whose Hit Dice do not exceed the celestial know alignment as spell-like abilities usable once per round at
wa rrior's own level. (Thus, a 1st-level agathino n could assume will.
the form of a 1-HD ore.) This shapeshifting power does not • At 4th level, aga thin on become immune to disintegration
allow an agathinon to imitate a specific individual. and life-draining effects from any source.
Agathinon gain the Armor Class, movement, attacks, • At 5th level, aga thin on can only be struck by weapo ns of
damage p er attack, specia l attacks, and spec ial defenses of + 1 or better enchantment. They also acquire clairaudience,
their new forms. They retain their own Intelligence, align- clairvoyance,and hold personas spell-like abilities usab le
ment, level/Hit Dice, hit points, THAC0, magic resistance, once per round at will.
and morale. An agathinon can wield blun t we apons and use • At 6th level, aga thino n gain the ability to teleportwithout
magical items if the n ew form allows it, but cannot create erroronce per day.
these as part of the new form. • At 7th level, agathinon can use cure seriouswounds once
On the Upp er Planes, agathinon typica lly remain in their per d ay.
natura l form s, since other celestial being s can usually recog- • At 8th level, agathinon gains the ability to become ethe-
nize them for wha t they are anyway. Elsewhere, they tend to real at will and can use cureseriouswounds three times
adopt other guises so as to blend in with the natives. Agathi- per d ay.
non never attack in natural form, not even with weapons;
they must adopt shapes other than their own to en ter comba t. Agathino n rangers and paladins also gain all the normal
Regard less of form, agathinon radiate magic and make class abili ties for their respec tive levels, though much of a
saving throws as pr iests of twice their level, up to a maxi- ranger's "w ild erness" know ledge is specific to the Up per
mum of 14th level. (Thus, a 3rd -level agathinon warrior uses Planes. Both classes gain cleric spells as indicated in the
the saving throw table for a 6th-level priest, while an 8th- shad ed box; for example, a 5th-level character has three 1st-
level agathlno n uses the one for a 14th-level priest.) level spe lls and two 2nd- level spe lls. No te that agathino n can
Agathlnon develop more spell-like powers and acquire em ploy such magic only while in human form .
other benefits as they gain levels. Use the agathinon's level as
the caster level wherever neede d to determine the effects of
innate spe ll-like abilities . A~ut hinon spell pro~ression
Level Cleric Spell Level
• At 1st level, agathinon PCs have 20% magic resistance 1 2 3 4
and are immune to deathspells. They also have the fol- 1
lowing spe ll-like powers, usab le once per round at will: 2 1
comprehend languages, detectevil (the special aasirnon ver- 3 2
sion), detectmagic,and readmagic. 4 2 1
• At 2nd level, agathlnon gain immunity to energy from 5 3 2
the Positive Ma terial Plane and the ability to cast priest 6 3 3 1
spe lls whil e in human form (see the shaded box at right). 7 3 3 2
Spellcasting aga thin on are en titled to the added spell 8 3 3 2 1
adjustments for high Wisdom .
• At 3rd level, agathlnon master their sha pechan ging abil-
ities, gaining the ab ility to transform themse lves into Special Hindrances: Agathino n have many useful powers,
inanimate objects as well as othe r creatu res . The object b ut the y also have a number of limitations and disadvantages .
selected ma y be cons iderab ly sm aller than the agathi- First of all, agathinon never attac k while in their natural
non 's true form, bu t not substanti ally larger. Commonly, forms. Those who shap eshif t into beings capab le of weapon
agathlnon select items that other beings might carry use may employ only blunt weapons in combat, bu t those
(such as vials, vases, swo rd s, or lam ps) when who assume the forms of creatures with "natural weapons"
shapeshifting in this way. Any good-aligne d creature (such as claws or teeth) can uti lize any slashing or piercing
who carr ies such an item temporarily gains the ability to attacks tha t are norm al for that creature type. Agathino n of
cast 1st-leve l priest spells from any sphere at will and 3rd level or higher can also tum themselves into swords or
the abili ty to turn undead as a priest of the aga thinon's other wea pons that other beings might "wie ld ."
level. Evil creatures do not gain any benefi ts from con- Secondly, agathinon canno t use their powers or abilities to
tact w ith a tran sformed agathlnon; in fact, any evil commit evil acts, assis t evil individuals , or endanger innocent
being who touches such an item suffers 1d12 poin ts of lives (either deliberately or unconscio usly). Those who are
damage (no saving throw). Neutral beings gain the ben- duped int o performing evil deed s or aiding the cause of evil
efits only if their curren t missions or actions serve the are no less responsib le for their deeds than those few who
agathinon's n eeds. knowingly tum from good, and their gods levy punishment
accordingly. Typically, the penalty for such a misdee d

38

Nicolas Zaffarano (Order #40824392)


involves the loss of on e or more p owe rs (d ep endin g on the
sever ity of the infrac tion) until prop er aton em ent is made. 11i(!hcr
.., \o.s11non
The go ds are merciless w hen it co mes to meting out puni sh -
ment for ev il, neg lige nt, or irresponsible beha vior, and they At 8th leve l, aga thin on reach the p inn acle of deve lopm ent
can take away an y po we rs they deem app ropri ate . and can no longe r ga in leve ls or exp erience. Howeve r, if the
Third , aga thin on mu st attack an y ev il they encounter , unless god s are pl eased w ith a parti cular aga thin on's ach ieve ments
the situati on pr ohibit s such an action . For exampl e, an aga thi- at that point , they may o ffer him or he r the pri vilege of
non w ho faces two ev il foes simultan eously is not likely to face asce nsion. Accept ance eleva tes the aga thin on to the next
puni shm ent for attacking one and allow ing the other to esca pe. higher rank in the aas imon hierarchy-t hat of mova nic de va.
Fourth , aga thin on mu st neve r lie, steal, or chea t, for engag- Each sub seq uent transition (to monadic deva, as tral deva,
ing in an y form of such activ ities ca n rob them of their p la netar, and fina lly so lar) beco mes poss ible after the PC
powers. Telling eve n a "little whit e lie" could result in the compl etes seve n successfu l missions a t the pr ev ious leve l.
loss of all im, ate spe ll-like abiliti es, while takin g a wea pon No t eve ry aas imon receives such opp ortuniti es, how eve r-
from a fallen comr ad e without asking permission could cost only those w ho p lease thei r god s and trul y exe mplif y v irtu e
the offend er spellc asting powe rs, mag ic resistan ce, can ascend. Solar statu s in particular is incredibl y rar e, and
shapechang ing abili ty, and immuni ty to nonm ag ical the gods offer it only to those whose performan ces ha ve bee n
weap ons. Wh en imp osing pena lties, the DM sho uld err on exe mpl ary in eve ry way.
the side of seve rit y rather than lenience-a fter all, aga thin on Those PCs who leave behind their existences as aga thinon
can always per form deeds to aton e for their sins and rega in and beg in to rise throu gh the hierarch y no longer gain levels
their po we rs (either grad ually or all at once). or expe rience po ints. From thi s p oint on, o nly the god s can
Fifth , mag ical items and sp ells that afford protec tion, aug- gra nt pr omotions, and the y do so only for tho se most wo rth y.
mentin g eith er A rm or Class or mag ic resistan ce, g ive no ben- With each asce nsion , the PC transform s ph ysica lly into a new
efit to an ag ath i.non. Brnccrsof defenseand cloaksof protection crea tur e, ga inin g new p owe rs and respon sibilities while
become inert in a celestia l PC's possess ion, and armor spells losing the old on es. Such PCs do, howeve r, retain enou gh of
have no effect. their pr ev ious app earan ces that friend s (and foes) can recog-
Finally, aga thin on can ' t reve rse cleric spe lls they cast, eve n n ize them. Transform ed PCs cann ot change their mind s and
those that are no rm ally reve rsible. reve rt to their form er states, nor should properly playe d
celestials wish to d o such a thin g.
Rol epl ayin g N otes: Aga thino n are the prim ary d efend ers of Asce nsion is never man d ato ry; all aa simon are free to turn
the Upp er Plan es. When the Blood War spill s ove r int o Arca- d ow n offers of ad vanc ement. There is no stig ma a ttached to
dia or Ysga rd , the goo d d eities call up on the ag athin on to such a move; many aas imon are content in their roles and
repel the thr eat a nd remind the fiend s wh ere the tru e powe r choose to remain as they are. On ly those w ho asp ire to reach
lies. When an evil god sends charm ed minion s into the Upp er the pinn acle of goodn ess strive for pr omoti on . O f cour se, can-
Planes to stea l a powe rful artifact of good , it is the aga thin on did ates mu st consid er their decisions reg ardin g ascension
who rep el the incur sion and protect the artifa ct. The powe rs mos t carefully, for those wh o d ecline prom otion rarely receive
of good so metim es eve n send aga thinon outside the Up per any subsequ ent offers.
Plan es to att ack ev il strongholds, reinforce armies of light, N ote: The powe rs of all higher aasimon are d escribed fully
and reb uild celestial citadels that have fallen to tyranny and in the PLANESCAP E MONSTROU S COMPENDIUMAppendix (2602).
desp air. In a nut shell, aga thin on are the strong arm of the
aas imon, both at home and ab road. \101101\IC IH'IIO~
On the P rime Mat erial Plane, aga thin on typically serve as Mova nic devas have the power to pass into the Prim e Material
guardi ans for goo d -aligned beings, helpin g them compl ete Plane and return to the Upp er Planes at w ill. Therefore, their
epic qu ests or fulfill grea t d estinies . Tn thi s capacity, celestial missions frequ ently invo lve visiting other planes to aid promi-
wa rrior s o ften assum e the form s of ench anted items, su ch as nent mortal follow ers of good deities in moments of dir e need.
swo rd s, lant erns, or med allions, and allow their worth y Such freed om has tremend ous app eal fro m a playe r' s point of
char ges to use them. Occasion ally, an aga thin on eve n tak es view, and the possibilities for ad ventur e are endl ess.
hum an form and serves a mor tal hero as a cle ric or guid e A typical miss ion for a mova nic deva mi ght be to help a
until ev il rea rs its ugly head. Then and only then do es the good kin g on the Prim e Materi a l Plane ove rco me an invading
celestial's tru e w arri or p rowess co me into play. tyrant. Th e deva mu st accomp lish this not by di rect int erfer-
Occasionally, a po we r se nd s an aga thin on to the Prim e ence, but by streng thenin g the king's w ill, bolsterin g the con-
Material Plane for a special purp ose, such as helpin g a trou- fidence of his men, and persuadin g him to ma ke peace w ith
bled wa rri or rega in pal adinh ood by atonin g for earli er mi sd e- his brother, a high p riest of so me influ ence in a neighborin g
mean ors. Th e aga thin on consider mortal paladin s to be rea lm. A PC d eva could also h elp a paladin retrieve a holy
kind red spirit s- and imp ortan t emissa ries o f the goo d- swo rd from the tomb of a lich-king, d efend an isolat ed va lley
aligned powe rs- so they take such missions very seriously. peopled with good -aligned hum ano ids from ev iJ incur sions
w hile its normal d efend er-a ki-rin -v isits her home plane

39

Nicolas Zaffarano (Order #40824392)


for a month , or help a recently resurrected hero avenge his ass igned task ma y (1% chance, non cumulati ve) receive an
own d eath . offer of pro motion to solar statu s.
Note that contrar y to popular belief, d evas of any type can
be either male or female. Previous claims that all devas were so lnrs
ma le probabl y grew from the tales of exp lorers new to the Solars are, wi thout question, the most powerful good-a ligned
planes who happened to see a few male s and jump ed to the beings next to the gods themselves. These celestials are the
wrong conclus ion. very epitome of goodn ess, purity, devotion, and honor. Little
can stand their way, and no evil being fails to shudd er in
Mono dic oeun s their presence. Player charact ers who ascend to the rank of
The gods charge monad ic d evas with safeguarding the Uppe r solar can commun e with their gods directl y. Though such
Planes . These beings command the aga thin on warr iors who beings are might y enough to be deities them selves, they
patrol the borde rs and guard the shin ing citadels. In addition, ch oose to serve rather than to hav e worshipers.
monadic s attend to matt ers on the Inner Planes (Elemental, Solar s rarely leave the Upper Planes save to command
Parael eme ntal, Qua sielemental, and Ene rgy). These devas can huge armi es of agathinon, de vas, and planetars in wars
pass into any Inn er Plane at will and survi ve there without ill agains t the fiends , and eve n then such conflicts occur bu t
effect. Typical inn er-planar missions might involve helpin g a once in many thou sands of years. Solar missions, though
djinni caliph fend off attacking efreet from the City of Brass, grand in scope, are not always interesting to play ou t. Unless
thwarting the machination s of the Elemental Prin ces of Evil, all the campa ign's charac ters have godlike pow ers, the DM
or guiding good -aligned mortal s safely through the hazard s may wish to suggest that players of solar PCs retire their
of the mor e inho spitab le realm s. charact ers and begin anew.

Astrnl oeuns Li'5ht Aos im o n


Based on the nam e, many believe that astral devas can travel When a deva, plan eta r, or so lar di es somewhere other than
only to the Astra l Plane. Bu t while it' s true that they can jour- its hom e plan e, its spirit return s to the Upper Planes. Some-
ney to the Silver Void at will to rescue good-aligned morta ls times, if the gods deem that su ch a spirit cou ld serve in a
stra nded ther e, these mighty warriors actually spend more great er capacity, the celes tial essence is reborn as a ligh t
time dealing with issues on the Lowe r Plane s. aas imon.
Astral devas can pass into the Lower Planes at will, bring- Lights are shape less beings of pure energy who often serve
ing their brand of justice d irectly to the heart of evil. The powerful , good-aligned worshipers of the gods. Though light
powers frequently call up on them to lead armies of agathinon aasimon are akin to familiars in this capacity, they far more for-
against fiendish stron ghold s, infiltrate the domain s of Abyssal midable. Strictly speaking, lights aren't as mighty as planetars or
lords to rescue the souls of captur ed mortal s, and exact solars, but all other celestials hold them in reverence and awe.
vengeance for fiend ish attacks aga inst the Upper Plane s. An Player characters cannot become light aasimon except in
astral deva can enter any layer of a Lowe r Plan e without the most extra ordinary of circum stance s.
pas sing thro ugh the int ermedi ary layers. Light aasimon are described in the P LANESCAPE M ONSTROUS
COMPENDIUM Appendix (2602).
pln net nrs
Like devas , planetars ga in no leve ls or experie nce point s, as
no one plan etar is stron ger or wea ker than any other. Plane- Arc.hons
tars serve their gods dire ctly, rarely leaving the Upp er Planes Archons are the protectors of Mount Celestia, the shining
except to carry out critical tasks or bring aid to powerful realm that prime-mat erial adve n turer s often call the Seven
mor tal servants of good (NPCs of 12th level or higher ). These Heavens. When lawfu l good mort als die, their spirits can
awe-inspiring bein gs are defend ers of tr uth, ave ngers of choose to settle in the realms of their gods forever, or the y can
fallen heroe s, and me ssengers of the gods . Their missions are journ ey to the Mount and pet ition to continue actively serv-
among the most perilou s celestia ls can perform-defeating a ing the cause of good. On Mou nt Celestia, the gods examine
pit fiend who has enslave d a por tion of the Prim e Materia l the petitioners and transform those they find wo rthy into
Plane and captured the high priest of a goo d deity, slaying an lantern archo ns- the lowes t station of the archon hierarchy.
Abyssal lord on his hom e plane, or invading an arcana loth's Throu gh their good deeds and devot ion, lantern archo ns
library to recover a stolen bookof exalted deeds. Plane tars typ i- gradu a lly advance throu gh the ran ks, tran sformin g into pro-
cally act alone, and they are more likely than any other aasi- gressively mor e powerfu l archons.
mon to inspi re goodness in others throu gh their actions Seven types of archon s populat e the layers of Mount
rather than their words. Celestia: In ascendin g ord er, they are lantern s, hounds , war-
In mos t campaig ns that allow celestial player characters, dens, swords, trumpet s, throne s, and tome s. Each of these sta-
the rank of planetar is the highest that a PC can expect to tions rank s higher tha n the last and has a distinctive ph ysical
achieve. Howeve r, if the DM so des ires, PCs can rise furth er appearance. Furt hermore, all archons except the luminescent
still. In that case, any planetar who successfu lly compl etes an and formless lantern s spo rt metal accoutrements-co llars,

40

Nicolas Zaffarano (Order #40824392)


bracers, breastplates, and so forth, depe ndin g on the type of With the excep tion of the trumpet archon s (see below),
archon. The quality of the meta l shows the wearer's advance- members of this race rarely ven ture beyond their home plane.
ment wit hin his or her sta tion . From lowest to highest, the Only under the most unusual circum stan ces does an archon
order is lead, tin, brass, bronze, silver, gold, and platinum . receive pe rmission to leave Mount Celestia, and then only for
For example, a warden archon with platinum accou tremen ts a short time.
has greater virtu e and devotion to law and good ness than
does a warden wearing brass. Eventua lly, through virtuous
acts, the platinum wa rd en will rise to the next station, and
Thci r po\uers
become a sword archon with lead appo intments . After pro- In battle, all archons can constantly exude an au ra of extre me
gressing through each of the metal s again, the sword archon menace called divine wrath to a range of 30 feet. Only the ir
ascends to the next station (trump et). Archons do not receive enemies actua lly feel the wrath, though it inspi res awe in
new accoutrements when they advance within stat ion; othe rs. Any foe wi thin range must make a sav ing th row vs.
instead, the metal they already wear transmogrifie s into the spe ll at a modifier whose value depend s on the type of
next higher state. This is because the metal is part of the archon exuding the wrath (+1 bonus for a lantern, no modifier
archon's body-it can' t be removed or affected by spells that for a hound, -1 penalty for a warden, - 2 penalty for a swo rd,
d1ange meta l. - 3 penalty for a trumpe t, -4 penalty for a throne, and -5
All archons of a given sta tion are equa l, regard less of how pena lty for a tome). Those who fail suffer a -2 penalty to each
prec ious the metal that adorns them. The only difference is attack roll until they successfully hit the archon. Thereafter,
that some, by their virtu e, may advance faster than others. those individuals may attack without this pena lty.
There is no jealousy amo ng archon s, and almost never has All archons also have the powers of protectionfrom evil 10,
there been a recorded inciden t in whic h members of thi s race radius and tongues,both of which are always active. In add i-
turned on their fellows for the sake of rising in rank. Archons tion, they can use the following innate, spell-l ike abilities,
are always content to remain in their current forms until such once per round, at will: continual light, detect evil, infravision,
time as the greater powers of Mount Celestia deem it appro- and teleport without error. Each type of archo n also has severa l
priate to reward them for their virtu e. special powers in addi tion to these.

Nicolas Zaffarano (Order #40824392)


do they barga in w ith it. Even rare mag ical items hold no allure.
Instead, archons value know ledge. Na turally curious about the
Their ncnlrns mul tiverse, they often keep comp any with good- aligned travelers
Lantern archons comm only reside in Lunia, the first layer of who bring stories or rum ors from other planes.
Mount Celestia, where they sustain themselves by absorbing the
light and essence of the plane. They typically act as g uides for
visitors, though higher archons sometimes call upon them to Their Role on the plnncs
serve as messengers to the upp er layers. Archons are the keepers and guardians of Mount Celestia. Except
Hound archons reside in Lunia and Mercuria (the second for the trum pets, who must leave the Mount on occasion to
layer), often serving as planar hosts for trave lers to Mount Celes- escort raised spirits, archons travel to other planes only rarely and
tia. Howeve r, the hounds must also ensure the safety of the briefly. Occasionally, high-level spellcasters in need of extraplanar
Mount's first two layers. ad vice, knowledge, assistance, or reassurance summ on archons
Warden archons are the ever-vigilant sentine ls of the Mount, to another plane in order to confer with them. Unlike some crea-
guarding the portals between the plane's seve n layers to preve nt tures w ho hate to be called away from their home planes,
una uthorized travel. archons feel no annoyance about such summ ons- indeed, they
Sword archons travel between the layers, relaying messages relish any opportunity to inspire others w ho share their overall
from the tomes or the gods themselves to other archons. They are philosophy and comp assion for others.
akin to heralds, spr eading the words and wisd om of greater
beings to the expectan t masses.
Trumpet archons may also carry messages from above, but
ocnlin<s ·with other cclcstiols
their primary task is to escort the spirits of newly dead mortals Because they rarely trave l the planes, archons are the most settled
back to their bodies in case of successful raising or resurrec
tion. So of the celestials. Mos t of their contact with aasimon, asuras,
that they can per form this sacred d uty, the trump ets-a lone of all eladrins, and guardin als occurs when members of those other
the archons- are free to leave the confines of Moun t Celestia. races visit Mow1t Celestia . Archons tolerate them all. It doesn't
Throne archons, ap propriately enough, rule the cities and bother them that the aasirnon consider themselves sup erior; the
realms of the plane, and are thu s found in each layer. They archon s respect that belief even if they don 't agree with it.
handle day- to-day issues such as mediatin g disput es, resolving Unfortun ately, these benevolent feelings aren' t always mutual .
conflicts, and exemp lifying good ness. The asuras, for exampl e, don' t care for Mount Celestia's protec-
Each of the seven tome archons known to exist rules one layer tors at all. The archons don 't unde rstan d this aversion; after all,
of Moun t Celestia. They can also trave l throu ghout the plane, they regard the asura s as noble and passionate, if a bit disorgan-
though they do not often do so. (For more inform ation, see ized. Perhaps it's this archon tend ency to judge entire races so
"No table Archons," below.) casually that irks the asuras-sch olars really have no idea. Still,
the archons constantly try to build brid ges of friend ship with the
asuras, and such attemp ts only seem to mak e the latter more
Their, irtues angry.
An archon is the epitome of law ful goodne ss-faithful , generous, Eladr ins occasionally come to Mount Celestia with fantastic
patient, toleran t, law-abidin g, an d forgiving. Though they are stories from other plan es, and the archons find these tales-an d
fully aw are of hate, deviousness, prejudi ce, and other evil ten- their tellers- amu sing. While they d on't envy the elad rins' free-
dencies, they don' t fully und erstand such things. There fore, other dom to wand er the muJtiverse at will, the archons have trouble
beings can sometimes manipul ate them by taking ad vantage of relating to the Arborean celestials becau se the two races have so
their unwave ring virtue and honesty. Archon s abhor combat and little in common . So w hen they are in the company of eladrin s,
avoid it wheneve r possible. When they mu st fight, however, they ard1ons may seem aloof- mostly becau se they don't quit e know
do so w ith a vengean ce. Archons can't abide anyone or an ything w hat to say.
that despoils Mount Celestia or threatens their way of life. Archons consider themselves to be on good term s w ith
The archons are contemplati ve, always measuring the conse- guardin als, thou gh the latter are less inclined towa rd the
quences of their wor ds and actions. TI1ey are also deliberative, but d enizens of the MoW1tand rarely cavort with them. The relation-
once they decide on a course of action, nothing can sway them ship between the two races, therefore, remains somew hat distant.
from their chosen paths . Archons of lower station tend to pay less Archons can' t und crs ta11d the guar dina ls' need to "even the
attention to the "grea ter good" and focus more on whether or not odd s" by leaving their home plan e and taking the fight to the
their immed iate actions serve the best interests of law and good- baatezu and tanar 'ri. TI1e more the archons question the wisdom
ness. Those of higher station , who are better able to perceive the of such aggressive tactics, the less the gu ardinals enjoy their com-
big picture, often make decisions that seem harsh or indifferent, pany.
know ing that the inevitable result w ill be law ful and good.
Not surpri singly, archons don 't covet material possessions- ~otoble \rchons
their favorite rewards are intangibles, such as celestial und er- Toge ther, the seven tome archons comp rise the Hebd omad-
standing and comp assion. They never accept or carry money, nor the rulin g coun cil of Mount Celestia. Th e tomes ove rsee their

42

Nicolas Zaffarano (Order #40824392)


Melevon, The win«sed Advisor
The sword archon known as Melevon is a towering and 2d4/2d4/2d4/2d4; SA dive, spell-like powers; SD divine
sobering figure, standing more than eigh t feet tall. With his wrath, +2 or better weapons to hit, require s no food and only
slender body, rather hawkish nose, and white, gray-flecked light sleep; MR 30%; SZ L (8'2N tall); ML 18 (fanatic); Int 18
wings in plac e of arms, he resemb les the classic image of a (genius); AL LG; XP 14,000.
guardian angel. His hair is silvery-white, and his eyes glow SpellsMemporized(9/8/8/7/4/2/1):1st-animal friendship,
with a soft golden fire. When standing wi th his wings command,cure light wounds ( X 3), detectmagic,faeriefire, invisi-
folded down and his head tilted slightl y, Melevon can seem bility to undead,removefear;2nd-aid, detectcharm,heat metal,
very stern, but when he is heartily amused, his boisterous holdperson( x 2), impart resistance*,messenger,resistfire/cold;
laughter echoes for miles. When he walks, he has an awk- 3rd-call lightning, cure blindnessand deafness,curedisease,
ward, almos t laughable gait. crownof cold*, crownof radiance*,protectionfrom fire, speakwith
Melevon loves to give advice to those he serves. With his dead,vengefulstrike*;4th-b lessedforgetfulness*,cloakof bravery,
shrew d, tactical mind, he can almost always anticipate his cureseriouswounds, detectlie,free action,neutralizepoison,pro-
oppo nent's next move. His ultimate goal is to rise to the sta- tectionfrom lightning; 5th-cure critical wounds, dispelevil, ff-ame
tion of throne archon and govern one of provinces of Venya strike,planeshift; 6th-heal, word of recall;7th-astral spell.
(the third layer of Mount Celestia). To realize that dream, he *Indicates spell s listed in the "Celestial Magic" section of
knows he must perform his duty unfailingly, and he does so thi s book.
with a devotion few other celestials can mus ter.
Melevon serves Era thaol, the tom e archon in charge of specio.l Attucks
Venya. Rumors on the Mount say that the swo rd archon will Melevon's dive attack inflicts 2d10 point s of damage with a
soon achieve promotio n to trumpet status. Whether that 's successful hit. (During the dive, his AC is -8.) In addition ,
true or not, Erathao l clearly favors him , entrusting him with the archon can use the following spell-like abilities once per
messages for the rest of the Hebdomad and counting on him round, at w ill: continual light, detectevil, infravision,and tele-
to advise lawful good mortals from the Outlands and the port without error. He also exudes protectionfrom evil 10'
Prime Material Plane. radius and ha s a tongueseffect active at all times.
In this capacity, Melevon comes into cont act w ith all man-
ner of planewalker s and primes, but he ha s swo rn an Oath specio.l oefenses
to prov ide advice only when asked, and then only in an Melevon's divine wrath aura requires foes within 30 feet of
obtuse fashion. This Oath fur ther pr even ts him from using him to make saving throws vs . spell (each at a -2 p ena lty).
his magical powers to aid primes unles s his We or their s is Those who fail suffer a -2 penalty to each attack roll until
in immine n t jeopardy. He therefore cannot interfere directly the y successfu lly hit him. Thereafter, those individuals can
in mortal affairs and must resist the temp tation to take attack withou t penalty .
charge or "guide" benevolent ruler s in the running of their
kingdoms. Since he can't offer his own solutions to pro b- proficiencies
lems, Melevon sometimes says little more than, "Are you Melevon wields no weapons and therefore has no
sure that's the wises t course of actio n?" Often, he is priv y to weapon pr oficiences. However, he ha s all nonweapon profi-
a d ecision that he feels is wrong-headed, but mu st bite his ciencies (at a rating of 14) and receives a +2 bonu s to all pro-
lip and refrain from interfering. ficiency checks.
Melevon enjoys a friendly rivalry with Rastiphere, a solar
sworn to pro tect the halflings of Green Fields and the specio.l Bquipm ent
dwarves of Erackinor (two realms on Moun t Celestia). At None
times, their disputes seem heated, but the anger is feigned.
The two cons tan tly challenge each othe r 's beliefs about the powers
multiver se, debating how best to crush the fiend s and "set Primary Power: Paladine (Greater/LG/Moun t Celestia)
right the plane s." They p lay chess often, and both hate to lose. Secondary Power: Arvoreen (Intermediate/LG/Mount
Celestia)
sto.tistics
Melevon , male sword archon: AC -5 (-8 when diving); personolitv Troit s
MV 15, fly 18 (C); HD 10; hp 52; THACO 11; #AT 4; Dmg Articula te, decisiv e, mili tant, an d shrewd

layers with near omnisc ience, though they are unaware of In order of their stature, the seven tomes are:
what tran spires in the realms of the gods who reside on the • Barachiel , ruler of Lunia (the Silver Heaven )
plane. Every layer consists of 196 provinces, each of which is • Domiel, ruler of Me rcuria (the Golden Heaven)
governed by a warden archon who reports through the hier- • Erathaol, ruler of Venya (the Pearly Heaven)
archy back to the tome archons. • Pistis Sophia, ruler of Solania (the Electrum Heaven)

43

Nicolas Zaffarano (Order #40824392)


• Raz iel, ruler of Mertion (the Platin um Heaven) Player-character lan tern s, on the other han d, may expand
• Sealtiel, rul er of Jovar (the Glitterin g Heave n) the typi cal lantern role. In additi on to their regu lar du ties,
• Za phki el, ruler of Ch ronias (the Illumin ated Heaven) PCs can serve as scouts, wand ering the Upp er Planes inde-
and leade r of the Hebd omad pend ent ly to ensure that all is secure. In the cour se of their
trave ls, they mu st strive to aid all good-a ligned creatu res and
thwart a ll evil-aligned bein gs they meet. Since PC lanterns a re
Archons ns plu\ 1er choro.cters generally more int elligent and mor e eager to ascend than
Arch on cha racte rs mu st beg in as non corp oreal lant ern s. the ir fellows, they are pron e to takin g ind ependent risks.
Th roug h goo d de ed s and tem pe ran ce, th ey can be come Their ded ication to serving good in even greater capacities
ho un d archons, ga inin g actu a l bod ies and meta l fittin gs. than normal generally earns them the attenti on of the tome
The reafter, they can continu e to asce nd throu gh th e hiera r- archons, wh o wat ch over the plane and prom ote lan terns
chy acco rd ing to th e standar d pa th. Level s are meanin g- whe n the time is right.
less to archo ns- th ey ad va nce by performin g acts of
cha rit y and kind ness, not to menti on noble a nd valorous Abili ty Scores: As lant ern archons are noncorp oreal beings,
deeds. they possess no mea surable Strength or Constitu tion scores.
Archo ns d o gai n expe ri ence po int s (XP), and thi s deter- Each lantern receives a +1 bonu s to Dexterity, Intelligence, or
mines how quic kly they may rise. All archo ns (excep t Wisdom (player's choice) and a - 1 pena lty to Charisma.
lan tern s) have collars, br acers, or other metal fittin gs of After adjustm ents, a lantern's abi lity scores mu st fall
va rious qualiti es to sho w th eir virtue. These meta l accou- within these ranges:
trement s a uto ma tically transfo rm int o mat erial of the n ext
higher qua lity w heneve r th e ir "w earer" has d emon strated AB ILITY M INI MUM M AX IMU M
sufficien t devo tion to lawf ul goo dne ss (that is, accumu- Stren gth
la ted a certa in amoun t of XP). Archon PCs who gain Dexterity 9 18
enoug h XP to mer it p latinum fittin gs can asce nd to the Constitution
next higher sta tion, wh ere they start out again with lead Intelligence 5 18
fittin gs . Wisdom 6 18
The lawfu l celestials developed this rigid method of Chari sma 6 17
adva ncement to remove the taint of subjectivity from the
process. Howeve r, they d o sha re a few pro cedur es with the Class Restriction s: Lantern archons have vague memories of
aasimon. Archons gain new powe rs and resp onsibilities (and their pr ior existences as lawful good mortals, but no char acte r
lose their old ones) each time they rise in station . Furth er- classes per se. A lant ern 's pla yer can decide what class (if
more, they ph ysically chan ge in to new beings, but retain any) the spir it possessed in life, or determine the class ran-
enough of their prev ious app earances so that others can still doml y by rollin g on the table below. The player ma y then
recognize them. Finally, they remember all of their past exp e- designate the chara cter 's level at the time of death by rolling
riences, using them as guid es whi le wa lking higher and ld20 . However, these determ inati ons only serve to pro vide
h igher paths towa rd perfection. background color for the PC, as lantern archon s cannot call
As with the aas imo n, archons may refuse ascension. For upon any of the abilities they had while alive.
exampl e, a ward en w ho gains enough XP to wea r platinum
fittings but doesn' t wa nt to become a sword arch on can 1 D100 ROLL P REVIOUS C LASS
remain a wa rden, then move on at a later time if desired . The 01- 10 Cleric
decision to postpo ne or reject ad van cement, thou gh, is not 11- 20 Specialty Priest
without political repe rcussio ns-arc hons arc expected to 21-45 Fighter
follow the regular pro cess of pro motion. 46-55 Ranger
56--60 Palad in
1,nntern Hchcrns 61- 70 Mage
Lant ern arch ons are the spir its of law ful good prim e-mat e- 71- 75 Specialist Wizard
ria l beings . Each manif es ts on the Upp er Planes as an 76--00 No class (0-levc l)
ins ubstanti al g lob e of light abo ut thr ee feet in di amet er.
Lant ern s rare ly, if eve r, leave Mo unt Celes tia. Typically, Ave rage Heig ht and Weight : Lant ern archon s are approxi -
they se rve as so ur ces o f inform ation a nd font s of inspira- ma tely thr ee feet in diam eter. As they have no bodies, how-
tion for n eophy te morta l adve ntur ers, many of who m visit ever, they have no weight.
the Mount lookin g for the truth behind the wo ndrou s place
know n to th em only as " the Seven Heave ns." Th e only Hit D ice: PC lant ern archons are 1- 1 Hit Die creatures.
tim e mos t lant ern s exp erience combat is when hound
arch ons summ on them to help defend the plan e aga ins t Alignm en t: All lantern archons are, without excepti on, lawful
ev il int er lope rs. good .

44

Nicolas Zaffarano (Order #40824392)


Armor Class: Due to their noncorpor ea l forms, all PC normal damage, how ever . Lantern s can sur vive in an airless
lant erns are Armo r Class 5 (base) . void and pas s thr ough solid and liquid substances w ith
impw1it y. Since they don' t bre athe, the y can also exist in
Languages: Lant ern archons communicat e telepathicall y, wa tery en vironment s w ithout fear of drown ing.
using an innat e pow er similar to the spell to11gues.They
unders tand and can rep ly in any language they hear. Spec ial Hindran ces: Lantern archons cannot leave Mount
Ce lestia without the permission of an archon of higher sta-
Profici encie s: Lantern archo ns cannot w ield weapons, so the y tion . Missio ns that cou ld legitim ately take a lantern off-pla ne
ha ve no weapon proficien cies. Each is, however, en titled to mig h t include accompanying a more powerful archo n on a
two nonweapon proficiencies, selected from among the fol- mission away from the Mount , or per haps aid ing a group of
lowi ng: Anc ient History, Loca l History, Pln11nrSense, Planar lawful good adventur ers w ho are seek ing inform ation abo ut
DirectionSense, Pln11nrSurvival (Mount Celestin), Religion, or ano ther plan e.
Spellcraft. (Italicized proficiencie s arc described in the Beca use they are insubstantial, lant ern archons can't
Pln11ewnlker's Handbook [2620].) manipulat e ph ys ical objects . Even their light rays have no
Lantern archons also retain faint impress ions of the profi - force or real sub stan ce. Therefore, these beings can not employ
ciencies they possessed in life (half the mort al sco re in each, magical items, wear arm or, w ield weapons, or perform any
rounded down) , though their non corporeal forms mak e it dif- physical task.
ficult to emp loy mo st of them dir ectly. Still, a lant ern archon
who had the Fire-building proficiency in its past life cou ld Roleplaying N otes: Player chara cters who aspire to become
inst ruct someo ne on how to bui ld a fire if it made a successful archons of higher sta tion mu st begin as lanterns and wo rk
proficiency check at its reduced score. thei r way up the hierar chy by performing tempered, valor-
ous, and char itab le acts. Possible rolep lay ing opport uniti es
Advancem ent: Lantern s don ' t ga in level s or amass experience for lan tern archon s include spy ing on a group of dubiously
points. Rath er, when a tom e archon (that is, the DM) det er- aligned planewal kers who are "to urin g" Mount Celestia,
mines that a lantern ha s performed excepti ona lly well in the helpin g a hound archon defeat an infiltr ating fiend, gu idin g a
ser vice of goo d, the lantern ascends, beco min g a hound humble paladin along the path of va lor, aid ing a faithful
archon with lead fittings (see be low) . Ascendance from dwarf ad ventur er in his sea rch for Moradin (the dwarvcn
lantern to hound archon requ ires the successf ul comp letion of father) and his Soul Forge (birthplace of the dwarves), hel p-
no fewer than thr ee tasks. PC lantern s who demon stra te ing a paladin locate a missing member of the Order of the
questionab le morals or ethics or who fail to take their roles Planes-Militant (sworn defenders of Mount Celest ia), or guid-
seriou sly should not advance. ing a group of would-be heroes to the Glass Tarn (a mystical
lake on the third layer of Mount Ce lestia, where the powers
Special Benefits: Twice per round, lantern archons can fire a of good offer proph ecies to those they deem worthy of such
ray of light to a range of 30 feet. The rays have no effect on foreknowledge).
beings who are pure of heart and intend no harm to the Lantern s also offer unique rolepla ying oppo r tunities for
archon, but enemies suffer ld6 points of damag e per ray that playe rs who have lost lawful good characters (paladins in
hits (normal attack roll required) . The se beam s a re as radiant particular) in other camp aigns. When the dead characte r 's
as bright sunli g ht, so they inflict doubl e damage aga inst crea- spirit arrives on Mount Celestia, it becomes a lantern archon
tures (su ch as va mpir es) who are particularl y susceptibl e to with only a vague awareness of its pri or existence. The char-
that form of energy. acter can then remain in play in a whole new way.
Lantern archons po ssess the innate magical abilities
common to a ll archons, includin g divi11 e wrath and the abi lity 11ound Hchons
to teleportwithout error to any location in Mount Celestia at H ound archons appear as powerfully muscled humans w ith
w ill. In addition, lantern s can fly at a rate of 24 (maneuver- canin e heads . Though they are pri marily defende rs of jus t
ability class A). ca uses and inno cents, they also safeg uard those who arc
Since lantern s are non corporeal being s, nonmagical unabl e to protect themselves against mightie r foes . When
weapons ha ve no effect on the m, and even ma gical weapons not fightin g, hound s act as hosts to trave lers who visi t
inflict only half dam age. Although they a re vulnerabl e to Moun t Celestia, wa tchin g such visitors close ly for any hint
most mag ic, lantern s are immune to pnrnlyzntio11 and all of treache ry or deceit. H ound archons wear simpl e meta l
en ch antment /c harm spell s. Spell s that ta rge t corporeal bodies collar s.
(such as feign death,grease,gust of wi11 d, hold person, irritntio11, Player chara cters w ho begi n a campaign as lan tern
stinking cloud, strength, and web) are also ineffective aga inst archon s ma y asce nd to become hounds through their pu re
these beings. and va lorous deeds. Hound PCs initially "wear" collars
Las tly, these archons ha ve prote ction against norma l tem- made of lead, bu t these transfo rm into prog ress ively more
perature va rian ces eq uiva lent to that of a resistfire and a resist precious metals as their "weare rs" co nt inue to serve the
cold spe ll combined. Magical co ld- or fire-based attac ks inflict cause of lawful goodness.

45

Nicolas Zaffarano (Order #40824392)


Ability Scores: H ound arch ons receive a +2 bonu s to Streng th Metal XP Requir ed
and a + 1 bonu s to Cons titutio n. Their final ability scores mu st Lea d 0
fall within the follow ing ran ges: li n 8,000
Brass 16,000
ABILITY MINIM UM MAX IMUM Bron ze 32,000
Strength 12 20 Silver 64,000
Dexterity 9 18 Go ld 125,000
Constituti on 8 19 Platinum 250,000
Tnte lligence 8 18
Wisdom 8 18
Specia l Benefits: An un armed hound archon can attack three
Charisma 9 18
times per round , slashin g w ith two sharp -clawed paws (for
ld4 points of d amage each) and delive rin g a fierce bit e (for
Class Restriction s: Hound archon s h ave no chara cter classes . ld8 points of dama ge ). A hound w ho forsakes these natural
Since they all shar e the sam e abiliti es, they judg e their attack s can w ield a we apon instea d, but can strik e only once
p row ess n ot by the p owers they possess, but by how they use per round w ith it.
their skills. These archons po ssess the innat e magical abiliti es comm on
to a ll memb ers of th e race. Onl y ma gical weapo n s of +1 or
Average Height and Weig ht: Hound s are 60/59 + 2d10 bett er enchantment can harm th em, and they have 10% mag ic
inches in height and 175/ 150 + 5d 10 p ound s in w eight. The resistanc e.
numb er before the slash refers to male hound s, and the A hound arch on can shap echan ge into a dog or w olf of
numb er after it to females. any type, but not into a lycanthrop e. Whil e in anim al form,
hound s can use an y atta cks or abilities n atural to their
Hit Dic e: All hound archons have 6 Hit Dice. Those with ass um ed forms, as well as all o f their own.
excepti ona l Con stituti on scores add bonu s hit point s to their Each hound archon maintain s telep athic lin ks with one
totals accordin g to the table below. A hound' s hit points d o hundred lantern archon s and can relay telepathic messages
not change w ith the quality of his or her metal fittin gs . to any or all of the m as des ired . Should the ho und requir e
ass istan ce, ld10 lantern archons arri ve each ro und until all
CON STITUTION EXTRA HIT P O INTS one h undred are pre sent. Of cour se, th e ho und mu st guard
15 6 these " troop s" carefull y, since those wh o perish are not
16 12 replaced. The telepa thic link s between ho und s and their
17 18 lant erns persist as long as all p artie s remain on Mount Celes-
18 24 tia; those who leave and then return find themselves linked
19 30 as befor e.

Alignment : All hound archon s are, without excepti on, lawful Special Hindr ances: Hound archon s sp end almos t all their
goo d . time on Mount Ce les tia, sa feguard ing the p lan e and it s
inhabitant s from evil tre sp asse rs. Opp or tuniti es to leave
Armor Class: A hound archon has a natural Arm or Class of 1. the Mount are rar e, and w hen off-pl ane mi ssions do occur,
the hound s mu st return imm ediat ely aft er war d and rep ort
Languages: How1d archon s conmrnni cate with the equiv alent to their sup erior s. Puni shm ent for ho und archons wh o neg -
of a to11 es spell (which is always active). The y ca n instin c-
g 11 lect their dutie s, m eddl e in morta l affair s, or fail to ac t
tive ly compr ehend and repl y in any language they hea r. kindl y and selfle ss ly typica lly invo lves a redu ction in
statu s. Th e collar s of those wh o commit min or transg res-
Proficiencies: Hound archon s are profi cient with all sion s may reve rt to less pure metal s- for ex ampl e, a plat-
wea pons, and each can select a wea pon with which to sp e- inum co llar mi g ht reve rt to gold , or a go ld collar to silver,
cialize. They n eed not stud y or pra ctice to ga in non we ap on and so forth. H o und arch ons wh o p erform w anton ev il
pro ficiencies, and they neve r incur penaltie s to proficien cy acts, know in gly or unknowin gly, imm edi a tely becom e
checks. lant ern a rch on s onc e ag ain and mu st rede em themse lves .
Th ose wh o do so ca n begin aga in as ho und s w ith lea d col-
Advanceme nt: All h ound archon s beg in play with lead col- lar s.
lars. Th ose PC hound s who per form p articularly valorou s, Ho und archon s cann ot we a r arm or, but they may empl oy
noble, or se lfless acts ga in "ex pe rience" that not only shields and mag ical items that impro ve Arm or Class.
increases their status, but a lso transform s their collars int o
metal o f g rea ter purit y, acco rdin g to the table below. A hound Rolepla ying No tes: Ad venturin g opp ortunit ies for hound
archon w hose colla r turn s to platinum becom es eligibl e for archons might incl u d e resc uin g a lant ern archon ca ptur ed
p rom otion to wa rd en archon status. by an insan e fiend, aiding memb ers of the Order of the

46

Nicolas Zaffarano (Order #40824392)


Planes- Mi litan t (a sec t dedica ted to d efendin g Mount Ce les- ligence. After adjustm ent, their ability scores mu st fall within
tia) in resc uin g their cap tured comr ades from a yugo lo th the follow ing ranges :
citad el on th e Lo wer P lanes, helpin g to subdu e a d ragon
w ho is thr ea tening d wa rve n minin g o perations in Erac kinor A BI LITY MI N IM UM M AX I MUM
(a rea lm o n Moun t Ce les tia's fourth layer), escor ting a band Strength 16 21
of p lanewa lkers w ho see k an aud ience w it h the lamma su Dexterity 6 18
Lebes in the tow n of Hea rt's Faith , o r sa fely d eliverin g a Constituti on 12 20
lntelligence 12 19
magica l ge mston e fro m Bahamut 's pa lace to Erackinor. Mos t
Wisdo m 6 18
of the q uests assign ed to hound a rchons d o no t req uir e Charisma 9 18
absence from Mount Ce lestia, but a PC hound might rece ive
per missi on to leave the pla ne for an extr emely imp o rta nt
miss io n. Class Res trictions: Ward en archons h ave no charac ter classes.
Like hound s, they a ll share the sam e ab ilities and judge their
\\ nrdcn He hon,; p rowess not by the pow ers they possess b ut by h ow they use
Ward en a rchons are towe rs o f strength. On ly a PC wh o has the m.
reached the rank of platinum- colla red houn d archon can rise
furt her to ga in ward en statu s. Upo n asce nsion, the charac ter Average Hei ght and Weight: Ward ens are 80/75 + 2d 12
beco mes a hulkin g human oid w ith the head of a g rizz ly bea r, inches tall and we igh 350/3 10 + 12d10 po unds. Th e number
hum an-shaped hand s that end in claws , and tiny, bright eyes befo re the slas h refers to males; th e one after it to females.
that reflect extreme intellige nce. The PC retains the collar
wo rn as a houn d and ga ins metal arm bra cers as well. All the Hit Dic e: A ll wa rd en archon s have 8 Hit Dice. Those w it h
ch aracter 's met al reve rts to lead , signifying an archon w ho excepti on al Con stitu tion sco res add bo nu s hit po ints to
has just beg un a new journ ey. their to ta ls accord ing to the ta ble below. A wa rde n 's h it
po int s d o not change w it h the qu ality of h is or her me tal fit-
Ability Scores: Each war den archon rece ives a +3 bonus to tings .
Strength, a +2 bonu s to Constituti on, and a +1 bonus to fntel-
CO NSTIT UT IO N E XTR A HI T P O INT S
15 6
16 12
17 18
18 24
19 30
20 36

Alignment: All w ard en archons are law ful good.

Armor Class: As guard ians of Mount Celestia's p ort als, these


archon s can resist at tacks better than most of their race . The
ward en's na tura l Armor Class of -1 reflects thi s resilience.

Languages: Ward en archons can commu nica te telepathica lly


with an y creatur e of ani mal lntelli gence or higher. They hav e
an i.Jmate u nd erstand ing of an y language they hea r.

Proficiencie s: Wa rd ens are profi cien t w ith all wea pons, bu t


each may choose one wea pon w ith w hich to specialize. They
need not stud y or pra ctice to gain non wea pon profi ciencies,
and they mak e a ll p roficien cy checks a t a + 1 bonu s.

Advancement: Beginnin g ward en archons retain the experi-


ence point totals they had as hou nd archons, bu t they start
w ith lead colla rs and arm brace rs. Those PC wardens w ho
perfo rm parti cularl y valorou s, noble, or se lfless acts ga in
"expe rience" that not on ly increases their status, bu t also
tra nsform s th eir collars into metal o f g rea ter pur ity, according
to the table below. A warden archon w hose co llar and arm

47

Nicolas Zaffarano (Order #40824392)


bra cers becom e platinum is eligible for prom otion to swo rd Celestia an d beyond , or test the mettle of fallen paladin s w ho
arch on statu s. arrive seeking ato nement.

M ETAL XP REQUIRED smonl ,Hchons


Lead 250,000 Sword archons appea r as tall h um ans wi th w ings ins tead of
Tin 500,000 arms. They have silvery hair, and their eyes glow with an
Brass 750,000 inn er light. Sword archons wear collars, leg greaves, and
Bronze 1,000,000 breast plates .
Silver 1,500,000 Ward en archons wh o attain p latinum fittings may, if they
Gold 2,000,000 choose, become swo rd archons, p rov ided that their ded ica-
Platinum 2,500,000 tion to goo dn ess and virtu e pleases the powe rs. Those who
ascend lose thei r wa rden levels, hit po int s, and abilities,
Speci al Benefit s: Warden archons typically attack w ith two beginnin g anew as swo rd archons w ith lead fittin gs. They
claw attac ks and a p owe rful bite, inflicting l d8/l d8/2 d6 remember all their prev ious exp eriences as ward en, hound ,
po ints o f da mage (plu s an y Strength mod ifiers). If both claws and lante rn.
strik e a sin gle opp on en t, the warde n can hu g the victim for Mos t upp er-planar beings p erceive sw ord archons as mes-
an additi o nal ldlO p oint s of damage (pl us Strength bonus) senge rs and h erald s w ho carry decrees an d other com muni ca-
and bite w ith a +4 bonu s to that attack roll. Hu gge d victim s tion s from the tome archons to the rest of Mount Celestia. In
cannot use their arm s or h ands for comb at, nor can they cas t reaUty, however, only the most powe rful sword arch ons receive
spells. To brea k free, such a victim must make a successfu l such dis tinction. Swords w ith accoutr ement s of lead, tin, brass,
Bend Bars/ Lift Ga tes ch eck. A wa rden wishin g to restrain a or bronze are only "swo rds-in-training ." Beginning swo rd
targe t with out ca using se riou s injur y can choose to inflict archons serve as celestial guard s in the militi a of a throne
minimum da mage (1 point p er ro und ) w ith the hu g. Warden s archon. In this capacity, they help maintain law and orde r in a
can w ield wea pons if they forsake all their natur al attacks, pa rticu lar tow n or city on Mount Celestia- not a particularly
but can stri ke with these only once per round. onero us or difficult task most of the time. Through extraordi -
Ward en s p ossess the innate mag ical abiliti es comm on to all nary circum stances, howeve r, PC sword archons can aid the
archons. I n ad d ition, they can cast any Div inati on spe ll cause of good in other ways . Their sup eriors often call up on
(wiza rd or pri est) of 4th leve l or lower as if they were 8th- them to compl ete more pressing assig nm en ts, many of which
level spellca sters. Fin ally, w ard en s have 20% magic resis tance, can lead to ad ven ture (see "Roleplaying No tes," below) .
and only mag ical we ap on s of +2 or bett er en chantm en t can
harm them. Ability Score s: Each swo rd archon ga ins a +2 bonu s to
Wisdom and a + 1 bonus to Ch arisma. Final ab ility scores for
Speci al Hi ndrances: Warden archons ca1mot wear armor , but these characters mu st fall w ithin the follow ing ranges :
they may emplo y shields and va rious magica l item s to
impro ve their natural Armor Class ra tings . Since they stan d A BILI TY M I N I MUM M AXI MUM

at leas t eight feet tall, the y suffer the extr a d amage app ropri- Stren gth 9 18
ate to large-s ized targe ts from certain weap on att acks. Dexterity 9 18
Constitut ion 9 18
Like ho und archon s, wa rdens typically remain in Mount
Intelligence 9 18
Ce lestia at all times, save on tho se rare occasion s wh en thei r 20
Wisdom 15
sup erior s assign them tasks on other planes. Cha risma 12 19

Roleplaying Note s: The prim ary task of mo st w ard en


archon s is guardin g the vari ous portal s of Mou nt Celestia. Class Res trictions: Like hound and wa rden archons, swo rds
Some of th ese po rtals link the seve n laye rs of the Mount ha ve no character classes . Th ey all shar e the same abilities
itself, w hile other s lead elsewh ere in the multi ve rse. The war- and jud ge their p rowess not by the powers they possess, but
de ns p reve nt un auth or ize d or un wa n ted tra ve lers from enter- by how they use them.
ing and ensur e that the myriad lantern archon s wh o inh abit
Mount Ce lestia d on' t pa ss ind iscrimin ately through the po r- Average Height and Weight: Swo rd archons stand 80/75 +
tals to oth er laye rs and plan es . 2d l0 inc hes ta ll and we igh 150/ 120 + 5d 10 pound s. The
PC ward ens d o, h owev er, enjoy more flexibility than their num ber be fore the slash refers to mal es; the one after it to
pee rs. Th ey occasio na lly help memb ers of the O rder of the females.
Planes-M ilitan t in att acking fiendi sh stron ghold s on the
Lowe r Planes, slay (or bani sh ) ev il mon sters w ho enter Hit D ice: All swo rd archons have 10 Hit Dice. Th ose w ith
Mount Ce lestia th rough pre viously unkn ow n p orta ls, see excep tional Constituti on scores add bon us hit points to their
where new ly form ed portals lead, help lawful goo d wiza rd s totals accord ing to the table below. A swor d's hit po ints do
retrieve spell compon ent s from d ange rou s places in Mount not change w ith the q uality o f his o r her metal fittings .

48

Nicolas Zaffarano (Order #40824392)


C ONSTITUT ION EXTR A HI T P OINTS nance no sustenance, the y can exe rt themse lves with out tirin g
15 6 and arc remark ably light sleepers.
16 12 Swor d archon s have 30% mag ic resistan ce, and only mag i-
17 18 cal wea pon s of +2 or better enchantment can harm them .
18 24
Specia l Hindrance s: Sword archons neve r w ield we apon s,
Ali gnment: All swo rd archon s a re lawful good. wea r armor , o r carr y shields. They prefer to use their natural
attacks and consid erable prie stly mag ic aga inst an y enemie s
Armor Class: The nat u ral Armor Cla ss of a swo rd ar chon is w ho da re confront them. Since they stand at leas t eig ht feet
- 5. But the tremendou s spe eds th at sw ord s achie ve in their tall, they suffer the extra dama ge appropriat e to Large-sized
divin g atta cks gives them Arm or Class values of - 8 durin g tar gets from certai.n wea pon at tacks.
thos e maneu vers. Swo rd s av oid fightin g wh ene ve r po ss ible and ne ve r atta ck
we ak or def enseless foes . So noble are the se celestials tha t
Languages: Swo rd archon s can communi cate telepathically they insist on fightin g their en emies on equ al term s-e ven if
with all sentient creature s of an imal Int elligence or higher. their opp onent s are not so honorab le. Swo rd archons neve r
They have an innat e und erstandin g of all languages they hea r. strik e from behind and alwa ys allow their foes to make the
first tactical move in battl e, countin g on their natural Arm or
Proficiencie s: Sword ar chon s hav e no hand s with w hich to Class and resistance to injur y to keep th em safe.
wield weapon s, so they have no weap on profici encies . (The Furth erm ore, sword archon s are forbidd en to kill or oth er-
na me com es from the blindin g speed w ith whi d , th ey att ac k w ise harm enemi es who surr ender. Ce lestials w ho se foes
th eir enemies .) Like hound s and warden s, swo rds need not admit defea t mu st either allow them to w ithdr aw from th e
study or pra ctice to use nonw eapon proficienci es . The y make field of battle or "esco rt" th em bac k to Mount Ce lestia for
all proficienc y check s at a +2 bonu s. tria l and appropri ate puni shm ent. Of cour se, if a d eceitful
oppo nent surrend ers onl y to bu y tim e and later atta cks the
Advancement: Beginnin g sword archons retain the experien ce archon or his allies, th e sw ord may th en smit e th e villain
points they had as warden archon s, but they start their new freely.
careers wi th lead collars, leg grcaves, and breastp lates. Those PC Sword archon s wh o leave Mount Ce les tia w ithout permi s-
sword s who perform parti cularly valorou s, noble, or selfless acts sion and meddl e in the affairs of m ortal s qui ckly rece ive
gain "experien ce" that not only increases their statu s, but also orders from th eir sup erior s to return and find the tru e path
transforms their fittings into metal of grea ter p urity, according to once mo re. Those who refu se become fallen archons. Such
the table below. A sw ord archon wh ose accoutrement s become beings who try to return to the g lo rious Mount th erea fter face
platinum is eligible for promotion to trumpet archon statu s. sw ift retributi on.

M ETAL XP R EQUIR ED Rolep laying Notes: Sword archons prim arily serve as messen-
Lead 2,500,000 gers and d efend ers, w hich rarel y requir es them to leave their
Tin 3,000,000 hom e plan e. Occasiona!Jy, the Ord er of the Planes-Militant
Brass 3,500,000 requ ests th e aid of the combat -worth y sword s to help d efend
Bron ze 4,000,000 the Upp er Planes from fiendi sh incursions. Because of their
Silve r 4,500,000 pleas ing and rega l form s, these celestials sometim es find them-
Go ld 5,000,000 selves delivering messages from the god s to wo rship ers
Platinum 6,000,000 thro ughout the Upp er Planes-a nd sometimes even the Out -
land s. Such app earan ces are, howeve r, under stand ably ra re.
Special Benefits: Sword arch ons po ssess the innat e spell-like To PC sword s ma y fall th e tas k of huntin g d ow n fallen
abilitie s common to all archo ns. In addition , the y can use archons and p ersuadin g th em to return to Mount Ce lestia to
priest spell s from any sph ere as if they we re 15th-level casters. face the Celes tial Tribunal. This du ty also in volves settin g
In combat , sword s can atta ck (lash or bite ) up to four time s right any wrong s their wayward com rad es may have co m-
pe r round, inflictin g 2d4 point s of dama ge (plu s Streng th m itted . How eve r, since fallen ar chon s are few in numb er, onl y
modifier s) with each hit. A sword can also forego those a handful of swo rds eve r rece ive such a mission . Oth er
attack s in favor of a di ve, thou gh thi s requir es at lea st 100 feet ad ve nturin g opportuniti es for swo rd PCs might includ e cap-
of vertical spa ce in whi ch to mo ve . To atta ck in thi s wa y, the turin g a slaad or fiend who ha s infiltrat ed Mount Celestia
sword mu st fly up , th en di ve d own ward at a foe, bitin g for using used po we rful ma gic to concea l his or h er align m ent,
2d10 points of damage (plu s Strength modifier s) on a success- m edi ating a di spute betwe en tw o d war ven minin g clan s on
ful hit. As noted ab ove, the cele stial' s Armor Class drop s to Solania (th e Mount' s fourth layer), leadin g a force of ward e n
-8 during the at tack becau se of his or her grea t speed. or ho und a rchons to repel the la test m odron mar ch, helpin g
Wh en not diving , sword archon s can fly at a rate of 18 memb ers of th e Ord er of th e Planes-Militant recove r a lost
(maneu verabilit y class C). Thou gh th ese beings requir e suste- artifa ct from its resting pla ce in the Abyss, or retrievin g the

49

Nicolas Zaffarano (Order #40824392)


remains of a paladin slain in the Baatorian realm of Tiamat Average Height and Weight: Trump et archons stand 75/70 +
(mo ther of ev il d ragons). 3d6 inches tall and weigh 180/16 0 + 5d10 p ounds . The
num ber before the slash refers to males; the one a fter it to
Tru mp et \ rchons females.
When swo rd archons read, the p innacle of their existence by
earnin g their p latinum collars, leg greaves, and breastpl ates, Hit Di ce: All trum pet archons have 11 Hit Dice. Those with
the powers deter mine wh ether they are wo rthy of promotion. exception al Constituti on scores add bonus hit points to thei r
Any sw ord can, of course, refuse ascension to trump et archon , totals accordin g to the table below. A tru mpet's hit points do
b ut few can resist the call. After all, the gods rarely mak e this not chan ge with the quality of his or her metal fittin gs.
offer more than once in a swo rd archon 's immo rtal life.
Physically, trump et archons appear as tall, radiant , winged CON ST IT UT ION EXT RA HIT P O INT S
elves wea ring metal collars and breas tplates and carrying 15 6
silver trump ets. Those w ho have seen both insist tha t these 16 12
archon s are even more beaut iful than ava riel. Trump et 17 18
archons blow their horn s to ann ounce their arrival at any des- 18 24
tination- and they trave l quit e a bit. ln addit ion to serving as
messen gers of higher archons and p owers, trum pets have the Ali gnm ent: All trump et archons are law ful goo d .
vital task of escorting the spirit s of the new ly dea d back to
their raised or resurrected bodi es. Because of this, they alone of Armor Class : The natural Arm or Class of a trump et is -3 .
all archons are free to leave Mount Celestia without permis-
sion from their sup eriors. Thu s, lantern , hound , wa rden, and Languages : Trump et archons can converse telepa thka lly wi th
swo rd archons all hold the trump ets in awe . all sentient creatur es of anim al Intelligence or higher. They
Trump ets d iffer from lesser archo ns in ano ther res pect, have an innate und erstandin g of a ll languages they hear.
too- they all take orders from one of their ow n kind , a plat-
inum-fitted trump et named Israfel, who is the app oint ed lord Profici enci es: Trump et archons can wield any wea pon p rofi-
of heralds. It seems that this being turned do wn a pro motion ciently. Howeve r, they rarely attack with an y wea p ons other
to the station of thro ne archon so that he might accept this than their trump ets (see "Special Benefits" below) . Like other
distinguished position. Playe r character trump ets also report archons, they need not st ud y or pr actice to gain nonwea pon
to Isra fel, performing tasks at his com mand. pro ficiencies. They make all proficiency checks at a +3 bon us.
Un less the OM plans to run a celestial cam paign in which
player ch arac ters a re the ru lers and law ma kers of Mount Ad vancement: Begi.mli.ng trump et archons retain the experi-
Celestia, the station of trumpet archon is the highest any PC ence points they had as swo rds, but they start their new
can eve r achieve . ff a trump et playe r character earns enough careers wi th lead collars and breastplates. Those PC swo rds
exp erience points to gain pl atinum accoutr ements and who perform particularly valorou s, noble, or selfless acts gain
accep ts prom otion to the rank of thro ne archon, retirement or "experience" that n ot only increases their status, but also trans-
relegation to NPC stat us is the next logical step. (Throne forms their fittings into meta l of greater purit y, according to the
archons are not adventurou s and se ldom leave their realm s. table below. A trump et archon wh ose accoutrements become
Besides, they' re so virtuous and perfect th at few playe rs platinum is eligible for promotion to throne archon status.
wo uld be able to run them effectively.)
M ETA L XP R EQU IRED
Abili ty Scores: Trump et archo ns ga i.n a + 1 bonu s to Intelli- Lead 6,000,000
gence, a +2 bonu s to Wisdo m, and a +3 bonu s to Charisma. Tin 6,500,000
The.ir final ability scores mu st fall within the follow ing ranges: Brass 7,000,000
Bronze 7,500,000
AB ILIT Y MI N IM UM M AX I MUM Silver 8,000,000
Strength 9 18 Go ld 8,500,000
Dexterity 9 18 Platinum 10,000,000
Constitution 9 18
Intelligence 12 19 Special Benefits : Trump et archons have a ll the innate spell-
Wisdo m 12 20
like ab ilities commo n to their race. In ad dition, they can use
Charisma 16 21
spells from all pri est sph eres as if they we re 17th-level casters.
Trump ets generally d isdain combat, but when they must
Class Res triction s: Like other arc hons, trump ets have no fight, they do so fiercely.
charac ter classes. They all share the same ab ilities and jud ge These nobl e beings ha ve 40% magic resistance, and only
their prowess not by the po wers they p ossess but by how magical wea pon s of +3 or better encha ntm ent can hit them.
they use them. They can fly at a ra te of 21 (maneu verability class B).

50

Nicolas Zaffarano (Order #40824392)


A trumpet archon's silver horn em its a sound of heavenl y In addition to escorting and rescuing mortal sp irits, trum-
beauty and utter clarit y when blown. All nonarchons who pet archon PCs sometimes hunt down fallen archons and per-
hear it must mak e a successful sav ing throw vs . spell or sta nd suade them to retu rn and face the Ce lestia l Tribuna l. In such
awestruck and motion less for ld4 rou nd s. The instrum ents cases, trumpet s must also w1do any damage the fallen celes-
ser ve another purp ose as we ll-a t their users ' commands, tial's que stionable act ions may have ca used. Howeve r, since
they instantly transform into silver swords +3. Trumpet fallen archons are few in number, trump ets can go a long time
archon s can attack twic e per round wi th these weapons, betw een such missions.
inflicting ldlO poin ts of damage per hit (plus Strengt h modi- Often, hlgher archons and deitie s send trump et archons on
fiers). A trumpet archon receives only one trumpet in his of special errands . For exa mple, a trumpet might hav e to wrest a
her immortal lifetime. Should anyone eve r steal this horn, it mortal' s captured spirit from the clutche s of a succubus or
transforms into a useless chunk of lead until its rightfu l convey a warning from an upper-planar power to an Abyssa l
owner reclaim s it. lord planning an attack on a paladin 's stronghold on the Out-
As noted above, trumpet archons may come and go from land s. In such cases, the deities of Mount Ce lestia mjg h t dis-
Mount Celestia as they please, though they rarely leav e their patch one or more fearless trumpet archons to the Lower
home plane without purpose. Wherev er they go, they always Plan es to ensu re that the me ssage reaches the fiend in the
sound their arrival with their trumpets. very heart of its domain.
In fact, fiends pose cons tant problem s for the archons-
Specia l Hindrances: Trumpet archons never wear armor o r and for all celestials. The Lords of the Nine (the ruler s of
carry shie lds, though with their impre ssive Armor Class Baator) and the uncountable Abyssal lord s (the ty rant s of the
values and transforming trumpets, they don' t really ne ed Abyss) view the world s of the Prime Material Plane as ripe
additional protection. A bit shorter than the warden and for conquering. Were it not for celestial intervention , man y of
swor d archons, trumpets stand only 7 feet ta ll. Neve rth eless, thes e worlds wou ld long since have fallen to the hordes of
they still suffer the extra damage appropriate to Large- sized ev il. Trumpet archons provide much of that intervention by
target s from weapon attacks. Like swor d archons, trump ets expe lling fiend s from prim e-mat erial worlds and destroying
avoid combat whenever possible and never attack weak or their ga teways. The effor ts of these shining being s keep the
def ense less foes. greedy, gras pin g hord es and the Blood War itself from
Intere sti ngly, whj)e trump ets often visit other plane s to spilling out of the Lower Planes. Indeed, trumpet archons
condu ct busin ess on behalf of their superiors, they are forbid- often find themselve s face-to-face with so me of the most
den to medd le in the affair s of mortal s. What 's mor e, they hideou s lower-planar creatures ima ginabl e.
must try to insp ire good ness in others using as few magical Since they cannot meddle in mortal affairs, trumpet s strug-
abilities as possible. Trumpet archons can't go around resur- gle to perform their tasks whlle keeping their ve ry existences
rectingcham pions of goo d and de stroying villains' castles secret from those whose worlds they're defendin g. Some-
wit h ea rthqu akes-t he gods of Mount Ce lestia cons ider such times, though, a mission requir es that they interac t with the
uses of power gratuitou s and inappropriate . Even something locals. They typically accomp lish this by serving as tru sted
as benign as hea ling an injured person with a cure serious aides and companio ns, offer ing insight s and words of
wounds spell might constitut e " inappropriate intervention, " w isdom rather than intervening directl y. Even then, the y offer
especially if it happened freq uentl y and indiscriminately. aid for only a short time.
Trumpets who meddl e in mortal affairs or abuse the ir power s
receive imm ediate recall s to Mount Ce lestia, w here the
powers or their emissaries review the situati on and app ly
Fullen Archons
appr opriat e penaltie s (as de scribed in "Fallen Archon s," Not every archon is perfe ct, and not all of the se being s can
below). handle the rigor s of being good, pure , virtuous, and merciful
all the time . Some tim es, an archo n chooses to reject the ways
Roleplaying Notes: When the sp irit of a new ly deceas ed of the race, earning expulsion from the hierarch y. Punishment
lawful good mor tal arri ves on Mount Celestia, it take s the in such cases depend s on the magnitud e of the tran sg ression.
form of a lantern archon if the pow ers deem it worthy. If Since archons are naturally forgiving creatures, it take s a dis-
someone raisesor resurrectsthat mortal before he or she can play of incredible foolis hn ess for an archon to fall from grace
advance to the rank of hound, some one mu st escort the spirit and lose all hope of redemption.
back across the planes to its awaiting body. This job falls to Archons who demonstrat e malevolent inten t, igno re
the trumpet archon s, who ensure the sa fe pa ssage of spirits o rders from their sup erio rs, use their powers to aid or influ -
back to the mortal world. ence morta ls directl y, indulge in wanton behavi or, shirk
Occasionally, an ev il being sna res a lawful good mortal responsibility , or decline to show me rcy to their enem ies are
sp irit for its own dark gratificat ion, often hoping to use that ripe candida tes for what celestials call descendance.In such
life force to fuel so me loathsome ma gical item. Trump et cases, the celestial's sup eriors review the ev idence and decide
archons find and libera te suc h captive sp irits, then bring whether the offender is worthy of his or her cur rent sta tion.
them to the safety of the Mount. Those whose actio ns are una cceptab le lose g rou nd within the

51

Nicolas Zaffarano (Order #40824392)


hierarchical structure. For archons, descendance means a 'icutrol <;,ood
redu ction in the puri ty of their me tal fittings, or eve n demo- An archon who believes tha t the end justifies the means and
tion to a lower station. is w illing to break th e law for the "greater goo d" has suffered
If an offend er flees Mount Ce lestia to escap e jud gmen t or an alignm ent shift from lawful good to neutr al good. There
commit s a crim e whil e on another plane , an archon of arc three forms of p unishm ent for such beha vior:
higher sta tion loca tes the tran sgresso r and requ ests that he
or she return to the Mount volunt arily. The hi gher-rank ed • As with chaotic good archons, a neutr al good archon
celes tial neve r tries to fo rce the other to come back; the who seeks rede mpti on loses metal pu rity for a small
req uest is just that. Offend ers w ho refu se to compl y, how- offense or drop s by one sta tion (beginnin g aga in with
eve r, can never return to their home pl ane with out facing lead fittings at the new one) for a mo re serio us crim e.
their superior s' wra th. Such beings are known as fallen • As with chaotic good archons, neutral good archons who
archons. wish to leave their hom e plane can ask the gods to turn
Fallen archons often feel they can justify their offenses. No them into other creatures- in this case, 1st-level guard inals.
matter the intent, howev er, an archon's fall always hap pens • Neutr al good archons who flee the Moun t or refuse to
becau se of some align ment shift away from law ful goodn ess. become guardin als are expelled from the Moun t in their
Usually, the tran sgress ors mo ve towa rd on e of the follow ing curr ent forms.
a lign ments. (Perhaps because of their stron g bel iefs, archons
rarely fall towa rd tru e neut rality.) l-:v i I
Two opti ons for puni shment are available for archons who
c hnotic c,ood commit law ful evil, neutral evil, or chaotic evil acts. The gods
An archon who has goo d intenti ons but fails to follow the may redu ce them to lantern status and give them the opportu -
rules set d own by higher-ord er arch ons und ergoes an align- nit y to redeem themselves, or they may simp ly d estroy them
ment shift from lawf ul good to ch aotic good. These im pulsive utt erly to prevent their abhorrent natures from contaminating
celestia ls face one of thr ee forms of puni shm ent. the rest of Mount Celestia. Evil-mind ed archon s usually try to
flee the pla ne to escap e such "tyra1m y." Those who d o so are
• Chaotic good archons wh o see k redemption for minor banished to the Prime Material Plane, Sigil, or elsewh ere.
grievances suffer one-step reducti ons in the purity of Evil archons lose all conn ection to their home plane. Within
their metal fittings, alon g with a correspondin g loss of days of leav ing Mount Celestia, they begin an excruciatingly
experience point s. For exa mple, the metal fittings of a painful ph ysical tra nsform ation that end s with transformation
swo rd archon w ho merited such puni shm ent mi ght into lemur es (lawful evil), manes (chaotic evil), or larvae (neu-
reve rt from bronze back to brass . tral evil), depend ing on the direction they fell. Those who sur-
vive the tran sforma tion and subsequent enslavement to
Particularly eg regious offenses result in a one-level redu c- higher-ord er fiend s might someda y rise to become p owerful
tion in station, plus reversion of the offend er 's fittin gs to fiends themselves. More often, howev er, the fiends simpl y
lead-aga in, w ith the appr op riate loss of experience. Thu s, a destroy these former archons utterl y.
sw ord archon w ith bron ze fittin gs would become a ward en
archon with lead fittin gs for such a tran sgression.
ASUfQS
• A chao tic good archon who des ires to leave Mount Asuras are nob le avengers a nd righteous warriors. They
Celestia can petition the powe rs to transform him into a trave l throughout th e Upper Planes, serving the powe rs as
1st-level as uras . The gods gran t this request only if the messengers and heralds . Asuras are voices of knowledge,
archon's int enti ons or offenses have not been evil or bringing wisdom to mortal priests and seers. They also carr y
ma licious in nature-- and only if it suit s them to do so. messages of revenge, puni shment , and death to those who
• Unrepentant archon s wh o flee Mount Celestia or make it have ange red the gods.
clear that they don ' t w ish to become asura s a re ousted Asur as app ear as willowy, fair-skinned hu man oids with
from the Mount in their pr esen t form s. Such fallen celes- birdlik e talons for feet and wings of brightl y burn ing flame.
tials retain their attack capabilities, but lose all mystical They have fiery eyes and hair of flamj ng copp er or gold. The
pow ers that conn ection with the plane afforded. Thu s, males wea r feather-crested helms of bron ze.
fallen ho un d archons wou ld keep their ap pearances and
natural att acks, but lose the abilit y to shapechange or
summ on lant ern archons. Ward en and swo rd archons
Their powers
wo uld retain their app earances and natu ral attacks, but An asuras can make two talon attacks (l dl 0 points of d amage
lose their priest sp ells. Trumpet archo ns would lose not each) and one weapo n attack (weapon of choice, typically a
on ly their priest sp ells, bu t their silver trump ets as well. scimitar or hu ge sp ear) each round . Both claw attacks must
be aga inst the same target; the wea pon attack may be again st
the same oppo nent or a different one.

52

Nicolas Zaffarano (Order #40824392)


Asuras some tim es fight in gro up s called flights . Members
of a flight blow mighty trump ets as they enter battle, and the Their virtues
sound of those horn s causes rampant fear among evil crea- More than any other celestial race, asuras are prone to certain
tures . Even if they are not ye t engaged in con flict, evil-al igned vices-most of which are attr ibutable to their chaot ic nature.
beings w ith 3 Hit Dice or less must mak e morale checks upon Jealousy and envy are common among these beings, particu-
hearing these trumpets . larly when it comes to comp eting for the attention of their
Three or more asuras o f any level work ing together can gods. Although they always mean we ll, they can be abrasive,
create a burning wind with tl1eir wings. Each round, this hot judgmenta l, impul sive, intolerant, and stub born . However,
blast of air inflict s 2d10 poiJ1ts of damage (no sav ing throw) asuras do not recant on deals, and they never fail in their duty,
upon all ev il beings wi thin a 60-foot radius. Only evil crea- thoug h how they go abou t achieving success is often a matter
tures can feel the burning wind; it i.nflicts no injury upon of personal preference. They smi te evil witho u t giving it a
good or neutral beings . Asuras engage d in creating a bu rning second thoug ht and never negotiate with fiends or their ilk.
wind canno t otherwise participate in combat . Asuras are just about the most passionate celestials ima gi-
As asuras gai n leve ls and increase their power, they nable. They a re quick to love, quick to anger, impatient with
become more radiant. This lumin escence increases their delay, and eager to serve. All asuras crave conflict, and they
Charisma scores by 1 point each level. Although these beings prefe r to resolve their disputes directly and immediately.
lack the highly-structured hierarchy of the archo ns, particu-
larly radiant as ura s can easi ly assume leadership roles. Their
inn ate magnetism ens ure s the loya lty of the lowe r-level
Their nole in the plones
asuras who serve under them. These celest ials function in loose groups ca lled hosts. An
Asuras also gain other abi lities as they increase in level asuras may freely leave one host and join another, as all host
(see "Special Benefits," below). leaders welcome the services of gifted individuals. Such lead-
ers are typ ically high-level asuras with high Constit uti on and
Wisdom scores .
Their Reolms
Asura s roam the Upper Planes freely. When not carry ing mes- Their nelotionships
sages for the powe rs or crushing some heinous evil, they go
where they please. with other celest1nls
Asura s dislike both aasimon and archons, see ing them as rivals
for the attention of the good powers. Asuras frequently find
themselves at odds with aasimon. Since both races roam the
Upper Planes freely, they have p lenty of op portuni ties for con-
tact. Conflicts with archo ns are far less common, since the
latter are good enough to confine themselves to Mount Celes-
tia. Asuras rarely let their rivalries with members of other races
degenerate into blows, and they never resort to double-dealing
or underhanded measures. Instead, they maintain openly con-
temptuous attitudes toward both aasimon and archons .
Many asuras enjoy spendin g leisure tim e on the plane of
Arborea . They adore and respect the eladrin who are, in
many ways, their kindred spi rits. Both races are extreme ly
passionate in their ded ication to preserving good ness and
sta mpin g out ev il. Whenever there is a disp ute between the
archons and the elad rin, the asuras are quick to take the
latter's sid e, even when logic might dictate otherwise.
The asuras also like and respect guardinals-beings who
seem utterly peaceful at home and yet frequently mount light-
ning raids against evil stronghol d s in the Lower Planes. Asuras
count on guardina ls to help maintain peace between their
people and the aasimon, but they ofte n become annoyed whe n
the guard inals fail to take their side in a given d isagreement.

Notnble Asu ro.s


The general of the Grand Celestial Host is a 25th-level asuras
warrior named Absalom. TI1isluminous being commands an

Nicolas Zaffarano (Order #40824392)


vemb.ru Moonflume, the Ta lons of ven~eunce
Vembra has ruby-tipped talons for feet and wings of burning sp ec iul Abiliti es
flame. Her cropped hair is red with copper highlig ht s, and a Vembra can cast priest spells as a 5th-level pries t with 20
light dusting of freckles covers her neck and shoulders. She Wisdom. In add ition, she can use each of her innate abilities
typica lly wears a gold-trimmed toga of snow white. (detectlie and true seeing)three times per day as a 5th-leve l
Vembr a serves Soma, Indian god of the moon. When no t caster. Like all asuras, Vembra requires no sleep, food, or air.
standing watch outside the Gates of the Moon in Ysgard, she
tours the planes of Ysgard an d Arborea looking for lost trav- sp eciul Att u cks
elers to rescue and evil to stamp out. The sound of Vembra's trumpet causes fear in evil creatures
This asuras is a impetuous, spirited ave nger. She doesn't who hear it (saving throw vs. spe ll to negate); evil beings
know how to back down in a fight and shows utter con- with 3 Hit Dice or less must make successful Morale checks
temp t for anyone who does no t wis h to stand toe-to-toe with or flee immediate ly. She can combine her efforts wi th at least
evil. Her zealous devotion to good makes her into lerant of two other asuras to create a burning wind that inflicts 2dl0
evil in any form, so it is a simple matter for fiends and othe r points of damage to all evil creatures wi thin a 60-foot radius
evil beings to p rovo ke her. Vembra d oes not unders tand why (no saving throw).
the asuras h ave not led more strikes into the Lower Planes,
and she dislikes celestials who oppose her views on how sp eciul Defe ns es
best to deal with the fiends . Vembra's 20 Wisdom grants her immunity to causefear,
Her greatest wish is to join the Celestial Grand Host under charmperson,command,forget,friends, hold person,hypnotism,
the comman d of General Absalom and follow him into battle ray of enfeeblement,and scarespells.
against the fiends. The truth is, however, that her lack of self-
control in combat situations poses risks to herself and those in profici encies
her company. Therefore, her superiors feel that she has a lot to Vembra is specialized in scimitar and proficient with long
learn before she is ready for such outings. They do, however, sword, spear, and long bow. Her nonweapon proficien cies
recognize Vembra's desire to spread her wings, so they fre- are Blind -figh ting, Bowyer/Fletcher (14), Charioteering (17),
quently send her on missions to the Outlands . Though waiting Planar Direction Sense (21), Planar Sense (19), Planar Sur-
for her heart's desire makes her despondent, she neverthe less vival (Arborea, 17 and Ysgard, 17), and Tracking (20).
carries ou t these assignments with characteristic zeal. With her
un erring sense of direction, she has guided countless travelers sp eciul Equipm ent
through difficult or hostile terrain to their intended destinations. Vembra wields an in telligent scimitar+2 named Nightcres-
cent (AL CG; INT 16; Ego 13). It can communica te with her
statistics telepathica lly and cast starshineonce per day. In additio n ,
Vembra Moonfl ame, femal e asuras F4: AC -3 (Dex bonus); Nigh tcrescen t allows its wielder to use negativeplaneprotec-
MV 12, fly 33 (C); HD 4; hp 29; THAC0 17 (15 with scimitar tion three times per day. Vembra also wears a nephilusof spell
+2); #AT 3; Dmg ldl0 +1/ldl0+1/ld8+3; SA trumpe t blare, immunity with four feathers. This necklace pro tects her from
burning wind; SD spell immunities; MR 20%; SZ M (S'r enervation,fireball,lightning bolt, and polymorphother spe lls.
tall); ML fearless (19); Str 16, Dex 15, Con 11, Int 18, Wis 20,
Cha 15; AL CG; XP 3,000. pow ers
SpellsMemorized(6/6/3): 1st-command, cure light wounds Primary Power : Soma (Intermedia te/CG/Ysgard).
( x 2), detectevil,faeriefire, protectionfrom evil; 2nd-aid, Second ary Powe r: None
augury, hold person,resistfire/resistcold,wound transfer*,silence
15' radius; 3rd--divine weakness*,prayer,removeparalysis. p er sonul it v
*In dicates sp ells de tailed in the "Celestial Magic" section Condemning, despo nd ent, impetuo us, zealous
of this book.

army of thousands, and those who have served with him in race. However, they do possess spellcasting ability.
campaigns against the baatez u, tanar'ri, and yugoloths believe
they have found the true purpose of their existences. Ability Score Adju stments: Asuras PCs receive a +3 bon us to
Wisdom, a +2 bonus to Intelligence, and a -1 penalty to Con-
stitution. The adjusted scores of a beginning as uras character
ASU.fQSQS pluve.r cho.roctef'S must fall within the following ranges:
All PC asuras begin the game as 1st-level warriors. Asuras
(singular and p lural) are, much like the agathino n, a warrior

54

Nicolas Zaffarano (Order #40824392)


ABI LITY MI N IMUM MAXIMUM
• At 8th leve l, asu ras can polymorphself twice per day, w ith
Strength 9 18
the same restr iction s noted above.
Dexterity 9 18
17 • At 9th level, an asura s warrior auto matically attra cts a
Constitution 3
Intelligence 12 20 host of followers (2d4 asu ras warriors of 1st-8th leve l).
Wisdom 15 21 These as ura s are fervent, loya l warriors, although they
Cha risma 9 18 are by no means subservient. If treated we ll, they serve
the char acter for an ind etermina te time until another host
Class Restriction s: All asuras are fighters. There is no limit to lures them away. This d oes not diminis h the PC's follow-
the level they can achieve. ing, however, as new recruits arrive to take the places of
those who have moved on. Asuras who are treated poor-
Average Heigh t and Weight: Asuras sta nd 60/55 + 3d4 ly leave for another host immediately an d are not
inches tall and weigh 120/100 + 5d10 pounds. The number rep laced until the leader's rep utati on has improved.
before the slash refers to males; the one after it to female s. • At 9th level, any asuras who has not yet obtained a mag-
ical weapon of choice receives a sword +1, flame /011 g11e as
Hit Dice: Asuras gain Hit Dice as do other PC fighters. They a specia l award.
are entitled to bonus h it points for high Constitution scores. • At 12th level, an asura s wa rrior ma y become a truste d
lieuten ant of a 16th-level asuras commander. Each year
Alignm ent: Most asuras are chaotic good, although neutra l of serv ice guarantees the character 250,000 XP, rega rdless
good individua ls do exist. of ho w much comb at occurs. Lieutenan ts contin ue to
attrac t lowe r-leve l asuras as followe rs, increasing their
Armor Class: These radiant beings are Armo r Class -2 (base) . hosts to 4d4 wa rriors of lst-11 th level.
• At 16th level, asuras warriors advance to the rank of
Languages: Asuras speak their own language, plus such Commande r and report direct ly to General Absa lom. At
additiona l languages as thei r individua l Intelligence scores this point, they ga in a permanen t ento ur age of 2d4 8th-
allow (playe r 's choice). leve l fanatically loyal asura s who obey their eve ry
order-even sacrific ing themselves upon command. In
Proficiencie s: Asuras ga in weapon profici encies, nonweapon add ition to these lieutena n ts, the Co mm ander leads a
proficiencies, and weapon specia lizations in the sa me manner wing of lOdlO asuras warr iors of l st- 12th level. Unlike
as do fighters. Most asuras include Blind-fighting, Planar the en tourage, these troops consta ntl y shi ft from host to
Direction Sense, PlanarSurvival (Upper Planes),and PlanarSense host and commander to commander.
among their nonweapon proficiencies.
Special Hindrances: Asuras are chaotic creatu res-as incon-
Specia l Benefit s: Asuras draw their sustena nce from the Pos- stant as a blazing fire-but they take their roles as staunch
itive Material Plane, so they req uire no food, air, or sleep. en forcers of good seriou sly. They live by a stric t mora l code
They fly at a rate of 33 (mane uv erab ility class C). In addition that forbids lying, cheat ing, stealing, assoc iating with or
to their nat ural attacks an d their spec ial group attack (burn- cap itulating to ev il bein gs, and allowing evil deeds to go
ing wind), they can cast priest spells from any sp her e at one unpuni shed. An asuras who confront s an evil perpe trator w ill
level higher than th eir own. Thus, an 8th-leve l asuras casts fight tireless ly unti l one or the oth er of them perishes.
spells as a 9th-leve l priest. Like priests, they gain bon us spe lls The cod e of the asuras also prohibits w ithdr awa l from
and spe ll immunities for high Wisdom. batt le and surrend er. Those w ho show such coward ice lose
By means of their inna te abili ties, as ura s can see the truth pa rt of thei r " life fire," incurring -4 pena lties on all at tack
behind illusions and veils of deceit. They can cast detect lie at rolls, sav ing throw s, ab ility checks and proficiency checks . If
will and true seeing three times per day. All their innate spe ll- a host leader commits such a cowardly act, the host dis-
like abili ties function at one level h igher than their own. bands and no new recru its replace its members. The punish-
Asuras have mag ic resistance eq ual to five times their ow n ment for cowa rd ly lieut enant s or com manders is d ischarge
expe rience levels, up to a max imum of 80%. Thu s, a 1st-level from the host and loss of rank. All these penal ties remain in
asuras has 5% magic resistance, an 8th-leve l asu ras has 40%, place until th e offenders can redeem themselve s by de feat-
and an 18th-leve l asura s has 80%. ing those sa me enem ies to w hom they surrende red or from
These shining wa rriors also ga in additional abili ties as w hom they with dr ew.
they rise in level: Asuras neve r wear ar mor, but they may employ sh ields
and magica l prot ective d ev ices.
• At 7th leve l, an asuras can use polymorphself once per Asuras who are not hjgh enou gh in leve l to cas t plane shift
day to become a human or demihuman of pleas ing or so me similar spe ll must use p ortal s to travel from one
appearance. All asuras retain their fighting prowess, p lane to the next. Thu s, low-level as uras tend to con fine
spellcast ing ab ilities, and specia l defenses regard less of them selves to the Upper Planes.
their outward appearance.

55

Nicolas Zaffarano (Order #40824392)


Rolep laying Notes: When not engaged in battle against fiends
and other vile creatures, asuras can do as they please within the Blodrins
confines of the Upper Planes. They are, in the truest sense, free Eladrins are spectacular and passionate beings native to the
spir its-wandering from place to place, looking for signs of plane of Arborea-a wilderness of violent moods and deep
trouble, and rooting out evildoers. Other ways of life fascinate affections. Some believe that elves who age beyond their
them, and they often attach themselves for a time to other beings mortal lifespans become eladrins in the elven equiva lent of
who seem wildly diHerent. It is not uncommon for an asuras to the afterlife. Others have suggested that the spir its of sla in
keep company with an eladrin traveler or a group of human chaotic good elves reappear in Arborea as newly formed
planewaJkers, or to serve as a guardian for a caravan of planar cladrins. The cladrins themselves arc silen t about the issue,
merchants. Asuras also make excellent and will ing mercenaries. but in fact neither of tl1ese suppositions is true. Though some
Occasionally, asuras commanders call upon their lower-level of these faerie beings cou ld pass for elves, and the race as a
followers to avenge a death, particularly if the victim's friends who le is on good terms wit h the elve n pantheon, eladrins are
and family are unable or unwilling to exact vengeance them- born on Arborea to eladr in parents , not created from othe r
selves. Other missions appropriate for a PC asuras might involve mortal beings. They are mirror reflections of the land they
tracking down and destroying fiendish infiltrators, retaking a inhabit: stunningly beautiful, seemingly delicate, surpri singly
keep on the Upper Planes or Outland s that has fallen to evil war - hearty, and deeply magical.
mongers, accompa nying an eladrin sage on a mission to recover Lesser eladrins-brala ni, cou res, noviere s, and shieres-
vital herbs and medicines to cure some plana r plague, discourag- normally confine themselves to their home plane. Greater
ing a self-righteous aasimon from enforcing law in a chaotic burg eladrins-fi rres, ghaeles, and tulani-can wa nd er the multi-
on Arborea, stopping a group of evil hw1tsmen terrorizing the verse serving the cause of good as they de sire.
Beastlands, or delivering an important message from a planar Plancwalkers who encou nter eladrins often describe them
power to a temple in Sigil or the Outlands. Asuras can also leave as wild, and indeed they are the most unabashed of the celes-
the Upper Planes and live as rogue asuras, if desired. tial races. They exult in their own existence, aid ing the good-
hearted against the tyranny of evil through individual acts of
Ro<sue \SUI'OS OS plover kindne ss and heroism. Eladrins arc fervent ly independent,
mo ving from plane to plane seeming ly on a wh im, defendin g
chnrncters goodness and freedom wherever anything threatens it.
As creatures born of chaos, asuras sometimes lose their way. Unlike archons and aasimon, eladrins are not truly immo r-
For whatever reason, such an asuras might end up without a tal. Like elves, they age very slowly-too slowly, even, to
power to serve. Such beings typically roam the planes, commit- measur e in years or centuries . They spend their long, happy
ting random acts of charity and good will. They defend the childhoods in the twilight cour ts of Arborea, which drift
downtrodden, rescue the oppressed, and prov ide for the needy. through the plane like clouds of ether, both invisible and
These asuras often become so narrowly focused that they will impenetrable to ou tsiders . When they reach maturity and feel
do anything to achieve the de sired end, somet imes even get- ready to leave the courts, they may strik e out on their own to
ting carried away in violence and misusing their powers. fill whatever niches the gods intend for them.
Some believe that asuras who spe nd too much time away
from the Upper Planes begin to go a little crazy and lose per-
spective on the whole good vs. evil issue. Such an asuras
Thci r 1><>'-uers
might attack a hunter who killed a deer to feed the hungr y or All eladrins can use the following spell-like powers once per
maul a wizard accused of giving an apprentice too much round, at will: niter self, co111pr
ehe11dln11
g11ng
es, cure light
homework. Few asuras stray this far from the true path, how- wo1111ds,detect e·vil, and phantasmalforce.Any effects dependent
eve r, as most feel the call of the Upper Planes often enough to on caster level function at 9th level.
prevent such lapses. Eladrins have natural resistance to many kinds of attacks.
Occasionally, a rogue asuras succumbs to the charms of a Lesser eladri ns are immun e to electricity and suffe r only half
particularly pious or righteous human or demihuman. The damage from cold, fire, and gas . They suffer double damage
offspring of such a union is an aasimar-usually with fair from weapons of cold-wro ught iron; however, if suc h
skin, piercing eyes, and the innate abil ity to detect lie in the weapons are also enchanted, they inflict on ly normal damage.
same manner as his or her asuras parent. (The magic spoils the baneful properties of the iron.) Greater
Player charac ters w ishing to se rve the cause of good eladrins are immune to cold and electr icity and suffe r only
beyond the shapeless confines of the vau nted Upper Planes half damage from fire, gas, and poison. They suffer normal
may become rogue asuras. As such, they retain all of their damage from all cold-wrought iron weapons, even though
powers and inhibitions, but suffer on ly the penalties that all they are immune to other nonmagical weapons. Finally, all
celestials do for extended absences from the Upper Planes. eladrins suffer normal damage from silver weapons
Adven turin g possibilitie s are endless, as rogue asuras often enchanted sufficient ly to hit.
find themselves keeping company wi th all manner of well- Any eladrin can travel to any Upper Plane, the Outlands,
intentioned ruffians and foolhardy crusaders. and the Astral Plane. Greater eladrins also can journey to any

56

Nicolas Zaffarano (Order #40824392)


Outer or Inner Plan e, the Ethereal Plane, or any prim e-material sudd en, eph emeral awa reness of their de partu re and, for
realm. They can freely enter any world they can reach; wa iting those who cared abou t them, an overwhelming sense of loss.
for a native to summ on them is not necessa ry. Howeve r, This sensation does n't reveal pr ecisely where or how the
eladrins mu st magically veil themselves wh en on the Prim e. deaths occurr ed, alth ough folk tales claim that if they
Veiled eladrin ass ume the guises of beings native to the involved violence, other eladr in s can subseq uently identif y
wo rld in which they are trav eling. They usuall y take human the slaye rs simp ly by look ing int o their eyes.
o r de mihum an form, pr etendin g to be adventur ers, p easant s,
o r wa nd ering bard s. On ce committ ed to their veils, they
cann ot revea l their tru e natur es except under the dir est cir-
Their neolrns
cumstances. This means that whil e in the pr esence of mortal s, Eladrin s inhabit the plane of Arborea, whi ch has three layers:
the veiled eladrin s cann ot do anythin g that their ass um ed Olympu s (the first), Ossa (the second ), and Pelion (the thir d) .
ident ities couldn 't do. (They don't lose their eladrin powers; The br alani reside in Pelion, a du sty realm of blow ing white
they are simpl y forbidd en to use them wh ere prim e-mat erial sand that is home to the Egypti an godd ess Nep hythys. The
mortals can see.) Any eladr ins who violate their veils are coures, firres, and ghaeles roam throughout all thr ee laye rs of
recalled to Arborea, wh ere they mu st stay for 1,001 yea rs the plane, although they spend most of their time in Oly m-
before they may walk the Prime Material Plan e aga in. Usu- pus. The shieres and the nob le tul ani a lso p refer this laye r to
ally, the gods grant the offendin g eladrin s a bri ef period- a the others. The beauti ful, seaborne nov ieres are most p reva-
few minutes, or an hour at most- to a ttend to an y bu siness lent in Ossa, the wa tery laye r.
they mu st finish befo re return in g.
When eladr ins die beyond the bord ers of Arborea, their
sp irits, unless captur ed , return to their home plane, wh ere
Their virtues
they are eventu ally reborn as oth er eladrin. When eladrin s die Eladrin s believe that actions speak loud er than words. They
on Arb orea, the p ain (or, in some cases, glory) of their d eaths are willing to take extreme risks and employ un orth odox tac-
can be felt by all wh o knew them , rega rdless of the interven- tics in their continu ous efforts to destroy evil whereve r it
ing distan ce. The sen sation is nothin g rears its ugly head. Among their greatest virtu es is their pe r-
more than a severa nce. Eladrins regularly fight aga inst tremendo us odds
to dri ve evil back into the Lowe r
Plan es an d destroy it utt erly.
Some celest ial races base
their exis tence on a set of
princi ples, such
as hon or,

'

Nicolas Zaffarano (Order #40824392)


vir tue, charit y, kindness, and the like. But the inh eren tly good and relentin g, w hile the archons claim that the elad rins are
eladri ns allow themse lves to be g uid ed more by instinct than too eager to invite full-sca le wa rs aga inst the baatezu and
rule s. These beings don't q uibb le ove r whet her their actions tanar 'ri. This diffe rence has led to conflicts betw een the two
serve the great er good or inspire goodness in others. Instead , races, but the timely int erve nti on of me diatin g guardin als or
they follo w their hearts and do w hat mu st be done. More the powe rs themse lves usually quells such feuds qu ickly.
often than not, their actio ns aid rather than inhibit the cause Eladrins find the asura s amu sing. The latter gladJy assume
of good . Sometim es their deeds might seem rash, bu t ask ing part of the respon sibility for defendin g Arborea aga inst fiendish
elad rins not to follow their hear ts is like asking a rchon s to incursions, but w hile the elad rins are gratefu l for the assistance,
stop so unding their trump ets. they consider Arbor ea their plane and sometimes resent the
Eladrins do not lie, chea t, or steal- unle ss comp elling cir- presence of their celestial allies. Conflicts between eladrin s and
cums tances dictate o therwi se. For exampl e, an eladrin might asuras rarely escalate beyond disparaging glances and a few
steal a ranger's swo rd to com pel the reluctant woodsman into choice words and both sides are quick to forge t such alterca-
aiding wit h the comple tion of an impor tan t qu est. Similarly, tions. Small elad rin and asura s sects have been known to fight
an eladrin who rescue s a child of destiny from evil, w1scrupu- each other and in such cases neither side is willing to admit
lous parents might lie about their nature to ensure that the how mu ch the two races are alike.
youngs ter ne ither d esp ises nor emulates them later in life. Although they hav e little con tact with the guardin als,
elad rins ge t along we ll with them. In fact, elad rins and guardi-
na ls often cond uct joint ope rations aga inst the forces of evil.
Their nole on the p loncs These usually take the form of covert strikes into the upp er-
Eladrins have no predefined roles in the m ultiverse. They do most layers of the Lower Planes or carefull y calculated raids on
as they please , relying on the archons and the aasimon to be fiendish strongholds. Truly, eladrin s and gua rdin als have much
the uph older s of truth and virtu e and countin g on the guardi - in comm on- both are fiercely p rotective of their hom elands
nal s and asu ras to destroy the grea ter ev ils of the cos mos. and view ev il as an infection to be de stroyed utt erly and with-
Eladrins be lieve in indi v idual freedom of choice, and as such, out hesitation. If the eladr i.ns have an y complaint about the
they may not interfere in the lives of mortal s. Que en Mo rwe l guardina ls, it wou ld be that the latter are too shy and intro -
(see "Notab le Eladrins ," below) does not impo se orde r on her spectiv e. On the whole, though, eladrin s have come to respect
people, pro vided that their action s d o not endan ger the guardina ls, bo th on the field of battle and in diplomac y.
eladrin s' very exis tence.
Where the archon s are the angelic sy mbols of all that is goo d
and pure, and the aas imon are the self-proclaim ed gua rdians of
~otnble Blndrins
the greater good, the eladr ins take a more dir ect role in dealing The most po werful and influ ential elad rin in Arbo rea is
with the forces of wicke dne ss. If they can't manipulat e evil into Q ueen Morwel, Lad y of Sta rs, Sovere ign of the Tw ilight
destroying itself, they're willing to risk their own lives to ensure Realm. Su rround ed by the most radian t eladrin s, Morwe l
that it gains no footho ld, makin g whatever sacrifices ar e neede d rul es from the Court of Stars, which mov es from place to
to deal with the immediate problem. place within Arbo rea, existin g onl y w here night falls ove r the
realm . (The qu een 's spir ed palace pha ses in and out of the
Border Etherea l.) The Court is not the government of the
ncnlin<s with other cclestiols elad rin s as mu ch as it is the heart and spirit o f the race.
Eladrins regard the aasi mon wi th tremendou s awe, firmly Mo rwel, a bea utiful and benevo lent tulani eladrin , is a
acknowle d ging the p urit y and mig ht of such being s as de vas, 25th-l evel fight er and 25th-level w iza rd . Vaeros, an 18th-level
planetars , and solar s. The elad rins mak e it clea r by their fighter and 19th-leve l priest, is h er sly tulani consort. He pro-
actions, h oweve r, that the aasimon had best not flaunt thei r vide s g uid ance and assis tance as need ed with d elicate ma t-
status . To keep thin gs simpl e, they usually try to keep a ters of state. The two have a lasting peace with the elven
respec tful distance from the aas imon and are careful not to panth eo n and consult wit h them periodically in matters that
step on the latters' toes . As far as the eladrin s are con cerned, affect elves and elad rin s on specific prim e-material world s.
there 's plenty of room on the Uppe r Plane s for the aas imon Vaeros and Morw el ador e each oth er increas ingly with
and eladrin races to coexist harmo niou sly. each p assing night. Th oug h it is more of a faerie tale than an
Eladrin s and archon s are opposi tes . Whil e the archons are act ual belief, so me eladrin s think that w ith out their mutual
conte nt to stay at home and uphold the virtu es of Mount love, the eladrin s wou ld lose their magical power s.
Ce lestia, the eladrins roam the planes, defiantly blockin g the
machinations of fiends ben t on plana r conq uest . Where the
archons are cont ent to inspi re good ness by exampl e, the f:lod rins os p lo1rcr chnroctcrs
elad rins are more interested in smi ting ev il where it stands. Like standa rd AD&D player charact ers, eladri n PCs gain
By such deeds, they give the cause of good a mu ch-n eeded experi ence point s for their heroi c endeavors and advan ce in
foothold in place s that mor e lawfu l celestials fea r to tread. th eir chosen characte r classes. Wherea s the immortal celes-
Eladri ns have often accused the archons of being too passive tial races- the aasi mon and the archon s- actually chang e

58

Nicolas Zaffarano (Order #40824392)


nrieme, the Triton's concubine
Brieme's natural form is that of a lithe , blue -scaled human
female with deep blue-green hair and brigh t, silvery eyes. special Attucks
Her elonga ted ears are pointed, but she has no web bin g Once per day, Brieme can hur l a water bolt to a range of 60
betwee n her fingers and toes. She never appears in h er true feet. This attack inflicts 4d6 points of damage to all creatures
form on the Prime Material Plane unless she's alone. within a 5-foot-wide path . A successful sav ing thr ow vs.
Brieme's patron deity is Ahto, a greater go d who resides spell halves the damage.
on the Elemen tal Plan e of Water. This god ha s been court- The eladrin can throw her net up to 30 feet un derwater
ing the elusive triton goddess Persana, who has so far and 60 feet on land. The victim must make a successful
sp umed most of his blatant advances. However, she is con- saving throw vs. paralyzation or be ent angled for ld6
cerned for the well-being of her loyal triton worshipe rs on rounds, suffering a ---4AC pe nal ty.
Tori!, for sahuagin have posed a constant threat to them, Brieme can also assume the shape of a wa tery dolphin. In
and an evil demipower known as the Taker has driven this form, her AC is -3 and she can ram oppone n ts for 2d8
coun tless oth ers from their home s. She is particularly con - points of damage per successful hit. On a natural 19 or 20
cerned about a triton kin g named Mirentos for who m she attack roll, she envelops and holds her foe, who mu st then
ha s a spec ial, secret fondne ss, and she believe s he needs make a successful Bend Bars/ Lift Gates check to break free.
guidance. Brieme can use the following spe ll-like powers, once per
To gain Persana's favor, Ahto agreed to send one of his round at will: alter self, charmperson,comprehend languages,
noviere worshipers to serve as ad visor to King Mirentos. continual light, cure light wounds, detectevil, improvedphantas-
Cleverly, he chose the beautif ul Brieme. She appe ared in malforce,mirror image,phantasmalforce,and slow. All her
the king 's p alace, claimin g to be the sole su rvivor of spe ll-like powers function at 9th level. Once per day, she can
another triton community the sah uagin had ra vaged, and confer water breathingon another creature.
quickly won the ruler' s heart. Brieme now advises Miren-
tos in all matters, offering him ways to counter the sahua- special Defenses
gin threats and the Taker's evil machinations, using her Brieme is immune to causefear,charmperson,command,forget,
magic subtl y to aid his cause, and h elping him protect his friends, hold person,hypnotism, ray of enfeeblement,and scare
community. The shell necklace she wears is a gift from spells . She is also immune to electricity, and she suffers only
Mirentos for the help she ha s already given . half damage from cold, fire, and gas attacks.
Brieme's fine wo rk has rather angered the god dess Per-
sana, who views her as a rival for the triton king's affec- proficiencies
tions. Persana has n ot informed Ahto of her displeasure, Brieme is proficient with dagger, mancatcher , net, spear, and
not wishin g to offend the greater god, but she has sent her trident. Her nonweapon proficiencies are: Ancient History
own age nt s to thwart the noviere 's efforts . (Faen1n, 15), Artistic Ability (Sculptur e, 14), Dancing (14),
Engineering (Underwa ter, 13), Etiqu ette (19), PlanarDirection
statistics Sense (15), PlanarSurvival (Arb orea, 15), Religion (14), Spell-
Female noviere eladrin F6/M6: AC 2 (shell necklaceof protec- craf t (14), Swimming (17), and Weaving (15).
tion +1) or -3 (watery dolphin form); MV 15, swim 24; HD
6; hp 41; THAC0 15; #AT 1; Dm g ld4 (da gge r), ld6 (spear), special 1::quipment
ld6+1 (trident), or 2d8 (ram); SA water bolt, net, ram, spell- Brieme wields an eel trident, which radiate s light upon com-
like p owers; SD immunities; SW dou ble damage from non- mand in 60-foot radius. It can also shoot four watery pin-
magica l cold-iron weapons; MR 20%; SZ M (5'2Htall or T wh eels (as per the magicmissile spell) three times per day
long); ML fanatic (18); Int exceptional (16); AL NG; XP and tran sforms into a 7-foot-long eel once per day at her
9,000. command . She wears a shell necklaceof protection+ 1 that acts
Spells Memorized (4/2/2): 1st- magic missile, mending, mes- as a ring of protection+ 1 and a ring of ixitxachitl warding,
sage, twilight touch"';2nd- bind, ESP;3rd-c lairvoyance, which renders its wearer undetectable to ixitxachitl and
shroud presence"'. other aqu atic rays. Attacking negates the benefit ring's .
Priest Spells Memorized(5/3/1): 1st-aquatic animalfriend-
ship, detect predator**,float**,radiant messenger*,sanctuary; powers
2nd-augury, slow poison,speak with aquaticanimals;3rd- Primary Power: Ahto (Greater/NG/ Elemental Water).
continual light. Secondary Power: Athe na (Intermedia te/LG/ Arborea) .
*Ind icates a spell described in the "Celestial Magic" sec-
tion of this book. personulitv Traits
**Indicates a spe ll described in Of Ships and the Sea (2170). Adventurou s, consp irin g, inquisitive, and temperate

59

Nicolas Zaffarano (Order #40824392)


form as they rise thro ugh their hierarchies, the eladrin s fig hters of this race may sp ecialize . Most bral ani choose profi-
do n't. A brala ni, for exa mp le, w ill remain a b ralani until ciency w ith the spear, the bow, the scimitar, an d other
dea th. wea pon s favored by d esert nomad s, though PC bralani are
free to mak e their ow n selections.
Brolnni Recomm end ed non wea pon profi ciencies includ e the fol-
In their n atural for m, bra lani resembl e short, stocky elves- low ing: Ancient History, Bowye r / Fletcher, Local History,
broad in the sho ulde rs, but grace ful non etheless . They have Pla11arDirectio11Se11 se, Pla11
ar Sense, Spe llcraft , and Tumblin g.
brig ht, silve ry-wh ite hair and eyes like eve r-shiftin g rain- Bralani can also ha ve Dan cing and Planar S11rvival (Arborea) as
bows- in deed, the eye co lor of these beings seem s to flicker bonu s p roficiencies. (Italicized profi ciencies arc d escribed in
and change w ith their mood s. the Pla11ewalker's Ha11rlbook [2620].)

Ab ili ty Scores : Bralani PCs gai n + 1 bonu ses to Strength and Special Benefits: Because of their high Dexterity and mastery
Dexterit y and a -1 penalty to Wisdom. Their final abilit y of the wind , bralan i are sup erb archers. In add ition to any
sco res mu st fall w ithin the follow ing ran ges : missile atta ck adju stment s based on Dexterity, a bral ani PC
ha s a +2 bonu s to hit with an y bow (lon g, short , or comp osite,
AB ILI TY M IN I MUM M AX I MUM but not crossbows).
Strength 12 19 A br alani can, at w ill, ass um e the form of a living whirl-
Dexterity 9 19 w ind. In this form , the eladr in has an Arm or Class of - 2 and
Co nstitution 8 18 can att ack w ith tw o scour ging sand - or snow- b lasts per
ln telligence 8 18 round. Such a blast h as a range of 20 feet an d affects all crea-
Wisdo m 8 17
tur es w ith in a cone 5 feet in diam eter at its w idest point.
Charisma 9 18
Damage from this atta ck d epend s on the bral ani's level (l d6
points at 2nd level, ld 8 p oint s at 4th leve l, l dlO points at 6th
Class Res triction s: In ad d ition to the classes listed below, leve l, and ld l 2 point s at 8th level and beyond ).
bra lani ca n selec t of the following mult iclasse d option s: Any creatur e w ith.in 20 feet of a bralani in w hir lw ind form
fighter / cle ric, fight er / mage, fighte r/ mage/ cleric, mu st make a successful sav ing th row vs. paraly zation or
mage/ cleric, and cleric/ ran ge r. incur a - 2 p enal ty to attack rolls from the stinging du st. Any
man- sized or smaller creatur e within 5 feet (melee range) of
CLA SS MA XIM U M L EVEL the whirl w ind mu st make a seco nd successful saving throw
Figh ter 15 vs. paralyza tion or be sw ept off ba lance and thr own 5 feet per
Ranger 15 leve l o f the bralani, to a maximu m of 30 fee t.
Mage 12 Whil e in whirl w ind form, a bralani can fly at a rat e of 30
Specialist Wizard 12 (man euverabili ty class A). In human oid form , these beings
Cleric 12
h ave a movement rate of 15 and can't fly at a ll.
Bard 15
Bralani can be stru ck only by mag ical weapo ns or +1 or
Average H eight and Weigh t: Bralani stand 135/ 130 + 3d 12 better enchantm ent or we apo n s forged of cold-wrou ght iron.
inches tal l and we igh 125/ 110 + 3d10 pound s. The numb er They gain mag ic resistance at a rate of 5% per leve l (cumu la-
before the slash refers to males; the one after it to femal es. tive), up to a maximu m of 50% at 10th level. Once pe r we ek,
bra lani can heal oth ers, but n ever th emselves . The rest of a
Hit Di ce: Bra lani ga in Hit Dice and bonu s hit point s for bra lani's ma gical abi lities (all usab le once per round , at w ill,
exceptio na l Con sti tution accordin g to chara cte r class. as a cas ter of equ ivalent leve l, un less oth erwise noted )
emerge as the PC increases in level:
Alig nment: Bralani arc typica lly chaotic goo d. They may also
be neutr a l good or chao tic neutral , but ne ver law ful or evil. • At 2nd leve l, bralani ga in the abi lity to cas t charm perso11.
Each can also gate in 1d4 other bralani once p er day,
Armor Class: Bralani are Arm or Class 6 (base) in norma l form bringin g them to the caster 's loca tion with a 10% chance
or -2 (base) in living w hirl wind form (described below). of success. Bralani use thi s powe r spa ringly; the gods
strip this power from those who routin ely summon aid
Languages : Bralani can spea k, read, and w rite the eladrin lan- or call up on their fellows for trivial matt ers.
guage . Like all their brethr en, they have the innat e power to • At 3rd leve l, bral ani can cast bl11rand mirror image.
co111prehenrlla11g11agesand can speak and w rite additiona l lan- • At 4th leve l, a br alani's chan ce of successfully gating
guages of choice up to the limi ts imp ose d by their Intelli- other bralani increases to 20%.
ge nce sco res. • At 5th leve l, bra lani can cast cure disease,gust of wind, and
liglzt11i11gbolt (1 / day for 8d 8 p oints of dam age) .
Profici encies : Bralani ga in weapo n and nonw capon profi - • At 6th leve l, bralani can cast control weather, wi11 rl wall,
ciencies of choice accord ing to their chara cter classes, and and either cure serious wounds or 11 e11tralize poison (2 / da y).

60

Nicolas Zaffarano (Order #40824392)


Furtherm ore, they ga in an additional use of light11i11g bolt Class Res triction s: ln addi tion to the classes listed below,
each da y, and their chanc e to gate in their brethren s uc- co ur es ca n select from am ong the fol lowing multicla ssed
cess full y increa ses to 40%. options: fighter / ma ge, fighter /cle ric, fight er/ dru id,
fight er / thi ef, fight er / ma ge / cleric, fighter/ m age/ thief,
Special Hindranc es: Bralan i can wear armor to incr ease their mage/ cler ic, and mage / thief.
Armor Class, but tho se who do so cannot ass um e whirlw ind
form whi le wearing it. Therefore, mo s t prefer to rely on their C LASS M AX IMUM LEVEL
Dexterit y, natural immuniti es, and magic res istance to pro tect Fighter 5
th em in stead. Likewise, mo st bralani do not carr y shield s or Ranger 6
anything els e tha t th ey ca nn ot easi ly conta in or conceal on Mage 10
the ir pe rson s . Specialis t Wiza rd 10
Cleric 9
Like all eladrins, bralan i must swea r neve r to rev ea l their
Druid 9
true nature s to mortal creature s on the Prim e Materia l Plane.
Thief 10
However, tho se who se nature s beco me known despite th eir Bard 10
bes t efforts to keep them hidden ma y then unveil themsel ves
to others. As long as the mortals who know the truth vow to Average Hei ght and Weight: Co ur es s tand 12/10 + 2d12
keep it secret , the upp er-planar power s typically allow the inches tall and weig h 20/15 + 2d10 po und s . The number
compromis ed bralani to remain on the Prime; otherwi se, the befo re th e slash refers to male s; the one after it to fema les .
eladrin must return to Ar bo rea . (Tn fact, bralani can be
reca lled to Arb orea by their supe rior s or the po wers at any Hit Dice: Coure s gain Hit Dice according to character class.
time to fulfill other obligations, s uch as fending off a fiend ish H owever, they receive no bonus hi t points for excep tional
invasion or aidi ng in anoth er urgen t que s t.) Cons tituti on scores, rega rdl ess of class.

Rolep laying No tes: Bralani are temperam ental , fickle, and Alignment: Th e vas t maj orit y of cour es are chaot ic good. Th e
full of pa ssion. They are quick to ange r, and th eir w rath is mo st mischie vo us and trouble some of their race are chaot ic
form idable. Althou gh these being s appear to ha ve littl e pu r- neutral , while the mor e sociall y tolerable ones lean toward
pose save to da nce and race abou t the de sert was tes of Pelion , neutral go od. Coures can be neither lawful nor ev il.
all such activities stop th e moment th ey encoun ter ev il in
th eir domain . A few rare and unusual bralani visit ot her Armor Class: Coures are Armo r Class 9 (base) in normal form
worl d s, allying themse lves wi th th e loca l forces of good. or Oin orb form (see below).
If the y find th emse lves in battl e on othe r planes, bra lan i
typicall y choo se to act as sco ut s and s kirmishers, harry ing an Languages: Coures spea k, read, and w rite the eladrin language.
enemy's flanks and rear and using their w hirl win ds to di s- Like all membe rs of their race, they have the innate power to co111-
rupt the foe as much as possib le. On the Prime Material prehendlanguagesand can speak and write add itional languages of
Pl ane, the y assume human or d emi hum an form and wande r choice up to the limits imp osed by their Intelligence scores.
dese rts or arctic wastes, aiding loca l nomad s and othe r tra vel-
ers against va riou s arid and arctic thr ea ts . Proficiencies : Coures gain weapon and nonweapon profi-
ciences according to th eir charac ter classes. Warriors and rog ues
COUfCS can become pro ficient with th e miniature shor t swo rd {1d4/ld3
Coures are 2-foot-ta ll, spr itelike elad rin s w ith keen se ns es of poin ts of damage), the miniatur e short bow and arr ows
hum or. They resemble tin y, slender elves w ith lon g, gossa mer (1d3/ld2 point s of dama ge), or any other tiny weapon. Thie ves,
wings tr ailing from their s houlder s . They appea r in a va riety wizards, and bards of this race can w ield miniature daggers
of improbabl e colors and are fond o f br ight apparel. The typi- (ld2/1 point s of damage), staves (ld2/ 1 points of damage), or
ca l coure ha s a stron g mischievo us s treak and a fondness for dar ts (1/0 point s of dama ge). Priests can be proficient with
song and dance. miniature slings {1d2 / 1 points of damage), staves, and cudgels
{ld3/ld2 point s of damag e). Coure fighters may specialize.
Ability Scores: Co ur e PCs eac h hav e a +2 bonus to Dexterit y Mo st cour es ha ve the follow ing non weapon proficiencies,
and a -2 penal ty to Str ength. Their adjusted abilit y sco res thou gh PCs are free to choose their own : Ag ricu lture, Artistic
mu st fall w ithi n the follow ing ranges: Abilit y, Dan cing, Mu sical Ins trum en t, Planar Sense, Read-
ing/Writ ing, Set Snares, Singing, Spe llcr aft, and Ventrilo-
ABILITY MI N IM UM MA XIMUM quism . A coure PC can also ha ve a bonus proficiency in
Streng th 3 12 Planar S11rvival (Arborea). (Italicized proficiencies are
Dexterit y 9 20 desc rib ed in th e Planewalker's Handbook [2620].)
Cons ti tu tion 3 18
Intelli ge nce 8 18
Wisdom Specia l Benefits: ln their normal forms, these faerie be ings
3 18
Chari sma 9 18 can attack twice per round , wi th a weapon in each hand.

61

Nicolas Zaffarano (Order #40824392)


They also have wings that enable them to fly at a rate of 24 to h ara ngue . Away from the sanc tuary of Arborea , they 're
(mane uverab ility class B). quick to att ach themselves to p owerf ul indi viduals, offer ing
At will, however, a coure can sha pechange into a globe o f their serv ices and occasionally providing mu ch-n eeded levity.
faerie light 6 inches in diameter. Coures in globe form have Despi te their natural humor and bright demeano r, coures
AC Oand can fly at twice norma l speed (move ment rate 48, grow serious in the presence of evil creatu res. They sh un
maneuverability class A). A coure has only one attac k in this dir ect confr onta tion s, instead relying on sly hit-and-run tac-
form: a magical discha rge equiva lent to a magic missile spe ll. tics to w in the da y.
The PC can fire one such missile per day at 1st level, two per The god s occasionally send cour es to join bands of ad ven-
da y at 2nd level, thr ee pe r day at 3rd leve l, and four per day turers. Their powers, thoug h seemin gly minor , are extremely
(the maximum) at 4th leve l. A coure can make no physical or usefu l aga inst ores and goblink ind. Such vile creatu res might
mag ical attacks except this one whi le i11g lobe form. not be as fearso me as fiends, bu t in large numb ers they can
Coures are naturally skilled archers. Warriors proficient still pose a thr eat to good- align ed wo rshipp ers on the Prime
with bow s receive +2 bonuse s to all their attack rolls w ith Ma terial Plane.
these weapons . This modifier is cum ulati ve w ith benefits for
bow specia lizatio n. flrres
In add ition to the spell-l ike ab ilities common to all In their natur al form , firre (pro nounced feer) elad rins resem-
eladr .ins, coures have the following innate powers, eac h ble elves with brillian t red hair and fiery red eyes. At a dis-
usable once pe r round at will as a caster of eq uiva len t leve l: tance, so me mistak e them for half-elves, but their eyes (which
a11dible gla111er,
ca11trip,danci11glights, faeriefire, and sleep. At have neither iris nor pupil) blaze w ith an inn er flame that
3rd level, every coure can, once per day, crea te a magical jest gives away their origins.
with an effect identical to that of Tasha'sw1co11trollnbl e hideo11
s
laughter.Coures begin play with 5% magic resis tance at 1st Abili ty Scores: Firre PCs gain +1 bonuses to Streng th an d
level; thereafter they accumulate an additional 5% per level Int elligence and suffer a - 1 penalty to Wisdom. Their final
(cumulative), up to a maximum of 25% at 5th level. abi lity scores must fall within the followin g ranges:

Specia l Hindrances: Coure s a re vulnera ble to no rmal AB ILI TY M I N IM UM M AX I MUM

weapons and, like all lesser eladrins, they suffe r double Stren gth 12 19
Dexterity 9 18
da mage from weapons made of cold- wrought iron. They
Cons titu tion 9 18
cannot gate others of their kind.
Intelligence 11 19
These beings cannot wear ar mor. They must rely on their 17
Wisdom 8
Dexterity and their ability to assume orb form to keep them Char isma 9 18
from harm. Fighters an d pri ests of this race can emp loy small
wooden shie lds, and coures of a ll classes can use protective Class Res triction s: In add ition to the classes listed below, fir-
magica l items (appropr iately sized). Given their size, how - res can also be multicla ssed fighte r / thie ves.
eve r, coures are unable to use most item s and equipm ent
intended for larger PCs. Th e weapo ns they w ield are specially CLAS S M AX. L EVEL
de signe d or cleve rly improvi sed. Figh ter 12
Like all eladri ns, coures must swea r ne ve r to reveal their Thief 12
true natures to mor tals on the Prime Material Plane. H ow- Bard 15
ever, the upp er-planar deitie s don't pay much at tent ion to
wha t these small creatures do. Sho uld a coure decide to Average Height and We ight: Firres sta nd 60/55 + 3d8 inches
unvei l on the Prime Material Plane, there is only a 2% chance tall and we igh 125/ 110 + 3d20 pounds. Th e number before
per PC level that the power s will take notice. Thus, a 5th-leve l the slash refers to males; the one after it to female s.
coure has a 10% chance of getting caugh t, while a 1st-level
cou re has only a 2% chance. Neverthe less, co ures who rou- Hit Di ce: Firres ga in Hit Dice and hit point bonuse s for
tinely disclose their true nature s to mortals are bow1d to incu r exceptiona l Constitution scores accordin g to their characte r
the displeasure of the gods soo ner or later, and w hen they do, classes.
reca ll to Arbo rea is the inevitabl e res ult.
Ali gnment: Firres are typ ically chaotic good. A rare few are
Rolepl aying No tes: Coure s are messengers, scouts, neutr a l good or chao tic neu tral, but they can be neither
prank sters, and troublemaker s who enjoy pestering any and lawful nor ev il.
all travelers visiting their home pla ne. Unlike other eladrin s,
coures form close ties to their land, se ldom tra ve ling far from Ann or Class: Fines are A rm or Class 1 (base).
their faerie groves and mushroom rings. There are always
notable except ions, howeve r- bold coures sometim es set out Langu ages: Fin es spea k, read, and w rite the eladr in language.
into parts unknown, looki n g for new people and new species Like all o f their kind , they have the innate pow er to co111pr
e-

62

Nicolas Zaffarano (Order #40824392)


he11dlanguagesand can speak and writ e add itiona l langua ges who fail a savi ng thro w vs . spell. (The above sav ing throw
of ch oice up to the limit impo sed by their Intelligence scores. modifier s for leve l of the firre appl y to this sav ing th row as
wel l.) The firre 's song can affect even creatu res who are nor-
Proficiencies: Firres gain weapon and nonwe apon proficiencies mally immun e to sleep spells.
accordin g to their character classes. Fighters may specialize. In addition to the innate ma gical ab ilities common to all
Most firre are proficient in swo rds (all types) and the javelin. eladrin s, firres have the abilit y to cast p riest spells from any
Most of these beings ha ve the following nonw eapon profi- sphere at one level higher than their own. (Thu s, an 8th-level
cien cies, thou gh PCs are free to selec t their own: Danci ng, firre cas ts spells as a 9th-leve l pri est.) Firre s ga in bon us spe lls
Disgui se, Jugg ling, Mu sica l Instrum en t, PlanarDirectio11 Se11se, for high Wisdom scores in the sa me mann er as priests .
Portal Feel,Readin g/ Writin g, Singing, and Tumbling. Firr es As firres rise in level, they ga in new innate spell-like abi li-
ga in Artistic Ability and PlanarSurvival (Arboren)as bonu s ties, each usable once per round at will, as a caste r of eq uiva-
proficie ncies. (Italici zed proficiencies are de scr ibed in the lent leve l, unles s otherwise noted.
Pfn11ewnlker's Handbook[2620].)
• At 1st leve l, firres can cast affect 11or111a/
fires.
Special Benefi ts: Firres can transform themselves into streak- • At 3rd leve l, they can cast continual light, detect
ing balls of fire that fly at a rate of 36 (maneuverability class invisibility, and ESP.
A). Alternatively, they can become man-size d pillars of sear- • At 5th level, they can cast a fireball (6d6 point s of damage).
ing flame. While in either fiery form, a firre can ' t use • At 6th leve l, the da mage from a firre's fireball increases to
weapo ns, but ha s a natural attack that inflicts damage accord- 8d6 poin ts.
ing to leve l (2d6 points at 1st-4th level, 3d6 poin ts at 5th-8 th • At 7th leve l, firres can cast improvedinvisibility, polymorph
level, 4d6 points at 9th-12th leve l, and Sd6 points-the ma xi- self, and wall of fire. Their fireballdamage increases to
mum-at 13th -1 5th leve l). Firr es attack once p er round at 10d6 points.
1st-7th level and twice per round at 8th leve l and up. • At 8th leve l, firres can cast advancedillusion an d prismatic
Any creature within 10 feet of a flaming firre must mak e a spray once per d ay.
successf ul sav ing thr ow vs. spe ll or suffer ld6 point s of
d amage from the hea t. Any weapon (mag ical or not ) that Special Hindrances: Firres don't fea r water, but they canno t
strike s a fiery firre mu st survi ve an item saving throw vs. assume fiery form w hile even partia lly immersed. A hard rain
magical fire or be destroyed, althoug h the firre still sustain s that drenche s the firre a lso nega tes this power, tho ugh a light
damage as norm al from the hit. sprinkle do es not.
Rega rdl ess of form, firre eladrins radiate protectionfro111 evil Firres have a burnin g passion for art of all kinds. They cannot
in a 10-foot radius. Onl y magica l weapons of +2 or better harm or allow ha rm to come to an y work of art or anyone who
enc hantm ent or tho se forged from cold- wro ught iron can engages in creative artistic pur suits (includ ing sculptin g, paint-
harm them. Firres have 5% magic resistance at 1st leve l; there- ing, singi ng, dan cing, perfor ming, or building). If such items or
a fter they accumulate an additional 5'1/oper leve l (cumula- beings are evil in nature, firres still cannot do harm to them
tive), up to a maximum of 50% at 10th leve l. directly, though they won't stop others from doing so.
Any intelligent creature who meets the gaze of an angr y firre Firres canno t ass um e fiery form if they are wear ing arm or,
mu st make a successful sav ing throw vs. paraly za tion or suffer but many use shields and magica l items for de fense. Wh ile
ldlO points of damage and be blinded for 2d 10 round s. A +2 wande ring the Prime Material Plan e in human or demi h u-
bonus ap plies to the target's sav ing throw against a 1st-2nd man form, firres typically do wear armor, in part to mak e
level firre, a +1 bonu s again st a 3rd-5 th leve l firre, no modifier the ir disgui ses more convincing . As wit h other e ladrins, firres
aga inst a 6th-8 th leve l firre, a - 1 penalty against a 9th-1 2th may no t revea l their tru e natur es to pr ime-mate rial morta ls.
leve l firre, and a -2 penalty aga inst a 13th o r higher level firre. The gods always notice such infract ions and recall the offend-
Firres wi th the singing profic ien cy can choo se to sing a ers to Arborea quickly .
mag ica l so ng instea d of attacking in any given round. With a Of course, firres' superior s or deities can demand their
successful proficiency check, the singe r can crea te one special return at any time, not just in cases of disguise vio latio n.
effect of the singe r's choice, accordi ng to the follow ing limit s: Most firres hate being reca lled , perhaps because the y tend to
form such strong ties wi th morta ls.
• At 1st leve l, the firre's voice can charm perso11.
• At 4th leve l, the song can charm personor hold person. Roleplaying No tes: Firr es trav el across the p lanes, sea rch ing
• At 7th leve l, the enc hantin g melody can charm person,hold for arti sts whose work they can appreciate. They ex ist for
perso11,or act as a suggestion. beauty and apprecia te it in all its splendid forms. They stri ve
• At 10th leve l, the firre's voice can crea te any of the above to fill their long lives w ith wonde r and de lig ht. Warrior firres
effects or act as a sleep spe l I. appr eciate the art of fine weapons and the finesse of ba ttle;
thieves see art as so methin g to be libera ted from the un de-
In each case, the singe r decides the exact effect of the song. serving; and bard s spread and shar e their a rt through mu sic,
Regardles s of its natur e, it affects all creatures within 50 feet poetry, painting s, da nce, and so on. Their pur suit of beauty

63

Nicolas Zaffarano (Order #40824392)


takes them to eve ry corner of the know n multi verse, and they Profi cie ncies : Ghae les gain weapon and non weapon profi-
spen d a grea t deal of time on the Prime Mat erial Plan e. ciencies accord ing to their character classes. They favor
Adventuring opportu nities for these beings are legion. swo rds, but can be proficient with any weapon. Ghae le fight-
Firres may choose to lead perilou s arch aeological explo- ers can specialize.
ration s into anc ient ruins to recover lost pieces of art, magnif- Most ghaeles have the following nonweapo n proficiencies,
icent weapons, and other wondrous ly crafted treasure s. They though PCs are free to choose their own : Ancient Histo ry,
could se rve as mu ses for stru ggling artists , presenting them- Blind-fighting, Local History, Planar Direction Sense,Planar
selves as models or learned tutors. They might even provide Sense,Readin g/W ritin g, Riding (Land- based), Tracking, and
inspiration for playw rights, mu sician s, archite cts, or armorers Weaponsmith ing. They can also have PlanarSurvival (Arborea)
while op p osing anyone who fails to appreciate the aesthetic as a bonus proficiency. (Italicized proficiencies are de scribed
process or stand s in its way. Most a rtists who have received in the Planewalker's Handbook[2620].)
inspiration or aid from firres remain blissfully unaw are of
their benefactors' true nature. Special Benefit s: A ghaele stirred to ang er can slay certa in
evil creatur es with a mere glance. This gaze a ttack affects a
~1 hnclcs single target of the ghaele's choice within 60 feet. The victim
The eladr in knights known as ghaeles resemble tall, athletic must make a sav ing throw vs. spell to determine the outcome
high elves. Some travelers mistake them for elven nobles, of the attack. A +2 bonus applies to the tar get's savin g throw
alth ough their pearly eyes and radiant auras reveal their aga inst a 1st-4 th leve l ghaele, a + 1 bonus again st a 5th-8th
celestial origin s. level ghaele, no modifier against a 9th-12 th leve l ghaele, a -1
penalty against a 13th-16th level ghaele, and a -2 penalty
Abili ty Sco res: Gha eles gain +1 bonuses to Strengt h, Dex- against a 17th or higher leve l ghaele. The result s of success or
terity, and Charisma. Their adj usted abilit y scores must fall failure vary accord ing to the Hit Dice and alignment of the
within the follow ing range s: victim. For evil creatures with up to half as many Hit Dice as
the ghaele has levels (round ed down), failure means instant
ABILITY M IN IMUM M AXIMUM death , whereas success afflicts the victim with fear (as the
Strength 14 19 spell) for 2dl0 rounds. (Thu s, an 11th-level ghaele could kill
Dexterity 12 19 an evil crea ture with 5 Hit Dice or less who failed its sav ing
Constitution 8 18 throw vs. spell.) For n onevil opponents and evil foes with
In telligence 10 18 high eno ugh Hit Dice to avoid death from the gaze, failure
Wisdom 6 18
result s in the sam e fear effect, whi le success indicate s that the
Charisma 12 19
victim is unaffec ted. Victims unabl e to see the ghaele are
Class Res trictions: Since ghaeles focus on combat, the y limit never affected.
them se lv,es to warrior classes and don 't pursue multicl assed Any ghaele can shapec han ge into a 5-foot-diameter scin-
op tions . tillatin g sp here of eldrit ch colors. In thi s form , the ghaele
attacks by firing two positive-e nerg y bea ms (with a +4
CLASS MAX. L EVE L bonu s to each attack roll) capab le of searing any enemi es
Fighter 20 they hit within a 100-yard range. Damage from these beam s
Ranger 20 is 2d4/2d4 point s at 1st level, 2d6/2d6 point s at 3rd level,
2d8 / 2d8 point s at 5th leve l, 2d10/2d10 po int s at 7th leve l,
Average H eight and Weight : Ghaeles stand 60/55 + 2d12 and 2d12/2 d12 poin ts at 9th leve l an d above. These rays of
inches tall and weigh 140/125 + 6d10 pounds. The numb er light have no effect on creatur es native to the Positive Mat e-
before the slash refers to males; the one after it to females. ria l Plane. Ghael es in sp here form cannot use their gaze
attack s, but they can fly at a ra te of 60 (mane uverab ility
Hit Di ce: Ghaeles gain Hit Dice (and hit point bon uses for class A).
high Constituti on scores) according to their chara cter classes. Regardl ess of their form, an aura of radiant light sur-
round s these beings at all times. This aura functions as a
Ali gnmen t: The majority of ghaeles are chaotic good, though double- strength protectionfrom evil effect with a radiu s of 20
a few are neutral good . They can have no other alignment s. feet. It also duplicates the effect of a 111i11or globeof i11
v11l11
erabil-
ity and affords protectionfrom normal missiles, though both of
Armor Class: Ghae les are Armor Class - 1 (base). these effects benefit only the ghaele, not anyone sta ndin g
nearby . Ghacles start play at 1st level with 5% ma gic resist-
Languages: Ghae les can speak , read, and write the eladrin ance; thereaf ter, they accum ulate an add itional 5% per leve l
language. Like all elad rins, they have the innate power to (cumul ative), up to a ma ximu m of 50% at 10th level.
co111prelze11d
languagesand can speak and write additional lan- Ghaeles can cast priest spe lls from any sphere at three
guages of choice, up to the limit imposed by their Intelligence leve ls higher than their ow n (thu s, a 1st-level ghaele casts
scores. spe lls as a 4th-level priest.), and are entitled to bonus spells

64

Nicolas Zaffarano (Order #40824392)


for hjgh Wisdom as though the y were prie sts. 1n addition to tom ed to working from behind the veil, and their m issions
these spells an d their innate eladrin abiHties, ghaele s ga in the we ig h heav ily on their mind s. They are dedicated, but
follow ing inn ate power s as the y adva nce. Each of these is hea vy- hea rt ed bein gs who find little hu mor in eve ryday
usable, once per round , at will as a cas ter of equivale nt level life.
(unle ss otherwise not ed): PC g haele s ha ve co untl ess oppo rtuniti es to help mor tals
combat ev il on prime-mate rial worlds. Such a character
• At 1st leve l, ghael es can cast color spray and dn11ci11g might join a band of heroes in ridding an ancient dungeon
lights. On ly mag ica l weapons of +1 o r better enc hant- of its w icked denizen s, closing gateways to the Lower
ment or weapons forged of co ld-wro ugh t iron can harm Planes, prevent ing the escape of an impri so ned ma rquis
them. ca mbion, and thwarting the mac h ination s of an ev il war-
• At 3rd level, they can cast co11ti1111nl fig/it, detect lo rd. A ghae le might also help a h uman knight assemble a
invisibility, and ESP. tea m of warriors to free comrades from a githyanki prison,
• A t 5th leve l, gha eles ga in the ab ility to cast dispel magic, or help a spo iled prin cess prepare for her role as queen by
and their weapon immunit y improve s, makin g them promptin g her to urute the warring faction s under her rul e.
susceptibl e to da mage onl y from cold iron weapons or Disg uised ghaeles frequent elven court s, offering words of
mag ical weapons of +2 or bette r enchan tm ent. wisdom to lord s attempting to save their fores ts from
• At 7th leve l, they can cas t chnrm monster and improved encro aching enemies, such as evil human s, dragon s, and
invisibility. tyrants.
• At 9th level, ghae les can cast ndvnncedillusio11 , hold mon- Success is reward enough for the ghae les. They neve r seek
ster, telekinesis,and wn/1of force. glory or thanks for the work they do, but they are prone to
• At 11th leve l, they can cast chnin lightning (12d8 point s of developing special kin ships with particular morta l beings,
dama ge), poly morph nny object,pris111nt ic spray, and teleport whom they visit per iodically.
witho11terror. Their immunit y imp roves once aga in, mak-
ing them vulnerabl e on ly to damage from cold iron N O\I ICfCS
weapons or magical weapo ns of +3 or better enchant- Nov ieres possess a gentle radianc e all their own. Like the
ment. bralani , they celebrate the beauty of the lands and emerald
waters they call hom e. Novieres resembl e aquatic elves or
Specia l Hin drances: Ghaeles mu st ca refully guard them- nixies, with blue-green skin, gills, and webbing between the ir
selves when away from Arbo rea and be sure to hid e their finger s. They are most at hom e in the seas of Ossa, but they
ab ilities from mortals. Ghae les who reveal their tru e nature s d o keep company with merfolk and ocea n nymphs along the
while on the Prime Material Plane risk immediate recall to coastlines of prime-material worlds.
Arborea and confinem ent there for 1,001 yea rs-an unbear-
ab ly long sentence for beings acc ustom ed to roaming the Abili ty Scores : Each novi ere PC has a + 1 bonu s to Strength, a
planes and aid ing goo d creature s. Ghae les who serve the +2 bonu s to Charisma, and a - 1 penalt y to Constitution . Their
tulani on Arborea often languish in this state, un ab le to leave final abili ty scores mu st falJ within the follow ing rang es:
the plan e for seve ral more centuri es. Despair weigh s heavily
on such confined g hae les, and their coun tenan ces tend to ABILITY MIN I MUM M AX I MUM
sho w it. Strength 12 19
Lesse r eladrins (such as the coures) can ge t away with mis- Dexterity 12 18
chief now and then , but the powers of Arborea wa tch g haeles Constituti on 6 17
carefully. Any ghaele w ho behaves in a malicious or unsee mly Intelligence 12 18
Wisdom 9 18
mann er or fails to act w ith kindn ess and charit y is quickl y
Charisma 15 20
reca lled and give n other roles to occupy his or her time.
Ghaeles prefer not to wear armor, though they do em ploy
sh ields and protec tive mag ical dev ices when need s ar ise . Class Restrictions: 1n addition to the classes listed below,
novieres can select from the following multicla ssed options:
Roleplayi ng Notes: On Arborea, ghaele s se rve as co un- figh ter / ma ge, fighter / cleric, fighte r / thief, figh ter / bard,
se lors and advisors to the tu la ni eladrin s. Th ey are also fighter / mage/ cleric, fight er / mage/ thief, mage/ cleric,
staun ch de fender s of th ei r homeland , repe llin g invader s mage/cleric / thief, and cleric /bar d.
such as fiends and slaa di who use sec ret p o rtals and gates
to infiltrate the p lan e. But while the y love Arborea, ghae les C LASS M AX. L EVEL
ha ve a spec ial pred ispo sition toward the Prim e Material Fighter 12
Plane and loa the be ing away from it for long. The y adore Ranger 12
mo v ing among mor tal s, o fferin g guidance to being s of good Mage 15
hea rt w ho ha ve the co ura ge to stand ag ain st their oppres- Cleric 12
so rs. Mor e so than any ot her eladrin s, g hae les are accus- Thief 9
Bard 12
65

Nicolas Zaffarano (Order #40824392)


Average Height and Weight: Novie res stand 55/45 + 2d8 maximum of 20% at 5th leve l. Only magical weapo ns of+ 1 or
inches tall and weigh 100/90 + SdlO pound s. The number better encha ntm ent or those forged of cold-wroug ht iron can
before the slash refers to males; the one afte r it to females. harm them.
All n oviere s have the innate magical abiliti es com mon to
Hit Dice: Novieres gain H it Dice according to their character all eladr ins. ln add ition, they ga in the following abi lities as
classes, but they are not entitl ed to hit point bonuses for high they increase in level. All of these are usable once per round
Constitution scores. at will , as a caster of equiva lent level, unl ess otherwi se noted:

Alignm ent: Most novieres are chaotic good, although lawful • At 2nd level, novieres can use charm person.
good and neutral good novieres do exist. Novieres cannot be evil. • At 3rd level, nov ieres can cast alter self, improved pha11ta s-
mal force, and mirror image.
Armor Class: Novieres are Armor Class 3 (base) in demihu - • At 4th leve l, a noviere can hurl a water bolt up to 60 feet,
man form or -3 (base) in watery form. inflicting 4d6 points of d amage to all creatur es wit hin a
5-foot-wide path. (Targe ts who make successf ul saving
Languages: All novieres speak, read, and write the elad rin throws vs. spell su ffer onJy half damage from this
language . Like all eladrin s, they have the innate power to attack.) This ability is usable onJy once per day.
comprehend languages and can speak and w rite add itional lan- • At 5th level, these beings ga in the ability to cast co11ti1111al
guages up to the limit s imposed by their Intelli gence scores . light and slow.A noviere can also confer wnter breathi11 g (with
a 6-hour duration) upon one other creature once per day.
Proficie ncie s: Novieres ga in weapo n and nonweapon profi- • At 8th leve l, a noviere can summon and co mm and an 8-
ciencies according to their character classes. They favor tri- HD wa ter elemental once per week. The contro l lasts for
dents, nets, and daggers, but can be proficient with any ld6 turns , after w hich the elemen taJ returns to its home
weapons. Noviere fighters can specia lize. plane . Use o f this ability req uir es imm ersio n in a natural
Most novieres have the following nonw eapo n proficien- body of water large enou gh to con tain both the noviere
cies, but PCs are free to choose their own: Appraising, Danc- and the ele men tal.
ing, Planar Direction Sense, Planar Sense, Riding (Water-based), • At 12th level, a noviere can su mmon and command a 12-
and Singing. Novieres have Planar Survival (Arborea) and HD wate r elemen tal once per wee k, as above.
swimmi ng as bonu s proficiencies. (Ital icized proficiencies are
described in the Pla11 ewalker's Ha11dbook [2620].) Specia l Hindran ces: Nov ieres prefer life in the wa ter to life
on land. They share a specia l kin sh ip w ith the seas and
Special Benefit s: Novieres who are proficient w ith nets can oceans of w hateve r world or plane they visit, and the need to
hurl them up to 30 feet underwater and 60 feet on land. On mainta in that link is strong. A noviere loses one point of Con-
any successfu l hit, the victim must make a successful sav ing stitu tion for each week spent on land , to a min imum score of
throw vs. pa ralyzation or be entang led for ld6 rou nds. A +4 3. Returning to the wa ter instantly restore s all lost Constitu -
bonu s applies to any attack roll aga inst an enta ngled oppo- tion poin ts.
nent. Novieres always try to ens ur e that air-breathers don't Nov ieres must hide their tru e forms and ab ilities from
drown wh ile wrapped up in their nets. Regardless of form, mortals. As wit h all eladrin s, nov ieres who lack discretion
novieres move at a rate of 24 in water and 15 on land. face recall and confinement to Arborea . Th ese beings try to
Any noviere, regard less of leve l, can assume a wa tery dol- avoid violence as muc h as possible, always striving to help
ph in form. While so transformed, the elad rin has an Armor the largest possible number of people with the least combat
Class of -3 and can a ttack with a powerful ramming str ike and blood shed.
once per round for 2d8 points of damage (no Strength bonus
app lies). A noviere who scores a nat ur al 19 or 20 on a ram- Rolepla ying No tes: Novieres are ab idin g and accomm odat-
ming attack ro ll can enve lop and hold the oppo nent. Any ing creatu res who are h ighly tolerant of other s' foibles. They
victim so restrained must mak e a successf ul Bend Bars/L ift are slow to ange r and sh un fighti ng wherever possible. When
Gates roll to wr igg le free. So long as the ho ld continu es, how- combat is unavoidable , they prefe r weapo ns usab le on both
eve r, neither the elad rin nor the foe can attack. land and water, such as tridents, nets, and daggers.
All nov iere war riors, wiza rds, and rogues can cas t priest Novieres tend to choose favorite coas tlines or islan ds and
spe lls at one level lowe r than their ow n. (Thu s, a 2nd- leve l linger there for yea rs at a time, using their powers to frighten
noviere warr ior casts spe lls as a 1st-leve l priest.) Noviere away any thing they perceive as a thre at to the tranquility or
priests do not ga in any additiona l spe llcasting ab ility, bu t ecosyste m of their "d oma ins." Though they are socia ble crea-
they are immune to certain mind-affecting spe lls (such as tures, they genera lly avoid the Court of Stars and other
cause fear, charm person, com111a11d, forget, friends, hold person, eladrins, preferring the compa ny of mortal beings indigenous
hypnotism, my of e11f eebleme11t,and scare). to watery d oma ins or coastal kingdom s.
Nov ieres beg in play with 4% magic resistance at 1st level; Adven turing opportuni ties for novie res might include
thereafter, they accum u late an additio nal 4% per level, to a attending the court of a tri ton kin g, h elping a band of mer -

66

Nicolas Zaffarano (Order #40824392)


folk d efend an undersea tow n again st sahua gin raider s, Proficiencies: Shieres gain weapon and nonw eapon proficien-
de stro y ing a covey of sea ha gs w ho ha ve cap tured a you ng cies accordin g to their character classes. They favor knightly
storm giante ss, exp lori n g sunk en p irate ship s, helpin g a wea pon s, especially the lance, battle-axe, horseman 's ma ce,
merchant def end hi s vesse ls again st a terrible und ersea horseman's flail, and longswo rd . Shiere fighters m ay specialize.
mon ster (suc h as a dragon turtl e or g iant squid ), or helpin g Most shieres hav e th e following nonw ea pon proficiencies,
a g roup of land -dweller s sear ch thr oug h a sunk en city for though PCs are free to choose their ow n: Armo rer, Blind-
lost relics. fighting, H erbalism, Huntin g, Pln11nrSense, Ridin g (Airborne),
Swi mmin g, and Weapo nsmi thin g. They ga in P/nnnr Direction
s hi ercs Sense, Pln11nrS11rvivnl(Arboren), and Tracking as bonu s profi -
Of all the eladr ins, shieres are probabl y the leas t likely to ven- ciencies . (Italicized proficiencies are de scr ibed in the
ture beyo nd th eir hom e p lane. These are th e knights of Pln11ewnlker's Handbook (2620].)
Arborea, defend ers of the Co urt of Stars, and at tendant s of
the noble tulani. Shieres appear as excep tionally tall elves Specia l Benefits: In addition to their formidable comb at skills
wi th lanky frame s, slender limbs, and n arrow faces. They typ - and the inn ate abilitie s comm on to all eladr ins, shier es ha ve
ically have fair skin, pale go lden or silver hair , and piercing the power to instill fenr in evil creature s who mee t th eir eyes .
eyes of blu e, green, or v iolet. A successful saving throw vs . sp ell negate s this effect, but the
atta ck increases in potency with th e level of th e sh iere, as fol-
Ab ili ty Sco res: A shie re PC gains a +2 bonus to Strength and lows : A+ 1 bonu s ap plies to the target's saving thro w ag ain st
a +l bonu s to Dexteri ty. Adj usted ability sco res for such char- a 1st- 5th leve l shiere, no modifi er ag ain st a 6th-10 th leve l
acters mu st fall w ithin th e following ra nges : shier e, a -1 penalty against an 11th- 15th leve l shi ere, and a - 2
penalty aga inst a 16th or higher leve l shi ere.
ABILI TY MI N IMUM M AXIMUM Shier es ma y wea r any type of armo r, but th ey prefer m ag i-
Strength 13 20 cal ove r mundan e. They begin pla y w ith 5% magic resistance;
Dexter ity 12 19 thereafter they ga in an additional 5% eve ry ot her leve l
Consti tuti on 9 18
(cumul ative), up to a ma ximum of 30% at 11th leve l. Only
Intelligence 9 18
Wisdom cold-wrought iron and mag ical weapo ns of + 1 or better
9 18
Charisma 12 18 enchan tm ent can harm a shiere.
Once per d ay, a shiere can shapec han ge into a sph ere of
faerie lig ht 1 foot in diameter. This form allow s flight at a rate
Class Res trictions: As the warrior s of Arbo rea, the shieres of 24 (mane u vera bilit y class A). How eve r, the nob le shi eres
don ' t concern themselves with fun ctions ot her than comba t. don 't ass ume these form s often, as it takes th em an hour or
more to regain their dem ihum an shap es afterw ard. Wh at' s
CLA SS MAX. LEVEL more, though shi eres in light form are immun e to all ph ysical
Fighte r Unlimited attacks, they can' t mak e any them se lves . This shap e d oes not
Ranger 15 prohib it the eladrin from makin g ma gical at tacks, but it offers
no prot ection from such either .
Average He ight and Weight: Shieres stand 70/60 + 3d12 Shieres ga in additiona l benefits and deve lop new ma gical
inches tall and we ig h 150/135 + 6d10 pound s. The numb er powe rs as they rise in leve l. Each of th ese inn ate abil ities is
before the slash refer s to males; the one after it to female s. usable once per round at will, as a cas ter of equ iva lent level,
unle ss o therw ise noted:
Hit Dice: Shieres ga in Hit Dice (and hit point bonu ses for
high Constitution) according to their character classe s. • At 2nd leve l, shieres can cast color sprny and detect evil.
Each also ga ins a faithful warhorse for use in hunting,
Ali gnmen t: All shieres, w ith out exception, are cha otic good . patrolling, and ridin g to war. Th is animal is the eq uiva -
ln fact, they' re immun e to spell s and spell- like effects that lent o f a hea vy warhorse (AC 7; HD 4+4; THAC0 17;
alter al ignm ent. Dmg ld8/ ld 8/ ld 3) but it ha s a moral e rating of fea rless
(19), and it neve r ha s fewer th an 5 hit point s p er Hit Die.
Armor Class: Shie res are Armor Class 4 (base). H owever, they Its movement rate is 24 rega rdle ss of terrain, and it can
commonl y wear armor of g lass and crystal equival ent to fly at that speed (m aneu ve rabi lity class A) as long as th e
magical field pla te armo r (+ 1 to +4 enchantm ent ) and carr y sun is not in the sky.
long, narro w shields + 1. • At 3rd leve l, a loyal shiere receives a +1 ma g ical weapon
of choice from his or her tulani lord as a rewa rd for faith-
Languages: Shieres sp eak, read, and wr ite the eladrin lan - fu l service. Only shieres w ho ha ve d emon strat ed fealty
g uage . They have th e innate power to co111pr ehe11dln11g11nges to their superi ors arc give n this g ift o f honor.
and can spea k and w rite add itional langua ges of choice, up to • At 4th leve l, shieres can cast niter self and detect invisibility.
th e limit impo sed by their intelligenc e scores . • A t 5th level, U,ey gain th e ab ility to cas t pri est spells at

67

Nicolas Zaffarano (Order #40824392)


four leve ls lowe r than their ow n, ga inin g bonus spe lls have opportwuties to vis it other part s of th e multi verse. The
an d all o ther priestly benefits for high Wisdom scores. lords of PC shieres, however, migh t call upon them to com-
(Thu s, a 9th -leve l sh iere cas ts spe lls as a 5th-level priest.) plete spec ial tasks requirin g brief sojou rn s to the Prime Mate-
In addition, shi eres of this level can use co11tinuallight rial Plane, Sigil, the Outlands, or elsew here.
and spectral force. Sh ieres place tremendous stock in their pe rsonal honor.
• At 6th leve l, a loyal and honorable shier e receives a +2 They can n ever betray their lord s or turn their ba cks on
magical wea p on of choice from Qu een Morwel's fai thful trusted friends. A shiere ordered to protect a town or individ -
tulan i consor t, Vaeros. ua l is hon or -bo und to fulfill that duty at any cost, and th ese
• At 7th leve l, shieres can use ice stor111. noble elad rin s are always ready to sacrifice them se lves to
• At 9th leve l, a shiere who has se rved Qu een Morwel defend ot hers in their char ge.
w ith distinction and does not ye t ha ve a +3 magical
weapon may se lect one as her gift. This weapo n always Rolepl aying N otes: Shieres are exceptionally courageo us and
has sharpness, quickness, or defender properties. In addi- chivalrous. Although they are by no mean s aloof and
tion, shier es of this leve l can cas t wall of ice or cone of cold unfriendl y, they can be as cold as ice when dealin g with th ose
(for 10d4+ 10 points of damage) at will and healano ther who don't mea sur e up to their stan dard s of behavior or cod es
creat ure once per day. of honor.
fur thermore, Qu een Morwel invites all 9th-leve l Shieres rarel y leave Arborea. The y defend th e Court of
shieres to serve in the Court of Stars as members of her Star s and th e res t of the plane from attack and spend most of
vaw1ted honor guard. To earn knighthood , each must best their time on patrol, alert for sig ns of troubl e. Mor e often than
a peer in nonlethal combat. Shie re knights command not, they find it- usually in the form of monste rs and fiends
respect from all other eladri ns, and the queen herself often who have made their way throu gh portals and tak en up resi-
assigns them spec ific jurisdictions to protect on Arbo rea. dence in the wilderness. Shieres often hunt dragon s, behir,
Knights in charge of defense for s uch areas typically set bulettes, ow lbear s, and other menaces. At time s, they mu st
up stro ngholds to use as bases of operations . (The queen defend towns and villa ges from chao tic-mi nd ed creatures and
does not assign such jurisdictions to all knights; some she fiends w ho are more at home in the Abyss, but feel some kin -
reserves for her own service, assigning them special mis- sh ip wi th the chaos th at permeates Arb orea.
sions instead.) Every so often, h oweve r, tulanj lord s ask sh ieres to acco m-
pany them to other planes or carry out sec ret missions for
• At 10th leve l, the shiere 's trusty warhorse (if sti ll alive) is Queen Morwel in other parts of the mu ltiv erse. Additionally,
transformed into a favonian-a grea ter eq uar accus- eladr in armi es occas ionall y ven ture int o the Lower Planes to
tomed to traveling the open field s of Arbo rea (see attack fiends an d their ev il stro ngholds, an d shieres often
Append ix 1: Celestial Mounts). Favonians are a bluish- lead these raid s.
w hit e or dappled-gray steeds with keen se nses and
excepti onal toleran ce for poor wea the r condi tions. Rid ers Tulnni
never fall off of favonians unless one party or th e oth er Tulani are the lord s of the eladrins. The ir court s drift thr ough-
w ishes it. In addition, the sh iere can command the equar out Olympu s, se ldom remainin g in the sa me p lace from one
to emp loy any of the following spell -like abilities, each night to another. These "ma sters of th e twili g ht rea lm" pos-
up to thre e times per day: phantom steed (conjur es 1-3 sess un ear thly beauty and grace . Th eir vo ices are like music,
steeds that also act as mirror images),alter 11onnalwinds, and their tall, elflike forms are surr ound ed by radian ce that
cloudburst, gust of wind, and obswr e111ent. no evi l creat ur e can bear.
• At 12th level, shieres can use heal twice per day on ot her
creatu res (but n ever themselves). On ce per day, a sh iere Abili ty Scores: A tulani PC has a +1 bonus to Dexterity and
can choose to infli ct double damage wi th any one strik e Wisdom, a +2 bonus to Strengt h and Intelli ge nce, and +3
agai n st an enemy, assuming a s uccessfu l hit. In addition, bonus to Charisma. Final ability sco res for s uch charac ter s
Queen Morwe l replaces the loyal sh iere's +3 weapon mu s t fall w ithin th e following ran ges :
wi th a similar one of +4 enchan tm en t.
• At 15th level, shi eres can use heal three times pe r day AB ILI TY M INIMUM M AX I MUM

(but never on themselve s). Once per day, a shiere of this Strength 15 20
leve l can also unleas h a wh irlwi nd attack, strikin g eight Dexterity 12 19
Constituti on 8 18
times in a single rou nd against multipl e targets and
Intelligence 15 20
inflicting maximum damage w ith each s uccessful strik e.
Wisdom* 14 19
Charisma 16 21
Special Hindrances: Shiere s can ' t leave Arborea wi th ou t th e
consent of their lord s- usuall y tulanj nobles, or perhaps eve n
Queen Mo rwel herself. Because their duties includ e defend- *A tul ani priest ha ve a minimum Wisdom of 17 and a max-
ing the plane from threats within and without, th ey se ld om imum Wisdom of 22.

68

Nicolas Zaffarano (Order #40824392)


Class Restrictio ns: In addition to the classes listed below , Warriors and w iza rds of thi s race can cast priest spe lls at
tulani can select multicl assed optio ns from the following list: three levels higher than their ow n, and they ga in all pries tly
fighter / mag e, fighter/ cleric, mage / cleric, and benefits (including bonu s spell s) for high Wisdom sco res .
fighter / mage / cleric. (Thu s, a 1st-leve l tulani warrior or wizard cas ts spe lls as a
4th-le ve l prie st.) Tulani priests ga in an additiona l +3 bonu s to
CLA SS M AX. L EVEL their Wisdom scores (max imum of 22), with appropriate spe ll
Fighter 20 mod ifiers and immun ities.
Mage 25 Tulani need not carr y weapons, for each membe r of the
Cleric 25 race can create a swo rd like blade of fiery lig ht at w ill. Thi s
weapon is abo ut the same length as a longsword, but weight-
Average Height and Weight: Tulani stand 70/60 + 3d12 less. As tulani rise in level , the magical properties o f the ir
inches tall and weigh 150/135 + 6dl0 pound s. Th e numb er swords increase as well. (Note that the swo rd 's speed factor is
b efore the slash refers to males; the one after it to female s. always 2, rega rdl ess of its curr ent mag ical natur e.)

Hit Dic e: Tulani gain Hit Dice accordi ng to their character L EVEL SWORD M OD IFIER #AT/RND D MG/AT"
classes. 1-3 +1 quickness l 2d4+ 1 + Str bonus
4-6 +2 quickness 3/2 2d4+2 + Str bonus
Alignment: All tulani are chaotic good. 7-9 +3 sharp11ess 2 2d4+3 + Str bonus
10-12 +4 sharpness 5/2 2d4+4 + Str bonus
Armor Class: Tulani are Armor Class - 3 (base) . 13-15 +4 sharpness 3 2d4+4 + Str bonus
16- 20 +4 vorpal 7/2 2d6+4 + Str bonus
Languages: The se being s can speak, read, and write the 21-25 +5 vorpal 4 2d6+5 + Str bonus
eladrin language. They ha ve the inn ate power to comprehend 26-30 +5 vorpal,speed** 4 2d6+5 + Str bonus
languages and can sp eak and writ e additional language s up to
the limits impo sed by their Intelligence sco res. * Aga inst ev il foes, the swo rd del ive rs an extra 2d8 po ints
of positive en ergy damage.
Profici encie s: Tulani gain weapon and nonweapon profici en- **Aspe r a scimitar of speed.
cies according to their charac ter classes. However, few of
the se beings actually wield weapons, given their innat e abil- Tulani a lso po ssess powe rful gaze attac ks that a ffect tar-
ity to summon forth blazing sw ord s of light (see below). ge ts of their choo sing as follows:
Tulani fighters ma y specialize .
Mos t tulani ha ve the follow ing nonweapon proficien cies, Level Effec ts of Gaze
thou gh PCs are free to choose their ow n : Ancient Lan - 1-6 Evil crea ture s with less than 8 Hit Dice must
g uag es, An ima l Handling, Artistic Ability, Healing, H erbal- mak e success ful saving throws vs. spell or suc-
ism, Local Histor y, PlanarDirectionSense, PlanarSense, Planar cumb to fear for 2d4 rounds; non ev il creat ur es
Survival (Arborea),Readi ng/Writing, Religion, Ridin g (Air- and ev il beings w ith 8 HD or more are un af-
borne), and Spe llcraft. Tulani have Anc ient History and Eti- fected.
quet te as bonus proficiencie s. (Italicized proficienc ies are 7-10 Evil creatur es wit h less than 8 HD mu st make
de scribed in the Planewalker's Handbook(2620).) success ful sav ing thr ow s vs . sp ell or succum b to
fear for 2d8 rou nd s; success indi cates blindness
Special Benefit s : A tulani constantl y radiate s a protectionfrom for 2d8 row1ds. Nonevil crea ture s and evi l be ings
evil aura wi th a radius of 20 feet. An ev il creature must make with 8 H D or more suffer the same effects at ha lf
a success ful sav ing throw vs. sp ell to approach within 20 feet the duration (ld4 round s) and gain +2 bonuses to
of the eladrin. This aura also confers the benefits of both the their saving throws.
minor globeof invulnerability and protectionfrom normal missiles 11+ Evil creatures with less than 8 HD mu st make suc-
spell s. cessful sav ing throw s vs. spell o r die instantly;
Once per round at will, a tulani can fly (movement rate 30, those who sur vive are blinded and stricken w ith
maneuverability class A) or assume the secondary form of fear for 2dl0 rounds. No nev il creat ures or evil
an y other eladrin . Regardless of their shapes, they retain their beings with 8 HD or more suffer fear and blindnes s
own AC and THAC0 values, but cause doub le the normal only if they fail their sav ing thr ows (no modifier).
damage of the secondary forms they ha ve chosen.
Tulan i beg in play wi th 10% magic resistance at 1st leve l; In ad diti on to the inn ate ab ilities all eladr ins possess,
thereafter they accum ulate an add itiona l 10% (cu mulati ve) tulani have the following benefits and spell-like abilit ies (each
ever y other level, up to a maximum of 90% at 17th level. usab le once per round at will, as a cas ter of eq uiva lent level,
(Th us, tu lani have 20% magic resistance at 3rd level, 30% at unle ss otherwise noted):
5th leve l, 40% at 7th leve l, 50% at 9th leve l, and so on.)

69

Nicolas Zaffarano (Order #40824392)


• At 1st level, tulani suffer damage only from cold- attendants and guests ange r Queen Morwel , who calls them
wrought iron or magical weapons of +l or better before the Court of Stars for stern lectur es on noble etiq uette.
enchantment. If the errant behavior continues, the queen strip s the offend -
• At 2nd level, they can cast colorspray and dn11ci11g lights. ers of their nobility -a dreadfull y humili ating even t-and
• At 4th level, they can cast detect invisibility and ESP Only forces them to spe nd 1,001 years as servan ts to other tula n i,
cold-wrought iron or magical weapons of +2 or better who act as both wardens and role model s. During this time,
enchantment can harm them. the errant tulani may not leave Arborea for any reason.
• At 6th level, tulani can cast co11
tin11nllight and dispel111
ngic. Like all eladrins, tulani ma y not interfe re in the lives of
• At 7th level, only cold iron or magica l weapons of +3 or mortals. As the shaper s of the eladrin code of conduct, they
better encha ntm ent can harm them. must uphold this philo soph y to the hig hest degree possible.
• At 8th level, they can cast improvedi11visibility. Qu een Morwel frow ns u pon tulani who advocate interf erence
• At 10th level, they gain the ab ility to cast ndvnncedil/11sio11, and puni shes tl1ose who pursue it.
hold 111
011ster, telekinesis,teleporlwithout error,wnll offorce,
and chni11lighl11i11g (for 12d8 point s of damage). Tulani of Roleplaying Not es: Tulani player character s are scions and
this level are immune to damage from all weap ons except leader s of their peop le. Born in the twilight court s, they typ i-
those of +4 or better enchantment or cold iron. ca lly remain there for cen turi es, if not millenni a, before leav-
• At 12th level, tulani can cast mnss chnr111 , prismnlicspray, ing to form courts of their own. Though bred to be nob les,
and polymorphnny object. Meteor swnr111 , powerword kill, tulani still mu st earn their place s in eladrin society and hon e
and time stop are each usable once per day. Once per their skills in sorcery, etiquette, and diplomacy. Th ey can
year, a tulan i can g rant another being' s wish. become full-fledged nobles only at level 10 or above, and only
• At 13th level, any tulani can form a personal twilight court in a tulani of 13th level or higher can earn the title of Lord or
a private demiplane touching the Border Ethereal. The court Lady and command a cou rt of followers.
takes whatever form pleases the tuJani, from a cloud castle to As befits their station, tulani rule over the other eladrins
a sprawling forest hideawa y. Onl y eladrins can visit; the and ha ve scores of servant s and messengers to perform tasks
place is invisible and insubstantial to all others. (If desired, on their behalf. Thu s, a tulani is more likely to partake in court
tulani with courts can allow a number of noneladrins equiv- intrigues than wild ad ven ture s abroad. Once in a while (which,
alent to their own levels to visit, but only for 2d20 turns.) The for a tulani, can mean once every few centuries), one of these
court is accessible from one specific location of the tulani's nobles might feel a compelling urge to seek en lightenment
choosing on Arborea, though the owner can change the beyond the confines of Arborea . With Queen Morwel's permis-
point of entry at will, moving it to another spot on the plane. sion, such a character may leave the plane for a brief sojourn-
In addition, all 13th-level tulani gain greater eladrin though again, a tulani 's definition of "brief" could equate to
attendants (1 / leve l) and lesser eladrin servitor s years or decade s. Thus, it is pos sible for a player to run a tulani
(2/level). Two mated tulani who share a singl e cou rt can chara cter outside the con fines of the twilight cou rts.
combine their total at tendant s, thereby increasing the Like other eladrins, tula ni mu st hide their true nature s from
overall size of the court. The se attendant s and servitors mortals and resist the urge to meddl e in their affairs. It would
are not slaves, and mistreatment will cause them to seek be fine for a tulani to prov ide advice to a young ranger trying
ou t mor e benevolen t lord s or ladies to serve. to protec t a forest from goblins, for examp le, but the eladrin
could not use obvious tuJani power s to annihilate the gob jjn
• At 14th level, a tulani attrac ts a loya l animal companion tribe. Queen Morwel monitor s the tuJani closely, for she is fully
with the innate power of /rue seeing. This guardian, aware that with great power comes even greater respo nsib ility,
regardle ss of its form or size, has the followi ng statistic s: and she realizes that not all of her noble s can carry the burden.
AC - 5; MV 15, fly 15 (B), sw im 15; HD 9; #AT 3; Dmg
3d8+3; SD immune to fire, cold, poison, paralysis, dea th
magic, polymorph,and mind-affec ting spells /a ttack s; MR guurdinoJs
50%; ML fearless (20); lnt very (12); AL CG; XP 3,000. Guardi.nals are beautiful, muscular human s with noticeable
anima l traits. The deg ree of animajjstic appearance varies
Special Hindrance s: Tulani rarely leave the twilight court s of among individuals. They are something of a paradox to other
Arborea or ventu re beyond the boundaries of their home beings, for they can be compassionate and gentle one moment ,
plane, except when matters of diplomacy demand otherwise. then ruthless and violent the next, dependin g on their moods
For example, they might pay homage to Syranita, the goddess and the situation. Though guardinals lead tranqui l lives on their
of the aarakocra, who reside s in her aerial realm on the home plane, they cannot tolerate evil in any shap e or form, and
border of Ysgard and Arborea. Alternatively, they could seek they have no qualm s about taking the fight to the Lowe r Planes,
wisdom from the Seldarine or partake in a festival held in the where evil waits like a great nest of vipers eager to strike.
Seelie Court of the diminutive faerie folk. Guardinals are native to Elysium, a picture-perfect plane of
Tulani who act against their alignment by deliberately magnificent landscapes sewn together by the spectacular Rive r
inflictin g harm on nonevil creat ure s or callously mistreating Oceanu s. The guardina ls love their hom e and watch it care-

70

Nicolas Zaffarano (Order #40824392)


fully for any sign of troubl e. Although they aren 't as num ero us Like eladrins, gua rdinal s aren't truly immort al, bu t they do
as some of the other celestia l races, they have an uncanny way live long, healthy lives . Born of guardinal parents on Elysium,
of show ing up w heneve r ev il rea rs its ugly head. (ln Elysium, young guardina ls are slow to mature, often spending centurie s
creatu res of good conscience can travel quickly from place to learni ng the ways of their kin from their ancestors and the com-
place, w hile those of despoiled thought find themselves mired munity. More than any other celestia l race, guard inals va lue
an d slow to gain ground.) Guard inals are living embodiments family- be it a tribe, a clan, a pack, or somethin g else-t houg h
of Elysium's tranquility, and they refuse to tolerate anything some members develop instinctual preferences for solitude once
that could disturb that peace. They do not wai t for trouble to they've matured (the avorals and ursinals, for examp le).
come to them-they'd rather Societal organ izat ion beyond family unit s is rather loose.
see k it out and Guardi nals have little use for strict laws or orde rly soci-
smite it fiercely. eties; they roam their plane like nom ads and sett le
w hereve r they feel most comfort able. Thei r society
is not rigidly hierarchical, although leonals lead
the way w henever the threat of evil requires
celestials to band together. The leonals are
the most vig ilant member s of the race,
and their comma ndin g auras can draw
together groups of gu ardin als as needed
to crush the powerful forces of evil.

Thci r pcnucrs
All guardi nals, young and old, have
detectil/usio11
, detectevil (100-foot
range), detectinvisibility,dime11sio11
,,j,1/ J door,dispel magic, infmvisio11, and pro-
tectionfrom evil 10' radiusas spell-

I J;
/II, I
like powers, usable at will.
Somewhat like paladins, these
beings can lay on hand s, healing a
number of hit points equa l to their
own hit point totals each day. They
can divide this healing among sev-
/
, / eral individuals as they see fit.
Gua rdinal s are immune to elec-
trical attacks, and they suffer on ly
half damage from co ld, gas, p oiso n,
I and magic 111i ssi/e spells . Iron
weapon s inflict half damage on
those guardina ls w ho are vuln era-
ble to nonmagical wea pons an d no
damage on those susceptib le only
to encha nted weapons. Silver
weapons, magical or otherwise,
can harm all guard inals.
TI1esebeings possess a specia l
type of telepathy that enabl es them
to communicat e with intelligent,
nonm onstrou s creat ures or natura l
creatures of any kind. (A dragon or
beholder wouldn't fall into either cate-
gory, but a tiger, roe, or g iant lizard
would.) Neither norma l, nonmagica l
an imals nor gia nt animals eve r attack
guardina ls, even under magical
compulsion .

71

Nicolas Zaffarano (Order #40824392)


Guardinals can, of course, travel the planes by usinggnfes, por- mon, serving as trusted advisors, guards, and henchmen. In
tals, and the like, but they can also leave Elysium via an innate fact, many planetars and tulani have stood before wise Talisid
ability that resembles probabilihJ fmvel.1his power allows them to (sec "No table Guardinals," below), seek ing the leonal prince's
enter the Astral Plane with their physical bodi es. Furthermore, advice and guidan ce in matters that affect the Upper Planes.
ru1y guardinal can travel directly to the first layer of Bytopia, the Unlike the other celestia ls, guardinals are free to leave the
BeastJands, or tJ,e OutJands from any point on Elysium. Upper Planes w henever they please, interfere in the li\'eS of
mortals as mu ch as they like, and hunt evil wherever it
dwells. They don't revel in this freedom; they merely take it
Their neolrns for granted . Gua rdin als are often called "the arm of good"
Guardinals call Elysium their one true home. Howe ver, tJ1ose because of the manner in which they reach out and strike
who live abroad and travel the plane s in search of evil to destroy dow n evil foes in places where other celestia ls rarely tread.
are nomads by nature, constantly relocating from place to place.
The winged avorals generally keep watch over the skies of
Amoria (Elysium's first layer) , although they prefer the isola- neo lin~ wit h ot her ce lestials
tion of Eronia and Belierin (the second and third layers) . The The gua rdinal s and the aas imon enjoy excellent relations,
satyrlike cervidals-the most common of the guardinal s-a re despite th e latt er group's occasional condescension. The
the people of Amoria . With the equina ls, they form the back- guardinals tolera te that kind of treatment primarily because
bone of any guardinal army. Equinals share Amoria with the they recognize that the aasimon arc powerful beings-not
cervidals, tending the open fields and farmland s. Leonal s are to mention va lua b le allies. By the same token, the aasimar
most at home in the wilds of Eronia. Lupinal s travel throu gh- regard g uardin a ls as able defenders of Elysium and shining
out Elysium, searching for any hint of evil intru sion. The ursi- exa mpl es of good for the res t of the multi verse.
nals are likewise widespread, although they are more The gua rdin als ha ve trouble associating with the archons
concerned with philosophical pur suit s and gathering lore. on anything but a formal level. The defenders of Mount Celes-
tia are crea tur es of pure and untainted goodness, but where
guardinals active ly sea rch for evi l to destroy, archons seem
T heir virtues more interested in preserving the sancti ty of the Upp er Planes.
Guardinals are natmally helpful , selfless being s of exceptional Of course, this is rarely gro und s for a dispute, and most
honor and integrity. They don 't lie, cheat , or steal, they don't guardi nals know better than to go to the Mou nt looking for an
fight need lessly, and they don 't force unwilling being s into argument. Besides, that p lane is so we ll-protected against ev il
servitude. The concept of slaver y is repugnant to them, as is that they seldom have cause to visit it in the first place .
any circumstance that involve s placing limits on personal free- The asuras are envious of the guardinals-a jealousy that
dom . They respect the decision s of other creatures of good con- sometimes degenerates into deep derision. Bold defenders of
science and offer such folk the ir serv ices whenever possible. the Upper Planes, the asuras would like nothing more than to
The guardinals have no tolerance for evil. They attack swoop into the Lower Planes and take the fight straight to the
fiends and other evil being s at any opportunity. Their inten- fiend s. Unfort unat ely, most can't read ily leave the good-
tion is always to slay the foul bein g or, at the ve ry least, banish aligned planes. Given this fact, it's no surprise that the guardi-
it to a place from which it can't escape or cause harm. Unlike nals' ability to travel where they please has soured their
the eladrins, who respect mortals ' freedom of choice as mu ch relationship with the asuras . Howeve r, whenever fiendish
as their right to live untroubled by evil, guardinals make no horde s threaten Elysium , the asuras are quick to come to the
secret of who or what they are when they trav e l the plane s. guardinal s' aid, and their assistance is always appreciated.
Regardless of the circumstances, the y take whatever steps they The gua rdinal s find the eladrin s mystifying. Many
deem necessary to defeat evil wherever they find it. eladrins also wander the multi verse serving the cause of
good, but they're eas ily consu me d by petty indulgences,
artistic pur suit s, and the veils of illusion and secrecy they
Their nole on the ploncs weave to fool and misguide morta l creatu res. By comparison,
Other upper-planar beings see guardinals as the peacekeeper s the guardinals are quite direct and for thri gh t. One observant
among the celestial races becau se of their generally even tem- prime-material native, rema rkin g on the relationship, sa id
perament and neutral perspecti ve. They neither bind them- the two races were like cats and dogs. Guardinals and
selves to rules nor cast aside all semblance of order for the ela d rins somet imes enco unt er one another on othe r pla nes,
sake of individual freedom. ln the pa st, these gentle beings but the y tend to keep their distance and rarely fraternize.
have resolved thou sands of dispute s between the archon s,
eladrins, and asuras , and they continue to mediate disag ree-
ment s when asked. This role is somew hat surpri sing, consid-
otob le <;,uordino]s
ering that the guardinals are neither powerful nor numerou s The mighti est guard inal is the leonal prince Talisid, whom
enough for the other races to consider them as tru e equal s. the pantheons of Elysium hold in th e highest regard. (In
Nevertheless, they' re often found among the ranks of the aasi- fact, he may even be a quasi- or demipower himself.) In

72

Nicolas Zaffarano (Order #40824392)


Jek.cel steeljo.ws, Leo.de.c of th e wild po.ck
Jekre l looks like a typical lupinal-hali-man, half-wolf, with thr ow vs . death magic or be dragged to the ground . Jekrel
a lean, rangy build. The features that distinguish him from automa tically bite s a dragged foe each round thereafter
others of his race are his particularl y long fangs, the cover- until the victim is helples s or dead, or until the lupinal
ing of downy white fur on his paws, and the white tips on chooses to releases hi s gri p.
his long, pointed, canine ears. His face is very express ive, Jekrel's howl causes fear in all crea tur es within 100 yards
and he's mastered a baleful g lare that can make even the (save vs. spell or flee in terror). When fighting yet h hounds
m ost resol u te foe quiver with fear. (his ranger species enemy), Jekre l gains +4 to his attack rolls.
Jekrel is the nominal leader of the Wild Pack, a band of He can u se the following spell-like powers once per round at
fiv e lupinals of vario us classes who roam the Prime Material will: blink, blur, changeself, darkness15' radius,detect illusion,
Plane in sear ch of evil to destroy. They travel on foot through detect invisibility,detectevil (100-foot range), dimensiondoor,
the frontier lands to avoid unnecessary contact with humans, dispel magic,infravision,protectionfrom evil 10 ' radius,and
who often mistake them for migrating werewolves. When wraithform.Once per day, Jekrel can lay on hands, healin g a
they must pursue an enemy in to human lands, Wild Pack total of 44 points of da m age. Once per da y, he can curedis-
members use their changeself abilities to appear as adventur- easeor neutralizepoisonby touch. Three time s per day, he can
ers or actors traveling in a troupe. cas t magicmissile (four missiles), fly (MV 30, maneu vera bility
Currently, the group plumbs the Free City of Greyhawk class A), or cure serious wounds.
for trustworthy adventurers to help them find the headq uar-
ters of an evil, fiend-wors hiping cult whose membe rs might special oefenses
include several prominent locals. One adventurer who has Only silve r weapons or those with +2 or better enchantment
provided considerable assistance for the Wild Pack is can strike Jekrel. He is immune to electricity and suffers only
Lemeni Merizor, a human thief w ith contacts in the under- half damag e from cold- based attacks, poison, gas, and magic
city. Jekrel is infatuated wi th Lemeni and goes out of his way missiles.By making a successful saving throw vs . paralyza-
to please her, bringing her planar souvenirs and hiring bards tion, he can dodge n ormal (nonmagical) missiles . Jekrel is
to write poetry that he memorizes and passes off as his own. surp rised only on a roll of 1 on ldlO.
The lupinals are also searching for a babau slave trader who
eluded them in Ulek. This fiend, known by the name Vakarak, special Abilities
likes to polymorphinto a gnome, mostly because gnomes are Jekrel's thieving skills are: MS 73%, HS 80%.
wide ly perceive d as harmless, good natured, and friendly.
Jekrel believes that the babau assumed demihuman form an d special Bquipm ent
fled to Greyhawk City to consult with others of his kind . As the Jekrel wears vambracesof evil's warding (metal armbands that
loyal servitor of a gnomish god, Jekrel believes it is his special impose a -4 attack penalty on missiles fired a t the wea r er by
duty to destroy this particular denizen of the Lower Planes. evil creatures) and carries a fiends/ayerspear{silve r-tipped
Jekrel is a relentle ss stalker of evil creatures, but when not spear+2 that retains its enchantment on all planes, inflicts
engaged in a h unt, he can be quite charming and alluring. double damage agains t fiend s, and taunts fiend s). He also
He's not the least bit sheepish around the ladies, but he's we ars a ring of free action.
careful never to drop his guard, for one of them could be an
erin yes or succ ub us w ith grisly int en tions -p erhaps with the proficiencies
power to mask her true alignment. Jekrel is proficie nt wi th spear, longsword, qua r terstaff, and
shor t bow . His nonweapon proficiencies are Animal Lore
stat istics (15), Blind-fighting, Etiq uette (16), Hunting (13), Tracking
Jekrel Steeljaws , male lupinal R7: AC -1 (Dex bonus); MV (17), Tumbling (17), and Weaponsmithing (12).
18; hp 44; THA C0 14 (12 with fiends/ayer);#AT 3
(claw/ claw / bite) or 3/2 (fiends/ayer);Dmg powers
ld4+7 /ld4+7 /2 d6 or ld6 +2; SA drag, howl, sp ecies enemy, Primary Power: Baervan Wildwanderer
spe ll-like powers; SD imm un i ties, dodge missiles, surprise, {lntermediate /NG/ Bytopia).
thief skills; MR 25%; SZ M (5'1r tall); ML fanatic (17); Str 19, Secondary Power: Kishijoten (Lesser/NG/Prime Material
Dex 17, Con 14, Int 15, Wis 14, Cha 16; AL NG; XP 9,000. Plane) .

special Attacks p ersonalitv Traits


If Jekrel hits with his bite by a margin of 4 or more , he Aggress ive, charming, eloquent, and suspicious.
seizes his prey. The victim must make a successful saving

73

Nicolas Zaffarano (Order #40824392)


CLASS M AX IM U M L EVE L
times of need, Talisid commands his pe ople to action, and
Fighter 10
his words carry weig ht throughout the Upper Planes. Most Range r 12
of the time, though, he lets the guardinal s do as th ey please Mage 12
and se rves only as a symbol of freedom, pride, a nd mi ght. Cler ic 10
A 25t h-level fighter an d 17th-level w izard, the leonal prin ce
has a b rilli ant mind for strategy. H e ca n be both ruthl ess Average Height and Weight: Avorals stan d 60/50 + 4d 10
and merciful, give n approp riate circ um sta nces . inches tall and weig h 100/85 + 3d10 pounds. The num ber
Prin ce Talisid always trave ls in the co mpan y of the Five befo re the slash refers to ma les; th e one after it to fema les .
Companions - an avoral, an cqui na l, a lupinal, a cervida l, and
an ursinal, eac h the s tron ges t and w ises t of its kind . C ur- Hit Dic e: Avorals gai n Hit D ice accordi ng to charac ter class.
rently, the Five are:
Ali gnment: Ne ut ral good is the mo st commo n avoral a lign-
• Lady Zves tra of the avo ra ls (12th -leve l wizard and 10th- ment, but lawf u l good an d chao tic goo d avorals also exist.
leve l priest), a recent replaceme nt for hi s honor, Duk e
Windh eir, w ho "reti red," Armor Class: Avoral s are Ar mor Class 3 (base).
• Lord Hwhyn o f the eq uin als (12th-l eve l fighter and 9th-
level priest), Languages: Avorals ha ve the inna te powe r to telepathically
• Duke Lucan of the lupin a ls (18th-leve l fighter), co mmunicat e wit h any inte lligent , nonmon s trou s creature or
• Lord Rhanok of th e ce rvida ls (9th -level fight er a nd 12th - na tural anima l (even giant- size d ones). They also speak the ir
level wizard), and ow n lan guage (consis tin g mainl y of low s hrie ks and
• D uchess Callisto of the ursinals (21st-level w iza rd and squa wks), which all av ian creatures can und e rstand.
15th-level priest).
Proficiencies: Avora ls gain wea p on profici enc ies and specia l-
izat ions as per the ir class. H owever, the y loath e ca rr ying
~,unnlinnls ns plover chnrnctcrs weap ons and pr e fer the ir na tural a ttack s .
Like the eladrins, the gu ardinal s ga in expe rien ce points a nd Mo st avorals have the following nonw eap on profici encies,
leve ls like sta nda rd AD& D player cha rac ters. They don't tran s- though PCs are free to choo se their ow n : Fishing , Healin g,
form into more powerful guardina ls- in other words, a lupina l Herba lism, Hunting , Planar Sense, Religion, Spe llcraft, and
who performs we ll has no chance of bein g turned int o a leona l. Tracking. Avorals hav e Planar Direction Sense and Planar Sur-
He'll simp ly remain a lupin a l and continu e to increa se in leve l. vival (Elysium) as bon us profici enci es. (Italicized proficiencies
are des crib ed in th e Pla11ewalker'sHandbook (2620).)
\ \1 ()((\ '"
Avorals are tall beings with powerf u l, eaglelike wings, feath- Special Benefits : On the gro un d, avorals can buffet oppo-
ery va nes that act as tail s during flight, and leg s that end in nents w ith their wings, making tw o a ttack s pe r round and
wicke d ly sharp tal ons. Their faces are mo re human than inflictin g ld 8 po ints of damag e per attack. The y can't use thi s
avian, but their hair rese mbl es a fea th e ry cowl, and their eyes trick in th e a ir (since the y' re u sing their wings to sta y aloft),
are bright and go lden. Their bon es are strong but ho llow, so so instead they str ike wi th their two rock- hard talon s, inflict-
even the largest of their kind a re s urpri singly light. An ing 2d6 point s of dama ge per attac k. If bot h ta lon s hH a single
avo ral's wi ngs ha ve sma ll hands a t the midpoint s, which can foe who weighs no more than twice the avoral's weight plus
do just about anyt hin g human hands can do. 60 po und s, th e gua rdinal can hoist the vict im up into th e air,
climbing to 60 feet in th e same round. After that round, the
Abili ty Scores: Avora ls gain +1 bonuses to Intellige nce and avo ral can ascend 120 fee t per round, eve n so bu rden ed.
Dexterity, and a - 1 pena lty to Wisdom. Their final ability Although clutch ed prey is ent itled to a Strengt h check or a
scores must fall within th e following ran ges: sav ing throw vs. para lyza tion to break free of the avoral's
clutch es, that woul d see m an im prude nt move--un less th e
ABILITY MI N I M UM M AX I MUM esc ap ee has its own mea ns of fligh t.
Strength 9 18 An avo ra l who di ves 100 feet or more to a ttack a ta rget
Dexterity 10 19 standin g on the gro und gains a +2 bonu s to attack roll s and
Cons titu tion 9 18 infli cts inflict d oubl e dama ge with each s uccess fu l ta lon hi t.
Int ellige nce 12 19 Normally, the avo ral requ ires 1 round to climb and circle
Wisdom 6 17
before making an othe r di ve attack.
Charisma 9 18
Th e visual acu ity of avorals is unbe lievable; if no obstru c-
Class Restriction s: Jn addition to the classes listed below, tions block their view, th ey ca n see small detai ls as far away
avorals can select from the following multicl asse d option s: as 10 mi les . By concentrating for 1 round, the y ca n use the
fighter/ mage, fight er/ cleric, mage/ cleric, range r / ma ge, and power of true seeing (100-foot range). Avo ra ls gain ma gic
fighter/mage/ cle ric. res istanc e a t a rat e of 5% pe r leve l (cum u lativ e), up to a maxi-

74

Nicolas Zaffarano (Order #40824392)


mum of 60% at 12th leve l. An avoral can be struck only by +l buildings or othe r "contained " areas, they attack at -4 and
o r better weapons or those forged of silve r. suffer a +2 penalt y to their Armor Class.
In addition to the spe ll-like abilities common to all guardi- Avorals hav e a wingspan of 20 fee t and can 't fly in narrow
nals, avorals ga in the following p owe rs as they advance (each corrid ors or place s whe re they can't fully sp rea d their wings.
usable once per round at w ill, unle ss otherwise noted):
Roleplaying Not es: Avorals are proud , solitar y crea tur es who
• At 2nd leve l, avorals gain the innate ab ility to cast co111- seldom gather toge ther, preferr ing iso lated w ilderness loca -
111n11d,light, and 111ngic missile (two missiles). tion s and specta cula r mount ain peak s. Many avo rals never
• At 3rd level, they can genera te fenr in a 20-foot radius once leave Elys ium. As they are the only guardinal s who can fly,
per day, but crea ture s receive a +2 bonus to their savin g they maintain aerial vigilance over the plane, using their keen
throw s. This modifier is redu ced by 1 for every two leve ls eyes ight to spot troubl e. How eve r, they' re pr one to wand er-
possessed by the avoral, to a maximum penalty of - 2 lust-an overwhe lming d esire to vis it other wo rlds and soa r
(thu s, the modifier is +lat 5th leve l, 0 at 7th level, - 1 at above fabu lous landscapes.
9th level, and -2 at 11th level). Once a creatu re mak es a On the Prime Material Plane, avorals occasionally find
success ful sav ing throw against the fenr, it is immun e to themselves in leagu e with good -aligned adventurers, particu-
that avoral's fenr ability for the rest of the encounter. larly tho se who oppose a powerful force of ev il in their land.
• At 4th level, avorals add blur to their innate spell reper - Howe ve r, once an avoral has helped to free a realm from
toire, and they can hurl thre e mngic 111i ssiles per casting tyranny, he or she mov es on. Avoral s rarely enjoy lasting
instead of two. friend sh ips, eve n with thei r own kind.
• At 6th leve l, avora ls can cast gust of wind and hold person,
and they can use four 111 ngic 111issiles per spell instead of ccru idnl s
three. Cervidals are the most pea ceful of the guardinal s, seek ing
• At 8th leve l, avoral s can cast light11i11g bolt (inflicting 8d6 physical violence onl y when no o ther so lutio ns present them-
p oints of dama ge) on ce per da y-a n innat e abilit y that selves. These herbivo res resem ble sa ty rs or fauns. They are
requir es no speci al preparati on. slim yet strong, and their golden skin is cove red in short , red -
• A t 10th leve l, avorals can summon a floc k of normal dish-brown fur. Their head s are crow ned with antler s o r
avians once per da y. Within ld4 rounds of the cas ting, horn s, and they have ho oves for feet. A cervidal's han d s are
ldlO0 birds arrive at the avoral's location and converg e back ed by hoofl ike mat er ial effective for bludgeoning a ttacks.
to attack his o r her enemies. Those beset by the bird s
can't cas t spe lls, and any large-sized or smaller targets Abilit y Scores: Cervidals ga in + 1 bon uses to Streng th and
w ho are attacked by 10 or more bird s suffer a -2 penalt y Dexterit y, and a -1 pe nalty to In tellige nce. Their adjusted
to their attack ro lls, proficiency chec ks, ability checks, ab ility scores must fall wit h in the following ranges:
and savi11gthrow s. The b irds rema in until the avoral ha s
no further need o f their assistance. This ability doe s not A BILI TY MI NIMUM M AX I MUM
function on plan es devo id of av ian life. Strength 14 19
Unless the indi ge nou s avian life forms are pe culiar Dexterity 12 19
in so me fashion, assume that all summon ed bird s ha ve Cons ti tu tion 6 18
these sta tistics: AC 7; MV 3, fly 36 (B); HD 1; hp 5 each; Intelligence 5 17
Wisdom 6 ]8
THAC0 19; #AT 1; Dm g ld3; SZ T; ML Special; Int ani-
Chari sma 8 18
mal (1); XP 7.
• At 12th leve l, avorals ga in the ability to shnpecfrn nge into Class Restriction s: In addition to the classes listed below,
any birdlike form, from a sparrow to a gian t eagle. This cervidals can select from the following mult iclassed op tions:
ab ility often aids the guardinal s in reconnaissance . fighter / mage, fighter / cleric, fighter / thief, fighter / bard ,
Transformed avo rals retain their own Armor Class, hit rang er/ mag e, ran ger / thief, ranger /ba rd, mage/ cleric, mage/
point s, THAC0 , and special immu nities, and they may druid, mag e/ thief, cleric/thief, cleric/ bard , and druid/bard.
use any of their innate spell-like abilit ies (but not memo-
rized wizard or pri est spell s). CLASS M AX. L EVEL
Fighter 9
Special Hindran ces: Avorals don't kill needle ssly, a lthou g h Range r 9
Mage 12
they enjoy stalkin g sma ll ga me mostly for the thrilJ of the Cleric 12
hunt. If they detect ev il on their hom e plane , they attack it. Druid 12
They neve r assoc iate with ev il beings or creatur es. Thief 9
Avorals don't like crow d s and suffer +2 penaltie s on reac- Bard 12
tion rolls in crowd ed places. Beca use they' re accustom ed to
soaring through wide -open spaces, they' re quite clau stropho- Average Height and Weight: Cerv ida ls stand 50/45 + 3d12
bic. When und er gro und (eve n in large cave rn s) or inside inches tall and weigh 130/115 + 7d l0 pounds. The number

75

Nicolas Zaffarano (Order #40824392)


before the slash refers to ma les; the one after it to female s. ties afforded all g uardi na ls, cervida ls ga in the followi ng
Hit Di ce : Cervida ls ga in Hit Dice accord ing to their cha racte r innate spell-like abilities as they increase in leve l (each usable
classes . In addition to an y bonu s hit poi n ts from hig h Co nsti- once pe r round at will, unl ess otherw ise noted):
tuti on scores, each cerv ida l PC receives a + 1 hit point bonus
at 1st leve l and an other at 5th leve l. • At 2nd leve l, cervida ls can cas t bless, co111111n11d
, detect poi-
so11, and light. O nce per day, they can cast 111ngi c missile
Ali gnm en t: Most cervidal PCs are neu tral good , but these (one missile).
beings can be of any goo d alig nm ent. • At 3rd leve l, these be ings can cast eith er hold perso11(one
targe t only) or 111n gic missile (two missiles) once per day.
Armor Clas s: Cervidals are Arm or Class 4 (base). • A t 4th leve l, cervida ls can cas t hold person (one targe t
only), 111
ngic 111issile (two missiles), or suggestio11once per
Lang uage s: Cervidal s, like all guardi nals, ha ve the innate d ay.
powe r to co mmuni cate telepathi cally w ith an y in telligent, • At 5th leve l, cervida ls can cas t hold perso11(one target
nonmon strou s creatur e or natural animal (even giant -sized only), 111n
gic missile (thr ee missiles), or suggestio11once per
beas ts). d ay. Each also gains a bonu s nonw eap on p roficiency
(one slot) of cho ice.
Proficiencie s: Cervidal s gain weapon and nonweapon proficien- • At 6th leve l, cervida ls can cast protectio11f ro111nor111nl mis-
cies according to their chara cter classes. Cervida l fighters may siles on themselves or another nonev il crea tur e once pe r
specialize; however, all these beings p refer their natural attacks. day. At 7th level, they can use this powe r twice pe r day,
Most cer vidals hav e the follow ing non weap on proficie n- and at 8th leve l, thr ee times per day.
cies, thou gh PCs are free to choo se the ir own: Agricult ure, • At 9th lev el, they can cast hnste or slow on themselves or
Arm o rer, Blacksmith ing, Brewin g, Coo king, Dancing, Fishin g, another crea tur e once pe r d ay. Unlik e the wiza rd spell,
Healing, Herbali sm, Jumpin g, Musical Inst rument, Plnnnr the cervida l' s hnste ability does not age the recip ient.
Sense, Religion , Spellcraft, Swimmi ng, Tracking, and Wcapo n-
smithin g. Cervidals ga in Plnnnr Direction Se11 se and Plnnnr Special Hindrances: Cerv idals can be struck by an y wea pon,
S11n>im l (Elysium) as bonu s proficiencie s. (Italicized profi cien- magica l or ord inary. Perhaps that' s on e reason they neve r
cies arc described in the Plr111ewnlker's Hnndbook [2620].) start fight s. If a conflict occur s, their first response is to d if-
fuse the situation using a minimum of violence. A cervid al
Sp ecial Benefits: Cervidals atta ck wit h two pu nches or kicks who initi ates comb at with an other crea tur e or strike s the first
(each of w hich causes 1d6 point s of damage p lus any Strength blow ga ins no experience p oints for that encou nter.
bonu s) and a head -butt (whi ch inflicts 1d12+3 poin ts of Ce rvidals are shy an d reclu sive by natur e and shun the
damage). Their horns or antlers are treated as +3 magica l comp any of strange rs. O utside of their home, they su ffer a +2
wea pons in all respects. A ccrvidal w ho is at least 60 feet awa y reac tion penalty when dea ling w ith non -celestial races.
from an opp onent can forego hoof attacks to charge w ith ho rns
lowe red, inflict d ou ble d ama ge (2d12+3) on a successful hit. Rolepl aying No tes : Cerv ida ls are docile, famil y-oriented
A ccrvida l's ho rns have th ree special ab ilities: gua rdinal s. Mos t remain w ith their fami lies for their entire
lives, leav ing only to find a mate or enlist in a leona l's cau se.
• The horns can help a victim fight off the ill effects of poison, A few cervidal s who have lost their fam ilies or mad e friend -
acid, contaminated food or wate1~or othe r harmful sub- ship s w ith vis itors to Elysium sometim es leave their home
stances. An affected creature touched by a ccrvida l's horns p la ne in searc h of ad ventur e.
may immedi ately attempt one ad ditional saving throw at a Cervidals are even-temp ered and rarely prone to brash behav-
+6 bonus. ( otc that cervidals can' t use their horns to ior or w ild mood swings. Anyone who ear ns a cervidal's trust
negate harmful substances w ithin their ow n bodies, can coL111t on that friendship for the rest of his or her life. Cervi-
althou gh one ccrvida l can use this powe r to help another.) dals always remember the names and faces of those they' ve
• Any summ oned , conju red , o r extraplana r creatu re befriend ed and find it imp ossible to tum their backs on friends in
wo und ed by a cervidal 's horn s or ant lers must imm edi- need. To a cervidal, the only thing more in1portant than personal
ately make a successful saving th row vs . spe ll or return honor is family, which must be protected at a!Jcosts.
whe nce it ca me. (]f the creature is nativ e to the p lane the
cervidal is currentl y on, it's no t considered extrap lanar l-:cp,innls
and can't be d ispelled in this marn1er.) Equina ls are massive herbivores com binin g the featu res of a
• Illusions of any type a re instantly d ispe lled w hen hum an and a d raft horse. Th ey have broad chests and shoul-
touched by a cervidal' s horns. de rs and their arms end in thick, iron-hard finge rs that make
a hoof when curl ed in a fist. Their legs are even more horse-
Ce rvidal s can be da mage d by an y weap on, and they ga in like, w ith reve rsed knees and tru e horse's hooves for feet, and
mag ic resistance at a rat e of 5% per level (cumul ative), up to a their faces are long a nd narrow . A long horse' s mane run s
maximum of 40% at 8th leve l. In add ition to the inn ate abili- fro m an equ ina l's head dow n to the center of his or her back.

76

Nicolas Zaffarano (Order #40824392)


Ab ility Scores: Equ ina ls possess un earthly might. Each has a for the ir armor (or for their sh ields, if they use suc h to block
+4 bonus to Strength, a - 1 pen alty to Wisdom , and a -1 the attack). Enchanted arm or o r shields ga in a +1 bonus to the
pena lty to Chari sma . Thei r final abilit y scores must fall saving throw for each mag ical plus. An encha nted shield that
withi n the followi ng ran ges : fails its sav ing throw loses one magica l p lus; a nonmagical
shield is d estroye d. A suit of arm or that fails its sav ing throw
A BILITY MI N IM UM M AX I M UM also loses one mag ical p lus; a nonmagica l su it is worsened by
Strength 18 22 one AC point. For exam ple, an ord inary suit of cha inmai l (AC
Dexterity 9 18 5) d amage d in the attack wo uld afford the same p rotect ion as
Constituti on 9 18 a suit of scale mail (AC 6) if it failed its sav ing throw. Like-
Intelligence 9 18
w ise, a suit of c/1ni111nail+3 wo uld be red uced to chai11111ail +2.
Wisdom 6 17
Chari sma 8 17 Jn ad d ition to its powe rful fists, an equ inal can whil111y once
pe r turn , a p iercing shriek that affects all n on-cqu ina ls with in 20
Class Restrictions: In add ition to the classes listed below, feet. If a creature in that range fails to make a successf ul saving
equ ina ls can be multi classe d fighter / cleri cs. throw vs. spell, it's either stunned (if it has 4 or fewer Hit Dice)
or deafened (if it has more than 4 Hit Dice). Both effects last ld6
CLA SS M AX . L EVEL round s. Deafened crea tures suffer a -1 penalty to su rp rise
Fighter 12
checks and have a 20% chance to miscast any spell with a
Range r 10
Cleric 11 verbal component. Stunn ed creatures are unab le to act for the
Druid 9 duratio n of the effect. The eq uina l's whinny become s more effec-
tive wit h increasing leve l. Aga inst an eq uinal of 1st-4th level, a
Average Height and Weight: Equ inals stand 75/ 70 + Sd8 target ga ins a +2 bonu s to the sav ing throw; against an cqu inal
inches tall and weigh 220/ 200 + 8d10 pound s. The numb er of 5th-8 th leve l, the target gains no bonus; and against an
before the slash refers to males; the one after it to females. equin al of 9th leve l or higher, the targe t makes the save at-2 .
In additi on to the inn a te ab ilities they sha re with all
Hit Di ce: Equin als ga in Hi t Dice acco rd ing to their ch aracter gua rdin a ls, eq uin als develop th e followi ng powers as they
classes. At 1st leve l, they receive 3 extra hit points in add ition prog ress in leve l (each usable once pe r round at will, unless
to any bonu s poin ts they may receive from hig h Constitut io n otherw ise noted ):
scores.
• At 2nd leve l, they can cast bless, command, light, and
Ali gnm ent: Equ in al PCs can be of an y goo d alignment, 11/
agic missile (one missile).
though neut ral goo d is the mos t common. • At 4th leve l, they can cast Jogcloud, and their magic
11/
issile ability imp roves (two miss iles per use) .
Armor Class: Eq uin als are Armor Class 3 (base) . • At 6th leve l, they can cast slow or wall of stone once per
d ay, and their magic missile power imp roves aga in
Languages: Eguina ls can telepath ically com mun icate w ith (thr ee missiles per use) .
any in telligen t, non monstrou s crea tur e or natu ral anim al • At 8th leve l, they can cast !,UJJ/111011
i11
sects or repel
(even giant-sized on es) . insects once per day.

Proficie ncies: Equin als ga in weapon and nonw ea pon profi- Eq uinals ca n be stru ck on ly by +1 or better weapons o r
ciencies acco rdin g to their character classes . Although fighters those mad e of silver. Th ey ga in magic resista nce at a rate of
of this race may specialize, they di sd a in wea pons, preferr ing 10% eve ry th ree leve ls (cumu lat ive), up to a maximum of
to wa d e into battle w ith a bo xcrlikc ro utin e of de vas tatin g 45% at 13th leve l. (Th ere fore, an equinal has 5% mag ic
jabs and upp ercut s. res istan ce at 1st leve l, 15% at 4th level, 25'1/c
, at 7th level,
Most equin als have th e follow ing n onwe apon profi cien- 35% at 10th leve l, and 45% at 13th level.)
cies, bu t PCs a re free to ch oose their ow n: Arm o re r, Black-
smi th ing, Coo kin g, H ealin g, H erba lism, Plnnnr Direction Specia l Hin drances: Equin als arc natural figh ters and find it
Sense, Planar Sense, Relig ion , Runnin g, Sw im m ing, Trac king, difficult to retreat from combat. If an equ inal ever wants to
and Weaponsmithin g . Equin als gain Enduran ce and Planar leave the scene of a ba ttle, he must make a successfu l saving
Survival (Elys ium) as bonu s profi ciencies . (Italicized profi - thr ow vs . spe ll w ith a - 2 penalty. Failure means that he can't
ciencie s a re de sc ribed in the Planewalker's Handbook [2620].) brin g him self to leave and mu st conti nue fight ing unt il he o r
his enemy has fallen .
Special Benefi ts: Each round, an eq u inal can attack w ith tw o What' s more, an eq uina l is easily provo ked into mclce ilnd
hoof-strikes, inflicting 1d8 po ints o f d ama ge (p lus an y thus especially susce ptibl e to taunt spells, incurring saving
Strength bonu s) with each b low. These pun ches can splin ter thr ow pena lties of -4 aga inst them. Equina l p riests, however,
stone and crump le metal. Armor ed foes stru ck by an equina l tend to be w iser and less headstrong, suffe ring only - 2 saving
mu st also make success ful sav ing th rows vs. crushin g blow throw pena lties. Even aga inst normal insul ts, every cqu ina l

77

Nicolas Zaffarano (Order #40824392)


must save vs. spe ll (w ith no penalty) o r react in an agg ressive Hit Dice : Leonal s ga in H it Dice accord ing to their charac ter
manner-usuall y by try ing to pound the tactless fool who classes . At 1st leve l, they receive 2 extra hit point s in addit ion
delivered the insult s into the d irt. to any bonu s points from high Co nstitution scores .
Equinals stand abou t seven and a half feet tall and are con-
sidered Large-sized creat ur es for da mage purposes. Ali gnm ent : Most leo nal PCs are neutral good, but they can
be of any good alignme nt.
Rol epl ayin g N otes: Equinal s are fond of ath letic con tests
and ga mes of skill. The strongest of them love a good brawl Armo r Class : Leonals are Armor Class -2 (base).
and enthus iastically emb race any cause that lets them stand
hoo f-to-toe with evi l. The y can seldom resist a challenge put Languages : Leona ls, like all guardinal s, hav e the innate
to them by a wo rth y opponent, and they do n 't mind over- power to com muni cate telepathicall y with any intell igent,
whelming a weaker foe who doesn't know enough to stay nonmon strou s crea ture or nat ur al animal (even a giant -sized
out of their way . one).
Equinals are boi sterous at their happie st and cantankerous
at their mean est. They are tenacious, coura geo us, and stu b- Profici encies: Leo nals ga in weapo n and non weapon p rofi-
born . Once the y have it in their heads to do so mething , they'll ciencies accord ing to their cha rac ter classes. Though leo nal
make Herculean effor ts to achieve their object ive, refusing to fighters can spec ial ize, they pre fer their natural attack s.
let an y other matters distract them. Most leonals hav e the followi ng nonweap on profic ien -
Equin als tend to ga ther in bands, instinctively preferring cies, but PCs are free to choose their own : Anc ient History,
the compa ny of their own kind. However, it's not uncommon Animal lore, An imal Training, Endurance, Enginee rin g, Eti-
for one who's especially driven (or espec ially laid-bac k) to quette, Local Histor y, Mountaineer ing, Pla11arDirectio11
find pleasu re in the compan y of other races, particu larly Se11se,Pla11arSe11se,Portal Se11se,Readi ng /W ritin g, Religion,
humans. But they don't take kindl y to insu lts or crud e nick- Spe llcraft, Sur vival, and Swimm ing . Leonals ga in Pla11ar
name s. Those who dare to call an equin al "mu leface" or Survival (Elysi11111) and Running as bonu s pr o ficiencies. (Itali-
"horse-ma n" shou ld be p repared for the beating of their lives. cized proficiencies are described in the Pla11 ewa/ker's Ha11d
-
book (2620].)
1,concds
Leonals are the imperious leader s and ch ieftains of the guard i- Special Benefit s: A leonal can make thre e attacks per round:
nals. They resemble tall, mu scular humans with reddi sh-gold two claw strike s (each inflictin g 2d4 points of damag e plus
manes for hair and short, tawn y-gold fur covering their bodies. Streng th bo nuses) and one bite (caus ing 1d8 points of
Their lower legs are like those of a lion, and their powerful arms damag e). In addition to their sur p rising strength, leonals are
end in steel-hard talons. Their leonine visages are both regal and ag ile combatants. They ga in a bonus on their initiative ro lls
terrifying, and they have a presence that commands respect. equa l to their d efense adjustm ent for excep tiona l Dexter ity.
(Thus, a leo nal w ith a Dexterit y score of 18 receives a -4
Ab ilit y Scores: Leonals ga in +3 bonuses to Strengt h, +2 bonus to initiativ e rolls.)
bonuses to Cha risma, and +1 bonuses to Dexter ity. Th eir final Leonals ca n dodge missiles and missilelike magical attacks
abili ty scores mu st fall w ith in the following ranges : by mak ing a successf ul sav ing th row vs. paral yza tion. Th is
AB ILI TY MI N I M U M M AX I MUM includ es thrown weapons; missiles fired from bows, cross-
Strengt h 15 21 bow s, and slings; and spell s such as b11mi11g /ia11ds,Me/f's acid
Dexterit y 13 19 arrow, and other phys ical manife station s of magi c (except for
Consti tuti on 12 18 magic missile). Leonal s can' t be su rpri sed.
Intelligence 13 18 Regardless of level , any leona l can iss ue a terri fying ma g-
Wisdom 13 18
ical roar three time s per day. It affec ts a cone-shaped area 60
Charisma 15 20
feet long and 20 feet w ide at the end and is the eq uiva lent of
Class Res trictions: Leona ls can't be multicl assed charac ters, a holy word spe ll. In addit ion , all creatures in this area suffer
as they are highl y focused beings who devote themse lves damage based on the leonal's leve l: 2d6 point s at 1st-4th
entirely to their chosen callings . level, 2d8 point s at 5th-8 th leve l, 2d10 point s at 9th-13 th
level, 2d12 point s at 14th-20t h leve l, and 2d20 po int s at 21st
CLA SS M AX. L EVEL level or h ig her. Furthermo re, all crea tur es in the area of
Fighter 24 effect must make a success ful sav ing throw vs. spel l or be
Ranger 18
Mage 18 deafened for one day. (Dea fened creatures suffer a -1
Cleric 18 pena lty to surpri se checks and ha ve a 20% chance of mis-
casti ng spells w ith a ve rbal component.) When a leo nal
Average Heig ht and Weight: Leona ls sta nd 50/ 45 + 2d12 roars, any evil creature w ith in 200 ya rd s mu st make a suc-
inche s tall and weigh 170/155 + 10d12 pounds . The numb er cessf ul sav ing throw vs . spell or be stricken with fear for 2d 6
before the slash refers to male s; the one after it to females. round s. The d ea fening and fear effects become increa singly

78

Nicolas Zaffarano (Order #40824392)


hard to res ist as the leona l rises in leve l. Against a 1st-4t h unqu estioned leader of the guardinals . (Talisid is a 24th-
leve l leonal, a target saves at +4; against 5th-8th level, at +2; leve l leonal fighter who ha s h umbled many cha llengers
aga inst 9th-13t h, w ith no modifier; agains t 14th- 17th, at - 2; in his day. How eve r, if he is defeated in non letha l com-
against 18th -21s t, at -4; and aga inst a leo nal of 22nd level or bat, he will step down, remaining as an advisor and
higher, at -8. mentor to the leo nal who bested him.)
Leonals are surrounded by a double-strength protection
fro111evil au ra with a radius of 20 feet. They have 10% magic Specia l Hindrances: The burdens of nobility and com mand
resistance at 1st level and gain an additio nal 10% every thre e often prevent a leonal from taking up the life of an adventurer.
leve ls (hav ing 20% at 4th level, 30% at 7th level, and so on, up Leonals use their charisma and influence to lead other guardi-
to a max imum of 80% magic res istance at 22nd level). They nals into battle agains t the forces o f ev il, but those few who
build resistance to certa in types of weapons as they rise in seek other roles wander the p lanes, allying with various good-
level as we ll: aligned creature s to put down ev il w here it stands . Even
abroad, leona ls qui ckly find themselves thrust into leadersh ip
L EVEL CAN BE STRUCK ON LY BY roles. Where poss ible, they try to ally them se lves with beings
1-4 + 1 or better (or silver) weapons of comparable power so that they can learn from their peers.
5-9 +2 or better (or silver) weapons Leonal s are the epit ome of honor and courage. They can't
10-15 +3 or better (or silver) weapons lie, cheat, run from battle, attack without due cause, or take
16+ +4 or better (or silver) weapons advantage of the weak. A leonal who succ umb s to fear (magi-
cal or otherwise) eve n once immediat ely loses his or her mag-
Leona ls have the spell-like ab ilities common to all gua rdi - ical roar. Such disgr aced guardinals either leave Elysium to
nals, and they gain further powers as they rise in leve l (each seek their fortunes elsewhere or try to atone for their humi lia-
usable once per round at will, unless state d othe rw ise) : tion by performing incred ible acts of cou rage.
Leonals can't refuse or ignore a good-al igned creature in
• At 1st level, leonals can cas t magicmissile (one missil e). need. A leonal who sh irks this responsibility loses some or all
• At 3rd level, they can cast ESP,know nlig11111ent, and magic of his or her magical powe rs and immunities, as determined
missile (two miss iles). by the gravity of the offense. (Failing to return a lost child to
• At 5th level, leona ls can cast co11ti1111nl
light, fireball, and his or her mother is relativ ely minor in the gra nd scheme of
magic 111issile (three missiles). They can also cure disease the multiverse, while refusing to help a citade l of good-
once per day. aligned sol diers hold off an onslaught of fiends cou ld cost the
• At 7th level, these beings can cas t polymorphself and leonal dearly.) A leonal who perfo rms a malicious act is
111ngicmissile (four missiles). They can also cure diseaseor tainted by the deed and can't attra ct followers or use his
11e11tralize poiso11once per day. innate magical ab ilities until he atones.
• At 9th level, leonal s can cast wall of force and magic 111i ssile
(five m issiles) . They can also cure disease,neutralizepoiso11, Rol eplayi ng Notes: On peaceful Elysium, leonals are loners.
or cure criticalwo1111ds onc e per day. They keep to them se lves, roaming the forests and mountains
• At 11th level, leonals can cure disease,neutralize poison,or of the plane's more remot e areas. All other guar din als regard
cure critical wou11dstw ice per day. them as royalty and treat them accordi ngly. How ever, the
• At 13th level, they can cure disease,neutralize poison,or leonal s don't take advantage of this relationship-they use
cure criticalwou11dsthree time s per day. Once per day, their aut hority judiciou sly and only when they need assis-
they can /,en/anothe r creature. A leonal of this level can tance in a matter that can't be attended to personally.
also grant ano ther's wisl, once per yea r, provided that it Every now and aga in, leonals conduct secret missions ou t-
serve s the greater good . side of Elysium , the d etails of wh ich they genera lly keep to
• At 15th level, a leonal gains 1d6 6th-leve l eq uin als or ld4 them selves. Such mission s include reconnoitering deep
8th -leve l lupinals as lieutenants or henchmen. The se within an ev il doma in, rallying supp o rt for a grea t mili tar y
absolute ly loyal guard ina ls are sworn to serve the leonal venture, mee ting with other goo d-aligned celestia ls to discuss
and never check morale; they're also immune to all matters involving the Blood War or so meth ing equa lly sign ifi-
forms of mag ical influence or compul sion whi le under cant. At leas t one leona l leaves Elysium regularly to answer a
the leonal's charge. powerfu l su mmo ns to the Prim e Material Plan e, usually
• At 18th level, a leo nal gain s ld3 12th-level leonals as because assista nce is de spe rately req uired .
trusted adv isors. The advi so rs don't stay with the PC,
but ga ther when summoned to provide advic e and assis- 1 u11i11nls
tance. (If d esired, the PC can choose to beco me one of Lupina ls are half-man and half-wolf with lea n, ran gy
Prince Talisid's va lued cow1sel rather than gain personal physique s and pronounced mu zzles filled with sharp canine
advisors.) teeth. Their rear legs are bent like a wo lf' s, and their sk in is
• At 21st level, a leona l may challenge Prince Talisid to a covered with short, fine, silver-gray fur. Natives of prime -
rite of combat, after whic h the victor becomes the mate r ial wo rld s often mistake them for werewo lves .

79

Nicolas Zaffarano (Order #40824392)


Ab ili ty Scores : Lupinals gain +1 bonuses to Strength and for example, a lupinal with a Dexterity of 18 makes initiative rolls
Dexterity and a -1 penalty to Wisdom. Their adjusted ability at-4. Lupinals can also dodge normal (nonmagical) missiles by
scores must fall wi thin the following ranges: making a successful saving throw vs. paralyzation. Due to their
keen senses, they're surprised only on a roll of 1 on ldlO.
ABILITY MI N IMUM MAX IMUM Alth ough lupin als often carry weapons, they are far from
Strength 14 19 defense less when unarm ed . They can make three natural
Dexterity 14 19 attack s per round, slashing a foe with two claws (ld4 points
Constitut ion 9 18 of damage each, plus any Streng th bonuses) and biting (2d6
Intelligence 11 18 point s of damage). A lupina l who hits with a bite attack by a
Wisdom 6 17
margin of 4 or more seizes ms or her prey and drag s it to the
Charisma 9 18
ground unless the victim makes a successf ul saving throw vs.
Class Restrictions: In add ition to the classes listed below, death magic. A vict im who's seized and dragged is automati-
lupinals can select from among the following multiclassed cally bitten by the lupin a l each round thereafter until uncon-
optio ns: fighter / thief, fighter / bard, ranger / thief, and scious or dead--or until released.
ranger / bard. The how l of a lupinal causes fear in any evil creat ure
within 100 yards, unless the creature makes a successful
Class Maximum Level saving throw vs . spell wi th a modifier dependent on the
Fighter 18 lupin al's level. Against a lupin al of 1st-3 rd level, the modifier
Ranger 15
is +2; aga inst 4th-6th level, the modifier is +1; against 7th-9th
Thief 18
Bard 15 level, the modjfier is O;against 10th-12th level, the modifier is
-1; against 13th-15th level, the modifier is -2; and aga inst
Average He ight and Weight: Lupinal s stand 50/45 + 2d12 16th or higher level, the modifier is -4.
inches tall and weigh 150/135 + 4dl0 pound s. The numb er At 1st level, lupinal s can be stru ck only by +1 or better
before the slash refers to males; the one after it to femal es. weapons or those made of silver. At 5th level, thjs resistance
increa ses such that they can be struck only by +2 or better (or
Hit Dic e: Lupinal s gain Hit Dice according to character class. silver) weapons . Lupinals gain 5% magic resistance at second
They receive one extra hjt poin t at 1st level, in additi on to any level and an additional 10% every other leve l (cumulative),
bonus points gained from high Const ituti on scores . up to a maximum of 45% at 10th leve l.
In addition to the inna te spell-l ike abilities they share with
Alignment: Lupinal PCs are usually neutral good, but they all guardi nal s, lupinal s manifest the following power s as they
can be of any good alignmen t. gai n in level (each usable once per round at wi ll, unle ss other-
wise noted):
Armor Class: Lupina ls are Armo r Class 2 (base).
• At 1st level, the y can use change self once per round and
Languages: LupinaJs, like all guardi nals, have the innate magicmissile (one missile) three times per day.
power to communicate telepa thically with any intelligent, • At 3rd leve l, they can cast bl11rand darkness15' rndi11s
norunonstrous creature or natural anima l (even giant-sized once per round and magic missile (two missiles) three
ones). They also speak their own language, wruch consists of times per day.
guttural growls, sna rls, and howls. • At 5th level, they can cast blink and wrnithform. Three
times per day, they can fly for up to 3 turn s (MV 30, class
Proficiencies: Lupinals gain weapon and nonweapon profi- A) or cast magic missile (three missiles). Once per da y,
ciencies according to their character classes. Of all the gua rdi- they can cure disease.
nals, they are the most inclin ed to wie ld weapons. Lupinal • At 7th leve l, they can cast cure serio11
s wounds,fly (as
fighters may specialize. above), or magic missile (four missiles) three times per
Most lupinals have the following nonweapon proficien- day. They can also cast cure diseaseor 11e11trnlize poison
cies, but PCs are free to choose their own: Animal Lore, once per da y.
Animal Training, Appra ising, B!jnd-fighting, Endu rance, Fire- • At 9th level, three times pe r day, they can cure serious
buildin g, Jumping, Tumblin g, Planar Direction Sense, Planar wounds,fly (as abov e), cast magic missile (four missiles),
Sense, PlanarSurvival (Elysium), Running, Set Snares, Survival, or breathe a cone of cold (8d4+8 points of damage) meas-
Swimming, and Weaponsmi thing. Lupin als gain Hunting and uring 40 feet long and 10 feet wide .
Tracking as bonu s proficiencie s. (Italicized proficiencie s are • At 12th level, the y can dominate(as the wizard spe ll dom-
described in the Planewalker's Handbook[2620].) ination) any lupine or partly lupine creatur e that meets
their gaze, regardles s of the creature's intelligence and
Special Benefits: Lupinals are natura l hunters and stalkers, disposition. Undead wolves are immu ne, but ordinary
attacking their prey with savage fury. They gain an initiative mod- wolves, dire wolves, worgs, winter wo lves, werewolv es,
ifier equal to their defense adjustment for exceptional Dexterity; wolfweres, and similar creatures are affected.

80

Nicolas Zaffarano (Order #40824392)


• At 15th leve l, a lupinal can use feeblemind on a singl e Class Restrictio ns: In addition to the classes listed below ,
int ellige nt creatur e that meets hi s or her gaze. The effect ur s inal s can select from th e following multicla sse d optio ns :
lasts for on ly ld4 rounds, bu t is otherwise similar to the ma ge/ cleric and cleric/ba rd.
wizard spel l.
CLASS MAXIM UM L EVE L

Special Hindrance s: While on prime-ma terial worlds, Mage 21


Specialist Wizard 21
lupin als are eas ily mistaken for werewolves. Closer inspec-
Cleric 18
tion reveals th at they're less bestial and mor e expressive, but Bard 15
many lupin als on the Prime are still at risk from gro up s of
lycan th rope hunt ers armed with si lve r weapo ns . The wolfen Average Hei ght and Weig ht: Ursina ls s tan d 92/86 + 2d8
guardinal s pr efer to avo id these hunt ers rather than risk inches tall and weig h 380/330 + 2d10 pounds. The numb er
injur y and further misunders tanding . befo re the slash refers to males; the one after it to females.
Because of their appearance, lupinals suffer a +4 reaction
penalty whe n dealing w ith humans and demihuman s . Hit Di ce: Ursinals ga in Hit Dice accord ing to char acter class.
They' re easily notic ed in urb an se ttin gs, where lupinal thi eves At 1st leve l, th ey receive 4 extra hit points in addition to any
suffer a 50% reduction of their chan ces to hid e in sh adows ga ined from hi gh Constitution scores .
and move silent ly.
Lu pinals are hated by werewolves, wolfweres, and loup- Alignm ent: Generally, ur sinals are neutral good. Ho weve r,
garo us; any of the se species wi ll attac k the guardinal s on lawful goo d and ch aotic good ur sinal s do exist.
sig ht , preferably in large packs .
Armor Class: Urs ina ls are Armor Class -2 (base).
Rolep laying Notes: Lupinals hunt evil aggressively and are
always ready for battle at a mome nt' s not ice. Like equ ina ls, Languages: Ursinals, like alJ guardinal s, have the irn1ate power
they're social creat ur es, ga ther ing in sma ll packs to hunt , play, to communicate telepa thicall y with any intelligen t, nonmon-
and fight. Howeve r, they have no speci al loyalty to one partic- stro us creatur e or natural animal (even giant- sized ones).
ular gro up and tend to move from pack to pack. Lupinals are
natu rally su sp icious of s trange rs and would rather stay w ith Proficiencies: Ursinals gain weapon and nonweapo n proficien-
their ow n kind than cavor t w ith out s iders. They' re especia lly cies according to their chara cter classes. Ursina! fighters can spe-
wary of humans and their ilk. Ho wever, an occas iona l morta l cialize, but they prefer to use their formidable natural attac ks.
has managed to w in a lupinal's friendship, and as compa nion s Most ursina ls ha ve the following nonwcapo n profic iencies,
the guardinals are un failing ly loya l and steadfas t. but PCs are free to choose th eir own: Ancient Hi stor y, Ancient
Lupin als are eas ily bored by mundane tasks . They need Languages, Anim al Lore, Appra ising, Artistic Ability, Eti-
the thrill of the hunt. Any time they catch w ind of an ev il quette, Gem Cutti ng, H ea ling, Herb alism, Loca l History,
menace thr eate nin g Elysium (o r wherever the y happen to be), Planar Direction Sense, Planar Sense, Planar Survival (Elysium),
their first instinct is to sta lk and elimin ate the enemy. It's a Portal Sense, and Sw immin g. Ursinals gain Read ing/Writi ng
respo nsibi lity they take very serio us ly. and Spe llcraf t as bonu s proficiencies. (Italici zed profici encies
are described in the Planewalker'sHandbook [2620].)
ursi nols
The benevo lent ursinals arc hu lking men and women w ith Special Benefits: Ur sinals are intimidating combatan ts who can
bearli ke att ributes. They stand approximately eight feet tall deliver terrible damage, making three attacks per row1d. Each of
and are covered with light golden, red, or golden-brown fur their two forepaws inflicts 2d6 points of damage (p lus any
that's long on their forearms, backs, and lower legs and too Strength bonus) per strike, and their bite inflicts ld 10 points of
fine to see on the ir torsos and faces. An ur sinal' s face has a damage. An ur sinal who hits an enemy with both paws can auto-
p rono un ced muzz le and high ea r-tuft s-a nd , usually, a matically hu g the victim for an add itional 2d10 points of dama ge
kindly expr ession. and gain a +4 bonus to any bite attacks against that victim.
Ursina ! mages and bard s prefer spe lls of enchantment, misd i-
Ability Scores: Ursin als gain +2 bonuses to Stren gth and rection, and divination to spells that inflict massive amoun ts of
!J1telligence, but suffer a -2 red uction to Dexte rity. Their final damage. In addition to the spell-like powers common to all
ab ility sco res must fall wi thin the follow ing ranges: gua rdinaJs, ursinals gain the following abilities as they rise in level
(each usable once per round at wilJ, unless otherw ise noted):
ABILIT Y M I NIMUM M AX I MUM
Strength 16 20 • A t 1st level, ur s inal s can cas t 111agi
c missile or sleep (affects
Dexte rity 6 16 4d6 Hit Dice wo rth of crea tur es, and affec ts creatu res up
Constit uti on 9 18
to 7 Hit Dice) . The number of mi ssi les avai lab le increases
Intelligcncc 15 20
with the urs inal's level, as per the s pell.
Wisdom 6 18
Charisma 11 18 • At 3rd leve l, they can cast ESP o r k11owalig11111ent .

81

Nicolas Zaffarano (Order #40824392)


• At 5th leve l, they can cast continual light on ce per round ance at 6th leve l, 45% at 11th level, 60% at 16th leve l, and 75%
and cure diseasethree times per da y. at 21st level.) This resistance in no way imp airs their ability to
• At 7th leve l, ursinal s can polymorph self or create solid fog empl oy magica l items.
once per round and either cure disease or neutralize poison
three tim es per da y. Special Hindrances: Ursinals must try to resolve conflicts by the
• At 9th leve l, they can hold monster. least dama ging means available. For example, an ursinal might
• At 11th leve l, they can cast cure disease, neutralize poison, attempt to calm an enemy with charm spells before attacking
or hen/ three times per day and use holy word once per with paws and teeth or casting a destructive spell. Ursinals who
d ay. Once per year, an ur sinal can grant a limited wish, rely on woundin g attacks in any confrontation receive only half
provid ed that it aid s the greater good . the normal experience poin ts for that encount er.
• At 13th leve l, ur sina ls can use legend lore three times p er At a height of 8 feet, ur sinals are considered large-sized
da y and true seeing once per ro und . They can choose to creatures for damage purpo ses.
bestow the latter ab ility by touch up on anoth er creatur e
with an Intelligen ce of 5 or higher. Roleplaying Notes: Ursinals are scholars, librarian s, and
• At 15th leve l, ur sinals can cast Serten's spell immunity phil osoph ers who enjoy sharin g their knowledge of the mu l-
once per day up on themse lves or ano ther being (by tive rse openly, digressing endl ess ly until they no longer
touch). Also, an ur sinal's soo thin gly deep voice can act remember the original topi c of di scussion. They di slike physi-
as a mass suggestion spell once per da y, affecting all those cal combat and avo id ph ysical confron tation until it becomes
wh o hear him of her speak. inevitable. In contr ast to their benevolence, ur sinals are capa-
ble of inflicting terribl e carnage when incited.
Beginnin g ur sinal PCs can be struck only by +1 or bett er Ursina! mages have a specia l fondne ss for magical items
weap ons or those mad e of silver. At 5th level, this resistan ce and spe llbook s, collecting them wh enever the oppo rtuni ty
increases such that they can be stru ck only by +2 or better (or arises. Ursina ! priests are dedicated to spr eadin g peace and
silver) weapons. At 9th leve l, they can be stru ck only by +3 or harm ony throu gh enlightenm ent and know led ge of the mult i-
better (or silver) wea p ons. At 16th leve l, they can be stru ck verse. Ursina! bard s are storytellers and collectors of forgotten
only by +4 or better (or silver) wea pon s. lore, traveling the p lanes in search of the secrets of the cosmos
At 1st leve l, ursinals have 15% ma gic resistance. This valu e while using their magic to opp ose evil wher ever they find it.
increases by 15% eve ry five leve ls (cumula tive), up to a maxi-
mum of 75% at 21st leve l. (This gives them 30% magic resist-
A(lSHnClf
This chapter presents the last of the celestial races, the aasi-
mar. Aasimar are the only celestials that aren' t part o f a larger
society of different kind s of beings. The aas imon race consists
of seve n distinct types of creatures, as does the archon and
eladrin race. Similarl y, six different types of guardin als exist.
But there's only one kind of aas imar. Of cour se, no two aas i-
mar are exactly alike, bu t th e fact remains that in some ways
they' re far less d iverse than the other celes tials.
Aasimar are the scions or descend ants of celestials from
the Upp er Planes. More precisely, an aasimar is the mor tal
p rogeny or offsprin g of a celestial bein g-an aasimon, archon,
eladr in, or gu ardin al-and a mort al being. Howeve r, the
blood of a celestial courses throu gh each aasimar 's body, even
if it's just a trace amount.
As a result of this influence, aasimar are often referred to as
plane-touched. It's usually a complim ent. When used to
d escribe a tiefling, though, the term is mu ch more of an insult.
Tieflings are the childr en or descend ant s of a union between a
fiend and a mortal, and just as an aasimar is considered to be
blessed, a tiefling is thought to be taint ed, often irredeemably
so. It's no surpri se, then, that tieflings genera lly hate aasimar.
Though rare, aasimar are a powerful force in the Upper
Planes, gathering armies for crusades and leadin g evangelical
missions beyond the plane s' bound less confines. They generally
appear as gloriously beautiful hum ans with golden hair, fair
skin, and piercing eyes. They might be mistaken for half-elves

82

Nicolas Zaffarano (Order #40824392)


or even true aasimon. True of heart, courageo us, and hones t to Average Height and Weight: Aasimar sta nd 61/ 60 + 2d10
a fault, their nobilit y and goodness are legendary. inch es tall and weigh 140/90 + 5d10 pound s. The n umb er
At least, that's how they' re co mm only portrayed. But as before the slash refers to males; the one after it to females.
mortal being s cursed wi th the subtl e imp erfect ions of their
human parent or ance stor s, aa simar aren ' t alway s the ep it- Hit Dice: PC aasirnar gain Hit Dice according to charac ter class.
ome of vir tue. Some are reckless, headstrong types, wh ile
others are treachero us and deceitful, justifying their malign Ali gn ment: PC aasimar ma y be of any n onev il alignment ,
actions any way they can. though most are lawful good, neu tral goo d, o r chaot ic good.
Unli ke tainted tieflings, aas imar are rarely aband oned by
their celestia l parent s. Typically, the mortal parent s raise these Armor Class: As with most mo rtal s, an aas imar's natural
ch ildren in mortal commu niti es, but their celestia l parent s Armor Class is 10.
alwa ys maint ain so me hand --eve n if an invi sible one-in
the ir offsprings' lives, gu idin g them along the "right path " Languages: Aasimar typically speak the language o f the ir
(or what the celestials believe to be the right path). mortal par ent 's homeland (usually the Co mm on tongue), as
Aas imar often attempt to pass as normal humans in order we ll as other languages they have learn ed.
to fit more easily into society. How eve r, their proud heritage
always sets them apa rt, and they usua lly feel driven to right Proficie ncies: PC aasi mar ga in weapon and non weapon pro -
wrongs and defend goo dne ss in the mortal wor ld. Many rise ficiencies accordin g to their character classes. Those with high
to become revered leader s and honorable heroe s. Intelli ge nce sco res ga in addi tiona l nonweapon slo ts.

Specia l Benefi ts: Aasimar h ave infra vision to a ran ge of 60


\O.Si rnnc AS p Inver chnrnctcrs feet. Because of the ir keen senses, they add + 1 to thei r sur-
Like most standard AD&D pla ye r characters, aasimar PCs prise checks . Thoug h aasima r are usuall y slen der and even
beg in the ga me at 1st level. The y gain exper ience points for somew hat frai l, their celes tial her itage pro tects them from
their hero ic exp loits and rise in levels in their chose n classes. hal f of the damage normall y delivered from heat and cold
attac ks. Additiona lly, they gain a +2 bonus to saving th rows
Abili ty Scores : Aas imar PCs gain a +1 bonu s to Strengt h o r vs. any sor t of magical charm, fear, e111otio11, or domination
Charisma (pla ye r 's choice ) and a +l bonus to Wisdom. They effect. This includ es causefear, chaos,charm person or mamrnal,
suffer a -2 penalty to Co nstitutio n. Their final ability sco res charm monster, cloakof terror,co11111 iand, conf11sio11,de111and,
mu st fall within the following ranges: enthrall, eyebite, friends, hypnotic pattern, hypnotism, 111a ss charm,
mass suggestion, scare,spook, suggestion, Tasha's 1111 co11trollable
AB I LIT Y MI N I MUM MA X IM UM
hideous laughter, and taunt. All non-wizard aas imar hav e 10%
Strength 8 18
Magic Resistance as we ll.
Dexterity 5 18
A select few aasimar have spell-like powers such as detect evil,
Constitution 5 18
rntell igence 11 18 detectlie, or light (each usable once per day) rather than resist-
Wisdom 11 18 ance to hea t and cold. If the player desires, he or she can roll on
Charisma 13 18 the "Aasimar Abilities" table found in Appendix 2 to determ ine
rus or her PC's spell-like pow er or other special benefit.
The above minimum s and maxim um s app ly before ability Finall y, aasimar rog ues ga in a 10% bonu s to their
adj ust ments are added or sub tracted. Find / Remove Trap s sk ill, a 5% bonus to Move Silently, a 10%
bonu s to Hid e In Shadows, and a 5% bonus to Detect No ise.
Class Restrictions: All character classes are avai lab le to aasimar. Special Hind rances: There aren 't man y d rawbac ks to play ing
ln addition , they can choose from among the follow ing multi- aasima r. They rarely suffer from the same aliena tion felt by
classed options : fighter/ cleric, fighter / mage, fighter / bard , half-elve s, w ho are welcome in neither human nor elven com-
ranger/ mage, rang er / cleric, mage/ cleric, mage/ thjef, mun ities-on the contrar y, aas imar tend to have stab le homes.
mage/bard, and cleric/ba rd. Single-classed aas imar can rise (Aasima r thieve s are the exceptio n, and their tend ency toward
two levels above the stated maximums given below: thieve ry is ofte n a reflection of a poor upbrin ging .)
On the other hand , aas imar who perform de spicab le or
CLA SS M AX I MUM L EVEL dishonorable de eds might be admoni shed or even puni shed
Fighter 14 by their celestial parents. The offender might be forced to
Paladin 14 aton e for mistake s to rega in mys teri ously lost innat e pow ers
Ranger 14
Mage 12 or mag ic resistance. Someti mes, though , the ce lestia l watc hes
Cleric 15 from a distance but leaves the aas imar alone, hop ing the child
Druid 15 will have the strength of character to find the tru e p ath a lone.
Thief 9 Aasimar w izards can' t wear arm or or emp loy shields.
Bard 9

83

Nicolas Zaffarano (Order #40824392)


sero_phistus, prince of statues
Seraphistus has gold eyes, naturally tanned skin, straight statue form (with cloakof statues);MR 10%; SZ M (5'11 tall );
N

teeth, and a manner that gives the impression of perfect still- ML champion (15); Str 9, Dex 18, Con 13, Int 16, Wis 15, Ch a
ness. He has six fingers on each hand and six toes on each 16 AL LN; XP 5,000.
foot. His nimble, slender arms are idea l for reaching into
otherwise hard-to-reach places, and his wide grin is both profi cie ncies
mischievous and seductive. Seraphistus is profic ien t with longsword, short sword,
Seraphistus makes no bones about his profession . He's a dagger, and crossbow. His nonweapon proficiencies are:
thief, bu t he uses his thieving abilities in a good way, depriv- Appraising (15), Disguise (15), PlanarSense (14), PlanarSur-
ing the forces of evil of anything that gives them an edge. vival (Baator, 14), Rope Use (18), Tumbling (18), and Ventrilo-
His mos t p rized item is his cloakof statues, which he uses to quism (14).
infiltrate fiendish strongho lds . By assuming the forms of
innocuous or dis turb ing statuary and waiting patiently for spe cio.l Abilit ies
the moment to strike, he's killed many fiends and sto len Seraphistus has the following thiev ing skills: PP 55%, OL 65%,
nume rous dark magical items originally intended for use F /RT 60%, MS 85%, HS 85%, DN 50%, CW 80%, RL 20%.
against the Upper Planes. Serap histus sells mos t of these
objects to beings wi th the power to destroy them, and he sp ecio.l Atto. cks
either gives his profits to char ity or uses the money to bribe Seraphistus can backstab at +4 to hit, inflicting quadruple
folks for information that will help him in future raids. damage with a successful strike.
Seraphistus supports a network of kenku spies throughout
the Prime Ma terial Plane and uses them to gather informa- spe cio.l Equ ipm ent
tion-everything from guard rota tions to floor p lans-on evil Seraphistus wields a short sword of quickness+2 and wears a
fortresses there. The aasimar prides himself on his ability to ring of jumping and a cloakof statues. (The cloakallows the
infiltrate any strongho ld, no matter how heavily fortified. wearer to cast statue on himself up to seven times per day,
Although he's a thief w ith a mischievous streak, Seraphis- with no chance of deat h . The wearer can determine the size
tus is trustworthy and never goes back on his word. When and shape of the statue, although it can be no smaller than
he commi ts to a job, he carries it out regardless of the per- the wearer's hand and no larger than twice his or her full
sonal risk. H e pays de ference to the kenku god Quorlinn but size. The cloakalso affords a +2 bon us to the wearer's Armor
is not a particularly religious individual. He believes his fate Class .)
is in his own hands.
pow er s
sto.tis t ics Primary pow er: Quorlinn (Lesser /N /Beas tlands)
Seraphistu s, mal e aasim ar T9: AC 4 (Dex bonus, cloakof stat- Second ary power: None
ues);MV 12; hp 35; THAC0 16; #AT 1; Dmg ld6+2; SA thief
skills; SD infrav ision 60 feet, +1 to surprise rolls, +2 to saves p er sono.lit v Tro.its
vs. poison, +2 to saves vs. mind-affecting spells, assume Forwa rd, tenacio us, trustworthy , and mischievo u s.

Rolepl aying No tes : As a rule, aasimar are noble, courageous, aligned to the ethos of its native plane. An equar can speak the
honorable, and sincere. They're de scen ded from celestials and Common tongue, its alignmen t language, and-whe n sum-
they know it (usually), so they consider themselves worthy of moned to the Prime Material Plane via a summon lesserequaror
respect. Aasimar are vigilant in their search for purveyors of a summongreaterequarspell-the racial language of the caster.
evil, who seemingly lurk in every shadow. Their duty is to These spells form a pact between the equar and its
protect all mor tal creatures under their charge and vanquish rider (who need not be the caster). The equar agrees to aid the
the forces of darkness at every opportunity. rider, who in tum pledges to prov ide the unique food the
Few aasima r advertise their celestial heritage, bu t seldom equar craves while absent from its home plane.
is this required. Other mortal beings can sense that something Lesser and greater equars are actually the same creatures;
is special about them-the goodness at their core, blazing like the difference is in how fully the individual creature exists on
a light in the fog. Desp ite their inherently noble stature, aasi- the Prime Mater ial Plane. Some of a lesser equar's essence
mar don't strive to dominate other mortal s or hold them in remains on its home plane; therefore its prime-ma terial pres-
sway. Rather, they try to lead by example, earning their ence is less powe rful than normal Greater equars are fully
respect. They are natura l leaders and capable champions presen t at the point of conjuration. Thus, any equar encoun-
against the tyranny of evil. tered on its home p lane is of the greater variety.
Equars are intelligen t, horselike creatures native to the Outer Only good-aligned equars may serve as mount s for celes-
Planes. Nine different breeds are known to exist, each strongly tials, but others of nongood alignments also exist. For com-

84

Nicolas Zaffarano (Order #40824392)


p lete informat ion on all equars, refer to "Destriers of the
Plane s" by Steve Berm an (DRAGON® Maga zine #243).

1 rothsp\ re (Ln\\/ful <_;ood)


A trothsp yre resembles a unicorn , with its hard , crys talline
h oov es and the single, sp iral horn rising from its brow.

Combat: A troth spyre can either a ttack with its two fron t
hoove s or impa le an opponent on its majestic horn. A tou ch
of the horn can also sea l wounds, hea ling 1 point of dam age
and stopping blood loss, eve n if the dama ge came from a
sword of wo1111rli11
g or similar item . The troth spy re can also
cast know alig11111e11tat will, simp ly by touching the tar ge t
creatur e wi th its horn.
Special Abilities: All troth spyres ha ve hig her-than-norm al
hit point s (5-8/ die ) and are ne ver sur prised. They are
immu ne to pe trificati on, disease, and poi so n, as well as
charm and other form s of mental control. Onl y magica l
weapons of +1 or better enchantment can harm them .
Lessertrothspyre:The horn attack of a lesser troth spy re
inflicts ld10 point s of dama ge, or doub le that amount upon
und ead or chaotic ev il ta rgets . These nob le creatur es can cast
detect lie and protectionfrom evil, each twice per day at 9th level
ability. Treat the equar 's Wisdom as 18 for purposes of detect lie.
These equars cannot exist on the Prime Material Plane at
night. A t sund own , any lesser troth spyre in service there
slowly fad es away, ret u rnin g to its rid er's loca tion at d ay-
break.
Greater trothspyre: The great er trothspyre's horn atta ck
inflicts 2d6 point s of dama ge, or double that amount up on
undead or chaotic evil targe ts. In addition, this hones t and
va liant creature ca n cas t detect lie at will at 12th leve l ability.
(Treat the creature's Wisdom as 18 for purposes this spell.) A two d ays pa ss w ithout an oppo rtu n ity to d rink light, the
greater trothsp yre can cast cure serious wounds once per day, crea tur e consider s its service pact broken and return s to its
and it radiate s a protectionfrom evil effect (at 12th leve l ab ility) home pla ne.
tha t prot ects both it and its rider, so long as the latter is upon
its back. Greater trothspyres ha ve 20% magi c resistan ce. <_,iId llHllW ( ,cu I r ol <,ood)
The greater version o f this creature doe s not va nish from Thjs eq uar appears as a stout cheshrn t horse with a sh immer-
the Prime Material Plane at sundown like its lesser counter- ing go lden man e, no tail, and hooves of pur e go ld that shin e
part. Instea d, it remain s on the pla ne (to its chagrin) , but its in the sun .
AC falls to 5 and it incur s a - 1 penal ty on a ll its atta ck rolls
until the next da ybreak. Com bat: Gildm an es attack with thei r two front hooves .
Special Abilities: All gildman es have higher- than-normal hit
Habitat/Soci ety : Native to Mount Celestia, troth spy res are the points (5-8/ die) and are never surpri sed . The y are immun e to
favored mount s of arch ons and law ful good aas imon. They petrification, disease, and poison, as we ll as charm and other
wan d er the slopes in herd s of no mor e than ten individu als, forms of mental cont rol. Only magica l wea pon s of+ 1 or
led by the stron ges t sta llion. Trothspy res mat e for life, with better enchan tmen t can h arm them .
each pair produ cing a foal only once every twent y yea rs. By touching a hoof to any suspec t gold, a g ild man e can
d etermin e its purity and identify false gold, includ ing gilded
Ecology: On its nati ve plan e, troth spy res graze on the natu- iron an d lesser metals enchanted with fool's gold. At an y tim e,
ral p lant life. On the Prim e Material Plane, however, the the equ ar can speak with an astral traveler by ge ntly laying a
trothsp yre mu st feed on only the fines t and rarest g rain s, hoof up on the latte r 's p hysica l body. In addition , the creature
blessed by a lawful goo d pri est o r pa ladin. (Each such mea l can surr o und itself w.ith a go lden au ra that provides light (as
costs at least 50 g p .) The creature wou ld rath er star ve than per the light spe ll) and affo rds a +] bonu s to sav ing throw s
ea t mundan e grain. A troth spyre mu st also spend at leas t against any form of curse or hex for anyone w ithin the aura 's
four hour s o f eve ry da y drinking in sunli g ht. If more than 20-foot radius. This lumin escence revea ls cur sed magica l

85

Nicolas Zaffarano (Order #40824392)


item s with in its area of effect for w hat they trul y are and form s of mental contro l. Onl y magical wea pons of +1 or
allow s ow ner s to abandon them w ithout penalty. The equ ar better enchantm ent can harm them.
can summ on thjs cur se-bre a king radian ce but once per d ay, Even the most grueling conditi ons cann ot unsea t a favon-
and its effect lasts for n o mor e than one hour. ian's partner un less either steed or r ider w ishes it. Regard less
Gildm an es attra ct the attenti on of ev il creatur es. Any ev il- of the surfa ce, a favonian leaves no tracks to mark its pa th,
aligned mon ster of low intellige nce (7 or less) w itrun one mil e and ad verse wea ther conditi ons in no way hin de r its senses.
of a gild mane mu st make success ful sav ing throw vs. spell or Any favonian can summ on 1-3 p!tantom steeds (as per the
see k ou t a nd attack the equar and its rid er; a new saving 3rd-level w iza rd spell) once p er day; these ph antas ms look
throw is req ui red each da y that the two crea tur es are w ithin identical to the favonian and act as mirror images, distracting
the same rang e of each oth er. enemies a nd dive rtin g their attacks.
Lesser gildmane: The lesse r ve rsion of this equ ar can grant
good fortun e to a single indi vidual once per d ay, pro vidin g Habitat/Societ y: Native to the fields of Arborea, favo nfan s are
the recipient with a +1 or +5% bonu s on any single di e roll. fn un afraid of the worst wea ther condit ions, consid eri ng the
addition , the g ildman e can cast glitterd11 s t, shield (prot ectin g wild est storm as no more incon venient o r threatening than a
both itself and its rider) , and astral window, each once p er day. gentl e rain . They trave l their na tive plane in herds of no more
Greater gildmane: The greater gildman e can grant exceed- than ten indi vidual s. Favo nian s d o no t ma te for life, and any
ingly good fortune to an y one indi v idual per da y, prov idin g pairing p rodu ces a foal only once in twent y years.
either a +1 (or +5%) bonu s to all d ie rolls for one turn or a
single +3 (or +15%) bonu s to any single att empt , once p er Ecology: Though they forage on gra sses and other plan ts on
d ay. The greater equar can cast glitterd11 st, shield (prote cting their native plan e, favonians serving o n the Prim e Mate rial
both itself and its rid er), and astral window, each twice p er Plane live on rain and an cien t sag as. Th ey happil y consum e
da y. Like othe r greater equar s, it ha s 20% mag ic resistance. rainwa ter collected in barrels, or eve n from p uddl es after a
sudd en dow np our. It is far more difficult to find the ep ic
Habitat/Society: These creatur es, nativ e to Elysium , are the poems and songs tha t a favoni an d emand s- and more ardu -
favor ed mo unt s of lupinal s, cer vida ls, and neutral good aas i- o us still to perform them in its presen ce w ith the p roper zeal.
mon. On their nati ve plan e, they tra ve l in h erds of no more Three da ys w ithout a new and d ifferent tale ca use the favo n-
than ten indi vidu als. A p air o f gildman es can produ ce a foal ian to return to Arborea.
only once eve ry twenty yea rs. Favonians enjoy the so ngs and antics o f bard s and enter-
tainers, see king out such comp any wheneve r an oppo rtunit y
Ecolog y: On their nati ve plan e, gildmane s are herbi vo rou s, arises . Becau se of thi s, these equ ars can never ha rm such indi-
but on the Prim e Material Plan e their diet consists o f w orked vid ua ls-eve n those of sinister d isposition . They prefer to
gold (coins, jewe lry, and the like)- the pur er the better. The dea l with ente r tainers o f impur e heart by di spe rsing an y
equ ar requir es at leas t 200 gp of such metal ea ch da y. Sh ould crow ds the latt er have attra cted , thereby d epri ving them of
it feast upon less for mor e than thr ee da ys, it becom es surl y both audi ence and live lihood. If the favonia n 's rid er attacks a
and return s to Elysium. A r ider wh o kno win gly suppli es bard or o ther ent ertainer, the eq ua r considers this a breach of
false gold to the equar voids the pact of service betwee n the pa ct a nd sternl y adm onishes the offend er before returni ng
them. to its home p lan e.
Lesserfavonian: A lesse r favonian ca11 cas t alter normal
1<1110 11i<111 ( < '1<10l it <,ood) winds, gust of wind, and obscurement, eac h once per d ay.
This equar , the favored mount o f elad rin s and cha otic Greater favonian: The greater version of this equ ar can cast
good aasimon , app ears as a pal e hor se, either blui sh-whit e or alter normal winds*, c/011 db11rst*,g11st of wind, and obscurement,
d appl ed gra y. each thr ee times per da y. Three time s a da y, it can pe rfor m a
flying gallop (MC: B), lasting on e turn, duri ng w hich the
Combat: Favoni ans fight with their two front hooves. equ ar mov es at its norm al move ment rate thr ough the air (as
Special Abilities: Favonian s have higher-th an-normal hit per the fly sp ell). A great er favonian has 20% magic resistance.
point s (5-8/ die) and are neve r surpri sed . They are immun e to *Indic a tes a spe ll app ear ing in the Wizard's Spell Com-
petrification, disease, and poi so n, as well as charm and other pendium.

86

Nicolas Zaffarano (Order #40824392)


Appendix 1 ce lestial Mounts
l-: qunr
1,·nth,f''i i"f' 1,1ldu11t1u 1Cl'IOl!ltlll

Less er Greater Lesse r Greater Lesse r Greater


CLIMA TE!TERRA IN : Any Any Any Any Any i\ ny
FREQUE NC Y: Very rare (rare) Very ra re (rare) Ve ry rare (rare) Very rare (rare) Very rare (rare) Very rare (rare)
ORGA N IZATIO N: Solitary (herds) Solita ry (herd s) Solita ry (herd s) Solitar y (herd s) Solitary (herd s) Solitary (herd s)
ACTIVITY CYCLE: Day Any Day Any Day Any
DIET: blesse d g rain blessed grain wo rked go ld worked go ld rain a nd epic ta lcs ra in a nd ep ic tales
and su11ligh t and sun light
INT ELLIGEN CE: Very Excep tiona l Very Excepti ona l Very Exceptiona l
TREA SU RE: Nil Ni l Ni l Ni l Nil Nil
ALIGN MEN T: Lawful Good Lawful Good Ne utral Good Neutr al Good Chao tic Goo d Chaot ic Good
NO. APP EARI NG : 1 (3---8) 1 1 (3---8) 1 1 (3---8) 1
ARMOR CLASS : 3 1 3 1 3 1
MOVEMENT : 18 24 18 24 18 24
HIT DIC E: 6 (5-8 hp / die) 9 (5-8 hp / d ie) 6 (5-8 hp / die) 9 (5-8 hp / d ie) 6 (5-8 hp / d ie) 9 (5-8 hp /d ie)
THA C0: 15 12 15 12 15 12
N O. OF ATTAC KS: 2 (front hooves) 2 (front hooves) 2 (front hooves) 2 (front hoov es) 2 (front hooves) 2 (front hooves)
or 1 (horn ) o r 1 (ho rn)
DAM AGE/ ATTACK: 2d 6/2 d 6 or ldl O 3d6/3 d 6 or 2d 6 2d6/ 2d6 3d6/3 d6 2d6/2d6 3d6 / 3d6
SPECIAL ATTAC KS: Nil Nil Sp ells Spells Spe lls Spe lls
SPECIAL DEFEN S ES: Neve r s urp rised , Neve r surpri sed , Neve r surpri sed , Never surpri sed , Neve r sur p rised, Neve r su rp rised ,
immu11e to charm, immu11e to charm, immun e to charm, immun e to charm, immun e to charm, imm une to charm,
disease, menta l disease, men ta l disease, mental d isease, mental di sease, men tal di sease, menta l
con trol, petri- contr o l, petri- contro l, petri- cont rol, p etri - cont rol, pe tri- cont rol, petri-
fication, and poison, -fication,,md poison, fication, and poison, fication, and poison, fication, and poison, fication, and poison,
+1 or better + 1 o r bette r +1 or better +l o r bette r +1 or be tter +1 o r better
wea pon to hit wea pon to hit weapon to hit, weap on to hit weapon to h it wea pon to hit
cont in uo us protection
from evit(s elf and
rid er)
SP ECIAL
WEAKN ESS ES: Cann ot remain on AC 5, -1 pe nalty
Prime Mate ria l to atta cks afte r
Plane after sun se t sun set on Prim e
Attracts ev il Material Plan e
creatur es Attra cts ev il
creatur es

MAGIC RESISTANCE: Nil 20% N il 20% Ni l 20%


SIZE: L (7' ta ll) L (8' tall) L (7' tall) L (8' tall) L (7' tall) L (8' tall)
MORAL E: Champi on (15- 16) Fearless (18-20) Champi on (15- 16) Fearless (18-20) Champi on (15-16) Fea rless (18-20)
XP VALUE: 5,000 5,000 5,000 5,000 5,000 5,000

87

Nicolas Zaffarano (Order #40824392)


\ppcndix 2: Tnblcs Tnble 2: \OSI rnor T?~]e 3: \nsirnnr side
\ppencnncc l-: ects
The following pa ges contain tables for 1D100 RO LL A PPEARANCE 1D100 ROLL SIDE EF FECT
use in gen era ting random celestial char- 01-04 si lvery skin 01-10 Sweet, fresh odo r sur-
acterist ics, powers, and skills. 05-07 g reen-tinted skin rou nd s body
08-1 0 blue-tinted skin 11-15 Surro und ed by aura of
11-14 go lden skin ca lm (good-a ligned
Ti\lilc.,: Aosi rnnr 15-16 pointed ea rs creatures w ithin 30
\ } I It I CS
17-18 rid ged ears feet receive +2 bonus
1D100 RO LL SPECIAL AB I LITY
19-20 doglike ears to morale checks)
01- 03 niter self (1/ da y) 21-25 angular face w ith high 16-25 Wounds inflicted
04-06 n11g11ry (1/week)
07-{)9 che ekbo nes upo n aasimar hea l
blur (1/ da y)
10-12 comprehend ln11 g11nges 26-29 pe rfect white teeth twice as qu ickly
(1I day) 30-31 long, dis ting uished 26-30 Suscept ible to fire
13-15 detect evil (1/day) nose (su ffers+ 1 point of
16-18 detect lie (1I day) 32-33 hooke d nose damage per die)
19-21 detect mngic (1/ day) 34-36 crys tal-blue eyes 31- 35 Suscep tible to cold
22-24 e11thrnll(I /week) 37-39 bri ght green eyes (suffers+ 1 po int of
25-27 featherfn/1 (1I day) 40-42 glea min g silver eyes damage per die)
28-30 know alignment 43-4 5 go ld en eyes 36-45 Presence eases ani-
(1/ da y) 46-48 six fingers per hand mals (reactions at +4)
31-33 light (I/ d ay) (includin g thumb) 46-50 Touch inflicts 1d4
34-36 mirror i111nge(1/day)
49-50 finge rs one inch poi n ts of damage to
37-39 protectionfrom evil 10'
radius (1I day) long er than normal ev il creatu res
40-42 protectionfrom nonnnl 51-52 animal horns o n head 51-55 Odd skin composition
missiles (I/week) 53-54 silver or go ld finger- gives base AC of
43-45 rend111ngic (2/ day) na ils ld6+3
46-48 shield(] I day) 55-57 long, slend er arms 56-60 Unholy water inflicts
49-5 1 strength (1/ day) 58-60 long, slender legs 1d6 points of damage
52-54 wnter breathing 61-65 feathe red wings (MV per vial or splas h
(I/week) fly 18 [DJ) 6]-70 Ca n be turned by ev il
55-57 h alf damage from fire 66-72 ves tigial wi ngbo nes prie sts
58-60 half damage from cold on sho uld ers 71-75 Speaks telepathically
61-63 half dam age from
73-76 opa lescent skin to any intelligent crea-
electricity
64-66 half damage from acid 77- 80 nat u rally tann ed skin tur e w ithin 1 mile
67-69 +2 to save vs. po ison 81-83 body cove red with 76-80 Ca n leap up to 15 feet
70-72 +2 to save vs . fire speckled markin gs ver tically or 30 feet
73- 75 +2 to save vs . cold 84-85 bald, hairless ho rizonta lly
76-78 +2 to save vs. electrici- 86-89 small feathers rat her 8]-85 Nat ur al (grou nd)
ty than hair on ldlO X 10 movement rate of 15
79- 81 +2 to save vs. petrifi- of bod y 86-90 Can' t be held or
cation, polymorph 90-95 special side effect (roll ensnared (as per free
and paralysis on Side Effect table) action)
82-84 +2 to save vs .
96-98 roll twi ce, rerolling 91-98 Speaks any language
rod/staff/wand
resu lts above 89 (as per tongues)
85-87 +2 to save vs. spe ll
99-{)0 roll three times,
88-93 celest ial aura (ene mies 99-{)0 Eyes have the power of
attack at -2) rero lling results
tme seeing
94-96 immune to nonma g i- above 89
cal weapons
97 immun e to ene rgy
drain attacks
98-99 roll twice, rerolling
resu lts above 97
roll 3 times, rerolling
results above 97

88

Nicolas Zaffarano (Order #40824392)


Tobles 4- 7: personoJitv Truits
These four tab les are d esigned to help players flesh out their char acters' personalities. A playe r may choose those tra its tha t best
fit the character from these descript ors, or simpl y roll rando mly, discountin g opp osing traits. Note that as the character matu res and
increases in level, some of these traits are likely to change. Each time a celestial ga ins a level, the playe r may swap one trait for
another based on how the char acter has chan ged over the course of ad venturin g .
Most beings perceive celestials as flaw less creature s, and indeed they tend to have more positive than negative persona lity
traits-but they do have their shortcomings . A celestial cannot have more than two nega tive traits.

Tnblc 4-: pcrsonnlit\ 1Trnit nistribution


R OLL NUMBER OF CHARACTER TRAITS
01-50 Roll thr ee times on Table A and once on Table B
51-75 Roll tw ice on Table A and twice on Table B
76-90 Roll tw ice on Table A, once on Table B, and once on Table C
91-00 Roll twice on Table B and twice on Tab le C

rob.le 5: positi11c chnrnctcr R OLL TRA IT Tob,k 7=-....c~·nti11cc hnro ctcr


Trn.1ts 94-96 Trus twor thy Tr<uts
R OL L TRAIT 97-9 8 Und erstan ding R OLL TR AIT
01-02 Adve ntu rous 99-0 0 Roll twice on this table, 01-03 Abrasive
03-04 Amenab le ignoring rolls of 99-00 04-05 Acquiescent
05-06 Articulat e 06-08 Bickerso me
07-09 Charitable Tobie 6:Ncutrnl chnroctcr 09- 11 Ca llous
10-11 Charmin g Trnits 12- 14 Can tankero us
12-13 Co mpe lling R O LL T RA IT
15-1 7 Conceited
14-15 Co ngenial 01-03 Ada mant 18-20 Critical
16-17 Co nsider ate 04-05 Aggressive 21-23 Cyn ical
18-19 Contempl ative 06-08 Aloof 24-25 Deceitful
20-21 Co urt eo us 09-11 Circum spect 26-28 Desponde nt
22-23 Decisive 12-14 Cond emnin g 29-30 Dissid en t
24-25 Dignified 15-17 Co nserva tive 31-33 Dom inee ring
26-28 Diplom atic 18-2 0 Conspirin g 34-36 Fin icky
29- 30 Effervesce nt 21- 23 Cryp tic 37- 38 Gloomy
31-32 Eloquent 24-26 Cunnin g 39-41 Harsh
33-34 Erud ite 27- 28 Defensive 42-44 Immo dest
35-36 Faith fu l 29-31 Demandin g 45-47 Impat ien t
37-38 Fervent 32-34 Dev ious 48-50 Impe tuo us
39-41 Forgiving 35-37 Didactic 51-52 Insubord inate
42-43 Forthri ght 38-40 Diffident 53-54 Intru sive
44-45 Ga llant 41-42 Droll 55-56 Irrevere nt
46-47 Gentl e 43-44 Ed gy 57-59 Judg men tal
48-49 Grega riou s 45-47 Exacting 60-61 Lackadaisica l
50-52 Hon est 48-50 Forw ard 62-64 Medd leso me
53-54 Honorabl e 51-53 Gruff 65-67 Possessive
55-56 Humbl e 54-56 Impu lsive 68-69 Prejudi cial
57-58 Idea listic 57-59 In timidatin g 70-72 Quarrelsome
59-60 Im agina tive 60-62 Liberal 73-74 Rash
61-62 Inqui sitive 63-65 Madca p 75-76 Sanctimonious
63-64 Leve lhea ded 66-68 Melancholy 77- 78 Sarcastic
65- 66 Meticulous 69-71 Mercuri al 79- 81 Seve re
67-68 M irthfu l 72-74 Militant 82-83 Sm ug
69-70 Obliging 75-7 7 Mischievous 84-85 Stand offish
71-72 Passion ate 78-80 Obedient 86-88 Stubborn
73-74 P rag matic 81-83 Roman tic 89-90 Suspicious
75- 76 Qui ck-witted 84-85 Shy 91-92 Terse
77-79 Respectf ul 86-88 Susp icious 93-94 Turbul ent
80- 81 Shrew d 89-91 Thea trical 95-96 Verbose
82-83 Stud ious 92- 93 Wistfu l 97-98 Vind ictive
84- 86 Spirit ed 94-95 Wrathful 99-00 Roll tw ice on th is tab le,
87-88 Suave 96-98 Zea lous igno rin g rolls of 99-00
89-91 Temp erate 99-00 Roll twice on th is tab le,
92-93 Tenacio us igno ring rolls of 99-00

89

Nicolas Zaffarano (Order #40824392)


Tnb lc B: Ro.n'se of A'5CS To.hie 10 : Ro.cio.lAdjustrnents to
Race Starting Base Variable Maximum Range
Aasimar 16 ld6 125 + 2d20
Thieuin's s kills
Aasimon Skill Aas Bra Co u Fir Nov Cer Lup Urs
Archon Pick Pockets +10% +5% +5% +5% - 10%
As uras 20 ldl0 250 + ld100 Open Locks +5% +5% +5%
Eladrin Find / Remove Traps +10% - +5% +10%-
Bralani 80 3d10 450 + 2d100 Mo ve Silently +5% - +15% +5% +15% -
Co ure 55 2d6 350 + 8d20 Hi de in Shadows +10% - +15% -
Pirre 75 3d6 350 + 10d20 Detect Noi se +5% +5% +10% +5% +10% +10%
Ghael e 90 3d10 400 + 4d100 Climb Walls - 15% - 15% - 5%
Novie re 45 2d8 300 + 10d20 Read Languages +10% - +5% +5% - +15%
Shiere 80 3d20 500 + 8d20
Tulani 70 3d 12 650 + 2d100 Aas= Aasimar, Bra = Bralani, Cou = Cou res, Fir = Firres,
Guardinal Nov = Nov ieres, Cer = Cervidals, Lup = Lupinals ,
Avoral 45 2d10 225 + 5d10 Urs = Ursina ls
Cervidal 25 3d6 250 + 8d 10
Equinal 35 3d6 200 + l0dl0
Leona! 40 3d8 350 + ldl00
Lupinal 30 4d4 225 + 5d20
Urs ina] 50 3d 12 350 + ldl00

rnblc 9: \'sin's Effects


Race Middle-Aged ' Old ' Venerable'
Aasimar 62 83 125
Aasimon
Archon
Eladrin
Bralani 195 345 450
Co ure 152 290 350
Pirre 180 276 350
Ghaele 225 360 400
Novie re 172 263 300
Shiere 200 368 500
Tulani 196 445 650
Guardinal
Avora l 155 190 225
Cervidal 120 198 250
Equinal 145 185 200
Leona! 155 292 350
Lupinal 125 189 225
Urs ina! 150 285 350

' - 1 Strengt h /Co nstitution; +l Intelligence /W isd om


2
-2 Strength/Dexter ity; -1 Constitution;+ 1 Wisd om
' -1 Strength/ Dexterity /Co nstitution; + 1
Intellige n ce/Wisdom

90

Nicolas Zaffarano (Order #40824392)


Tobie 11: porncrs of the upper ploncs
Deit y Pantheo n Status Portfolio AL Plane /Layer/ Realm
Aerdrie Faenya Elven Intermediate Air, Weather, Avians CG Arborea / Olympus / Arvandor and
Ysgard / Ysgard / Alfheim
Ahto Finnish Greater Seas, Water NG Elemental Water / Curling Wave
Aphrod ite Greek Inte rmediate Love, Beauty CG Arborea / Olympus / Oly mpus
Al'Akbar Oer th Demi power Guardianship, Faithfuln ess, Duty LG Mount Celestia / Mertion / Soqed Hezi
Alathrien Druanna Elven Demi power Conjurations, Runes, Magic, Geometry N(G) Ou tlands / Spiral Castle
Al'Kalim Mystara Demi power Preservation, Life, Growing Things LG Prime Material Plane
Allitur, Alia Oerth Lesser Ethics, Propriety LG Mount Celestia / Mertion / Empy rea
Aphatia Mystara Intermediate Pacifism, Artistry LG Mount Celestia / Mercuria / Goldfire
Amaterasu Japanese Intermediate Light, Sun LG Mo unt Celestia / Mercuria / Radiant Light
Ama-Tsy-Mara Japanese Intermediate Smithing, Weapons N Bytopia / Dothion / Golden Hills
Anhur Egyptian Lesser War CG Ysgard / Ysgard/Ne taph
Annam Giants Grea ter Magic, Know ledge, Fertility N Outlands/Hidden Realm
Apollo Greek Intermediate Light, Prophecy, Music, Healing CG Arborea / Olympus / Olympus
Artemis Greek Intermediate Hunting, Wild Beasts, Childbirth NG Arborea / Olympus / Olympus
Arvoreen Halfling Intermediate Protect ion, War, Vigilance LG Mount Celestia/Venya / Gree n Fields
Asterius Mystara Lesser Trade, Merchants NG Bytopia / Dothion / Golden Hills
Athena Greek Intermedia te Wisdom, Crafts, War LG Arborea / Olympus / Olympus
Atroa Oe rth Lesser Spri ng, Renewal NG Elysium / Eronia / Morninglory
Atruaghin Mystara Greater Fire, Truth, Peace LN Arcadia/ Abellio / Azcan Plateau and Prim e Material
Plane
Azuth Tori! Lesser Mages LN Arcadia / Buxenus / Azut h
Baervan Wildwanderer Gnomish Intermediate Forests, Travel, Nat ure NG Bytopia / Dothion / Golden Hills (Whisperleaf)
Bahamut Draconic Lesser Good Dragons, Wisdom LG Mount Celestia / Mercuria / Bahamut's Palace
Balador Werebear Lesser Protection, Fraterni ty CG Beastlands / Brux/ Ursis
Baldur No rse Intermediate Beauty, Charisma NG Ysgard/Ysgard / Asgard
Baravar Cloakshadow Gnomish Lesser Illusions, Deception, Protection NG Bytopia / Dothion / Golden Hills (Hidden Knoll)
Bast Egyptian Lesser Cats, Pleasure CG Ysgard / Ysgard /Merratet
Belenus Celtic Intermediate Sun, Light, Heat NG Elysium / Thalasia / lsles of the Blessed
Benekander Mystara Demi power Restraint LN Prime Material Plane
Ben-hadar Elementals Demi power Water NG Elemental Water / Cora l Reef of Ssesurgass
Beary Oerth Greate r Earth, Nature, Rain N(G) Prim e Material Plane
Berei Oerth Lesser Home, Family, Agriculture NG Elysium / Amoria / Principality
Berronar Truesilver Dwarven [ntermediate Truth, Home, Safety, Healing LG Mount Celestia / Solania/Erackinor
Bes Egyptian Lesser Luck N Outlands / Wande rs
Bleredd Oerth Lesser Smit hs, Miners N Bytopia / Dothion / Go lden Hills
Boccob Oerth Greate r Magic, Know ledge N Outlands / Library of Lore
Braim Oerth Lesser Indu stry, Insects (L)N Prime Material Plane
Branchala Krynn Inte rmediate Music, Forests, Beauty NG Ysgard / Ysgard / Soul of Music
Bragi Nor se Intermed iate Poetry, Music NG Elysium / Eronia/ HarpH earth and
Ysgard / Ysga rd / Asga rd
Brigantia Celti c Interm ed iat e Rivers, Livestock NG Elysium / Thalasia / lsles of the Blessed
Brihaspati Indian Intermedia te Wisdom, Worship LG Mount Celestia / Lunia / Nectar of Life
Calitha Starbrow Mystara Lesser Sea Elves, Oceans NG Elysium / Thalasia / Aquarianus
Callard uran Smoothhands Svirfnebli Intermediate Protection, Earth, Mining N Bytopia / Dothion / Deephomw
Celestian Oerth Intermedi at e Stars, Space, Wanderers NG Astral / Wanders
Chan Elementals Demi power Air NG Elemental Air/ Palace of Unseen Contemplation
Chauntea Tori! Greater Agriculture NG Elysium / Eronia / Great Mother 's Garden
Chih-Nii Chin ese Intermediate Weaving , Love CG Arborea / Oly mpu s/ Loom of the Celestial River
Chislev Krynn Intermediate Nature , Animals N Beastlands / Karasuthra / Zha n
Chung-Kue! Ch inese Intermedi ate Truth, Testing LG Mount Celestia / Solania / Ministry of Virtue
Clangeddin Silverbeard Dwarven Intermediate Battle LG Arcadia / Abellio / Mount Clangeddin
Cloud King - Demi power Clouds, Weather LN Arcadia / Abe llio / Citadel of the Cloud King
Corellon Larethian Elven Greater Magic, Music, Arts, War CG Arborea / Olympus / Arvandor
Cuiraecen Aebrynis (3) Lesser Battle, Storms CG Ysgard / Ysgard / Cuira ecen' s Feasthall
Cyndor Oerth Lesser Time, Infinity LN Mechanu s/ Path of Time and Mount

Nicolas Zaffarano (Order #40824392)


De ity Pan theo n Stat us Portfo lio AL Pla ne/ Layer/Rea lm
Cyrrollalee Ha lfling Inter media te Friends h ip, Trust, Ho me LG Mou nt Celest ia / Venya / Gree n Fields
Daghdh a Celtic Greate r Weather, Crop s CG Out lands/ Tir na Og (Mag Mell)
Dalt Oer th Lesse r Portals, Doo rs, Keys CG Ou tlands / Wande rs
Darahl Firecloak Elven Demi pow e r Earth, Fire, Magic LN Arcadi a / Abe llio/ Twin Towers
Deep Sashe las Elven In termed ia te Creation, Bea u ty, Mu sic, Sea Elves, Mag ic CG Arborea / Oly mpu s and Ossa / Elavando r
Delleb Oerth Lesser Reason, Intellect LG Mount Celestia / Luni a / Sanctua ry of Know ledge
Deme ter Greek In termed ia te Ag ricul ture NG Arbo rea / Oly mp us/ Olymp us
Deneir Tori! Lesse r Litera tu re, Art NG Bcas tlands / Bru x/ Libra ry o f All Knowledge
Diancecht Celtic Intermed ia te Med icine, Hea ling LG Out land s / Tir na Og (Wand ers)
Dionysus Greek Interme d ia te Mirth, Mad ness CN Arbo rea / Olymp us/ Olym p us
Diu lan na Mys tara Lesser Willpower, Determ ination NG Elysium / Amor ia / the City of the Star
Djaea Mystara Grea ter Worlds, Grow th NG Elysium / Eronia / Grea t Mother 's Garden
Dug maren Brightmant le Dwarven Lesser Scholarship, Invention, Discove ry CG Outl ands / Dwa rven Mounta in (Soo t Hall )
Dunatis Celtic Lesser Mou ntai ns, Pea ks N Ou tlands / Tir na Og (Pin nacle)
Eachth ighern Unicorns, Pegas i Lesser Healing, Loyalty CG Seelie Cou rt (Wande rs) and Arborea (Wanders)
Ead ro Merme n, Loca thah Interm edia te Oceans, Seas N Element al Water/ Shelluria
Ehlonn a Oe rth Intermedia te Fores ts, Mead ows NG Beas tland s/ Krigala/ Grove o f the Unico rns
Eilistraee Drow Lesse r Swo rdwo rk, Song, Dance, Hunt ing CG Ysga rd / Nid ave llir / Svart alfheim
Eiryn dul Mysta ra Inte rmedia te Elves, Mischief, Forest Dwe llers CG Arb orea / Oly mpu s/ Arva nd or and
Ysga rd / Ysga rd / Alf11 e im
Elda th Tori! Lesse r Peace, Pools, Groves NG Elys ium / Eronia/ True Grove
Emm antiensien Treant Inte rmed iate Trees, Magic CG Seelie Court (Wande rs) an d Arborea (Wande rs)
Enlil Sum erian Grea ter Air, War NG Elysium / Eronia/ Great Mou n tain of the East
Erevan Ilesere Elven Inte rmed iate Mischief, Change CN Arbo rea / Ol ymp us / Arva ndo r
Erik Aebry nis (3) Grea ter Forests, Huntin g, Na ture N Outl ands / Na ture's Rest
Faunu s Mystara Dem ipower Natu re, Hed onism, Fores t Creatur es CG Seelie Court (Wand ers) and
Arborea / Olym pus / Gra ndfa ther Oa k
Fharlang hn Oerth Intermediate Horizons, Trave l NG Prim e Materia l Plane
Ferrix Weretige r Lesse r Play, Curiosity, Huntin g N Beastland s/ Brux/ Wand ers
Finde r Wyve rnspu r Toril Dem ip owe r Cycle of Life, Transforma tion of Art, Saur ials CN Arborea / Ol ympu s/ Fermata
Fionng hu ala Swanm ay Dem ip ower Communi cation, Soro rity NG Seelie Court (Wand ers) and Elysium (Wand ers)
Flan dal Steelsk in Gno mish Intermediate Min ing, Smithin g, Fitness NG By top ia / Dothion / Golden Hills (Mithra ! Forge)
Forseti Norse Intermed ia te Jus tice LG Ysga rd / Ysgard / Asga rd
Fortub o Oer th Lesser Smith s, Mounta ins, Dwa rves LG Moun t Celestia / Solania / Emp yrean Delve
Frey No rse Interm ediate Sun shin e, Ra in, Fertility, Horses NG Ysga rd / Ysgard / Vana heim and Ysga rd / Ysga rd / Asga rd
Freya No rse Interm edia te Love, Passion CN Ysga rd / Ysga rd / Vanaheim and Ysga rd / Ysga rd / Asga rd
Frigg ia No rse lntm e red iate Sky, Domes tic Life LN Ysgard / Ysgard / Asga rd
Fu Hsing Chin ese Interm edi ate Hap p iness, Joy CG Ethereal / Land o f the Immortals
Gaerdal Iron hand Gnomish Lesser Vigilance, Co mba t LG Bytopia / Dothion / Gold en Hills (Stronghave n)
Gari Glittergo ld Gnomish Grea ter Protection , Hum or, Trickery, Smithing LG Bytop ia / Dothion / Golden Hills (Glitterhome)
Geb Egyptia n Inte rmedi ate The Earth NG Ele mental Earth / Cave rns Und er the Sta rs
Graea - Grea ter Fertilit y, Hea lth, Proph ecy, Earth N Prim e Material Pla ne
Ges htai Oerth Lesse r Rive rs, Stream s, La kes, We lls N Outl and s/Na tur e's Rest
Gilean Krynn G reater Know led ge N Outland s/ Hidde n Vale
Girru Baby lonian Lesse r Fire LG Mount Celestia / Mercuri a / Und y ing Flame
Goibhniu Celtic Intermedi ate Smithin g, Hea ling NG O utland s / Tir na Og (Grea t Smithy)
Gond Toril Intermedi ate Artifice, Cr aft, Smithin g N Outland s / Wond erhome
Gwaero n Winds trom Toril Demi powe r Tracking, Ra nge rs NG Prim e Material Plane
Habba kuk Krynn Intermedi a te Anim als, Seas, Crea tion NG Beastland s/ Kara su th ra / Zhan
Hachim an Japa nese Interm ed iate Wa r LN Ysgard / Ysga rd / Kenya ma
Hae lyn Aebr yn is (3) Grea ter War, Leaders hip LG Mount Celes tia / Me rcuria / Honor 's Glory
Halav Mystara Lesser Weaponsmith s, War, Stra teg y LN Ysgard / Nidave llir/ Hall o f Arms
Hanali Celani ! Elven Intermed ia te Love, Bea uty CG Arbo rea / O ly mpu s / Arvan dor
Ha thor Mulh orand i Lesser Childbirth , Mothe rhood , Moo n, Fa te, Poet ry NG Elysium / Amo ria/ Succor
Heimd al! No rse Inte rmedi ate Light, Gua rdianship LN Ysgard / Ysgard / Asga rd
Heiro neou s Oerth Inte rmed iate Justice, Hono r, War LG Moun t Celestia / Ven ya / Fields of Glor y
Helm Toril Inter med iate Gua rdianshi p, Protection LN Meeha n us / Eve rwa tch
Hephae stus Greek Inte rmed ia te Smithin g, Craf ts NG Arbo rea / Oly mp us/ Olymp us

Nicolas Zaffarano (Order #40824392)


De ity Pantheo n Status Por tfolio AL Plane/ Laye r/Rea lm
Hera Greek Greater Marria ge, Intrigue CN Arborea/Olympus/Olympus
Herme s Greek Interm edia te Travel, Trade, Gambling, Thievery CG Arborea/Olympus/Olympus
Hiatea Giant Greater Nature, Agriculture, Hunting, Children N(G) Elysium/Eronia/Woodhaven
Horu s Egyp tian Lesser Stm, Revenge, War, Sky CG Arcadia/Buxenus/Heliopolis
Horu s-Re Mulhorandi Greater Sun, Vengeance, Rulership, Life LG Arcadia/Buxenus/Heliopolis (Thekele-Re)
lallani s Giant Lesser Love, Mercy, Beauty NG Arborea / Oly mpu s/F lorallium
Idun Norse Intermediate Youth, Spring CG Ysgard/ Ysga rd / Asgard and
Elysium/Eronia/HarpHearth
llmatar Finnish Lesse r Mother s LG Prime Material Plane/Wanders
llma ter Tori! Intermediate Endurance, Suffering LG By topia /S hurrock / Martyrdomain
llsundal Mystara Greater Trees, Philosoph y, Protector of Elves CG Arbo rea/Olympus/ Arvandor
lnari Japanese Interm ed ia te Rice, Prosperit y NG Bytopia / Dothion / Prosperit y
Ishtar Baby lonian Greate r Love, War N Elysium/ Amoria/City of the Star
Isis Egyptian Interm ediat e Marriage , Magic, Motherhood LG Arcadia/Buxenus/Heliopolis
lstus Oerth Greater Fate, Destin y N Outlands/Web of Fate
lxion Mystara Greater Banished Darkness, Sun, Centaurs N(G) Elysium/ Amoria/Nest of the Phoenix
Izanagi, Izanami Japan ese Greater Creation LN Arcadia/ Abellio/Cherry Blossom
Jasca r Oerth Lesse r Hills, Mountain s LG Bytopia /S hurrock /Ce nter spire
Jazerian Couatl Greater Community, Peace, Learning, Parenthood LG Mount Celestia/Solania/U roboros/Gates of Wisdom
Joramy Oerth Lesse r Fire, Wrath , Quarrels NG By topia and Elysium (Wanders)
Ka Mystara Greater Study, Knowledge, Winged Serpents N(G) Beas tlands / Brux/ Library of All Know ledge and
Elysium/Eronia/Seeing Glade
Kagya r Mystara Lesser Dwarves , Artisans, Artistic Expression NG By topia /Do thion / Mithral Forge
Karttike ya Indian Demi power War, Warriors CG Ysga rd / Ysgard / Fortunes of War
Khoronu s Mystara Greater Time N Mechanus / Wheel of Time
Ki Sumerian Greater Nature N Elysium/Eronia/Great Mountain of the East
Kiri-Jolith Kry nn Interm edia te Battle, Heroism LG Bytopia /S hurrock / Heart of Justice
Kishijoten Japanese Lesser Luck NG Prime Material Plane
Kord Oerth Intermediate Combat, Strength CG Ysgard/Ysgard/Plains of the Fallen
Korie! Ki-rin Intermediat e Learning, Protection Against Evil LG Wanders
Koryis Mystara Demi power Peace, Prosp er ity LG Mount Celestia/Lun ia/ Heart's Faith
K'ung Fu-tzu Chinese Lesser Veneration of the Past, Social Behavior LG Ethereal/Land of the Immortal s
Kuan Yin Chine se Intermediate Childbirth, Mercy LG Mount Celestia/Solania/Lotus Garden
Kuan-ti Chinese Intermediat e Diplomacy, Fortune- Telling, Protection NG Elysium/ Amoria/Valorhome
Kura Okami Japan ese Intermediat e Rain, Snow CG Beastlands/Karasuthra / Misty Valley
Labe las Enoreth Elven Intermediate Time, Longevity CG Arborea/Olympus/ Arvandor
Laerme Aebrynis (3) Lesser Fire, Art, Love CG Arborea/Olympus/Songsheight
Lakshmi Indian Lesser Fortune CG Mount Celestia/Mercuria/Divine Lotus
Lao Tzu Chinese Lesser Mystical Insight , Nature LN Ethereal /La nd of the Immortal s
Lathander Tori! Greater Spring, Dawn , Birth NG Elysium/Eronia/Morninglory
Lendor Oerth Intermediate Time, Tedium LN Mechanu s/ Whee l of Time
Lightning King Demi power Lightning, Storms LN Arcadia / Abellio/Citadel of the Lighh1ing King
Lirr Oerth Lesser Art, Literatur e CG Arborea / Olympu s / Poly kep tolon
Liu Chinese Intermediate Crops, Food N Elysi um / Eronia/Great Mother' s Garden
Llerg Oerth Lesser Beas ts, Strength, Barbarians CN Beastlands (Wanders)
Lliira Tori! Lesser Joy, Dance, Freedom CG Arborea / Olympus / Brightwater
Lu Hsing Chinese Intermediat e Bureaucracy, Just Rewards LN Arcadia / Abellio / Ministry of Rewards
Lunitari Krynn Intermed ia te Neut ral Magic, Illusion N Ethereal / Lost Citadel of Magic
Lurue Tori! Demi power Talking Beasts, Unicorns CG Prime Material Plane
Lydia Oerth Lesser Music, Know ledge, Bards, Daylight NG Elysium / Amo ria / Rclease From Care
Magni Norse Lesser Strength CG Ysgard / Ysgard / Asgard
Majere Kry nn Inter medi ate Thought , Faith, Control NG Elysium / Amor ia / Contemplation
Manannan mac Lir Celtic Inte rmedi ate Oceans, Seas LN Outlands / Tir fo Thuinn
Marduk Babylonian Grea ter Ci ties, Weather LN Arcadia / Abellio / Marduk
Mayaheine Oerth Demi power Protection, Valor, Justice LG Mount Celestia / Mertion / Arvenna
Mealiden Starwatc her Mysta ra Intermediate Sylvan Realms, Protector of Elves CG Arborea / Olympus / Arvandor
Meriadar Goolinoid,Mmgrelrro1
Intermed iate Patience, Arts, Crafts, Tolerance LN Arcadia / Buxenus / Hand of Peace
Mielikki (1) Finnish Lesser Nat ure, Forests NG Beastlands / Krigala / Grove of the Unicorns

Nicolas Zaffarano (Order #40824392)


De ity Panth eon Statu s Portfolio AL Plane / Layer/ Realm
Misha ka l Krynn Greate r Hea ling, Bea uty, Life, Fertility, Know ledge LG Elysiu m / Amoria/ Hea lers' Home
Milil Tori! Lesse r Poetry, Song NG Beastland s/ Brux/ Librar y o f All Know led ge
Mitra Lndian Inte rmedi ate Friends hip, Warmth , Contr acts, Light , Grow th LG Mount Celes tia/ Me rcuria/Gol dfir e
Mythrien Sara th Elven Demi powe r Protectio n, Mytha ls, Abjurati ons CG Arbo rea/ Ol ympu s/ Arvand or (My thra lan)
Modi Norse Lesse r Courage, Berserkers CG Ysgard / Ysgard / Asga rd
Moradin O\varve n Grea te r Crea tion, Sm ith ing LG Mo unt Celestia / Solania/E rackino r
Muamma n Duatha l Dwa rve n Lesse r Wand ere rs, Expa trio ts NG Ysgard / Nid ave llir /N idave llir (Wande rs)
Myhriss Oerth Lesser Love, Ro man ce, Bea ut y NG Elys ium / Thalasia/ River Am ici
Mystra Tori! Grea ter Mag ic, Spells NG Elys ium / Eronia / Dweomerhea rt
Nann a-Sin Sumerian Lesse r Moo n CG Elys ium / Eronia / Wand ers
Nebelun Gno mish Lesse r Invent ions, Goo d Luck CG Bytopia / Dothion / Gold en Hill s (Workshop) and
Arborea / Oly mpu s / Oly mpu s
Nep hythys Egyptia n Inte rmedi ate Wealth , Death CG Arborea / Pelion / Amun-th ys
Nesi rie Aebrynis (3) Inte rmed iate Seas, Grief NG Elys ium / Thalas ia / Waves of Grief
Nike Gree k Lesser Victo ry LN Arbo rea/O ly mpu s / Olympu s
Nin-Hur sag Sum erian Lesse r Earth N Elysium /E ronia / Great Mount a in of the East
Nobanian Tori! Demi powe r Lions, Werelions, Lamm as u, Roya lty LG Beastland s / Kriga la / Pridel and s
Noum ena Mystara Inte rmedi ate Tactics, Games, Puzz les, Mys teries (L)N Arcadia / Buxenu s/ Helio polis (Gizekht e t) and
Ysga rd / Ysga rd / Asga rd
Nuada Celtic Grea ter War, Warri ors N Outl and s/ Tir na Og (Mag Tuireadh )
Nut Egyptian Inte rmed iate Sky, Coup les Forbidd e n to Ma rry NG Elys ium / Be lierin / Refuge o f Night
Obad -Hai Oerth Inte rmed ia te Na ture, Freed om N Out land s/ Hidd en Wood
Obe ron Faerie Lesse r Na tu re, Anim a ls NG Seelie Court (Wand ers)
Odin Norse Greater War, Wisdom , Poetry, Kn owled ge CG Ysgard / Ysga rd / Asgard
Og hma Celtic (1) Intermed ia te Speech, Writing NG Ou tland s/ 1ir na Og (Ho use o f Knowl ed ge)
O-Kuni-Nush i Japa nese In termedi a te Medicine, Sorce ry LG Ysga rd / Ysga rd / Kenyam a
Olidamm ara Oerth In termediat e Music, Trickery CN Ysgard / Ysga rd / Winesong
Orda na Mys ta ra Greate r Forests, Crea tor and Pro tecto r of Elves CN Arborea/ Oly mpu s/ Arvand o r (Elfho me)
O-Wata-Tsu-Mi Japa nese Int ermediat e Sea Crea tu res, Tides NG Elys ium / Tha las ia / Citad el of the Sea
Osiris Egypti an Int ermed iate Vege tation, Dea th LG Arcad ia / Buxenu s / Heliopolis
Osprem Oerth Lesser Sea Voyages, Fisherm an LN Elemen tal Water / Whirlcurr ents
Palad ine Kry nn Greate r Order, Hope, Lig ht, Guardi anship, Rulership LG Mount Celestia/ Solania / Dome o f Crea tion
Pan Greek Lesser Na ture, Pass ion CN Arbor ea / Olympu s/ Olympu s
Pelor Oerth Grea ter Sun , Light , Healin g CG Elys ium / Amoria / Light's Blessing
Persana Trito ns Intermedia te Tritons, Arch itectur e N Ele mental Wate r/ Shelluri a
Petra Mysta ra Lesser Warpri es ts, Defense LN Arcadi a / Abell io / Sentine l Towe r
Pflarr Mvsta ra Lesse r Stud y of Mag ic, Crea tion , Pa tie nce NG Beastland s / Brux/ Templ e of the Jackal
Phau lkon Oerth Lesse r Air, Wind s, Birds, Cloud s, Archery CG Arborea / Ol ympu s/ Arva nd or and Elementa l
Air / Wa nd ers
Pholtus Oerth Intermediate Law, Ord er LN Mechan us / Path o f Law
Phyton Oerth Lesser Na tural Bea uty, Na tur e, Farme rs CG Arbo rea / Olympu s/ Arvan do r
Poseidon Greek Greate r Water, Ea rthqu a kes, Crea tion CN Arbo rea / Ossa / Caletto
Protius Mystara Interm ediat e Seas, Ocea ns N Elem ental Water / Spum a
Pucha n Indi an Interm e d iate Relationships, Trave le rs NG Beas tland s / Brux/ Restwea l
Ptah Egyp tia n Lesse r Artists, Craft smen, Trave lers N Etherea l/ Wander s
Quo rlinn Kenku Lesser Trickery, Thiever y N Beas tland s / Kriga la / Filch nest
Ra Egy pt ian Grea ter Sun , Kings LN A read ia / Buxen us / Helio po lis
Ra d Mystara Inte rmed ia te Rad iance LN Elemen tal Radiance/ Poo l o f Lumin escence
Rafiel Mystara Intermedi a te Techn o logy, Shad ow Elves NG Elysium / Amoria / Pax Benefice
Rain King - Demi powe r Rain, Sto rms LN Arcadia / Abellio / Citad el of the Rain King
Rao Ocrth Grea ter Reaso n, Intell ect, Peace LG Mo unt Cc lcs tia / Me rcu ria / Swee t Reaso n
Ratha nos Mysta ra Lesser Energy, Fire CG Ysgard / Musp elheim/ Njarlo k
Razu d Mvstara Greate r Self-Sufficience N Arcadi a / Abellio / Ha ll of the Granit e Tree
Red Knigh t To'ril Demi powe r Strat egy, Plan nin g LN Prime Materia l Plane
Remni s Eagles Lesser Sky, Service, Eag les N Beas tlands / Kriga la / Golden roos t
Rcorx Krynn Grea ter Dwa rves, Smithin g N Arcadia / Abe llio/ Anvil of Crea tio n
Rhea - Greater Fe rtility, Life NG Arborea / Ol ymp us/ Olympu s
Rudd Oer th Demi powe r Chance, Luck, Skill CN Arbo rea / Ol ympu s/ Bright wa te r

Nicolas Zaffarano (Order #40824392)


Deity Pantheon Status Portfolio AL Plane/Laye r/Realm
Ruomil Aebrynis (3) Lesser Moon, Magic, Night N Outlands/Silver Lands
Sarula Iliene Elven Lesser Lakes, Nixies, Magic CG Arboreal Arvandor / Brythanion
Savitri Indian Interm ed iate Life, Light NG Elysium/ Amoria/Domain of the Day-Long Sun
Savras Toril Demipowe r Divinations, Truth LN Arcad ia/Buxenus/The Eye
Segojan Earthcaller Gnomish Intermed ia le Earth, Nature NG Bytopia/Dothion/Golden Hills (Gemstone Burrow)
Sehanine Moonbow Elven Intermedia te Mysticism, Dreams, Death, Journeys CG Arborea/O lympus/ Arvando r
Seker Egyptian Lesser Light NG Elysium/ Amoria and Thalasia/Ro Stau
Selune Toril Intermediate Moon, Stars, Wanderers CG Ysgard/Ysgard/Gates of the Moon
Shang-ti Chin ese Greater Creation, Order LG Mechanus/Jade Palace
Sharess Toril Demipower Hedoni sm, Lust, Cats, Pleasure CG Arborea/Olympus/Br ightwater and
Ysgard/Ysga rd/Merratet
Shaundakul Toril Lesser Travel, Exploration CN Ysgard/Ysga rd /Sha undiaur
Sheela Peryroyl Halfling Intermediate Agriculture, Nature, Weather N Outlands/Flowering Hill
Shekinester Nagas Greater Destruction, Knowledge, Creation, Maintenance N Outlands/Court of Light
Shiallia Toril Dernipower Woodland Glades, Fertility, Growth NG Beastlands/ Krigala/ High Glade
Shichifukujin Japa nese Lesser Happiness G Mount Celestia/Lunia/Eight Happinesses
Shou Hsing Chinese Intermediate Long Life CN Ysgard/Ysgard/Orchard of Immortality
Shu Egyptian Intermedia te Winds, Atmosphere LG Elemental Air/Deser t Wind
Siamorph e Toril Demipowe r Nobles, Nobility LN Prime Material Plane
Sif Norse Intermediate Excellence, Skill CG Ysgard/Ysgard/ Asgard
Silvanus Celtic (1) Greater Nature, Forests N Outlands/Tir na Og (Surnmeroak)
Skerrit Centaurs Lesser Community, Balance N Beastlands/Krigala/Skerrit's Glade
Solinari Krynn Inte.rmediate Good Magic LG Ethereal/Lost Citadel of Magic
Solonar Thelandira Elven Intermediate Archery, Huntin g CG Arborea/Olympus/ Arvandor
Soma Indian Intermediat e Moon, Plants, Prophecy CG Ysgarrd /Ysga rd /Gates of the Moon
Sotillon Oerth Lesser Summer, Comfort CG Arborea/O lympu s/G randfather Oak
St. Cuthbe rt Oerth Intermediate Common Sense, Zeal, Dedication LG Arcadia/ Abellio/Bastion of Law
Stronrnaus Giants Greater Sun, Sky, Weather, Joy NG Beastlands/Karasuthra/Stormhold
Sune Toril Greater Beuaty, Love, Passion CG Arborea/Olympus/Brightwater
Sunnis Elementals Demipower Earth NG Elemental Earth/Sandfall
Surrninare Selkies Lesser Beauty, Peace NG Elysium / Thalasia/Se lkies' Grotto
Surya Indian Intermediate Mornin g, Eve.ning LG Mount Celestia/Me rcuria/Goldfire
Syranita Aarakocra Intermediate Watchfulness, Sky NG Arborea/Olympus/Whis tledge
Talisid Guardin als Demipowe r Guardinals NG Elysium (Wanders)
Tarastia Mystara Lesser Justice, Revenge LN Mount Celestia/Me rtion/ Arvenna
Tefnut Egyptian Intermediate Storms, Rain NG Bytopia/S hurrock/Windwrath
Terra Mystara Greater Earth, Creation LN Arcadia / Abellio/Home
Thor Norse Intermedia te Thunder, Weather, Sky, Crops CG Ysgard/Ysgar d / Asgard
Thoth Egyptian Lesser Knowledge N Outlands/Thoth's Estate
Titania Faerie Greater Friendship, Magic CG Seelie Court (Wanders)
Torm Toril Lesser Duty, Loyalty LG Moun t Celestia/Mercuria/T rueheart
Trishna Sea Elves, Dolphins Lesser Love, Play, Fidelity, Children LG Elysium and Moun t Celestia (Wanders)
Trithereon Oerth Intermediate Individuality, Liberty CG Arborea/Olympus/Forking Road
Tsuki-Yomi Japanese Intermediate Trme,Moon NG Elysium/Eronia/Mirror of the Moon
Tvashtr i Indian Demipower Invention, Creation CG Outlands/Tvashtri's Laboratory
Tyche (2) Greek Lesser Good Fortun e N Arborea/Olympus/Olympus
Tymora Toril Intermediate Skill, Good Fortune CG Arborea/Olympus/Brightwater
Tyr (1) Norse Intermedia te Courage, Law, Swordsmans hip LG Ysgard /Ysgard/ Asgard and Mount
Celestia/ Lunia/The Court
Ubtao Toril (ChuJt) Greate r Creation, Jungles, Dinosaurs, Labyrinths N Outlands/Labyrinth of Life and
Beastlands/K rigala/Forbidden Plateau
Ukko Finnish Greater Sky, Air, Weather LG Bytopia/S hur rock/U nkn own
Ulaa Oerth Intermed ia te Mining, Mountains LG Outlands/Steel HiUs
Uller Norse Lesser Huntin g, Archery, Winter CN Ysgard/Ysga rd/Vanaheirn
Urogalan Halfling Dernipower Earth, Death (L)N Elysium /Ero nia/Soulearth
Untamo Finnish Lesser Sleep, Dreams N Outl ands/Sleep ing Lands
Ushas Indian Intermediate Light, Dawn, Locks, Wakefulness LG Elysium/Eronia/Morninglory
Uthgar Tori! Dernipower Strangth, Barbarians CN Ysgard/Ysgard/Uthgardtheim

Nicolas Zaffarano (Order #40824392)


Deity Pantheon Status Portfolio AL Plane /Layer/Realm
Utu Sumerian Greater Sun CG Arborea/Olympus/ Absorbing Light
Valerius Mystara Greater Passion, Romance CG Arborea/Olympus/Heartfire
Valkur Toril Demipower Sailors, Ships, Naval Com bat CG Ysgard/Ysgard/Safe Harbor
Valkyries Norse Demi powers Fallen Heroes CN Ysgard/Ysgard/ Asgard
Vanya Mystara Intermediate War, Conquest N Ysgard/Ysgard/Heldannis
Velnius Oerth Lesser Sky, Weather NG Elysium/Eronia/Wa nders
Verenestra Nymphs Lesser Charm, Beauty N Seelie Court (Wanders)
Vergadain Dwarven Intermediate Wealth, Luck N Outlands/Dwarven Mountain (StrongaJe Hall)
Vidar Norse Lesser Streng th, Silence CG Ysgard/ Ysgard/ Asgard
Vishnu Indian Grea ter Mercy, Light LG Mount Celestia/Mercur ia/ Divine Lotus
Wenta Oerth Lesser Autumn, Harvest CG Arborea/ Olyrnpus/ Arvandor
Wind King (4) - Demi power Wind, Weather LN Arcadia/ Abellio/Citadel of the Wind King
Ye'Cind Oerth Demi power Music, Magic Songs CG Arborea/Olyrnpus/Brightwater
Yen-Wang-Yeh Chinese Intermediate Death LN Outlands/Palace of Judgm ent
Yondalla Halfling Greater Protection, Fertility LG Mount Celestia/Venya/Green Fields
Zaaman Rul Elementals Demi power Fire NG Elemental Fire/Wanders (in Hiding)
Zeus Greek Greater Heavens, Law, Leade rship N Arborea/Olympus/Olympus
Zirchev Mystara Intermedia te Forest Folk, Hunt ers NG Beastlands/Kriga la/Recluse
Zivilyn Krynn Inte rmediate Wisdo m N Beastlands/Karasuthra/Z han (Wanders)
Zodal Oerth Lesser Mercy, Hope NG Elysium/E ronia/Morni nglory

1. Also a Faerunian deity.


2. In Faeruni an mythology, Tyche manife sts as two goddesses: Tymora (Good) and Beshaba (Evil).
3. Cerilian powers, as detailed in the BtRTHRJGHT'°campa ign setting.
4. The Wind King and the Rain King of Arborea are both female .

Nicolas Zaffarano (Order #40824392)


Nicolas Zaffarano (Order #40824392)

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