Aker, Anhur, Anubis, Aten, Bast, Bes, Geb, Hathor, Heka, Horus, Imhotep, Isis, Kanoegoer, Khnum, Khons, Maat, Neith, Nephythys, Nut, Osiris, Ptah, Ra, Sebek, Seth, Shu, Tefnut, Thot, Uadj-Ur
Earthgod, pictured as a piece of land with two human heads. Appears also as a sphinx with two heads. (Spelljammer: God of planetary (earth) bodies)
Symbol: piece of land with two human heads
Alignment: Neutral good
Priests' Alignment: Any
Min ability scores: strength 12
Races allowed: Any, but most are Sphinx
Weapons Allowed: Any with stone heads
Armour: Studded leather only
Hit dice: d8
Powers: 1) Identification of stones including gems.
2) +2 on saving throw versus all spells concerning earth and stone
3) Walk on loose sand as if solid ground
4) May feed upon stones, can drink sand.
6) walk on magma and quicksand as if on solid ground
8) +4 on all spells including stone
10) Doesn't need breathing when in contact with solid ground
12) Can be in elemental plane of Earth as if native.
14) Skin of stone: permanent AC4
16) Can be in Paraelemental planes of magma and ooze as if native
18) Can be in Quasielemental planes of Dust and Crystal as if native
Turn: no
Spheres of influence: Major: All, Astral, Combat, elemental Earth
Minor: Time, Wards
Non weapon Prof: Bonus: Spelunking
Required: Two of the following: Gem Cutting, Mining, Stonemasonry, Survival (desert, mountains, underground)
Other restrictions: Must be vegetarian, must kiss any new earth planetary body they reach
Priesthood Duties:Worshipping Aker. They 'know' that as nobody worship Aker anymore all earth planetary bodies fall apart, so they save all earth bodies by worshipping Aker.
Aker is of origin a sphinx tribal god, sphinxes still make up most of the priesthood.
A god of war, he carries a lance and wears a headdress with four plumes. But unlike most war gods he is a force of good.
Symbol: Bird of prey
Alignment: Chaotic good
Priests' Alignment: Any Good
Min ability scores: strenght 15
Races allowed: Human, Dwarf, Halfling, Sphinx
Weapons Required: Lance
Alllowed: Any
Armour allowed: Any
Hit dice: d8 +2
Powers: 6) 3 attacks per 2 rounds
13) 2 attacks per round
Turn: nil
Spheres of influence: Major: All, Combat, Sun, (War)
Minor: Guardian, Healing, Necromancy
Priesthood duties: Priests of Anhur are primarely warriors. The priests want to and are required to accompany armies on the march of war against evil, often advising generals or leading the armies themselves. They must keep their eyes open against the rise of evil.
The guard and guide of the dead. Anubis is the right hand of Osiris, he guides the dead to Tuat and protects them along the way. In Osiris' court of judgement he watches the scales that weight the hearts of the dead and reports the findings to Thot. Anubis is also the god of embalming. He appears as a black-skinned man, a black jackal, or a jackal-headed man.
Alignment: Lawful good
Min ability scores: Wisdom 13
Races allowed: Human, Halfling, Dwarf, Sphinx
Weapons: Blunt
Armour restrictions: Max chain mail, no shield
Hit dice: d8
Powers: 1) Detect Life
5) Speak with dead
Turn: as cleric
Spheres of influence: Major: All, Astral, Divination, Guardan, Protection
Minor: Combat, Time, Travellers, Wards
NWP Bonus: Mummification, Burial Lore
Priesthood Duties: Mummification and burial rites.
Restrictions: Never steal from any grave
Once the god of the solar disk but by some pharaos seen as the only god and the worship of Aten became the only religion for a short time. Since the old religion with all the other gods is reintroduced worshipping Aten is illegal. The remaining worshippers of Aten went into hiding and ever then trying to win their position back. Worship of Aten is seen as a different religion by all other gods and seen as more evil as Seth.
Symbol: Solar disk
Alignment: Lawful Neutral
Area of Concern: Everything
Priests' Alignment: All Lawful
Minimum ability scores: Wisdom 10
Races allowed:All
Weapons Required: None
Allowed: Blunt weapons and bows
Armour: All metal Armor, no shields
Hit dice: d8
Powers: 1) soothing Word
Turn: as cleric
Spheres of influence: Major: All, Creation, Healing, Sun
Minor: Charm, Divination, Protection, Elemental Fire
Non weapon Prof: Required: Religion, Camouflage
Other restrictions: Are not allowed to eat pork
Priesthood Duties: Convert people to Aten and fight to let Aten return to its rightful place.
One of the most popular gods of the Egyptian pantheon, the patron of pleasure and cats. Her true form is a beauiful woman with the head of a feline, always in the company of a great number of cats in all varieties. Cats will never act against her interest.
Alignment: Any Good
Minimum ability scores: Dexterity 9; Wisdom 12
Races allowed: Human, Dwarf, Halfling, Sphinx, Werecat
Weapon restrictions: as Rogue
Armour restrictions: as Rogue
Hit dice: d8
Powers: 1) Hide in shaows as ranger
3) Charm Mammal
10) Chape Change into any form of feline.
Turn: as cleric
Spheres of influence: Major: All, Animal, Charm, Summoning
Minor: Chaos, Combat, Healing, Protection
NWP Required Animal lore
Requirements Keep cats as pets. Sample the physical pleasures of the world whenever possible.
God of dwarves, marriage, woman and children. He appeares as a bearded dwarf with an ostrich-feather head-dress and a leopard skin.
Alignment Neutral Good
Priests' Alignment Any good
Alignment of the flock: Any neutral or good
Symbol bearded dwarf
Minimum ability scores: Constitution 13, Wisdom 12
Races allowed: Dwarf
Weapons Required: dwarven War Club
Allowed: All
Armour All
Hit dice: d8
Powers: 1) soothing word
5) Incite berserker rage
Turn: turn as cleric
Spheres of influence: Major: All, Elemental Earth, Healing, Protection
Minor: Animal, Necromancy
NWP Required Ancient History.
Duties Guidance, Marriage, Vigilance against enemies of the race.
Other requirements Always wears the holy symbol visible
First son of Shu and Tefnut. God of the Earth (father Earth) and the third divine pharao. He usually appears as a green man with plants sprouting out of his skin. He often wears a goose as a head-dress. Sometimes he appears in the form of a gander.
Alignment Neutral Good
Priests' Alignment Any Neutral
Worshippers's Alignment Any
Symbol A Mountain
Minimum ability scores: Constitution 13
Races allowed: Human, Dwarf
Weapons Allowed: Bludgeoning, metal or stone only
Armour Any metal
Hit dice: d8
Powers: 1) Infravision (60ft)
1) heat vs armour 1 less/2 levels
2) detect grades/slopes
3) detect traps involving stonework
10) summon earth elemental
15) imprisonment
Turn: no
Spheres of influence: Major: All, Astral, Elemental earth Plant, Protection, Summoning
Minor: Combat, Creation, Divination
NWP Required One of the following: Agriculture, Mining, Stonemasonry
Priests of Geb are friends of the Earth. They love deep caverns and the splendor of mighty mountain ranges.
Hathor is a goddess of love, beauty and pleasure. She appears as a white cow with the sun-disk between her horns or a beautiful young woman with cow's horns wearing translucent glittering gowns and glittering jewels. In Memphis also goddess of trees.
Symbol: a sistrum
Alignment: Chaotic good
Priests' Alignment: Any Good
Minimum ability scores: Charisma 16 Races allowed:Human, Sphinx Weapons Allowed: All bludgeoning Armour: Partial only, no shield Hit dice: d8 Powers: 1) Predict the fate of a child at its birth 5) Charm/Fascination cannot be used in combat. As wizard spell suggestion HD affected 2 times level of priest. 10) Charisma becomes 18 Turn: as cleric Spheres of influence:Major: All, Astral, Charm, Plant, Sun Minor: Animal, Healing, Travelers Non weapon Prof:Bonus: Dancing, Musical instrument (sistrum) Other restrictions:The priest must always be kind and generous. Priesthood Duties:Guidance, marriage, Omen-reading
Heka is a god of magic (heka means magic) whereas Isis is more the god of magicians. He is also the spelljammer mage of the manjet and in this respect the patron god of spelljamming. Priests of Heka are rare and most of all very strange guys.
Symbol: His name in Hieroglyphs
Alignment: True Neutral
To become a priest of Heka one has to be a Wizard of at least 5th level or a priest of another god and interested in the foundation of magic and magical research. Four years of research must be done together with a priest of Heka before one can become a priest of Heka.
Priests' Alignment: Any kind of neutral
Minimum ability scores: -
Races allowed: Any that can use magic
Weapons The priest can use the weapons of his former class with the Thac0 of his last level in that class or the wizards Thac0 (which is more). He cannot learn the use of new weapons.
Armour: None, No Shield
Hit dice: 2 hp/level after becoming heka priest
Powers: 5) Wizards/Priests can use spells as their former class. Moreover they can pray/memorize all other spells but the number is per week and not per day. Example: A 5th level Illusionist becomes a Heka-priest. At 5th level he can use 5 1st 3 2nd and 2 3rd level spells per day in all but the necr. Inv/Ev and Abj. schools. Above it he can pray for all Priest spells and the remaining wizard schools as a first level priests per week (1 1th per week)
5) can use all magic items.
5) Magic resistance 5% per level over 5th
7) +10% on magic spell research
10) Specialists can use spells of the opposite schools normally and lose the penalties against those schools.
10) Priests can pray for spells of minor spheres as if they are major spheres. If he could use less than 12 spheres, he may chose others utill he has 12 spheres.
10) Wild mages may use chaos shield 3/times per day.
15) Can travel planes at will
Turn: no
Spheres of influence: Special
Non weapon Prof: Required: Spellcraft, reading/writing
Other restrictions: 5) Taboo (as Wu Jen kit) at 5th and every 3 levels thereafter.
5) Must research spell or item every level. Spell must be shared with priesthood.
5) Can only use NWP of the wizard group.
10) Cannot use weapons anymore except as spellcomponent.
Priesthood Duties: Understand magic as good as possible.
God of war and revenge. Son of Isis and Osiris. Well known of avenging the murder of his father Osiris by his oncle Seth. The farao of the Gods, appearing as a Man with a hawk's head. He is the most eligible bachelor of the pantheon.
Alignment: Chaotic Good
Symbol: Hawk's head
Head-dress The double crown
Priests's of Horus are Paladins of chaotic good alignment
Priests' Alignment Chaotic Good
Minimum ability scores: as paladin
Races allowed: Human, Dwarf
Weapons any
Armour allowed any
Hit dice: d10
Powers: as paladin
Turn: upon reaching 5th level
Spheres of influence: Major: All, Combat, Sun, (War)
Minor: Healing, Protection
Duties Missions to avenge great injustice, Guidance, Vigilance: the priests must keep their ears open and keep track ot those who try to avoid the consequences of their actions.
Divine architect and advisor. He is seen as the son of Ptah. Some say that Imhotep was human a long time ago.
Symbol: a pair of compasses
Alignment: lawful neutral
Priests' Alignment: Any
Minimum ability scores: wisdom 15
Races allowed: human, dwarf, halfling
Weapons Allowed: as thief
Armour: any
Hit dice: d8
Powers: 1) Inspire labourer: can get 5% per level more work done
5) detect secret doors (as elf)
10) detect traps
Turn: no
Spheres of influence Major: All, Creation, Elemental Earth
Minor: Charm, Divination, Guardian, Law, Sun, Weather
NWP Bonus: Engeneering, Mining, Reading/Writing, Stonemasonry, Sculpture
Duties Advisor of leaders, building, teaching, re-discover lost techniques, encourage competitive thinking between craftsman of different cities.
The goddess of motherhood and the ideal for all Egyptian woman. She is the daughter of Geb and Nut, the wife of Osiris, and the mother of Horus. Isis' true form is that of a tall and beautiful woman. She has green eyes that dance with mystical highlights, and a soothing voice. She often wears the throne of Egypt. She also is the goddess of new concept and ideas that take the form of magic spells and enchatments.
Alignment Lawful Good
Symbol Eye and teardrop
Priests of Isis are actually multi-class wizard/priest
Priests' Alignment Any Good
Worshippers Alignment Any Good
Min ability scores: Intelligence 14; Wisdom 14
Races allowed: Human
Weapons allowed as wizard, lasso or net
Armour allowed none
Hit dice: both d4
Powers: 1) Magic resistanc 5% per level
10) never fails saving throw caused by magical attack
Turn: no
Spheres of influence: Major: All, Animal, Astral, Charm, Divination, Healing, Numbers, Time
Minor: Creation, Elemental, Guardian, Necromancy, Thought
Duties Educate the ways of magic, Marriage, Guidance
NWP Required Spellcraft, Religion
A second order of Isis exists, worshipping mainly Isis as a female, wife and mother. They are still less numerous than the main Isis order but their popularity is growing fast. The population worship Isis mainly as a mother goddess.
Priests' Alignment: Any non-Evil
Minimum ability scores: Wisdom 10, Charisma 13
Races allowed: Human, Halfling, Dwarf, Werecat, Sphinx, Orc
Other: Males my become priests of Isis but cannot rise above 4th level.
Weapons Required: None
Permitted: Lasso, Net
Armour: Permitted: None, No shield
Hit dice: d8
Powers: 1) +2 on saving throws vs charm spells
4) May Charm as 1th level wizard spell, opposite sex only.
8) May predict the future of any individual with 5% per level accuracy.
Turn: as cleric
Spheres of influence: Major: All, Animal, Astral, Charm, Healing, Protection, Wards
Minor: Divination, Necromantic, Thought
Other restrictions: Priests of Isis must be married at 4th level
Priesthood Duties: Guidance, Marriage, serve as midwife. Priests of this order of Isis are most of all found in small communities where they are the only priest.
God of the free men: adventurers, travellers and wanderers. He is pictured as a man with the head of a kangaroo. Kanoegoer can be demanding for them who call themselves adventurers he often give them adventures against their will. If they succeed Kanoegoer is known to give rich awards but if they fail...
Symbol knapsack
Alignment: Chaotic (Good)
Priests' Alignment: Chaotic Good
Minimum ability scores: constitution 11, Dexterity 11, Intelligence 11, Wisdom 11
Races allowed: Human, Dwarf
Weapon restrictions: Bludgeoning
Armour restrictions: Any AC 7 or worse
Hit dice: d8
Powers: 1) Find traps 1/day
5) Detect secret doors (as elf)
10) create food and water
Turn: as cleric of two levels less
Spheres of influence: Major: All, Combat, Divination, Healing, Travellers
Minor: Chaos, Charm, Necromancy, Protection
Priesthood duties Priests of Kanoegoer must help the travellers. They are often found running halting-places, adventurers stores or guiding people. Temples of Kanoegoer are the best places to look for maps or possible adventures. A priest must at least one time per year travel to a place he has never been before.
He is a god who creates life. He shapes people and their Ka on his pottery wheel, (shapes children in the womb) in some places it is believed he also created the Earth. He protects springs. Khnum appears as with the head of a ram.
Symbol: Head of a ram
Alignment: lawful good
Priests alignment: any non-evil Minimum ability scores: Wisdom 12 Races allowed: Human, Halfling, Dwarf Weapons Allowed: blunt Armour: leather Hit dice: d8 Powers: 5) animate objects (stone and clay objects only) 10) Regeneration 1 time/weak) Turn: as cleric Special: can turn stony monsters as undead of same level. (stone golem, gargoyle...) Spheres of influence: Major: All, Astral, Animal, Creation, Elemental (Earth Water), Necromancy, Wards Minor: Guardian, Healing, Plant, Protection
Non weapon Prof: Bonus: Pottery
Required: Artistic ability
Other restrictions:It is not allowed to remain unmarried after 5th level.
God of the moons. He wears the moons on his head. Is famous of losing five days' worth of time to Thot in gambling. His main temple is in Karnak (Thebes).
Symbol: crescent moon
Alignment: Neutral
Area of concern: Moons, Time
Priests' Alignment: Neutral good or true neutral
A sect of neutral evil priests exists, they are not tolerated by the rest of the priesthood
Minimum ability scores: Wisdom 12
Races allowed: Human, Dwarf, Halfling, orc, werecat
Weapons Allowed: Bows, dagger/dirk, dart, javelin, knife, sling, spear
Armour: All non-metal, round or crescent shields only.
Hit dice: d8
Powers: 1) Identification of the current day and time. See in moonlight as in normal day light.
3) Moonbeam 1 time per day
6) Immume to lycantropy
Turn: as cleric
Spheres of influence:Major: All, Astral, Charm, Summoning, Sun, Time
Minor: Divination, Elemental,
Non weapon Prof: Required: navigation
Other restrictions: Not allowed to gamble.
Priesthood Duties: Guidance, Marriage, Contribute to the celebration of the full moon.
She is the cosmic balance and cohesion that keeps the world going. She is the goddess of wisdom, truth and harmony. She appears as a beautiful goddess clad in white linen, wearing a single white feather in a headband. She is the daughter of Ra and helps Osiris judging souls.
Symbol White feather
Alignment: True neutral
Priests' alignment: True Neutral
Minimum ability scores: Wisdom 16
Races allowed: Human, sphinx
Weapons Allowed: club, sickle, dart spear, dagger, sling and staff.
Armour: any non-metal
Hit dice: d8
Powers: 1) analyze balance
5) detect truth
Turn: as cleric
Spheres of influence: Major: All, Astral, Divination Numbers, Sun, Time
Minor: Chaos, Elemental (all), law, Sun
Non weapon Prof: Bonus: Religion
Duties: Guidance of people, Vigilant against powers that threaten the cosmic order.
Other restrictions: priests always have to wear a white feather (visible)
A goddess of wisdom, logical reasoning, hunting and warfare. She is a brilliant tactician and strategist. Neith's most famous deed was during the trial of Horus and Set. At one point, the gods turned the dicision over to het and she immediately judgd in favor of Horus. Ra and Set objected.
Neith appearsas a young woman wearing a head-dress shaped like a cat, or like a shield with crossed spears. Sometimes she take the form of a cat or a spear.
Alignment Neutral Good
Symbol A shield with two crossed arrows, bows or spears
Priests' Alignment: Any non-evil
Worsippers alignment Any
Minimum ability scores: Wisdom 12; intelligence 12
Races allowed: Human, Halfling, sphinx, dwarf, were-cat
Weapons required: bow & arrow, spear
Permitted: dagger/dirk, knife, picks, quarterstaff, sword/all, hunting weapons
Armour all, shield required
Hit dice: d8
Powers: 1) Immume to confusion or feeblemind spells
8) Prophesy
Turn: as cleric
Spheres of influence: Major: All, Astral, Charm, Combat, Divination, (War)
Minor: Healing, Protection
NWP Required Religion, Reading/Writing, Hunting
Duties of the priesthood Guidance, Judgement, Warfare
Other Limitations Only woman may be priests of Neith and they have to remain a virgin.
The twin sister of Isis, was once married to Seth, She left him in the horror over the murder of Osiris and helped Isis to revive her husband. She often acts as the keeper of the dead and guardian of wealth. She appears as a tall regular woman, het head-dress is a golden plaque bearing her hieoglyph. There are rumours that she is the mother of Anubis (with Osiris the father) but all parties deny.
Alignment Chaotic Good
Symbol Moon and Ankh
Priests' Alignment: Any non-evil
Worsippers alignment Any
Minimum ability scores: Strenght 9; intelligence 11
Races allowed: Human, Halfling, Dwarf
Weapons allowed any
Armour any ( heat penalty three less)
Hit dice: d8
Powers: 1) double starting gold
5) know value of every item in sight
10) never lose any gambling game
Turn: nil
Spheres of influence: Major: All, guardian, wards
Minor: Chaos, Charm, Combat, Healing Protection
Duties Accumulate great volumes of treasure. Once each year they sacrifice 90% to the god and begin again.
Other Limitations Not allowed to steal, must hate Seth.
She is both wife (against the will of Ra) and twin sister to Geb, Ra forbade her to give birth on any day of the year. However, Thot created five new days from time he won by gambling with Khons, so she was able to give birth to five children. She is goddes of the sky (or the crystal sphere). She appears as a woman in regular robes, with a shy expression and a head-dress shaped like a jar. Sometimes she appears naked, het body spangled wit stars, she may also appear as a star-spangled cow.
Alignment Neutral Good
Symbol Stars against the night sky
Priests' Alignment Neutral Good or Chaotic Good
Worshippers alignment Any
Minimum ability scores: charisma 16
Races allowed: Human, Halfling
Weapon allowed as wizard
Armour allowed none
NWP required: Navigation (normal or celestial)
bonus: Astrology and astronomy
Hit dice: d6
Powers:
1) darkness
4) darkness 15' rad
6) prophesy
Turn: as cleric
Spheres of influence: Major: All, Astral, Charm, Divination, Guardian, Protection, wards
Minor: Animal, Creation, healing, Time, Weather
Duties Marriage, Guidance, help couples forbidden to marry.
Other limitations Priests of Nut must be female. Although they are permitted to love and expected to be true to their mates, they are forbidden to marry.
The god of nature and plant life but also the protector of the dead. Osisris taught the egyptians the arts of civilization and is very fond of his people. Osiris is a tall muscular man with a green hide. He wears a pharaonic crown and a braided beard, and dresse in mummy wrappings.
Alignment Lawful Good
Symbol A flail
Priests' Alignment Any Non-evil
Worshippers alignment Any Good
Minimum ability scores: Wisdom 16, Charisma 12
Races allowed: Human
Weapons Required: flail
Allowed: small piercing or slashing and scythe
Armour restrictions: No armor allowed
Hit dice: d6
Powers: 1) employ spells of the school of necromancy
10) any animate dead spell has double effectiveness
Turn: as if two levels higher
Spheres of influence: Major: All, Astral, Guardian, Healing, Necromancy, Plant, Protection, Wards
Minor: Charm
NWP Required Religion, Herbalism
Duties Honor the dead and the places in which they rest, Guidance of people who are dying.
Other Limitations Never can take part in looting or violation of a grave or the removal of treasure of a fallen body (friend or foe) Must remain celebrate (not chaste)
The god of artists, designers, inventors and travellers. He appears as a shaven-headed man with a jet black skin. In his eyes is the creativity that is the inspiration of all artists. His priests claims he created the Univers, complete with the founding waters. In influential circles he is the most important god. He is also worshipped in most parts of space.
Alignment Lawful Neutral
Symbol mummified hand
Priests' Alignment: Any
Minimum ability scores: Wisdom 12, Intelligence 16, Charisma 16
Races allowed: Human, Dwarf, Halfling
Weapons allowed: as gladiator (see fighter guide)
Armour restrictions: as gladiator
Hit dice: d8
Powers: 5% magic resistance per level
5) teleport
10) teleport wh error
15) plane shift
Turn: nil
Spheres of influence:Major: All, Astral, Creation, Divination, Numbers, Thought, Time, Travellers
Non weapon proficiencies Required: Artistic ability
Every NWP taken by a priest of Ptah related to arts or design is worth two NWP's in that field. Example: one artistic ability NWP gives this NWP in two art forms.
A space religion. A form of the path and the way, a celestial bureaucracy, an Oriental vision to the gods. In Ptah and the way Ptah is depicted as the supreme ruler of the bureaucracy
The father of the pantheon (sometimes) and the first divine pharao. He is the sun god and brings the suns through the sky in his ship, the manjet. He appeares as an animated golden statue, possible with a head shaped like a scarab. Or wearing a scarab as head-dress
Alignment Lawful neutral
Symbol Ankh on a solar disk
Priests' Alignment Lawful good
Worshippers alignment any Lawful
Minimum ability scores: wisdom 10; charisma 11
Races allowed: Human, halfling, Dwarf, Sphinx
Weapons Required: One bow (No crossbow)
Allowed: Lance and bludgeoning
Armour All
Hit dice: d8
Powers: 1) light
5) continual light
10) Chapechange Hawk
Turn: turn as cleric
Spheres of influence: Major: All, Astral, Charm, Elemental Fire, Law, Sun
Minor: Creation, Weather
NWP required Etiquette
Duties Advice rulers, Missions: Eliminate problems that endanger the throne. Vigilance: stay alert against forces which threaten the throne, including corrupt rulers.
Other limitations Always pray at sunrise.
A water-god (especially of the dangers of the rivers), he appears as a crocodile or with the head of one. People offer to him in his temple to avoid the perils of travelling over water. Mayor temples at the Fayum and Kom Ombo.
Symbol: Crocodile
Alignment: Neutral Evil
priests' Alignment: Any non-good
Minimum ability scores: standard
Races allowed: Human
Weapons Required: Morning star
Permitted: Spear, javelin, club, knife, lasso, net, blowgun
Weapons made of crocodile bones or teeth are treated as their metal counterparts.
Armour restrictions: Crocodile Hide
Hit dice: d8
Powers: 1) Speak with water creatures
5) water breathing
7) fight under water as with free action
10) shapechange into crocodile
Turn: command
Spheres of influence: Major: All, Animal (water creatures only) Combat, Elemental Water, Summoning, Wards
Minor: Chaos, Healing, Necromancy, Travellers
NWP required Swimming
God of evil, murderers, chaos, desert storms, darkness, destruction, drought and war. Brother and murderer of Osiris. He is brutal, sly and vicious, with a taste for the unnatural. He is greedy for power. He glories in warfare and disaster. his only virtue is his bravery. Seth looks like a tall powerful man with square features and, dark red hair. His animal form is the creature named 'the Seth beast'. He often appears with the head of that beast.
Alignment Lawful evil
Symbol coiled cobra
Priests' Alignment: Any Evil
Minimum ability scores: standard
Races allowed: Human, Dwarf, Halfling, Drow
Weapons required: Whip
allowed: any non-bludgeoning
Armour allowed: all
Hit dice: d8
Powers: 1) backstab (as thief)
1) create desertstorm
5) immume to poison
10) attract 2d10 faithful rogue followers of evil alignment.
Turn: command
Spheres of influence: Major: All, Astral, Chaos, Combat, Necromancy, Summoning, (War)
Minor: Guardian, Healing, Protection
NWP group crossovers Rogue
NWP Bonus: Desert survival
Required: Religion, Disguise
Duties Spreading evil and misery across the world, missions against happiness, goodness, contentment and beauty.
Shu is the god of the atmosfere, winds and light. He is charged with upholding the sky and thus keeping Nut and Geb separated. He was the second divine pharao and had to fight a disastrous war against Apep and its hordes. Later he had to fight with his son Geb over the succession of the throne. Shu's human form is a strong and handsome warrior with a light blue tint to his skin with a solar head-dress. He also appears as a lion or with a lion's head.
Alignment Lawful good
Symbol Ostrich feather
Priests Alignment Any non-evil
Minimum ability scores: constitution 13
Races allowed: Human, Sphinx
Weapon restrictions: throwing weapons or bludgeoning
Armour allowed all, no shield (but cannot cast wind spells when wearing armour)
Hit dice: d6
Powers: 1) create air
3) cast wind spells. Must memorize and find the spells as wizard but use priest slots
5) create becalmed area
10) control winds
Turn: no
Spheres of influence: Major: All, Astral, Divination, Elemental Air, Summoning, Weather
Minor: Guardian, Healing, Protection
NWP Required Weather sense
Duties Guidance, Marriage
The wife and sister of Shu (the first divine queen), she embodies the moisture of the atmosfere. Therefore she is the goddess of clouds, storms, rains, mist and running water. Tefnut appears as a slender with the head of a lioness, wearing a crown in the form of a golden cobra.
Alignment Neutral Good
Symbol Pyramid and sun
Priests Alignment Any
Minimum ability scores: Dexterity 12
Races allowed: Human, Halfling, Sphinx
Weapons allowed All weapons with speed factor 4 or less
Armour restrictions: leather
Hit dice: d8
Powers: 1) predict weather 5) call lightning
10) weather summoning 15) control winds
Turn: no
Spheres of influence: Major: All, Astral, Elemental Air, Water, Protection, Sun, Weather
Minor: Creation, Divination, Guardian
Duties Guidance, Marriage
God of knowledge, science, medicine, law and the patron god of scribes. He is not related to any other god in the Egyptian pantheon (altough some claim him the son of Ra) and some believe it was he who was the source of creation. It is said that Thot maintains three great books in which all knowldege is recorded. Thot appears as a handsome young man, wearing a broad silver necklace and a linen kilt and carrying a silver pencase at his belt. He often appears as an ibis or baboon or with the head of an ibis or baboon.
Alignment Neutral
Symbol Ibis or baboon
Priests Alignment Any
Minimum ability scores: wisdom 13, intelligence 16
Races allowed: Human, Halfling, Dwarf, Sphinx
Weapon Allowed: Bow, dagger, knife, quarterstaff, spear, javelin, short sword
Armour All
Hit dice: d8
Powers: 1) detect lie 5) Intelligence and wisdom +1
10) Commune with Thot
15) Intelligenc and Wisdom +1
Turn: no
Spheres of influence: Major: All, Astral, Charm, Guardian, Healing, Thought
Minor: Divination, Sun
NWP group crossover Wizard
NWP required Religion, Reading/Writing
Duties Guidance, Education, Research
A god of the sea, his name means "Great Green", and he appears as a fat green man.
Symbol: Turtle
Alignment: Neutral evil
Priests' Alignment: Any
Worshippers' Alignment: Any
Minimum ability scores: standard
Races allowed: Human, Halfling
Weapons Required: cutlass sword
Permitted: Belaying pin, Harpoon, Javelin, Net, Spear, Trident
Armour restrictions: max studded leather, no shield
Hit dice: d8
Powers: 1) Fighting with two weapons without penalty
Turn: nil
Spheres of influence: Major: All, Animal (sea creatures only), Elemental (air and water), Weather
Minor: Creation, Divination
Non weapon Prof: Required: seamanship, fishing
Duties: Asking Uadj-ur of save passage
other restrictions: All their clothes must be green.