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Ahr

Lady of Wonder

Intermediate Power of Nirvana, LN

  • Magic
  • None
  • Enchallem
  • None
  • Laurits, Osslla, Theina and Zenfer.
  • Iom, Wai, Svai, Xerfer
  • Yellow star busrt on a gray field.
  • Any

Description

Ahr's Avatar (Wizard 40, Cleric 40)

  • 26
  • +7 (dex), +5 (precognition)
  • 30ft fly 50 ft (perfect)
  • 35
  • 5 ft by 5ft/5ft
  • See Below
  • See Below
  • Str 20, Dex 24, Con 20, Int 30, Wis 26, Chr 20
  • Lawful Neutral

Other Manifestations

The Church

Dogma

Day-to-day activities

Holy Days / Important Cerimonies

Major Centers of Worship

The city of Marbot holds the largest temple of Ahr; The Humble House of Ahr. The temple has four floors each with a ceiling height of nearly 30 feet. The entry way has transparent columns with magical and elemental energies pulsing through them. The main hall can seat nearly 1000 people on its main floor, and another 1000 in multiple level balconies. A statue of Ahr stands behind the alter, she is holding a staff, in one hand and blue flames rise up from her out stretched palm.

Affiliated Orders

The Maleficarum Venandi - A group of specialized hunters, that track, capture, kill or "de-magic" individuals or groups that misuse, or otherwise bring a bad name to magic. This does inlcude those that gain their abilities from lower plane denizens (Witches).Preists of Ahr can frequently be found travelling with members of this organization and the temple organization frequently takes out contracts on individuals it sees as doing harm to magics reputation.

Priestly Vestments

Adventuring Garb

Specialty Priests

  • Wisdom 15, Intelligence 14
  • Wisdom
  • Any Non-Chaotic
  • Any (starburst mace)
  • Any (perfered platemail)
  • All, Astral, Charm, Combat, Creation, Divination, Elemental, Healing, Magic, Law, Protection, Summoning, Wards
  • Guardian, Law, Necromancy, Time, Travellers, Sun, Weather
  • As clerics and wizards, minus wizard scrolls.
  • Spellcraft
  • Astrology

Granted Abilities

  • +2 bonus to all saves verses magic
  • Speciality priests magic performs normally in chaotic energy zones.
  • Detect Magic once per day
  • Read Magic once per day
  • Able to substitute a leared wizard's spell for one cleric spell of the same level. Memorization required and spell fail chance based on armor worn.
  • 9th level the cleric can cast "Angle Wings" on self or on the mount they are riding once per day.
  • 15th level the cleric may choose 3 spells to be immune to of 3rd level or lower.
  • 20th level the cleric may cast 3 spells of 3rd level or lower at will 3 times per day.

Ahr Spells

3rd level Spells

Flexible Armor (Alteration) Magic
Self
V,S,M
one day
2 hours
Armor Worn
None

A specialty priest of Ahr using this spell transforms their armor making it more flexible and reducing the weight. This will significantly reduce the chance of arcane spell failure the armor will cause. The caster can reduce the spell failure percentage by 5% per level to a maximum of 25% with this spell. The priest must be wearing the armor at the time the spell is cast and mediate for two full hours uninterrupted. The spell will last for 24 hours or until the armor is removed whichever occurs first.

The material component of this spell is a one square inch piece of cloth from a wizard’s robe that was worn while casting spells.

Angle Wings (Illusion / Phantasm) Magic, Creation
Self
V
1 hour + 1 hour per level
2
Self
None

A specialty priest of Ahr using this spell creates white feathery wings to sprout from the casters back allowing them to take flight with a 30 foot movement rate. The wings will appear through any clothing or armor worn by the cleric.

At 9th level the specialty priest can cast this once per day and can choose to have the wings sprout from the shoulders of his mount, the mount will automatically gain the knowledge of flight and have a 40 foot movement rate. the effect on a mount will last twice as long as for the caster.

6th level Spells

Improved Flexible Armor (Alteration) Magic
Self
V,S,M
one day
2 hours
Armor Worn
None

A specialty priest of Ahr using this spell transforms their armor making it more flexible and reducing the weight. This will significantly reduce the chance of arcane spell failure the armor will cause. The caster can reduce the spell failure percentage by 25% + 5% per level to a maximum of 45% with this spell. The priest must be wearing the armor at the time the spell is cast and mediate for two full hours uninterrupted. The spell will last for 24 hours or until the armor is removed whichever occurs first.

The material component of this spell is a one square inch piece of cloth from a wizard’s robe that was worn while casting spells and a diamond dust valued at 50gp or more

8th level Spells

Make Mundane (Alteration, Enchantment) Magic
10 feet
V,S,M
Permenant
6 hours
One Wizard
Negates

This is a ritual spell that requires preparation before casting. The priest prepares a special room no smaller than 10 foot by 10 foot and no larger than 30 foot by 30 foot. The walls, ceiling and floors must be covered in glyphs and magical symbols associated with the spell. A alter must be created inside this room and blessed based on the standard requirements for alters. Once this room is prepared, it can be reused, so long as the glyphs remain in good condition. Each time the room is used both the room and alter must be sanctified and blessed.

The subject of the spell must be placed (or chained) inside a glyph circle and remain inside until the spell is complete. A 6 inch in diameter crystal ball is placed on the alter along with a 3 inch bowl filled with gem dust in equal portions of rubies, emeralds, sapphires, and rose quartz. One small vile of blood from the subject is poured over the gem dust. The crystal ball is then placed in the center of the bowl.

Once the spell is complete, the subject’s ability to cast magic, plus any memorized spells is placed into the crystal ball, when the ball shatters the spell is complete.

The subject will lose all ability to memorize or cast spells, including innate magical abilities, will deactivate magical weapons and items by contact and will dispel and remove any and all magical effects on the subject to include magical diseases, afflictions, curses and permanent spells. This includes supernatural effects on the subject.

The material components for this ritual spell are; A prepared room, blessed alter to Ahr, small bowl, crystal ball, gem dust from rubies, emeralds, sapphires, and rose quartz and blood of the subject.