Auril

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Auril (pronounced AW-rill), also known as The Cold Goddess, The Frostmaiden, and Icedawn, is the goddess of cold and winter. She is a fickle, vain and evil deity, who is primarily venerated out of fear. She is most powerful in those regions that are affected by deep winters or crouch at the edges of the Great Glacier. Auril is one of the Gods of Darkness.

Aurilean Domains: Air, Evil, Storms, Water, Weather

Air Domain
Granted Power: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Air Domain Spells
1. Obscuring Mist: Fog surrounds you.
2. Wind Wall: Deflects arrows, smaller creatures, and gases.
3. Gaseous Form: Subject becomes insubstantial and can fly slowly.
4. Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
5. Control Winds: Change wind direction and speed.
6. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
7. Control Weather: Changes weather in local area.
8. Whirlwind: Cyclone deals damage and can pick up creatures.
9. Elemental Swarm: Summons multiple air elementals. (Cast as an air spell only.)

Evil Domain
Granted Power: You cast evil spells at +1 caster level.

Evil Domain Spells
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Desecrate (M): Fills area with negative energy, making undead stronger.
3. Magic Circle against Good: As protection from good, but 10-ft. radius and 10 min./level.
4. Unholy Blight: Damages and sickens good creatures.
5. Dispel Good: +4 bonus against attacks by good creatures.
6. Create Undead (M): Create ghouls, ghasts, mummies, or mohrgs.
7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Unholy Aura (F): +4 to AC, +4 resistance, SR 25 against good spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as an evil spell only.)

Storm Domain
Granted Power: You gain electricity resistance 5.

Storm Domain Spells
1. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
2. Gust of Wind: Blows away or knocks down smaller creatures.
3. Lightning Bolt: Electricity deals 1d6/level damage.
4. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5. Control Winds: Change wind direction and speed.
6. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
7. Control Weather: Changes weather in local area.
8. Whirlwind: Cyclone deals damage and can pick up creatures.
9. Storm of Vengeance: Storm rains acid, lightning, and hail.

Water Domain
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Water Domain Spells
1. Obscuring Mist: Fog surrounds you.
2. Fog Cloud: Fog obscures vision.
3. Water Breathing: Subjects can breathe underwater.
4. Control Water: Raises or lowers bodies of water.
5. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6. Cone of Cold: 1d6/level cold damage.
7. Acid Fog: Fog deals acid damage.
8. Horrid Wilting: Deals 1d6/level damage within 30 ft.
9. Elemental Swarm: Summons multiple water elementals. (Cast as a water spell only.)

Weather Domain
Granted Power:Survival is a class skill.

Weather Domain Spells
1. Obscuring Mist: Fog surrounds you.
2. Fog Cloud: Fog obscures vision.
3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4. Sleet Storm: Hampers vision and movement.
5. Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
6. Control Winds: Change wind direction and speed.
7. Control Weather: Changes weather in local area.
8. Whirlwind: Cyclone deals damage and can pick up creatures.
9. Storm of Vengeance: Storm rains acid, lightning, and hail.

Auril

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