Corellon Larethian

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Corellon Larethian (KORR-ell-awn lahr-EETH-ee-ann), whose titles include The Creator of the Elves and The Protector, is the patron god of all fey. He is the creator and preserver of the elven race, governing those things held in the highest esteem among elves, such as magic, music, arts, crafts, poetry, and warfare. He favors those who kill orcs and the followers of Lolth, blesses those who aid others and becomes angered at those who defile the dead, or flee from their foes. He is the leader of the Seldarine.

Gruumsh One-Eye became Corellon’s greatest enemy after Corellon plucked out the orc-god’s eye in ancient times. The entire orc pantheon hates Corellon intensely. Corellon opposes the deities of the goblinoids as well. Corellon was also the one to banish Araushnee to the Abyss, resulting into her transformation into Lolth, the spider-bodied demon goddess of the evil drow. Corellon can count all evil drow gods as enemies for this. The only exception is his daughter Eilistraee, whom he cleared of all charges.

Corellon Larethian Domains: Chaos, Community, Elf, Good, Protection, War

Chaos Domain
Granted Power: You cast chaos spells at +1 caster level.

Chaos Domain Spells
1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Shatter: Sonic vibration damages objects or crystalline creatures.
3. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
4. Chaos Hammer: Damages and staggers lawful creatures.
5. Dispel Law: +4 bonus against attacks by lawful creatures.
6. Animate Objects: Objects attack your foes.
7. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8. Cloak of Chaos (F): +4 to AC, +4 resistance, SR 25 against lawful spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a chaos spell only.)

Community Domain
Granted Powers (Sp): Use calm emotions as a spell-like ability once per day.
Gain a +2 bonus on Diplomacy checks.

Community Domain Spells
1. Bless: Allies gain +1 on attack rolls and saves against fear.
2. Status: Monitors condition, position of allies.
3. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
4. Tongues: Speak any language.
5. Rary’s Telepathic Bond: Link lets allies communicate.
6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
7. Refuge (M): Alters item to transport its possessor to you.
8. Mordenkainen’s Magnificent Mansion (F): Door leads to extradimensional mansion.
9. Heal, Mass: As heal, but with several subjects.

Elf Domain
Granted Power: You gain the Point Blank Shot feat.

Elf Domain Spells
1. True Strike: +20 on your next attack roll.
2. Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
3. Snare: Creates a magic booby trap.
4. Tree Stride: Step from one tree to another far away.
5. Commune with Nature: Learn about terrain for 1 mile/level.
6. Find the Path: Shows most direct way to a location.
7. Liveoak: Oak becomes treant guardian.
8. Sunburst: Blinds all within 80’, deals 6d6 damage.
9. Antipathy: Object or location affected by spell repels certain creatures.

Good Domain
Granted Power: You cast good spells at +1 caster level.

Good Domain Spells
1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4. Holy Smite: Damages and blinds evil creatures.
5. Dispel Evil: +4 bonus against attacks by evil creatures.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Holy Word (F): Kills, paralyzes, slows, or deafens nongood subjects.
8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a good spell only.)

Protection Domain
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells
1. Sanctuary: Opponents can’t attack you, and you can’t attack.
2. Shield Other (F): You take half of subject’s damage.
3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10 ft.
7. Repulsion: Creatures can’t approach you.
8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

War Domain
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.

War Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Spiritual Weapon: Magical weapon attacks on its own.
3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5. Flame Strike: Smite foes with divine fire (1d6/level damage).
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Power Word Blind: Blinds creature with 200 hp or less.
8. Power Word Stun: Stuns creature with 150 hp or less.
9. Power Word Kill: Kills creature with 100 hp or less.

Corellon Larethian

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