Deep Sashelas

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Deep Sashelas is the god of the sea elves. He is heavily involved with the lives of the sea peoples and spends most of his time with deities from that realm. He gave one group of Corellon’s creations the ability to breathe and live underwater, wishing to see the wisdom and goodness of the elves prevail in the deeper and wilder realms of the sea. He is heavily involved in the constant reshaping of the ocean depths, creating reefs and islands, tinkering with undersea volcanoes and the like. He is a member of the Seldarine.

Deep Sashelas has a special enmity for Sekolah, the sahuagin god.

Sashelan Domains: Chaos, Elf, Good, Knowledge, Ocean, Water

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.)

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.)

Knowledge Domain
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.

Knowledge Domain Spells
1. Detect Secret Doors: Reveals hidden doors within 60 ft.
2. Detect Thoughts: Allows “listening” to surface thoughts.
3. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
4. Divination (M): Provides useful advice for specific proposed actions.
5. True Seeing (M): Lets you see all things as they really are.
6. Find the Path: Shows most direct way to a location.
7. Legend Lore (M,F): Lets you learn tales about a person, place, or thing.
8. Discern Location: Reveals exact location of creature or object.
9. Foresight: “Sixth sense” warns of impending danger.

Ocean Domain
Granted Power (Su): You have the ability to breathe water as if under the effect of a water breathing spell, for up to 1 minute per level. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily time limit).

Ocean Domain Spells
1. Endure Elements: Exist comfortably in hot or cold environments.
2. Sound Burst: Deals 1d8 sonic damage to subjects, might also stun them.
3. Water Breathing: Subjects can breathe underwater.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Water’s Embrace [RR]: Animates a body of water in order to drown a creature.
6. Otiluke’s Freezing Sphere: Freezes water or deals cold damage.
7. Control Weather: Changes weather in local area.
8. Summon Monster VIII: Calls extraplanar creature to fight for you.
9. Elemental Swarm: Summons multiple water elementals (Water only).

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.)

Deep Sashelas

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