Gond

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Gond (pronounced GAHND), the Lord of All Smiths, is the god of craft and smithwork, whose faith is the state religion of Lantan. The church of Gond is tolerated across Faerûn and members are found in both good and evil-aligned human populations. Also, Gond the Wonderbringer is venerated by gnomes. This is primarily because of Gond’s widely heralded appearance in the form of a gnome on the shores of Lantan during the Time of Troubles. As such, Gond is currently counted as a member of both the gnome pantheon and the human Gods of Balance.

The church of Gond consists mostly of wandering clerics who travel from settlement to settlement, finding work as artisans and engineers. Settling in one area is only encouraged in centers for innovation that warrant constant observation, such as Waterdeep, Calimport, and Freehaven. The church encourages wealth, as it demonstrates the benefits of following Gond. As they travel, clerics take samples of any inventions they discover and assist innovators they encounter, filing regular reports to their superiors.

Gondsmen Domains: Artifice, Earth, Fire, Knowledge, Metal, Planning

Artifice Domain
Granted Power: Gain +4 competence bonus on Craft checks.
You cast conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster levels.)

Artifice Domain Spells
1. Animate Rope: Makes a rope move at your command.
2. Wood Shape: Rearranges wooden objects to suit you.
3. Stone Shape: Sculpts stone into any shape.
4. Minor Creation: Creates one cloth or wood object.
5. Fabricate: Transforms raw materials into finished items.
6. Major Creation: As minor creation, plus stone and metal.
7. Hardening (M): Increases hardness of target by 1 per 2 levels.
8. True Creation (XP): Creates permanent non-magical object.
9. Prismatic sphere: As prismatic wall, but surrounds on all sides.

Earth Domain
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth 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.

Earth Domain Spells
1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3. Stone Shape: Sculpts stone into any shape.
4. Spike Stones: Creatures in area take 1d8 damage, may be lowed.
5. Wall of Stone: Creates a stone wall that can be shaped.
6. Stoneskin (M): Ignore 10 points of damage per attack.
7. Earthquake: Intense tremor shakes 80-ft.-radius.
8. Iron Body: Your body becomes living iron.
9. Elemental Swarm: Summons multiple earth elementals. (Cast as an earth spell only.)

Fire Domain
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire 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.

Fire Domain Spells
1. Burning Hands: 1d4/level fire damage (max 5d4).
2. Produce Flame: 1d6 damage +1/ level, touch or thrown.
3. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type (cold or fire only).
4. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
5. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
6. Fire Seeds: Acorns and berries become grenades and bombs.
7. Fire Storm: Deals 1d6/level fire damage.
8. Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9. Elemental Swarm: Summons multiple fire elementals. (Cast as a fire 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.

Metal Domain
Granted Power: You gain Martial Weapon Proficiency or Exotic Weapon Proficiency (as appropriate) and Weapon Focus with your choice of hammer as bonus feats. You need not meet the prerequisites for these feats.

Metal Domain Spells
1. Magic Weapon: Weapon gains +1 bonus.
2. Heat Metal: Make metal so hot it damages those who touch it.
3. Keen Edge: Doubles normal weapon’s threat range.
4. Rusting Grasp: Your touch corrodes iron and alloys.
5. Wall of Iron (M): Creates an iron wall with 30 hp/four levels; can topple onto foes.
6. Blade Barrier: Wall of blades deals 1d6/level damage.
7. Transmute Metal to Wood: Metal within 40 ft. becomes wood.
8. Iron Body: Your body becomes living iron.
9. Repel Metal or Stone: Pushes away metal and stone.

Planning Domain
Granted Power: You gain Extend Spell as a bonus feat.

Planning Domain Spells
1. Deathwatch: Reveals how near death subjects within 30 ft. are.
2. Augury (M,F): You learn whether an action will be good or bad.
3. Clairaudience/Clairvoyance: You can hear or see at a distance for 1 min./level.
4. Imbue with Spell Ability: Transfers spells to subject.
5. Detect Scrying: Alerts you to magical eavesdropping.
6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
7. Scrying, Greater: As scrying, but faster and longer.
8. Discern Location: Reveals exact location of creature or object.
9. Time Stop: You act freely for 1d4+1 rounds.

Gond

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