Hanali Celanil

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Hanali Celanil is the elven deity of romantic love and beauty. A being of timeless beauty and benign nature, she always forgives minor transgressions and delights in rewarding her followers with the bliss of unexpected love and affection. She embodies romance, beauty, love, and joy in elven spirits, her only flaws being her own mild vanity and flighty nature. Although she rarely appears to her faithful, Hanali delights in seeing the growth of love among elves, and she often acts in secret to protect young lovers.

Hanali’s clerics are flighty and somewhat vain, given to dancing and wild celebrations. The hierarchy is loosely organized, and clerics are free to join or leave a temple’s ranks as they wish. They preside over marriage and rites of passage ceremonies for young elves, although they are not required to marry, for Hanali’s concern is love, not necessarily marriage. Members of Hanali’s clergy spend their days cultivating beauty and love in all their myriad forms. Many of Lady Goldheart’s clerics tend fine gardens, while others amass personal or temple-based collections of gems, crystal sculptures, and other fine works of art. While things of gold and crystal, particularly jewelry and statues, are favored, beautiful art in any form is admired, collected, and displayed. Hanali’s clerics must always be finely dressed, and displaying one’s personal beauty to its best advantage is a requirement of every cleric of the Heart of Gold. Clerics of Hanali pray for their spells each day whenever the moon is highest in the sky and romance is in the air. While Hanali’s clerics are given to frequent impromptu revels, their greatest celebrations are held every month beneath the bright light of the full moon.

Hanali Celanil Domains: Chaos, Charm, Elf, Good, Magic, Protection

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.)

Charm Domain
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

Charm Domain Spells
1. Charm person: Makes one person your friend.
2. Calm emotions: Calms creatures, negating emotion effects.
3. Suggestion: Compels subject to follow stated course of action.
4. Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
5. Charm monster: Makes monster believe it is your ally.
6. Geas/quest: As lesser geas, plus it affects any creature.
7. Insanity: Subject suffers continuous confusion.
8. Demand: As sending, plus you can send suggestion.
9. Dominate monster: As dominate person, but any creature.

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.)

Magic Domain
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

Magic Domain Spells
1. Nystul’s Magic Aura: Alters object’s magic aura.
2. Identify: Determines properties of magic item.
3. Dispel Magic: Cancels magical spells and effects.
4. Imbue with Spell Ability: Transfer spells to subject.
5. Spell Resistance: Subject gains SR 12 + level.
6. Antimagic Field: Negates magic within 10 ft.
7. Spell Turning: Reflect 1d4+6 spell levels back at caster.
8. Protection from Spells (M,F): Confers +8 resistance bonus.
9. Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.

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.

Hanali Celanil

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