Istishia

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Istishia, the Water Lord, God-King of Undines, is a primordial Power from the Elemental Plane of Water. Like the other elemental gods he is generally uncaring to his faithful, but continues to grant his priests their powers since their worship increases his power on his home plane. To insure continued worship he does take a limited interest in his followers mortal problems, and occasionally makes his presence known with a manifestation, but never an avatar.

Istishia’s church is varied and chaotic since he takes no interest in its structure. As a result it is a collection of cults with each faction coming up with its own ethics, codes, morals, and teachings. Istishia’s symbol varies greatly from faction to faction, but is generally a wave of water.

Priests of Istishia can be of any alignment. They dress in whatever their faction deems appropriate for the representation of their god. This is usually flowing robes and capes in deep blues, greens, and purples. They tend to use light armor and shields, and use tridents, spears, javelins, nets, and bludgeoning weapons.

Istishian Domains: Ocean, Storm, Travel, Water

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).

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.

Travel Domain
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. 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 limit of rounds). This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.

Travel Domain Spells
1. Longstrider: Increases your speed.
2. Locate Object: Senses direction toward object (specific or type).
3. Fly: Subject flies at speed of 60 ft.
4. Dimension Door: Teleports you short distance.
5. Teleport: Instantly transports you as far as 100 miles/level.
6. Find the Path: Shows most direct way to a location.
7. Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8. Phase Door: Creates an invisible passage through wood or stone.
9. Astral Projection (M): Projects you and companions onto Astral Plane.

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.)

Istishia

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