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Silvanus (pronounced sihl-VANN-us), the Forest Father, is the god of nature, though formerly considered only the god of wild nature and druids. Silvanus is one of the most prominent and oldest deities in Faerûn, and the wilder counterpart to Chauntea the Earthmother. His worshipers protect places of nature from the encroachment of civilization with vigor and are implacable foes of industrious peoples. Silvanus is one of the Gods of Balance.

The Church of Silvanus is a pervasive influence, especially across the continent of Faerûn. Non-worshipers often do not view the Church favorably due to its tendency to disrupt expansion into woodland, sometimes with violence. Examples of rituals for worship are entreaties for spells at sundown or in moonlight. Most Silvanite clerics, sometimes referred to as Forest Masters, also function as druids or rangers.

Silvanite Domains: Animal, Plant, Protection, Renewal, Water

Animal Domain
Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (Nature) to your list of cleric class skills.

Animal Domain Spells
1. Calm Animals: Calms (2d4 + level) HD of animals.
2. Hold Animal: Paralyzes one animal for 1 round/level.
3. Dominate Animal: Subject animal obeys silent mental commands.
4. Summon Nature’s Ally IV: Calls creature to fight. (Can only summon animals.)
5. Commune with Nature: Learn about terrain for 1 mile/level.
6. Antilife Shell: 10-ft. field hedges out living creatures.
7. Animal Shapes: One ally/level polymorphs into chosen animal.
8. Summon Nature’s Ally VIII: Calls creature to fight. (Can only summon animals.)
9. Shapechange: Transforms you into any creature, and change forms once per round.

Plant Domain
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (Nature) to your list of cleric class skills.

Plant Domain Spells
1. Entangle: Plants entangle everyone in 40-ft.-radius.
2. Barkskin: Grants ’+2 (or higher) enhancement to natural armor.
3. Plant Growth: Grows vegetation, improves crops.
4. Command Plants: Sway the actions of one or more plant creatures.
5. Wall of Thorns: Thorns damage anyone who tries to pass.
6. Repel Wood: Pushes away wooden objects.
7. Animate Plants: One or more trees animate and fight for you.
8. Control Plants: Control actions of one or more plant creatures.
9. Shambler: Summons 1d4+2 shambling mounds to fight for you.

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.

Renewal Domain
Granted Power: If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This supernatural ability functions once per day. If an attack brings you to -10 or fewer hit points, you die before this power takes effect.

Renewal Domain Spells
1. Charm Person: Makes one person your friend.
2. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3. Remove Disease: Cures all diseases affecting subject.
4. Reincarnate: Brings dead subject back in a random body.
5. Atonement: Removes burden of misdeeds from subject.
6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
7. Restoration, Greater (XP): As restoration, plus restores all levels and ability scores.
8. Polymorph Any Object: Changes any subject into anything else.
9. Freedom: Releases creature from imprisonment.

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.)


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