Talos

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Talos (pronounced TAH-lohs) is the Faerûnian deity of storms and destruction. Talos’ dogma is self-serving, demanding utter obedience from his priests and instructing them to spread destruction where they may. He is known as Bhaelros to the Calishites and Kozah to the Bedine. Followers of Talos are known as Talassans. Talos is one of the Gods of Darkness.

The church of Talos is small by the standards of a greater deity, and almost universally despised. Followers of Talos are fanatical in their love of destruction. Priests of Talos are fond of extorting sailors and farmers, threatening that Talos will bring destructive storms upon them if they do not placate the angry god.

Talos inspires worship in those who fear the destructive power of nature. They believe in grabbing what they can when they can, for Talos may take their lives at any time. They believe in fearlessly embracing natural disaster; in doing so they demonstrate the power of Talos, who protects them from harm. They preach that only worship of Talos can protect against natural disasters, and at Talos’ whim they hurl such disasters at foes.

Talassan Domains: Chaos, Destruction, Evil, Storm, Weather

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.)

Destruction Domain
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

Destruction Domain Spells
1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2. Shatter: Sonic vibration damages objects or crystalline creatures.
3. Contagion: Infects subject with chosen disease.
4. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
6. Harm: Deals 10 points/level damage to target.
7. Disintegrate: Makes one creature or object vanish.
8. Earthquake: Intense tremor shakes 80-ft.-radius.
9. Implosion: Kills one creature/round.

Evil Domain
Granted Power: You cast evil spells at +1 caster level.

Evil Domain Spells
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Desecrate (M): Fills area with negative energy, making undead stronger.
3. Magic Circle against Good: As protection from good, but 10-ft. radius and 10 min./level.
4. Unholy Blight: Damages and sickens good creatures.
5. Dispel Good: +4 bonus against attacks by good creatures.
6. Create Undead (M): Create ghouls, ghasts, mummies, or mohrgs.
7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Unholy Aura (F): +4 to AC, +4 resistance, SR 25 against good spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as an evil spell 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.

Weather Domain
Granted Power:Survival is a class skill.

Weather Domain Spells
1. Obscuring Mist: Fog surrounds you.
2. Fog Cloud: Fog obscures vision.
3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
4. Sleet Storm: Hampers vision and movement.
5. Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
6. Control Winds: Change wind direction and speed.
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.

Talos

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