Torm

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Torm (pronounced TORM), or The Loyal Fury, is the god of law whose portfolio consists of duty, loyalty, and righteousness. Torm’s worshipers consist of those who favor the cause of both Good and Law; righteousness, honesty, loyalty and truth are their primary pursuits. Torm is one of the Gods of Light.

Prior to the Time of Troubles, Torm was a minor demi-power. Torm gained considerable attention and praise during the Godswar when his own avatar battled and completely destroyed the avatar of Bane outside the city of Tantras, seemingly killing the God of Strife. Torm died in the battle too, but because of his loyalty to his portfolio he was resurrected by the overdeity Ao at the end of the Time of Troubles, with his power greatly increased.

During the Godswar, Torm gained much power by absorbing the gods Tyr, Helm and Ilmater into himself. The four-part god fought Tiamat to a draw in the Celestiam Realm, halting her gods-destroying rampage through the Faerunian pantheon.

Tormish Domains: Glory, Good, Healing, Law, Protection, Strength

Glory Domain
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

Glory Domain Spells
1. Disrupt Undead: Ray deals 1d6 damage to one undead.
2. Bless Weapon: Weapon strikes true against evil foes.
3. Searing Light: Ray deals 1d8/two levels damage, more against undead.
4. Holy Smite: 20’ radius burst of holy energy damages and may blind evil or neutral foes.
5. Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
6. Bolt of Glory: Ranged touch bolt of positive energy strikes one creature.
7. Sunbeam: Beam blinds and deals 4d6 damage.
8. Crown of Glory: Caster is imbued with aura of celestial authority, inspiring awe in all lesser creatures.
9. Gate (XP): Connects two planes for travel or summoning.

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.)

Healing Domain
Granted Power: You cast healing spells at +1 caster level.

Healing Domain Spells
1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5. Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9. Heal, Mass: As heal, but with several subjects.

Law Domain
Granted Power: You cast lawful spells at +1 caster level.

Law Domain Spells
1. Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Calm Emotions: Calms creatures, negating emotion effects.
3. Magic Circle against Chaos: As protection from chaos spell, but 10-ft. radius and 10 min./level.
4. Order’s Wrath: Damages and dazes chaotic creatures.
5. Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6. Hold Monster: As hold person, but any creature.
7. Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8. Shield of Law (F): +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a lawful spell only.)

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.

Strength Domain
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

Strength Domain Spells
1. Enlarge Person: Humanoid creature doubles in size.
2. Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4. Spell Immunity: Subject is immune to one spell per four levels.
5. Righteous Might: Your size increases, and you gain combat bonuses.
6. Stoneskin (M): Ignore 10 points of damage per attack.
7. Bigby’s Grasping Hand: Large hand provides cover, pushes, or grapples.
8. Bigby’s Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9. Bigby’s Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

Torm

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