Urogalan

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Urogalan (URR-roh-GAH-lann) is the halfling deity of earth and death. His symbol is the silhouette of a dog’s head. He is a gentle deity for a god of death, respected and revered by his chosen race but never feared. He is seen as a protector of the dead. Because halfling dead are usually buried in the earth, he is also the guardian of the earth itself (as opposed to the green plants that grow in the earth, which are the dominion of other halfling deities).

Urogalan rarely speaks or shows emotion. His voice, rarely heard, is tinged with loss. In appearance, Urogalan is a slim, dusky-skinned halfling dressed in brown or pure white, representing his two primary aspects of earth and death.

Urogalan is on good terms with the rest of the halfing pantheon, but somewhat removed from their embrace of life. Urogalan is allied with Callarduran Smoothhands, Dumathoin, Flandal Steelskin, Grumbar, Segojan Earthcaller, and Sehanine Moonbow. He is also closely allied with Kelemvor. Urogalan is opposed to Abbathor and Urdlen. He abhors those gods associated with necromancy and the undead.

Urogalannan Domains: Earth, Halfling, Law, Protection, Repose

Earth Domain
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth 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.

Earth Domain Spells
1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3. Stone Shape: Sculpts stone into any shape.
4. Spike Stones: Creatures in area take 1d8 damage, may be slowed.
5. Wall of Stone: Creates a stone wall that can be shaped.
6. Stoneskin (M): Ignore 10 points of damage per attack.
7. Earthquake: Intense tremor shakes 80-ft.-radius.
8. Iron Body: Your body becomes living iron.
9. Elemental Swarm: Summons multiple earth elementals. (Cast as an earth spell only.)

Halfling Domain
Granted Power: Once per day for 10 minutes, you add your Charisma modifier to your Climb, Jump, Move Silently, and Hide checks. Activating this ability is a free action.

Halfling Domain Spells
1. Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.
2. Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
3. Magic Vestment: Armor or shield gains +1 enhancement/4 levels.
4. Freedom of Movement: Subject moves normally despite impediments.
5. Mordenkainen’s Faithful Hound: Phantom dog can attack, guard.
6. Move Earth: Dig trenches and build walls.
7. Shadow Walk: Step into shadow to travel rapidly.
8. Word of Recall: Teleports you back to designated place.
9. Foresight: “Sixth sense” warns of impending danger.

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.

Repose Domain
Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature’s current hit points, it dies.

Repose Domain Spells
1. Deathwatch: Reveals how near death subjects within 30 feet are.
2. Gentle repose: Preserves one corpse.
3. Speak with dead: Corpse answers one question/two levels.
4. Death ward: Grants immunity to death spells and negative energy effects.
5. Slay living: Touch attack kills subject.
6. Undeath to death: Destroys 1d4 HD/level undead (max 20d4).
7. Destruction: Kills subject and destroys remains.
8. Fortunate Fate: Target immediately receives a heal if killed by damage. (MoF 95)
9. Wail of the banshee: Kills one creature/level.

Urogalan

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