God Granted Abilities and Specialized Miracles


Agad Anshar Anu Ea Gibbil
Girru Gula Irra Ishtar Kishar
Marduke Nabu Nergal Nerrul Ninurta
Nusku Shammash Sin Tashmetu Tiamat

Marduke

The God of Fifty Names, Achmage of the Gods, Lord of the Winds, Kingu Slayer,
Ruler of Esharra, Rider of the Storm Chariot, God of the Cities, Ishmangalla the Wrestler

1st- trade related secondary skill goes up +1 per 2 lvls
3rd- May use the god-granted abilities of any other Nyrundian cleric within 60' (no save). Must be comensurate w/ lvl. This use counts toward the number of uses allowed the target cleric per day.
5th- Gain access to ALL spheres except one (choose)
7th- Enthrall (q.v.) when speaking on matters concerning the cities or on chosen nwp
9th- Voice controls the winds (as per control winds)
12th- May pray for 1st lvl MU spells, May pray for thaumaturgy (at 3rd lvl), All trade ventures at +10% luck, all creatures recieve prayer when travelling with a caravan on trade or city business.
14th- Voice of Destiny (words become reality as per limited wish - age 1yr)

City Spells: Raise the Walls (protects city); Mint Coin (know the secret of coining money)

Tiamat

The Salt Waters, Mother of Creation

1st-   Fear Gaze, may affect 1 person/lvl/day, saves are at -1 per 2 levels
            at 5th lvl may paralyze with fear
            at 9th lvl may kill with fear (requires contest of wis, drops clerics wis by 1 for day if successful)
5th-   Immune to Fear (all types), water miracles at double effects
9th-   Cloak of Fear permenently surrounds cleric, cleric ages at half rate
13th- Fear may overcome 1 immunity at 13th, 2 at 16th, 3 at 19th; fear power in voice as well (at 4 lvls lower)
         Immune to time & chaos related magics,
16th- May travel to Hell at will (1st plane) or send another (no save)

Specialty spells:
Clerics possess all miracles related to the seas, salt water, and ships
Clerics have many fear miracles at each level, some paralyze
Clerics possess sleep miracle (as MU spell but 3rd lvl)
Clerics have nightmare-causing miracles (dream of being hunted naked by a dragon)
Clerics possess miracles that cause abortions or create pregnancy,
Clerics can bestow or take away the power of creation (i.e. change sex to or from female)
Clerics poses a miracle that places a cloak of fear around a dragon-prowed ship.

City Spell: Spirit of Power (Summon Tiamat Avatar); Tsunami/Hurricane (generate violent storms at sea, sink ships); Summon Sea Creatures, Dominion over the Air

Shammash 

God of Justice, God of Judgement, Sun God,

1st - Light spell 1/day/lvl, 1 extra at noon
3th - Know Alignment 1/day/lvl, 1 extra at noon
5th - Sunray (q.v) 1/day, 1 extra at noon
7th - Shackle Spell 1/day, 1 extra at noon
9th - Speak with Sun (may speak to any other clerics speaking to sun at that moment) 1/day, 1 extra at noon
12th - Sight of Shammash - Paralyzing light from eyes, 60' cone 40' at base, -3 save, lawful neutrals immune, 3/day -2 to save per 2 levels over 12th

City Spell: Sunbeam--acts as judgment align status 1 or as long distance communication with any city that has hired a sun reader.

Anu

Laws & Bureaucracy, Father of the Iggigi, The Sky, Highest Authority among Gods

1st - Cleric must pray seven times a day for at least 15 minutes each. Cleric reflects on
     the day's experiences and how good laws can improve it. (The Ceremony miracle is
     granted) (must face Theocracy)
 2nd - Clerics must burn 10 gp/lvl in incense & ritual components each day.
 3rd - Rigid Thinking 3/day, -1/2lvls on save.
 4th - May act as a recognized lawyer in any Nyrundic City
 5th - Compulsive Order qv Tome of Magic, (will affect up to 3 creatures) 1/lvl/week {may trigger all at once}
 6th - Must perform day -ong ceremony in a consecrated Nyrundian church (any) each month
 7th - May act as a magistrate in any Nyrundic town, Must write 1 lvl of scrolls/lvl/month (given to church)
 8th - required to subsist on diet of freshly prepared foods (no uncooked or stored meats)
 9th - Impending Permission radiates within 10ft of priest, all creatures entering must make a save.
 10th - Consequence 1/day + 1/lvl/month,
 11th - Thought Broadcast affects any creature affected by any of the above Anu god-granted abilities
 12th - Voice acts as Legal Thoughts spell constantly
 13th - Must report to the church in the Theocracy once a week.
 14th - Commune 1/day/lvl on matters of law
  Archcleric - Vision of Perfection (a continuous vision (7th lvl) of perfect rule)

 If a cleric fails to meet any requirements she/he may only pray for miracles for 2 hours/day.
any cleric of Anu may have up to three Writs at any time (Scrolls of Impending Permision) - to be used at their discretion
- scrolls are replenished only at Churches of Anu or by request through another church (take 1-8 days to arrive, +d8 more if distant from Theocracy

City Spells: Writ of Haspurgus (cast by the Archcleric may assign clerics to other gods); May punish cities with plague or storm (on land or destruction of ships). Hurricaines are his word, weapon, sends floods, watering over the Tablet of Destiny; May pray for spells that prevent other clerics from receiving miracles.

Ishtar

Goddes of Love, War, Fertility, Grainhouses, Mistress of Battle and War, Mistress of Love, Queen of Joy, The Morning Star (war) and Evening Star (love)

1st--Weapon Focus Sword or Rod +1 to base attack and +1 to attack rolls with that weapon
3rd- Beauty of the Goddess (1d4+1 sacred bonus to chr 1/day)
5th- Fury of Battle (as Mass Haste 2/day)
9th- Multiple True Loves 1 per 3 lvls. Each love will always feel that the cleric spends enough time with him or her. Healing one love will heal all loves, and clerics can reach one level higher with heal spells (enabling clerics to resurrect or regenerate loves)

Ea

God of Wisdom, the Hearth, Craftsmen, Artisans, Spellcraft, Wife of Anu and Counselor to the Gods

3rd - Words of Wisdom (Increase wisdom of listening creatures by 1 pnt/3lvls for 1 hr/lvl)
9th - Wise Path - (cleric chooses a course of action, all non-combat rolls for cleric and faithful are made by cleric. Each is rolled for twice and the better is chosen, to a max of 5 rolls per person, course of action may last up to 1hr/lvl)  For example, cleric chooses the best path is to take the fork to the left, all encounter rolls, tracking, survival rolls may be rolled twice. Those following the cleric must listen to all the cleric's directives or Wise Path ceases to work.

Anshar

Horizon of Heaven

1st lvl ---choose one---
Know alignment 1/day/level (at 9th lvl gives align status)
Call Upon Faith 1/day/level (at 9th lvl adds 50% range, -2 saves to other's miracles)
Dream Reading 1 person/day/lvl (at 9th lvl, can determine who sent dream if its sent)

5th lvl ---choose one---
Banshisment 1/day (affects outer planar creatures only)
Persuasion 1/day (change alignment of target creature for 1 rnd/lvl, save negates)
Dream walk 1/night (1 creature within 1 mile, save negates, observe their dream only).

9th lvl ---choose one---
Astral projection 1/week
Dreamscape 1/week
Commune Other 1/week (can affect person touched!!!)

13th lvl ---choose one---
choose from 9th lvl abilities list, may pick same twice which allows 3/week

Kishar

The Rim of Oerth

1st- Road Tell 1/day- may speak with a road as per Stone Tell, lasts 1 rnd/lvl,
5th- Move Earth (as per druid spell, double aoe if creating a path) 3/day
9th- Formation - can shape natural stone, minerals as per stone shape but double a.o.e 

City Spell: Build Road--knowledge to build longlasting roads. Other roads will wear away with time. 

Girru

One of the Twin Fire Gods (with Gibbil)

1st- Affect Normal Fires 3/day (any extra damage caused is spiritual) - may make magical weapons of +1
5th- Flame Strike 1/day - may make magical weapons of +2
9th- Firestorm 1/day - may make any magical weapons (may need special components, miracles, or mage)

Gibbil

One of the Twin Fire Gods (with Girru)

1st- Affect Normal Fires 3/day (any extra damage caused is spiritual) - may make magical weapons of +1
5th- Flame Strike 1/day - may make magical weapons of +2
9th- Firestorm 1/day - may make any magical weapons (may need special components, miracles, or mage)

Ninurta

Storm God, God of Hunting

Sin 

The Moon Goddess, Demon Slayer

1st - detect lower planar creature within 90ft
3rd-Grant Strength (strength spell 1/day)
5th - +1 on all weapons within 5ft/lvl under moonlight (does not add to magical weapons)
9th - Cacodaemon 1/day (demon must be on prime material plane, no need for true name, must be within 30ft)
12th - Cleric gains twice his or her level in extra miracles related to demon protection or any type of banishment each full moon.

City Spell: Receive sacrifices to Sin made in other cities

Nusku 

Church of the Sacrficial Flame 

1st lvl Penance - For each die of damage done by any fire spell, 5% of the victims wealth and magic items are transported and magically sacrificed to Nusku. (Applies only to those items carried or worn, can be dealt with as a % for each item).

3rd lvl Intermediary - May perform the 5th level miracle to physically send the food &
     sacrifices to the gods for any person including clerics of other faiths

5th lvl Living Flame - Cleric may shapechange into a living flame and employ Flame Travel (q.v)
     (moves at a rate of 24" through flames).

7th lvl- They can call a 6d6 fireball that burns magic items and strips target of all possessions. 

9th lvl Passage by Flame - Word of Recall (must be in flames).

City Spells: Receive sacrifices made to Nusku made around the map (40%); Collect Tithe

Gula 

God of Healing

1st- all healing spells heal an additional 1hp/lvl, Immune to normal diseases
5th- immune to magical diseases, wisdom check for diagnosis
9th- treat as 4 levels higher for purposes of gaining and using healing spells

Agad

God of Thunder

Nabu

Minister of the Gods, Patron of Scribes, Keepers of the Archive, Keepers of the Census
Son of Marduke

Tashmetu

Nergal

God of Night, Ruler of the Underworld, Lord of the City of Nine Domes (in the Lower Planes)

1st- Darkness, 30 radius 1/day/lvl
5th- Night,  1/day, 10 ft radius/lvl, 1 turn lvl,  (as darkness, save vs fear at -2 every turn)
9th- Summon Shade 1/night - summon killed foe from Underworld. as previous level when slain plus shade abilites, if MU or cleric, powers at clerics lvl only.

Nerrul

The Grim Reaper, the Harvester of Souls, Nergal's Assassin (Pagan God, adopted by Nergal as an ally)

1st - Dead affecting magics/spells at double # effected (includes animate dead, turning)
5th - Animate dead at lvl 1/day
7th - Ceremony 30ft radius (claims all souls for Nerrul)
9th - Finger of Death 1/2 days
12th - Animus (may animate 1 creature as equal HD in undead, use chart, i.e. 10HD = ghost) 1/2days

Specialty miracles:
4th - Endure Arrows (may endure extra 10hp/lvl in arrows, still takes damage - just prevents death, when spell ends cleric dies unless healed)
other endure damage spells.
2nd lvl miracles which mimic assasin skills
5th - God's Assasin - bestows assasin abilities at lvl

Irra

God of Plague, God of Disease

1st - Cause disease by touch (save at -1 per lvl) severity increases with level
        at 5th lvl range increased to 10'/lvl range
        at 7th lvl may affect 1 creature/lvl, if cast at someone with immunty, they become a carrier
        at 9th lvl also acts as Contagion spell 
        at 13th may affect 1 creature on another plane
5th - detect disease (tells type, approximate time till death)
9th lvl - cleric may Endure any disease (throw off the effects for 1 turn/lvl each day)
         Endurance prevents cleric from dying of disease.

City Spell: Prevents the progression of any illness of anyone in Riftcrag at the time (effect lasts one month).