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CONTENIDO MÍNIMO DEL INFORME DE AUDITORÍA

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REQUIREmENTS: Wisdom 12, Charisma 15 PRIME REQ.: Wisdom, Charisma ALIGNMENT: N

WEAPONS: Club, sickle, dart, spear, dagger, scimitar, sling, staff ARMOR: Padded, leather, or hide and wooden, hone, shell or

other nonmetallic shield

MAJOR SPHERES: All, animal, elemental, healing, plant, protection, time, ward, weather

MINOR SPHERES: Divination, travelers MAGICAL ITEMS: A s d r u i d

REQ. PROFS: Agriculture, herbalism

BONuS PROFS: Survival (pick type); modern language (pick two from:

brownie, dryad, elvish, korred, nymph, Pegasus, pixie, satyr, sprite, sylph, treant, unicorn)

All specialty priests of Chauntea are druids. Their abilities and restrictions, aside from changes noted above, are summarized in Appendix 1: Priest Classes and detailed in full in the Player’s Handbook.

Favor of the Goddess (Alteration, Invocation/Evocation)

Sphere: Plant

Range: Touch

Components: V, S Duration: Permanent Casting Time: 5

Area of Effect: Two plants, vegetables, or pieces of fruit/level Saving Throw: None

This spell confers instant fertility to plants or doubles the yield of already-mature, growing plants. For example, picked fruits in a basket swell to twice their former size when this spell is cast on them. Tainted, diseased, spoiled, or poisoned plants are rendered wholesome by this spell, but plants natu-rally harmful to humans are not made safe. Affected plants seem to glow with life and goodness, and their dramatic increase in volume can break open containers if the chosen produce has strength enough. For instance, cucumbers would burst open a crate or barrel, but tomatoes would explode before such containers gave way. This spell can only affect a plant, veg-etable, or piece of fruit once. Further castings are ineffective.

Phantom Plow (Invocation/Evocation) Sphere: Elemental Earth

Range: 10 yards/level Components: V, S Duration: Permanent Casting Time: 6 Area of Effect: Special Saving Throw: Special

This spell turns aside the earth in a deep furrow in a straight line as indi-cated by the caster that extends from next to the caster’s feet (or beneath the caster, if the caster is not touching the ground) to a distance of 20 feet per level. The furrow stops if it encounters consecrated ground, and it does not form at all if the intended path lies entirely within consecrated ground.

It causes all earth bearing an active or latent dweomer that it touches to glow with a brilliant crimson faerie fire for 1d4+1 rounds.

If used as a weapon, it spills all creatures standing on the ground in which the furrow opens into an unavoidable fall and inflicts ld4 points of damage. A successful saving throw vs. spell results in their taking only half damage. Affected creatures must make successful saving throws vs. fall for all glass or crystal items they wear or carry, or the items break. Creatures burled, burrowing, or in phase in the earth suffer 4d4 points of damage from the contact of a phantom plow and receive no saving throw to mitigate this effect. If a furrow is directed against a wall, it stops, but it strikes the wall as a ram does. (Refer to Table 52: Structural Saving Throws in the DUNGEON MASTER Guide.)

Plant Lance (Alteration)

Sphere: Plant

Range: 5 yards/level Components: V, S, M Duration: 4 rounds Casting Time: 7 Area of Effect: Special Savmg Throw: None

This spell transforms one entire plant per level of the caster into an ani-mated, flying spear that flies to attack as the caster directs. The plants trans-formed can be of any sort, from clumps of moss or lichen to towering trees, but they must be alive for the spell to work. They are consumed by the spell.

The spears can operate only within spell range and fly at MV 27 (A).

When the flying spears reach their target, they strike at THAC0 8 for 3d4 points of damage each. They wither and vanish whenever either their target dies or the spell expires, depending on which option is elected by the spellcaster at the time of casting. Otherwise, they move with and strike at their target once per round for the duration of the spell without any at-tention from the caster, who is free to work other magic or engage in other activities without affecting the plant lances. The spears remain categorized as living plants until they wither at the end of the spell’s duration and so can be affected by magic that works on plants. They count as magica1 weapons +1 for purposes of striking creatures that can only be damaged by magical weapons.

The material components of the spell are the plants. Note that if insuf-ficient plants are growing within range, the caster cannot generate the maximum number of spears that the spell affords.

7th Level

Conjure Nature Elemental (Conjuration/Summoning) Reversible Sphere: Elemental Earth, Air, Fire, Water; Plant; Summoning

Range: 100 yards

Components: V, S, M

Duration: Special or 24 hours Casting Time:

Area of Effect:

Saving Throw:

1 turn 1 mile N o n e

Upon the casting of this spell, the caster opens a direct link with Chauntea and a portion of her essence forms a nature elemental (detailed in the MONSTROUS COMPENDIUM booklet in the Ruins of Zhentil Keep boxed set) from the uncivilized and uncultivated portions of the priest’s current sur-roundings. This spell is only granted by Chauntea deliberately to her clergy members after great consideration upon the damage it will inflict when used.

(The only other church known to be able to cast a parallel form of this spell is that of Rillifane Rallithil, and he has refused its usage for over a century.) Unless the caster is 17th level or higher, she or he must make a saving throw vs. breath weapon. If the saving throw fails, the caster provides the spirit portion of the elemental’s essence (it is composed of earth, air, fire, water, and spirit) and departs the Prime Material Plane when the elemental disperses at the end of the spell’s duration. The caster is then dead, but his or her body remains intact (it is, oddly, not restructured like the environment) and may be raised or resurrected.

Priests must be above 17th level to inscribe this spell onto a scroll, and then only someone who is in touch with nature (druids, clerics or specialty priests of nature powers, or rangers above 5th level) can read the scroll.

When reading from a scroll, a caster does not need to make a saving throw.

Nature elementals are summoned to return the spell’s area of effect to an uncultivated state. All signs of civilization and all humans or humanoids within the area of effect are obliterated. The only people immune to the el-emental’s fury are the caster and up to 10 people per the caster’s level within a 100-yard-radius who are designated upon casting the spell. The elemental disperses into its environmental components when a 1-mile radius is reno-vated or after 24 hours, whichever occurs first.

Unlike other elementals, nature elementals cannot be controlled. Their duties and the area in which they are to perform them are set at their sum-moning. If the area a nature elemental is summoned into is free of signs of civilization, the creature disperses. Nature elementals are not affected by protection from evil spells and like magics intended to hold at bay extraplanar creatures.

The reverse of this spelt, dismiss nature elemental, disperses a summoned nature elemental.

The material components for this spell are burning incense, soft clay, sul-fur, phosphorus, water, sand, and a duly consecrated holy symbol.

Sanctify Sacred Site (Abjuration, Alteration) Sphere: All, Sun, Plant

Range: Special

Components: V, S, M Duration: Permanent

Casting Time: From sunrise to sunset Area of Effect: One defiled holy site Saving Throw: N o n e

This spell was developed in ancient times by druids of the Earthmother on the Moonshae Isles as is a variant of the sunray spell. Long forgotten, it was rediscovered through the research efforts of the wizard Flamsterd and the druids of the Moonshaes following the destruction of the Risen Cult of Bane by a small company of Harpers several years after the Time of Troubles. The druids employed this spell to mitigate the destruction inflicted by the cultists’ moonveil spell, but it has additional powers as well.

A sanctify sacred site spell takes nearly a full day to cast; it begins at dawn and ends at sunset. It is cast upon on a site sacred to Chauntea such as a sa-cred grove, moonwell, or graveyard of her followers that has been defiled by the forces of evil. The ritual of casting the spell involves chanting, dancing solemnly about the entire site, and the sacrifice of tokens of the goddess’s bounty (the material components).

Sanctify sacred site is a form of faith magic that purifies corruption and evil from the land. It must be preceded by the casting of focus (a 4th-level priest spell). The base percentage of success is equal to the level of the priest who

casts the spell. For every five true worshipers of Chauntea of any race who participate in the ritual as long as they are able (all day, or until death or total exhaustion), whether they be human, elf, korred, or faerie dragon, the chances of this spell succeeding in purifying a defiled sacred site are In-creased by 1%. Success is checked for at the moment of sunset. The chance of this spell succeeding is increased by 25% if it is performed on Midwinter or the vernal or autumnal equinoxes. If performed on Midsummer, the chance is increased by 40%.

If the spell succeeds, a dazzling beam of light erupts from the ground or water at the center of the sacred site to be sanctified. This beam has all the effects of a sunray (the 7th-level priest spell) on any creatures of evil present within a 1-mile radius of the light, whether they be on the ground, in the air, or beneath the earth. Any defiling magic in effect on the sacred site, such as moonveil spell, is permanently dispelled, and any magical powers of the site lost to the defiling magic will slowly return if the faithful maintain their wor-ship of Chauntea at the site.

The material components for this spell are varied and difficult to procure simultaneously. The goddess requires a spring sapling covered with dew to be planted, a summer swan halfway between the gosling and adult stage to be released, a bushel of fresh fall harvest to be consumed, and ice crystals from the first winter frost to be placed at the center of the site.

Cyric

(Prince of Lies, Prince of Madness, the Dark Sun, the Black Sun, the Mad God, Lord of Three Crowns)

Greater Power of Pandemonium, CE

PORTFOLIO: Murder, strife, lies, intrigue, deception, illusion ALIASES: Leira, N’asr (Anauroch, among the Bedine), Bane,

Bhaal, Myrkul, Cyruk (among ex-Myrkulytes) DOMAIN NAME: Cocytus/Shattered Castle

SUPERIOR: N o n e ALLIES: N o n e

FOES: Mystra, Kelemvor, Oghma, Azuth, Mask, Tyr, Torm, Deneir, Leira, Iyachtu Xvim, and many others SYMBOL: A white skull (sans jawbone) on a dark purple or black

sunburst

WOR. ALIGN.: LN, N, CN, LE, NE, CE

Cyric (SEER-ick) is a god born of the events of the Time of Troubles. He gained the followers and port-folios of many old evil gods and fights to retain them. His power base is immense, and he is one of the three greater powers of evil in Faerûn. The de-struction of Zhentil Keep, along with many of the rest of the woes of Faerûn, may be laid at his feet. In an attempt to further enhance his own power, Cyric created the Cyrinishad, a book that is enchanted to bind the reader slavishly to believing that Cyric is the most important being in the universe, exceed-ing all others. Cyric made the serious error of readexceed-ing his own book and is now mad, believing that he himself is the center of the universe and every-thing that occurs is by his direct intervention.

Cyric’s madness has taken a number of forms, including visions and a continual chorus of voices that burble and moan in the back of his mind.

These voices may he parts of Cyric’s own shattered consciousness or they may be the remains of the gods that Cyric slew or usurped the portfolios of.

Cyric is petty, megalomaniacal, and totally self-centered. He enjoys trick-ing and misleadtrick-ing both well-meantrick-ing and corrupt individuals and then re-vealing his deceit when they have made some fatal mistake in judgment or taken a personally devastating action that will ruin their lives. His favorite libation is the tears of disillusioned dreamers and broken-hearted lovers, which he drinks from a silver chalice encrusted with tiny rubies in the shape of sundered hearts.

Cyric hates the other gods, especially Mystra and Kelemvor, but believcs they are his puppets, easily fooled and defeated, existing only on his whim.

Due to the consequences of his creation of the Cyrinishad, Cyric abandoned the portfolio of death and the dead to Kelemvor and lost the portfolio of tyranny to Iyachtu Xvim, the Godson of Bane.

Cyric uses his new, twisted, ever-changing home in Pandemonium, the Shattered Keep (Cyric refers to it as the “Castle of the Supreme Throne”). as a base for his future plans for the Realms. Such plans have thus far met vary-ing degrees of success, but Cyric believes that the results are as he himself has declared—since he is the most powerful being in the universe.

Cyric’s Avatar

(Thief 35, Mage 21, Cleric 20, Fighter 8) Cyric is seldom seen on Faerûn but most often has appeared as a slim man with blazing dark eyes and chalk-white skin who speaks caustically and sar-castically, and acts duplicitously but with firm purpose—save when he laughs wildly or discusses possible courses of action with himself in different voices in obvious insaity. He believes himself Master of All and often un-derestimates opponents because he simply cannot comprehend that they will not instantly fall before him. He was aptly described by one now-dead observer as “a babbling madman who nonetheless remains dangerously vengeful and capable.” He uses spells from any sphere or school, but refuses to have his avatar raise dead, reincarnate, or resurrect anyone. Illusion/phan-tasm spells cast by Cyric are at triple normal effect and a -3 penalty to sav-ing throws (if any savsav-ing throw is normally allowed).

AC -6; MV 15; HP 204; THAC0 3; #AT 2/1

Dmg 1d8+16 (long sword +3, +11 Str, +2 spec. bonus in long sword MR 70%; SZ L (10 feet)

Str 23; Dex 21, Con 21 Int 17, Wis 16, Cha 21 Spells P: 11/11/9/8/7/5/2/, W: 5/5/5/5/5/4/4/4/2 Saves PPDM 2, RSW 3, PP 5, BW 7, Sp4

Special Att/Def: Cyric used a rose-red intelligent sword named Gods-bane for a long time, broke GodsGods-bane at the height of the Cyrinishad de-bacle, at which time it become obvious that Godsbane had merely been an avatar form of the god Mask. Now Cyric uses a long sword +3 with no appar-ent special powers. Cyric can alter his appearance to that of any person, creature, or deity almost instantly. He can instill madness with a touch of his hand as the 5th-level wizard spell feeblemind, hut his victims receive no Wis-dom adjustments and a -3 penalty to their saving throw vs. spell to avoid the effect. He is unaffected by illusion/phantasm spells or illusionary effects of any kind, yet he seems, at times, to perceive illusions that no one else has caused. He is also unaffected by fear and emotion-affecting magic or by charm -type magics and spella, as he is so self-absorbed that nothing else can hold his attention or trouble his emotions. Undead creatures will act neither for him nor against him, igoring his presence, though he can create them through the normal

and defenses (under methods. Cyrics avatar also has all the

that heading) that Leira’s avatar had. special attacks

Other Manifestations

Cyric prefers to haunt the dreams of his worshipers as a bloody wraith or manifest as a cloud of poisonous smoke before his enemies rather than send-ing an avatar. He sometimes manifests as a sudden gloom containsend-ing the phantom images of whlrlmg human skulls-and the dark, intent gaze of two black eyes. At other times he sends nightmares or various undead creatures to do his bidding or show his favor or displeasure. Cyric is not above mas-querading: as another deity to gain the worship of mortals and the power de-rived from that worship.

The Church

CLERGY: Clerics, specialty priests, crusaders CLERGY’S ALIGN.: LE, NE, CE

TURN UNDEAD: C: No, SP: Yes, Cru: No CMND. UNDEAD: C: Yes, SP: Yes, Cru: No

All clerics, specialty priests, and crusaders of Cyric receive religion (Faerûn-ian) as a bonus nonweapn proficiency.

Cyric’s faith attracts power, and it remains strong in any area where evil is planned and beings seek to impress their will on others. Cyric’s most de-voted followers are young evil men and women seeking to make their way in an uncertain world and gathering as much power as possible for themselves.

He also attracts the worship of almost all who pursue assassination for a liv-ing, though most of them are new to that profession, considering the demise of all Faerûnian assassins during the Tune of Troubles.

The church of Cyric benefited from a decade of growth and consolida-tion before the events that drove its god mad. The church absorbed a great many of the worshipers of Bane, Bhaal, and Myrkul, and even the (still-hushed) revelation of the demise of Leira swelled its ranks.

The true priests of the Dark Sun Cyric (“the Sworn,” as they call them-selves) are few in number, but growing. Cyric is also still granting spells to a few, of the priests of the gods he supplanted after the Tune of Troubles in an attempt to maintain these priests’ powers long enough to convert them.

This strategy worked well for the Bhaalist and Myrkulyte clergy, who had al-most all converted before the recent destruction of Zhentil Keep once more shook up the Faerûnian pantheon. The Banite priests remained stubborn and the Cyricist church finally solved the problem of Bane in Zhentil Keep with a purge, known as the Banedeath, that led to the death or forced

con-version of all Banites in Zhentil Keep (driving any survivors underground).

This purge tactic was being initiated all over Faerûn when the Keep fell and Kelemvor and Iyachtu Xvim were catapulted to prominence in the Faerûnian pantheon. At this point, Cyric lost most ex-Myrkulyte priests to Kelemvor and almost all unconverted Banite priests to Xvim. Feuds and in-ternal strife are rampant among the now-integrated Myrkulytes, Bhaalists, and Banites and the true priests of Cyric (those who entered the church after Cyric’s ascension), as the ambitious, ruthless clergy members all seek to win ever-higher ranks within the still-unsettled priesthood. To these people, personal power-and its use upon others-is everything. Trust is not in great supply among adherents of the Dark Sun.

Cyric, though now a few monks shy of a monastery, remains closely In-volved with the upper ranks of his clergy. His high priests are expected to

Cyric, though now a few monks shy of a monastery, remains closely In-volved with the upper ranks of his clergy. His high priests are expected to

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