TSR113
Christopher Terkins
credits
Designer. Christopher Perkins
Editors: Ray VaUese and Penny Williams
Brand Manager: Keith Francis Strohm
Creative Director: Ed Stark
Art Director: Dawn Murin
Cover Ark Brom
Interior Ark HannibalKing
Graphic Design: Matt Adelsperger
vpesetting: Eric Haddock
Special Thank Dave Gross,Mike %linker, and Skip Williams
Project Manager. Larry Weher
Table of conten*s
Celestial Life .............. . 2 Higher Aasimon .............39
Serving the Gods ..........12 AArscuhroanss.................................... . . ..41
WzardSpells . . . . . . . . . . . ..17
Clerical Spells .............24 .52
Magical Items . . . . . . . . . . . ..31 Eladrins ....................56
Aasimon .................33 Guardinals ............... ....7815
Agathinon.. . . . . . . . . . . . . ..37
Appendix 1:Celestial Mounts
Appendix 2 Tables ...........87
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celestial Life these beings maintain the sanctity of their lands and further
the cause of good by opposing fiends and their evil kind.
Certain shining natives of the sevenUpper Planes-hdia,
Mount Celestia, Bytopia, Elysium, the Beastlands,&rea, Celstials are paradoxical beings, majestic in power yet
and Ysgard-are known collectivelyas celestials. Not every gentle in nature, merciful to the repentant and ruthless
resident of those planes can claim this distinction, of course; toward the unredeemable. They are divine heralds, carrying
the aasimon, archons,asuras, eladrins, and gudinals are the the messages of upperplanar gods to those who need to hear
only true celestial races. Aasiir, the offspring of celestials them. They are seekers, wandering the planes to find the
and mortals, aren’t as pure-blooded as their noble relatives, good in all things. They are missionaries, ministering to those
but many sages include them in the celestial roster as well. in need throughout the multiverse. They are guides, leading
champions on quests against the forces of darkness. They are
Wurriors ofHenm describes the nature and society of the punishers of malefactors, liberators of the enslaved, and pro-
various celestialsand enables players to create heroes of those tectors of the innocent and enfeebled. Celestialslook upon
races. Aside from their incredible powers, there’s one major evil as a plague they must crush (or at least hold at bay), and
they always use their powers for the utmost benefit of others.
differencebetween celestial PCsand those of a typical
AD&@ campaign. In most games, the player charactersrep- Were it not for the efforts of these e m p p a l beings to
spread peace and harmony throughout the multiverse, the
resent the a a m of the cropthat is, their abilities and magic fiends would have taken the Blood War to every comer of
far exceed those of the common folk. In contrast, celestial PCs existence and cast the cosmos into ruin ages ago. Though the
begin the campaign as relatively weak members of their fiends vastly outnumber their upperplanar counterparts,the
respective races. Only through their deeds and accomplish- celestialspossess amazing powers, and their purity and
ments can they become as powerful and virtuous as their unfailingvirtue serve them in good stead against their foes.
higherranking peers.In other words, such characters must Few fiends have the conviction to look a celestial in the eyes
earn their places in the celestial hierarchy without exhibiting some sign of fear. Even a dark creature as
mighty as a pit fiend cannot fully quash a sense of widation
For example, a 3rd-level firreeladrin has only a fraction of and unease when facing a lesser celestial+en if the fiend
the powers availableto most firres.However, using the stan- knows it is more powerful than its foe.
dard level-based advancement system, firre PCs can gain Clearly, celestialspresent a unique roleplaying challenge.
experience, steadily increasing in power until their abilities Thefre not perfect beings, although they strive to be. They
equal or exceed those of typical members of their race. hold in their hearts a firmdedication to furthering the cause
of good, viewing themselvesas vessels through which Good
Another factor that offsets the incredible abilitiesof the (as a force) does its work. Celestial player characters exist to
celestialsis the type of threats they face. Fiends and other uphold the tenets of their alignments and defeat evil wher-
honible monsters that prowl the Outer Planes present diffi- ever they find it.
cult challengesto even the most magically profiaent upper-
planar beings. CelestialPCs must contend with foes and Sometimes, a celestial may question what is most impor-
forcescapable of obliterating most low-level characters.Raid- tant. To m e a greater good, such a being may have to com-
ing a dungeon or holding off a tribe of o m is nothing com- promise or make sacrifices.This fact has meated many
pared to repelling a pack of vaath on Carceri or rescuing schismswithin the Upper Planes, as celestials argue and
petitioners held captive in a baernaloth’s stronghold on the debate about what is right and which sacrificesare too great.
But they never allow their arguments to degrade into vie
Gray Waste. In short, the dangers that celestial PCsmust face lence, and they‘re careful to maintain a strong, united front
against the ever-present threat of the Blood War.
every day of their lives tend to counterbalance the powers
afforded them. Even the most chaotic celestialsare truthful to themselves,
if not always to others. A ’little white lie” probably wouldn’t
The gun of playing qood get a upper-planar being into serious trouble, nor would a
fancifultale that listeners should understand to be fictional.
Celestialsare the antithesisof the fiends that inhabit the Lower Occasionally, however, a celestialsacrifices too much or
makes the wrong choice; this can result in repercussionsrang-
Planes. As much as the baatezu, tanar’ri, yugoloths, and other ing from demotion to confinementto the Upper Planes until
the offender successfully makes amends. R a d , a celestial
dark races are dour dections and homble personifications of makes a terrible mistake or commits an egregious offense in
all that is wicked and debased, thecelestials are embodiments the name of good and seeks neither repentance nor salvation
of all that is good and pure in the multiverse.They epitomize for it. Such a fallen celestial faces the worst punishment imag-
valor and benevolence, using their tremendous powers to inable: dismissalfrom his or her race’s hierarchy and expul-
imphe others toward acts of charity, m e q , and helpfulness. sion from the Upper Planes.Some such beings have
continued to act in the name of good as rogues, but others-
Members of the celestial races are magnificent, empyreal no longer able to rely on the support and company of their
beings. They claim as their home that vast expanse of the
multiverse known as the Upper Planes. The summits of
Mount Celestia, the wilds of Arborea, the fertile hills of Ely-
sium, the twin paradises of Bytopia, the resident harmony of
Arcadia, the Beastlands, and Ysgard-these are the realms of
the celestials. With vigorous and unwavering determination,
2
immortal) lives. further still. It'swhispered that a 2 Asuras are believed to be natives of Ysgard, but they
serve the greater powers of good, roam throughout the Upper Planes. While most are chaotic
lower-ranking fiends can never good, there are also some neutral good asuras.
hough some of the races enforce
celestials are he-thinking beings The predominant alignment of a celestial race determines
the st~ctureof its society, but not necessarily the disposition
ryday (in some cases of each individual. The lawful good archons,for example,
,act in accordancewith have an orderly social structure with a strict hierarchy and
rigid moral code-each member must follow a defined path
the various celes of righteousness. By comparison,the neutral good guardinals
place no innate value on social organization, creating and dis-
solving sodal orders as needs arise. Though the chaotic good
eladrins and asuras have well-defined societies, they do not
impose strict moral guidelineson individuals.
Note, too, that although most archonsare lawful good,
they do not all follow the same set of stricture, nor do they
necessarily share a common disposition. Likewise, one
shouldn't expect all eladrins to be chaotic or all guardinalsto
be neutral. Racial alignment serves as a general guide, but
celestialsare as diverse as any other advanced beings--each
exhibits a distinct personality,unique behavior, and personal
ideology.
share,regadless of race, station,or polhics on the upper planes
t, is their generalgood nature. Malice and
Unlike the destructive scheming and malevolent conspiraaes
s as genuine love and caring are to
Lower Planes.Residentsof other of the Lower Planes, the politics of the Upper Planes serve to
reinforcegoodnessand preserve purity.The celestial races are
the embodiment of "all that more likely to have disputes than conflicts-that is, they tend
they are beings of tremendousconvie
rs and influenceto aid the cause of to resolve their differencesthrough moderated debates and
even-tempered arguments. Only rarely do they resort to phys-
evil.All celestas share ical altercationsto make their points,though this does happen.
eir specificalignments. The most persistent dispute among celestials is how best to
begd-aligned, individuals deal with the spread of evil. Somebelieve it's enough to push
evil back into the Lower Planes and contain it, while others
,or chaoticgood, depending want to destroy it utterly, effectivelycleansingthe multiverse
of its stink Certain groups argue that evil beings should have
individual disposition.The following a chance to redeemthemselves. One particularly radical fac
p e n t guidelinesforthe celestialraces. tion advocates doing nothing and leaving the fiends to destroy
themselves. Regardless of which viewpoint is in favor with a
CELESTIAL 4 L I G " T HOMEPLANE particular race, it seems that every celestial on the Upper
Planes has a personal opinion on this issue. To say that
Aasimar ' 4nyNonevil Any archons favor evil's redemption over its annihilation,or that
Any Upper Plane all g u a r d i i enjoy hunting fiends across the Outer Planes, is
Aasimon Any Good Mount Celestia to make a sweeping generalization.Such statements seldom
Any Upper Plane
Archon Lawful Good Arborea encapsulatethe viewpoint of any one individual.Still, it's pos-
Elysium
Asuras Chaotic Good sible to draw broad distinctionsamong the celestial races.
Disputes among aasimon are fairly prevalent, and those
Eladrin ChaoticGood
noble creatures tend to form political alliances-not just
GWrdinal Neutral Good among themselves, but with other planar races as well. Aasi-
mon create cadres based around particular philosophies,
freedomin alignment and location occasionallyfinding allies in mortal groups suchas the Order
of the Planes-Militant (a sect pledged to defend Mount Celes-
of themortalparenys influence. tia) and the Harmonium (oneof Sigil's exiled factions, CUT-
rently based on Arcadia). In general, however, aasimon prefer
to cut through bureaucracy and deal with disputes quickly
3
and efficiently. Even the lowest-ranking members of the race The truth is, though, that the celestialshave little involve-
have ready access to their superiors and can rest assured that ment in the war, and they certainly didn’t start it. The infernal
their words are heard, whether or not they are heeded. conflid is the fiends’ own doin-proof that evil destroys
itself. Most celestialsstrive only to keep the Blood War from
Despite their good intentions, the lawful archons are spilling over into the uncorrupted realms20fthe multiverse. If
among the most bureaucratic and political of the celestials. the celestialstruly were pulling the strings of the warring fac-
They have created a strict, closely monitored, hierarchical tions to keep the rest of the cosmos safe, they’d be considered
society b a d on rank and ornamentation. Individuals earn failures. The fiends still ravage the Outer Planes and the
promotions throughrighteous deeds and faithful service, and
the desk for advancement is a driving force of the society. Prime more often than anyonewould like,and sometimes
But the archons, unlike other politicallyand bureaucratically
inclined beings, never use their stationsto dominate and sub- they take the Blood War to other lands, claiming many inno-
cent lives in the process.
jugate one another. All of themearn their positions, so no one
has cause to feelbitter or mistreated by the system. The tome On the other hand, some celestialsfear that if the fiendish
archonsremain at the top of the hierarchy, but any member of fighting were to end, the baatezu and tanar’ri might unite in
a terrible alliance and try to raze the Upper Planes. This p w
the race can earn that status in time, based on virtuous deeds sibility has led a few of the more independent celestialsto
and ideals. encourage or prolong the war, having convinced themselves
that their dubious actions can bring the most good to the
Asuras frequently become involved with the politics of most people. Most celestials, however, believe that the Blood
other celestial races, in particular the aasimon. The asuras are War will never end-not as long as one baatezu is left to
free-roaming warriors who take p a t pride in their combat oppose one tanar’ri.
skills, and they generally despisebureaucracy, Of all the
celestiala, they are the most likely to take offense at political The concordance and the parliament
maneuverings.Asuras generally prefer to resolve disputes in
rituals of nonlethal combat. As a group, celestiala championthe betterment of the multi-
verse and encouragethe spread of harmony and freedom,
Eladrins must often deal with webs of gentle intrigue in both for individualsand for societies. How best to achieve
the twilight courts of the tulani,but politics is not a driving thesegoalsis a matter of debate and has mated some ideo-
forcein their society, and they detest bureaucracy. It‘s true logical rifts among the various celestial races, as notedabove.
that Queen Morwel, who is neither a dictator nor a tyrant, But unlike fiends, who use malice and hate to foment wars
holds her people to certain restrictions (such as hiding their among their own kind, celestials do not turn on each other. To
true natures from the mortals of the Prime Material Plane), take up arms and strike down another good being is simply
and it‘s also a fact that the ruling tulani enjoy their palace
intrigues. On the whole, though, politics and scheming are of unheard of. So while they do have disputes, the celestiala have
little importance in eladrin society. nothing equivalent to the eternal fiendishbattle-though occa-
sional rumors of holy wars on the Upper Planes should give
Politics and bureaucracy never confound the guardinals. anyone pause for concern. But where the fiendshave their
Each of their small communities has a chieftain-a guardinal Blood War,their upper-planar counterpartshave the Celestial
with natural leadership abilities. When a political issue Concoxlance--a pact betweentheraces to aid m e another
arises, a respected elder or a designated conunittee resolves should any externalforce seriously threaten theUpper Planes.
it after open discussion within the community.Afterward, The Concordance allowsthe celestials to present a singlehar-
the guardinals move on, never rehashing old arguments. monious front against all the evil in the multiverse.
Thanks in part to their knack for settling conflictsin a fair
and equitablemanner, guardinals are often called upon to Periodically,representativesof the various celestial races
mediate disputes among the other celestialraces when, gather to plan a defense against a threatened invasion, or
despite their best efforts, they have failed to reach mutually merely to discuss the status of their planes. That assemblageis
acceptable accords. called the Parliament of the Concordance,or simply the Par-
liament. When it convenes, representatives of the aasimon,
The Blood war iuchons, asuras, eladrins, and guardinalsdebate the best way
to implementthe Concordance and what role each race should
Although it’s impossibleto count the number of celestials play. These meetings, which are never recorded in any written
living on the Upper Planes or the number of fiends dwelling
in the bottomless reaches of the Lower Planes, most scholars form, are more monumental and aweinspiring than any
acknowledgethat the latter are considerablymore numerous.
However, the fiends‘ capricious and treacherous ~ t u rkreeps prknpmaterial mortal can imagine. Chairingeach gathering
them at each other’sproverbial throats. This is a handy devel- and coordinatingthe defenseof the Upper Planes is a figure
opment-tca handy, perhaps. Indeed, some people believe hown as the Arch-Penitar. Zora Sebirati, a solar aasimon in
that the celestialsare the secret masters of the Blood War, the service of the Egyptian god Ra, currently holds this office,
subtly turning the baatezu (devils)and tanar’ri (demons) although the representativeselect a new Arch-Penitar every
against each other to divert their attention from the Upper threecenturies or so.
Planesand the rest of the multiverse.
Some celestialsbelieve that the Concordanceis the only
hope of destroying evil in the multiverse, but there are others
4
h
b
c
who believe that the sheer magnitude of such a conflict For example, when not attending the earth goddess
would tear apart the very fabric of the planes. This debate Chauntea on his home plane of Elysium, Lorn the cervidal
often rages during meetings of the Parliament, as the most spends most of his days fishingby a brook that flows into
fervent celestialsencourage their peers to strike deep into the the River Oceanus. Lorn favors gem-studded lures, and he
Lower Planes, where evil breeds like a plague. Their detrac- obtains most of his precious stones from an asuras gemcutter
tors counter that any such invasion could force an alliance- who lives in the City of the Star in Amoria, the first layer of
perhaps temporary, perhaps n o t h t w e e n the warring Elysium.
baatezu and tanar'ri, giving rise to an unstoppable force of
evil. Other celestials find the very idea of destroying any- Although both deeds and diversionsare important in their
thing (even a fiend) less thanpalatable. Perhaps the most daily lives, celestialsgain their strength throughdevotion to
heated debate among the celestialsinvolves the so-called the gods. All celestialsare p u n d e d by their faith in one or
Ethical Paradox-the belief that good cannot exist without more resident deities of the Upper Planes. The celestials are
evil, and that to destroy evil utterly would doom the whole the gods' servants-living extensionsof divineinfluence.
multiverse. They honor their gods by performing duties faithfully and
completing special quests to thebest of theirabititiee. These
Thus,the Concordance remainsa powerful force in devout stewards never question the will of the powers they
defense of the Upper Planesand not an excuse to launch serve. The gods only peripherallymonitor the activitiesof
their mortal worshippem on the Prime MaterialPlane, but
attacks or eradicate the fiends. Meanwhile, the celestial races they watch the celestialsclosely. In fact, it's quite common for
struggleto keep the Blood War confined to the Lower Planes, deities to intervenein the affairs of their servants, rewarding
where the tanar'ri, thebaatezu, and their kin can fight with- those who are valorous and obedient and p e g those
out compromisingthe rest of the multiverse. who are defiant or less competent.
~ a i l Lyi f e on the upper planes celeshl oaths
Celestials don't spend every moment performing good deeds Celestials, regardless of alignment, arebound by any Oaths
and lookingfor evil to banish. They don't rise each morning they take.An Oath is p a t e r in scope and far more binding
and make lists of noble actions to perform that day.Of
course, they accomplish much good, but they're just naturally thana general p r o e i t is a solann vow that commits the
predisposed toward benevolence-it's not something they
celestialto a particular deed or course of action. An Oath,
must plan for or think about. Thus,when they're not locked
once spoken, becomes part of the celestial's being and a
in debate over the latest events of the Blood War or quellinga source of personalpower. Any celestial who takesan Oath
threat to the Upper Planes, celestialsfind plenty of distrac- must fulfillit, even if doing so requires great sacrifice.
tiom to occupy theirtime.
A celestialmight swear an Oath for any of several rea-
The truth is that most celestials take special delight in som. A deity could require of Oath of completion when
simplethings.For example, Tambrul, a deva who serves as a assigninga celestial an important task.A fiend negotiating
military adjutant to the Norse god Frey on Ysgard,makes for the release of prisoners could make its adversaryswear
horseshws for equars whenever he's not engaged in affairs to do it no harm after the release of the captives. A celestial
might voluntarily swear an Oath to protect a comrade, guard
that concerntheNorsepantheon. Zagzagel, the warden archon a holy relic for a certain period of time, or slay a monster
who guards the gates tb the realm of Erackinor on Mount responsible for a heinous atmcity. Ultimately, it is the celes-
Celestia, is renowned for a chamhg alehebrews and offers to tial's choice whether to take an Oath, but once made, it is
binding. Thus, celestials don't swear Oaths without much
thirsty passersby--many of whom are dwarves with a tastefor consideration, though they sometimes h d themselves in sit-
the good stuff.visitorsto theUpper Planesare often taken uations where refusing to take one could spell disaskr for
aback by the remarkable dichotomy of the celestiallifestyle, them or theircomrades.
which can seem rustic one moment and truly majestic the next.
A celestialwho breaks an Oath for any reason loses all
Most celestialscan harnessincrediblemight and magic, so innate abilities, magic resistance, and specialimmunities.
it stands to reason that sheer power isn't the measure of their
worth to one another or to themselves. Instead, they derive Furthermore, the Oathbreaker loses 1 point of Q\atisma-a
tremendous personalsatisfactionfromfarming, trainjng ani- loss that only a god can restore, and then only after a long
mals, telling stories,playhg musical instruments, canring period of atonement.
stone and wood, and making exquisitelydetailed maps,
amongmany other activities.Crafting items with their own On the other hand, a celestialwho fulfiUs or adheres to a
hands gives celestialspeace of mind as well as the satisfaction difficultOath should gain a substantialreward in tenneof
of doing somethingconstructive.And since they rarely feel a experiencepoints or an inmame in station (asdescn'bed in
need to profit from their endeavors, the satisfactionof a task "Ascendance and promotion," below). Ultimately, the Dun-
well done is its own reward.
geon Master must determinewhat sort of reward is appropri-
Some celestials also enjoy pursuing hobbies and interests
they acquired during time spent in the company of mortals. ate based on the difficultyinvolved in takingand fulfilling
the Oath.
6
ces (specificallythe aasimon, archons, active, though subtle role in their lives. Aasimar typically
retain touches of their celestialheritage, and many become
great heroes.
rtalswho have died and gone to Ascendance and promofion
most closely matches thein align-
A celestial PC who completes a special quest or perfom
esired,attaining great some deed that furthersthe cause of good gains experience
s until they become planetars points for it. Most celestialsrise in level accoding to their
character classes (see the experience point tables in the AD&D
r, the gods select particularly
mts from those that come to Mount Players Hrmdbook), though archons have their own advance-
ment tables (see"Archons"). As they do so,they gain not
o "purer" (and more power-
oble rulers of Mount Celestia, only the standard advancement benefitsfor their classes,but
also higher stationsand greater influencein theirsocieties.
race, second only to the gods Usually,new spell-likeabilities, immunities,and thelike also
accompany level inmases for celestialPCs.No training is
Eladrins are in fa ortalsbecome asuras through involved in thispmcess--a celestial's newfound skills are
e aasimon and archons, asuras rewardsfrom the gods that manifest immediately. This
ranks of a hierarchy to become beings
might. They retain the same forms inmase in stature and power is called ascendance.
which are finik+the spark that gives
ant them immortality. For the immortal celestials(the aasimonand the archons),
t good-aligned elves become
theory accounts for the lam' ascendanceholds even greater significance,for it involves
ut the eladrins themselves offer nothing physical transfoxmations as well as improved status.Aasimon
this notion. Their chaotic ~ t u r e P C s begin play as agathinon warriors. Their fimt promotion
theov,but such is not the case. (earned throughsuccessful completion of severalspecial mis-
of a separate species;they are sions)changes them into entirely different creaturescalled
devas. With subsequent promotions, they can become plane-
.Eladrins arebom on Arborea tars, or even solars.Archon PCs startout as lantern archons
and, through their valorous deeds, gain the experience
tives of primematerial worlds believe needed to transform into hound,warden, sword, and finally
trumpet archons (tome archons are NPCs).
of slainanimalsgiven humanoid
rycawes the guardinals some dis- The mortal celestials-the aasimar, asuras, eladrins, and
to set the record straight. They're w- o not assume new shapes as they gain experi-
and raised within their respective
live a long timecompared to most ence. Much like other AD&Dplayer characters, they measure
re not immortal. ascendawe only in termsof the benefits gained through level
beings with celestial blood in inavase.
ringborn from unionsbetween
descendants of such offspring. A Dungeon Master can accelerate a character's ascendance
raised by their mortal parents, by providing specialXP awards for acts of inspiratim, valor,
parents (or ancestors)often play an and charity, as well as for good rokplaying.BonusXP awards
might also be appropriate for completing an adventwe's
story objectives. For example, a celestialPC who rescuesa
paladh from a bebilith's lairmight receive 1,000 bonus xps
for each levelof therescued paladin. Similarly,a DM d d
awardbonusXPs to acharacterwhoinspires a Wto r e f m
his ways or uncovers a shadow fiend who is secretly posses-
ingmembers of the local parish and Mvlngthem to perform
evil deeds. Even relatively minor good deeds, such as helping
a group of pilgrims cross a river, comfortinga lost child,or
healing an j n j d animal, should entitle the celestialcharac-
ter to a few bonus XPs. It is the player's responsibility to keep
an accurate recordof the PC's accmplishmenb,but the DM
determines which of those deeds are worthy of XP awards
and how much to bestow.
When decidinghow much experience a character should
receive, the DM should keep in mind the amount needd to
reach the next level. No singledeed should gamer mom than
half the XP that the FC in question would needto advance
7
from the base of his of her current level to the base of the Aasimon are unique among the celestials in one respect.
next. Nothing a PC does should allow a jump of more than Since devas, planetars, and solars don’t accumulate experi-
one level at a time. ence points for their deeds, they tend to suffer even greater
punishments for their offenses. Those who fail to serve the
Descendance and the mlling cause of goodin the manner their superiors expect suffer a
loss of status, innate magical abilities, or both.
Although beings from other planes perceive celestialsas
embodimentsof all that is good and righteous, the road to the CelestialPcswho continueto fall from grace and decline to
Lower Planes is paved with good intentions. Celestialswith mend their ways are no longer contributingto the cause of
only the best goals in mind sometimes perform deeds that are good. such unrepentant transgIw90T8 are stripped of their
morally and ethicallyquestionable.When focused on the innate abilities and brought before the Celestial Tribunal
greater good, even those of pure c d e n c e might overlook (detailedbelow) for judgment. Most offenders have one chance
the immediateharm their actions could inflicton others.Such to petition for reinstatementby convincingthe Tribunalthat
celestialstread a fine linebetweenrighteousnessand villainy. they are worthy and not beyond redemption. (Of course, celes-
Most can step back and see the error of their ways, either by tials who have performedwanton acts of malevolencehave no
themeelvesor with the guidance of superiors. A few celestiaLs, opportunityto ask for a second chance.)Thosewhom the Tri-
however, have ignored their consciences and lost the true bunal deems unfit are cast out of the Upper Planes to wander
path, coming to regard morally or ethically untenable situa- the rest of the multiversewithout the powers, immunities, and
tions as excuses to commit ruthless, selfish,or capriciousacts. allies to which they have grown accustomed.
Celestialswho neglect their duties, fail to serve as inspiring Those fewoffenderswho manage to flee the Upper Planes
examples of goodness,or commit egregiousacts of evilcome and escapejudgment and punishment usually end up wan-
dering the multiverse in disgrace.Sometimes their peers hunt
to the attention of their superiorsand their gods immediately them down and ask them to returnand face the Wbunal.
Unless the actionsin question are categoricallydeplorable, This decision is purely voluntary; those who comply place
thesegreater forces seldomact against the transg~~sors themselves at the mercy of the Celestial Tribunal, and those
immediately,hoping that they will realize their errors,repent, who refusemust continue to live in exile, without their god-
and atone on their own. But if the offenders continue down
the road to villainy, the gods eventuallyjudge them unworthy granted powers.
of their powers or stations. Such a transgressoris said to have
The celestial Tribunal
fallen from grace and may suffer a decline in station, a lossof
experience points,a loss of powers, or all of the above, at their The Tribunal is an assemblyof celestialscharged with deter-
deities’ dimetion. (Godsmay at any time takeback the innate mining the fate of a peer whose futureas an emissary of good
powers with which they have gifted their servantsif they is in grave doubt. %ically, the Tribunal gathers in a sancti-
decide the recipients are no longer desening.)Judgmentin fied place withjnthe dominion of the transgressor’s deity.
these situations is swift and often brutal.
This is a rare Ad momentous event, and those charged with
Instead of ascending throughthe hierarchy of their races,
celestialswho have fallen from grace descend, losing power passingjudgment on another celestialnever take that respon-
and influence (and, in the case of the aasimon and archons, sibility lightly Presiding over the ’Aibunal is a proxy who
changingformsas well). Their peers neither scorn nor speaks the words of the deity and weighs the evidence pre-
ridicule them,however-as charitablebeings, celestialstend sented.An advocate-usually a celestial unacquainted with
to rally arbund their fallen fellows and try to help them the accused-details the specific wrongdoings that predpi-
regainpositions of favor. Offenders who spurn thisgoodwill tated thisg a t h e w , then tries to convince the offender to
and continueto act against the will of their deities suffer fur- repent and petition the Tribunal for a chance at redemption.
ther punishments, until either they reform or their disobedi-
ence warrants expulsion from the Upper Planes. Those who do so sincerrlyusually receive an opportunity to
makeamends,since the proxy p d d i n g over a Tribunal is
The Dungeon Master is the finaljudge of how far a celes- invariably merciful.Even so,however, theoffender must face
tial PC falls. The DM decides the severity of the punishment Punishment in the form of a reductionin power and stab.
based on the nature of the offense and the offender’s track Transformativeceleatialsrevert to theirbase forms(agathinon
mord.Loss of experiencepoints or the temporary loss of one for aasimonand lantern&ons for archons) and sufkr a cone
or more innate abilities or specialprivileges is an appropriate sponding lossof abilities.Asuras, eladrins, and guardinalslcae
penalty for minor sins.More grievous offenses or routine one level of e x p e r h e (alongwith all the abilitiesand advan-
negligence of duty may warrant the loss of one full experi- tages tied to it) and are confined to aparticularU p p e r h for
ence level (asper an energy drain)or the loss of all innate a set period of time. (F,ladrinsmust remainin Arborea for lpol
magical abilities, pending atonement. Player characters can years, guardinalsin Elysium for one year, and aswasin a plane
atone for their transgressions and convince the gods to restore of the Tribunal’schoicefor 100years.) Such descended celes-
theirpowers by earningback their lost experiencethrough tial~,however, may gainback experiencethroughdeedsjust as
good deeds and completing one or more specialmissions.
theydidbefore,withnopenaltieetoreacquisition.
Offenderswho show no incljnation toward repentance and
expressno sincere desire to undo their evil ways are forever
8
I Nillis-thur
the Lower Planes. In the swampy layer of Elysium knownas Belierin lies a
spoken nevermore. hidden basalt fortress called Nillis-thur. It was here, eons ago,
quickly perish, and the
ts into nupperibo (lawful that some lawful aasimon crafted bodies from mud and
neutral evil) depending imbued them with the spark of celestial life. They named
celestialssurvive their new their creations the q u m r and charged them with guarding
ns of prominencewithin the certain celestial treasures kept in NXi-thur. These first
quesar proved themselves able servants, and so pleased were
sense what the fonner celestialsonce the aasimon with their celestial aides that they created even
more. Soon,however, the situation degenerated.
y mortal paentag?, aasimar aren’t con-
have no right to judgmentby a The quesar quickly tired of servingthe aasimon as virtual
o turnto evil are merely ban- slaves, but their attempts to relate those sentimentsto their
creators were met with scorn.The constructs wanted to serve
and left to fend for themselves. good in their own way, but the aasimon wanted loyal, obedi-
ent servants who would follow their instructions. After a brief
e to countless sites worthy of armed conflict, guardinal mediators and the resident deities
a celestial could spend a lifetime of Elysium stepped in, and thequesar got their way-for the
gned realms and never set eyes on the
most part. The aasimon left the marshes of Belierin and the
fortress of N W t h u r to their erstwhile servants,but took
with them the secret of quesar construction. Since then, the
quesar have tried and tried to create more of their own kind,
but they lack the abiLity to imbue the new constructs with the
spark of life. The only thing that sustains the race is the
longevity of its members-quesar have the lifespans of stars.
The quesar aren’t true celestials-at least, not in the eyes of
the aasimon. They are, however, entities of goodness, kind-
ness, and light, as creations of thenoble aasimon should be.
Nevertheless,they have refused to associate with the celestial
hierarchy and continue to confine
themselves to Elvsium.
i.
I
c
celestialsnever approach them for aid, summon them to remain to this day half-buried statues in the mires of the
join the Parliament, or seek them out for any reason(save great gorgon's home.
Celestial PCs could also visit N W t h u r at the behest of a
curiosityabout what they look like). Even the guardhk,
solar or plan eta^ with a request that thequesarjoin the celes-
who are natives of Elysium,rarely enter Belierin, for although tialhierarchy.Perhapsthe aasimonhave seen theerror of
theirways and are now willing to give their fonnerservants
thereare gates leading into the Forgotten Layer in that area,
&means oftheir awn creation. or perhapsthey really
thereare none leading out. (Supposedly,the guardinals
intend to lull thequesar into serving them once again, this
sealed off the layer themselves to containdangerous beasts
time as advance troops in a strike on a lowet-planarstrong-
that they couldn't destroy.) hold. The Dungeon Master can decide thetrue natureof the
offer. Even if the aasimon are not d y interested in making
NiIEs-thw has held up poorly under quesar control, and amend8 with the quem, the K s might be able to help the
the other denizens of Belierin avoid it. The atadel is a mon- latter wina true place in the celestialhierarchy.
strous block of basalt. Three of its four comers sportbeauti-
fully sculpted towers, each shaped likea unicorn's spiral
horn. The matching tower that originallygraced the fourth
corner collapsed during a long-ago earthquake. The qwsar The Tower of ihe war Triumphani
never repaired thebreach, and long exposure to the layer's
persistentdampnesshas c a d the tapestries and furnish- Zn a remote corner of Muspelheim (thesecondlayer of
ings inside that portion of the fortress to molder. Ysgard), amid dark, towering mountains and rivers of bright
Within N&thur are a few minor artifacts that the aasi- flowing lava, The Tower of the War 'Mmphant perches atop
mon orderedthe quesar to protect. Among them is the Stat of a blackened, sheared-off mountain peak.The Tower is a great
Nature's Awakening,which combines all the powers of a bowl spiremade of white basalt, inlaid with spiralingrunesof
of commanding water elementals, a brazier of commandingfire ete- silver and gold.Juttingfrom thisthousand-foot-high, taped
mentak, a censer of controllingair elementals, and a stone of con-
cylinder are various protrusions and ledges. Sculpted artfully
trolling emth elnnentals. The staffcan also summon a fromspeckled white marble, they resemble trumpeting
dOUblegtrwgth nature elemental (SWMONSTROUCSOW &om, featherwingeddragons, and majesticwinged
PENDIUM Annual, Volume lltuo [2158])once per day. vallryries.Atop the spire stands a 12-foot-tall,golden statue of
Another item hidden away within the fortress's basalt a solar with wings and arms raised high.
walls is the legendary Hnrp of Ezy h h , a lovingly crafted Built on the site of a great battle between the celestials
golden instrument of unearthly beauty.Beneleth, a monadic and the tanar'ri, thisspectacularwhite edifice is a symbol of
deva and noted composer of music, penned the following good's victory over evil. Fnnn that war lingersa gateway to
tantahing tale about the Harp in a journal later discovemd by the plain of Infinite Portals-the first layer of theAbyss. The
planewalkem "And 90 Ezykandor stood alone upon the cracked portal itself is a black orifice where the bases of threemoun-
mountain with harp in hand. All the planetar's enemies fay van- tains converge. The Tower of the War lliumphant stands
quished around him, their fate entwined in the music of his golden atop one of these mountains;eachoftheothersishometo a
instrument, and a terrible silence befell the torn and hellish land.It silver dragon. These two great wyrms and theirbrood serve
was the last soud thefiends would ever hear." The Hnrp's strings, as sentinelsand guardiansofwhat has been dubbed "the
when pulled, allow theuser to raise the dead and slay evil. Black Maw."
( I u s latter power destroys 5 Hit Dice of evil creatures per No one larows for ~ u r heow the portal came to be.It
level of the user within a 60-yard radius.) Celestials and their formed more than amillenniumago,justbefore fiends
creations,includingthe quesar,are immuneto theHarp's started spillinginto Muspelheia AMer the ensuing war, the
detrimentalefkcts. The DMmayflesh out thisitemwith victoriousde8tials drovethetanar'ri badc through the Black
additionalpowers and limit hose listed as desired. Maw and prepared to destroythegate-thenelectednot to
N W T h w can provide many interssting adventure do 80. I~teadt,hey decided to use the portal forexcursiolls
options for celestial FCs. Their deities or superiommight andBtrilres into theAbyss. Theireveniual goal in this
send them there to recover artifacts, for example. This endeavor WM to liberate (in other woads, seize)the tanar'ri-
would almost certainly involve fighting the quesar, who held town known as Broken Reach,andpeihapstbentire
refuseto relinquishthe items they have worn to guard layer with it.
unless the PCs have somethingto offer in exchange-euch The BlackMaw opens deep inside thechasms of the plain
as a means to create more quesar. pull statisticsfor the of Infinite Portals,not far fromBmlm Reach. Small groups of
quesar appear in theManst*ous Supplement ofthe celestials can sometimes sneak in, avoid the goristro that
PLANBSCAWPlancs of Conflictboxed set.) The heroes might guard the Maw, and make theirway deeper into enemy terri-
face Dther MtiVW Of &&&, amOng them Ma- tozy The tanar'ri don't like it, but either they don't know how
sters of Legend (detailed in the PLANBSCAPBMONSTROUS to callapse the portal, or they prefer to leave it intact for their
COMPW~DIAUpMpmriir II 126131). Accordingto rumor, one of ownfutureuse.
the denizens of these marshes is a gorgonthe size of a small The Tower of theWar 'biumphant is a gathesing place for
keep with thick, metallic scales that repelall magical attacks. celestials. In fact, it is one of themany places where the Par-
Severalgudhals who set out to hunt the beast years ago liament of the Celestial Con- holds meetings. The
10
structure has no ,only aperhws and windows (most it appears that such a world is in imminent danger of falling
interior consists evels for easy access. The to the fiendish legions of the Lower Planes, the celestialspre-
pare to stand against the threat. They plan their battles and
the main tower s ous meeting halls and magically cre- launch their forcesfrom the safety of an Empyreal Citadel,
Maw below. ers large enough to contain hundreds which they construct on the contested world.
riar and per make up most of the
To build their stronghold, the celestialsf b t locate (or
uras frequentlyloiter create, if possible) a portal that connects the threatened world
The many protrusions jutting from with the Upper Planes. Then, in utter secrecy and under a veil
provide winged visitors with of invisibility, they build a fortress around that gate using
affording a splendid view of the valley materials brought in from the Upper Planes. Over a period of
if less pleasant-view of the Black years, throughmarvels of architectural engineering and
magic, they expand the structure both upward and outward
itant and custodian, a until it is complete.
turein perfectform,
An Empyreal Citadel is a gigantic conglomeration of inter-
as needed to ensure that it remains connedingtowers, majestic cathedrals,and buttressed
us to assault.Taalis, Miria,
armories. It is as large as any city, and
has collected a its peaks riseupward for miles.
of sound advic a Nothing on thePrimeMaterial
the Black Maw Plane can compare with it in
terms of sheer architectural
,they closely watch beauty, and its magnificence
serves to remind the fiends
il has gained a foothold. If that the celestialsare ready
to defend that world with
their lives. An Empyreal
Citadel can serveas the
C launch point for a huge
army; not only can the
c struchm itself hold thou-
sands of celestials and
their allies, but several
thousand more can be
waiting in readiness on
the other side of thegate-
way. In the caseof over-
crowded worlds on which
secret constructionis
more problematic, the
celestials might build an
Empyreal Citadel on a
F moon, in a desert, or
underwater. In any case,
the celestials construct
their citadelsin places
where the natives would
least expect to find
them-the better to keep
themsecretfromprying
mortals.
Empyreal Citadelsexist
on many worlds, but most
of them have never been
seenby mortal eyes.
Rumor has it that one
exists in the Sea of Dust
on Oerth, and that the
11
celestials have deliberatelyspread warnings about that area's might regard certain high-level celestials as worthy of direct
hostile nature to discourage exploration there. Some suspect communication, but thiscan only occur after thaw individu-
that the aashon may secretly be building one of t h e strut- als have proven theirworth many times over. Those who
. hues under the Great Glacier of Northern FaerQnas well, in manage to serve their primary powers with excellence might
someday become proxies themselves, carrying divine words
response to strange events that have occurred recently amid and will to the far reaches of the multiverse.
the nearby ruins of Hellgate Keep.
serving *he gods choosing Q god
A celestial serv& the general cause of good, not necessarily a There are four broad categorizationsof deities: demipowers,
specificgod. In a sense, celestials are children of the Upper lesser powers, intermediate powers, and greater powers.
Planes,and the good powers are akin to theirpamib-or
perhaps their godparents.Celestials serve and honor the Demipwwrs are often the spiritsof mortals whose deeds
have elevated them to minor divine status. Frequently their
upper-planar deities by performing and inspiring good still-livingkin continue to honor them in story and song, pro-
deeds, thinking and spreading righteous thoughts, and com- viding a base for their worship. The newer demipowers are
bating evil. They do these thingsbecause it is their nahw to eager to prove themselves and theirabilities, and thesmartest
of them watch thepolitics of the gods carefully,looking for
do so,not because they seek to win any one particular god's ways to gain allies and acceptance within a panthean.A celes-
favor. There are exceptions, of course-sometimes a celestial tial may select a demipower as a secondary power, but not as
decides to serve a particular deity to the exclusion of others, a primary power.
perhaps hoping to become that god's pmxy one day (see Lesser powers are a step up in influencefromdemipowers,
"Becoming a Proxy,' below). but they are still servantsto the greater and intermediategods
of their pantheons, and their thoughtsare fathomable.They
Although celestials need not pledge allegiance to any par- typically try to make the most of their positions by attracting
ticular powers, they do receive their innate abilities from spe- as many worshipers as possible. A celestialmay choose a
cific gods, who function as their "primary" deities. Thus, the lesserpower as either a primary or a secondary power.
player of a celestial PC must select a primny pow,regardless
of the characters' devotion, as the grantor of hie or her innate Iratetmdiutepowersoccupythenexthigherrungabavek
abilities. The player may,if desired, select a secondmy power as powerson thedivine ladder. "heirWOKIS carry strong weight
well-another god to whom the character maintainssome with thosebeneath them,who seldom question theirWONISB.ut
t h e i n m t e p o w e r s know thejrplaa?s4qnevmexert
devotion. In bothcases, the primary power is the one the PC
actually serves. tyrannicalcontrolOV~theleaserpowerSOrpUShtheirargu-
mentswiththegreaterpaverstoofar.Ac&stialmaychaosean
Celestials need not have exactly the same alignments as inkmediate power as either a primary or a secondary power.
their primary powers, but they must share at least one aspect
of alignment with those deities. They neednot share any Greater powers are omniscient, transcending all others in
aspectswith their secondary powers, but celestials can never power and holding absolute sway over the Upper Planes.
serve or honor gods with evil alignments. Those who strive to Such deities mate thelesserand intermediate gods, grant
be proxies almost always mat* the alignments of their pri-
mary powers precisely,but there have been notable excep- them theirareas of influence,and oversee the activities of
tions. A few celestials have shown their deities new ways of entire pantheons. A celestialmay choose a greater god as a
primary power, but not as a secondary power.
thinkingand thw earned places as their proxies, despite dif-
Note that some celestials are restricted to particular Upper
femcesinalignment. Planes-for example, lantern archons can't leave Mount
Celestials use their gods as moral compasses; the deities Celestia. Such Pcs must choose their primary and secondary
powers from amongthose residing on that plane. See Table
represent a purity of thought and deed worthy of devotion. 11:Powers of theUpper Planesin Appendix2 for a compre
hensive listing of deities and their home planes. Other
The amount of contact celestials have with their primary and
sources of informationabout deities include:
secondary powers varies, as does the nature of those dation- On Hallowed G m n d (2623),a pLI\Nascllpaaccemny that
ships. The mightier celestials(solam,tome archons, tulani, details hundmds of gods,
leonals, and extremely high-level asuras and aasimar) speak
Legends & Lme (2108)and Deities & Demigch (2013),
to theirgods directly,but few others are worthy of standing which examine human pantheons (though as of this
in the plwrence of divinity.On rare occasions,however, a writmg, bothbooks are out of print),
celestial of lower station gains a deity's specialfavor or 9 Monster Mythology (2128), which features gods of non-
accomplishesan impressive task that draws a god's attention. human races, including demihumans (elves, dwarves,
As player charactersgain experience and advance within gnomes, and halfiings),
Faiths 6Avatars (9516),Powers and Pantheons (9563)and
the celestial hierarchy, they become more involved with their Demihuman Deities (9585),threevolumes on the deities of
gods. Law-level PCs follow the insuctions of theirsuperiors
and almost never speak to the powersdirectly High-level
PCSmight have open relationships with the proxies of their
deities. In exttemely rare cases, primary or secondary powers
12
N REAW setting, and the gods work in mysterious ways. Some deities test would-
the Ashes (1064),a boxed set contain- be proxies when they least expect it; a celestial who passes
the powers of Oerth in the GREYHAWK such a test may become a temporary proxy and receive a spe-
setting. cial assignment by which to prove his or her real worth. Some
such tasksmay seem utterly mundane, but the god is often
secominq a proxy more interested in how the proxy completes the assignment
than in the task itself. A celestial who thinksthe life of a
aign as the proxy of a proxy consists of one noble deed after another is often a poor
celestial who has candidate for the role.
Proxies are readily identifiable as such, usually because
each bears a godmark. Sometimes thisis a physical mark on
the face, forehead, or palm; sometimesit is simply a visibly
divine aura. Usually,celestial proxies are allowed to keep
their original forms, but sometimestheir gods 8ee fit to trm-
form them into other beings entirely.
of proxy d v e s an infusion
withit remarkable new abili- Divine gifts
6proxyhood,however, as it involves Upon attaining proxy status, a celestial receives one or more
divine gifts--special powers bestowed by his or her gods.
Some proxies can slay with a glance,healby touch, call down
desiresandremain holy fh,or perform any number of wondrous taskswith a
mere thought. The nature and limitsof these gifts vary
dependingon the deity.A god of healing won’t give a proxy
the ability to cripple or wither foes, while a power of menge
won’t bestow the ability to speak soothing words. The gods
hand out abilities refledive of theirportfolios.
known to exisf The divine gifts listed in the shaded boxbelow are exam-
ples of abilitiesgods may grant theirproxies, not a d a t i v e
m e as vessels of divine power for list. DungeonMasters can use thistable as a starting point
usually long enough to completeone when m@hg specialskills to proxies. proxies hold particu-
tials who perform their tasks well lar powers only as long as their deities wish; a god can
and higher in the service of their pow- change or remove divine gifts at will.
more responsibility. Those who show a
eir work and prove themselves over d l e n proxies
ome lesser or even greater proxies. Some proxies can’t handlethe pressure of representing the
e their gods in a variety of ways, but powers, while others eventuallytire of the strain.A proxy
major challenges. They are usually might quit in the middle of a crucial missionor suffer an iden-
spirit to succeed, but not the aptitude. tity crisis. Most good deities react with forgiveness and mercy
in such cases, and many even try to find their broken servants
comfortable and bettemuited places in the celestialhierarchy.
onesgods trust to completethe Of course,not all powers let a proxy who fails them go
missionsthat absolutelycannot blithely onward to other things.Some gods don’t tolerate
the realmswhile thegods are away. mistakes, and a proxy who proves to be a spectaculardisap-
pointment could face severe repercussions.Proxies who
deliberately turn against their powers or abandon their duties
must face theiigods’ own wrath (or, failing that, the Celestial
and per (spirit warriors who Tribunal). punishment in such c a w may include the loss of
all divine g i f b and exile from the Upper Planes,or it may be
much worse, depending on the seriousness of the offense and
d devas. The gods of Elysium and the dispositionof the deity.
d aasimon of various ranks.
ofThemust first prove themselves
oting themselves to advancing
Dea*h qods
and espousingthe right ideals. Gods are immortal,and yet they have been known to die-
a deity will choose a partic- such is the paradoxical nature of the multiverse. However,
fixthe or she may seem- the death of a deity is not exactly an everyday o~~urreflceA.
13
Y lore.
Heal wounds; resurrect the dead
Mischief fertility.
Moon/stars
Music Createsunburst;rmme darkness;destroy
Mvsteries undead; cause blindness.
Make one mortal fall in love with another;
Pacifism dissolve hatred.
Pmtection
Ocean/wateI Magic resistance; grant spellcasting;
Sky/wind remove a wizard’s power.
Technology Thief skills;create cantrips at will; cause
uncontrollable laughter.
Ti
Night vision; travel wherever the moon
*e shines;cause madness.
Perfect pitch; charm or lull with voice;
grant hpiration.
Cast mim at will; know the answer to
puzzle or riddle.
Command the weather; speakwith anima
and plants.
Destroy weapons; calm aggression.
Confer invulnerabilityto normal
weapons; mystical shield.
Walk on water; create storms; overturn
vessels; call sea creatures.
Summon hurricanes; summon cloud chi
iot; command avians.
Use any technology;teach technological
advancements.
Maximum thief skills;appraise any item;
h o w lies.
Time stop; shift though time; turn back
time.
Speak any tongue; pass though stars;
find and open portals.
Call on celestial allies; track target
through theplanes.
Prodigious weapon speed; knowledge of
any weapon; create shik.
Make money appear and disappear;
create impassable wards.
Bestow wisdom; h o w the best course of
god can die in one of two ways: by losing his or her wor- fill the void or not, as desired. But a celestial whose pri-
shipersand fading into obscurity, or at the hands of other mary power dies loses all innate spell-like abilities and
deities. Gods who do pass on are consigned to the Astral magic until he or she finds another primary power to serve.
Plane, where their husks drift helplessly like tremendous This isn’t always easy; a celestial must prove his or her
islands of rock. worth to the new deity, usually by approaching one of the
god‘s proxies and asking permission to perform a task or
The death of an uppepplanar god has many repercus- service on behalf of the power. Upon accepting the PC,the
sions that affect not only the multiverse, but the other new god restores all the character’s lost abilities and magi-
inhabitants of the Upper Planes as well. A celestial PC who cal powers.
loses his or her secondary power may choose a new one to
14
themselves a portion of wnained largelyuntouched, celestialswork tirelessly to w e a l
e best a proxy can hope for is to
(including innatecelestial evil's hand and, through sublimeintervention, avoid future
ly all the proxy's ability scoreswill calamity. Worlds such as T d ,KryM,and Oerthhave caught
s not unknown, however, for a proxy the attention of the Layer Planes,but thanksin part to theswift
to his or her god to perish along with response fromtheupper Planes, they have not yet fallen to evil.
Of course,thepowers of theUpper Planeswork in mysterious
celestials Ion *he prime ways, rarely &wing primematerial mortalsto wifneas their
actionsor M y understand theirmotives.
of fiends and other minions
tless worlds, many of them gods and M o r t a l s
their celestial servants to guide
The desire of the upper-planar gods to ensure the safety and
een the forcesof good and thoseof evil. happiness of their prime-material worshippers is based cm
more thanjust charitable concern. The worship and service of
mortals is what gives the gods their power, though few real-
ize this.The fewer and less devoted a god's worshipers, the
weaker the god. Thus, deities give their servants energy and
strength in the hope of even greater reciprocation.
To ensure the strength of their power bases,the gods
sometimestest the faith of their worshipers on the Prime
Material Plane. If somethingseriously jeopardizes that faith,
the deitiesmay choose to interveneby sending their avatars,
their proxies, or their emissaries to put matters right. Avatars
are physical manifestations of the gods themselves and
appear only in circumstancesdire enough to warrant direct
intervention; on Oerth, a pact between the gods prohibits
most avatars. Proxies are elevated beings
- in whom the gods have invested a
!
serve theirgods by choice, but they are not vessels for divine stances warranted theiractions. Such violationsr a d y q u i r e
theinvolvementof theCelestialTribunal,but an offendere t
power or consdousness. still have to appear- a superior,a p x y of his or her god,
certainrulesbind &tialpmxiesand eInhaTk while they -if thecelestial ie very h i g h i n m n k - t h e a d d e i ~ .
are on the primeMaterialplane. Theselimitationsforbidmost Eladrins have a special & c t i a While on the Prime
formsofdirectinterventionandmandatelow-pmfileactivitia. Material Plane, they must not, under any circumstances,
Theserules are in place to keepw e l l - e celeetialsfrom reveal their trueformsto the natives. Thosewho do are con-
fined to Arborea for 1,001years. Only QueenMowel, the
meddlingtoomuchinmortal &airs,protea themfrompossible ruler of the eladrim,can lessen thispunishment, but she does
cam,and prevent prime-materialnatives from learningmore so only in the most special ckumkws.
thanthey should aboutthe truenatureofthe upper Planes.
Guardinals, on the other hand, are m o lib~eral. Members
Rules of prime-Material conduct of thisrace are free to reveal their trueselves a n y h e m in the
multiverse, includingon thePrime Materialplane.As one
celestialsmay not intervenedirectlyintheaffairsof* might expect,they exercisethisprivilege frequently.
materialbeings in ways that draw attention to thanseh.esor to Celestialsencourageaasimartorefrainfromrevealing
thepaterfarces oftheUpper Planes. The rea80118are threefold.
their true natures aswell, but do not openlypunish those
&3t, evil gods aE MV@ht i19 theirU p p h COlU'le- who do so.Siill, aasimar who continually stnrt about prime-
parte. Whencelestialsboldly efkd changea on a p b m a W material worlds, lording theirabilitiesover thecommon folk,
world, thewicked deitiestakenotice and d t e against what might earn thescorn of pute celestialswhoview them as
they consider a blatant attempt to drive out evil.To concealthe dangerous, hesponsible, or both.
hand of good,celestialsmust act M y .
Inspiring goodness In others
second, primematerialbeingscan't alwaysrely on celestials
towin their battles.Thge aren't enough of thelatter inthemd- The celestiaLs am neithernumerous nor powerfulenough to
tiveme to defmd every world againstits many and various
thmits. MortalBneedtheirmheroes,and championsbend not protect the entire Prime Material p l a n e h the onslaught of
to arisein malm8that rely heady on agentsofthe godsto solve
problems.Thus,celestials must try to inspire others t o w d ads evil. So long as evil exists,prime-mterial worlds are vulnera-
of courage rather thandoing everything themselves.
ble. The fiendsand wicked gods offertheir pawns power in
Third, ~ t i v oef p~rime-material worlds should never fully
fathom the hue of celestials or the Upper planes, as famil- exchangefor obedience, and that temptation seduces many
iarity tendsto diminiehthe sense of awe and majesty that
these realms and their residents inspire. Prime-material mortals. Agents of the Upper planes strive to tilt the balance in
beings who learn too much are likely to spread theirnew-
found knowledgeamong unworthy creatures who might use good's favor by visiting worlds in peril, inspirhrgthenatives
that information for malevolent ends. What's more, mortals
to follow thepath of righteousness, and subtly empow-
who experience no awe at the sight of a celestialmight some-
them toretake any realms that evilhas alreadyseized.
day feelsimilarly unimpresed or irreverent toward their
gods, and such an offense the gods cannot abide. This is the primary goalof any celestialon the Prim*to
The above rules do not in any way preclude celesiials from inspiregoodnessin select individuals who, in tum, can
meltingcontacts or participatingin events on the PrimeMate-
rialPlane. Indeed, they may freely interact with prime-mate- inspire it inothers. celestielschwse theirtargetsvery caie
rial mortals pmvided that they: fully,often traveling incognitoto seek out those who seem
refrain from usingtheir powers except in direneed, and destined for greatness. Thus,heroes, leadas, and other
thendydiscreetly;
refrain fromrevealing their true natures or true selves shapersof history often count OneOrmoEdisguisedC e b
(though thereare situationsin which such a revelation
would be useful,if not prudent); and tials among theirfriendsand confidantes.U p p e r - p h
refrain from providing assistance or information (espe-
ciaUy knowledge of the Upper Planesand their gods) agents also maintain cloae contact with certain 0 t h individ-
beyond what is absolutely necessary.
Any &thl who violates thesemtriction13kels a strong uala who display "innerfue,"such as majns, attlsts, and
conrpulsiontoleturnto theupper manesand repoahisor her others whose EonviCtiollB and drive to succeedmight lead
infractions.Those whoignore this Ulgeareeventuallylecalkd them to accomplishgreat things.
by theirsuperiors.plmidmmt forceleslid.9who t a k e t 0 0 ~ - Somecelestialvisitaticm cunsist of littlemolethanbrief
ousahandinprime-materialatfakBusually~dcon&e-
ment to theirhomeplanes until they caneambacl: the appeamms, whileother enwuntemspanmths oreven yeare.
confkhce of theirsuperiors or persuade themthat clcum-
hmany~,celestialsadoptdiS~andpretendtobestal-
Wart cxmpnbm,ablelledlmm trustedmentum, or an-bunv-
ingwers.Asnotedabow,celeetiabonthePrime h4aWPlane
must try toinspireothe~to~wadgooddeedswithout revealing
theirtNeidentities.~~onoftenmakesthejobdougher
butul-morerew- amortalswhoknaw
they'= talkingto theagent of a god tend to eay mything they
cantogainfawx,whether or not thewords reflectwhat is in
theirheart& so Wheiwer possible,celeeblelsrenrainout ofthe
spotlight,aUowing it to ahine insteaduponthoeewhom they
serve, whose deedscanintuminspheothersfvrregestocome.
Some&tialstakeit uponthmdvesto-evildoers,
16
much time awa but a celestialcan know no greater wizard spells
the conscience of a poor soul lured
p r h g him to repent his wickedways. First Level: twilight touch (El)
from the Upper Planes.The ener- Second Level: armor of light (Aa),protection fiom prime
almssustainthem and infusethemwith
Third Level: dolorousmotes (El),shroud presence (El),
ailableto primematerial mortals. Thus, windsphere (Gu)
that a celestialFC who spendstoo Fourth Level: urns of the tree (Gu),bestow wings (Aa),diffuse
damage (Gu),phuntusmal t e r m (Aa),phuntom
upper Planesbe&ptoweaken The
strike (Gu),protectionfwmprime 10'radius
p t e r theloss. Apply thepenalties
accordingto thelength of absence. Fifth Level: sturfire (El),summon lesser equar, true a m
Sixth Level: sentinel of light, stunnantle (El)
poison, and so on), plus 1 SeventhLev& animate trees (Gu),summon greater equar
Class (which can worsen to a Eighth Level: elemental wall (Gu)
estial absent for thislong also Ninth Level: mantle of the heavens (El)
to all saving throws.
eirst-Level spells
'Ifvilight Touch (Enchantment)
Level: Wizard 1
Range: Touch
Duration: 1-/level
Area of Effect: Creature touched
Components:V, S
Casting Tune: 1
SavingThrow: None
By means of thisspell, the caster can impart the luck of
the faeries to one nonevil being. The recipient gains a +1
bonus to all saving throws and ability checks for the dura-
tion of the spell.
diIectinteNen ves on the Prime Material Plane for five second-Level spells
restore such losses-not restmu-
Armor of Light (Abjuration)
LevekWizard2
Range: Touch
D u r a h . 1round + 1round/lewI
Area of Effect:Creaturetouched
C o m p e n t V~,S, M
castingThlux2
Saving Throw: None
n't "get around," however; many Thisdweomer, f a v d amongdadrimvisithrgWRhe
ekers have dedicated their whole lives MaterialPlane, envelopsthedpient ina pmb&ve,*
beyond mortal reach.
ingaurauflight.Themmoroffight~lesaauitofda&kg
t wizardly or priestly magic may add
llowinglist to the grand selec- plate mail, but it hesnomatedalform, andttnre docshot ES&M
Aftereach spellnamein the
the recipient's movement or attackcapability in anyway
it. Spells developed Armor oflight shedslight equivalenttofulldayligtctd
~tly~artydmknessspellsor~withwithitagne
intocontadInadditiaLthe~s~paralizes~
m t attackrollsagainst themdpientby-4 ( o r 4forbeingswho
~particularl~sertsitivetObright€ightsuchaSgoblins~drow
Thematerialcomponent forthis spell is a piece ofcrystal
with a light or continual light spell upon it.
17
hotection From Prime (Abjuration) savingthrows while caught within a cloud may (50%chance
Level: Wizard 2 minus victim’s Intelligence score)miscast any spells attempted
Range: Touch
Duration: 2 rounds/level while in contact with it. To exape froma cloud, a victimmust
Area of Effect:Creature touched foregoall other actionsfor the r o d and makea successful
savingthnrwvs. spell. Anyonewho failsmay try again in any
Components: V,S, M subsequentr o d , but a cumulative-1 penalty appliesto each
Casting T i e : 2 saving throw attempted after the first.
SavingThrow: None The caster can choose to invoke the dancing motes any-
In effect, protection fromprime is similar to the clerical pro- where within thespell’s 120-yardrange and need not keep the
individual clouds together. For example, a 4th-level caster
tectionfmm evil spell, but it does not function at all on the could createfour 10’X 10’X 10’clouds, targeting threeof them
on a band of enemies ahead and the fourth on a single spell-
Prime Material Plane and its subject must be a planar creature caster standjng apart from that group. All the cloudsmust be
within the spell’srange, and each cloud is stationary once
or being. Protectionfmm prime creates a magical barrier placed.
around the recipient at a distance of 1foot. This barrier Shroud Presence (Illusion)
moves with the recipient and has three major effects. Level: Wizard 3
Range: 0
First, prime-material beings suffer -2 penalties on attack Duration: 1tum/level
rolls against the protected creature.A +2 bonus applies to any Area of Effect Caster
saving throws that such attacks necessitate. Components:V,S
Casting T i e : 5
Second, thisspellblocks any attemptto possess(asby a mgic Saving Throw:None
jur attack)or ex& mental control over the proteded mttm
(asby a vampids charm ability).Note that thisprotectiondoes This modifiedversion of the invisibdityspellenablesthe caster
not negate the chnrm itself, but it does prevent the exercise of tobecomeinvisibleandinaudibleto anyorallintelligentaF!a-
mental control through thebarrier.Likayise,it merely keeps any tures.At any timeduring thespell’s dudon,thecdstermaydes-
possessing life forces from contacting theprotected creature;it ignateOne ormOE! S u c h ~ ~ a s a c c e p t i o n s t o t h e e f f e b ,
would not expel one already in place at the time of casting. uerebybecoaring&le andaudibled y t o theaThus, thecaster
canappeartoselededindivid~and~oncon~~wit
Third, the spell prevents direct bodily contact by creatures thenWhikremaining~andunheardbythOSeanxadthem.
from the Priie Material Plane. This causes the natural (body) Orcegranted,thisprivilegecannotbewithdmwnfnnnadeslg-
weapon attacks of such beings to fail and the beings them- nakd individualfor theranainder ofthespell’sduration,
selves to moil, if such attacks require touching the spell
recipient. Animals or monsters summoned from the Prime If the caster makes any attacks, the spell effect ends imme-
Material Plane are likewise held at bay. diately. Shroudpresence has no effect on nonhtelligent crea-
tures or undead.
This third form of protection ends if the protected individ-
ual tries to force the barrier against or makes a melee attack Windsphere (ConjuratiodSummoning)
on the blocked creature. The penalty applied to attacks from Level: Wizard 3
prime-material beings (the first spell effect)remains active in Range: 120 yards
any event, however. Duration: 1round/level
Area of Effect:Up to four creatures
To completethis spell, the caster must trace a %foot-diam- Components:V, S
Casting Time: 1round
eter circle on the floor (or the ground)with the powdered SavingThrow: None
bone of a prime-material creature.
Windsphere summons forth four powerful winds that
Third-Level spells appear as swirlingballs of air around the caster. At any time
during the spell’s duration, the caster can direct one of these
DolorousMotes (InvocatiodEvocation) toward a target within 120yards. The tearing winds surround
Level: Wizard 3 the target creature, deflectingall hurled or projected nonmag-
Range: 120yards ical missiles. In addition, any creatures attempting melee
Duration: 1 round/level attacks upon the protected individual suffer 4penalties to
Area of Effect:One 1O’X 1O’X 10’ cube/level their attack rolls and must make a successful savingthrow vs.
Components: V, S paralyzationwith every attack; failure indicates that the wind
Casting Tune: 2
SavingThrow: Negates
With thisspell, the caster can createone or more cloudsfilled
with flickeringmotes of light. Creatures caught within a cloud
must make successfulsaving throws vs.spellor succumbto
mental anguish,suffering4penaltiesto alltheirattackrob,
proficiencychecks, ability checks, and saving throwsfor as long
as they are in contactwith the motes. Spellcasterswho fail their
18
/I Wing 'Ifrpe Movement Rate Benefits to Recipient
has tom the weap from that attacker's grasp. The caster Butterfly fly 18 (D) blink (asthe wizardspell of
Dragonfly the same name)
can direct only at a time, but may dissipate fly 36 (B) +2 bonus to savingthrows
Eagle against fire-and cold-based
fiourth-Level $yells magical effects
dive attack, gaining +2bonus
Anns of the 'bee 1 Alteration) to hit
Level: Wizard
Wing 'Ifrpe Movement Rate Benefits to Recipient
parts of a single living tree Hornet fly24(B) +4 bonus to saving throws vs.
magical confinement effects
SavingThrow: No (such as entangle, hold person,
slow, and web)
sctrawingbuffet attack (1/
nnlnd)for2d4pointSofdamage
from which the sired weapon type with a touch. The This spell has no effect on winged creatures. The material
(+1enchantment) and components are a sprinkle of pollen and a feather.
arrow +1 or a bolt +1 from a twig, or Diffuse Damage (Alteration)
character can wield such Level:Wmard 4
s, the enchanted Range: 120yards
Duration: 1turn + 1round/level
Area of Effect: 20' radius
Components V, S
Casting T i e : 1 round
Saving Throw:Negates
mselves to the tree, which is not Thisgpellenablesthe caster to redistribukdamage to a speci-
carved wood. fied primary target among any number of designated secondary
Level: Wizard 4 targets.Thecasterspedfiesboththeprimaryand thesecondary
Area of Effect: 1 targetsat thetimeof casting.AU targets must be uvllling:any
unwillingor unawam c r e a m are simplyexcluded from the
caster must sel effect. The effect centers on and moves with the primary target.
listed below an
While diffuse h g e is in effect, all damage inflicted upon
I the primary target is divided evenly among all the designated
targets (primary and secondary)within the area of effect.Any
remainder applies to the primary target. Secondarytargets
who move more than 20 feet from theprimary target am
exempted from diffused damage for as long as they remain
outside thearea of effect.
For example, a wizard castsdiffusedamage on a paladin and
choosesthe latter's five comrades as secondarytargets.Each
time a foe strikes the paladin, the damageis distributed equally
among all six characters.So if an opponent struckthepaladin
for 12points of damage, each of the six adventwxs would
suffer 2 points.But if someonelanded a 2@pointblow on the
paladin, each of the secondary targetswould sufkr 3points of
damage, and the paladin would sustain 5 points (3points from
the division plus the2 points remaining).Note that the spell
does not diffuse damage inflicted directly on secondarytargets.
The spell ends early if theprimary target or any of the sec-
ondary targetsreaches 0 hit points.Thus,the best way to cir-
cumvent thiseffect is not to attack theprimary target at all, but
concentrateattacks on the secondary targets.
19
Phantasmal Terror (Illueion) The phantom strike quiresa sucEeBsFu1attack roll to hit its
Level: Wizard 4 target Its THACO isthe same as the caster’s (disregardingany
Range: 120 yards Strengthbonus), and it inflicts ld10+2 points of damage on a
Duration: 1round/level successfulhit. On any round after thep h f mstrike a , U y
Area of Effect:Up to 4 creatures/level inflicts damage, the target suffers a 4penaltyto initiative
Components V, S because of confusion over the source of theattack. The phmrtom
Casting T i e : 4 shike attacks threetimes (oncepernnmd for threerounds)
Saving Throw: Negates
before dissipating.
A nonlethal version of the 4th-level wizard spell phanfnsmal Protection From Prime 10’Radius (InvocatiodEvocation)
killer, thisdweomer creates vivid illusions of whatever images Level: Wizard 4
would be likely to strike terror into the minds of the behold- Range: Touch
ers. A group of fiends, for example, might we angelic crea- Duration: 5 rounddlevel
tures singingbeautiful songs, blowing golden trumpets, and Area of Effect: 10’ radius around creaturetouched
wielding swords of pun?light. Good-alignedviewers who fail Components:V, S, M
their saving throws might see terrible vile, twisted fiends Casting T i e : 4
erupting from the ground around them, raking at their flesh Saving Throw: None
with viaous claws. The caster need not specify the precise
illusions; the spell draws them from the minds of the viewers. This dweomer creates a globe of protection whose effects
The caster may, however, stipulatewhich targets within a are identicalin all respectsto those of a protection from prime
grwp the spell affects.creaturesof higher levelor Hit Dice than spell, except that thisversion protects a 10-radius sphere and
has a longer duration and casting time thanthe lower-level
the castermake theirsavingthrowswitha +2bonus.Only* spell. The effect is centered on and moves with the creature
who failtheir savingthrowscan actuallysee theseillusions,how- touched. Any protected creaturewho enters melee with
ever; &who succeedor m not designatedGrrgetsmedy see prime-material creatures breaks the spell for all those pro-
any affecbed avaturesbesetby someunseen terror,eithersquirm- tected. If the recipient of the spell is a creaturelarger thanthe
ing for freedom or hunkered down in positions of helplessnes. area of effect, the spell ads as a normal protectionfromprime
spell for that creatureonly.
For those who do see the illusion, its visual, auditory, ther-
mal, and olfactory effectsare utterly convincing.Suchvictims try To complete this spell, the caster must trace a 20’-diameter
to squirm fnx of the homrs that have swmmded them and can circle on the floor (or the ground)with the powdered bone of
perfom no other actions. They defend themselves if attacked, a prime-material creature.
but any realenemy attacksseemto be part of the whatever illu-
sory horrors they am experiencing.When the phantasmalterm rifth-Level spells
e x p h , affected matures must again make s u d saving
thmwsvs. spellor flee in fear for 2d6 rounds. There is a50% Starfire (InvocatiodEvocation)
chancethat such a fleeingmature willdrop any items canied. Level: Wizard 5
NonhteKgentma- and undead m immuneto thisspell. Range: 240 yards
Duration: 3 rounds
Phantom Strike (InvocatiodEvoration) Area of Effect 30 radius
Level: Wizard 4 components V, S, M
Range: 20 yards Casting T i e : 3
Duration: 3 rounds Saving Throw: Special
Area of Effect:1creature This dweomer causes starlike embers to rain steadilyfrom
Components: V, S above. The caster must designateboth the center of the effect
and the height (10’ minimum) from which the embers fall.
Casting Time: 4 The center may be a fixed location, an object, or a creature.A
Saving Throw: None living target is entitled to a saving throw vs. spell; success
indicates that the effect instead centers on a space about 1
While it is in effect, thisspell grants the caster an extra foot behind the creature. Once designated, these parameters
range,dattack each round against a single target. The caster remain Hxed for the duration of the spell.
must choose a creaturewithin range as the unfortunate recip-
ient of the effect and may not redirect these attacks during the The fallingembersinflia5d6points of damage per round to
spell’s duration. unproteaed matures they contact.Anyone caught withh the
e a of effect must make a savingthrow vs. spell (modifiedby
The spell effect manifestsas an invisibleblunt weapon of +2 Dexterity);successindicatesthat the victim suffersonly half
enchantmentthat attempts to strike the target, seemingly out of damage that round. Creaturesmay leave the area to avoid addi-
nowhere, at the end of each round. The caster neednot dired
the “weapon”once it has manifested;it continues to strikeat
the same tatget each m d , freeing the caster for other actions.
20
UT. Hard cover and allow its companions to commit an evil act. If it cannot
prevent the misdeed or convince them otherwise, it immedi-
offer no safe haven after the first ately leaves for its home plane, as above.
any suchitems it contacts.Crea-
If successfully dispelled, the equar immediately gallops
or largemetal shields can use back to its home plane, taking anyone unfortunate enough to
,reducingthedamage to half normal be in the saddlewith it. The steed may also opt to take a rider
with a successful saving throw vs. spell). who has made a particularly good impression upon its back
successfully centered on a specific to its home plane when the spell duration expires.
The material componentfor thisspellis an offeringof food
to the taste of the summoned equar (seeEquar sidebar).Among
mortals, only thme who have already mastered themount and
monster s u m m i n g I spellscan learn to cast Summon lesserequar.
no damage on creatures who are immune True Arrow (Alteration)
Level Wizard 5
ho are immune to normal firebut sus- Range: Touch
Duration: 1day
suffer half damage (or one-quarter Area of Effect 2d6 arrowsor bolts
Components V, S, M
obtainable fromc most prime-material worlds, but easily Casting T i e : 1round
Saving Throw: None
collectorson the Outer Planes.
This spell imbues arrows or crossbow bolts with the power
to fly true at any target the user can see.When firedfrom a
Level Wizard 5
Area of Effect:
spot within the area of effect. Only one i
aster's alignment) answers the call. The
3
members of the 's p u p ) causes the equar to abandon
swiftly to its home plane without its ?E
sions occur at that time, but if the
quar answers the call.
riders with alignments close to their
est, but may prove to be difficult
be openly critical of any rider actions
21
proper bow or crossbow, truea m function as mrouts 4. (MV fly 18, MC A), striking opponents with its razor-
Thosethat successfullyhit theirtargets disintegratein magical sharp edge for 2d8+1points of damage per attack. It can
(but harmless)bursts of light as they cause theirdamage; those
that miss may be reusedif retrieved before the spell duration make up to three attacks per round, but no more than
expires.Adverse weather conditionsand spells (such asfenther one of those against a single target.
fall and gust ofwind)have no effect on thespeed or course of
these missiles.A true a m veers around any object or barrier Humanoid: The sentineltakes the form of a 7-foot-tall
(physicalor magical)that appearsbetween it and theintended human, sprouting pseudopodsthat resemble a head and
target once it is in theair.A minor globeof invulnerucbilify, four limbs (MV 15).Each round, it attacks with two fists
antimagic shell, or permanent dispel magic zone negates the true for 3d8+1points of damage each.
a m spell,but does not protect the vi& from the missile
itself, which passes through these barriers unhindered. In such Jellyfish:The sentinelassumes theform of a 3-foot&-
cases, the d e r must roll the hit and damage n o d y . mater, undulating plasm with dozens of strands or tenta-
The caster may use thisspell on nonmagicalmissiles or may deshanging under it (MV fly 12, MC E). It makesone
attack per round by wrapping these strands around its tar-
use its +4 to replace any magical bonus already on the arriows. get, inflictingld8+1points of damageper round*after
until the spellends, or until the victimeither falls uncon-
The material components for thisspell are the arrows to be
sdous or breaksfreewith a successfulStrengthcheck.
enchanted.
Star: The sentinel takes the form of a whirling, seven-
sixth-Level spells pointed star measuring 3 feet in diameter (MV fly 48,
MC 8).It attacks one target per round by impalingits
Sentinel of Light (ConjuratiodSummoning) prey on 2d4-1 “spikes“ for ld8+1points of damage each.
Level Wizard 6 Roll each round to determinehow many spikes it uses.
Range: 20 yards Sword: The sentinel takes theform of a floating two-
Duration: 1tum/level handed sword (MV fly 12,MC C) that strikestwice per
Area of Effect One creature round for 2d8+2points of damage per hit. These attacks
Components:V, S may be against the same or different targets, and they
Casting T i e : 1tum require separate attack rolls.
SavingThrow: None
W m :The sentinelassumesa 2(Ffoot-longtubularform
By means of this spell, the wizard summons a coalescent
plasma-based entity from the PositiveMaterial Plane to pro- (MV 18)that enables it to constrict one small or medium-
tect a designated creature within range for the duration of sized foefor ld4+1points of damage per round with a
the spell. The caster chooses the entity’s form from among successfulattack. Constrictionlasts until thespell ends, or
the six listed below at the time of casting. Both the sentinel’s until thevictim either falls unconsciousor victimbreaks
form and the recipient of its protection are fixed for the freewith a successfulStrength check at a -6 penalty.
duration of the spell.
Regardless of form, thesentinelcannot pass through solid
The sentinel remains within 10 feet of its charge at all objectsor harm creahws native to the Positive MaterialPlane.
times. If anyone attacks the spell recipient in melee, the
sentinel retaliates with an attack of its own that same Starmantle (Abjuration)
round, regardless of initiative. Thereafter, it continues to Level Wizard 6
attack the same target, striking f i s t in every round, until Range: Touch
that attacker moves out of the entity’s 10-footrange or
other attackers present a greater danger to its charge. The Duration: 1 tum + 2 rounds/level
sentinel can sense invisible and Ethereal attackers as well as
those hiding in shadows or otherwise hidden from the Area of Effect:Creaturetouched
recipient’s view, and it cannot be surprised. Missile and Components:V, S, M
ranged spell attacks do not activate its protection, however, Casting Time: 4
as retaliation would require moving farther than 10 feet SavingThrow: None
from the spell recipient.
This spell creates a spectacular,shimmeringglow of protec-
The sentinel has AC 0, THACO 5, and hit points equal to tion around the recipient. The effect resembles a cloak of tiny,
the caster’s. The M~UIoEf its attack depends on the form cascadingstars that seem to flicker out before touching the
selected,but it always strikes as a +3 magical weapon for ground. The starmantle transforms any nonmagical weapon or
purposes of determining target immunity. missile that strikes it into harmlesslight, destroying it forever.
Contact with a starmantle does not destmy magical weapons
Disc: The sentinel assumes a flat, disdike shape approxi- or missiles or harm living or animated creatures, but the spell
mately 3 feet in diameter. It swooshes through the air recipient is entitled to a saving throw vs. spell each timean
opponent scoresa hit with such a weapon. Successindicates
that the wearer suffemhalf damage from the blow.
The material component for this spell is a pinch of dust
from a pixie’s wing.
22
Level Wizard 7 Eigh$h-Level spells
causes mature bility of the same name, this spell Elemental Wall (InvocatiodEvocation)
tistics as noted ithin range to animate, acquiring sta- Level: Wizard 8
The caster may choose specific trees Range: 10yards/level
vailable at the time of casting. The ani- Duration: 1tum/level
h a of Effect: Special
und to uproot themselves, after Components V, S
Casting Time: 5
re immune to the effects Saving Throw: Special
undead. Use the g Undead table in the DUNGEON This spell conjures a barrier of elemental material. The
caster selects the shape and elemental compositionof the wall
and deanimate. at the time of casting, but may change the latter as desired on
a round-by-mund basis. Should the caster cease concentra-
is a root from each tion, the elementalwall maintains whatever compositionit
5-8 /die; THACO had at that time until the duration expires or the caster termi-
nates the spell, whichever comes k t .
Level Wizard 7
The barrier can exist in the form of either an anchored
spell resembh .This version calls a greater equar, plane or a hemispherical shell. The former covers a 10-foot-
square area for every two levels of the caster and may be up
and statistics. In all other ways, this to 5 feet thick. The latter is a hemisphere with a maximum
radius of 3 feet plus 1foot per caster level and a thickness of
imon lesser equar spell. up to 3 feet. Thus, a 12th-levelcaster could create a wall span-
ning six 1 0 ’1~0’ areas or a hemisphere with a radius of 15
feet (30feet in diameter).
The possible choices for compositionof the elemental wall
are as follows:
Fire: This wall appears as a sheet of leaping flames.One
side of it (caster’s choice)sends forth waves of heat, inflicting
2d4 points of damage upon creatures within 10feetand ld4
points of damage upon those within 20 feet. In addition, the
wall inflicts 2d6 points of damage plus 1 point per caster level
upon any creaturepassing through it from either direction.
No saving throw applies to damage from this wall.
Ice: This wall is not composed of solid ice; rather it cm-
sists of millions of icy shardswhirling about. It radiates a
strong aura of cold on one side (caster’s choice), inflicting
ld6 points of damage to any creature within 10feet.Any
creaturepassing through the wall from either direction suf-
fers 3d8 points of damage plus 1point per caster level from
the jagged ice shards. No saving throw applies to damage
from thiswall.
Lightning:One side of thiswall (caster’schoice)crackles
with lightning, which strikes anyone within 10feet for 2d6
points of damage per round, or halfthat amount with a suc-
cessful saving throw vs. spell.Those carrying or wearing
metal weapons, shields, or armor are not entitled to saving
throws. Creatures passing through the wall from either direc-
tion suffer 2d6 points of damage plus 1point per caster level.
No saving throw applies to thisdamage.
Ooze: This wall catches all nonmagical missiles fired or
launched into or throughit. Any creatureattempting to walk
through the wall must make a successful saving throw VS.
spell or become mired in it. A victim trapped inside the wall
may attempt a new saving throw each round to escaDe, but
no other actions are possible. ~nthe meantime, mireci m a -
23
tureslose all benefits for high Dexterity and are susceptibleto clerical spells
attacks from either side of the wall. Aperson cannot drown in
a wall of ooze. First Level: protection fromprime, protection from silzm
Second Level:
Smoke:This wall completely obscures vision from one side Third Level: (GU)
(caster’s choice), though creatures on the other side can see Fourth Level: create healing potion, divine weakness, impart
through it perfectly. Creatures on the obscured side suffer a resistance,renewed ability
4penalty to attack rolls against opponents on the other side; Fifth Level:
those on the clear side can attack through the wall without crown of cold (Ar), crown of radiance (Ar),
penalty. This wall inflicts no harm upon those who come into Sixth Level:
contact with it. seventh Level: radiant messenger (El)
Stone:This wall inflictsno damage, but effectivelybars aura of terror (Aa),blessed forgetfulness (Ar),
passage. A successful dispel magic can remove the entire wall,
or a disintegrate spell can m o v e a portion of it. Strongcrea- inspiration (Aa),protectionfrom prime
tures may eventually be able to break through the wall, but it
takes 150points of damage concentrated on a specificarea to lo’radius, vengeful strike,wound transfer
create a 5-foot-diameter hole.
aura of invincibility (Aa),aura of puissance
Water:This liquid wall creates a natural visual distortion
on one side (caster’s choice).Creatures on that side suffer a -2 (Gu),aura of valor (Aa),crown offlame (Ar),
penalty to attack rolls against opponents on the other side; divest (Aa)
those on the undistorted side may attack through the wall
without penalty. The water also douses any fk-magical or blessed concoction,conflagration (Aa), c m
mundane-that comes into contact with it. Anyone stuck for
any reason inside a wall of water can drown (see the DUN- of brilliance (Ar)
GEON MASTERGuide).
croum of glory (Ar),holy smite (Ar),ray of life
Wind:Winds rage at high speeds on one side of the wall (Aa), shield of the archons (Ar), slay euil,
(caster’s choice).Creatures attempting to firemissiles
through the wall from that side suffer -6 penalties to their spiritdance
attack rolls, while those attempting melee attacks within 5
feet of the windy side incur -2 penalties to their attack rolls. Pirst-Level spells
Anyone passing through the wall from either side incurs a -4
penalty to all attack rolls, saving throws, and ability checks Protection From Prime (Abjuration)
for that round. The wall extinguishes torches and other Level: Priest 1
exposed flames upon contact. Magical fire-based spells lose Sphere:Protection
half their potency (in terms of range and damage) upon Range: Touch
passing through the wall. Duration: 3 rounds/lwel
Area of Effect Creature touched
Creatures particularly susceptible to certain elements Components:V, S, M
suffer double the listed damage from the appropriate types. Casting Time:4
SavingThrow: None
Ninth-Level spells
When thisspell is cast, it creates a magical barrier that PKI-
Mantle of the Heavens (Abjuration) tects the recipient from attack by prime-matenal creatures.
Lwel: Wizard 9 Aside from the differences in duration and casting time, this
Range: 10yards spell is identical to the 2nd-level wizard spell protectionfrom
prime.
Duration: 1turn + 2 rounds/level
Protection From Silver (Abjuration)
Area of Effect: 1creature/level Level: Priest 1
Components: V, S, M Sphere: Protection
Casting T i e : 4 Range: Touch
Saving Throw: None Duration: 1hour/level
Area of Effect: Creature touched
Components: S, M
Casting Time: 3
Saving Throw:None
This spell grants protection identical to that afforded by Some beings, such as guardinals, are especially vulnerable
the 6th-level spell starmantle to multiple creatures. The to silver weapons. Protection from silver does away with that
caster designateswhich targets within the area of effect vulnerability for the duration of the spell. Attacks with a
receive the benefit. silver weapon against a protected creatureare treated as
attacks with a normal weapon of the same type.
The material component for this spell is a pinch of dust
from a pixie’s wing. The material component of the spell is a small silver
needle (5 sp) which the caster must hold.
24
/I ment remainsin effect until the priest terminatesthe spell. At
that time, all the reallocated magic resistance is immediately
Level: Priest 2 restored to the caster. For example, a priest with 25% magic
Sphere: Healin- resistance could bestow 15% upon one comrade and 10%
Range: Touch upon another. This would reduce the caster’s magic resist-
ance to 0% while the spell is in effect.
caster to transform a single flask or
The number of creatures the priest can affect is limited
it water, poison, or even another only by range and the amount of innate magic resistance the
on of healing capable of restoring caster has.Note that this spell does not allow reallocationof
o an injured creature who magic resistance imparted artificiallyby some magical item
anied and used at a later
(suchas a ring of magic resistance or a robe of the archmgii or
Level: Priest 2 s + 1round/level
Sphere: Comb,. temporary magic resistance.
Range: 30yards
Renewed Ability (Enchanhnent)
y type of weapon. For all practical Level: Priest 2
duces the target’s Strength to 1for the Sphere: Chann
Range: 0
The victim can still speak and cast spells Duration: Instantaneous
cannot do anything Area of Effect:Caster
Components V, S
weakened m a ivine weakness effect ends immediately Casting T i e : 4
ell to render an enemy harmless without SavingThrow: None
negotiatinga truce. This spell canbe cast only by c r e a m that already possess
innate spell-likepowers, such as aasimar,eladrlns, and guardi-
ance to share it priest with innate magic resist- nals. When cast, renezued ability lets thepriest “recharge”one
desired within ings. The caster may bestow spell-likepower that normally has a limit on its usage over a
mcrements to as many beings as given timeperiod. Apower can be renewed only if it is identi-
thisaction immediately depletes the cal in effectto a wizard or priest spell of 3rd level or lower.
For example, an aasimar who can normally use m i m
image once per day can, upon casting renewed ability, employ
the power a second time that same day
Third-Level spells
Crown of Cold (InvocatiodEvocation)
Level: Priest 3
Sphere: Combat, Elemental
Range: 0
Duration: 1round + 1round/lwel
Area of Effect:Caster
Components V, S, M
Casting Time: 5
SavingThrow: None
The m w n of cold surroundsthe caster with ripples of cold,
blue light. All innately evil creatures(includingfiends, undead,
evil spirits, and evil faeries,but not evil-alignedcharacters or
petitioners) within 10feetof the caster suffer 2d4 points of
damageper round. Even creatureswho are usually resistant or
imperviousto cold sufferhalf damagefrom thiseffect,and
those who normally sufferhalf damagefrom cold sustain full
damage from it, as the magical energy the spell releasesis not
entkly cold-based. Evil matures (suchas yugoloths) that nor-
mally sufferdouble damage from cold-based attackssuffer 4d4
points of damageper round while within 10feet of thiseffect.
25
The material componentsof the spell are the priest’s holy A radiant messengerhas no substanceand cannot be injured.
symbol and a smallpiece of ice or sliver of cold-wrought iron. However, a successfuldispel magic or dismissal spellreleases it
to the Plane of Radiance immediately,ending the spell.
Crown of Radiance (InvocatiodEvocation)
Level: Priest 3 Eourth-Level spells
Sphere: Sun
Range: Touch Aura of Terror (Alteration,EnchantmenWhann)
Duration: Until dawn Level: Priest 4
Area of Effeb: Creahm touched Sphere: Charm
Componenk V, S Range: 0
Casting T i e : 3 Duration: 1round/level
Saving Throw: None Area of Effect: Caster
Componenk V, S
Crown of radiance creates a shining light equivalent to that Casting Time: 3
of a continual light spell centered on the recipient and extend- SavingThrow: Negates
ing outward in a IO-foot radius. The visible aspect of the spell
indicates how successful petitioners and archons have been This spell surrounds the caster with a softaura of shim-
with the paths they have chosen; those who are close to com- mering silver and golden hues.Any evil c r e a m beholding
pleting their paths have bright crowns, while those with far thisaura must make a successful saving throw vs. spell at a
to go have tamished ones. -2 penalty or be fearstruck, suffering a 4penalty on all
morale checks while theaura of t e r m remainsin effect.Addi-
Radiant Messenger (ConjuratiodSummoning) tional reactions to this effect vary accordingto the creatures’
Level: Priest 3 Hit Dice: those with 2 HD or fewer flee for ld6+1 rounds;
Sphere: Summoning those with more than 2 HD can do nothing except defend
Range:special themselves for ld3 rounds.
Duration: Special
Area of Effect: 1summoned globe of light This spell has no effect on nonjntelligent creaturrsand is
Componenk V,S not wen visible to creatures with nonevil alignments.
Casting T i e : 3
SavingThrow: None Blessed Forgetfulness (Alteration, EnchantmentKharm),
Reversible
This spell summons a radiant, quasisentientglobe of light Level priest 4
from theFlane of Radiance. This entity can remember and Sphere: Necromantic, Thought
deliver any message that requires no longer thana single Range: Touch
Duration: Permanent
round to convey.The caster must utter the message, then speak Area of Effect Creature touched
Componenk V, S, M
the true name and p m t location of the desired recipient. If Casting Time: 7
the caster lacks one or both pieces of information, the radiant SavingThrow: Negates
messengerdissipates immediatelywithout attempting delivery.
Otherwise,once it has the q u i d information,it enters the This archon-createdspell servesa high purpose: to ease
n-t source of illumination, thenjumps from light m e to scarred and injured minds. Blessed forgetfulness negates the
light s o m e until it reaches the recipient. If the caster and the injurious effects of failed fear or horror checksand removes
nxipient on the same plane, the radiant messengerreaches any madness suffered from contact with either the howling
winds of Pandemonium or the terrors of the Abyss. It does
its destinationwithjn one hour, regardless of thep m k dis- not cure the effectsof magically induced insanity or
tance.An interplanar delivery requires a fullday. The caster feeblemind, however.
can use thisspell only to deliver a single message; a radiant
The reverse form, winged memory, restores the memory of
messengerscan performno other services of any sort. any creatureaffected by the river Lethe or the river Styx.It
The radiant messenger derives its energy from radiant, illu- also restores memories lost to a fwget spell or a touch of the
Styx spell. If used on a spellcastingcreaturewith no memory
minating objects, so it cannot enter an area of total darknes- loss, winged memory restoresa single, previously cast spell of
even to answer the spell’s initial summons.Likewise, the first or second level to the recipient’s mind. The target may
delivery site must have some light source (such as sunlight, a
torch, a candle, or even a pool of reflected light) from which choose the spell recovered. Only recipients other thanthe
the entity can emerge. It cannot deliver a message to anyone
in a completely dark room. It also cannot enter dead magic caster can gain the spell-restorationeffect.
zones or areas protected by antimgic shells. Any radiant mes- The priest must sprinkle a fewdrops of holy water on the
senger that cannot reach the intended recipient of its message
dissipateswithout deliveringthe information. recipient for eithex version of the spell to take effect.
26
Level Priest 4 Protection From Prime 10' Radius (Abjuration)
Sphere: Divination Level Priest 4
Sphere: Protection
Duration: 1ro Range: Touch
Duration: 1-/level
Area of Effect 10' radius around creaturetouched
Components:V, S, M
Casting T i e : 7
Saving Throw: None
cannotfathomthe castercaAlsupondivine aid toleam Aside from the differences in duration and casting time,
have none. For ' solutionto oneproblem. the spell is identical to the 4th-level wizard spell protection
weaknessofaparticular from prime 1O'radius.
thehiddenway intoa fiendish Vengeful Strike (Necromancy)
Level Priest 4
wordof amagiditem.%response Sphere: Combat, Guardian
tobevagueand subpdtointerpe- Range: 10yards
must make a savingthrow vs.spell Duration: Special
Area of Effect 1creature
succgsindicatgthatttle Components: V, S
failurlXWmSmeanSplieSt Casting The: 5
tic words ofthedivineIvspondent. Saving Throw: None
lutions to problems that This dweomer invokes several ghostly wisps of light
(one per caster level) that circle the spell's recipient. The
,if the caster is somehow teleported to true nature of these luminescent motes manifests only in
combat, however. Each time an attacker succeeds in a
and sees no means of escapingthe wounding or debilitating attack on the spell's recipient,
rovide the priest with a solution if
t h m is a hidden means of egress,
priest interprets the
is usable only once per day.
r thisspell are the priest's holy
27
one of the ghostly wisps lashes out, striking back at the Pifth-Level spells
attacker with an equal amount of damage or an equivalent
effect (no saving throw). Once a mote has returned an of In-dbiliq (Abjuration)
attack, it vanishes completely. The vengeful strike lasts 1 Level Priest 5
turn per caster level or until all the motes of light have Sphere: Protection
been expended. The motes cannot retaliate against non- Range: Touch
damaging or nondebilitating magical attacks. Duration: 1round/level
Area of Effect: Creature touched
Wound lkansfer (Necromancy) Components V, S
Level: Priest 4 Casting T i e : 6
Sphere: Healing, Necromantic SavingThrow: None
Range: 10yards/level
Duration: Instantaneous This spell mders its Fedpient immuneto hit point damage
Area of Effect: 2 creatures from rummagid melee and missile weapons, aswell as injuries
Components:V,S c a d by f a h g , collapsingstonework,acid, normal fire,
Casting Time: 4 normal cold,normal ekctridty, and other nonmagd, damage
SavingThrow: None inflictingoccurrences.The aura createdby thisspell is normally
invisible, but appears as a shimmeringhalo of rainbowhues to
This spell enables the priest to transfer some or all of thecaster of a detect magic spell.AUMof inoinn'bilifyaffordsno
the wounds inflicted upon one willing creature to another protection against magical attacks or spells that inflictdamage.
willing creature, so long as both are within range at the
time of casting. The caster may, if desired, be either the Aura of Puissance (Alteration)
beneficiary or the recipient of the wounds. Good-aligned Level: Priest 5
priests must be careful about transferring their own Sphere: Combat
injuries to others, however, as such acts are likely to incur Range: Touch
the wrath of their gods. (There are situations in which an
injured priest might garner approval to transfer any or all Duration: 1round + 1round/level
personal damage to another creature. For example, it Area of Effect:Creature touched
might be necessary for that priest to survive long enough
to perform some noble function or cast another spell in Components V, S
defense of many innocents. Such situations, however, are Casting Time: 6
very rare.) Saving Throw: None
This spell transfers up to ld6 points of damage per Aura of puissanceencapsulates one living creaturein an
caster level from one being to another. Thus, a 7th-level
priest could use it to move 7d6 points of damage from one sparkling aura of green light that enhances combat skills
being to a recipient within range. The spell removes the involving weapon use.While the spell is in effect, the recipi-
specified amount of damage from the beneficiary and ent gains a +5 bonus to melee and missile attacks.A +5 bonus
transfers it to the recipient, with one caveat The recipient
(if other than the caster) must emerge from the trade with -also applies to all damage rolls from such attacks.Aura of
at least 1hit point remaining. If the transfer involves more
damage than the recipient can sustain, the spell inflicts the puissance affords no additional attacks per round and does
maximum allowed amount on the recipient and applies not improve the recipient's spellcastingability, unarmed
the remainder to the caster, regardless of amount and combat skill, or chance to perform noncombat actions.
result. Thus, an attempt to transfer 12 points of damage to
a creature with only 4 hit points would result in the recipi- Aura of Valor (Enchanbnent)
ent suffering 3 points and the caster sustaining the Level: Priest 5
remaining 9 points. Sphere: Combat
Range: 10yards
Wound transfer cannot be used on creatures with 0 or Duration: 1 -/level
fewer hit points, and unwilling targets are immune to the Area of Effect: 1creatureper level of caster
effect. Components:V, S
Casting T i e : 3
SavingThrow: None
This dweomer invokesa radiant aura of light around selected
creahires within range. This- 1 imbuesthe Fedpients
with tremendous courage,renderingthemimmuneto theeffects
of natural fear(suchas dragon awe)and affordingthema +4
bonus to savingthrowsvs. magicalfear.The caster must desig-
nate therecipients of the spelleffed at thetime of casting.
28
I The spellcannot nullify the creature’s resistanceto weapons
of a specific enchantmentlev& forexample, it cannot
crown of Flame ( nvocatiodEvocation) m o v e a yugoloth’s immunityton c m m a w weapons.
Level: Priest 5
Sphere: Sun sixth-Level spells
Range: 0
Duration: 1turn/e1 Blessed Concoction (Alteration)
Area of Effect: Ca ter Level: Priest 6
Components: V, Sphere:Healing, Protection
Casting T i e : 8 Range: Touch
SavingThrow:N e
Duration: 1week + 1day/level
among sword archons about to enter
lazingly hot beacon of the Area of Effect: 1flask or bottle of liquid
rrown bum all innately Components: V, S, M
Casting Time: 1round
ead, and evil spiritsbut Saving Throw: None
or petitioners)within 10feet for 2d6
fulldamage from the spell, as the This spell allowsthe caster to ~ansfonna single flaskor bottle
‘t actuallyflame-based. of any liquid& it water, poison, or even another potmn-into a
part of the magic used when potion oftzh-hding, elixirofhdth, or potion ofztitality. The caster
ts of the spell are the priest’s holy determinesthe potion type at the timeof casting.When thespell
of something appropriate to the durationqh,theliquid reverb to its originalstate.
ranches for a god of nature, iron for
The material component of this spell is the flask or bottle
of liquid.
Level: Priest 5 Crown of Brilliance (InvocatiodEvocation)
caster’s choice: Level: Priest 6
Sphere: Sun
to divest a creatureof some specif- Range: Touch
Duration: 1round/2 levels (rounded up)
tion or from using it personally. Area of Effect: Special
one spell (4th-level or lower)from a Components:V,S, M
The victim can regain the spell only Casting Time: 9
SavingWow: None
e followingday. A caster who
This spellturns a piece of headgear into a blazing source of
rid the target creature’s mind golden light as soon as the wearer engages in hand-to-hand
morized, the divest spell is combat.Any opponent engaged in melee with the recipient
of such a loss is one day per caster must make a successfulsaving throwvs. spell or be blinded for
ld4 rounds (sufferinga 4penalty to attack rolls,Armor Class,
and saving throws).Even ifthe saving throw is successful, the
opponent still incurs a -2 penalty to attack rollsagainst the
wearer because of the headgear’s dazzlingbrilliance.
The spell has a more severe effecton creatureswho have an
aversion to sunlightor suffer a penalty when fighting in bright
light (drow, derro, duergar, goblins, and many undead).Any
such creatm within a %foot radius must make a suc-xasful
saving throw vs. spell or flee.Those who succeed do not flee,
but suffer their usual penalties for fightingin bright light.
Undead other thanskeletons and zombies suffer ld6 points of
damage each round that they stay within the affected area.
The spell must be cast on a piece of headgear- hat,
crown,tiara, helmet, circlet, or similarly crafted piece of
apparel. The headgear must be properly worn or the spell
does not function. The spell is triggered as soon as the wearer
makes a successfulattack roll in melee.
This spell was developed on Mount Celestia with the aid
of the archons. Priests of good deities use it frequently, and
29
the archons are more thanhappy to share the spell with them. The spell’s target need not be evil, although a deity whose
The material component of thisspell is an opal worth at priest invokes holy smite in an arbitrary mariner may insist
(usually through underlings)that the careless transgressor
least 100 gp,which must be carried on the caster’s person. It make amends by completing some perilous endeavor. (The
shatters upon completionof the spell. If it is shattered prema- deity’s agents may even decide to ensure the priest’s coopera-
turely, the spell ends at that time. tion with a quest spell.)
seventh-Level spells This spell, known among the archons as the hand of divine
Crown of Glory (InvocatiodEvocation, wrath, is reserved for only the most devout clerics. Use of holy
EnchantmentlCham) smite permanently drains ld6 points from the caster’s total hit
Level: Priest 7 points. Only the priest’s own deity can undo such a loss; even
Sphere: Sun,Charm a restoration spell does not work. Thus, priests resort to this
Range: 0 spell only in the direst circumstances.
Duration: 1round/level
Area of Effect: Caster This spell does no harm to gods, their avatars, or their
Components:V, S, M proxies. Suchbeings can sense and identify anyone who
Casting T i e : 1round attempts to use the spell against them.
Saving Throw: Negates
Ray of Life (Necromancy)
This spell temporarily bestows an aura of godly power on Level Priest 7
the caster.Any creature with 6 or fewer Hit Dice must make a Range: 60yards
successful saving throw at the sight of the priest or be over- Duration: Instantaneous
come with awe. All creatures within hearing distance can Area of Effect One creature
understand the priest’s words, regardless of normal language Components V, S
barriers, and those who have failed their saving throws act Casting T i e : 4
upon the caster’s instructions as if under the influence of a SavingThrow: None
suggestion spell. Those whose saving throws were successful
are not awed by the caster and can continue their actions nor- This spell causes a thin beam of light to erupt from the
mally. Creatures with more than6 Hit Dice are immune to the caster’s index finger, striking any one creature (caster’s
effect of this spell. choice)within range. The ray of life heals all damage and
cures all diseases and maladies, as per the 6th-level priest
This is yet another spell developed by the archons of spell heal. In addition, the spell acts as a raise dead spell (with
Mount Celestia that has become quite widespread among the same limitations)when used upon a deceased target. Any
priests dedicated to good-aligned gods. undead creaturestruckby a ray of life suffers ld6 points of
damage per hit die (ignoringpartial Hit Dice).Thus, a 1-HD
The material component for this spell is the same as the skeleton suffers only ld6 points of damage from the ray of life,
one for a crown of brilfinnce,but the opal must be worth at but an 8+3-HD vampire would suffer 8d6 points of damage.
least 200 gp for the spell to function.
Automatons and nonorganic monsters such as iron golems
Holy Smite (InvocatiodEvocation) and necrophidii are immune to all effectsof this spell.
Level: Priest 7
Sphere: Combat Shield of the Archons (Abjuration)
Range: Special Level: Priest 7
Duration: Instantaneous Sphere: Protection
Area of Effect:1creature Range: 0
Components: V, S Duration: 1round/2 levels
Casting T i e : 6 Area of Effect: 120-degreearc
SavingThrow: None Components: V
Casting T i e : 1
With this spell, the caster can invoke a manifestation of a Saving Throw: None
divine hand to strike down one creatureanywhereon the
same plane. The priest must know the true name of the target This spell creates a mystic shield of beneficent energiesthat
creature; otherwise the hand dissipatesimmediately and the interposes itselfbetweenthe caster and incomingmagical
spell is wasted. With a single blow, holy smite reduces the attacks (includingeffectsfrom spells,spell-likeabilities, or mag-
victim to 1hit point. The stunning force of the strike also ical devices such as rods, staves,or wands).Attacks on the
causes the victim to be disorientedfor 2d6 rounds, incurring caster within the spell’s archit the shield instead, diffusing
a -6 penalty to all rolls (attack,damage, surprise, initiative, harmlessly.However, there is a 5% cumulative chanceper
proficiency, ability checks, and so forth). attack absorbed that theshield shatters. Ashield that shatters stU
provides p’otection from the spell that destroyed it, however.
30
a number of Hit ould include the caster, the shield any evil areaturewho gazes upon it. k t the effectas the 4th-hel
8Hit Dice of the w bonus and reduces damageby -2
is ineffective. tection also applies against breath wizardSpellfenrwithrespedtO~~eviltuge$withinrange.)
e shield interposes itself between the The hemic manifestationhas THACO 6, AC -7,HD 12,and
emus threat, as determined by the
es no protection from attacks other than 100hp. It moves in a wild dance (MV fly 24, MC A), lashing
out with two wispy appendages at any evil creature with
slays evil creatures withjn 60 yards of a whom it can close to melee range. The golden cloud strikes
one that has themost hit dice and then twice per round (separateattack rolls required),inflicting4d6
eaker creahm. C r e a m of 5 or more points of damage per hit on evil targets. (Its radiant energy
attacks inflict no damage upon good-aligned creatures.)
negate theefka.Thus,a 15th-
t Dice worth of evil creatures.If The apparition retains its form until the end of the spell’s
duration or until its hit points are reduced to 0 or below.
nextafter, it dissipatesinto the air.The ”dancing spirit”has
15%magic resistance and is imperviousto fire,electricity,
poison, death magic, paralysis, sleep, cham, hold, and other
mind-affecting attacks, as well as weapons of less than +2
enchantment. A raise dead or resurrection spell cast upon the
manifestationhas no effect, although casting either spell on
its physical remains dissipatesthe golden cloud immediately
and restores the deceased creatureto life.
The manifestation cannot range more than 30yards in any
direction from its fallen body. Since it is a metaphysicalphe-
nomenon rather than a magical entity, it can pass through
barriers against magic without harm.
The material component for this spell is the body of the
deceased and the priest’s holy symbol.
Mayical Items
The Upper Planes are home to countless m a g i d items that
find use in the hands of the celestials. On extremely rare occa-
sions, upper-planar beings also bestow such items upon mor-
tals who have need of their powers. A handfid of these
majestic items are detailed below.
s fiends (baatezu, gehleths, Archon‘s Horn: This finely wrought trumpet plays beauti-
toration of such creaturesis impos- fully in the hands of any talented trumpeter. Invoking any of
a wish. It is possible to resurrect or its magic, however, q u i r e s playing the horn uninterrupted
for a fullmund and making a successful Musical Instrument
(Horn)proficiency check. By playing certain tunes upon the
horn, the user can cast each of the followingspellsonce per
day: controlwinds,dismiss elemental (reverseof conjure elemen-
tal), raise dead, turn wood, weather summoning, and word of recall
(affectinguser only).Three times per day, the trumpeter can
also play a haunting tune that tums undead as a 16th-level
priest. A silence lb’radius spell negates the horn’s power for as
long as it remains within the spell’s area of effect.
An archon’s horn has an XP value of 8,000.
Chains of Light:Legend has it that Reorx himself forged
these bindjngs from solid sunbeams on theplane of Arcadia.
When used to bind an evil creature, the metallic golden chains
radiate an intense light equal to that p d u c e d by a continual
-tion ofttrilt hem, which can light spell. Any creature of evil or chaoticbent who looks
upon this light must make a successful saving throw vs. spell
or be blinded (-4 penalty to attack and damage mlls and -2
penalty to AC) for ld6 rounds. The radiance does not blind
31
lawful good and lawful neutral creatures who gaze upon it, In addition, a jiendsZuyer radiatesa powerfulvedon of the
nor in any way interfere with their vision. tauntspellthat affectsonly fiends. Any suchm a t m within 50
feetof thewielder must makea saving throw vs. spellevery
If the bound creature tries to escape, the chains of light heat round. Upon any fail=, thefiend feelsan irresistiblecompul-
(or cool, if the latter option would inflict more damage upon sion to attackthe spear's wielder, ignoring a l lother potential tar-
the vi&), causing ld2 points of damage the first round, ld4 gets. Onceengaged incombatwiththewielder, thefiendcannot
points the second, ld6 the third,and so on to a maximum of fleeuntil either it or itsopponent dies.
ld12. This heat ceases immediately when the creature stops
struggling. With each successive escape attempt, the heat AjiendsZuyerhas an XP value of 1,200.
restarts at the minimum and rises in the same manner.
Nephilw of SpellImmunie Thislavish adornmentappears
Breaking the chains requires a successful Bend Bars/Lift as a finelywrought platinumnecklace adorned with 3d4+6tiny
Gates roll at a -15% p d q . A creaturebound within them platinum feathem.Each feather is enchanted with spell immunity
cannot employ weapons or cast spells against chains of light, (asper the priest spell), affodmgitswearer completeproteaion
but outside attackers may do so. Attacks directed at the chains against a particular spell attack of4th level or lower. The necklace
also inflict half damage to the bound victim, however. For affods no protedion from any other typeof attack.The reddace
damage purposes, the chains are AC -2, with 100 hit points
and 25%magic resistance. protects thewearer only,so a spell suchasfirebauwould still
Chains of light have an X P value of 4,000. causedamage to other matures within its am^ of effect,although
thewearer of the nephiluswould be unharmed.
Eel Trident: Favored by noviere eladrins, the eel trident is a
7-foot-long shaft of polished shark cartilage ending in four The nephilusof speZlimmunity does not frmctionin conjm&on
radially spaced prongs of sharp coral, all reinforced with
magic. The trident radiates light upon command, illuminating with any other protectivedevicesexcept b r m o f d q k e . protec-
up to a &foot radius on land or underwater. The wielder tive spellssuch asstoneskin,a m , and mgicalzwtment operate
determines the intensityof the light, and it can range from normally for the weam, however.
torchlight to fdldaylight. The trident's remaining powers are
usable only underwater. Anephilus of spell immunity has an XP value of l,OW/feather.
Three times per day, the user can create four watery pin- Prism Maze: This facetedcrystalfitsinto the palmof a human
wheels that shoot forth from the prongs of the trident and handandisrrinforced withglassteelspellstoproteditfrom
unerringly strike one or more targets as per the magic missile normal damage.Onceper day, itsholder caninvokeamazespell,
spell, causing ld4+1points of damage each. The pinwheels trappingany single aeatmwithin 120yards insidetheprism
take a fullround to coalesce and dissipate completely after muze for a durationdehmined by thetarget's IrtMigence WOE
(asper thewizardspell ofthe same name).'I'eZqnrt and dimension
striking. The range of this attack is 120yards.
Once per day,the trident can transform into a 7-foot-long eel door spells donot enablea prisonerto escape, thoughp&zneshift
with silvery scales. Thismature has AC 0, MV s w i m 36, HJ3 10, does. There isno savingthrow againsttheprism's singular effect.
Aprism maze has an XP value of490.
50 hit points, and THACO 11.The eel can travel up to 500yards
Scimitarof Final Striking: Thisweapon appearsasnothing
from the wielder in any direction, though it cannotpass more thana finelywrought platinum swonihilt decoratedwith
through barriers against magic. From anywhere within range, depidions of angelic beingsand insetwith s e m i p m h ~stones.
theuser can commandtheeel to move, to revert to trident form, Aplanetar named Ihcostes crafted thefirst suchweapon, and
or to restrain a Small- or Medium& creature,or to release he taught the art to a number of other aasimonsmiths. They in
suchprey. To mtrain a target,theeel entwines itself around the tum have sharedtheknowledge of makingthesefineweapons
designated mature, actingas a ~ pofeconstriction.Any victim with theirstudentsover several millennia.
so bound must make a successfulBend Bars/Lift Gates roll to
At themental command of a gwd-aligned wielder, a shim-
escape.If r e d u d to 0 hit points, attacked by a wand of negation meringscimitarblade appearson thehilt. Thisweapon has allthe
propertiesof a scimitar +4, and it strikes for l d 8 4 pojnts of
or rai of cancellation,or successfdly dispelied (againstZOuI-level damage. In addition,the blade emits an inspiring melody that
magic), the eel lets go of its captured prey and reverts to trident
form. If the trident wielder orders the eel to release its prey, it evilbeingsfinddistIwhg (-4 penalty to morale checks).Any
complies, then immediatelyrefunsto its ownerand rev& to evil maturestruckby thescimitarmust make a succesfd saving
trident form. throw vs. deathmagic or perishinstarttlyfrom theforce of the
blow. An evilmature who clutches theplatinum hilt must also
An eel trident has an XP value of 3,000. makethesame savingthrow (with a -2 penalty for a chaotic evil
wielder)successfully or dieinstantly Fiends slainby the scimitm
Fiendslayer:Guardinalscraftthesesilver-tippedspems +2 on areirrevoablydestroyed, Tegardless of where in theplanes they
Arborea. Unlike most magical items, theseweapons do not lose happen tobeat thetime.
their +2 attack and damage bonuses when employedon other
planes. Against baatezu, gehreleths,tanar'ri, and yugoloths, Thes?imitw@fi3d~g~&of~,&@ia?,ws
fienaslayos inflictdouble damage (2d6+2points vs. Small- and resllientsphers,wsfraaingspheres,andandforcemgesonm~
Medi~m-~izehd ,2d8+2pointsVS. Large-sizedfoes).
Ascimitm offinal striking has an XP value of 3poO.
32
affectall creatures This finely wrought trumpet plays, In the same manner, chaotic aasimon reflect chaotic good
of any talented trumpeter. Invoking deities. These aasimon seem to have more latitude and less
er requires playing the horn uninter- guidance when it comes to fulfilling their superiors’ orders-
the end results must be good and positive, but individualsare
d making a successful Musical freeto chwse the means by which they attain such results.
k. The trumpeter can
Neutral aasimon, as reflections of the neutral good deities,
times per day, selectingfrom the fol- are among the most passive and abiding members of the race.
cure blindness and deafness,cure
r neutralize poison. These powers Neither “strident enforcers”like the lawfulsnor ”misguided
do-gooders” like the chaotics, they attune their sensesto the
120yards of the horn. In addition, balance of good and evil and tip the scalesin good’s favor
ingle creaturewithin hearing range of whenever an opportunity presents itself.
per day. Evil creatures cannot benefit
missile attack ro ons them. When the wearer Their powers
are unaffected b glow blue for an instant as
ese powers remain active until the Aasimon are immune to poison and gas attacks, and they
suffer only half damage from acid, electricity, and cold-based
d invoked, the armbands protect
avelins, armws, sling shots, and so attacks. All members of the race also have the following
inst the wearer. If such an attack fails, spell-like abilities, which they can use once per round at will,
unless noted otherwise: aid, augury, change sey, comprehend
ower of the vambrances. Area effect languages, cure serious wounds (3/day), detect evil (always
weapons and spells) have their nonnal active),detect magic, know alignment, read magic, and teleport
without error. (Note that aasimon don’t necessarily begin their
and gains no benefits. lives with all of these skills; for example, the agathinon gain
them as they rise in level.)
o f d s warding has an XP value of 4poO.
An aasimon’s detect evil ability is more potent than the
assionate beings who willingly and spell of the same name. Within 100 feet of a source of evil (a
of good on the Upper Planes. They strongly aligned individual, a powerful evil magical item, or
e affairs of mortal creatures, u s d y something similar), the aasimon automatically detects its
t. Seven types of aasimon are known direction, strength, and general nature. An aasimon who
scending order) agathinon, movanic gazes directly into the eyes of an evil creature immediately
learns its background, nature, and name (or, if it fails a
,astral devas, planetars, solars. Light saving throw vs. spells, its true name). This power always
functions automatically.
per Planes often find the aasimon
diversity. Not only do the various types In addition, aasimon have a special power over mortals
the race encompassesa wide variety of called celestial reverence, which they can only use in their
normal, unaltered forms. When an aasimon invokes the rev-
imon must be good, of course, but erence, a blinding flash of light draws the attention of all
neutral, or chaotic. mortals within sight of it. Anyone viewing this spectacle
must make a saving throw vs. paralyzation. Those who suc-
reflections of lawful good deities. ceed are unaffected; failure indicates that the victim feels a
most obedient of divine ser- strong emotion based on his or her alignment and Hit Dice:
the higher powers to the letter Good-aligned targets feel a protective love for the aasimon,
neutral creaturesstand fearstruck and do not attack, evil
ess of the cost, truth prevails over beings with fewer than8 Hit Dice flee in terror, and evil crea-
tures with 8 or more Hit Dice withhold their attacks from
fear, just as neutral creatures do. The celestial reverence lasts
for 2d6 rounds plus 1round per Hit Die or level of the aasi-
mon. Aasimon rarely use this ability, for goodness dictates
that they avoid using their powers to manipulate others.
Aasimon cannotgate others of their kind. However, they
can send out distress calls that other good beings can sense.
Such a call manifests as either a heart-wrenchingsong or a
moment of desperatesilence. Either version of thiscall gains
the attention of the closest enchanted good beings (for
instance, ki-rim, unicorns, lammasu,or metallic dragons),
who typically come to the rescue immediately.(Note that this
33
ability does notcreate or control the good-alignedbeings; it caused by gently ushering their "misguided" COwaLEed
meaply alerts them to danger.)An aasimon may use this t o w a I d m p e m m c e a n d ~P. ailuretoabidebythiscode
power as oftenas needed. However, those who send out calls can d t in recall,reprimand, or inextremecases,review by
repeabedly,gratuitousy,orforentirelythewrongrrasohs theCelestiZlTribunal.
(SUaAs calling upon good-aligned creaturesto stave off wery
evil threat encountered) may invite rebukefromtheirfellows. LeasvirtuousbeingstendtoBtaeotyptha~as
Their Realms pushyand relentleasin theirpursuit oftruth,hams+y,and
Unlike some other celestial races, aasimon k l y roam the justice. However, membemofthierace am actuaUy amongthe
Upper Planes (Arcadia, Mount Celestia, Bytopia, Elysium, the most balanced of the celestials.AasBnon alwaysstrivetow
Beastlands,Arborea, and Ysgard).They may visit other parts
of the multiverse as well in the course of missions assigned to by example. By dananehgtlng that lying,cheating,and d-
them by the greater powers. ing are unnecessary and fruitlessendeavors, they can often
persuade others to follow the h e path t o w d righWmsness
Their virtues with out^* g to long-winded 8 e ~ n od~a)nanding
Aasimon must alwaysbe true in their dealingswith others. (ofreform. Course, the Occasionalprsachy mmologueh a
They cannot lie, cheat, or steal, nor can they easily tolerate
such conduct in others. When dealingwith companions who worked wdempormorethan~lawfulgoodaasimon
habitually engage in suchbase behavior, aasimon react
accordingto their individual alignments-law& typically over the eons.)
preach reform, chaoticsmitigate their companions' lies by Aasimonconsiderviolencea lastrecoureeandnweratbick
exposing them for what they are, and neutrals try to reverse
the wrongdoings without offendingany of the concernedpar- needldy. It isagainst theirnatumtopmvokea f@t, attack
ties. Though aasimon are not afraid to share company with a helpless enemy,or leap intobattle without firstatbanpthrg
thieves and their ilk,the noble celestialsare quick to voice to negotiatea peaceful msolutim. Thosewho violatethis
their disapprovalof others' bad habits. What's more, they code suffer losses m power as per 'pescendance and the
seek to any repair damage that unscrupulous colleagues have FaUing,"above. By the same token,an assinranwho sumess-
fully sways a aiminaltowardrefonn,sbDps areedkswar,
or remainehue to hie orher idealsalmost always gains
greater power.
Nothingintheheavensccrmparesto anaasimcm'swrath.
When they arehoniblywrongedor t h e i r a n g e r i s d ,
aashnon fight fiercely withthevehememe of a thousand
stonns.Their vengeance is terriik and exact, and in battles
with fiendsthey show lit& quarter or mercy
Both the aasimon and the asuras freely roam the Upper
Planes and have trouble comprehending the notion of bound-
aries, so they oftenaws paths during missions and excur-
P
Aasimonconsider
of the s o b and
and most c k d e r
celestialstewards
to mediate dis-
P m1
'r'C
t
y,1
self-controlthey sions.A casual encounter between an aasimon and an asuras
dislikeare the can quickly escalate into a heated debate, and planar travelers
who witness such an inadent realize just how smallthe Upper
immune to atta
2,jZme tongue); Dmg ld10+1/
special Abilities
Ellacarzelcan ~ 8 tehefollowingspell-like
'unlessotherwisenoted):aid, antimagicshell,
mphend languages, cure disaase (3/day), cu
7/day), cure snious wounds (3
nu&, detect snnres &pits (7/d
Planes can seem when two powerful races each feel crowded No$able AasImon
by the other's presence. Since both aasimon and asuras often
The Upper Planes are filled with formidableaasimon, some
serve as messengers for upper-planar deities, conflict and com- of whom serve as proxies to deities and possess abilities
petition are inevitable. (Rumor has it that a mwanic deva was comparable to those of demipowers.Among the most note-
severelychided by his superior after calling the asuras "super- worthy are:
fluous.")Suffice it to say that although the two races exhibit a
faiimeasure of mutual prejudice,neither is willing to discuss
the problem openly or allow it to foment into overt hostilities.
36
solar proxy of the Egyptian god Aga*hinon
enitar of the Parliament of the
Agathinon are warriors by nature, though they do possess
1, a male solar proxy of the spellcasting ability. On the Upper Planes, an agathinonresem-
bles an elf with shining eyes and luminous, opalescent skin.
r who lives in Chronias (thehighest Ability Scores: An agathinon PC receives a +2 bonus to
keeps the suns of Mercuria Wisdom. The character’s ability scores (after bonuses) must
fall within the followingranges:
the two planetar generals who
sting Light from the ABILITY MINIMUM MAxlMuM
18
llir near the fortified town of strength 9 18
Dexterity 8 18
re more infamous thanfamous. The Constitution 8 18
Intelligence 10 20
Kamazaz is notorious for freeing crimi- Wisdom 12 18
asylums, “reforming” charisma 11
m on dangerous missions to serve the Class Restrictions: Although agathinon PCs must be war-
c deva known as Toves steals fiends riors, they can choose to be fighters, rangers, or paladins.
to make them repent They can reach a maximum of 8th level; at that point, they
ividuals comparesto cease to gain experiencein their chosen classes. They must
then either ascend or remain 8th-level agathinonforever.
who lives in seclusionin an otherwise-
Mountains of the Average Height and Weight: In ~ t u r aflorm, agathinon are
60+2d10inches in height and 130+6d10pounds in weight.
where she guards a gateway into one of
Hit Dice: PC agathinon gain Hit Dice accordingto class, but
last celestial st we her. they do not gain bonus hit points for high Constitution scores.
Aasimo. Lis player characters Alignment: Agathinon PCs are commonly neutral good,
Aasimon PCs D ay as 1st-level agathinon warriors. though lawful good and chaotic good agathinon also exist.
evel, the appropriate upper-planar
No other alignments are allowed. Lawful good agathinoncan
s, the Dungeon Master) be paladins if they meet the ability score requirements for
thy have the opportu- that class.
is, transform into higher aasimon with
tions-not so eir chosen classes. Armor Class: A 1st-levelagathinon PC has a natural Annor
Class of 7. That value drops by one point for each level of
ep, the PC can choose to retain his experience above that until it reaches 0 (at 8th level).Agathi-
status or move forward with the non don’t wear armor; as natural shapeshifters, they’re
uncomfortablewith the “shell” that armor places around
ever purer, more virtuous states of them. They may employ shields, however, augmentingtheir
fferascension to all aasimon; only the AC values accordingly.
and dedicated can earn the chance for
Languages: An agathinon can communicatewith any intelli-
gent creatureusing a powerful form of telepathy.
F’mficienaes: Agathinon are automaticallyproiicientin all
weapons, but they cannotspecialize or wield edged weaponsin
combat.Theyhave thefollowingmnweaponpmiiciencies:
AnimalHandling,AnimalLore, AnimalTraining, Blind-fighting,
charioteering,P h Direction Sense,Plannr Sense, Planar Sutviml
(UpperPlanes),Running Racking, and Swimming.(Italicized
proficiences are desaiied in Planewalker’sH a n d h k [2620].)
tremendous hi Special Benefits: Agathinon can assume the forms of other
creature types at will. The new body must be roughly equiva-
37
lent in size to the agathinon’s own, and the adopted form must Also at 3rd level, agathinon gain aid, auguty, ESP, and
be that of a matwe whose Hit Dice do not exceedthe celestial know alignment as spell-likeabilitiesusable once per round at
warrior’s own level. (Thus,a 1st-levelagathinon could assume
the formof a 1-HDom.)This shapeshiftingpower doesnot will.
allow an agathinon to imitate a specificindividual.
At 4th level, agathinonbecome immune to disintegration
Agathinon gain the Armor Class, movement, attacks, and lifedraining effects from any 8om.
damage per attack, special attacks, and specialdefenses of At 5th level, agathinoncan only be struck by weaponsof
their new forms. They retain their own Intelligence, align-
ment, level/Hit Dice, hit points, THACO, magic resistance, +1or better enchantment. They also acquire chiruudience,
and morale. An agathinon can wield blunt weapons and use clairvoyance,and hold perm as spell-like abilities usable
magical items if the new form allows it, but cannot create once per round at will.
these as part of the new form.
At 6th level, agathinon gain the ability to teleport un‘thout
Onthe Upper Planes,agathinon typically remain in their error once per day.
At 7th level, agathinon can use cure serious wounds once
natural forms, since other celestial beings can usually recog- per day.
nize them for what they are anyway. Elsewhere, they tend to At 8th level, agathinon gains the ability to become ethe-
adopt other guises so as to blend in with the natives. Agathi- real at will and can use cure seriouswounds three times
non never attack in natural form, not even with weapons;
they must adopt shapes other thantheir own to enter combat. per day.
Regardless of form, agathinon radiate magic and make Agathinon rangers and paladins also gain all thenormal
saving throws as priests of twice their level, up to a maxi-
mum of 14thlevel. (Thus,a 3rd-level agathinon warrior uses class abilities for their I.espective levels, though much of a
the savingthrow table for a 6th-level priest, while an 8th- ranger’s “wilderness” knowledge is specific to the Upper
level agathinonuses the one for a 14th-levelpriest.) Planes.Both classes gain cleric spells as indicated in the
Agathinon develop more spell-like powers and acquire shaded box; for example, a 5th-levelcharacter has three1st-
other benefits as they gain levels. Use the agathinon’s level as
the caster level wherever needed to determine the effectsof level spells and two 2nd-level spells.Note that agathinon can
employ such magic only while in human form.
innate spell-likeabilities.
At 1stlevel, agathinon Pcs have 20% magic resistance SpecialHindrancee:Agathinon have many usefulpowers,
but they also have a number of limitationsand disadvantages.
and are immune to deuth spells. They also have the fol-
First of all, agathinon never attack while in theirnatural
lowing spell-like powers, usable once per round at will: forms. Those who shapeshiftinto beingscapable of weapon
use may employ only blunt weapons in combat, but those
comprehend languages,detect mil (the special aasimon ver- who assume theformsof matures with ’‘natural weapons’’
(suchas claws or teeth)can utilize any slashingor piercing
sion), detect mgic, and rend mgic. attacks that are normal for that creaturetype. Agathinon of
At 2nd level, agathinongain immunity to energy from 3rd level or higher can also turn themselves into swords or
the Positive Material Plane and the ability to cast priest other weapons that other beings might “wield.”
spells while in human form (seethe shadedbox at right).
Spellcasting agathinon are entitled to the added spell Secondly,agathinon cannot use their powers or abilitiesto
adjustmentsfor high Wisdom. commit evil acts, assist evil individuals,or endanger innocent
At 3rd level, agathinon master theix shapechangingabil- lives (either deliberately or unconsciously). Thosewho am
ities, gaining the ability to transform themselves into duped into performing evil deeds or aiding the cause of evil
inanimate objects as well as other creatures. The object are no less xesponsiblefor their deeds thanthosefew who
selected may be considerably smaller thanthe agathi- knowingly turn from good, and their gods lwy punishment
non’s true form, but not substantiallylarger. Commonly, accordingly.T&hlly, the penalty for such a misdeed
agathinon select items that other beings might carry
(such as vials,vases, swords, or lamps) when
shapeshiftingin thisway. Any good-aligned creature
who carries such an item temporarily gains the ability to
cast 1st-levelpriest spells from any sphere at will and
the ability to turn undead as a priest of the agathinon’s
level. Evil creatures do not gain any benefits from con-
tact with a transformed agathinon; in fact, any evil
being who touches such item suffers ld12 points of
damage (no saving throw). Neutral beings gain the ben-
efits only if their cumnt missions or actions serve the
agathinon’s needs.
38
Higher Aasimon
or irresponsiblebehavior, and they At 8th level, agathinon reach the pinnacle of development
they deem appropriate. and canno longer gainlevels or experience. However, if the
ttackanyeviltheyencomter,unlunless
gods ~IVpleased with a particular agathinon’s adkvements
such an action. For example, an agathi- at that point, they may offer him or her the privilege of
taneously is not likely to face ascension. Acceptance elevates the agathinon to the next
allavingthe OthertoeSCape. higher rank in the aasimon hierarchy-that of movanic deva.
Each subsequent transition (to monadic deva, astral deva,
t never lie, steal, or cheat, for engag- planetar, and finally solar)becomes possible after the PC
can rob them of their completes seven successfulmissions at the previous level.
te lie” could result in the Not every aasimon receives such opportunities, however-
only those who please their gods and truly exemplify virtue
ties, while taking a weapon can ascend. Solarstatus in particular is incredibly rare, and
adually or all at once). thegods offer it only to those whose performanceshave been
and spellsthat afford protection, aug-
Class or magic resistance,give no ben- exemplary in every way.
Those PCs who leave behind theirexistencesas agaulinon
a’efense and cloaks of protection
s possession, and annor spells and begin to rise throughthe h i e r d y no longer gain levels
or experience points. From thispoint on,only the gods can
’t reverse cleric spells they cast, even
grant promotions, and they do so only for those most worthy.
Blood War spillsover into Arca- With each ascension, the PC transforms physically into a new
es call upon the agathinon to
d the fiendswhere the true power mature, gaining new powers and responsibilitieswhile
losing the old ones. Such PCs do, however,retain enough of
minions into the Upper theirprevious appearances that friends(andfoes)can recog-
good, it is the agathinon nize them.Transformed PCs cannot change theirminds and
on and protect the artifact. The powers revert to their former states, nor should properly played
d agathinun outside the Upper celestials wish to do such a thing.
Ids, reinforce armies of light,
Ascension is never mandatory; all aasimon am freeto turn
and rebuild cel
down offers of advancement. Them is no stigma attached to
Material Plane such a move; many aasimonare content in theirrulesand
bled warrior re choose to remainasthey are. onlythose whoaspire toreach
the pinnacle of goodness strive for promotion, Of course, can-
didates must consider their decisionsregardingascension
most carefully, for those who decline promotion rarely receive
any subsequent offers.
Note: The powers of all higher aasimonare d e s a i i fully
in the PLANBsCApgM O N S ~ ~CO U~S~ P E ANppDend~ix (2602).
Plane, agathinon typically m e as Movanic Devas
beings, helping them complete
estinies. In thiscapaaty, celestial Movanic devas have the power to pass into the Prime Material
asionally,an agathinon even takes Plane and returntothe Upper Planesatwill. More,their
missionSfrequently involve visitingother planes to aid promi-
for earlier misde- nent mortal followersof good deities in moments of dire need.
ortant ankaries of the good- Such freedomhas tremendous appeal from a player’s point of
take such missionsvery seriously. view, and thepossiMlities foradventwe axe endless.
A typical mission for a movanic deva might be to help a
good king on the Prime Material Plane overcome an invading
tyrant. The deva must accomplish thisnot by d k c t inter&
a c e , but by s&en@hening the king’s will, bolstering thecon-
fidence of his men, and persuading him to make peace with
hisbrother, a high priest of m e influencein a neighboring
realm.A PC deva could also help a paladin retrieve a holy
swod from the tomb of a lich-bdng, defend an isolatedvalley
peopled with good-alignedhumanoids fnnnevil incursions
while its normal defend- ki-rin-visits her home plane
39
for a month, or help a recently resurrected hero avenge his assigned task may (1%chance, noncumulative) receive an
own death. offer of promotion to solarstatus.
Note that contrary to popular belief, devas of any type can solars
be eifher male or female. Previous claims that all devas were
male pmbably grew from the tales of explorers new to the Solars are, without question, the most powerful good-aligned
planes who happened to see a few males and jumped to the
wrong conclusion. beings next to the gods themselves. These celestialsare the
Monadic Devas very epitome of goodness, purity, devotion, and honor. Little
The gods charge monadic devas with safeguardingthe Upper can stand their way, and no evil being fails to shudder in
Planes. These beings command the agathinonwarriors who
patrol the borders and guard the shining atadels. In addition, their presence. Player characters who a d to therank of
monadic6 attend to matters on the Inner Planes (Elemental,
Paraelemental, Quasielemental,and Energy). These devas can solar can communewith their gods directly.Though such
pass into any h e r Plane at will and survive there without ill
effect. ?Lpical inner-planar missions might involvehelping a beings are mighty enough to be deities themselves, they
djinni caliph fend off attacking efreet from the City of Brass,
thwarting the machinations of the Elemental Princes of Evil, choose to serve rather thanto have worshipers.
or guidhg good-aligned mortals safely through the h d s
of the more inhospitable realms. Solarsrarely leave the Upper Planessave to command
Astral Devas huge armies of agathinon, devas, and planetarsin wars
against the fiends, and even thensuch conflictsoccur but
Based on the name, many believe that astral devas can travel once in many thousands of years. Solarmissions, though
only to the Astral Plane. But while it’s true that they can jour-
ney to the Silver Void at willto rescue good-aligned mortals grand in scope, are not alwaysin- to play out. U h
stranded there,thesemighty warriors actually spend more
time dealingwith issues on the Lower Planes. *all the campaign’s characters have godlilcepowers, the DM
Astral devas can pass into the Lower Planes at will, bring- may wish to suggest that players of solarPes their
ingtheirbrand of justice directly to the heart of evil.The characters and begin anew.
powers frequently call upon them to lead annies of agathinon
against fiendishstrongholds, jnfiltrate the domains of Abyssal Light Aasimon
lords to rescue the souls of captured mortals, and exact
vengeancefor fiendish attacks against the Upper Planes. An When a deva, planetar, or solar dies somewhere other than
astral deva can enter any layer of a Lower Plane without itshome plane, its spirit returns to the Upper Planes.Some-
passing through the intermediarylayers. times, if the gods deem that such a spirit could serve in a
planetars greater capacity, the celestial essence is reborn as a light
aasimon.
Like devas, planetars gainno levels or experiencepoints, as
no one planetar is stronger or weaker thanany other. Plane- Lights an? shapelwbeings of pure energy who often save
tarsserve their gods M y , rarely leaving the Upper Planes
except to carry out critical tasksor bring aid to powerful powerfulgoodalignedWoIshipersOfttregOdS.ThOUghligM
mortal servants of good (NPCs of 12thlevel or higher).These aksimonan?akintofamiliarsin thisCapacity, they farmorefor-
midable. strictlyspeakin&lightsaren’t asmighty as planetan,or
awe-inspiringbeings are defenders of truth,avengers of solars,but all othercelestialshold themin rrverenceand awe.
fallenheroes, and messengers of the gods. Their missions are Player characters canrtot become light aasimonexcept in
among the most perilous celestialscan perform4efeathg a the most extraordinaryof circumstances.
pit fiend who has enslaved a portion of the prime Material
fight aaeimon are d d b e d in the PLANESCAPE MONSTROUS
Plane and captured the high priest of a good deity, slaying an
Abyssal lord on his home plane, or invading an arcanaloth’s COIvfPWDlUMAppendix (2602).
library to recover a stolen book of exulted deeds. Planetars typi-
Archons
cally act alone, and they are more likely than any other aasi-
mon to inspire goodnessin othersthrough their actions Archons are the protectors of Mount Celestia, the shining
rather than their words. realm that prime-material adventunm often call the Seven
In most campaigns that allow celestial player characters, Heavens. When lawful good mortals die,their spiritscan
chooseto settle in the realmsof their gods forever, or they can
the rankof planetar is thehighest that a PC canexpect to journey to the Mount and petition to continue activelyserv-
achieve. However, if the DM so desires, PCs can rise further ing the cause of good. On Mount Celestia, the gods examine
still.In that case,any planetar who successfully completesan the petitioners and transform those they find worthy into
lantern archons-the lowest station of the archonhierarchy.
Through their good deeds and devotion, lantem archons
gradually advance through the ranks, transfonning into pro-
gressively more powerful archons.
Seven types of archons populate the layers of Mount
Celestia: In ascending order, they are lanterns,hounds, war-
dens, swords, trumpets,thrones, and tomes. Each of thesesta-
tions ranks higher thanthe last and has a distinctivephysical
appearance. Furtherma, all archonsexcept the lumhscent
and formless lanterns sport metal accoutremen-ollars,
bracers, breastplates, and so forth, dependingon the type of With the exception of the trumpet archons (seebelow),
archon. The quality of the metal shows the wewr’s advance- members of thisrace rarely venture beyond their home plane.
ment within his or her station. From lowest to highest, the Only under the most unwualcircumstancesdws an archon
order is lead, tin,brass, bronze, silver, gold, and platinum. receive permissionto leave Mount Celestia, and then only for
For example, a warden archon with platinum accoutrements a short time.
has greater virtue and devotion to law and goodness than
does a warden wearing brass. Eventually, throughvirtuous Their powers
acts, the platinum warden will r k to the next station, and
become a sword archonwith lead appointments. After pro- In battle, all archons can constantly exude an aura of extreme
gressing through each of the metals again, the sword archon menace called divine w u t h to a range of 30feet.Only their
ascends to the next station (trumpet).Archons do not receive enemies actually feel the wuth, though it inspiresawe in
new accoutrementswhen they advance within station; others. Any foe within range must make a saving throw vs.
instead, the metal they already wear transmogrifies into the spell at a modifier whose value depends on the typeof
next higher state. This is because the metalis part of the archonexuding the w u f h(+1bonus for a lantem, no modifier
archon’s body-it can’t be removed or affected by spells that for a hound, -1 penalty for a warden, -2 penalty for a sword,
changemetal. 3 penalty for a trumpet, -4penalty for a throne,and -5
penalty for a tome). Those who failsuffera -2 penalty to each
All archons of a given station are equal, regardless of how attack rolluntil they successfullyhit the archon. Themafter,
precious the metal that adorns them. The only difference is those individuals may attack without this penalty.
that some, by their virtue, may advance faster than others. Allarchonsalsohavethepowersofproteftia~~~~10
There is no jealousy among archons, and almost never has rudius and tongues,both of which are alwaysactive. In addi-
therebeen a n x d e d incidentin which members of this race tion, they can use the followinginnate,spell-likeabilities,
turnedon their fellowsfor the sake of rising in rank. Archons once per round, at wilk continual light, defect evil, infnmision,
are alwayscontentto remain in their nvrent formsuntil such and teleport dthout error. Each type of a n h n also has several
time as the greater powers of Mount Celestia deem it appro- specialpowers in additionto these.
priate to reward them for theirvirtue.
L
Lanmafihons commonlyresidein Lunia,thefustlayer of do tl-teybargainwith it Even raremagicalitems hold no allure.
Mount Cehtia,where they sustainthemselvesby absorbingthe Instead,~valueknavledge.Naturallynuiousabnathe
light andessenceof theplane. They typicallyact as guides for mdtiverse, they oftenkeep company with goodaligned h v e l e r ~
ViSito~,thwghhigh~arrhonssonetimesCallUpOnthemtO WhobIingstOrieso r r u m o r s ~ ~ p p l a n e s .
serve as messengersto the upper layers.
Their Role on the planes
Hound archonsreside in Lunia and Mermria (thesecond
layer),often serving asplanarhostsfor travelersto Mount C e b Archonsarethe~andguardiansof~celestia.Exaept
tia. However, thehounds must alsoensure thesafety of the for thebum@, who must leave the Mount on OcCBBionto
M o u n V S first two layers. esCortmised~k3,,~veltootherplanescnlydyand
brieny..~high-levelspellcasbersinlaeedofextraplanar
Warden aFchasare theevervigilantsentinels of the Mount, advice,kmwledge,assistance,or~~archons
guarding the +between theplane’sswenlayersto prevent to another plane jnoarlertoconkrwiththem. unlikesomeaea-
UMuthOrizedtravel. tureswi-u~hatetobcealled away from theirhome planes,
swordafihonstravelbetw~thelayers,relaying~ges archon sf eel no annoyance about such^tthey
from the tomesorthe godsthemselvestoother archons.They are relishanyoppomu\ityto~inspireotherswhosharetheiroverau
akintoheralds,spreadingthewords and wisdom of greater philosophyandcompassionforothera
beingstotheexpedantmaases.
Dealing with other celestials
Trumpetarchonsmay also carry l~ssagesfrom above, but
their primary task is to escortthe spiritsof newly dead mortals Because theyrarelytraveltheplanes,afihonsarethemostsettled
back to theirbodiesin caseof s u d mising or r e s u h . so ofthecelestialaMOStoftheircontactwith~ksuras,
that they canperformthissacred duty thehumpets--aoneof all &dTim, and g l d h a l s OEcUlsWhen members oftfioseother
the a&ms-we h e to leave theconfnm of Mount Celestia.
racesvisit Mount Ce&stia.Archohstolerateh a l l . It doew’t
Thnmearchons,appropriatelyenough, Rlle thecitiesand
realmsof the plane, and are thus found ineach layer. They botherthemthattheaasimon~ecthemeeh.eseu~;~
handleday-today issuessuchas mediatingdisputes,resolving
Conflicts,and exemplifyinggoodness. archonsrespect thatbelief evenif they dcm’t agreewith it.
Urhtunately,thesebenevolent fedingsaren’t alwaysmutual.
Each ofthe seventome archonsk n m to exist rules one layer
of~tcelestia.Theycanalsotravelthroughouttheplane, The asuras, forexample, don’t careforMount celestia’sprotec
thoughthey donotoften do so.(Formoreinformation,see tors at all.lharchonsdon’t u n d e t h i s avasian; afterall,
‘Notable Al&ms/ below.) theyregardthe asurasasnoble and peasionaae, if a bit dimgan-
iZed.P~WS~~~tojudge
Their vh-u camally hatirkstheaeum-whb reaUyhaveno idea.stin,
the~mrrstantlytrytobuildbridgesoffriendshipwiththe
asuras,andandaatclemptsonlyseemtomakethelattermm
w.
EladrinsoccasicsrallycometoMolrntCelestiawithfan~
storiesfnnnotherplanes,and t h e ~ 6 n d
their- . .while* M t envytheelsdukrs’free-
domtowanderthemulijvemea t w i U , t h e a f i h o n s h a v e ~ l e
dating to theAhmnalestialsbecauethetwo rp&8have 80
littieinaaMlansowhen~aremthe~ofeladrins,
archonsmay seem aloof--aoetfybecausetheydon‘t quiteh o w
what to say.
A4N!bls caareiderthemsdvestobeon good termswith
guardinals,,theh~~areindinedtowdthe
~oftheMountandrarelycavca.twithtl-?em’Ih.ed a b
s h i p b e t w e e n t h g t w o r a c e s , ~m, nainssomewhatdistant
Ardmrs can‘t l n u b t a dthe guardinals’needto“wenthe
0dds”by~vingtheirhomeplanefmd~thefighttothe
baatezuandtaw’ri. ’ I h e ~ ~ ~ q u e s t i a n t h e w i s d o m
ofandaggressivetactics,thelesstheguardinalsenjoyth&ann-
Vy.
Notable Archons
Together, the seven tome archonscomprise the Hebdomad-
the rulingcouncil of Mount Celestia. The tomesoverseetheir
42
layers with near omniscience,though they are unaware of In order of their stature, the seven tomes are:
what transpires in the realms of the gods who reside on the Barachiel, ruler of Lunia (theSilver Heaven)
plane. Every layer consists of 196provinces, each of which is Domiel, ruler ofMeKuria (the Golden Heaven)
governed by a warden archon who reports through the hier- Erathaol, ruler of Venya (the Pearly Heaven)
archy back to the tome archons. Pistis Sophia, ruler of Solania (theElednun Heaven)
43
Raziel, ruler of Mertion (the Platinum Heaven) Player-character lanterns, on the other hand, may expand
Sealtiel,ruler of Jovar (the Glittering Heaven)
Zaphkiel, ruler of Chronias (the Illuminated Heaven) the typical lantern role. In additionto their regular duties,
and leader of the Hebdomad PCs can serve as scouts, wandering the Upper Planes inde-
pendently to ensure that all is secure. In the course of their
Archons as player characters travels, they must strive to aid all good-aligned c r e a m and
thwart all evil-aligned beings they meet Since PC lanternsare
Archon characters must begin as noncorporeal lanterns. generally more intelligent and more eager to ascend than
Through good deeds and temperance, they can become their fellows, they are prone to taking independent risks.
hound archons, gaining actual bodies and metal fittings. Their dedication to servinggood in wen greater capacities
Thereafter, they can continue to ascend through the hierar- thannormal generally earns them the attentionof the tome
chy according to the standard path. Levels are meaning- archons,who watch over the plane and promote lanterns
less to archons-they advance by performing acts of when the time is right.
charity and kindness, not to mention noble and valorous
deeds. Ability Scores: As lantern archonsare noncorporeal beings,
they possessno measurable strengthor Constitutionscores.
Archons do gain experience points (XP), and this deter- Each lantern receives a +1bonus to Dexterity, Intelligence, or
mines how quickly they may rise. All archons (except Wisdom (player’s choice) and a -1penalty to charisma.
lanterns) have collars, bracers, or other metal fittings of
various qualities to show their virtue. These metal accou- After adjustments, a lantern’s ability scores must fall
trements automaticallytransform into material of the next
higher quality whenever their “wearer” has demonstrated within these ranges:
sufficient devotion to lawful goodness (that is, accumu-
lated a certain amount of XP). Archon PCs who gain &run MIN-IMUM M m-m m
enough XP to merit platinum fittings can ascend to the
next higher station, where they start out again with lead strength -18
fittings.
Dexterity -9 18
The lawful celestialsdeveloped thisrigid method of Constitution 18
17
advancement to remove the taint of subjectivityfrom the Intelligence 5
process. However, they do share a few procedures with the
aasimon. Archons gain new powers and responsibilities(and Wisdom 6
lose their old ones)each time they rise in station.Further-
more, they physically change into new beings, but retain 6
enough of their previous appearances so that others can still
recognizethem. Finally,they remember all of their past expe- Clan Restrictions:Lantem &ons have vague memories of
riences, using them as guides while walking higher and their prior existences as lawful good mortals, but no character
higher paths toward perfection. classesper se. A lantem’s player can decide what class (ii
any) the spirit poBsessed in life,or determine the class ran-
As with the aasimon, archons may refuse ascension.For domly by rolling on the table below.The player may then
example,a warden who gains enough W to wear platinum designatethe character’s level at the timeof death by rolling
ld20. Howwer, thesedeterminationsonly serve to pruvide
fittingsbut doesn’t want to become a sword &on can background color for the PC,as lantern archonscannot call
remain a warden, then move on at a later time if desired.The upon any of the abilities they had while alive.
decision to postpone or reject advancement, though, is not
without political repercussions-archons are expected to 1DlM ROLL PRHvrous CLASS
follow the regular process of promotion. 01-10
11-20 cleric
Lantern Archons 2145 specialty Priest
46-55 Fighter
Lantern archons are the spirits of lawful good prime-mate- 56-60
rial beings. Each manifests on the Upper Planes as an 61-70 Ranger
insubstantial globe of light about three feet in diameter.
Lanterns rarely, if ever, leave Mount Celestia. Typically, n-75 Paladin
they serve as sources of information and fonts of inspira-
tion for neophyte mortal adventurers, many of whom visit 76-00 Mage
the Mount looking for the truth behind the wondrous place specialist wizard
known to them only as “the Seven Heavens.” The only No class (&level)
time most lanterns experience combat is when hound
archons summon them to help defend the plane against Average Height and Weight: Lantern archons are appmxi-
evil interlopers. mately threefeetin diameter.As they have no bodies, how-
ever, they have no weight.
Hit Dice: PC lanternd o n s are 1-1 Hit Die matures.
Alignment: All lantern archons are, without exception,lawful
good.
44
Armor Class:Due to their noncorporeal forms, all PC normal damage, however. Lanterns can survive in an airless
lanterns are Armor Class 5 (base). void and pass through solid and liquid substances with
impunity. Since they don’t breathe, they can also exist in
Languages: Lantern archons communicatetelepathically, watery environments without fear of drowning.
using an innate power similar to the spell tongues. They
understand and can reply in any language they hear. Special Hindrances: Lantern archons cannot leave Mount
Celestia without the permission of an archon of highe~sta-
hficiencies: Lantern archons cannot wield weapons, so they tion. Missions that could legitimately take a lantern off-plane
have no weapon profiaencies.Each is, however, entitled to might include accompanyinga more powerful archon on a
two nonweapon pmfiaendes, selected from among the fol- mission away from the Mount, or perhaps aiding a p u p of
lowing:Ancient History, Local History, Planar Sense, Planar lawful good adventurers who are seekinginformation about
another plane.
Direction Sense, Planar Survival (MountCelestia),Religion, or
Spellaaft. (Italicized proficiencies are described in the Because they are insubstantial, lantern archons can‘t
Planewalker’s Handbook [2620].)
manipulate physical objects.Even theirlight rays have no
Lantern archons also retain faint impressions of the profi- force or real substance.Therefore, thesebeings cannot employ
cienciesthey possessed in life (halfthe mortal score in each,
rounded down), though their noncorporeal forms make it dif- magical items, wear m o r , wield weapons, or perform any
ficult to employ most of them directly. Still, a lantern archon physical task.
who had the Fire-building proficiency in its past lifecould
instruct someone on how to build a fireif it made a successful Roleplaying Notes:Player charactera who aspire to become
profiaency check at its reduced score. archonsof higher station must begin as lanternsand work
their way up the hierarchy by performing tempered, valor-
Advancement: Lanterns don’t gain levels or amass experience ous, and charitable acts. Possible roleplaying opportunities
points. Rather, when a tome archon (that is, the DM) deter- for lantem archonsinclude spying on a p u p of dubiously
mines that a lantern has performed exceptionallywell in the alignedplanewalkerswho are “touring”Mount Celestia,
service of good, the lantern ascends, becomhg a hound helping a hound archon defeat an infiltratingfiend, guiding a
archon with lead fittings(seebelow). Ascendance from humble paladin along the path of valor, aiding a faithful
lantern to hound ambon requires the successful completionof dwarf adventurer in his search for Moradin (the dwarven
father) and his Soul Forge (birthplaceof the dwarves),help-
no fewer thanthree tasks.PC lanterns who demonstrate ing a paladin locate a missing member of theOrder of the
Planes-Militant (sworn defenders of Mount Celestia), or guid-
questionablemorals or ethics or who fail to take their roles ing a p u p of would-be heroes to the GlassTam (a mystical
seriously should not advance. lake on the third layer of Mount Celestia, where the powers
of good offer prophecies to those they deem worthy of such
SpecialBenefits: %ice per round, lantern archons can fire a foreknowledge).
ray of light to a range of 30 feet. The rays have no effect on
beings who are pure of heart and intend no harm to the Lanternsalso offer unique roleplaying opportunitiesfor
archon, but enemiessuffer ld6 points of damage per ray that players who have lost lawful good characters (paladinsin
hits (normal attack roll required).These beams are as radiant particular) in other campaigns.When the dead character’s
asbright s d g h t , 80 they inflict double damage against m a - spirit arrives on Mount Celestia, it becomes a lantern archon
tures(suchas vampires) who are particularlysusceptible to with only a vague awarenessof its prior existence. The char-
that form of enerfl. acter can then remain in play in a whole new way.
Lantern archons possess the innatemagical abilities H o u n d Archons
common to all archons, includingdivine wrath and the ability
to telep0l.t without errur to any location in Mount Celestia at Hound archons appear as powerfully muscled humans with
will. In addition, lanterns can fly at a rate of 24 (maneuver- canine heads. Though they are primarily defenders of just
ability classA). tcauses and innocents, they also safeguard those who are
Since lantems are noncorporealbeings, nonmagical un le to protect themselves against mightier foes. When
weaponshave no effect on them,and even magical weapons ’ no fighting, hounds act as hosts to travelers who visit
Mount Celestia, watching such visitors closely for any hint
inflictonly half damage. Although they are vulnerable to of treachery or deceit. Hound archons wear simple metal
collars.
most magic, lanterns are immune to paralption and all
enchantment/chann spells. Spells that target corporealbodies Player characterswho begin a campaign as lantern
(suchasfeign denth, grease, gust of wind, hold person, irritation, archons may ascend to become hounds through their pure
stinking cloud, strength, and web) are also ineffectiveagainst and valorous deeds. Hound P C s initially “wear” collars
these beings. made of lead, but these transform into progressively more
precious metals as their ”wearers”continue to serve the
Lastly,these archons have protection againstnormal tem- cause of lawful goodness
perature variances equivalent to that of a resist fire and a resist
cold spell combined. Magicalcold- or fire-based attacks inflict
45
Ability Scores: Hound archonsreceive a +2bonus to Strength Metal XP Required
and a +1 bonus to Constitution. Their final ability scoresmust Lead
fall within the followingranges: Tin 0
Brass
AB- MINIMUM lmxmu?d Bronze 8,000
Silver 16,000
strength 12 20 Gold
Dexterity 9 18 Platinum 32,000
Constitution 8 19
Intelligence 8 18 @,oOo
Wisdom 8 18
charisma 18 125,000
9 250,OOO
Class Restrictions:Hound archons have no character classes. Special Benefits: An unarmed hound archon can attack three
Since they all share the same abilities,they judge their times per round, slashingwith two sharp-clawed paws (for
prowess not by the powers they possess, but by how they use ld4 points of damageeach) and delivering a fiexe bite (for
their skills. Id8 points of damage). A hound who forsakesthese natural
attacks can wield a weapon instead, but can strike only once
Average Height and Weight: Hounds are 60/59 + 2d10 per round with it.
inches in height and 175/150 + 5d10 pounds in weight. The
These archons possess the innate magical abilities commun
number before the slash refers to male hounds, and the to all members of the race. Only magical weapons of +1or
number after it to females. better enchantment can harm them, and they have W/Omagic
resistance.
Hit Dice: All hound archons have 6 Hit Dice. Those with
exceptionalConstitutionscores add bonus hit points to their A hound archon can shapechange into a dog or wolf of
totals accordingto the table below. A hound’s hit points do any type, but not into a lycanthrope. While in animal form,
not change with the quality of his or her metal fittings. hounds can use any attacks or abilities natural to their
assumed forms, as well as all of their own.
CONSTITUTTON Exm.4 HIT POINTS
15 6 Each hound archon maintains telepathiclinkswith one
16 12 hundred lantern archons and can relay telepathicmessages
17 18 to any or all of them as desired. Should the hound require
18 24 assistance, ldlO lantern archons arrive each round until all
19 30 one hundred are present. Of course, the hound must guard
these “troops” carefully, since those who perish are not
replaced. The telepathiclinks between hounds and their
lanternspersist as long as all parties remainon Mount Celes-
tia; those who leave and then return find themselves linked
as before.
Alignment: All hound archonsare, without exception, lawful Special Hindrances: Hound archons spend almost all their
good. time on Mount Celestia, safeguarding the plane and its
inhabitants from evil trespassers. Opportunities to leave
Armor Class: A hound archon has a natural Armor Class of 1. the Mount are rare, and when off-plane missions do occur,
the hounds must return immediately afterward and report
Languages: Hound archons communicatewith the equivalent to their superiors. Punishment for hound archons who neg-
of a tongues spell (which is always active). They can instinc- lect their duties, meddle in mortal affairs, or fail to act
tively comprehend and reply in any language they hear. kindly and selflessly typically involves a reduction in
status. The collars of those who commit minor transgres-
Proficiencies: Hound archons are proficientwith all sions may revert to less pure metals-for example, a plat-
weapons, and each can select a weapon with which to spe- inum collar might revert to gold, or a gold collar to silver,
cialize. They need not study or practice to gain nonweapon and so forth. Hound archons who perform wanton evil
proficiencies,and they never incur penalties to proficiency acts, knowingly or unknowingly, immediately become
checks. lantern archons once again and must redeem themselves.
Those who do so can begin again as hounds with lead col-
Advancement: All hound archons begin play with lead col- lars.
lars. Those PC hounds who perform particularlyvalorous,
noble, or selfless acts gain ”experience”that not only Hound archonscannot wear m o r , but they may employ
increases their status, but also transforms their collars into shields and magical items that improve Armor Class.
metal of greater purity, according to the table below. A hound
archon whose collar turns to platinum becomes eligible for Roleplaying Notes: Adventuring opportunities for hound
promotion to warden archon status. archons might include rescuing a lantern archon captured
by an insane fiend, aiding members of the Order of the
46
Planes-Militant (a sect dedicated to defendingMount Celes- .ligence. After adjustment, their ability scoresmust fall within
tia) in rescuing their captured comrades from a yugoloth
citadel on the Lower Planes, helping to subdue a dragon the followingranges:
who is threatening dwarven mining operationsin Erackinor
(a realm on Mount Celestia’s fourth layer), escorting a band ABnm MINIMUM MAXIMUM
of planewalkers who seek an audience with the lammasu
Lebes in the town of Heart‘s Faith, or safely delivering a s-gth 16 21
magical gemstone from Bahamut’s palace to Erackinor. Most Dexterity 18
of the quests assigned to hound archons do not require Constitution 6 20
absence from Mount Celestia,but a F‘C hound might receive Intelligence 12 19
permission to leave the plane for an extremely important Wisdom 12 18
mission. charisma 6
9 18
warden uchons
Class Restrictions: Warden archons have no character classes.
Warden archonsare towers of strength. Only a PC who has Like hounds, they all share the same abilities and judge their
reached the rank of platinum-collared hound &on can rise prowess not by thepowers they possessbut by how they use
furtherto gain warden status. Upon ascension, the character them.
becomes a hulking humanoid with the head of a grizzly bear,
human-shaped hands that end in claws, and tiny,bright eyes Average Height and Weight: Wardens are 80/75+ 2d12
that reflect extreme intelligence. The F‘C retains thecollar
worn as a hound and gains metal arm bracers as well. All the inches tall and weigh 350/310+ 12d10pounds.The number
character’s metal reverts to lead, signifying an archon who
has just begun a new journey. before the slash refers to males; the one after it to females.
Ability Scores: Each warden archon receives a +3bonus to Hit Dice: All warden archons have 8 Hit Dice. Those with
Strength,a +2 bonus to Constitution, and a +1 bonus to Intel- exceptionalConstitution scores add bonus hit points to
their totals according to the table below. A warden’s hit
- .&‘. II points do not change with the quality of his or her metal fit-
tings.
CONSTITUTIOENxmu HITPOINTS
15 6
16 12
17 18
18 24
19 30
20 36
Alignment: All warden archons are lawful good.
Annor Class: As guardiansof Mount Celestia’s portals, these
archons can resist attach better thanmost of theirrace. The
warden’s natural Armor Class of -1 reflects this resilience.
Languages: Warden archonscan communicatetelepathically
with any creatureof animal Intelligenceor higher. They have
an innate understandmg of any language they hear.
Profiaencies:Wardens are profiaent with all weapons, but
each may choose one weapon with which to specialize.They
need not study or practice to gain nonweapon proficiencies,
and they make all profiQencychecks at a +1 bonus.
Advancement: Beginningwarden archonsretain theexperi-
ence point totals they had as hound archons,but they start
with lead collars and arm bracers. Those PC wardens who
perform particularly valorous, noble, or selfless acts gain
”experience”that not only inrreasestheir status, but also
transformstheir collars into metal of greater purity, according
to the table below. A warden archon whose collar and arm
47
bracers become platinum is eligiblefor promotion to sword Celestia and beyond, or test the mettle of fallen paladina who
archon status. arrive e k i n g atonement.
METAL XP REQUIRED sword Archons
Lead 250,000
Ti 500,000 Sword archons appear as tallhumans with wings instead of
Brass 750,000
Bronze 1,000,000 arms. They have silvery hair,and theireyes glow with an
Silver 1#500,000
Gold 2,000,000 inner light. Sword archonswear collars, leg greaves, and
Platinum 2,500,000
breastplates.
Warden archonswho attain platinum fittingsmay, if they
choose, become sword archons, provided that theirdedica-
tion to goodness and virtue pleases thepowem. Those who
ascend lose their warden levels, hit points,and abilities,
Special Benefik Warden an >nstypically attac.. with two beginning anew as sword archons with lead fittings.They
claw attacks and a powerful bite, inflicting ld8/ld8/2d6
points of damage (plusany Strength modifiers).If both claws rememberall their previous experiencesas warden, hound,
strike a single opponent, the warden can hug the victim for
an additional ldlO points of damage (plusStrength bonus) and lantern.
and bite with a +4 bonus to that attack roll. Hugged victims
cannot use their arms or hands for combat, nor can they cast -*-Most upper-planar beingsperceive sworda n h n s as mea-
spells. To break free, such a victim must make a successful senger~and heraldswho *ury d- and other
Bend Bars/Lift Gates check. A warden wishing to restrain a
target without causing seriousinjury can choose to inflict tionsfromthetOme~tothe~ofMountcelestia.In
minimum damage (1point per round) with the hug. Wardens
can wield weapons if they forsake all their natural attacks, &ty, however, only them t powerful sword afihonsteceiw
but can strike with these only once per round.
such distinction.Swordswith a m t m n e n t s of lead,tin,brass,
Wardens possess the innate magical abilitiescommon to all
01bnmzeam only "swolcl&in-training." Beskuring sword
archons.In addition, they can cast any Divination spell
archons serve as celestialguanis in themilitia of a thnone
(wizard or priest) of 4th level or lower as if they were 8th-
level spellcasters.Finally,wardens have 20%magic resistance, arclum. In thiscapacity,they help maintain law and order h a
and only magical weapons of +2 or better enchantment can
harm them. particular town or city on Mount Celestia-not a patticularly
onerous or di63culttaskmost of the time.'Ehrough& a d -
"ary- ,however, Pc sword afihonscan aid the
cause of good in other ways. Theirsuperiorsoften call upon
them to completemore pressing assignments, many of which
can lead to adventure(see"RoleplayjngNotes,"below).
Special Hindrances: Warden archons cannot wear armor, but Ability Scores:Each sword archongains a +2 bonus to
they may employ shields and various magical items to Wisdom and a +1 b u s to charisme.Finalability scoresfor
improve their natural Armor Class ratings. Since they stand thesecharacters must fall within the following ranges:
at least eight feet tall, they suffer the extra damage appropri-
ate to large-sized targets from certain weapon attacks. ABILITY MrmMuM MAXIMUM
9
Like hound archons,wardens typically remain in Mount strength 9 18
Celestia at all times, save on those rare occasionswhen their Dexterity 9 18
superiors assign them tasks on other planes. Constitution 9 18
Intelligcme 15 18
Wisdom 12 20
19
Roleplaying Notes: The primary task of most warden Class Rescrlftione: Like hound and warden archons, swords
archonsis guardingthe various portals of Mount Celestia. have no characterclasses.They all sharethe same abilitiee
and judge theirpmwess not by thepowera they poesess, but
Some of these portals linkthe seven layers of the Mount by how they u8e than.
itself, while others lead elsewherein the multiverse. The war- Average Height and Weighk Sword archons stand 80/75 t
dens prevent unauthorized or unwanted travelers from enter-
ing and ensure that the myriad lantern archons who inhabit 2d10 inches talland weigh 150/1u)+ 5d10 pounds.The
Mount Celestia don't pass indiscriminatelythroughthe por-
tals to other layers and planes. numberbeforethe slash refers to males;theone after it to
females.
PC wardens do, however, enjoy more flexibility than their
peers. They occasionallyhelp members of the Order of the Hit Dice: All sword archons have 10 Hit Dice. Those with
Planes-Mititant in attacking fiendishstrongholdson the exceptionalConstitutions c m add bonus hit points to their
Lower Planes, slay (or banish) evil monsters who enter totals accordingto thetable below. A sword's hit points do
Mount Celestia through previously unknown portals, see not changewith the quality of his or her metal fittings.
where newly formedportals lead, help lawful good wizards
retrieve spell components from dangerous places in Mount
48
CONSTITUTION Exnu HITPONS nance no sustenance, they can exert themselves without tiring
and are remarkably light sleepers.
15 6
16 12 Sword archons have 30% magic resistance, and only magi-
17 18 cal weapons of +2 or better enchantment can harm them.
18 24
Special Hindrances: Sword archons never wield weapons,
Alignment: All sword archons are lawful good. wear armor, or carry shields. They prefer to use their natural
attacks and considerablepriestly magic against any enemies
Annor C1pss: The natural Armor Class of a sword archon is who dare confront them. Since they stand at least eight feet
-5. But the tremendousspeeds that swords achieve in their tall, they suffer the extra damage appropriateto Largesized
diving attacks gives them Armor Class values of -8 during targets from certain weapon attacks.
those maneuvers.
Swordsavoid fighting whenever possible and never attack
Languages: Sword archonscan communicate telepathically weak or defenselessfoes. So noble are these celestials that
with all sentient matures of animal Intelligence or higher. they insist on fighting their enemieson equal terms-even if
They have an innate understanding of all languages they hear. their opponents are not so honorable. Sword archons never
strike from behind and always allow their foes to make the
proficiencies: Sword archons have no hands with which to first tactical move in battle, countjngon their natural Armor
wield weapons, 80 they have no weapon proficiencies. (The Class and resistanceto injury to keep them safe.
name comes from the blinding speed with which they attack
their enemies.)Like hounds and wardens, swords need not Furthermore, sword archons are forbidden to kill or other-
study or practice to use nonweapon proficiencies.They make wise harm enemies who surrender. Celestialswhose foes
all pmfiaency checks at a +2bonus. admit defeat must either allow them to withdraw from the
field of battle or "escort" them back to Mount Celestia for
Advancemenk Beginningsword archomretainthee x p e r h e trial and appropriate punishment. Of c o w , if a deceitful
points they had as warden archons,but they start their new opponent surrendersonly to buy time and later attacks the
careerswith lead collars,leg greaves,and breastplates.T h w FC archon or his allies, the sword may then smite the villain
WOK% who p e r f mparticularlyvalorous, noble, or selflessads freely.
gain"scperience"thatnotonlyincreasestheirsta~,bualtso
transformstheir fittineinto metal of greaterpdty, accordingto Sword archons who leave Mount Celestia without permis-
the table below. Asword archonwhose accoutrementsbecome sion and meddle in the affairs of mortals quickly receive
platinum is eligiblefor promotim to trumpet archon status. orders from their superiors to return and find the true path
once more. Those who refuse become fallen archons.Such
beings who try to return to the glorious Mount thereafter face
swift retribution.
METAL XP REQUIRED Roleplaying Notes:Sword archonsprimarily serve as messen-
gers and defenders, which r d y req- them to leave their
Lead 2,500,000 home plane. Occasionally,the Order of the Planes-Militant
Ti 3,000,000 requeststhe aid of the combat-worthy swordsto help defend
Brass the Upper Planes from fiendish incursions. Becauseof their
Bronze 3,500,000 pleasing and regal forms, these celestials sometimes find them-
Silver 4,000,000 selves deliveringmessages fromthe gods to worshipers
Gold 4,500,000 throughout the Upper Planes-and sometimes even the Out-
Platinum 5,000,000 lands. Such appearancesare, however, understandably ram.
6,000,000
To PC swordsmay fall the task of hunting down fallen
Special Benefits:Sword archonspossess the innate spell-like archons and persuading them to returnto Mount Celestia to
abilities common to all archons.In addition, they can use face the Celestial Tribunal. This duty also involves setting
priest spells from any sphere as if they were 15th-levelcasters. right any wrongs their wayward comrades may have com-
mitted. However, since fallen archons are few in number, only
In combat, swords can attack (lashor bite) up to four times a handful of swords ever meive such a mission. Other
per round, inflicting2d4 points of damage (plusStrength adventuring opportunities for sword PCs might include cap-
modifiers)with each hit. A sword can also forego those turing a slaad or fiend who has infiltrated Mount Celestia
using used powerful magic to conceal his or her alignment,
attacks in favor of a dive, though this requires at least 100 feet mediating a dispute between two dwarven miningclaw on
of vertical space in which to move. To attack in thiiway, the Solania (the Mount's fourth layer), leading a force of warden
sword must fly up, then dive downward at a foe, biting for
2d10 points of damage (plusStrength modifiers)on a success- or hound archonsto repel the latest modron march, helping
ful hit. As noted above, the celestial's Armor Class drops to
-8 during the attack because of his or her p a t speed. members of the Order of the Planes-Militant recover a lost
artifactfrom its resting place in the Abyss, or retrieving the
When not diving, sword archons can fly at a rate of 18
(maneuverabilityclass C). Though these beings require suste-
49