Church of Torm Organization in Not Forgotten Realms | World Anvil

Church of Torm

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Torm's popularity is increasing, particularly in the wake of the events of the Time of Troubles. He benefits from an enthusiastic following of worshipers who appreciate his unswering devotion to serving mortals—unusual for a deity—and a number of fighting orders and paladins who have devoted themselves to the True God. Priests and lay worshipers of Torm together (that is, anyone of his faith) are known as the Tormish. The members of the priesthood are known as Tormtar. Most Tormtar are human males, but both sexes are welcome within the faith—and as the numbers of the elf and dwarf peoples dwindle and they increasingly see the vital need for law and order among human communities to ensure their own survival, people of the Fair Folk and the Stout Folk are embracing the True Faith and the Unbending Way of Torm in ever-greater numbers.   The followers of Torm organize themselves into a three-level hierarchy of worshipers. Length and quality of service and rank are of particular importance to the followers of Torm and form the basis of the hierarchy. Specialty priests, called holy champions, make up 40% of the priesthood and often serve as the leaders of the faith. Clerics, crusaders, and paladins make up 30%, 20%, and 10% of the remaining clergy members, respectively.   The top level of the hierarchy in Torm's faith is comprised of the Tormtar, who are arranged in their own strict hierarchy. The hierarchy among Torm's disciples ascends from the Unproven (novices), to the Andurans (confirmed priests of lower rank), Faithblades, Wardens, Vigilants, Watchful Venturers, Loyans, Enforcers, Guardians, Knights, Vanguardiers, and Champions. These ranks are separate from duty-titles such as (in ascending order): Patrol Captain, Revered Messenger, Doorwarden, Seneschal, Templemaster, High Priest, and Priest Inquisitor (the teachers and internal disciplinarians of the faith).   The second level of the hierarchy of the faith is comprised of the knightly orders dedicated to Torm. Members of these groups serve as the adventuring and warrior branches of Torm's clergy and go on many quests in the service of Torm. The members of this tier are known as the Swords of Torm, and most (if not all) of the Swords are crusaders and paladins in various knightly orders, such as the Order of the Golden Lion, that are allied with the clergy members but not under their direct command.   The third tier of the hierarchy of the faith comprises the lay followers of Torm. Torm's faithful include many warriors and government officials, among others. Following the Time of Troubles, many have made pilgrimates from all over the Realms to the Temple of Torm's Coming in northern Tantras. Torm's followers are expected to make yearly tithes to the local temple of Torm as they are able. In addition, they must follow the general religious tenets of Torm as espoused by his clergy.   Temples of Torm are typically citadels of righteousness and are constructed as impregnable fortresses, often high up on a mountain's flanks where they command an impressive view of the surrounding terrain. Such castles are often built of white granite and radiate a continuous, pure light. Statues of lions and armored knights line the halls, and the badges of knights who fell in the line of duty decorate the walls.  
  Creed: Be loyal, obedient, and dutiful, up¬holding laws, rules, and the most ethical stances through both unwavering support and armed vigilance. Seek corruption constantly and stamp it out. Give swift but brutal death to traitors. Where laws are unjust or flawed, urge improvements and alternatives rather than a confusion of ever more laws. Train law keepers and judges to be just, and watch over them to ensure that they perform with impartiality. Serve with all your heart as well as all your reason. Every failure of duty diminishes the Loyal Fury; every success empowers him and brightens the world. Be vigilant always. Question your actions and stances rather than sinking into the sin of self-righteousness. Torm watches you, and expects you to watch and guide others.    Secular Aims: Torm’s clergy are known as the True and Loyal and the Watchful Guardians. Over time, most folk—members of the church of the Loyal Fury included—have combined the two terms and come to call Torm’s priests the True Guardians, or the True for short.   The True are a strong part of secular politics almost everywhere with a developed legal system, public order, and a rulership that isn’t tyranni¬cal or dominated by another faith. They strive to keep law keepers aboveboard and free from cor¬ruption, both by training and spiritually guiding them, and by spying on them and occasionally openly opposing them. They question racist or markedly unfair ruling policies, as well as those that antagonize neighboring lands. As Azoun IV of Cormyr once put it wryly, “The Tormites are the wagging finger in all of our lives.”   Although many resent this patriarchal scrutiny and constant public judging, the common folk grudgingly accept it as necessary, deeming it “the shield that protects us all, good and bad, so as to be ourselves and not oppressed slaves.”   Mirt the Moneylender, speaking in 1361 DR, explained the role of the True this way: “They are the wise old man who reports all lawbreaking he’s seen to the Watch—but when the Watch haul down a miscreant and start to beat him in the street, he steps forward to firmly halt the beating and says, ‘Here, now, there’s no call for that.’ If those who rule or enforce the rule disappoint the citizens, they lose the support of those citizens. The True remind us of that daily. I’d venture that thousands of uprisings, large and small, never happened because they didn’t let matters get that bad.”   The True are armed, armored, and tutored fre¬quently by their superiors in the well-disciplined church hierarchy. Although they are very active in watching and guiding in most lands of Faerun, they do not do so for personal gain, other than the benefits all citizens of a place enjoy when just law and order prevail. They also do not act for glory— no member of the True wants or enjoys personal public prominence or unfettered power free of laws and hierarchy.   Tormites who gather wealth for themselves and do violence to retain it or keep it secret are cast out of the church if discovered. Those who succumb to this temptation in small, minor ways might regain the favor of Torm by announcing what they have done, yielding up what they took to the church, and doing a penance. Such a pen-ance is usually a dangerous mission to establish the presence of, and respect for, Torm’s ways in a hostile region. Few fall from grace in this manner, however, and the True do not regard amassing, hiding, and so controlling weapons of war, includ¬ing magic, as a sin, but rather as prudence.  
 

Creed

  Be loyal, obedient, and dutiful, up¬holding laws, rules, and the most ethical stances through both unwavering support and armed vigilance. Seek corruption constantly and stamp it out. Give swift but brutal death to traitors. Where laws are unjust or flawed, urge improvements and alternatives rather than a confusion of ever more laws. Train law keepers and judges to be just, and watch over them to ensure that they perform with impartiality. Serve with all your heart as well as all your reason. Every failure of duty diminishes the Loyal Fury; every success empowers him and brightens the world. Be vigilant always. Question your actions and stances rather than sinking into the sin of self-righteousness. Torm watches you, and expects you to watch and guide others.  

Secular Aims

  Torm’s clergy are known as the True and Loyal and the Watchful Guardians. Over time, most folk—members of the church of the Loyal Fury included—have combined the two terms and come to call Torm’s priests the True Guardians, or the True for short.   The True are a strong part of secular politics almost everywhere with a developed legal system, public order, and a rulership that isn’t tyranni¬cal or dominated by another faith. They strive to keep law keepers aboveboard and free from cor¬ruption, both by training and spiritually guiding them, and by spying on them and occasionally openly opposing them. They question racist or markedly unfair ruling policies, as well as those that antagonize neighboring lands. As Azoun IV of Cormyr once put it wryly, “The Tormites are the wagging finger in all of our lives.”   Although many resent this patriarchal scrutiny and constant public judging, the common folk grudgingly accept it as necessary, deeming it “the shield that protects us all, good and bad, so as to be ourselves and not oppressed slaves.”   Mirt the Moneylender, speaking in 1361 DR, explained the role of the True this way: “They are the wise old man who reports all lawbreaking he’s seen to the Watch—but when the Watch haul down a miscreant and start to beat him in the street, he steps forward to firmly halt the beating and says, ‘Here, now, there’s no call for that.’ If those who rule or enforce the rule disappoint the citizens, they lose the support of those citizens. The True remind us of that daily. I’d venture that thousands of uprisings, large and small, never happened because they didn’t let matters get that bad.”   The True are armed, armored, and tutored fre¬quently by their superiors in the well-disciplined church hierarchy. Although they are very active in watching and guiding in most lands of Faerun, they do not do so for personal gain, other than the benefits all citizens of a place enjoy when just law and order prevail. They also do not act for glory— no member of the True wants or enjoys personal public prominence or unfettered power free of laws and hierarchy.   Tormites who gather wealth for themselves and do violence to retain it or keep it secret are what they have done, yielding up what they took to the church, and doing a penance. Such a pen¬ance is usually a dangerous mission to establish the presence of, and respect for, Torm’s ways in a hostile region. Few fall from grace in this manner, however, and the True do not regard amassing, hiding, and so controlling weapons of war, includ¬ing magic, as a sin, but rather as prudence. cast out of the church if discovered. Those who succumb to this temptation in small, minor ways might regain the favor of Torm by announcing

Принципы веры

Code of Torm The Code of Torm dictates the legal and moral authority under which paladins of Torm are expected to operate. Adherence with the code is the primary duty of servants of Torm, and a willful failure to do so causes him to lose all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.   The Code of Torm Be the champion of the weak and the defenseless. Be stern, unyielding and unswerving in your battles with evil. Obey your masters with alert judgment and anticipation. Serve the common good and the rule law established by honorable rulers. Seek prowess and skill in all endeavors. Stand ever alert against corruption. Every failure of duty diminishes Torm and every success adds to his luster. Be ever mindful of the code , and use them in your actions to swiftly enact justice. Precepts of the Code Be the champion of the weak and the defenseless. Your duty is to those who lack the power you wield. Care for the sick and aid the distressed. Be an example to the young. Protect your friends. Be generous in so far as your resources allow. There are two things that will blemish the faithful, and these are riches and pride. If one but remains in strained circumstances, he will not be marred.   Be stern, unyielding and unswerving in your battles with evil. Make war upon evil and injustice without cessation. Do not recoil before the enemy, but let your wrath undo the wicked. Seek not only courage, but also wisdom to see that stupidity and courage are cousins. Courage also means taking the side of truth in all matters, rather than seeking the expedient lie.   Obey your masters with alert judgment and anticipation. Trust in your master, for his duty to you is given by Torm , serve him as though your own body were already dead, and you will be one man in a thousand. There are many places where compromise is expected; loyalty is not amongst them. If your path is without mortal master, let Torm and his code guide your steps.   Serve the common good and the rule of law established by honorable rulers. Your fourfold duties are to faith, family, masters, and all good being of Faerun. Strive to maintain law and order. Question unjust laws by suggesting improvement or alternatives, not additional laws.   Seek prowess and skill in all endeavors. Throughout your life, advance daily, becoming more skillful than yesterday, more skillful than today so that your strength may be used in the service of the Triad, rather than in personal aggrandizement. This is never ending.   Stand ever alert against corruption. Strike quickly and forcefully against the rot in the hearts of mortals. Avoid all excesses and seek to defeat hubris, gullibility and ignorance within yourself. Purpose and discipline clear the mind. Your breath should only bring truth, always be faithful to your word. Bring painful, quick death to traitors.   Every failure of duty diminishes Torm and every success adds to his luster. Stand firm in your beliefs, for this faith roots you and gives hope against despair. In the midst of a single breath, where only goodness is held, is the way of Torm . But there is no one who can understand this clarity at first. Purity is something that cannot be attained except by piling effort upon effort.   Be ever mindful of the code , and use them in your actions to swiftly enact justice. The church of Tyr and Ilmater are the mind and heart of the Triad, bringing judgment and compassion to men. The church of Torm is the mighty hand of the Triad, swiftly enacting their wisdom. Hold to the virtues and duties of the code, realizing that though the ideals cannot be reached, the quality of striving towards them ennobles the spirit. In confronting difficult matters, if at first you leave it alone, fix the code in your heart, exclude self-interest, and make an effort, you will not go far from your mark.

Этика

Dogma: Torm's is one of the most ethically pure of all faiths in that it is devoted to loyalty and obedience. This is not a blind obedience, and a servant working for an evil master is responsible to a higher authority in his loyalty. The Tormish believe that salvation may be found through service, that every failure diminishes the Lord of Duty, and that every success adds to his luster. They strive to maintain law and order and to obey their masters to their utmost power with alert judgment and anticipation. The Tormish stand ever alert against corruption and are expected to strike quickly and hard against any rot in the hearts of mortals. As the sword arm of justice, the Tormish are expected to bring painful, quick deaths to betrayers. They are to question unjust laws by suggesting improvement or alternatives, not additions. Their fourfold duties are to faith, family, masters, and all good fellow beings of Faerûn.   Following the Time of Troubles, the religious hierarchy of Torm's faithful was completely overhauled. Incensed by his followers' persecution of other goodly religions under Tenwealth's misguided direction, Torm has dictated a series of responsibilities and obligations for his followers to atone for their collective failings. These "debts" are collectively referred to as the Penance of Duty, detailed below. Tormtar are required to actively implement and coordinate efforts and actions dictated by the Penance of Duty in addition to following the normal tenets of their faith. Tormtar are required to follow the Penance of Duty without fail, and, at least once every other level, serve in some fashion that helps alleviate one of the debts mentioned in the Penance of Duty. The Penance of Duty is as follows:   Debt of Persecution: To repay their persecution of other religions, the truly faithful must aid other goodly religions in reestablishing themselves.   Debt of Dereliction: To atone for their abdication of duty to guard against strife, the Tormish must expend all possible effort to eliminate any surviving cults of Bane, as well as to oppose all efforts of Cyricists, Xvimists, and the Zhentarim.   Debt of Destruction: Followers of Torm are obliged to relieve the destruction to the magic weave incurred during the Time of Troubles. All dead magic areas are to be reported and repaired. In addition, all permanent results of the magical chaos of the Time of Troubles are to be similarly undone and all wild magic areas reported and eradicated.

Поклонение

Day-to-Day Activities: Tormish provide training for, give sanctuary to, and lend support (moneys, gear, mounts, armor, and weaponry) to guardians, orders of paladins and loyal knights, and loyal courtiers across Faerûn-and send forth agents to ferret out corruption in such groups and in all courts and organizations, particularly those who set themselves up as righteous or having a sort of superiority or moral authority. They also watch for impending trouble (from orc hordes and warlike realms, for instance) and young folk who could be recruited into the service of Torm or into positions as loyal warriors or bodyguards. On rare occasions, they act militarily against forces of evil, disloyal citizens readying coup attempts, and thieving or outlaw organizations.   A few adventuring Tormtar are permitted more leeway in their personal deeds than other clergy of the faith, but in return for this personal discretion as to their activities, they are pledges to tithe heavily (60% or more, plus payment for magical aid) to the church and to observe and report back on all they can of regions, beasts, and concerns their brethren seldom see so that the church of Torm can know Faerûn as well as possible (despite the static demands of guardianship). Torm himself often speaks to his clergy members to provide guidance and to reassure doubtful priests that a fellow Tormtar who is an adventurer is allowed to act thus and so in Torm's full favor (or that Torm is displeased and the following penance should be placed on the individual).   While the gods Helm and Torm may be on good terms, their priesthoods are not. The two faiths have long been engaged in a rivalry, and its friendliness has been waning over the years, particularly since the Time of Troubles. Tormtar now keep a close eye on all faithful of Helm they encounter, anticipating betrayal at any time.   Holy Days/Important Ceremonies: During the year, the Tormish celebrate two great festivals (and on some years, three): the Divine Death on the 13th of Eleasias (commemorating Torm's death in battle just north of Tantras during the Time of Troubles, when he and Bane destroyed each other), the True Resurrection on the 15th of Marpenoth (when Torm returned to his powers, at the end of the Godswar), and the Shieldmeet.   The Divine Death is a solemn ceremony of remembrance for all the fallen who died for just causes, while guarding others, or in the holy service of Torm. After prayers and a huge feast, Tormtar go at dusk to the graves or battle sites where departed ones dear to them fell or now lie, light special candles, and pray through the night, recounting the deeds of the fallen to Torm so that none who fell may truly be forgotten. Torm often sends comforting dream visions to Tormtar on this night-but it is said among the faithful that if one sees Torm's death in a vision, it means that person's death in his service in the coming year.   The True Resurrection celebrates Torm's rise anew to power and is a joyous feast and revel where laws are set aside just for this one day and night so that Tormtar can stray from their principles of law and order once a year. Most use this opportunity merely to shock others by speaking freely or by enjoying sensual pleasures with their fellow Tormtar-but a few every year employ it to bring vengeance down on someone. (For example, a noble protected against all physical punishment by the laws of a realm but who ordered others mutilated might himself be mutilated on the night of the Resurrection.) Torm traditionally sends inspiring visions into the dreams of all his faithful in the sleep that follows this festival-and grants the Loyal Boon to a few, as a mark of his appreciation for their outstanding service: A new prayer is placed in their minds, granting them once chance to cast a new spell they would otherwise not be able to cast until they rose in experience by another level.   Shieldmeet celebrations are rituals expressing loyalty and renewing oaths and pledges. Tormtar prefer to marry, perform marriages, and finalize apprenticeship or training agreements on this day.   Throughout the year, faithful of Torm are expected to pray to the True God at least four times per day: at noon, dusk, midnight, and dawn. Prayers to Torm are uttered in a prescribed litany, which sounds like a rolling chant, and ask for guidance from the Lord of Duty, Loyalty, and Obedience. Since the Time of Troubles, the Penance of Duty has been included as part of the litany. To these rituals and prayers are added special prayers said when a follower of Torm needs extra inner strength to follow orders, to do a necessary but unpleasant task, or to support an ally or friend.   The faithful of Torm need practice only three special rituals: Torm's Table, Investiture, and Holy Vigil. Torm's Table must be observed at least once every two months. To perform this ritual, a Tormtar purchases or prepares a grand meal and then turns it over to a stranger (usually a beggar or citizen in need) to consume while they fast, waiting on the table. Within three days after the feast is done, the priest must confess any personal sins, failings, or shortcomings to anothe Tormtar priest and report on his doings to a superior.   Investiture is the solemn ceremony wherein a novice becomes a priest or priestess. It is the duty of every Tormish priest or holy warrior within a day's ride of the announced place of ritual to attend. The supplicant (only one priest is invested at each ceremony) prepares beforehand by rolling in mud or dust and then donning the oldest, filthiest clothes they can find or beg for. Thus attired, she or he fasts for a day and then in the evening (after the gathered priests have feasted) is brought in to the temple and washed clean with water by the visiting Tormtar. The supplicant is formally introduced to the presiding priest and accepted into the service of Torm-provided she or he passes the Holy Vigil. All the clergy then join in a hymn of hope, and withdraw, leaving the supplicant locked in the temple sanctuary alone to complete the Holy Vigil.   The Holy Vigil is repeated every time an individual advances in rank within the priesthood. Before departing, the presiding priest solemnly raises a naked bastard sword from the altar and casts it up into the air. By the grace of Torm (and a secret spell cast beforehand), the blade rises up and moves to hand a man's height above the supplicant's head, point downward. The more the supplicant gives in to fear or slumber or dwells on any doubts about his or her faith in Torm, the lower the sword slips. Though such swords move slowly enough that they rarely seriously injure when they touch the priest below them, the magic is broken if the sword draws blood, and the shame of being found with a fallen sword the next morning is extreme. If a Vigil is thus failed, the presiding priest prays to Torm for guidance and follows the True God's dictates: the Vigil may be repeated on the next night, or the failed one may be cast out of the church or charged with a penance or quest.   Major Centers of Worship: The Temple of Torm's Coming in Tantras, where Torm appeared during the Time of Troubles, is a scarred and severe battle-fortress frowning down over its white granite walls (and extensive granary cellars below the ground) on the city below. The temple stands hard against the inside of the north wall of the city atop the city's highest hill. Here High Priest Barriltar Bhandraddon leads a wealthy and ever-growing group of clergy members and congregation in the worship of Torm. Barriltar's temple sponsors knightly orders Faerûnwide and spreads the values of obedience and loyalty to all who will listen-and in crowded urban areas, such folk who dream of freedom from lawlessness, thievery, and rowdiness are many.   Temples of Torm may also be found in Eagle Peak (the Citadel of the Rampant Eagle) and Procampur (the House of the Hand) and within temples of Tyr (such as the Halls of Justice in both Neverwinter and Sundabar), among other places. Shrines to Torm are located in Hillsfar, Ravens Bluff, Scornubel, and Urmlaspyr, among other cities.   Affiliated Orders: Following Torm's rebirth, the church founded a new order of paladins, known as the Order of the Golden Lion, to serve as holy warriors of Torm. Led by First Champion of Torm Sir Dylan Lionshand, these holy warriors are especially dedicated to actively serving the Penance of Duty, and they wander the Realms in Torm's service. (For example, the Champion Reborn, Sir Gwydion the Quick, serves Torm by escorting Rinda the scribe who bears the Cyrinishad.) Many members of the Order of the Golden Lion are found guarding the temples of a wide variety of peaceful faiths, while others embark on quests to recover lost relics of various goodly gods. Failure to actively serve the letter and the spirit of the Penance of Duty by any member of this order results in the loss of paladinhood, reclaimable only through the casting of an atonement spell and the completion of a difficult quest in the service of Torm set according to the goals of the Penance of Duty.   Knights of the Order of the Golden Lion cannot advance in level without serving in some fashion that helps alleviate one of the debts mentioned in the Penance of Duty. Torm rewards this faithful devotion from time to time by bequeathing a minor quest spell known as the lion's roar, equivalent in effect to a great shout (as the 8th-level wizard spell with all the attendant penalties). The ceremonial costume of the Order of the Golden Lion is the same in the field as in the temple-a full suit of well-polished battle armor with an ornate helm. The armor polish used is a bright golden color.   Priestly Vestments: Priests of Torm wear clean, bright, smooth-polished plate armor (or robes, a breastplate, and bracers), ornate helms, and gauntlets inscribed with the Penance of Duty. The hue of the armor (or robes) denotes the rank of the wearer: Unadorned metal is for the Unproven, dark crimson is for Andurans, rose red is for Faithblades, deep amber is for Wardens, sunrise orange is for Vigilants, harvest yellow is for Watchful Venturers, pale green is for Loyans, dragon green (bottle green) is for Enforcers, sky blue is for Guardians, and dusky purple is for Champions, the most holy priests of the faith, as well as the greatest heroes of Torm.   Adventuring Garb: In potential combat situations, Tormtar always wear their best armor and weaponry. They are expected to keep their armor clean and brightly polished even in the worst conditions, except where such activities would interfere with the execution of their duty.

Полученные божественные силы

Speciality Priests (Holy Champions)   REQUIREMENTS: Constitution 12, Wisdom 15 PRIME REQ.: Constitution, Wisdom ALIGNMENT: LG WEAPONS: Same as clerics ARMOR: Any MAJOR SPHERES: All, astral, combat, divination, guardian, healing, law, protection, summoning, sun MINOR SPHERES: Charm, elemental, necromantic, travelers, weather MAGICAL ITEMS: Same as clerics REQ. PROFS: Etiquette BONUS PROFS: Heraldry, Land-based riding (horse)   Although it is frowned upon within the elf and dwarf communities, elves and dwarves may be holy champions, as may the occasional centaur. Holy champions must tithe 25% of their income to their home temple or shrine, may only employ good henchmen, may only keep enough wealth to support them in a modest manner (similar to paladins), and may not personally possess more than 10 magical items (the same as paladins-thought special items loaned them by their church do not count against this limit). In addition to being able to turn undead, holy champions may decide instead to command the undead to perform certain specific tasks, such as guarding a passageway, without endangering their alignment. When turning undead creatures, holy champions are not limited to only one attempt. If they are unsuccessful on the first attempt, they may not try to turn again. However, if they are successful, they may continue to turn once a round until they fail. This does not apply to attempts to command undead, which are carried out under the normal rules. Holy champions receive Constitution hit point adjustments to their Hit Dice as if they were warriors. Henchmen following holy champions treat them as if their Charisma scores were 18 for purposes of determining loyalty, provided that those henchmen worship, or at least respect, Torm. The duration of divination and protection spells is doubled when they are cast by holy champions. Of course, a permanent spell is still permanent and an instantaneous one is still instantaneous. Holy champions are able to cast command (as the 1st-level priest spell) once per day; they gain the ability to cast an additional command at 5th level. At 3rd level, holy champions are able to cast hold portal or mount (as the 1st-level wizard spells) once per day. At 5th level, holy champions are able to cast compel (as the 3rd-level priest spell) once per day. At 7th level, holy champions may make three melee attacks every two rounds. At 7th level, holy champions are able to detect lie (as the 4th-level priest spell) once a day. At 10th level, holy champions are able to dispel evil or flame strike (as the 5th-level priest spells) once a day. At 13th level, holy champions may make two melee attacks per round. At 15th level, holy champions are able to speak power word, stun (as the 7th-level priest spell) or power word, blind (as the 8th-level wizard spell) once a day. At 20th level, holy champions are able to speak a holy word (as the 7th-level priest spell) once a day. Tormish Spells 3rd Level   Compel (Enchantment/Charm)   Sphere: Charm Range: 30 yards Components: V Duration: 2 rounds Casting time: 1 Area of Effect: 1 or 2 creatures Saving Throw: None   This spell enables the caster to command one or two creatures with a single word. For the spell to be effective, it must be uttered in a language understood by any creature to be affected. Like the 1st-level priest spell command, targets obey to the best of their ability and only if the command is clear and unequivocal. Similar to the command spell, a compulsion to "Die!" causes a two-round cataleptic state, not death. Typical compulsions are back, halt, flee, run, stop, fall, go, leave, surrender, sleep, and rest.   Undead are unaffected by this spell, but any two living creatures within range who are seen and mentally selected by the caster as the spell is cast are subject to its effects. Beings having either an Intelligence of 15 or greater or 8 or more Hit Dice or experience levels (or both) are allowed a saving throw vs. spell that is not adjusted for Wisdom. If this saving throw is successful, they are unaffected by the magic.   A compel governs two consecutive rounds. If the caster desires, a second, different compulsion can be uttered in the second round. If this is not done, the initial command is followed for both rounds. Note that Torm regards use of this spell to render foes defenseless so that they can be slain on the spot to be a sin of the gravest sort. No priest of the True God would dare to do so for fear of instantly being the target of a flame strike. In addition to the normal effects of that spell, this divine flame strike strips them of all their spells, casting them out of the faith.   4th Level   Hand of Torm (Evocation)   Sphere: Guardian Range: 40 yards Components: V, S, M Duration: 1 hour/level Casting time: 7 Area of Effect: 12-foot-radius sphere Saving Throw: Special   This spell is an improved form of the wyvern watch magic. It was developed long ago by priests of Torm and is often used to defend sacred areas, such as the treasure chambers in the temple in Tantras.   A hand of Torm creates a shimmering, translucent image of a gigantic gauntleted human hand that is cupped so as to define a spherical area. It is typically used to guard that area against instrusion. Any sighted creature approaching the image readily sees it. Any creature bearing a symbol sacred to Torm can pass through the hand and the sphere it defines without effect. Any other creature who approaches the guarded area feels a warning prickling in the air, an almost electric tension.   If the guarded area is entered, the intruding creature feels a solid force resisting its forward movement. The creature must make a successful saving throw vs. paralyzation at a -3 penalty to continue forward into the protected area and a second saving throw vs. paralyzation at a -3 penalty to pass out of the guarded area at any other point except at the one entered. Failure of this Strength check causes the creature to be paralyzed for one turn per level of the caster or until freed by the caster, whichever occurs first.   Any creature without a holy symbol of Torm who attempts to pass an area guarded by a hand of Torm is also slowed so as to require 2 seconds to enter or exit. Regardless of the results of the saving throw vs. paralyzation, the intruder must also make a saving throw vs. spell for each of these rounds. A successful saving throw means that no damage is inflicted on the intruder. Failure indicates that a crushing, constricting force squeezes the intruder for 1d6 points of damage in that round. Observers see the image of the hand closing about the intruder, but this is a visual effect only; a hand of Torm can constrict and hamper the progress of more than one creature within its confines at any one time.   Any number of creatures can be affected by a hand of Torm without dissipating or exhausting it until its duration expires normally. A successful dispel magic destroys it instantly.   The material component of the spell is the priest's holy symbol (which is not consumed in the casting).   6th Level   Bolt of Glory (Invocation/Evocation)   Sphere: Combat, Summoning Range: 20 yards Components: V, S, M Duration: Instantaneous Casting time: 9 Area of Effect: One creature Saving Throw: ½   By casting this spell, the priest channels a bolt of divine energy against one creature. No attack roll is needed. Creatures struck suffer varying damage, depending on their home plane of existence and nature.   A saving throw vs. spell is allowed for half damage. For denizens of the Lower Outer Plane (fiends), undead creatures, and Negative Material Plane creatures, such a saving throw is made with a -2 penalty.   Creature's Home Plane Damage Prime Material Plane 5d6 Elemental Planes or Outer Planes of Neutrality (Arcadia, Mechanus, Acheron, Ysgard, Limbo, Pandemonium) 5d4 Positive Material Plane or Outer Planes of Good (Mount Celestia, Bytopia, Elysium, the Beastlands, Arborea) None Outer Planes of Evil, undead creatures (Baator, Gehenna, the Gray Waste, Carceri, the Abyss) 10d6 Negative Material Plane 15d6 Astral or Ethereal Plane 4d6 The material component of this spell is a small amber rod banded with bronze.   Swordward (Alteration, Evocation, Necromancy)   Sphere: Protection, Necromantic Range: 5 yards/level Components: V, S, M Duration: 1 round + 1 round/level Casting time: 1 round Area of Effect: 5 to 60 square feet Saving Throw: None   This spell creates a guardian effect in a clearly defined area of shimmering silver-gray air. Within its confines, all points of damage done to foes by the attacks of lawful good-aligned beings are gained as extra (or replace lost) hit points by the attacking lawful good beings. Moreover, all edged weapons wielded against lawful good individuals strike at a -3 penalty on attack rolls and a -3 penalty to every die rolled for damage rolls (for example, 2d6+3 becomes 2d6+3-6). The caster can choose to make the swordward fill any area between 5 and 60 square feet, but its potency is unaffected by the size of its coverage.   A swordward cannot coexist with a blade barrier. If either spell is cast so as to come into contact with any part of the area of effect of the other, both spell effects vanish instantly in a thunderous explosion, and all beings in the former areas of effect of both spells take 6d12 points of blast damage; this damage is halved if they make a successful saving throw vs. spell. All items in the same area in such an event must make a successful item saving throw vs. magical fire or be destroyed. Any beings located in the overlap area where the two spells met are allowed no saving throw, and item in that area must make successful saving throws vs. disintegration, not magical fire.   The material components of a swordward are an edged weapon or a fragment of a blade from an edged weapon that has drawn blood in battle, a piece of lodestone, and an amethyst of at least 5 gp value.

 
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