THE CLERICS OF POSEIDON

Poseidon is the god of the seas, oceans, streams and lakes, and earthquakes.

01.) All clerics of Poseidon must have a minimum of 12 in wisdom, 10 in constitution, and 10 in strength.

02.) All Poseidon's clerics must become proficient in TRIDENT by 7th level or not gain additional experience until they are. They may forget their proficiency in one weapon in order to replace it with proficiency in TRIDENT if necessary. They must still take the time to learn TRIDENT if they choose this option. Though not required, it is suggested that each of his clerics gain their first weapon proficiency in whatever weapon they may prefer and their second in TRIDENT, though they may take TRIDENT first if it suits them.

03.) Poseidon's major spheres of influence are:
ALL, ANIMAL, ASTRAL, COMBAT, CREATION, DIVINATION, ELEMENTAL (not fire), HEALING, NECROMANTIC, PLANT, SUMMONING, and WEATHER

04). Poseidon's minor spheres of influence are:
CHARM, GUARDIAN, PROTECTION, and SUN.

(As it turns out I found much later that, unlike my book of Deities and Demi Gods, the later editions of similar books actually did go out of their way to finally define which spheres of control were associated with which deities. Looking over a few examples I came to the conclusion they were awful, so I decided to continue in my earlier fashion. Thus, most major deities have access to all spheres with but a few exceptions. The official way had so many restrictions on spheres of control that it greatly weakened the character class of the cleric, and that was in the opposite direction I wanted to go. Before the sphere rule, the clerics had access to all spheres and this was not powerful enough, in my opinion. I then included seven special spells for each deity, a special power or two, and a few other quirks. This made the cleric much more enjoyable to play, like the druid was more enjoyable and different, so too, now, was every cleric a unique experience in my world. By seriously curtailing the deities with very limited numbers of spheres, the official AD&D system went in the opposite direction, and I would have none of it; so there).

Poseidon's clerics are mostly sailors, islanders, or coastal inhabitants, but they may be found anywhere, even far inland or in a desert. Most people usually believe his spheres of control are restricted to the sea, but even a babbling brook holds power for this deity and his followers.

Poseidon's clerics ensure coastal villages of safety from earthquakes and tidal waves by making sure of their monthly sacrifices. They administer to sailors and fishermen and any that makes their living from the sea.

Here is a list of the seven special spells available to the clerics of Poseidon. Each spell is the same level as its number in this list. i.e. Mist of Poseidon is level one, Sphere of Water is level 3, etc.

01). MIST OF POSEIDON. This spell allows the cleric to pick themselves and one additional target in range of sight to acquire a shimmering mist of water around them that will act as a +1 ring of protection (cumulative with other protection devices). Only one such spell may be in operation at a given time, but its duration is special. It will last for one hour OR until battle is engaged and finished. So for very long battles this may last hours and hours while very short battles may use up the spell quickly. The other recipient of the spell's protection must remain in LOS of the cleric to maintain their protection. If the LOS (line of sight) is broken, their protection is lost, but the cleric's will remain for the usual duration.

02). POSEIDON'S TRIDENT. This spell, when cast upon a non-magical trident, will make the weapon +1, but it may hit any creature normally requiring up to +3 to hit it. This spell has no affect on a magic trident. The duration is 1 turn/level.

03). SPHERE OF WATER. This spells brings into existence a sphere of water 10 feet in radius (4,189 cubic feet) which will explode under tremendous pressure OR simply succumb to gravity as water would normally do (cleric's choice) and perhaps be collected for drinking. If the cleric chooses an explosive sphere, the slap of the weight and pressure of the water will damage all creatures in a 20 foot radius sphere for (1d4+1)/level (save for half). [That's an average of 3.5 HPs/level] Though this sphere will expand to fill it's volume of 4,189 ft^3, unlike a fireball, it does no damage to anyone outside the 20 foot radius of the point of explosion, but it may make them wet. The cleric may place the center of this explosion up to 40 feet plus 10 feet/level away from them (LOS and no intervening solid obstacles notwithstanding).

04). THE WATERS OF LIFE. This spell allows the cleric to produce a special healing holy water. They may only cast this spell in one of Poseidon's temples, but the cleric may produce N vials where N is their current level. No more than N such vials may exist for each such cleric at any given time. If they so choose, they can make less (keeping formerly made vials active) or make all N vials, making formerly prepared vials inactive (though they would still be CN holy water). When the Water Of Life is consumed, each vial will restore 1d8 lost hit points as a cure light wounds spell would.

05). SUMMON ELEMENTAL. After chanting for 1 turn, the cleric may summon an elemental (water, earth, or air) to do their biding. (The elemental will understand the cleric). It will stay for 1 turn/level of the caster and attempt whatever the casters ask of it as long as the cleric continues to concentrate on the elemental to the exclusion of most other activities. The number of hit dice of the elemental can be, up to and including, equal to that of the cleric who summoned the elemental. For each hit dice less the cleric summons than they could, the elemental will remain for an additional hour. Elementals of 5 dice or less may be hit with normal weapons, of 6 or 7 dice, only with +1 or better, and of 8 or more dice, +2 or better magic weapons are required to hit such an elemental. The maximum hit dice for an elemental summoned by this spell is 16. The DM will decide how large an elemental would probably have to be to do what you have in mind and let you know before you cast the spell (if you ask the DM, of course). Due to the frantic nature of combat, if such an elemental is used in combat, there is an on gong and additional 1% cumulative chance/round the elemental will go berserk and seek to kill the cleric (i.e., 1% at first round, 2% at second, 3% at third, etc. until combat is over). If the elemental did not go berserk in that time, there will be no chance it will do so unless combat begins again while it is still here. If it does, the percentage chance picks up where it left off rather than starting anew.

06). SUMMON CYCLOPS. This spell will magically summon forth a giant Cyclops (as on page 133 of the monstrous manual). This is a 13 hit dice creature that will do the bidding of the cleric until the duration of the spell expires. The cleric and the Cyclops will be able to communicate. This spell take 1 turn to cat and lasts for 1 hour plus 1 turn/level.

07). POSEIDON'S WRATH. This is similar to EARTHQUAKE in the PHB with the following two exceptions:
a.) The area of affect is a 20 foot diameter/level circle instead of 5, and
b.) The cleric may always summon or cause a tidal wave to hit a coastal city. Instead of creatures falling in a crack and dying as in an earthquake, double the indicated number will simply be smashed or drown. For example, instead of 1 in 4 small creatures, 2 in 4 will die, etc. Twice as many trees will be uprooted and small vegetation will be washed away. Structures will sustain 8d12 points of structural damage and those failing save will be smashed into rubble and washed away.

SPECIAL ABILITIES OF POSEIDON'S CLERICS

All clerics of Poseidon may walk on water once/week. This is a limited ability, lasting only 1 round/level once the cleric first sets foot upon water, watery mud, quicksand, or even very deep snow. This does not automatically happen, but the cleric must deliberately choose to do this, first offering a prayer for 1 round before setting foot onto such a liquid like surface.

The clerics of Poseidon have an extraordinary ability to pray for and receive mysterious springs in dry regions, rain in drought like conditions, and wind for becalmed sailing vessels. The longer the unfortunate condition has persisted, the more likely such prayers will be favorably answered. For example, if a dry spell lasts a month or more, this is more likely to have prayers for rain answered than just praying for rain when it hasn't rained in a week. A vessel becalmed for a day will more likely receive a strong favorable wind than such a vessel becalmed only an hour, and the closer the cleric is to dying of thirst will make a difference as well. The base chance for Poseidon granting such a request is 1%/level of the cleric. This is multiplied by a factor of 0.5, 1, 2, 3, or 4 depending on the DM's estimate of the dire level of need. The cleric may beseech Poseidon for such a boon only once/hour. After receiving such aid, they may not again make any such request for at least a week.

It is possible to pray for springs, rain, or wind in other situations. The DM will simply adjust the multiplying factor by whatever they feel is appropriate. Thus, a cleric could pray for the wind to blow against a forest fire, turning it away from the village, or pray for rain, perhaps putting the fire out, etc. The prayers must always be for springs, wind, or rain, however.

All clerics of Poseidon may have the following secondary abilities for free:
a.) riding land based animal (horse only),
b.) seamanship, and
c.) swimming.

Poseidon's worshipers must be CN, or partially neutral and whose primary income depends on the sea. Poseidon's clerics must be CN.

THE HORSES OF POSEIDON

On Orlantia, all Greek clerics (and all worshipers of Greek gods to a lesser extent) must ask permission from the clerics of Poseidon if they wish to ride horses. They need only ask once. When such permission is given, it is assumed that particular cleric or person has this permission for the rest of their lives unless another cleric of Poseidon takes that right away. Then, they would have to obtain permission again. This is because Poseidon created the horse, and its use without his permission would be an insult. This rule isn't applicable to non-Greek clerics (or non-Greek worshipers) simply because the "insult" isn't there as the acknowledgment of the creation of the horse isn't there. But for those who believe Poseidon did create the horse, it would be insulting not to pay homage to him in some small way.

All clerics of Poseidon may both grant this privilege or take it away. It should not be taken away frivolously. It may not be sold for cash or exchanged for other favors. It is given practically to any that acknowledge Poseidon's greatness in making such a useful creature. The ceremony takes but one round.

However, it is a fact Athena's clerics are the only "Greek" exceptions to this rule. All clerics of Athena permanently have permission to ride horses and this can't be taken away by a cleric of Poseidon. The reason for this is historical. As it turns out, Athena made the horse much more useful to man by inventing the bridle. Since it was now more useful, many men could use it and give thanks to Poseidon for the horse. This tended to keep Poseidon in the minds of the land dwelling people, as opposed to just the sea faring people, more often than before. As thanks, Poseidon himself granted special favor to all clerics of Athena so they could always ride his horses.

Finally, once a cleric of Poseidon advances to 9th level, they may obtain a Paladin Quality Horse for their use. There is an empathetic bond between the high priest or priestess and their personal mount, and this makes it much easier to control the horse.

© September of 1999
by
James L.R. Beach
Waterville, MN 56096

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