Corellon Larethian represents the highest ideals of Elven Society. "He" is skilled in all the arts and crafts, and is the patron of music, poetry, and magic. Corellon is alternately a male or female, both, or neither. The god is also mighty in battle and is said to have personally banished such demons as Lolth from the sunlit Upperworld. Elven lore states that the race of elves sprang from the drops of blood Corellon shed in his epic battles.

Corellon uses a magical bow; arrows fired from it never miss their target and do 2-20 points of damage. Corellon also has a +5 magic sword made from a star that strikes for 3-30 (+9 for STR) points of damage, and always detects which of the god's opponents is the most dangerous. Any other being who picks up this sword will be burned for 10-100 points of damage each round they hold it.

Corellon clerics always wear a blue quarter moon talisman. Clerics tend to wear a silver, platinum, or mithral circlet about their heads. They often wear things of the color azure. They make some sacrifice and/or service to Corellon once a month. The elves build no shrines to Corellon but always use natural, geological formations or amphitheaters for places of worship.

Some pertinent skills or notes on Corellon Larethian are: one needs a +3 or better weapon to hit him, he is 95% magic resistant, Corellon is chaotic good, the god resides on the plane Olympus, is a 13th level druid and cleric, a 20th level ranger, a 20th level magic user and illusionist, and a 15th level bard.

01.) All clerics of Corellon Larethian must have a minimum of 12 in wisdom, 12 in charisma, and 10 in dexterity.

02.) All Corellon Larethian's clerics must become proficient in LONG BOW 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 LONG BOW if necessary. They must still take the time to learn LONG BOW if they choose this option. Though not required, it is suggested that each of his clerics gain their first weapon proficiency in LONG SWORD and their second in LONG BOW, though they may take LONG BOW first if it suits them.

03.) Corellon Larethian's major spheres of influence are:

04.) Corellon Larethian's minor spheres of influence are:

(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 (one spell for each level, 1 to 7), a special power or two, and a few other quirks. This made the cleric class 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).

Corellon Larethian's worshipers are mostly elves and half-elves. Practically all the god's clerics are elves, but a few half elves have been known as well.

Corellon Larethian's clerics attempt to ensure there are good relations between the elves and other humanoid races unless these races are generally considered evil. Corellon's clerics also tend to the needs of nature and of the Elven race in general, as a protector.

Here is a list of the seven special spells available to the clerics of Corellon Larethian. Each spell is the same level as its number in this list.

01.) Weapon's Blessing.

This spell, once cast, may make any bow or sword touched by the cleric a +1 weapon for the duration of the spell. Only one such weapon may be so blessed for every three levels or fraction thereof attained. i.e. 1st-3rd, one weapon, 4th to 6th, two weapons, 7th to 9th, 3 weapons, etc. The spell can be cast in a single segment and each handy weapon can be touched within that round, making all such blessed weapons +1 on subsequent rounds until the duration expires. The duration of Weapon's Blessing is 1 turn/level. The material component for this spell is the clerics holy symbol (the blue quarter moon talisman) and a few drops of water that must be applied to each weapon in order to bless it. This spell has no affect on weapons that are already magic so one may not bless a +1 sword to get a +2 sword, for example. Like most magic bows, this will enchant a non-magic arrow making it effectively +1/+1 (to hit/to damage). It is NOT cumulative with magic arrows, so a +1 arrow will still only be +1.

02.) Corellon's Sight.

This spell gives the cleric the ability to see clearly in natural surroundings. A powerful spell, Corellon's Sight will actually "cure blindness" (as spell) when cast in such a place for any one individual the cleric touches. If cast upon the cleric (and the cleric is not blind), it will grant the cleric the ability to see magic items (as the Detect Magic spell), see invisible objects (as the Detect Invisibility spell), and to track as a 12th level ranger. This spell, however, is limited by the fact it can only be successfully cast in a natural, surface setting such as a forest, a grove, a grotto, an open field or the like and will not work in a confined city, a dungeon, underground, on a ship, on other planes of existence, or similar places. Except for any permanent effects that may come from curing blindness, the duration of this spell is but one hour/level of the cleric.

03.) Spirit Link.

This spell connects the cleric's spirit or soul in a very minor way to the target's spirit or soul (The target must be in the cleric's line of sight). Only one such connection may be maintained at a time, but the cleric may freely choose a new target each round. As this is a very minor connection, the only practical benefit is that the cleric and the target can communicate mentally. This does not give the cleric the ability to read minds or sense feelings, but only allows rapid, silent, mutually consenting communication with the target even if the target is an animal of low intelligence, or a highly intelligent creature that does not share a common language with the cleric. The duration of this spell is one 1 turn/level of the cleric. There is no verbal component to this spell, so it may even work in a field of silence.

Any target that does not wish to communicate with the cleric gets a save vs. magic. Success indicates the spell will not link with that individual. Failure means the cleric may impart information to the target whether they want it or not, but they do not have to answer or respond in any way to the cleric. The cleric may not try again on subsequent rounds with this casting, but a future casting of spirit link may have another chance. The casting time is 5 segments.

04.) Cloak of Protection.

When cast upon a cloak (magical or otherwise), the wearer of the cloak gains immunity from non magical weapons, gains a certain amount of magic resistance, and gains the normal abilities of a cloak of protection. Divide the cleric's level by 5 and round down (One most be 6th to 10th level, for example, to even get +1 with this spell). This number is N. It takes +N or better weapons to be able to hit the wearer of this cloak (or high hit dice creatures, similar to other rules concerning this). Also, the wearer of the cloak gains 5XN% magic resistance. Finally, this cloak will act as a +N cloak of protection, adding +N to the wearer's armor class and granting +N to their saving throws. If the cloak is already magic (but less than +N), the cloak will become +N. If greater than +N already, no additional bonus is gained for protection to AC or saving throws. This spell requires a 10 to 100 GP gem as a material component, and the gem disappears after the spell is successfully cast.

If someone other than a cleric of Corellon wears the cloak, the spell's duration will be only 5 rounds/level of the cleric, but if the cleric alone wears the cloak, the spell's duration will be 1 hour/level.

05.) True Weapon.

When cast upon a sword or a bow, this weapon will hit any opponent unless a.) there are negative modifiers due to cover or other reasons totaling more than -4 to hit, b.) the opponent cannot normally be hit by that weapon even if one rolled a 20, or c.) the wielder of the weapon rolls a 1 for their attack. Otherwise, the weapon will hit the opponent on each attack. Arrows fired from a true bow will similarly hit. This spell does not confer any other bonuses but only ensures the weapon will hit within the spell's already mentioned limitations. The duration for this spell is 3 rounds/level of the casting cleric.

06.) Corellon's Grace.

Once cast, this spell will make all creatures ignore the cleric as long as the cleric does not perform any hostile actions. Any hostile actions on the part of the cleric will negate the spell. This spell has NO saving throw, and a cleric of Corellon could, for example, walk away from a battle, walk through a battle field, or in any other way, walk past any enemy as if the cleric were undetectable. Naturally, this will not protect the cleric from traps or grant any immunity form area of affect spells if they happen to be in them, but opponents may not choose to include the cleric in the area of affect since they will have to act as if the cleric does not exist. Up to one individual/3 levels of the cleric may also obtain this grace if they maintain contact with the cleric. The casting time of this spell is an entire round, and the duration is 2 rounds/level.

While under such a state of grace, the cleric and all others with them and under the state of grace will not leave any tracks or trails and cannot be followed by conventional means. Dogs will not have a scent to follow, rangers will not be able to track them, and etc. A detect invisibility spell will not see through this grace, but a true seeing spell will.

07.) Corellon's Weapon.

This powerful spell, when cast upon the appropriate item, will actually create a magic long bow, or magic long sword, or one set of magic chainmail armor. This is a permanent magic item. However, each cleric may only make one such sword, one such bow, and one set of chainmail. Thus, each cleric of Corellon may have made at most three items (one of each), but each item takes a separate casting of this spell. Such a weapon or set of armor is only +1. However, if it has been more than one year since the cleric last cast Corellon's Weapon on a particular item, the cleric may cast the spell again on the same item, increasing its bonus by +1. Again, after waiting another year, they may further augment the item and continue to do so each year until a maximum of +5 is achieved.

There is, however, the possibility that each attempt to augment an item will destroy the item instead:

When going from +1 to +2, there is a 05% chance of destruction.
When going from +2 to +3, there is a 15% chance of destruction.
When going from +3 to +4, there is a 25% chance of destruction.
When going from +4 to +5, there is a 50% chance of destruction.

Clerics of Corellon are very careful about where these items may go or to whom they may be given, for if the item is ever lost not only can it not be further enchanted by that cleric, but they will never be able to create another similar item (bow, sword, or armor, depending on which is lost) as long of that item still exist. If the item is ever destroyed, the cleric will instantly know this to be the case and may one day again create another such item.


All clerics of Corellon have most of the standard clerical abilities unless explicitly forbidden to them. Thus, for example, they have the power to Turn Undead as normal.

All clerics of Corellon Larethian may obtain a special rapport with some of nature's creatures (the species' intelligence must be "Low" or lower). Each cleric may choose one avian, one mammalian, and one reptilian species. There is no special time when the cleric must make this decision and they may choose each species one by one over time or all at once. However, once a particular species is chosen it can never be changed for that cleric.

Within one lunar cycle of choosing a species, anytime the cleric is within 100 yards of a member of that species he or she may befriend it. Such a creature will become friendly to the cleric, and a limited form of mental telepathy and empathy is established with the creature. Each cleric may have one creature from each species for every three levels attained as a special friend. Such friendly creatures will scout out and aid the cleric, even sacrificing their lives when necessary, in order to further the cleric's causes. However, if the creature does die this damages the cleric for the creature's maximum hit points. This is regular damage as it may be healed magically or through time, but it does tend to keep the cleric from frivolously sacrificing his friends. Remember, the creature must dies to hurt the cleric at all, but getting hit for 1 or 2 or 4 or however many hit points the creature may have hurts like hell, as any wound should, so it is no small thing.

Only limited communication is possible, so the friendly creature may not give detailed descriptions of what's up ahead but only a general sense (in accordance to its intelligence) to the cleric. They do, however, have the ability to carry small items (notes and messages) to various people the cleric knows as the animals recognize the cleric's friends. This ability does not confer any extra senses through the animal or grant any of the cleric's abilities to the animal. It is limited, but useful. As the animals are of low intelligence or lower, if they are more than 1 mile/cleric level away (after being befriended), they tend to forget about the cleric and go about their natural business. So a squirrel, for example, may carry a letter to a spot known by the cleric, but if the cleric's friend is further away than that, he'll probably drop it in favor of a nut or something.

All clerics of Corellon Larethian may have the following secondary abilities for free:

a.) animal lore, and
b.) herbalism, and
c.) one musical instrument of their choice.

Corellon Larethian's worshipers must be CG or strive for that ideal. Corellon Larethian's clerics must be CG.

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

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