THE HEALERS of Ammon-Ra   - "The One True Faith"

(SJW, 25 November 2011)

The Irreproachable Order   &   The Order of the Balm of Joy

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

Bless

Augury +

Animate Dead

Cure Serious Wounds

Atonement

Aerial Servant

Astral Spell

Command

Chant

Continual Light

Detect Lie

Commune

Animate Object

Control Weather

Create Water

Detect Charm

Create Food +

Divination +

Cure Critical Wounds

Blade Barrier

Earthquake

Cure Light Wounds

Find Traps

Cure Blindness

Exorcise

Dispel Evil +

Conjure Animals

Gate

Detect Evil +

Hold Person

Cure Disease

Lower Water +

Flame Strike

Find the Path

Holy Word

Detect Magic +

Know Alignment +

Dispel Magic

Neutralize Poison

Insect Plague

Heal

Regeneration

Light

Resist Fire

Feign Death

Prot. from Evil 10ft r.

Plane Shift +

Part Water +

Restoration

Protection from Evil

Silence 15ft r. +

Glyph of Warding

Speak with Plants

Quest +

Speak with Monsters

Resurrection

Purify Food

Slow Poison

Locate Object

Sticks to Snakes

Raise Dead

Stone Tell +

Symbol

Remove Fear

Snake Charm

Prayer

Tongues +

True Seeing

Word of Recall

Wind Walk

Resist Cold

Speak with Animals

Remove Curse

Cure Critical Wounds

Heal

Banishment +

Greater Planar Ally +

Sanctuary

Spiritual Hammer

Speak with Dead

Destroy Undead +

Healing Circle +

Heroes Feast +

Holy Aura +

Hold Undead

Continual Light

Cure Serious Wounds

Fire Shield +

Rest in Peace

Regeneration

Mass Healing

Slow Poison

Cure Blindness

Death Ward +

Permanent Sanctuary-

-

Reincarnation

Revelation +

-

Cure Disease

Destroy Lesser Undead +

-

-

Restoration

Soothing Song

-

Cure Moderate Wounds

Exorcise

-

-

-

Spell Turning +

-

Remove Curse

Light Shield +

-

-

-

-

-

Turn Undead +

Neutralize Poison

-

-

-

-

-

-

Prot. from Elements +

-

-

-

-

-

-

Protection from Undead

-

-

-

-


Special Spell Descriptions   (Spells marked + added recently).

LEVEL ONE
Hold UndeadAs AD&D Cleric 2nd-level spell Hold Person, but only undead creatures are affected. [SJW]
Slow Poison
As AD&D 2nd-level Cleric spell.

LEVEL TWO
Continual LightAs AD&D 3rd-level Cleric spell.
Cure Blindness
As AD&D 3rd-level Cleric spell.
Cure Disease
As AD&D 3rd-level Cleric spell.
Cure Moderate Wounds
As D&D3 spell (Cleric 2nd). Cures 2d8 hit points of damage.
Remove Curse
As AD&D 3rd-level Cleric spell.
Turn Undead
As AD&D 2nd-level Cleric spell Hold Person, but only undead creatures are affected, and will flee for 1 turn. [SJW]

LEVEL THREE
Cure Serious WoundsAs AD&D Cleric 4th-level spell, but cures 3d8 hit points and any serious injury.
Death Ward
As D&D3 spell (Cleric 4th).
Destroy Lesser Undead
As AD&D Cleric 2nd-level spell Hold Person, but only skeletons or zombies are affected, and will be destroyed. [SJW]
Exorcise
As AD&D 4th-level Cleric spell.
Light Shield
As D&D3 spell Negative Energy Protection (Cleric 4th).
Neutralize Poison
As AD&D 4th-level Cleric spell.
Protection from Elements
As D&D3 spell (Cleric 3rd).
Protection from Undead
Casting: Standard (4s,VSM); Range: Touch; Area: 5ft radius; Duration: 1 turn/level; Save: None.   The general form of this spell causes a 5ft-radius circle of protection to emanate from, and move with, the person touched. It protects all within it's circumference from physical attacks of any undead creatures (including skeletons and zombies). Optionally, the caster may specify a particular type of undead (ghouls, ghosts, vampires, etc), in which case the duration is doubled. [SJW: Adapted from AD&D scroll.]

LEVEL FOUR
Cure Critical WoundsAs AD&D Cleric 5th-level spell, but cures 4d8 hit points and any critical/grievous injury.
Destroy Undead
As AD&D Cleric 2nd-level spell Hold Person, but only undead creatures are affected, and will be destroyed. [SJW]
Fire Shield
As D&D3 spell (Cleric/Sun 4th).
Permanent SanctuaryAs AD&D 1st-level Cleric spell Sanctuary, but lasts indefinitely. The spell is broken if the recipient attacks any living being.

LEVEL FIVE
HealAs AD&D 6th-level Cleric spell.
Healing Circle
As D&D3 spell (Cleric 5th).
Rest in Peace
As AD&D 5th-level Cleric spell Slay Living (reversed Raise Dead), but only affects an undead creature. If it saves, it takes 3d8 damage (as Cause Serious Wounds).

LEVEL SIX
BanishmentAs D&D3 spell (Cleric 6th).
Heroes Feast
As D&D3 spell (Cleric 6th).
RegenerationAs AD&D 7th-level Cleric spell.
ReincarnationAs AD&D 7th-level Druid spell.
RestorationAs AD&D 7th-level Cleric spell.

LEVEL SEVEN
Greater Planar Ally
As D&D3 spell (Cleric 8th).
Holy Aura –
As D&D3 spell (Cleric 8th).
Mass Healing –
As D&D3 spell Mass Heal (Cleric 7th).
Revelation –
Casting: Standard (3s,VSM); Range: Touch; Area: One creature; Duration: Permanent; Save: Neg (WISx5).   The creature touched becomes of the same alignment as and friendly to the cleric who gave them the Revelation. [SJW: Adapted from AD&D 7th-level Cleric spell Symbol (of Persuasion).]
Soothing Song –
Casting: One Round (VSM); Range: 0; Area: Special; Duration: Up to 1 turn/level; Save: Neg (WISx5).   All creatures within hearing range become of the same alignment as and friendly to the cleric singing this spell/song (who must sing one round each turn or the spell breaks). [SJW: Adapted from AD&D 7th-level Cleric spell Symbol (of Persuasion).]
Spell Turning –
As D&D3 spell (Cleric/Magic 7th).


OVERVIEW

Deity:

Ammon-Ra, The Golden One, Lord of Light, God of the Sun 

Sphere:

The Sun. Protection & Healing. Doing Good. 

Alignment:

Lawful Good

Symbols:

Cross (red) or Disc/Sphere (gold).

Holy Days:

Midsummer & Yule (June 22nd & December 25th)

Services:

Weekly (Sunday), at Sunrise, Noon and/or Sunset (minor services are also held daily).

Sacrifices:

Valuables, especially Gold items

Weapons:

Staff (for defence only).

Armour:

No armour or shield

Skills/Traits:

First Aid, Treat Disease (Diagnosis), Oratory, ????, ????? / Brave, Pious, Just, Honest, Generous.

Priestly Garb:

Distinctive yellow robes (or at least a yellow sash).

Healer clerics are devout pacifists who seek to spread goodness by example. Harming any living being is against their beliefs, and many healers are vegetarian. They wear distinctive yellow robes and shaven heads. Healers may carry a staff, for self-defence only. No other weapon is allowed. Healers are celibate and the two sects segregate the sexes: males belong to the Irreproachable Order, females to the Order of the Balm of Joy. The two sects are otherwise identical and fully co-operative. Brother and Sister Healers take vows of Obedience, Chastity and Poverty. They spend most of their time dispensing alms to the poor and ministering to the sick. They willingly use their healing skills to tend both friend and foe alike. The Temple-Hospitals of this religion are usually guarded by Fighters of the Order of the Spears of Light, a divergent Ammonite faith. Upon reaching Acolyte status (1st Level) they are baptized and receive a "Permanent Sanctuary" spell - dispelled only by attacking a living being. If a Healer loses his/her "Permanent Sanctuary", suitable atonement must be provided before rebaptism is permitted. Note that undead creatures are not living and may therefore be attacked without affecting the "Permanent Sanctuary".

Benefits
Any creature intentionally causing the death of a Healer will immediately be struck with direct Divine Retribution, in the form of a Pillar of Fire. (Strikes the perpetrator for 2d6 physical damage per level of Healer).
The Temples are usually too poor to pay ransoms for any Brother or Sister, but frequently act as go-betweens for others in such matters.
Instead of weapons training, Healers are taught the useful skills FIRST AID and DIAGNOSIS (Healers know these skills at 10% + 10% per level). At Acolyte level (1st), Healers have just 1 weapon proficiency (in staff).
FIRST AID - This skill may be used the first time a creatures wounds are tended: Critical +2d6 hp, Special +d6 hp, Success +d3 hp, Failure Normal Binding
DIAGNOSIS - This skill may be attempted once per diseased person treated: Failure Normal disease recognition, Success Know Cure (duration x1/2), Special Know Cure (duration x1/4), Critical Know Cure (duration x1/8)

I. MYTHOS AND HISTORY

A. Legends

<”Before Time”: Prehistory/Gods War>

B. History

<Events in historical times, post Gods War>

C. After Death

<Funeral customs, Fate of worshippers souls>

D. Symbolic Associations

<Holy symbols, animals etc>

II. NATURE OF THE RELIGION

A. Reason for Continued Worship

?

B. Social/Political Position and Power

?

C. Particular Likes and Dislikes

?

III. ORGANIZATION

A. Inter-Temple Organization

?

B. Internal Temple Organization

?

C. Holy Places

?

D. Holy Days

?

IV. THE LAITY - ORDINARY WORSHIPPERS

A. Requirements

?

B. Restrictions

?

C. Benefits

?

V. THE CLERGY - PRIESTS, INITIATES & ACOLYTES

A. Requirements

?

B. Restrictions

?

C. Benefits

?

VI. THE TEMPLARS - PALADINS

A. Requirements

?

B. Restrictions

?

C. Benefits

?

VII. STATUS WITHIN PANTHEON

A. Cult Status/Position in the Pantheon

?

B. Sub-Cults

?

VIII. OTHER RELIGIONS

A. Associated (Preferred)

??: ?

B. Friendly (Goodwill)

??: ?

C. Neutral  (Tolerance)

??: ?

D. Hostile (Antipathy)

??: ?

E. Enemy (Hatred)

??: ?

IX. MISCELLANEOUS NOTES

A. ??

?

B. ??

?

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