Category: Pathfinder nethys druid spells

Nethys pronounced NETH-uhs [1] is a god who holds magic above all things.

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He gained enough power to witness all things, and this both fueled his divinity and shattered his mind. He is a god of magic torn between destroying the world with one hand and saving it with the other. Ancient Osiriani texts tell of a God-King whose mastery of magic allowed him to gain unparalleled power.

With these abilities he became a god by seeing all that transpired on all planes. However, this omnipresent knowledge also drove him irreparably mad.

This dual-edged nature of magic is cherished by his followers and is epitomized in his apotheosis. Although his madness makes it hard to act on long-term plans, Nethys is active and approachable by all deities for aid in their ventures.

He remains neutral for the most part, unless his powers of omnipresent knowledge reveal he is being betrayed or threatened.

He particularly allies with those requiring the use of magic, regardless of nefarious or benevolent cause. Nethys appears as a frightening male human emanating great energy. One side of him is youthful and dominating, almost glowing with power, while his other half is charred and crackling with leaking magics.

Nethys holds magic above all things. Those unable to do or use magic are held as lesser by the faith, denied the divine majesty of working spells. Creatures with magic abilities or properties are held as sacred to his faith. The learned and powerful church of Nethys is as divided as its god, many even actively opposing rival temples.

Magic and the ability to cast it is held above all other things. Nethys is worshipped by all sorts of wizards and clerics, and all those with an interest in magic and its use and advancement.

Rank within the clergy is determined by magical knowledge and power, with the former more important in benign temples, and the latter taking precedence in the more malevolent temples. Temples of Nethys can take any shape, from that of a wizard's laboratory to fortress or even a small palace. They are always staffed by magically knowledgeable people, and take quite a mercenary approach to their services.

Different temples may have a different focus in magic, or a preference towards one of Nethys' aspects, however many try to maintain balance. The holy scripts of Nethys are always written on a temples interior walls. The clergy consider all books of magic to be holy texts to the All-Seeing Eye, and most of the scripts and writings associated with his faith include spellcraft, and dual methods of application and interpretation.

Often in immediately contradicting paragraphs. Services and occasions vary from temple to temple, though most ceremonies involve the active use of magic and chanting. This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. Campaign Settingp. Paizo Publishing, LLC.

pathfinder nethys druid spells

Gods and Magicp. ISBN He gained enough power to witness all that transpired on all planesand this both fueled his divinity and drove him irreparably mad. He is a god of magic, torn between destroying the world with one hand and saving it with the other. This dual-edged nature of magic is cherished by his followers and is epitomized in his apotheosis. Nethys came from somewhere to the west of Osirion. When he first met the tribal chief Azghaadthe eventual founder of Osirion, Azghaad knew to fear and respect him, and asked him who he was, Nethys only said: 'Your god and your king'.

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Nethys granted Azghaad with magical powers, and in turn Azghaad followed all of Nethys' orders with no hesitation. Nethys ordered Azghaad to keep his identity secret from everyone else, and showed him a way to unite the tribes living around the River Sphinx. Channelling the power of Nethys, Azghaad destroyed the Spawn of Rovagug Ulunatcausing the other tribes to voluntarily join Azghaad, who founded the city of Sothis around Ulunat's carcass as the capital of his new nation Osirion.

In the early years of Osirion, Nethys ruled the kingdom with Azghaad as his public face, until he ascended to divinity, leaving Azghaad to lead Osirion. In order to repay Nethys' favour, Azghaad named him the official patron of Osirion and constructed the Temple of the All-Seeing Eye in his name.

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When Azghaad died, Nethys selected the Naga Pharaoh as his successor. He sent her violent, nightmarish visions to let all know the fickle power of magic, until the Naga Pharaoh went insane and burnt Nethys' temple to protest his visions.

The Naga Pharaoh died in this fire, and Nethys decided to start managing his empire in a hands-off fashion. Although his madness makes it hard to act on long-term plans, Nethys is active and approachable by all deities for aid in their ventures. He remains neutral for the most part, unless his powers of omnipresent knowledge reveal he is being betrayed or threatened.

He particularly allies with those requiring the use of magic, regardless of nefarious or benevolent cause. Despite his indifference, there is one area where Nethys will never act, and that is to support followers of Rovagug in freeing their master.

There are limits even to Nethys's love of destruction, and the annihilation of Golarion is not his wish. On the other hand, Gorum and Nethys share a mutual appreciation.

As Irori and Nethys are the only mortals to have ascended to deity status without the aid of the StarstoneNethys has a special interest in the Master of Masters, [4] even though Irori does not particularly care for him. Magic scholars of the two faiths sometimes clash, as Irorans tend to want to impose structure on the fundamental nature of magic, while Nethysians revel in the chaos.

pathfinder nethys druid spells

Nethys' servants frequently cooperate with proteansand can often defuse conflict between them and visitors to the Maelstrom. As a humanNethys had unnatural purple skin and golden eyes with no pupil nor iris. As a god, he appears as a frightening male human emanating great energy. One side of him is youthful and dominating, almost glowing with power while healing the sick and protecting the innocent, while his other half is charred and crackling with leaking magic that unleashes destruction.

Nethys' divine realm is Ahkaneftia desert island floating in the Maelstrom. His personal residence is a tower at the middle of the desert, where he can watch everything that unfolds in his realm. Areas of unpredictable magic are thought to occur when Nethys passes too close to the Material Planewhile dead magic zones where magic does not function are seen as a sign of his disfavor.

The All-Seeing Eye does not visit his worshipers in dreams to show favor or dislike, a fact that they often mention with pride. They see the divine attention of other gods as patronizing or coddling, and are glad that Nethys does not stoop to such common practices.

Nethys holds magic above all things. Those unable to do or use magic are held as lesser by the faith, denied the divine majesty of working spells. Creatures with magic abilities or properties are held as sacred to his faith. The learned and powerful church of Nethys is as divided as its god, many even actively opposing rival temples. Magic and the ability to cast it is held above all other things. Nethys is worshiped by all sorts of wizards and clericsand all those with an interest in magic and its use and advancement.

Rank within the clergy is determined by magical knowledge and power, with the former more important in benign temples, and the latter taking precedence in the more malevolent ones. While many consider following Nethys an odd choice for a knightthese scholars have equal devotion to the skills of battle and magic.Toggle Theme. Archives of Nethys. It can bring ruin to the stoutest fortress in minutes, reducing even the mightiest works to rubble, burning them to ash, burying them beneath an avalanche of snow, or drowning them beneath the waves.

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It can provide endless bounty and breathtaking splendor to those who respect it— and an agonizing death to those who take it too lightly. You stand in awe of the majesty of its power and give yourself over to its service. Hit Points: 8 plus your Constitution modifier You increase your maximum number of HP by this number at 1st level and every level thereafter.

Key Terms You'll see the following term in many druid class features. Metamagic : These actions tweak your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action including free actions and reactions other than Cast a Spell directly after, you waste the benefits of the metamagic action.

Effects added by a metamagic action are part of the spell's effect, not of the metamagic action. Ancestry and background, initial proficiencies, primal spellcasting, anathema, Druidic language, druidic order, Shield Block, wild empathy.Toggle navigation.

Archives of Nethys

Druid Spell List Filter. Patreon Supporters. Chameleon Scales. You temporarily alter the color of your skin, hide, or scales to another option legal for your race.

Create Water. Detect Magic. Detect Poison. Enhanced Diplomacy. Dazzles one creature —1 penalty on attack rolls. Know Direction.

Purify Food and Drink. Read Magic. Read scrolls and spellbooks. Cause a dying creature to stabilize. Subject gains 1 temporary hp. Acid Maw. Advanced Scurvy.

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Air Bubble. Alter Winds. Ant Haul. Aspect of the Falcon. Gives bonuses on Perception checks and ranged attacks. Aspect of the Nightingale. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result. Gain a bonus to Stealth and make checks without cover or concealment. Elf only. Trade natural armor bonus for a bonus on attacks with natural weapons.Toggle Theme. Archives of Nethys.

M This spell has a material component not normally included in a spell component pouch. R Spell requires a requisite religion or race. If religion, spellcaster must worship the listed deity to utilize the spell.

If race, the spell might only target members of the listed race the spell will say this if it doesbut often are just the race's guarded secrets. Members of other races can learn to cast them with GM permission. T In order to prepare any of these spells, the caster must spend an hour performing a ritual in which he beseeches Torag or a member of his family for the aid of one of his divine family members.

For 24 hours after the ritual, the caster may prepare spells of the requested deity. The caster may only attune himself to one additional deity at a time. Y This spell has a Mythic version. Detect Magic : Detects spells and magic items within 60 ft. Detect Poison : Detects poison in one creature or object. Flare : Dazzles one creature —1 on attack rolls. Know Direction : You discern north. Light : Object shines like a torch.

Mending : Makes minor repairs on an object. Purify Food and Drink : Purifies 1 cu.

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Read Magic : Read scrolls and spellbooks. Sign of the Dawnflower R : Transmit a hidden message that you are a worshipper of Sarenrae to the target. Spark : Ignites flammable objects.We now have the most reviews of all the sites that come up in our local results page. The review handouts make it very simple indeed. Now, we simply give clients a customised form (which impresses them.

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FAMOUS EARLY EASTER EDGE UP NOWThe Charlotte Hornets are broken right now. They just lost outright at home as double-digit favorites to the Bulls last night. The Lakers will be playing just their 2nd game in 6 days and will have plenty of energy. They are coming off a 107-104 upset win in Philadelphia as 8. The Lakers are 5-0 ATS in their last five meetings in Charlotte.

The underdog is 20-6-1 ATS in the last 27 meetings. Give me the Lakers. I had my eye on the Lakers in this matchup after they pulled out that big road win at Philadelphia on Thursday. That's the kind of win that can get a team going. More than anything, I'm not a big fan of this Hornets team. Charlotte is just 1-6 in their last 7 and are in a brutal spot here playing on no rest after an overtime game last night, where they lost to a Bulls team that's arguably the worst team in the league.

With Kaminsky and Zeller both out with injuries and Jeremy Lamb questionable with a ankle injury, I just don't think Charlotte will have enough gas in the tank to be competitive here.

pathfinder nethys druid spells

Note that all 5 starters logged at least 33 minutes, with 4 of the 5 racking up at least 42. I'll take the points, but I really like LA to win here outright. They just ended their 10-game losing streak with a 119-111 (OT) victory at Charlotte. Look for them to take a sigh of relief now and relax after ending that skid.

But the Bulls will also be fatigued, obviously. They will now be playing the 2nd of a back-to-back and their 3rd game in 4 days. Robin Lopez played 43 minutes, Kris Dunn 4, Justin Holiday 39, Lauri Markkanen 34 and David Nwaba 32 last night.