LORIMAR
Platinum Star, The Arcane Father, Lord Sage, The Gray
God of the Magic, Knowledge, and History
Alignment: N
Cleric’s Alignments: N, NG, NE
Domains: Artifice, Destruction, Knowledge, Magic, Protection, Rune
Symbol: Platinum Star
Favored Weapon: Quarterstaff
Centers of Worship: Wizard Watch, Lakeshore, Oran, Ulthorak
Nationality:
Obedience (need the Deific Obedience feat):
Inscribe blessings to Lorimar, arcane formulae, and lines of prayer on a blank parchment. Don’t inscribe a complete spell—only notations sufficient to potentially spur a reader to study magic in an effort to complete the incantation. At the culmination of your obedience, cast any spell or spell-like ability or activate a spell completion or spell trigger magic item. Gain a +4 sacred or profane bonus on concentration checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.
Exalted Boons:
1: Magical Essences (Sp) magic aura 3/day, misdirection 2/day, or arcane sight 1/day
2: Staff Channel (Su) You can deliver touch spells with a casting time of one standard action or longer through a quarterstaff. Using this ability doesn’t change the casting time or other qualities of the spell, but you must make a melee attack with your quarterstaff against the target’s AC rather than a touch attack against its touch AC. If you hit the target, you deal quarterstaff damage as well as discharge the spell effect. You can hold the charge as normal when delivering a touch spell through a quarterstaff.
3: Pure Magic Aura (Su) You radiate an aura of the pure essence of magic. You can use this ability a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate and deactivate your aura as a free action. You and any allies within 20 feet of you increase your caster levels by 1d4. Roll this die when you activate this ability and use the same value for all who gain this benefit. The increase affects spell qualities (such as duration and number of targets) that rely on caster level, as well as caster level checks made to overcome spell resistance. The bonus caster levels don’t grant higher-level spell slots or cause the recipients to learn new spells.
Evangelist Boons:
1: Arcane Essence (Sp) mage armor 3/day, mirror image 2/day, or fly 1/day
2: Arcane Eye (Sp) You can use arcane eye three times per day as a spell-like ability. The arcane eye you summon functions as if you had cast arcane sight and were able to view its information through the arcane eye. This allows you to see magical auras through the arcane eye, and potentially identify the schools of magic involved. You can also potentially determine the spellcasting or spell-like abilities of viewed creatures, as noted in the spell description.
3: Robes of Lorimar (Su) You can manifest an illusory robe that absorbs hostile spells for a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate or deactivate the robe as a free action. The robe functions as a lesser globe of invulnerability except that it only excludes hostile spell effects of 3rd level or lower. Any spell that would force you to attempt a saving throw; cause you to take hit point damage, negative levels, ability drain, or ability damage; or end your life is considered hostile for the purposes of this effect. Unlike a lesser globe of invulnerability, you can move normally while cloaked in the robes.
Introduction:
Lorimar is a god who encompasses all that is magical. He is a collection of knowledge, power, finesses, and neutrality. He is the leader of investigation and magic use. Some may consider his neutrality as reckless, but he cares not whether his gifts are used for good nor evil, for he feels that magic must be impartial as power can manifest itself in any being regardless of their disposition and outlook on life.
Lorimar is a proponent of magic for all purposes, even frivolous and wasteful ones. Magic is an infinite resource that permeates all dimensions, and thus he insists there is no need to limit its use for fear of its eventual depletion. He sees magic-drained places as aberrations, tumors in the world that can be excised, though dealing with them is not a high priority unless they begin to grow and threaten the healthy flow of magic elsewhere. Lorimar isn't averse to technology unless it interferes with or supplants magic; indeed, he relishes blending of technology and magic.
Lorimar normally appears as a male half dark elf and half surface elf in deep-cowled robes with a platinum star medallion hanging over his chest. It is said he created the elves as creatures of magic who can inherently obtain the ability to cast magic through the blood that flows through their veins. It also represents his neutrality in the use of magic with the depiction of the evil of the dark elves, and the inherent good of the surface elves. In societies, some races will depict Lorimar in their form to show he welcomes all races to his worship.
Outside of promoting the use of magic and embracing those who engage in it, Lorimar is supremely indifferent to both mortals and other deities. Pleas for mercy or justice, incitements or violence, and invocations of fairness or the balance of power have no effect on him; he acts in the interest of increasing magical knowledge or according to his whim. He is not known for showing favor or wrath to his followers or his enemies in the form of divine intervention. However, if a follower is responsible for the creation of a new magic (spell, item, etc.) of great power, he will often show his favor upon his worshiper. If a being is responsible for the destruction of a great magic, he will conversely show his disfavor toward that being as well. Layfolk, especially peasants, believe that invoking his name may help ward off curses, hexes, the evil eye, and other superstitions, though his utter disregard for those who do not practice magic means these invocations fall on deaf ears.
His holy symbol is a platinum star. It represents the solidarity of his position in the realm of magic and the mysticism and power that the stars and the universe holds for those who behold it.
The Church:
The worship of Lorimar attracts those who wish to explore the limits of reality and move beyond the mundane patterns of everyday life. The only common characteristic of Lorimar's followers is an absolute love of magic, and to join his church is to unite with fellow practitioners - if not in an alliance, then at least in a shared goal. Though some of his worshipers seek rewards through magic. for most, magic itself is the reward, and the power and wealth that it brings are only a means to increase their understanding of the arcane arts. Some love the physical act of using magic, others appreciate it as a tool of the highest quality. Some are generous and willing to teach what hey know; others are jealous and paranoid practitioners who seclude themselves and guard their secrets from potential rivals. Lorimar's followers are likely to experiment with their knowledge and brandish it like a banner of faith, since Lorimar teaches that using magic is a sign of refinement, and that conserving it is foolish. A true worshiper revels at the opportunity to use magic and show others its glory.
Worsship services vary from temple to temple, but usually include a weekly meeting involving chanting and spellcasting demonstrations. In many cases, the hymns are phonetic transcriptions of verbal components of spells favored by that temple, allowing the faithful to chant a representation of the magical words but with a few key syllables removed so that someone who actually knows the spell or has it prepared doesn't risk accidentally casting it. Musical instruments are part of services unless the temple has a bardic priest, though limited percussion involving the tapping of wands or staves is not unusual.
Crossbreeding and mutating animals and magical creatures is a common practice at many churches, reinforcing the "mad wizard" stereotype and often scaring nonmagical folk away from the temples. From time to time this experimentation creates a useful creature with magical powers that breeds true to create more of its kind, and the temple shares this information or the offspring with other allied temples or spellcasters. Once a year, the church demands that each priest tithe a minor magic item - such as a scroll or potion - the the temple for use or sale. Many adventuring priests use this as an opportunity to get rid of lower-powered items that have been superseded by other magic. Other priests have the option - hierarchal order - to purchase them before the sale is opened to the public. Though temple leaders are usually willing to take money from outsiders to fund their research, few want their holy places to become marketplaces sullied by the feet of the unworthy.
Those without magical ability may work for the church, but are treated as second-class citizens at best and expendable guardians or experimental subjects at worst. in the church of Lorimar, even a lowly apprentice who has mastered nothing beyond a few cantrips has a higher status that a master rogue or talented fighter. Most senior temple guards have at least one level in a magical class or have acquired (via a feat or special ritual) the ability to cast a few spells in order to gain some respect in the eyes of the priests and establish a firm seniority over the common guards. The newest recruits are first trained in Spellcraft so they recognize and do not needlessly fear magic. Though the church does not go out of its way to teach magic to laypeople, neither does it attempt to prevent them from learning or hold former mundane status against them if they do manage to learn. After all, few people are born knowing how to cast spells, and those who manage to persevere and learn the magical arts are to be commended and respected above non-casters, regardless of how long it takes them to unlock that first flicker of ability.
Worshipers of Lorimar can be found almost anywhere. The best-known temples are those in places of strong magic. Wizard Watch is a tower of ultimate magic that houses spellcasters of the arcane and priests alike. Other temples are in great cities where the worshipers can display their magical talents the best.
Temples and Shrines:
Individual temples often focus on one type of magical study in order to draw worshipers similarly inclined, with the exception of Wizard Watch which exhibits all areas of magical study. A few temples alternate between the god's aspects or directly oppose the actions of other temples purely to keep the balance. Opposing temples might even war against each other for supremacy, while good temples might work together to siphon magic from evil items, lock items away, or convert the items to a more benign use. Specialized temples are usually named in an identifying way so visitors are fully aware of their natures.
Each temple usually has its own colors, which tend to be a range of similar hues, such as scarlet, deep red, and dark wine. Every one has at least one wall containing some or all of the text of The Book of Power, and daily prayers usually take place near this wall. Significant or long-established temples set aside at least one chamber for the practice of the branch of magic favored by their inhabitants. Sometimes the true nature of a temple is a secret kept from the public and this special chamber is hidden away so that no outsiders see it. A few temples, primarily those focused on healing, are specifically built to serve the public interest, but most are not open to layfolk or casual visitors, and function more like exclusive private clubs than places for commoners to pray and seek solace.
Shrines to Lorimar are uncommon, because the faithful are more inclined to build grand structures at noteworthy sites - almost always with the help of magic - in order to make comfortable quarters for the long-term study, rather than simply mark a place and move on. Actual shrines tend to be unusual, and guarded with dangerous curses to encourage the unworthy to stay away.
A Priest’s Role:
Priests of Lorimar - Any spellcasters can join Lorimar;s priesthood: whether divine or arcane, academy-trained wizard or wild shaman, all who call upon magical power are welcome. Divine casters are valued, but must be able to defend their positions with magical knowledge or brute power. Even alchemists, paladins, adepts, and rangers are welcome to become priests, although advancement within the church is based on magical ability and knowledge, which means that most practitioners of simpler magic never ascend past the church's lower ranks.
Temple-trained clergy are polite to adherents of other faiths as long as they have either magical ability of their own or proper deference toward those who possess it. Such priests are used to magical folk being in charge, and have difficulty hiding their contempt for the benighted non-spellcasters who lack such deference. They often make the mistake of barking orders in more egalitarian groups such as adventuring parties, making their companions wary of their god's mercurial nature and the priests' disdain for those without magical aptitude. Independent priests tend to be a bit more accommodating in their dealings with non-Lorimar worshipers, although they still consider themselves superior to nonmagical folk and comport themselves with pride often seen as arrogance.
Lorimar doesn't care what his priests do with their magic any more than he cares about their souls. Many of his followers take pride in the fact that their god mostly ignores them, believing that any power they achieve is thus fundamentally their own. Most take a mercenary attitude toward those benefiting from their services: priests craft and sell magical goods, advise nobles and merchants on how magic can improve their stations, hire themselves as bodyguards for ships or caravans, or act as battle-casters for armies or adventuring companies. Some tithe service to a lord in exchange for property and a retinue of servants so that they can focus on research. Others use their magic to entertain and swindle others.
Priests evangelize as the mood strikes them, or remain within their towers seeking knowledge divorced from the outside world. As long as the direction they choose points toward greater magical knowledge and power, they may worship however they choose. For those priests and temples that do decide to evangelize, this generally takes the form of displaying the obvious benefits of magical power and then waiting for those who wish to learn magic to prove their worthiness, either by passing arbitrary and arduous tests or by fronting significant sums of money, before they are allowed to apprentice a priest or be tutored by the temple. Often, the best way to convince the temple you're worthy of magical training is to take the first (and most laborious) steps on your own, thus proving your dedication. Most magical training consists of helping the Lorimar tutors with their own researches and learning what one can in the process.
Rank in the church is based on magical knowledge and power. Benign temples tend to weight the former more heavily, while malevolent ones value the latter. As masters of magic, priests are trained to recognize spell levels and caster levels and use them to assess where someone fits in the pecking order. Individuals of higher rank often acquire apprentices - these may be neophyte members of the faith ir individuals who have no status in the church whatsoever until their masters declare them sufficiently trained. Visitors from other Lorimar temples are welcome to participate in temple ceremonies unannounced, and many young spellcasters who show up are recently graduated apprentices - or those whose masters died or cast them out - hoping to gain a place in a new temple where the clergy neither knows nor cares about their history, and where they can attain rank based purely on their power.
Lorimar priests have a limited role in most rural communities, unless they focus on animals, crops, healing, or some other area that gives them reason to interact with common folk. Urban priests have stronger ties to locals, particularly those connected to construction, trade, and exotic interests of nobles. Temple priests always have ranks in Knowledge (arcana) and Spellcraft, and depending on the temple's focus, they may also have ranks in Appraise, Heal, Intimidate, and Use Magic Device. Temple priests are addressed as "disciple," "priest," "brother," or "sister," depending on the speaker's familiarity with the priest. The head of a temple is usually just called "high priest," though individual temples may use unique titles. Members of the faith who are not associated with a temple are usually called "acolyte," "disciple," or "master," depending on their apparent skill with magic. While it's not considered an insult to mistake a stranger's rank if he doesn't give any indication of his magical powers, persisting in this error after a correction is made is considered rude, and is often taken as a challenge.
Adventurers:
Any with a passion for magic is welcome to worship Lorimar. His worship is strong among all the races that employ magic. Though Lorimar's teachings appeal to those who seek to manipulate reality, to enter his church is to join a community of fellow practitioners - at least in a shared goal and passion if not a true alliance.
Lorimar worshipers have no built-in moral compass of any sort. He doesn't care what his faithful do with magic, just that they seek out power with full intent to use it. Small wonder, then, that many power-hungry adventurers would turn to his calling. One might worship Lord Sage so that he can dominate your village or raze a city with a word. Another might worship him so that he can save his dear friends' souls from the torment at the hands of demons in the Abyss. Still more simply desire knowledge, the more esoteric, the better.
Clothing:
Lorimar's individual temples have their own code of dress, though ceremonies require an elaborate robe, skullcap, mozzetta, and hood in the temple's colors. A platinum star holy symbol is always draped around the neck of the priest as well.
Holy Texts:
The official text of the church is The Book of Power, a comprehensive guide for casting spells and channeling magic, as well as a treatise on the more ramifications of its use and misuse. The book itself has its own contradictions based upon the priest's own beliefs of good, evil, and neutrality and passages regarding the same concern a multitude of ways leaves everything open to be interpreted however the priest desires and still be correct int heir actions. The book also contains the cantrips one needs to begin their delving into the world of magic and other formulae to assist in their journeys into the world of magic.
Planar Lockdown: this collection of 10 scrolls explains Lorimar's reasons for locking the realm of Raden's dimensional transportation to a limited range or require a special attunement. The God Wars saw the abuse of the ability to span long distances in a short period of time. Assassinations of Gods and their followers through such means of transport was deemed unethical, but yet continued to occur.
Shrine Runes: Shrines around Raden are often covered with verses or magical incantations that explain what the reason for the shrine is. They could be the sites of a magical battle or the creation of a magical item or effect of great power.
Holidays:
Abjurant Day: On Relun 8, the faithful work together to shore up mutual defenses and train friends and children in defensive magic. It's also traditionally a day for testing possible apprentices; some evil casters do so by performing deadly tests upon kidnapped subjects to find promising students and eliminate potential rivals.
Evoking Day: Relun 18, is a day of magical fireworks displays, dueling (both mock and real), and trading spells. Commoners celebrate helpful magic by dancing with bright streamers and wearing flowing robes designed to flare out around the waist when the wearers spin.
Transmutatum: Relun 28 is a day of reflection and self-improvement. Some traditionalists believe it is fortuitous to begin researching spells or crafting difficult magic items on this day.
Aphorisms:
Lorimar's followers know much of the arcane and world around them and some phrases that coincide with these interests. A few have become common among the faithful.
In the end, power will prevail: No matter what worshipers boast, their power will tell the story if put to the question. Often said when one falls to another of greater power.
Only the enlighted are worth a breath: Those enlightened with the knowledge of magic are worth a thought and also the right to breathe the same air as their peers.
A hammer and anvil alone? A question a priest asks someone who has crafted an item without the aid of magic and thus questions the usefulness of the crafted item.
Relations with Other Religions:
Lorimar is indifferent to other gods and religions. He has been called upon by the gods to limit the ability of all to be mobile using travelling spells, and he has complied with their request, of course no including himself in those restrictions.
Lorimar does not have any foes as he remains neutral in the affairs of men and the gods. He will defend himself if attacked of course, but there are no long-standing enemies.
Realm:
Lorimar resides in a domain of thousands of wizards' towers perched atop a massive shelf of stone drifting within the deep Maelstrom. He enjoys the chaos of pure magic as it swirls about his realm in the shape of a hurricane. Both beautiful and deadly, the realm represents the power that resides in those who can control its magic and use it in the form of spells and magical items.
Planar Allies:
In addition to his servitor races, the burleevs, and divine servants comprised of ascended mortals and magical beasts, the following are well-known servitors of Relunar, suitable for conjuring with planar ally or similar calling spells.
Arcanotheign: Appearing as a woman-shaped cloud of swirling energy, this creature serves as the herald of Lorimar. As a supernatural creature created in a moment of lucidity by an insane, omniscient god, the Arcanotheign is often left to her own devices when her master does not need her, and wanders Raden and the planes searching for new sensations and meaning to her existence and that of the multiverse. She is a lonely creature and welcomes those who would speak to her as a part of a normal conversation rather than an attempt to get information from her. Her affection for animals is related to this; they are simple creatures who make no demands of her, and her habit of animating giant bears, lions, and other animals out of earth, stone, or wood represents her respect for animals she has known in the past ages. The Arcanotheign understands she is foreign to mortal life and mortal needs. She enjoys experiencing new aromas and tastes; someone wishing to get on her good side should bring her strongly scented flowers, a tasty meal, or some other physical object that may be new to her experience, even if humans would think it stinks or is inedible.
Bard (unique female trumpet archon): Perhaps the noblest of Lorimar's servants, this neutral good being resembles a trumpet archon wearing a silvery mask. Skilled with any magic relating to sound, music, or rhythm, she uses the mask in place of a trumpet, projecting bolts of pure sonic energy with the power of her voice.
Takaral (unique male lich): Other than his all-white eyes and skeletal forearms, this neutral evil lich could pass as fully human, though the scope of his knowledge of arcane magic - especially necromancy - is greater than could be amassed in most mortal lifetimes. He carries a strange, semispherical device that allows him to shield places, and allies within them, from effects of his spells.
Yamasha (unique succubus): Sinfully beautiful, this hawk-winged neutral succubus-like creature is a master of conjuration and enchantment magic. When she answers a summons, she insists on an oath of service from the mortal conjurer, and offers him a single feather from her wing as a token of their agreement.
For Faithful Characters:
Priests of Lorimar that follow his tenets and graces often are granted special powers by Lorimar.
Skills:
All Knowledge skills become class skills.
Use Magic Device: May use Intelligence score instead of Charisma to tap into a magic item to figure out its use.
Intelligence Boost: As the priest increases in level, so does his intelligence and understanding the world around him. These boosts are untyped. If the priest ever falls out of favor of Lorimar, all the bonuses are lost, plus an additional 1d6.
Levels
1-3: +1 Int
4-6: +2 Int
7-9: +3 Int
10-12: +4 Int
11-14: +5 Int
15-17: +6 Int
18-19: +7 Int
20: +8 Int
Spells: The following spells can be cast when they normally not be
Arcane Lock - Clerics may prepare this spell as a 2nd-level spell. Bards can learn as a 2nd-level spell.
Arcane Mark - Clerics may prepare this spell as an orison.
Fox's Cunning - Clerics may prepare this spell as a 2nd-level spell.
Imbue with Spell Ability - Never allowed to be cast upon non-spellcasting targets - Sorcerers/Wizards can learn this spell as a 4th-level spell. Bards may learn it as a 3rd-level spell.
Permanency - Clerics may prepare this spell as a 5th-level spell. Bards may learn it as a 4th-level spell.
Boosts
- During the month of the Relunar and the three holidays, Abjurant Day, Evoking Day, and Transmutatum, a priest of Lorimar can offer magic items to the Lord Sage that will expand his powers that will last the entire month depending on its value. Priests can sacrifice multiple items of magic for multiple bonuses. Only one piece of art per bonus - no stacking.
500gp - bonus 1st-level spell slot
1,000gp - bonus 2nd-level spell slot
4,000gp - bonus 3rd-level spell slot
6,000gp - bonus 4th-level spell slot
5,000gp black diamond - Time to craft magic items cut in half.
5,000gp star ruby - +2 luck bonus to each damage dice of spells
- Pluck the finger - During the month of Relunar - a priest of Lorimar may subject individuals (equal to charisma modifier) to a series of tests that may bring forth its magical abilities (if it does possess some), to the surface. For the individual to possess magical ability, they must make an Intelligence/Wisdom (individual choice) check with DC 20. One attempt per individual. If the individual makes the check, they may be trained in the area desired.
- Finding new apprentices always is good for the church of Lorimar. If a priest has taken the Leadership feat, he can attempt to convert a non-believer with magical ability to join his faith (DC 15 + Will save, level , racial factors, aggression factors and Charisma of target). He may use his Leadership number to attempt this conversion. If the target of conversion has seen the priest perform a mystical feat that aids the convert, the priest may add 5 to his roll. If converted, the priest may call upon this follower to serve him in his research for one month (during this time if he then makes a Charisma check DC 11.