

| Alignment: | Chaotic - Good |
| Sphere of Influence: | Rain, Storms |
| Symbol: | A round disc with ripples like water. |
| Allies: | None |
| Foes: | None |
Olurbri is one of the oddest of the gods in the pantheon. She appears as a large bi-pedal panther that wields a cudgel in one hand and a metal shield in the other. It is said she can be seen in the sky during thunderstorms beating on her shield with her cudgel. Her origins are unknown, and she does not seem to associate with any of the other gods, nor get involved with anything of their conflicts.
Olurbri's clergy are sparse. They maintain temples or shrines outside of cities. Generally, in more isolated locations. Most temples are small, consisting of a small chapel and a few back rooms. The chapels normal seat only about 30 or so patrons. Shrines are maintained by one or two clerics and a few volunteers. The clerics dress in basic robes of purple with a magenta trim and wear a wide brim magenta hat.
Shrines and temples are frequented by farmers who leave silent offerings on the steps or the alter just before planting seasons and after harvest. Fishermen and seamen tend to stop to give a small prayer before setting off to sea.
| School | Conjuration |
| Sphere | Healing |
| Components | V,S |
| Casting Time | Standard Action |
| Range | Self |
| Target/Effect | 10 feet per level radius |
| Duration | 1 round per 2 levels |
| Saving Throw | Special |
| Spell Resistance | Yes |
Description: This spell causing rain to fall that is infused with positive energy. All creatures in the area of effect are healed d4 points per round. Undead or those creatures harmed by positive energy take 2d4 points of damage per round. Save for half. This spell can only be cast outdoors under a open sky. The rain is gentle and does not obsure vision, not is it enough to cause mud or extinguish flames. This spell can when used on crops can restore withered crops back to health and remove any natural disease affecting the crops.
| School | Alteration |
| Sphere | Water |
| Components | V,S |
| Casting Time | Full Round |
| Range | Self |
| Target/Effect | one mile radius |
| Duration | 1 minute per level |
| Saving Throw | None |
| Spell Resistance | No |
Description: The priest with this spell can either calm the seas around a ship or cause the seas to churn. This spell can reduce or increase the swells by one foot each level to a maximum of 20 feet at 20th level.
| School | Abjuration |
| Sphere | Air |
| Components | V,S |
| Casting Time | Standard Action |
| Range | Self |
| Target/Effect | 20 foot radius centered on the caster |
| Duration | one round per level while concentrating |
| Saving Throw | Special |
| Spell Resistance | No |
Description: Casting this spell the cleric creates a barrier of powerful winds, much like standing in the center of a tornado. Any creatures attempting to enter the votex must immediately make a reflex saving throw at DC 20 or be thrown out of the votex and to the ground. Those passing the reflex save must make a stength check at DC 15 or be pushed out of the votex. In either event, the suject takes 4d4 damage from the powerful winds. It takes a full round to breech the votex.
Spells that are not affected by wind may be cast through the votex, however missile weapons become useless. Those that make it through are considered flat footed. The caster is not able to take any action other than drinking a potion or removing a item from a pouch or belt. If the caster is struck or attempts to perform any other action he must make a concentration check to maintain the barrier.
| School | Conjuration |
| Sphere | Air |
| Components | V,S |
| Casting Time | Full Round |
| Range | Self |
| Target/Effect | 1/4 mile + 1/4 mile per level |
| Duration | one hour per level |
| Saving Throw | None |
| Spell Resistance | No |
Description: A priest casting this spell causes a violent thunder storm to appear in the area center on the priest. The storm comprised of winds with gusts up to 60 miles per hour, heavy rain and ground stiking lightning. The storm can damage buildings up-root trees and cause flash flooding. Movement through the area is reduced to 1/4 speed and travellers have a 1 in 8 chance to be affected by some part of the storm. The casting priest is not immune to any of the effects.
| Roll (2d6) | Effect |
|---|---|
| 2 | Struck by Lightning (6d6 damage) |
| 3 | Struck by mud flow. Reflex save DC 18 or swept away 100 yards. Buried in mud, strength check DC 18 to free self in 2d8 minutes. 2d4 minutes for other to dig out |
| 4 | Hit with flying debis 2d8 damage |
| 5 | Carried item pulled from your grip by wind gust. lands 100 feet away. |
| 6 | 100 mph wind gust. Thrown 10 feet. d10 damage |
| 7 | Stuck in mud (immobilized for d4 rounds) |
| 8 | Heavy wind gust reflex save DC 18 or fall prone one round. |
| 9 | Hit with flying debis 2d8 damage |
| 10 | Flash Flood reflex save or swept one mile away. 4d6 damage |
| 11 | Hit by fallen tree 4d8 damage |
| 12 | Struck by Lightning (6d6 damage) |
| School | Conjuration |
| Sphere | Healing |
| Components | V,S |
| Casting Time | Full Round Action |
| Range | Self |
| Target/Effect | 30 feet plus one foot per level radius centered on the caster |
| Duration | 5 rounds |
| Saving Throw | None |
| Spell Resistance | Yes |
Description: This variation of the healing rain spell heals d8+5 damage per round. It also acts as a greater restore spell on all in the area. Undead are affected as if turned, those not destroyed take 6d6 positive energy damage each round in the area.