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Religion - Shea
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Alignment:Chaotic - Neutral
Sphere of Influence:Moonlight
Symbol:Silver disc on black background

Shea is the daughter of Theina goddess of light and Laurits god of life. She came into being when Olurbri goddess of rain and storms sought vengeance upon a mischievous sailor that attempted to cheat Olurbri out of her due sacrifice before crossing a sacred sea and set a massive storm upon the sailor and his crew. However, Theina found the sailor entertaining and fancied him and so she and demanded that Laurits give life to her light so it may guide the sailor to safety. Laurits begrudgingly did as his wife demanded, however he altered the light to also bring the true nature of the sailors to light. When Theina’s light fell on the crew, they transformed into savage animals. Yanbetso, seeing these abominations sailing on her sacred sea cast these out of the planes and into the prime material plane. Theina, Olurbri and Yanbetso argued and screamed at each other for nearly a century. Laurits hung his head accepting his punishment for getting involved in the first place.

Shea was born out of the light that she uses to bounce off moons to guide travelers at night, sometimes to safety, sometimes to peril. Her light can also curse some to take savage shapes, this can be a method to protect them, or to hinder them. Tales told to children is that Shea is always watching by the moonlight, if she sees a mischievous child in her light, she will transform them into a savage beast.

Shea’s clergy dress in charcoal-colored robes or tunics with a silver disc that covers most of the chest. They carry a long staff with a silver globe on the end that will emit a low level of silver light. Most of Shae’s clergy can take animal form when in the light of a moon. The animal form is normally that of a wolf, mountain lion, panther or black bear. It must be of comparable size and weight of the priest. Halfling priest will take the shape of smaller mammals. They can only take the shape of mammals not of an avian, reptile or insect. Shea only has one grand temple located in the Kingdom of Cilos, other locations tend to have only shrines or small temples connected to an estate or house. In many places the clergy are not welcomed, however there is no location that has outlawed the faith or shun them.

Shea is sometimes referred to as “The bane of Thieves”, as she cast light into the night shadows.

Holy Days

On any day of a full moon, the temple declares that day holy. A full moon at night is exceptionally holy. Two moons full is a higher holy day or night, and if all three are full, this is the holiest of all days or nights.

Specialty clerics and select druid orders see an increase in their magical effects on these days. One full moon is a 10% increase. Two full moons is a 20% increase. Three full moons is a 50% increase. Each of these are further increased if the moons are all at night by 25%.

Despite these boons to a clerics power, actually only the moon Shaen is honored with cerimony. The other moons are not normally given any special attention.

Unholy Days

Like the holy days above there are times when clerics just stay home. On these days the moons are new. A cleric looses magical effects when one ore more of the moons are in the new phase, this decrease is just the opposite of the increase. Many clerical orders tend to remain indoors and pray, as to not tax their goddess on her days of rest.

Domains and Powers

Druids of Shae are granted access to the Moon Domain.

Clerics of Shae must take the moon domain in additon to one of the following;

Moon Domain Powers

Balance Domain Powers

Beastial Domain Powers

List of Specialty Cleric and Druids Spells
Modified Spell ; New Spell

Druid

Restricted from using spells that destroy plant life, fire based and some earth and daylight based spells.

The sun diminishes the moons light, fire destroys and consumes, the light of the moon can not be seen or felt in a cave. - A Druid

Allowable elemental planes;

0 Level
  • Create Water
  • Cure Minor Wounds
  • Detect Magic
  • Detect Poison
  • Flare
  • Guidance
  • Know Direction
  • Light
  • Mending
  • Purify Food and Drink
  • Read Magic
  • Resistance
  • Virtue
1st Level
  • Aspect of the Wolf
  • Calm Animal
  • Charm Animal
  • Claw of the Bear
  • Cold fire
  • Cure Light Wounds
  • Detect Animals or Plants
  • Detect Snares or Pits
  • Endure Elements
  • Entangle
  • Faire Fire
  • Goodberry
  • Hide from Animals
  • Jump
  • Longstrider
  • Magic Fang
  • Magic Stone
  • Obscuring Mist
  • Pass without a Trace
  • Produce Flame
  • Remove Scent
  • Speak with Animals
  • Summon Nature’s Ally 1
2nd Level
  • Align Fang
  • Animal Messenger
  • Animalistic Power
  • Animal Trance
  • Bear’s Endurance
  • Bite of the Wererat
  • Bull’s Strength
  • Cat’s Grace
  • Chill Metal
  • Countermoon
  • Delay Poison
  • Discern Shapechanger
  • Fog Cloud
  • Gust of Wind
  • Hold Animal
  • Linked Perception
  • Moonbeam
  • One with the land
  • Owl’s Wisdom
  • Resist Energy
  • Lesser Restoration
  • Scent
  • Shae’s Sanctuary I
  • Spider Climb
  • Summon Nature’s Ally II
  • Summon Swarm
  • Warp Wood
  • Wood Shape
3rd Level
  • Bite of the Werewolf
  • Call Lightning (Modified)
  • Cure Moderate Wounds
  • Dominate Animal
  • Freeze
  • Magic Fang, Greater
  • Moonblade
  • Neutralize Poison
  • Night Bane
  • Plant Growth
  • Protection from Energy
  • Quench
  • Remove Disease
  • Shae’s Kiss
  • Sleet Storm
  • Snare
  • Speak with Plants
  • Summon Nature’s Ally III
  • Water Breathing
  • Wind Wall
4th level
  • Air Walk
  • Anti-plant Shell
  • Bite of the Wereboar
  • Command Plant
  • Control Water
  • Cure Serious Wounds
  • Darkvision, Mass
  • Dispel Magic
  • Freedom of Movement
  • Giant Vermin
  • Healing Spirit
  • Icelance
  • Icestorm
  • Jaws of the Wolf
  • Meteorite Strike
  • Moon Bolt
  • Phantom Werewolves
  • Reincarnate
  • Repel Vermin
  • Scrying
  • Shae's Light
  • Summon Natures Ally IV
5th Level
  • Animal Growth
  • Anti-Cold Sphere
  • Atonement
  • Awaken
  • Bite of the Weretiger
  • Baleful Polymorph
  • Commune with Nature
  • Control Winds
  • Cure Critical Wounds
  • Death Ward
  • Field of Sparks
  • Fury of Nature
  • Hallow
  • Moonbow
  • Moonpath
  • Shae’s Sanctuary II
  • Stoneskin
  • Summon Elemental (Medium) (Allowed elements)
  • Summon Nature’s Ally V
  • Transmute Rock to Mud
  • Transmute Mud to Rock
  • Wall of Thorns
6th Level
  • Bear’s Endurance Mass
  • Bite of the Werebear
  • Bull’s Strength, Mass
  • Cast’s Grace, Mass
  • Dispel Magic, Greater
  • Find the Path
  • Ironwood
  • Likeoak
  • Move Earth
  • Owl’s Wisdom, Mass
  • Permanent Image
  • Shae’s Embrace I
  • Summon Nature’s Ally VI
  • Transport via Plants
7th Level
  • Animate Plants
  • Change Staff
  • Control Weather
  • Heal
  • Healing Rain
  • Insanity
  • Scrying, Greater
  • Shae’s Embrace II
  • Summon Nature’s Ally VII
  • Transmute Metal to Wood
  • True Seeing
  • Wind Walk
8th Level
  • Animal Shapes
  • Cocoon
  • Control Plants
  • Phantom Wolf
  • Repel Metal or Stone
  • Reverse Gravity
  • Shae’s Embrace III
  • Whirlwind
  • Word of Recall
9th Level
  • Antipathy
  • Foresight
  • Moonfire
  • Phantom Bear
  • Regenerate
  • Shae’s Embrace IV
  • Shambler
  • Shape Change
  • Sympathy

Cleric

0 Level
1st Level
2nd Level
3rd Level
4th Level
5th Level
6th Level
7th Level
8th Level
9th Level

Spell Descreptions

Shae’s Sanctuary I/II

Abjuration [Moonlight]
Level: Shae 2
Components: V
Casting Time: 1 Standard Action
Range: Self
Effect: Self
Duration: Special
Saving Throw: None
Spell Resistance: No

This spell is much like a combination of the sanctuary and the tree shape spell. The druid and animal companion can enter tree form where he is hard to detect. This spell has two durations, first is out of combat duration where it can last for 1 hour per level of the druid. In this version the druid may sleep and regains 2d4 hit points per hour of rest. If detected the spell automatically places the druid into a sanctuary effect for one round per level. In combat the spell acts as a sanctuary spell, only instead of vanishing, the druid becomes a tree.

Shae’s Sanctuary II
Like above, but the druid can take 1 friend per 4 levels of the caster. The friends automatically fall into a slumber and receive all the healing and resting effects. If the druid is detected, the friends are ejected from the tree.

Freeze

Conjuration [cold]
Level: Cleric 3, Shae 3, Ice 3
Components: V,S
Casting Time: 1 Standard Action
Range: Personal or 30 feet
Effect: 20 foot radius. Moves with subject or stationary
Duration: one round per 2 levels
Saving Throw: Special
Spell Resistance: Special

Capable of reducing the temperature in an area to below freezing in a single round, the area around the target remains frozen until the spell ends and travels with the target. (20-foot radius). All creatures in the affected area must make reflex saves each round to remain on their feet, attack and damage rolls are reduced by 2, further movement is reduced by half and the subjects cannot take a full round action, unless that action does not require movement (archery attacks). Animals with claws, spiked boots, or those under a freedom of movement spell, are not affected by the frozen terrain. Effects of temperature and clothing apply (i.e. frostbite) in the area unless protected. This spell produces enough ice for the ice lance spell. Unprotected spell casters must make concentration checks to cast spells at a DC of 15, increasing by one each round in the area. An unwilling target gets a fortitude save to avoid the effects. It takes a full round for the freeze to take effect, therefore if the subject moves the field onto an enemy, then the enemy has a the rest of the round to leave the area before the effects take place.

Night's Bane

Conjuration [Moonlight]
Level: Druid 3, Shae 3
Components: V,S Focus
Casting Time: 1 Standard Action
Range: 60 feet
Effect: 10 cubic feet per level
Duration: one round per 2 levels
Saving Throw: None
Spell Resistance: No

Bathes an area is a silvery light, any undead or creatures of negative energy (shadows, ghosts, ect) are outlined in a silvery light making them visible to everyone.

Shae’s Kiss

Level: Shae 3
Components: V
Casting Time: 1 Standard Action
Range: Self
Effect: 20 foot radius
Duration: 10 rounds
Saving Throw: None
Spell Resistance: No

This spell creates an area like a Hollowed spell, but does not take as much time. The spell is cast in a standard action and covers a fixed, 20 foot radius area around the druid. During spell casting the druid chooses which effect Shae’s Kiss will take. The spells duration is fixed to 10 rounds.

  • Protection from Evil
  • Protection from Good
  • Protection from Undead
  • Protection from Animals
  • Protection from Plants
  • Protection from outsiders
  • Protection from Elementals
  • Protection from Constructs
  • Protection from Elements.

Phantom Werewolves

Evocation [Moonlight] [Force]
Level: Shae 4
Components: V,S,M
Casting Time: 1 Standard Action
Range: 90 feet
Effect: 1 per 3 levels max 6
Duration: Special
Saving Throw: None
Spell Resistance: No

This spell allows the druid to create werewolf shaped phantoms of force energy. The druid can create one such phantom per 3 druid’s levels to a maximum of six. Each of the phantoms can perform one of two actions, attack a target, or shield a target. The phantom only lasts for one command or up to 20 minutes waiting for a command. All can be sent at once or can be used within the 20-minute time frame. If used to shield, the phantom will act as 80% cover and absorb up to one quarter of the druid’s hit points of damage for the target. If commanded to attack, the phantom will used a claw/claw/bite at the druid’s base attack, each attack is treated as a +2 weapon and force damage for damage resistance. Successful attacks deal 3d4+8 claw damage and 2d6+4 bite damage. The phantoms can be commanded at any time during the combat round and they move at blinding speed. So, a druid can send one to defend a companion to incept a possible killing blow on the same round as the attack

Shae's Light

Divination [Moonlight]
Level: Shae 4
Components: V,S
Casting Time: 1 standard action
Range: 30 feet
Effect: 10 square feet plus 5 per level
Duration: one + wis bonus per level
Saving Throw: Special
Spell Resistance: No

The bane of thieves, Shea’s Light illuminates an area of dim light that can reveal any hidden or invisible creatures in the area. A thief is allowed to make a hide in shadows check at the DC 10 Plus the druids caster level + the druid’s wisdom bonus to remain hidden. Movement in the illuminated area implies a -10 to all hide checks. Allies of the druid gain a +10 to all search, spot and listen checks inside the area. One round plus druids wisdom bonus per level duration.

Field of Sparks

Evocation [Electrical]
Level: Druid 5
Components: V,S
Casting Time: Full Round Action
Range: 100 feet
Effect: 5 cubic feet per level
Duration: Instant
Saving Throw: Fort Half
Spell Resistance: No

A druid causes an area 5 cubic feet per level to build up a static charge and insulate all non-living things in the area forcing the path of least resistance to become the living creatures in the area. Any unprotected creature in the area must make a fortitude save or take d6+1 per level damage up to a maximum of 14d6.

Fury of Nature

Evocation [Air, Nature]
Level: Druid 5, Air 5
Components: V,S, Spell Focus (Rage)
Casting Time: 1 standard Action
Range: 90 Feet
Effect: 10 cubic feet per level
Duration: 1 round per level
Saving Throw: Reflex for half. Evasion Quarter.
Spell Resistance: No

This spell causes rocks, sticks and other loose material and vegetation to swirl around as if caught by a tornado. All those in the area of effect must make a reflex save for half damage, those with evasion still take a quarter damage, as there is no place to hide. The area of effect is a 10 cubic foot area per level to a maximum of 100 cubic feet. The spell must be cast at the ground, however the druid can choose the size up to the max area of effect, though it must be a cube. All those inside the area take 2d4 per druid level damage. The spell lasts for 1 round per druid level of the caster. The Focus for this spell is the druids rage.

Shae’s Embrace

Conjuration
Level: 6-9
Components: V,S
Casting Time: 1 standard action
Range: Self
Effect: 5 feet per level radius
Duration: instant, (regeneration: 1 round per 4 levels)
Saving Throw: None
Spell Resistance: No

Shae’s Embrace I: Bathes an area in silver moonlight that heals all friendly targets 3d4 +1 per 2 levels points and applies a +1 regeneration per round for one round per level of the druid. Any additional hit points over a character’s maximum becomes temporary hit points. These do not stack with other temp hit points.

Shae’s Embrace II: Heal 3d6 + 1 per 2 levels apply a +2 regeneration.

Shae’s Embrace III: Heal 3d8 +1 per 2 levels apply a +3 regeneration and a lesser restoration.

Shae’s Embrace IV: Heal 3d10+ 1 per 2 levels apply a +4 regeneration, lesser restoration and grants a +2 AC

Healing Rain

Conjuration [Healing, Positive Energy]
Level: Cleric 7, Druid 7
Components: V
Casting Time: Full Round Action
Range: Self
Effect: 100 foot radius + 10 feet per level
Duration: d4+2 rounds
Saving Throw: Special
Spell Resistance: Yes

Once a specialty from the books of Olurbri, many other clerics and druids have learned to cast the same spell, though the range and power of these spells are less effective than those cast by priests of Olurbri. Casting this spell, the caster causes rain to fall from the skies. This rain is fused with positive energy and will heal any allies within the area. ANY undead, ally or not will take damage from the rain. This spell allows a cure moderate wounds spell effect to be case each round in the rain area. Evil druids have perverted this spell using negative energy, bringing a cause moderate wounds spell effect on all enemies in the area of effect.

Shae’s Rage

Alteration [Shae]
Level: Quest
Components: V,S
Casting Time: Special
Range: Special
Effect: All Friendly Allies in a combat area
Duration: 10 rounds or special
Saving Throw: None
Spell Resistance: No

Convert all friendly allies into a random lycanthrope. Target heals hit points equal to the druid’s level x2 and is granted all the powers of the random lycanthrope. This spell lasts for 10 rounds or until all enemies are dead, which ever occurs first. At the end of the spell each ally must make a fortitude save at DC 20 or fall unconscious for 4d4+4 minutes.

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