Category:Spirits

The Spirits are the avatars of different Aspects of life in Faeyrellun, created by the Eternals themselves to keep closer track of the different domains should any problems arise. These are the main source of divine power for paladins and clerics. Often times, they are masters of their own domain, having reclaimed those titles after the War of the Eternals. When something problematic to the world occurs, the Spirits will send those under their banner to take care of it. If the situation is dire enough, they will send their champions or even take on a humanoid form and address it themselves.

World Spirits
There are two kinds of Spirits. The first are the World Spirits, which operate independently of Life's existence and would continue to exist even if it were to die out suddenly.

Fire
Due to extenuating circumstances, the Spirit of Fire is currently not able to be worshiped.

Forest
+ Obedience: Spend one hour being as still and silent as possible. For the next 24 hours, gain a +4 sacred bonus to your Handle Animal and Knowledge (Nature) checks. During this time, you may treat Knowledge (Nature) as if it were trained.

+ Domain and Subdomains

- Plant

- Travel

Ocean
+ Obedience: Spend one hour taking a bath in salt water. You gain a +4 sacred bonus on Swim checks made in salt water for the next 24 hours.

+ Domain and Subdomains

- Ocean

- Water

- Rivers

Mountain
+ Obedience: Spend one hour beating various hard objects against your body. For the next 24 hours, you gain a +1 sacred armor bonus to your AC and a +2 sacred bonus to your Fortitude saves.

+ Domain and Subdomains

- Earth

- Strength

- Resolve

- Destruction

Sky
+ Obedience: Spend one hour dancing and singing. For the next 24 hours, you gain a +4 sacred bonus to Fly checks and Performance (Sing) and Performance (Dance) checks.

+ Domain and Subdomains

- Freedom

- Cloud

- Wind

Storm
+ Obedience: Spend one hour preparing for battle or causing mischief with the intent of enraging at least one creature. For the next 24 hours, you do not provoke an attack of opportunity when attempting to use a dirty trick and you gain a +4 sacred bonus on Bluff checks made to shift attitudes of other creatures and Intimidate checks against creatures who are unfriendly or hostile to you.

+ Domain and Subdomains

- Storms

- Weather

- War

Moon
+ Obedience: Spend one hour basking in the light of the moon or, in the presence of a new moon, hiding from the night sky. For the next 24 hours, you gain a +4 sacred bonus to Stealth checks made in dark or low light areas.

+ Domain and Subdomains

- Moon

- Nobility

- Darkness

Sun
+ Obedience: Spend one hour basking in the light of the sun or positively influencing the life of another. For the next 24 hours, you gain a +2 sacred bonus to your Will saves and the DC to demoralize you increases by 3.

+ Domain and Subdomains

- Sun

- Day

- Heroism

Magic
+ Obedience: Spend one hour contemplating the nature of magic and the Wild Things. For the next 24 hours, the DCs of spells from your chosen school are increased by 1. If the spell would heal or grant temporary hit points to you or an ally, increase the number healed or granted by 3.

+ Domain and Subdomains

- Magic

- Arcane

- Luck

Life Spirits
The second type of Spirits are the Life Spirits, which require Life to exist and would cease to be should it stop doing so.

Life
+ Obedience: Spend one hour doing an activity that brings joy to people around you, such as cooking or telling stories. For the next 24 hours, the DC to demoralize you increases by 2 and you gain a +6 sacred bonus to your Sense Motive checks against creatures who are indifferent, friendly, or helpful towards you.

+ Domain and Subdomains

- Good

- Community

- Healing

Passion
+ Obedience: Spend one hour either thinking about someone you are hostile towards suffer or fantasizing about someone you feel affection for. For the next 24 hours, you gain a +4 sacred bonus on Diplomacy checks made to shift attitudes of other creatures and Intimidate checks against creatures who are unfriendly or hostile to you.

+ Domain and Subdomains

- Love

- Hatred

- Protection

Knowledge
+ Obedience: Spend one hour writing. You may write about history, scientific facts, philosophy and anything else of that nature so long as it is for the purpose of documenting knowledge. For the next 24 hours, you gain a +4 sacred bonus to up to two Knowledge checks that you have ranks in.

+ Domain and Subdomains

- Knowledge

- Thought

- Language

Death
+ Obedience: Spend one hour composing and performing a funeral dirge in the presence of a creature slain within the last week. For the next 24 hours, you gain a +2 sacred bonus to saves against death effects and you cannot be treated as helpless for the purpose of a coup de grace.

+ Domain and Subdomains

- Death

- Entropy

- Undead

- Repose

Struggle
+ Obedience: Spend one hour destroying at least 10 gold pieces worth of items. For the next 24 hours, you gain a +4 sacred bonus to Survival checks and a +2 bonus to your CMD and CMB checks during grapple maneuvers.

+ Domain and Subdomains

- Torture

- Fear

- Resolve

Steel
+ Obedience: Spend one hour metal working or making something using a steel tool. For the next 24 hours, you gain a +1 sacred bonus to attack rolls and damage made with steel weapons and a +2 bonus to your CMD and CMB checks when attempting to sunder.

+ Domain and Subdomains

- Metal

- Artifice

- Toil

Dreams
+ Obedience: Spend one hour discussing or writing down goals, aspirations, or fantasies.For the next 24 hours, gain a +4 sacred bonus to your Knowledge (Planes) checks and whenever you summon a creature, add +1 to its Strength and Constitution.

+ Domain and Subdomains

- Night

- Imagination

- Nightmare

Law
+ Obedience: Spend one hour forming an opinion and discussing it with another sapient being. For the next 24 hours, you gain a +2 sacred bonus to your Diplomacy and Bluff checks.

+ Domain and Subdomains

- Law

- Judgment

- Revolution

Paladins
Paladins draw their strength from their conviction and faith. Many paladins pledge their hearts and moral code to a long gong Eternal, but most paladins in today's world have found new patrons in the spirits and incarnations of Faeyrellun. These patrons can be the personification of primal forces or even an aspect of Life that the paladin champions.