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	<id>https://wiki.bgtscc.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maecius</id>
	<title>Baldur&#039;s Gate The Sword Coast Chronicles wiki - User contributions [en]</title>
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	<updated>2026-10-17T05:13:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Battle_Precognition&amp;diff=8221</id>
		<title>Battle Precognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Battle_Precognition&amp;diff=8221"/>
		<updated>2019-01-06T01:59:50Z</updated>

		<summary type="html">&lt;p&gt;Maecius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=Spell_battleprecognition.png&lt;br /&gt;
|image=&lt;br /&gt;
|level_sorwiz=8&lt;br /&gt;
|level_additional=[[Cleric]] with [[Planning (domain)|Planning]] domain 9&lt;br /&gt;
|level_innate=8&lt;br /&gt;
|school=Divination&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Large&lt;br /&gt;
|area=Huge&lt;br /&gt;
|duration_type=instant&lt;br /&gt;
|duration=1 round/level&lt;br /&gt;
|save=[[Will]] negates&lt;br /&gt;
|spell_resistance=Yes&lt;br /&gt;
|empower=No&lt;br /&gt;
|extend=Yes&lt;br /&gt;
|maximize=No&lt;br /&gt;
|quicken=No&lt;br /&gt;
|silent=Yes&lt;br /&gt;
|still=Yes&lt;br /&gt;
|persist=No|save_type = W}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
You perform a divination and predict the actions of nearby hostile creatures with the intent of attacking you. If a subject attempts to attack you he automatically misses all attacks that round unless he passes either his will save or spell resistance check. For each affected target you must also succeed on a concentration skill check each round. The DC for the check is 10 + the target&#039;s base attack bonus. An additional DC point is added for every 2 hit dice the target possesses. Two more DC points are added for every additional enemy you roll against in the same round. The first enemy that round is +0, the second +2, and so on. If you fail the concentration check you predict the subject&#039;s attacks but do not manage to evade them.&lt;br /&gt;
&lt;br /&gt;
If the target is under the effects of a Non-Detection ward you must succeed in a roll against that spell before any other saves are rolled.&lt;/div&gt;</summary>
		<author><name>Maecius</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Battle_Precognition&amp;diff=8220</id>
		<title>Battle Precognition</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Battle_Precognition&amp;diff=8220"/>
		<updated>2019-01-06T01:59:28Z</updated>

		<summary type="html">&lt;p&gt;Maecius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
|icon=Spell_battleprecognition.png&lt;br /&gt;
|image=&lt;br /&gt;
|level_sorwiz=8&lt;br /&gt;
|level_additional=[[Cleric]] with [[Planning (domain)|Planning]] domain 9&lt;br /&gt;
|level_innate=8&lt;br /&gt;
|school=Divination&lt;br /&gt;
|descriptor=&lt;br /&gt;
|components=VS&lt;br /&gt;
|range=Large&lt;br /&gt;
|area=Huge&lt;br /&gt;
|duration_type=1 round/level&lt;br /&gt;
|save=[[Will]] negates&lt;br /&gt;
|spell_resistance=Yes&lt;br /&gt;
|empower=No&lt;br /&gt;
|extend=Yes&lt;br /&gt;
|maximize=No&lt;br /&gt;
|quicken=No&lt;br /&gt;
|silent=Yes&lt;br /&gt;
|still=Yes&lt;br /&gt;
|persist=No|save_type = W}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
You perform a divination and predict the actions of nearby hostile creatures with the intent of attacking you. If a subject attempts to attack you he automatically misses all attacks that round unless he passes either his will save or spell resistance check. For each affected target you must also succeed on a concentration skill check each round. The DC for the check is 10 + the target&#039;s base attack bonus. An additional DC point is added for every 2 hit dice the target possesses. Two more DC points are added for every additional enemy you roll against in the same round. The first enemy that round is +0, the second +2, and so on. If you fail the concentration check you predict the subject&#039;s attacks but do not manage to evade them.&lt;br /&gt;
&lt;br /&gt;
If the target is under the effects of a Non-Detection ward you must succeed in a roll against that spell before any other saves are rolled.&lt;/div&gt;</summary>
		<author><name>Maecius</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8208</id>
		<title>Teleportation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8208"/>
		<updated>2018-12-14T04:53:07Z</updated>

		<summary type="html">&lt;p&gt;Maecius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Teleporting.jpg|thumb]]These Spells are custom to Baldurs Gate: The Sword Coast Chronicles. They were implemented based on their Pencil and Paper incarnations and the work Obsidian had initially done to include them in NWN2. These spells usually cost a little bit of gold to use and have a relatively long cooldown period. For canon lore reasons teleportation to and from the Underdark is quite difficult and indeed hazardous, depending on the caster&#039;s experience. These spells do not rely on a Dungeon Master&#039;s presence but they may be used in events -- to prevent antagonists from fleeing for example, or to trace their destination!&lt;br /&gt;
&lt;br /&gt;
Teleportation tracing also works on players, with teleportation spells leaving a trail behind which can be followed by another player. The time this trail lasts depends greatly on the spell level of the teleportation spell that was used. Spells such as Travel by Plant and Tree Stride cannot be traced in this manner. They also aren&#039;t affected by Dimensional Locks and Anchors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(100, 200, 0);&amp;quot;&amp;gt;MARKING TELEPORTATION LOCATIONS&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can mark locations for a fast-travel spell by using the &amp;quot;Mark Rune&amp;quot; or &amp;quot;Mark Plant&amp;quot; spell on a rune or a leaf holder item. Casting the appropriate teleportation spell on this item will take you to the marked location.&lt;br /&gt;
&lt;br /&gt;
You can also mark specific locations to teleport to without the need for a rune in your inventory: These locations can be recalled by casting the teleport spell on yourself rather than on a rune. It is &amp;lt;u&amp;gt;IMPORTANT TO NOTE&amp;lt;/u&amp;gt; that currently if you rebuild your character or a DM deletes your KEMO scry for any reason you will &amp;lt;u&amp;gt;LOSE THESE NON-RUNE-BASED TELEPORT LOCATIONS FOREVER&amp;lt;/u&amp;gt; and will have to mark them again after remaking your character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Rune&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Brd 0, Clr 0, Wiz / Sorc 0&amp;lt;br /&amp;gt;School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription of a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
&lt;br /&gt;
You inscribe a rune with the location you are currently occupying and link it to that location permanently. The rune may then be used to provide a connection to the location for teleportation magic. By targeting a rune that is already marked you can remove the binding spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 0, Ranger 1&amp;lt;br /&amp;gt;{C}School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription on a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
&lt;br /&gt;
You attempt to gather a plant leaf from your current location and conserve it in an empty leaf holder. This leaf will provide a connection to the location it grew on allowing you to travel back here by using the Travel by Plant spell. By targeting a leaf holder that is already marked you can remove the binding spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(100, 200, 0);&amp;quot;&amp;gt;TELEPORTING&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Travel by Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Druid 6&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Unlimited&amp;lt;br /&amp;gt;Target: Personal and any touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: 1 round&amp;lt;br /&amp;gt;Saving Throw: None&amp;lt;br /&amp;gt;Spell Resistance: No&lt;br /&gt;
&lt;br /&gt;
This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 2.500 gp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Tree Stride&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casterlevel: Drd 5, Rgr 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Target: Leaf Holder&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
&lt;br /&gt;
You gain the ability to enter trees and move from inside one tree to inside another tree. The spell lasts until the duration expires or you exit a tree after reaching your destination. The transport is a full round action. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 600 gold pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimension Door&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casterlevel: Brd 4, Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: entire area&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
&lt;br /&gt;
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.&amp;lt;br /&amp;gt;This spell has relatively low DC but is only usable for travel inside an area you are already in. It cannot be used to transition between areas.Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
Casting the spell costs 200 gold pieces as a material component.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Travel 5, Wiz / Sorc 5&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
&lt;br /&gt;
This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check. Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
This spell has a material component cost of 800 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Greater Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Travel 7, Wiz / Sorc 7&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
&lt;br /&gt;
This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check when traveling to that spot through Teleportation magic. Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
This spell has a material component cost of 2000 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Word of Recall&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Clr 6, Drd 8&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: personal&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
&lt;br /&gt;
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You can choose to designate the sanctuary by casting this spell. Once you have recalled the location must be designated again for your next use. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.&lt;br /&gt;
&lt;br /&gt;
An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw. Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
This spell has a material component of 1350 gold when the recall is cast. Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
(There is no DC check)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Walk / Path of Shadow&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Brd 5, Sor / Wiz 6, Innate level 9 Warlock [Dark]&amp;lt;br /&amp;gt;School: Illusion (Shadow)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: personal and item&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
&lt;br /&gt;
To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.&lt;br /&gt;
&lt;br /&gt;
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.&lt;br /&gt;
&lt;br /&gt;
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).  &lt;br /&gt;
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.  &lt;br /&gt;
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. Time spent in the Shadow is exceptionally dangerous, any prolonged venture there is likely to result in a confrontation of some sort with it&#039;s inhabitants. Many of the Mages who risk prolonged stays there are never heard from again.&lt;br /&gt;
&lt;br /&gt;
This spell has a material component cost of 850 gold pieces. Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
(Shadow walking to Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters. While in the shadow plane you must roll a search check to determine the DC of exiting at the appropriate location)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(100, 200, 0);&amp;quot;&amp;gt;TRACING AND BLOCKING TELEPORTATION&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Anchor&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Clr 4, Wiz / Sorc 4&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: One creature&amp;lt;br /&amp;gt;Target Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
&lt;br /&gt;
A green ray springs from your outstretched hand. You must succeed in a ranged touch attack to hit the target. If hit, the target struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement that are barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like effects or psionic abilities. The spell also prevents the use of a gate or teleportation circle. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, a dimensional anchor does not prevent summoned creatures from returning to their native plane at the end of a summoning spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Lock&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Clr 8, Wiz / Sorc 8&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: Area wide&amp;lt;br /&amp;gt;Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
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You create a shimmering emerald barrier that completely blocks extradimensional travel into and from the entire area. Creatures that enter the dimension lock itself are struck with effects as per the spell Dimensional Anchor (which may outlast the lock itself). Forms of movement that are barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once a dimensional lock is in place extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Trace Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level: Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Divination&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you&amp;lt;br /&amp;gt;Target: Personal&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You can trace the destination of any psionic or magical teleportation done by others within this spell&#039;s area of effect as long as there is an imprint upon the weave to detect. The traceble imprint of a spell depends upon its spell level. A regular Teleport(5) will leave a trail for 7.5, Greater teleport(7) for 15 and Gate(9) for 25 minutes. You know the direction and distance the individuals traveled and can teleport to the location yourself. This spell inscribes the destination of the traced teleport into an empty rune if the caster has one. If none is available only approximate directions are given.&lt;br /&gt;
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&#039;&#039;Spells courtesy of Rasael, testing by the Quality Control Team.&#039;&#039;&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Server Systems]]&lt;br /&gt;
[[Category:Game World]]&lt;/div&gt;</summary>
		<author><name>Maecius</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8207</id>
		<title>Teleportation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8207"/>
		<updated>2018-12-14T04:48:43Z</updated>

		<summary type="html">&lt;p&gt;Maecius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Teleporting.jpg|thumb]]These Spells are custom to Baldurs Gate: The Sword Coast Chronicles. They were implemented based on their Pencil and Paper incarnations and the work Obsidian had initially done to include them in NWN2. These spells usually cost a little bit of gold to use and have a relatively long cooldown period. For canon lore reasons teleportation to and from the Underdark is quite difficult and indeed hazardous, depending on the caster&#039;s experience. These spells do not rely on a Dungeon Master&#039;s presence but they may be used in events -- to prevent antagonists from fleeing for example, or to trace their destination!&lt;br /&gt;
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Teleportation tracing also works on players, with teleportation spells leaving a trail behind which can be followed by another player. The time this trail lasts depends greatly on the spell level of the teleportation spell that was used. Spells such as Travel by Plant and Tree Stride cannot be traced in this manner. They also aren&#039;t affected by Dimensional Locks and Anchors.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(100, 200, 0);&amp;quot;&amp;gt;MARKING TELEPORTATION LOCATIONS&amp;lt;/span&amp;gt;&lt;br /&gt;
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You can mark locations for a fast-travel spell by using the &amp;quot;Mark Rune&amp;quot; or &amp;quot;Mark Plant&amp;quot; spell on a rune or a leaf holder item. Casting the appropriate teleportation spell on this item will take you to the marked location.&lt;br /&gt;
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You can also mark specific locations to teleport to without the need for a rune in your inventory: These locations can be recalled by casting the teleport spell on yourself rather than on a rune. It is &amp;lt;u&amp;gt;IMPORTANT TO NOTE&amp;lt;/u&amp;gt; that currently if you rebuild your character or a DM deletes your KEMO scry for any reason you will &amp;lt;u&amp;gt;LOSE THESE NON-RUNE-BASED TELEPORT LOCATIONS FOREVER&amp;lt;/u&amp;gt; and will have to mark them again after remaking your character.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Rune&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Brd 0, Clr 0, Wiz / Sorc 0&amp;lt;br /&amp;gt;School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription of a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You inscribe a rune with the location you are currently occupying and link it to that location permanently. The rune may then be used to provide a connection to the location for teleportation magic. By targeting a rune that is already marked you can remove the binding spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Druid 0, Ranger 1&amp;lt;br /&amp;gt;{C}School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription on a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You attempt to gather a plant leaf from your current location and conserve it in an empty leaf holder. This leaf will provide a connection to the location it grew on allowing you to travel back here by using the Travel by Plant spell. By targeting a leaf holder that is already marked you can remove the binding spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(100, 200, 0);&amp;quot;&amp;gt;TELEPORTING&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Travel by Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Druid 6&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Unlimited&amp;lt;br /&amp;gt;Target: Personal and any touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: 1 round&amp;lt;br /&amp;gt;Saving Throw: None&amp;lt;br /&amp;gt;Spell Resistance: No&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 2.500 gp&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Tree Stride&amp;lt;/span&amp;gt;&lt;br /&gt;
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Casterlevel: Drd 5, Rgr 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Target: Leaf Holder&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You gain the ability to enter trees and move from inside one tree to inside another tree. The spell lasts until the duration expires or you exit a tree after reaching your destination. The transport is a full round action. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 600 gold pieces.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimension Door&amp;lt;/span&amp;gt;&lt;br /&gt;
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Casterlevel: Brd 4, Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: entire area&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.&amp;lt;br /&amp;gt;This spell has relatively low DC but is only usable for travel inside an area you are already in. It cannot be used to transition between areas.Willing creatures are considered those who are in your party.&lt;br /&gt;
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Casting the spell costs 200 gold pieces as a material component.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Travel 5, Wiz / Sorc 5&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component cost of 800 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Greater Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Travel 7, Wiz / Sorc 7&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check when traveling to that spot through Teleportation magic. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component cost of 2000 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Word of Recall&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 6, Drd 8&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: personal&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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Word of recall teleports you instantly back to your sanctuary when the word is uttered. You can choose to designate the sanctuary by casting this spell. Once you have recalled the location must be designated again for your next use. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.&lt;br /&gt;
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An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component of 1350 gold when the recall is cast. Willing creatures are considered those who are in your party.&lt;br /&gt;
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(There is no DC check)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Walk / Path of Shadow&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Brd 5, Sor / Wiz 6, Innate level 9 Warlock [Dark]&amp;lt;br /&amp;gt;School: Illusion (Shadow)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: personal and item&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.&lt;br /&gt;
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In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.&lt;br /&gt;
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Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).  &lt;br /&gt;
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.  &lt;br /&gt;
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. Time spent in the Shadow is exceptionally dangerous, any prolonged venture there is likely to result in a confrontation of some sort with it&#039;s inhabitants. Many of the Mages who risk prolonged stays there are never heard from again.&lt;br /&gt;
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This spell has a material component cost of 850 gold pieces. Willing creatures are considered those who are in your party.&lt;br /&gt;
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(Shadow walking to Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters. While in the shadow plane you must roll a search check to determine the DC of exiting at the appropriate location)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(100, 200, 0);&amp;quot;&amp;gt;TRACING AND BLOCKING TELEPORTATION&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Anchor&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 4, Wiz / Sorc 4&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: One creature&amp;lt;br /&amp;gt;Target Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
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A green ray springs from your outstretched hand. You must succeed in a ranged touch attack to hit the target. If hit, the target struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement that are barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like effects or psionic abilities. The spell also prevents the use of a gate or teleportation circle. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, a dimensional anchor does not prevent summoned creatures from returning to their native plane at the end of a summoning spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Lock&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 8, Wiz / Sorc 8&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: Area wide&amp;lt;br /&amp;gt;Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
&lt;br /&gt;
You create a shimmering emerald barrier that completely blocks extradimensional travel into and from the entire area. Creatures that enter the dimension lock itself are struck with effects as per the spell Dimensional Anchor (which may outlast the lock itself). Forms of movement that are barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once a dimensional lock is in place extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Trace Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level: Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Divination&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you&amp;lt;br /&amp;gt;Target: Personal&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You can trace the destination of any psionic or magical teleportation done by others within this spell&#039;s area of effect as long as there is an imprint upon the weave to detect. The traceble imprint of a spell depends upon its spell level. A regular Teleport(5) will leave a trail for 7.5, Greater teleport(7) for 15 and Gate(9) for 25 minutes. You know the direction and distance the individuals traveled and can teleport to the location yourself. This spell inscribes the destination of the traced teleport into an empty rune if the caster has one. If none is available only approximate directions are given.&lt;br /&gt;
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&#039;&#039;Spells courtesy of Rasael, testing by the Quality Control Team.&#039;&#039;&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Server Systems]]&lt;br /&gt;
[[Category:Game World]]&lt;/div&gt;</summary>
		<author><name>Maecius</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8206</id>
		<title>Teleportation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8206"/>
		<updated>2018-12-14T04:48:03Z</updated>

		<summary type="html">&lt;p&gt;Maecius: &lt;/p&gt;
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&lt;div&gt;[[File:Teleporting.jpg|thumb]]These Spells are custom to Baldurs Gate: The Sword Coast Chronicles. They were implemented based on their Pencil and Paper incarnations and the work Obsidian had initially done to include them in NWN2. These spells usually cost a little bit of gold to use and have a relatively long cooldown period. For canon lore reasons teleportation to and from the Underdark is quite difficult and indeed hazardous, depending on the caster&#039;s experience. These spells do not rely on a Dungeon Master&#039;s presence but they may be used in events -- to prevent antagonists from fleeing for example, or to trace their destination!&lt;br /&gt;
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Teleportation tracing also works on players, with teleportation spells leaving a trail behind which can be followed by another player. The time this trail lasts depends greatly on the spell level of the teleportation spell that was used. Spells such as Travel by Plant and Tree Stride cannot be traced in this manner. They also aren&#039;t affected by Dimensional Locks and Anchors.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(100, 200, 0);&amp;quot;&amp;gt;MARKING TELEPORTATION LOCATIONS&amp;lt;/span&amp;gt;&lt;br /&gt;
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You can mark locations for a fast-travel spell by using the &amp;quot;Mark Rune&amp;quot; or &amp;quot;Mark Plant&amp;quot; spell on a rune or a leaf holder item. Casting the appropriate teleportation spell on this item will take you to the marked location.&lt;br /&gt;
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You can also mark specific locations to teleport to without the need for a rune in your inventory: These locations can be recalled by casting the teleport spell on yourself rather than on a rune. It is &amp;lt;u&amp;gt;IMPORTANT TO NOTE&amp;lt;/u&amp;gt; that currently if you rebuild your character or a DM deletes your KEMO scry for any reason you will &amp;lt;u&amp;gt;LOSE THESE NON-RUNE-BASED TELEPORT LOCATIONS FOREVER&amp;lt;/u&amp;gt; and will have to mark them again after remaking your character.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Rune&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Brd 0, Clr 0, Wiz / Sorc 0&amp;lt;br /&amp;gt;School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription of a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You inscribe a rune with the location you are currently occupying and link it to that location permanently. The rune may then be used to provide a connection to the location for teleportation magic. By targeting a rune that is already marked you can remove the binding spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Druid 0, Ranger 1&amp;lt;br /&amp;gt;{C}School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription on a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You attempt to gather a plant leaf from your current location and conserve it in an empty leaf holder. This leaf will provide a connection to the location it grew on allowing you to travel back here by using the Travel by Plant spell. By targeting a leaf holder that is already marked you can remove the binding spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(100, 200, 0);&amp;quot;&amp;gt;TELEPORTING&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Travel by Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Druid 6&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Unlimited&amp;lt;br /&amp;gt;Target: Personal and any touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: 1 round&amp;lt;br /&amp;gt;Saving Throw: None&amp;lt;br /&amp;gt;Spell Resistance: No&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 2.500 gp&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Tree Stride&amp;lt;/span&amp;gt;&lt;br /&gt;
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Casterlevel: Drd 5, Rgr 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Target: Leaf Holder&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You gain the ability to enter trees and move from inside one tree to inside another tree. The spell lasts until the duration expires or you exit a tree after reaching your destination. The transport is a full round action. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 600 gold pieces.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimension Door&amp;lt;/span&amp;gt;&lt;br /&gt;
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Casterlevel: Brd 4, Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: entire area&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.&amp;lt;br /&amp;gt;This spell has relatively low DC but is only usable for travel inside an area you are already in. It cannot be used to transition between areas.Willing creatures are considered those who are in your party.&lt;br /&gt;
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Casting the spell costs 200 gold pieces as a material component.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Travel 5, Wiz / Sorc 5&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component cost of 800 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Greater Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Travel 7, Wiz / Sorc 7&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check when traveling to that spot through Teleportation magic. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component cost of 2000 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Word of Recall&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 6, Drd 8&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: personal&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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Word of recall teleports you instantly back to your sanctuary when the word is uttered. You can choose to designate the sanctuary by casting this spell. Once you have recalled the location must be designated again for your next use. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.&lt;br /&gt;
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An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component of 1350 gold when the recall is cast. Willing creatures are considered those who are in your party.&lt;br /&gt;
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(There is no DC check)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Walk / Path of Shadow&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Brd 5, Sor / Wiz 6, Innate level 9 Warlock [Dark]&amp;lt;br /&amp;gt;School: Illusion (Shadow)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: personal and item&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.&lt;br /&gt;
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In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.&lt;br /&gt;
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Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).  &lt;br /&gt;
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.  &lt;br /&gt;
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. Time spent in the Shadow is exceptionally dangerous, any prolonged venture there is likely to result in a confrontation of some sort with it&#039;s inhabitants. Many of the Mages who risk prolonged stays there are never heard from again.&lt;br /&gt;
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This spell has a material component cost of 850 gold pieces. Willing creatures are considered those who are in your party.&lt;br /&gt;
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(Shadow walking to Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters. While in the shadow plane you must roll a search check to determine the DC of exiting at the appropriate location)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(100, 200, 0);&amp;quot;&amp;gt;TRACING AND BLOCKING TELEPORTATION&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Anchor&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 4, Wiz / Sorc 4&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: One creature&amp;lt;br /&amp;gt;Target Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
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A green ray springs from your outstretched hand. You must succeed in a ranged touch attack to hit the target. If hit, the target struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement that are barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like effects or psionic abilities. The spell also prevents the use of a gate or teleportation circle. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, a dimensional anchor does not prevent summoned creatures from returning to their native plane at the end of a summoning spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Lock&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 8, Wiz / Sorc 8&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: Area wide&amp;lt;br /&amp;gt;Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
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You create a shimmering emerald barrier that completely blocks extradimensional travel into and from the entire area. Creatures that enter the dimension lock itself are struck with effects as per the spell Dimensional Anchor (which may outlast the lock itself). Forms of movement that are barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once a dimensional lock is in place extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Trace Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level: Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Divination&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you&amp;lt;br /&amp;gt;Target: Personal&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You can trace the destination of any psionic or magical teleportation done by others within this spell&#039;s area of effect as long as there is an imprint upon the weave to detect. The traceble imprint of a spell depends upon its spell level. A regular Teleport(5) will leave a trail for 7.5, Greater teleport(7) for 15 and Gate(9) for 25 minutes. You know the direction and distance the individuals traveled and can teleport to the location yourself. This spell inscribes the destination of the traced teleport into an empty rune if the caster has one. If none is available only approximate directions are given.&lt;br /&gt;
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&#039;&#039;Spells courtesy of Rasael, testing by the Quality Control Team.&#039;&#039;&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Server Systems]]&lt;br /&gt;
[[Category:Game World]]&lt;/div&gt;</summary>
		<author><name>Maecius</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8205</id>
		<title>Teleportation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8205"/>
		<updated>2018-12-14T04:46:14Z</updated>

		<summary type="html">&lt;p&gt;Maecius: &lt;/p&gt;
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&lt;div&gt;[[File:Teleporting.jpg|thumb]]These Spells are custom to Baldurs Gate: The Sword Coast Chronicles. They were implemented based on their Pencil and Paper incarnations and the work Obsidian had initially done to include them in NWN2. These spells usually cost a little bit of gold to use and have a relatively long cooldown period. For canon lore reasons teleportation to and from the Underdark is quite difficult and indeed hazardous, depending on the caster&#039;s experience. These spells do not rely on a Dungeon Master&#039;s presence but they may be used in events -- to prevent antagonists from fleeing for example, or to trace their destination!&lt;br /&gt;
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Teleportation tracing also works on players, with teleportation spells leaving a trail behind which can be followed by another player. The time this trail lasts depends greatly on the spell level of the teleportation spell that was used. Spells such as Travel by Plant and Tree Stride cannot be traced in this manner. They also aren&#039;t affected by Dimensional Locks and Anchors.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(100, 200, 0);&amp;quot;&amp;gt;MARKING TELEPORTATION LOCATIONS&amp;lt;/span&amp;gt;&lt;br /&gt;
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You can mark locations for a fast-travel spell by using the &amp;quot;Mark Rune&amp;quot; or &amp;quot;Mark Plant&amp;quot; spell on a rune or a leaf holder item. Casting the appropriate teleportation spell on this item will take you to the marked location.&lt;br /&gt;
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You can also mark specific locations to teleport to without the need for a rune in your inventory: These locations can be recalled by casting the teleport spell on yourself rather than on a rune. It is &amp;lt;u&amp;gt;IMPORTANT TO NOTE&amp;lt;/u&amp;gt; that currently if you rebuild your character or a DM deletes your KEMO scry for any reason you will &amp;lt;u&amp;gt;LOSE THESE NON-RUNE-BASED TELEPORT LOCATIONS FOREVER&amp;lt;/u&amp;gt; and will have to mark them again after remaking your character.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Rune&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Brd 0, Clr 0, Wiz / Sorc 0&amp;lt;br /&amp;gt;School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription of a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You inscribe a rune with the location you are currently occupying and link it to that location permanently. The rune may then be used to provide a connection to the location for teleportation magic. By targeting a rune that is already marked you can remove the binding spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Druid 0, Ranger 1&amp;lt;br /&amp;gt;{C}School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription on a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You attempt to gather a plant leaf from your current location and conserve it in an empty leaf holder. This leaf will provide a connection to the location it grew on allowing you to travel back here by using the Travel by Plant spell. By targeting a leaf holder that is already marked you can remove the binding spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(100, 200, 0);&amp;quot;&amp;gt;TELEPORTING&amp;lt;/span&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Travel by Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Druid 6&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Unlimited&amp;lt;br /&amp;gt;Target: Personal and any touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: 1 round&amp;lt;br /&amp;gt;Saving Throw: None&amp;lt;br /&amp;gt;Spell Resistance: No&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 2.500 gp&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Tree Stride&amp;lt;/span&amp;gt;&lt;br /&gt;
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Casterlevel: Drd 5, Rgr 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Target: Leaf Holder&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You gain the ability to enter trees and move from inside one tree to inside another tree. The spell lasts until the duration expires or you exit a tree after reaching your destination. The transport is a full round action. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 600 gold pieces.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimension Door&amp;lt;/span&amp;gt;&lt;br /&gt;
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Casterlevel: Brd 4, Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: entire area&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.&amp;lt;br /&amp;gt;This spell has relatively low DC but is only usable for travel inside an area you are already in. It cannot be used to transition between areas.Willing creatures are considered those who are in your party.&lt;br /&gt;
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Casting the spell costs 200 gold pieces as a material component.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Travel 5, Wiz / Sorc 5&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component cost of 800 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Greater Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Travel 7, Wiz / Sorc 7&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check when traveling to that spot through Teleportation magic. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component cost of 2000 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Word of Recall&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 6, Drd 8&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: personal&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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Word of recall teleports you instantly back to your sanctuary when the word is uttered. You can choose to designate the sanctuary by casting this spell. Once you have recalled the location must be designated again for your next use. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.&lt;br /&gt;
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An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component of 1350 gold when the recall is cast. Willing creatures are considered those who are in your party.&lt;br /&gt;
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(There is no DC check)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Walk / Path of Shadow&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Brd 5, Sor / Wiz 6, Innate level 9 Warlock [Dark]&amp;lt;br /&amp;gt;School: Illusion (Shadow)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: personal and item&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.&lt;br /&gt;
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In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.&lt;br /&gt;
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Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).  &lt;br /&gt;
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.  &lt;br /&gt;
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. Time spent in the Shadow is exceptionally dangerous, any prolonged venture there is likely to result in a confrontation of some sort with it&#039;s inhabitants. Many of the Mages who risk prolonged stays there are never heard from again.&lt;br /&gt;
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This spell has a material component cost of 850 gold pieces. Willing creatures are considered those who are in your party.&lt;br /&gt;
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(Shadow walking to Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters. While in the shadow plane you must roll a search check to determine the DC of exiting at the appropriate location)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Anchor&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 4, Wiz / Sorc 4&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: One creature&amp;lt;br /&amp;gt;Target Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
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A green ray springs from your outstretched hand. You must succeed in a ranged touch attack to hit the target. If hit, the target struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement that are barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like effects or psionic abilities. The spell also prevents the use of a gate or teleportation circle. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, a dimensional anchor does not prevent summoned creatures from returning to their native plane at the end of a summoning spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Lock&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 8, Wiz / Sorc 8&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: Area wide&amp;lt;br /&amp;gt;Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
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You create a shimmering emerald barrier that completely blocks extradimensional travel into and from the entire area. Creatures that enter the dimension lock itself are struck with effects as per the spell Dimensional Anchor (which may outlast the lock itself). Forms of movement that are barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once a dimensional lock is in place extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Trace Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level: Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Divination&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you&amp;lt;br /&amp;gt;Target: Personal&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You can trace the destination of any psionic or magical teleportation done by others within this spell&#039;s area of effect as long as there is an imprint upon the weave to detect. The traceble imprint of a spell depends upon its spell level. A regular Teleport(5) will leave a trail for 7.5, Greater teleport(7) for 15 and Gate(9) for 25 minutes. You know the direction and distance the individuals traveled and can teleport to the location yourself. This spell inscribes the destination of the traced teleport into an empty rune if the caster has one. If none is available only approximate directions are given.&lt;br /&gt;
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&#039;&#039;Spells curtesy of Rasael, testing by the Quality Control Team.&#039;&#039;&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Server Systems]]&lt;br /&gt;
[[Category:Game World]]&lt;/div&gt;</summary>
		<author><name>Maecius</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8204</id>
		<title>Teleportation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8204"/>
		<updated>2018-12-14T04:42:02Z</updated>

		<summary type="html">&lt;p&gt;Maecius: &lt;/p&gt;
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&lt;div&gt;[[File:Teleporting.jpg|thumb]]These Spells are custom to Baldurs Gate: The Sword Coast Chronicles. They were implemented based on their Pencil and Paper incarnations and the work Obsidian had initially done to include them in NWN2. These spells usually cost a little bit of gold to use and have a relatively long cooldown period. For canon lore reasons teleportation to and from the Underdark is quite difficult and indeed hazardous, depending on the caster&#039;s experience. These spells do not rely on a Dungeon Master&#039;s presence but they may be used in events -- to prevent antagonists from fleeing for example, or to trace their destination!&lt;br /&gt;
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Teleportation tracing also works on players, with teleportation spells leaving a trail behind which can be followed by another player. The time this trail lasts depends greatly on the spell level of the teleportation spell that was used. Spells such as Travel by Plant and Tree Stride cannot be traced in this manner. They also aren&#039;t affected by Dimensional Locks and Anchors.&lt;br /&gt;
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You can mark locations for a fast-travel spell by using the &amp;quot;Mark Rune&amp;quot; or &amp;quot;Mark Plant&amp;quot; spell on a rune or a leaf holder item. Casting the appropriate teleportation spell on this item will take you to the marked location.&lt;br /&gt;
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You can also mark specific locations to teleport to without the need for a rune in your inventory: These locations can be recalled by casting the teleport spell on yourself rather than on a rune. It is &amp;lt;u&amp;gt;IMPORTANT TO NOTE&amp;lt;/u&amp;gt; that currently if you rebuild your character or a DM deletes your KEMO scry for any reason you will &amp;lt;u&amp;gt;LOSE THESE NON-RUNE-BASED TELEPORT LOCATIONS FOREVER&amp;lt;/u&amp;gt; and will have to mark them again after remaking your character.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Rune&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Brd 0, Clr 0, Wiz / Sorc 0&amp;lt;br /&amp;gt;School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription of a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You inscribe a rune with the location you are currently occupying and link it to that location permanently. The rune may then be used to provide a connection to the location for teleportation magic. By targeting a rune that is already marked you can remove the binding spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Druid 0, Ranger 1&amp;lt;br /&amp;gt;{C}School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription on a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You attempt to gather a plant leaf from your current location and conserve it in an empty leaf holder. This leaf will provide a connection to the location it grew on allowing you to travel back here by using the Travel by Plant spell. By targeting a leaf holder that is already marked you can remove the binding spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Travel by Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Druid 6&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Unlimited&amp;lt;br /&amp;gt;Target: Personal and any touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: 1 round&amp;lt;br /&amp;gt;Saving Throw: None&amp;lt;br /&amp;gt;Spell Resistance: No&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 2.500 gp&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Tree Stride&amp;lt;/span&amp;gt;&lt;br /&gt;
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Casterlevel: Drd 5, Rgr 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Target: Leaf Holder&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You gain the ability to enter trees and move from inside one tree to inside another tree. The spell lasts until the duration expires or you exit a tree after reaching your destination. The transport is a full round action. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 600 gold pieces.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimension Door&amp;lt;/span&amp;gt;&lt;br /&gt;
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Casterlevel: Brd 4, Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: entire area&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.&amp;lt;br /&amp;gt;This spell has relatively low DC but is only usable for travel inside an area you are already in. It cannot be used to transition between areas.Willing creatures are considered those who are in your party.&lt;br /&gt;
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Casting the spell costs 200 gold pieces as a material component.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Travel 5, Wiz / Sorc 5&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component cost of 800 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Greater Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Travel 7, Wiz / Sorc 7&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check when traveling to that spot through Teleportation magic. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component cost of 2000 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Word of Recall&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 6, Drd 8&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: personal&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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Word of recall teleports you instantly back to your sanctuary when the word is uttered. You can choose to designate the sanctuary by casting this spell. Once you have recalled the location must be designated again for your next use. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.&lt;br /&gt;
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An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw. Willing creatures are considered those who are in your party.&lt;br /&gt;
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This spell has a material component of 1350 gold when the recall is cast. Willing creatures are considered those who are in your party.&lt;br /&gt;
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(There is no DC check)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Walk / Path of Shadow&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Brd 5, Sor / Wiz 6, Innate level 9 Warlock [Dark]&amp;lt;br /&amp;gt;School: Illusion (Shadow)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: personal and item&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
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To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.&lt;br /&gt;
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In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.&lt;br /&gt;
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Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).  &lt;br /&gt;
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.  &lt;br /&gt;
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. Time spent in the Shadow is exceptionally dangerous, any prolonged venture there is likely to result in a confrontation of some sort with it&#039;s inhabitants. Many of the Mages who risk prolonged stays there are never heard from again.&lt;br /&gt;
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This spell has a material component cost of 850 gold pieces. Willing creatures are considered those who are in your party.&lt;br /&gt;
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(Shadow walking to Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters. While in the shadow plane you must roll a search check to determine the DC of exiting at the appropriate location)&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Anchor&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 4, Wiz / Sorc 4&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: One creature&amp;lt;br /&amp;gt;Target Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
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A green ray springs from your outstretched hand. You must succeed in a ranged touch attack to hit the target. If hit, the target struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement that are barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like effects or psionic abilities. The spell also prevents the use of a gate or teleportation circle. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, a dimensional anchor does not prevent summoned creatures from returning to their native plane at the end of a summoning spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Lock&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Clr 8, Wiz / Sorc 8&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: Area wide&amp;lt;br /&amp;gt;Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
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You create a shimmering emerald barrier that completely blocks extradimensional travel into and from the entire area. Creatures that enter the dimension lock itself are struck with effects as per the spell Dimensional Anchor (which may outlast the lock itself). Forms of movement that are barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once a dimensional lock is in place extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Trace Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level: Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Divination&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you&amp;lt;br /&amp;gt;Target: Personal&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You can trace the destination of any psionic or magical teleportation done by others within this spell&#039;s area of effect as long as there is an imprint upon the weave to detect. The traceble imprint of a spell depends upon its spell level. A regular Teleport(5) will leave a trail for 7.5, Greater teleport(7) for 15 and Gate(9) for 25 minutes. You know the direction and distance the individuals traveled and can teleport to the location yourself. This spell inscribes the destination of the traced teleport into an empty rune if the caster has one. If none is available only approximate directions are given.&lt;br /&gt;
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&#039;&#039;Spells curtesy of Rasael, testing by the Quality Control Team.&#039;&#039;&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Server Systems]]&lt;br /&gt;
[[Category:Game World]]&lt;/div&gt;</summary>
		<author><name>Maecius</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8203</id>
		<title>Teleportation</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Teleportation&amp;diff=8203"/>
		<updated>2018-12-14T04:41:36Z</updated>

		<summary type="html">&lt;p&gt;Maecius: Updated post to include self-marked teleportation, now that you no longer absolutely require a rune for fast travel magic. Included a disclaimer that RCRs or DMFI deletions by DMs will erase these locations.&lt;/p&gt;
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&lt;div&gt;[[File:Teleporting.jpg|thumb]]These Spells are custom to Baldurs Gate: The Sword Coast Chronicles. They were implemented based on their Pencil and Paper incarnations and the work Obsidian had initially done to include them in NWN2. These spells usually cost a little bit of gold to use and have a relatively long cooldown period. For canon lore reasons teleportation to and from the Underdark is quite difficult and indeed hazardous, depending on the caster&#039;s experience. These spells do not rely on a Dungeon Master&#039;s presence but they may be used in events -- to prevent antagonists from fleeing for example, or to trace their destination!&lt;br /&gt;
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Teleportation tracing also works on players, with teleportation spells leaving a trail behind which can be followed by another player. The time this trail lasts depends greatly on the spell level of the teleportation spell that was used. Spells such as Travel by Plant and Tree Stride cannot be traced in this manner. They also aren&#039;t affected by Dimensional Locks and Anchors.&lt;br /&gt;
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You can mark locations for a fast-travel spell by using the &amp;quot;Mark Rune&amp;quot; or &amp;quot;Mark Plant&amp;quot; spell on a rune or a leaf holder item. Casting the appropriate teleportation spell on this item will take you to the marked location.&lt;br /&gt;
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You can also mark specific locations to teleport to without the need for a rune in your inventory: These locations can be recalled by casting the teleport spell on yourself rather than on a rune. It is [u]IMPORTANT TO NOTE[/u] that currently if you rebuild your character or a DM deletes your KEMO scry for any reason you will [u]LOSE THESE NON-RUNE-BASED TELEPORT LOCATIONS FOREVER[/u] and will have to mark them again after remaking your character.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Rune&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Brd 0, Clr 0, Wiz / Sorc 0&amp;lt;br /&amp;gt;School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription of a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You inscribe a rune with the location you are currently occupying and link it to that location permanently. The rune may then be used to provide a connection to the location for teleportation magic. By targeting a rune that is already marked you can remove the binding spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Mark Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Druid 0, Ranger 1&amp;lt;br /&amp;gt;{C}School: Universal&amp;lt;br /&amp;gt;Descriptor(s):&amp;lt;br /&amp;gt;Component(s): n/a&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Area of Effect / Target: Location&amp;lt;br /&amp;gt;Duration: Permanent Inscription on a Rune&amp;lt;br /&amp;gt;Save: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You attempt to gather a plant leaf from your current location and conserve it in an empty leaf holder. This leaf will provide a connection to the location it grew on allowing you to travel back here by using the Travel by Plant spell. By targeting a leaf holder that is already marked you can remove the binding spell.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Travel by Plant&amp;lt;/span&amp;gt;&lt;br /&gt;
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Caster Level(s): Druid 6&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Unlimited&amp;lt;br /&amp;gt;Target: Personal and any touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: 1 round&amp;lt;br /&amp;gt;Saving Throw: None&amp;lt;br /&amp;gt;Spell Resistance: No&lt;br /&gt;
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This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 2.500 gp&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Tree Stride&amp;lt;/span&amp;gt;&lt;br /&gt;
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Casterlevel: Drd 5, Rgr 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Personal&amp;lt;br /&amp;gt;Target: Leaf Holder&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
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You gain the ability to enter trees and move from inside one tree to inside another tree. The spell lasts until the duration expires or you exit a tree after reaching your destination. The transport is a full round action. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.Willing creatures are considered those who are in your party.&amp;lt;br /&amp;gt;This spell has a material component of 600 gold pieces.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimension Door&amp;lt;/span&amp;gt;&lt;br /&gt;
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Casterlevel: Brd 4, Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: entire area&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures (nearby party)&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
&lt;br /&gt;
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.&amp;lt;br /&amp;gt;This spell has relatively low DC but is only usable for travel inside an area you are already in. It cannot be used to transition between areas.Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
Casting the spell costs 200 gold pieces as a material component.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Travel 5, Wiz / Sorc 5&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
&lt;br /&gt;
This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check. Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
This spell has a material component cost of 800 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Greater Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Travel 7, Wiz / Sorc 7&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Personal and touch&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
&lt;br /&gt;
This spell instantly transports you to a designated destination but interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creaturesmust be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.&amp;lt;br /&amp;gt;Failing the concentration DC inflicts d8 damage per point the roll was missed. The DC scales with a character&#039;s concentration skill and is diminished by taking feats that increase your Spellcraft, Concentration or Conjuration school casting abilities as well as by possesing a certain amounts of casterlevels. Even experienced mages can make mistakes however and teleporting into unusual terrain has stiff risks. Teleporting to a location often will give your character a familiarity bonus to his DC check when traveling to that spot through Teleportation magic. Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
This spell has a material component cost of 2000 gold pieces.&amp;lt;br /&amp;gt;(Teleporting into Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Word of Recall&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Clr 6, Drd 8&amp;lt;br /&amp;gt;School: Conjuration (Teleportation)&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: personal&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
&lt;br /&gt;
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You can choose to designate the sanctuary by casting this spell. Once you have recalled the location must be designated again for your next use. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.&lt;br /&gt;
&lt;br /&gt;
An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw. Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
This spell has a material component of 1350 gold when the recall is cast. Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
(There is no DC check)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Shadow Walk / Path of Shadow&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Brd 5, Sor / Wiz 6, Innate level 9 Warlock [Dark]&amp;lt;br /&amp;gt;School: Illusion (Shadow)&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: personal and item&amp;lt;br /&amp;gt;Target: You and touched objects or other touched willing creatures&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: None and Will negates (object)&amp;lt;br /&amp;gt;Spell Resistance: No and Yes (object)&lt;br /&gt;
&lt;br /&gt;
To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).  &lt;br /&gt;
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.  &lt;br /&gt;
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. Time spent in the Shadow is exceptionally dangerous, any prolonged venture there is likely to result in a confrontation of some sort with it&#039;s inhabitants. Many of the Mages who risk prolonged stays there are never heard from again.&lt;br /&gt;
&lt;br /&gt;
This spell has a material component cost of 850 gold pieces. Willing creatures are considered those who are in your party.&lt;br /&gt;
&lt;br /&gt;
(Shadow walking to Underground areas is exceptionally dangerous for surface characters, the reverse is true for Underdark characters. While in the shadow plane you must roll a search check to determine the DC of exiting at the appropriate location)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Anchor&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Clr 4, Wiz / Sorc 4&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: One creature&amp;lt;br /&amp;gt;Target Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
&lt;br /&gt;
A green ray springs from your outstretched hand. You must succeed in a ranged touch attack to hit the target. If hit, the target struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement that are barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like effects or psionic abilities. The spell also prevents the use of a gate or teleportation circle. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, a dimensional anchor does not prevent summoned creatures from returning to their native plane at the end of a summoning spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Dimensional Lock&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level(s): Clr 8, Wiz / Sorc 8&amp;lt;br /&amp;gt;School: Abjuration&amp;lt;br /&amp;gt;Components: Verbal, Somatic&amp;lt;br /&amp;gt;Range: Medium&amp;lt;br /&amp;gt;Target: Area wide&amp;lt;br /&amp;gt;Duration: 1 minute / Casterlevel&amp;lt;br /&amp;gt;Saving Throw: No&amp;lt;br /&amp;gt;Spell Resistance: Yes&lt;br /&gt;
&lt;br /&gt;
You create a shimmering emerald barrier that completely blocks extradimensional travel into and from the entire area. Creatures that enter the dimension lock itself are struck with effects as per the spell Dimensional Anchor (which may outlast the lock itself). Forms of movement that are barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once a dimensional lock is in place extradimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: rgb(255, 128, 0);&amp;quot;&amp;gt;Trace Teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Caster Level: Sor/Wiz 4, Travel 4&amp;lt;br /&amp;gt;School: Divination&amp;lt;br /&amp;gt;Components: Verbal&amp;lt;br /&amp;gt;Range: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you&amp;lt;br /&amp;gt;Target: Personal&amp;lt;br /&amp;gt;Duration: Instantaneous&amp;lt;br /&amp;gt;Saving Throw: n/a&amp;lt;br /&amp;gt;Spell Resistance: n/a&lt;br /&gt;
&lt;br /&gt;
You can trace the destination of any psionic or magical teleportation done by others within this spell&#039;s area of effect as long as there is an imprint upon the weave to detect. The traceble imprint of a spell depends upon its spell level. A regular Teleport(5) will leave a trail for 7.5, Greater teleport(7) for 15 and Gate(9) for 25 minutes. You know the direction and distance the individuals traveled and can teleport to the location yourself. This spell inscribes the destination of the traced teleport into an empty rune if the caster has one. If none is available only approximate directions are given.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spells curtesy of Rasael, testing by the Quality Control Team.&#039;&#039;&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Server Systems]]&lt;br /&gt;
[[Category:Game World]]&lt;/div&gt;</summary>
		<author><name>Maecius</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Deity&amp;diff=8192</id>
		<title>Deity</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Deity&amp;diff=8192"/>
		<updated>2018-12-13T19:51:48Z</updated>

		<summary type="html">&lt;p&gt;Maecius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;deity&#039;&#039;&#039; is a member of a pantheon (or other demigod or entity) that is worshipped on [[Faerun]] (and other worlds).&lt;br /&gt;
&lt;br /&gt;
At character creation, one must choose a deity from a list of 105 [[Forgotten Realms]] deities. These are common deities worshipped, and do not include pantheons from remote areas like [[Mulhorand]] and [[Chult]], or other powers like archdevils and paragons. If a character&#039;s current deity is not compatible with his current alignment or class, the deity will need to be changed to one that actually fits the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; As of 11-5-2018 the pantheons of Unther and Mulhorand were implemented on the server.&lt;br /&gt;
&lt;br /&gt;
==Deity List==&lt;br /&gt;
The following deities are used in NWN2. Players may also opt to worship no deity at all (unless class requires one).&lt;br /&gt;
&lt;br /&gt;
===Faerun deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Ao]]&lt;br /&gt;
|The [[Overgod]]&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Akadi]]&lt;br /&gt;
|Goddess of Air&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|Air, Chaos, Magic, Trickery, Travel, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Auril]]&lt;br /&gt;
|Goddess of Winter, Ice and Cold&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|CN, NE, LN&lt;br /&gt;
|Air, Cold, Evil, Water, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Azuth]]&lt;br /&gt;
|God of Wizards and Mages&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|LE, LN, LG&lt;br /&gt;
|Knowledge, Law, Magic, Protection, Illusion, Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|God of Strife, Tyranny, Hatred&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Destruction, Evil, Law, War, Tyranny, *Hatred&lt;br /&gt;
|-&lt;br /&gt;
|[[Beshaba]]&lt;br /&gt;
|Goddess of Misfortune&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Chaos, Evil, Luck, Trickery, Fate&lt;br /&gt;
|-&lt;br /&gt;
|[[Bhaal]]&lt;br /&gt;
|God of Murder&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|LN, LE, NE ,CE&lt;br /&gt;
|Death, Destruction, Evil, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Chauntea]]&lt;br /&gt;
|Goddess of Agriculture, Farmer and Summer&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|CG, LG, NG, N&lt;br /&gt;
|Animal, Earth, Good, Plant, Protection, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Deneir]]&lt;br /&gt;
|God of Literature, Cartography, Glyphs and Scribes&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, LG, NG&lt;br /&gt;
|Good, Knowledge, Luck, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldath]]&lt;br /&gt;
|Goddess of Peace, Springs and Waterfalls&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CG, LG, NG&lt;br /&gt;
|Good, Plant, Protection, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Gond]]&lt;br /&gt;
|God of Craft, Innovation and Construction&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|Any&lt;br /&gt;
|Earth, Fire, Knowledge, Luck, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Grumbar]]&lt;br /&gt;
|God of Earth, Solitdity and Changelessness&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|N, LN, CN, NG, NE&lt;br /&gt;
|Darkness, Earth, Law, Luck, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Helm]]&lt;br /&gt;
|God of Guardians and Protectors&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|LG, LN, LE&lt;br /&gt;
|Law, Protection, Strength, War, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Ibrandul]]&lt;br /&gt;
|Lord of the Dry Depths, the Skulking God, Lurker in Darkness&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, N, CN, NE, CE&lt;br /&gt;
|Chaos, Darkness, Travel, Trickery, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Ilmater]]&lt;br /&gt;
|God of Martyrdom, Perseverence, Suffering and Enduring&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Healing, Law, Strength, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Istishia]]&lt;br /&gt;
|God of Water and Purification through Cleansing&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|N, CN, LN, NE, NG&lt;br /&gt;
|Air, Destruction, Chaos, Water, Storm, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Kossuth]]&lt;br /&gt;
|God of Fire and Purification through Fire&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|N, CN, NG, NE, LN, LG, LE (Kossuth has Lawful tendencies)&lt;br /&gt;
|Destruction, Fire, Fury, Healing, Suffering, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Lathander]]&lt;br /&gt;
|God of Dawn, Spring, Vitality, Renewal, Youth and Athletics&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|CG, LG, NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Leira]]&lt;br /&gt;
|Goddess of Deception, Illusion and Lies&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|CG, CN, CE, TN&lt;br /&gt;
|Trickery, Magic, Darkness, Air, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Lliira]]&lt;br /&gt;
|Goddess of Joy, Happiness, Festivals and Freedom&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CN, NG, CG&lt;br /&gt;
|Chaos, Good, Magic, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Loviatar]]&lt;br /&gt;
|Goddess of Suffering, Torment, Torture, Agony and Pain&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|LN, NE, LE&lt;br /&gt;
|Evil, Fury, Law, Strength, Suffering, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Malar]]&lt;br /&gt;
|God of Bloodlust, Hunters, Evil Lycanthropy, Stalking, Beasts and Monsters&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Animal, Evil, Chaos, Strength, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Mask]]&lt;br /&gt;
|God of Thieves and Shadows&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|LE, NE, CE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Mielikki]]&lt;br /&gt;
|Goddess of Forests, Forest Creatures, Dryads and Autumn&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Scimitar]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Animal, Good, Luck, Plant, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Milil]]&lt;br /&gt;
|God of Poetry, Song and Eloquence&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Rapier]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Good, Knowledge, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Myrkul]]&lt;br /&gt;
|God of the Dead, Undeath, Corruption, Dusk and Decay&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|LE, NE, CE&lt;br /&gt;
|Darkness, Death, Evil, War, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Mystra]]&lt;br /&gt;
|Goddess of Magic, Spells and the Weave&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CG, NG, LG, LN, LE (Mystra was formerly lawful neutral)&lt;br /&gt;
|Knowledge, Law, Magic, Protection, Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Oghma]]&lt;br /&gt;
|God of Knowledge and Inspiration&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|Any&lt;br /&gt;
|Chaos, Knowledge, Luck, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Selûne]]&lt;br /&gt;
|Goddess of Moon, Navigation, Wanderers, Seekers and Good/Neutral Lycanthropes&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Darkness, Good, Protection, Travel, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Shar]]&lt;br /&gt;
|Goddess of Darkness, Loss, Secrets and Night&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CE, NE, LE&lt;br /&gt;
|Darkness, Evil, Knowledge, Trickery, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaundakul]]&lt;br /&gt;
|God of Travel, Exploration and Caravans&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Air, Chaos, Luck, Protection, Travel, Trade, Portal&lt;br /&gt;
|-&lt;br /&gt;
|[[Silvanus]]&lt;br /&gt;
|God of Wild Nature and Druids&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warmace]]&lt;br /&gt;
|N, NG, CN, LN, NE&lt;br /&gt;
|Animal, Plant, Healing, Protection, Water, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Sune]]&lt;br /&gt;
|Goddess of Beauty, Love and Passion&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|CN, CG, NG&lt;br /&gt;
|Chaos, Good, Protection, Luck&lt;br /&gt;
|-&lt;br /&gt;
|[[Talona]]&lt;br /&gt;
|Goddess of Disease and Poison&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Chaos, Death, Destruction, Evil, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Talos]]&lt;br /&gt;
|God of Storms, Destruction, Rebellion, Earthquakes and Vortices&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|CE, NE, CN&lt;br /&gt;
|Air, Chaos, Evil, Destruction, Fury, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Tempus]]&lt;br /&gt;
|God of War, Battle and Warriors&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|CN, CG, CE&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Torm]]&lt;br /&gt;
|God of Loyalty, Duty and Paladins&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|NG, LG, LN&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[Tymora]]&lt;br /&gt;
|Goddess of Luck, Victory and Adventurers&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CN, CG, NG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Tyr]]&lt;br /&gt;
|God of Justice&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Knowledge, Law, War, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Ubtao]]&lt;br /&gt;
|Creator of Chult&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Sickle]]&lt;br /&gt;
|NG, LN, N, CN, NE &lt;br /&gt;
|Animal, Knowledge, Plant, Protection, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Umberlee]]&lt;br /&gt;
|Goddess of Oceans, Currents and Waves&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Halberd]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Chaos, Destruction, Evil, Water, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Uthgar]]&lt;br /&gt;
|Battlefather&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|NG, CG, CN, N, CE, NE&lt;br /&gt;
|Animal, Strength, Chaos, War, Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Waukeen]]&lt;br /&gt;
|Goddess of Trade, Money and Wealth&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Club]]&lt;br /&gt;
|N, LN, CN, NG, NE&lt;br /&gt;
|Knowledge, Luck, Protection, Trickery, Travel, Trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elven deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Aerdrie Faenya]]&lt;br /&gt;
|Goddess of Air, Weather, Avians, Rain and Fertility&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Air, Animal, Chaos, Good, Storm, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Angarradh]]&lt;br /&gt;
|Goddess of Wisdom, Defense, Spring, Planting, Birth and Fertility&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Healing, Knowledge, Plant, Protection, *Renewal, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Corellon Larethian]]&lt;br /&gt;
|Creator of the Elves, the Protector, &lt;br /&gt;
&lt;br /&gt;
First of the Seldarine, &lt;br /&gt;
Protector and Preserver of Life, &lt;br /&gt;
&lt;br /&gt;
Ruler of All Elves,&lt;br /&gt;
 &lt;br /&gt;
Coronal of Arvandor&lt;br /&gt;
&lt;br /&gt;
Patron of [[sun elf|sun elves]]&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Protection, War, Magic, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Deep Sashelas]]&lt;br /&gt;
|Lord of the Undersea, the Dolphin Prince&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|NG, CG, CN&lt;br /&gt;
|Chaos, Good, Knowledge, Water, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Erevan Ilesere]]&lt;br /&gt;
|God of mischief&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Chaos, Darkness, Luck, Trickery, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Fenmarel Mestarine]]&lt;br /&gt;
|God of outcasts&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Animal, Chaos, Luck, Plant, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Hanali Celanil]]&lt;br /&gt;
|Goddess of love, beauty, romance&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Magic, Protection, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Labelas Enoreth]]&lt;br /&gt;
|God of time&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Luck, Knowledge, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Rillfane Rallathil]]&lt;br /&gt;
|God of nature/druids&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Plant, Protection, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Sehanine Moonbow]]&lt;br /&gt;
|Goddess of dreams, mysticism, [[moon elf|moon elves]]&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Knowledge, Magic, Travel, Moon, Illusion, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Shevarash]]&lt;br /&gt;
|God of vengeance&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Longbow]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Chaos, Fury, Strength, War, *Retribution, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Solonor Thelandira]]&lt;br /&gt;
|God of archery/hunting&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Longbow]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Plant, War, Elf&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drow deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Eilistraee]]&lt;br /&gt;
|Goddess of song/dance&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Luck, Good, Protection, Moon, Portal &lt;br /&gt;
|-&lt;br /&gt;
|[[Kiransalee]]&lt;br /&gt;
|Goddess of [[undead]]&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Evil, Magic, Undeath, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghaunadaur]]&lt;br /&gt;
|God of [[ooze]]&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Evil, Fury, Cavern, *Hatred&lt;br /&gt;
|-&lt;br /&gt;
|[[Lolth]]&lt;br /&gt;
|The Goddess formerly known as Araushnee, spiders, [[drow]], chaos&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Destruction, Evil, Trickery, Spider&lt;br /&gt;
|-&lt;br /&gt;
|[[Seveltarm]]&lt;br /&gt;
|God of drow warriors&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Evil, Protection, War, Spider&lt;br /&gt;
|-&lt;br /&gt;
|[[Vhaeraun]]&lt;br /&gt;
|God of theft&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Evil, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Zinzerena]]&lt;br /&gt;
|The Hunted, The Princess of the Outcasts&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CG, N, CN, CE&lt;br /&gt;
|Chaos, Death, Evil, Trickery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dwarven deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity &lt;br /&gt;
!Title &lt;br /&gt;
!Alignment &lt;br /&gt;
!Favored Weapon &lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Abbathor]]&lt;br /&gt;
|God of greed&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Evil, Fury, Luck, Trickery, Trade&lt;br /&gt;
|-&lt;br /&gt;
|[[Berronar Truesilver]]&lt;br /&gt;
|Goddess of tradition&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Clangeddin Silverbeard]]&lt;br /&gt;
|God of war&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Deep Duerra]]&lt;br /&gt;
|Goddess of [[duergar]], psionics&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Evil, Law, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Dugmaren Brightmantle]]&lt;br /&gt;
|God of invention&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Good, Knowledge, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Dumathoin]]&lt;br /&gt;
|God of wealth, mining, [[shield dwarf|shield dwarves]]&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warmace]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Good, Law, Protection, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorm Gulthyn]]&lt;br /&gt;
|God of defense&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Dwarven waraxe]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Haela Brightaxe]]&lt;br /&gt;
|Goddess of joy &amp;amp;amp; luck in battle&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Laduguer]]&lt;br /&gt;
|God of [[duergar]], artisans&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Evil, Law, Magic, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Marthammor Duin]]&lt;br /&gt;
|God of explorers&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Good, Luck, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Moradin]]&lt;br /&gt;
|God of smiths&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Sharindlar]]&lt;br /&gt;
|Goddess of courtship&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Good, Healing, Trickery, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thard Harr]]&lt;br /&gt;
|God of hunting&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Chaos, Good, Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Vergadain]]&lt;br /&gt;
|God of trickery&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Luck, Knowledge, Trickery, Trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gnome deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Baervan Wildwanderer]]&lt;br /&gt;
|God of forests&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Good, Plant, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Baravar Cloakshadow]]&lt;br /&gt;
|God of illusions&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Magic, Protection, Trickery, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Callarduran Smoothhands]]&lt;br /&gt;
|God of stone, mining, the [[Underdark]], [[svirfneblin]]&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Luck, Protection, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Flandal Steelskin]]&lt;br /&gt;
|God of metallurgy&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Fire, Luck, Good&lt;br /&gt;
|-&lt;br /&gt;
|[[Gaerdal Ironhand]]&lt;br /&gt;
|God of combat&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Garl Glittergold]]&lt;br /&gt;
|God of [[gnome]]s&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Law, Good, Protection, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Segojan Earthcaller]]&lt;br /&gt;
|God of earth&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Earth, Good, Magic, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Urdlen]]&lt;br /&gt;
|God of impulse, bloodlust&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Evil, Earth, Fury, *Hatred&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Svirfneblin clerics can only select Segojan Earthcaller, Callarduran Smoothhands and Urdlen from the gnomish pantheon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Halfling deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Arvoreen]]&lt;br /&gt;
|God of defense&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandobaris]]&lt;br /&gt;
|God of stealth&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Darkness, Luck, Magic, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyrrollalee]]&lt;br /&gt;
|Goddess of trust&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Club]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Luck, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Sheela Peryroyl]]&lt;br /&gt;
|Goddess of nature&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Sickle]]&lt;br /&gt;
|&lt;br /&gt;
|Air, Earth, Luck, Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Urogalan]]&lt;br /&gt;
|God of the earth and the dead&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|&lt;br /&gt;
|Death, Earth, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Yondalla]]&lt;br /&gt;
|Goddess of creation, tradition, wisdom&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Luck, Protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Orcish deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Bahgtru]]&lt;br /&gt;
|God of stupidity&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Evil, Fury, Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[Gruumsh]]&lt;br /&gt;
|God of [[orc]]s, conquest, survival&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Evil, Fury, Strength, War, Tyranny, Cavern, *Hatred&lt;br /&gt;
|-&lt;br /&gt;
|[[Ilneval]]&lt;br /&gt;
|God of war&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Destruction, Evil, Fury, War, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Luthic]]&lt;br /&gt;
|Goddess of caves, [[wisdom]], fertility&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Darkness, Earth, Evil, Healing, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Shargaas]]&lt;br /&gt;
|God of thieves, night, [[Underdark]]&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Darkness, Evil, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Yurtrus]]&lt;br /&gt;
|God of death/disease&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Death, Destruction, Evil, Fury, Suffering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Demideities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Finder Wyvernspur]]&lt;br /&gt;
|God of cycles&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Garagos]]&lt;br /&gt;
|God of plunder&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Gargauth]]&lt;br /&gt;
|God of betrayal, political corruption&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Evil, Law, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Gwaeron Windstrom]]&lt;br /&gt;
|God of rangers&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Good, Knowledge, Plant, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Herne]]&lt;br /&gt;
|God of the Hunt (worshiped by orcs of the High Forest)&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|N, NG, LN, CN, NE&lt;br /&gt;
|Animal, Travel, Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[Hoar]]&lt;br /&gt;
|God of retribution&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Destruction, Law, Luck, War, Travel, Fate, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Jergal]]&lt;br /&gt;
|God of funerals&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|&lt;br /&gt;
|Death, Law, Luck, Protection, Suffering, Fate&lt;br /&gt;
|-&lt;br /&gt;
|[[Lurue]]&lt;br /&gt;
|Goddess of intelligent non-humans&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Knight]]&lt;br /&gt;
|Goddess of strategy/tactics&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Knowledge, Law, Luck ,War ,Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Savras]]&lt;br /&gt;
|God of [[divination]]&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Knowledge, Magic, Fate, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Sharess]]&lt;br /&gt;
|Goddess of hedonism&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Charm, Good, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Shiallia]]&lt;br /&gt;
|Goddess of woodland glades&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Good, Healing, Plant, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Siamorphe]]&lt;br /&gt;
|Goddess of nobility&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|&lt;br /&gt;
|Knowledge, Law, Luck, Magic, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Valkur]]&lt;br /&gt;
|God of sailing&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Rapier]]&lt;br /&gt;
|&lt;br /&gt;
|Air, Chaos, Good, Protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mulhorandi deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Anhur]]&lt;br /&gt;
|God of war and weather&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Falchion]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Strength, War, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Geb]]&lt;br /&gt;
|God of the earth, minerals, and mining&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|LN, N, CN, NG, NE&lt;br /&gt;
|Earth, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Hathor]]&lt;br /&gt;
|Goddess of fertility and motherhood (female only)&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Fate, Good, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Horus-Re]]&lt;br /&gt;
|Leader of the pantheon; god of the sun, kings, rulership, and life&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Scimitar]] (Kopesh)&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Law, Retribution, Sun&lt;br /&gt;
|-&lt;br /&gt;
|[[Isis]]&lt;br /&gt;
|Goddess of good magic and agriculture&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Storm, Water, Good, Magic&lt;br /&gt;
|-&lt;br /&gt;
|[[Nephthys]]&lt;br /&gt;
|Goddess of trade and wealth&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Flail]] (Whip)&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Protection, Trade&lt;br /&gt;
|-&lt;br /&gt;
|[[Osiris]]&lt;br /&gt;
|God of death and the dead&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Law, Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Sebek]]&lt;br /&gt;
|God of wetland and river hazards, danger&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|LE, NE, CE&lt;br /&gt;
|Evil, Animal, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Set]]&lt;br /&gt;
|God of evil, drought, destruction, and the desert&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Air, Darkness, Evil, Law, Magic, Pride&lt;br /&gt;
|-&lt;br /&gt;
|[[Thoth]]&lt;br /&gt;
|God of knowledge, secrets, and academic debate&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|N, CN, NE, NG, LN&lt;br /&gt;
|Knowledge, Magic, Spell&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Untheric deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Gilgeam]]&lt;br /&gt;
|God-King of Unther&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Warhammer]] (Heavy Mace)&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Air, Strength, Tyranny, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiamat]]&lt;br /&gt;
|Dragon goddess of greed, queen of evil dragons&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Light Hammer]] (Heavy Pick)&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Law, Evil, Tyranny&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game rules]]&lt;br /&gt;
[[Category:Forgotten Realms deities| ]]&lt;/div&gt;</summary>
		<author><name>Maecius</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Deity&amp;diff=8191</id>
		<title>Deity</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Deity&amp;diff=8191"/>
		<updated>2018-12-13T19:45:44Z</updated>

		<summary type="html">&lt;p&gt;Maecius: /* Mulhorandi deities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;deity&#039;&#039;&#039; is a member of a pantheon (or other demigod or entity) that is worshipped on [[Faerun]] (and other worlds).&lt;br /&gt;
&lt;br /&gt;
At character creation, one must choose a deity from a list of 105 [[Forgotten Realms]] deities. These are common deities worshipped, and do not include pantheons from remote areas like [[Mulhorand]] and [[Chult]], or other powers like archdevils and paragons. If a character&#039;s current deity is not compatible with his current alignment or class, the deity will need to be changed to one that actually fits the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; As of 11-5-2018 the pantheons of Unther and Mulhorand were implemented on the server.&lt;br /&gt;
&lt;br /&gt;
==Deity List==&lt;br /&gt;
The following deities are used in NWN2. Players may also opt to worship no deity at all (unless class requires one).&lt;br /&gt;
&lt;br /&gt;
===Faerun deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Ao]]&lt;br /&gt;
|The [[Overgod]]&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Akadi]]&lt;br /&gt;
|Goddess of Air&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|Air, Chaos, Magic, Trickery, Travel, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Auril]]&lt;br /&gt;
|Goddess of Winter, Ice and Cold&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|CN, NE, LN&lt;br /&gt;
|Air, Cold, Evil, Water, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Azuth]]&lt;br /&gt;
|God of Wizards and Mages&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|LE, LN, LG&lt;br /&gt;
|Knowledge, Law, Magic, Protection, Illusion, Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|God of Strife, Tyranny, Hatred&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Destruction, Evil, Law, War, Tyranny, *Hatred&lt;br /&gt;
|-&lt;br /&gt;
|[[Beshaba]]&lt;br /&gt;
|Goddess of Misfortune&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Chaos, Evil, Luck, Trickery, Fate&lt;br /&gt;
|-&lt;br /&gt;
|[[Bhaal]]&lt;br /&gt;
|God of Murder&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|LN, LE, NE ,CE&lt;br /&gt;
|Death, Destruction, Evil, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Chauntea]]&lt;br /&gt;
|Goddess of Agriculture, Farmer and Summer&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|CG, LG, NG, N&lt;br /&gt;
|Animal, Earth, Good, Plant, Protection, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Deneir]]&lt;br /&gt;
|God of Literature, Cartography, Glyphs and Scribes&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, LG, NG&lt;br /&gt;
|Good, Knowledge, Luck, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldath]]&lt;br /&gt;
|Goddess of Peace, Springs and Waterfalls&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CG, LG, NG&lt;br /&gt;
|Good, Plant, Protection, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Gond]]&lt;br /&gt;
|God of Craft, Innovation and Construction&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|Any&lt;br /&gt;
|Earth, Fire, Knowledge, Luck, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Grumbar]]&lt;br /&gt;
|God of Earth, Solitdity and Changelessness&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|N, LN, CN, NG, NE&lt;br /&gt;
|Darkness, Earth, Law, Luck, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Helm]]&lt;br /&gt;
|God of Guardians and Protectors&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|LG, LN, LE&lt;br /&gt;
|Law, Protection, Strength, War, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Ibrandul]]&lt;br /&gt;
|Lord of the Dry Depths, the Skulking God, Lurker in Darkness&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, N, CN, NE, CE&lt;br /&gt;
|Chaos, Darkness, Travel, Trickery, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Ilmater]]&lt;br /&gt;
|God of Martyrdom, Perseverence, Suffering and Enduring&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Healing, Law, Strength, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Istishia]]&lt;br /&gt;
|God of Water and Purification through Cleansing&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|N, CN, LN, NE, NG&lt;br /&gt;
|Air, Destruction, Chaos, Water, Storm, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Kossuth]]&lt;br /&gt;
|God of Fire and Purification through Fire&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|N, CN, NG, NE, LN, LG, LE (Kossuth has Lawful tendencies)&lt;br /&gt;
|Destruction, Fire, Fury, Healing, Suffering, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Lathander]]&lt;br /&gt;
|God of Dawn, Spring, Vitality, Renewal, Youth and Athletics&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|CG, LG, NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Leira]]&lt;br /&gt;
|Goddess of Deception, Illusion and Lies&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|CG, CN, CE, TN&lt;br /&gt;
|Trickery, Magic, Darkness, Air, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Lliira]]&lt;br /&gt;
|Goddess of Joy, Happiness, Festivals and Freedom&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CN, NG, CG&lt;br /&gt;
|Chaos, Good, Magic, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Loviatar]]&lt;br /&gt;
|Goddess of Suffering, Torment, Torture, Agony and Pain&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|LN, NE, LE&lt;br /&gt;
|Evil, Fury, Law, Strength, Suffering, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Malar]]&lt;br /&gt;
|God of Bloodlust, Hunters, Evil Lycanthropy, Stalking, Beasts and Monsters&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Animal, Evil, Chaos, Strength, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Mask]]&lt;br /&gt;
|God of Thieves and Shadows&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|LE, NE, CE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Mielikki]]&lt;br /&gt;
|Goddess of Forests, Forest Creatures, Dryads and Autumn&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Scimitar]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Animal, Good, Luck, Plant, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Milil]]&lt;br /&gt;
|God of Poetry, Song and Eloquence&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Rapier]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Good, Knowledge, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Myrkul]]&lt;br /&gt;
|God of the Dead, Undeath, Corruption, Dusk and Decay&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|LE, NE, CE&lt;br /&gt;
|Darkness, Death, Evil, War, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Mystra]]&lt;br /&gt;
|Goddess of Magic, Spells and the Weave&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CG, NG, LG, LN, LE (Mystra was formerly lawful neutral)&lt;br /&gt;
|Knowledge, Law, Magic, Protection, Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Oghma]]&lt;br /&gt;
|God of Knowledge and Inspiration&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|Any&lt;br /&gt;
|Chaos, Knowledge, Luck, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Selûne]]&lt;br /&gt;
|Goddess of Moon, Navigation, Wanderers, Seekers and Good/Neutral Lycanthropes&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Darkness, Good, Protection, Travel, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Shar]]&lt;br /&gt;
|Goddess of Darkness, Loss, Secrets and Night&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CE, NE, LE&lt;br /&gt;
|Darkness, Evil, Knowledge, Trickery, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaundakul]]&lt;br /&gt;
|God of Travel, Exploration and Caravans&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Air, Chaos, Luck, Protection, Travel, Trade, Portal&lt;br /&gt;
|-&lt;br /&gt;
|[[Silvanus]]&lt;br /&gt;
|God of Wild Nature and Druids&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warmace]]&lt;br /&gt;
|N, NG, CN, LN, NE&lt;br /&gt;
|Animal, Plant, Healing, Protection, Water, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Sune]]&lt;br /&gt;
|Goddess of Beauty, Love and Passion&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|CN, CG, NG&lt;br /&gt;
|Chaos, Good, Protection, Luck&lt;br /&gt;
|-&lt;br /&gt;
|[[Talona]]&lt;br /&gt;
|Goddess of Disease and Poison&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Chaos, Death, Destruction, Evil, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Talos]]&lt;br /&gt;
|God of Storms, Destruction, Rebellion, Earthquakes and Vortices&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|CE, NE, CN&lt;br /&gt;
|Air, Chaos, Evil, Destruction, Fury, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Tempus]]&lt;br /&gt;
|God of War, Battle and Warriors&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|CN, CG, CE&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Torm]]&lt;br /&gt;
|God of Loyalty, Duty and Paladins&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|NG, LG, LN&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[Tymora]]&lt;br /&gt;
|Goddess of Luck, Victory and Adventurers&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CN, CG, NG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Tyr]]&lt;br /&gt;
|God of Justice&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Knowledge, Law, War, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Ubtao]]&lt;br /&gt;
|Creator of Chult&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Sickle]]&lt;br /&gt;
|NG, LN, N, CN, NE &lt;br /&gt;
|Animal, Knowledge, Plant, Protection, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Umberlee]]&lt;br /&gt;
|Goddess of Oceans, Currents and Waves&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Halberd]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Chaos, Destruction, Evil, Water, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Uthgar]]&lt;br /&gt;
|Battlefather&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|NG, CG, CN, N, CE, NE&lt;br /&gt;
|Animal, Strength, Chaos, War, Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Waukeen]]&lt;br /&gt;
|Goddess of Trade, Money and Wealth&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Club]]&lt;br /&gt;
|N, LN, CN, NG, NE&lt;br /&gt;
|Knowledge, Luck, Protection, Trickery, Travel, Trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elven deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Aerdrie Faenya]]&lt;br /&gt;
|Goddess of Air, Weather, Avians, Rain and Fertility&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Air, Animal, Chaos, Good, Storm, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Angarradh]]&lt;br /&gt;
|Goddess of Wisdom, Defense, Spring, Planting, Birth and Fertility&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Healing, Knowledge, Plant, Protection, *Renewal, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Corellon Larethian]]&lt;br /&gt;
|Creator of the Elves, the Protector, &lt;br /&gt;
&lt;br /&gt;
First of the Seldarine, &lt;br /&gt;
Protector and Preserver of Life, &lt;br /&gt;
&lt;br /&gt;
Ruler of All Elves,&lt;br /&gt;
 &lt;br /&gt;
Coronal of Arvandor&lt;br /&gt;
&lt;br /&gt;
Patron of [[sun elf|sun elves]]&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Protection, War, Magic, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Deep Sashelas]]&lt;br /&gt;
|Lord of the Undersea, the Dolphin Prince&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|NG, CG, CN&lt;br /&gt;
|Chaos, Good, Knowledge, Water, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Erevan Ilesere]]&lt;br /&gt;
|God of mischief&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Chaos, Darkness, Luck, Trickery, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Fenmarel Mestarine]]&lt;br /&gt;
|God of outcasts&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Animal, Chaos, Luck, Plant, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Hanali Celanil]]&lt;br /&gt;
|Goddess of love, beauty, romance&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Magic, Protection, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Labelas Enoreth]]&lt;br /&gt;
|God of time&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Luck, Knowledge, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Rillfane Rallathil]]&lt;br /&gt;
|God of nature/druids&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Plant, Protection, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Sehanine Moonbow]]&lt;br /&gt;
|Goddess of dreams, mysticism, [[moon elf|moon elves]]&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Knowledge, Magic, Travel, Moon, Illusion, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Shevarash]]&lt;br /&gt;
|God of vengeance&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Longbow]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Chaos, Fury, Strength, War, *Retribution, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Solonor Thelandira]]&lt;br /&gt;
|God of archery/hunting&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Longbow]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Plant, War, Elf&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drow deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Eilistraee]]&lt;br /&gt;
|Goddess of song/dance&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Luck, Good, Protection, Moon, Portal &lt;br /&gt;
|-&lt;br /&gt;
|[[Kiransalee]]&lt;br /&gt;
|Goddess of [[undead]]&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Evil, Magic, Undeath, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghaunadaur]]&lt;br /&gt;
|God of [[ooze]]&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Evil, Fury, Cavern, *Hatred&lt;br /&gt;
|-&lt;br /&gt;
|[[Lolth]]&lt;br /&gt;
|The Goddess formerly known as Araushnee, spiders, [[drow]], chaos&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Destruction, Evil, Trickery, Spider&lt;br /&gt;
|-&lt;br /&gt;
|[[Seveltarm]]&lt;br /&gt;
|God of drow warriors&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Evil, Protection, War, Spider&lt;br /&gt;
|-&lt;br /&gt;
|[[Vhaeraun]]&lt;br /&gt;
|God of theft&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Evil, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Zinzerena]]&lt;br /&gt;
|The Hunted, The Princess of the Outcasts&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CG, N, CN, CE&lt;br /&gt;
|Chaos, Death, Evil, Trickery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dwarven deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity &lt;br /&gt;
!Title &lt;br /&gt;
!Alignment &lt;br /&gt;
!Favored Weapon &lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Abbathor]]&lt;br /&gt;
|God of greed&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Evil, Fury, Luck, Trickery, Trade&lt;br /&gt;
|-&lt;br /&gt;
|[[Berronar Truesilver]]&lt;br /&gt;
|Goddess of tradition&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Clangeddin Silverbeard]]&lt;br /&gt;
|God of war&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Deep Duerra]]&lt;br /&gt;
|Goddess of [[duergar]], psionics&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Evil, Law, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Dugmaren Brightmantle]]&lt;br /&gt;
|God of invention&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Good, Knowledge, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Dumathoin]]&lt;br /&gt;
|God of wealth, mining, [[shield dwarf|shield dwarves]]&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warmace]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Good, Law, Protection, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorm Gulthyn]]&lt;br /&gt;
|God of defense&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Dwarven waraxe]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Haela Brightaxe]]&lt;br /&gt;
|Goddess of joy &amp;amp;amp; luck in battle&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Laduguer]]&lt;br /&gt;
|God of [[duergar]], artisans&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Evil, Law, Magic, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Marthammor Duin]]&lt;br /&gt;
|God of explorers&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Good, Luck, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Moradin]]&lt;br /&gt;
|God of smiths&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Sharindlar]]&lt;br /&gt;
|Goddess of courtship&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Good, Healing, Trickery, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thard Harr]]&lt;br /&gt;
|God of hunting&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Chaos, Good, Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Vergadain]]&lt;br /&gt;
|God of trickery&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Luck, Knowledge, Trickery, Trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gnome deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Baervan Wildwanderer]]&lt;br /&gt;
|God of forests&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Good, Plant, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Baravar Cloakshadow]]&lt;br /&gt;
|God of illusions&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Magic, Protection, Trickery, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Callarduran Smoothhands]]&lt;br /&gt;
|God of stone, mining, the [[Underdark]], [[svirfneblin]]&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Luck, Protection, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Flandal Steelskin]]&lt;br /&gt;
|God of metallurgy&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Fire, Luck, Good&lt;br /&gt;
|-&lt;br /&gt;
|[[Gaerdal Ironhand]]&lt;br /&gt;
|God of combat&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Garl Glittergold]]&lt;br /&gt;
|God of [[gnome]]s&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Law, Good, Protection, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Segojan Earthcaller]]&lt;br /&gt;
|God of earth&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Earth, Good, Magic, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Urdlen]]&lt;br /&gt;
|God of impulse, bloodlust&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Evil, Earth, Fury, *Hatred&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Svirfneblin clerics can only select Segojan Earthcaller, Callarduran Smoothhands and Urdlen from the gnomish pantheon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Halfling deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Arvoreen]]&lt;br /&gt;
|God of defense&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandobaris]]&lt;br /&gt;
|God of stealth&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Darkness, Luck, Magic, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyrrollalee]]&lt;br /&gt;
|Goddess of trust&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Club]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Luck, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Sheela Peryroyl]]&lt;br /&gt;
|Goddess of nature&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Sickle]]&lt;br /&gt;
|&lt;br /&gt;
|Air, Earth, Luck, Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Urogalan]]&lt;br /&gt;
|God of the earth and the dead&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|&lt;br /&gt;
|Death, Earth, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Yondalla]]&lt;br /&gt;
|Goddess of creation, tradition, wisdom&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Luck, Protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Orcish deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Bahgtru]]&lt;br /&gt;
|God of stupidity&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Evil, Fury, Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[Gruumsh]]&lt;br /&gt;
|God of [[orc]]s, conquest, survival&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Evil, Fury, Strength, War, Tyranny, Cavern, *Hatred&lt;br /&gt;
|-&lt;br /&gt;
|[[Ilneval]]&lt;br /&gt;
|God of war&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Destruction, Evil, Fury, War, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Luthic]]&lt;br /&gt;
|Goddess of caves, [[wisdom]], fertility&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Darkness, Earth, Evil, Healing, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Shargaas]]&lt;br /&gt;
|God of thieves, night, [[Underdark]]&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Darkness, Evil, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Yurtrus]]&lt;br /&gt;
|God of death/disease&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Death, Destruction, Evil, Fury, Suffering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Demideities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Finder Wyvernspur]]&lt;br /&gt;
|God of cycles&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Garagos]]&lt;br /&gt;
|God of plunder&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Gargauth]]&lt;br /&gt;
|God of betrayal, political corruption&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Evil, Law, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Gwaeron Windstrom]]&lt;br /&gt;
|God of rangers&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Good, Knowledge, Plant, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Hoar]]&lt;br /&gt;
|God of retribution&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Destruction, Law, Luck, War, Travel, Fate, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Jergal]]&lt;br /&gt;
|God of funerals&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|&lt;br /&gt;
|Death, Law, Luck, Protection, Suffering, Fate&lt;br /&gt;
|-&lt;br /&gt;
|[[Lurue]]&lt;br /&gt;
|Goddess of intelligent non-humans&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Knight]]&lt;br /&gt;
|Goddess of strategy/tactics&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Knowledge, Law, Luck ,War ,Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Savras]]&lt;br /&gt;
|God of [[divination]]&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Knowledge, Magic, Fate, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Sharess]]&lt;br /&gt;
|Goddess of hedonism&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Charm, Good, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Shiallia]]&lt;br /&gt;
|Goddess of woodland glades&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Good, Healing, Plant, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Siamorphe]]&lt;br /&gt;
|Goddess of nobility&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|&lt;br /&gt;
|Knowledge, Law, Luck, Magic, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Valkur]]&lt;br /&gt;
|God of sailing&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Rapier]]&lt;br /&gt;
|&lt;br /&gt;
|Air, Chaos, Good, Protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mulhorandi deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Anhur]]&lt;br /&gt;
|God of war and weather&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Falchion]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Strength, War, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Geb]]&lt;br /&gt;
|God of the earth, minerals, and mining&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|LN, N, CN, NG, NE&lt;br /&gt;
|Earth, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Hathor]]&lt;br /&gt;
|Goddess of fertility and motherhood (female only)&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Fate, Good, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Horus-Re]]&lt;br /&gt;
|Leader of the pantheon; god of the sun, kings, rulership, and life&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Scimitar]] (Kopesh)&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Law, Retribution, Sun&lt;br /&gt;
|-&lt;br /&gt;
|[[Isis]]&lt;br /&gt;
|Goddess of good magic and agriculture&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Storm, Water, Good, Magic&lt;br /&gt;
|-&lt;br /&gt;
|[[Nephthys]]&lt;br /&gt;
|Goddess of trade and wealth&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Flail]] (Whip)&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Protection, Trade&lt;br /&gt;
|-&lt;br /&gt;
|[[Osiris]]&lt;br /&gt;
|God of death and the dead&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Law, Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Sebek]]&lt;br /&gt;
|God of wetland and river hazards, danger&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|LE, NE, CE&lt;br /&gt;
|Evil, Animal, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Set]]&lt;br /&gt;
|God of evil, drought, destruction, and the desert&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Air, Darkness, Evil, Law, Magic, Pride&lt;br /&gt;
|-&lt;br /&gt;
|[[Thoth]]&lt;br /&gt;
|God of knowledge, secrets, and academic debate&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|N, CN, NE, NG, LN&lt;br /&gt;
|Knowledge, Magic, Spell&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game rules]]&lt;br /&gt;
[[Category:Forgotten Realms deities| ]]&lt;/div&gt;</summary>
		<author><name>Maecius</name></author>
	</entry>
	<entry>
		<id>https://wiki.bgtscc.net/index.php?title=Deity&amp;diff=8190</id>
		<title>Deity</title>
		<link rel="alternate" type="text/html" href="https://wiki.bgtscc.net/index.php?title=Deity&amp;diff=8190"/>
		<updated>2018-12-13T19:07:48Z</updated>

		<summary type="html">&lt;p&gt;Maecius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;deity&#039;&#039;&#039; is a member of a pantheon (or other demigod or entity) that is worshipped on [[Faerun]] (and other worlds).&lt;br /&gt;
&lt;br /&gt;
At character creation, one must choose a deity from a list of 105 [[Forgotten Realms]] deities. These are common deities worshipped, and do not include pantheons from remote areas like [[Mulhorand]] and [[Chult]], or other powers like archdevils and paragons. If a character&#039;s current deity is not compatible with his current alignment or class, the deity will need to be changed to one that actually fits the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UPDATE:&#039;&#039;&#039; As of 11-5-2018 the pantheons of Unther and Mulhorand were implemented on the server.&lt;br /&gt;
&lt;br /&gt;
==Deity List==&lt;br /&gt;
The following deities are used in NWN2. Players may also opt to worship no deity at all (unless class requires one).&lt;br /&gt;
&lt;br /&gt;
===Faerun deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Ao]]&lt;br /&gt;
|The [[Overgod]]&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|None&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Akadi]]&lt;br /&gt;
|Goddess of Air&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|N, NG, NE, LN, CN&lt;br /&gt;
|Air, Chaos, Magic, Trickery, Travel, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Auril]]&lt;br /&gt;
|Goddess of Winter, Ice and Cold&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|CN, NE, LN&lt;br /&gt;
|Air, Cold, Evil, Water, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Azuth]]&lt;br /&gt;
|God of Wizards and Mages&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|LE, LN, LG&lt;br /&gt;
|Knowledge, Law, Magic, Protection, Illusion, Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Bane]]&lt;br /&gt;
|God of Strife, Tyranny, Hatred&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|LE, LN, NE&lt;br /&gt;
|Destruction, Evil, Law, War, Tyranny, *Hatred&lt;br /&gt;
|-&lt;br /&gt;
|[[Beshaba]]&lt;br /&gt;
|Goddess of Misfortune&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Chaos, Evil, Luck, Trickery, Fate&lt;br /&gt;
|-&lt;br /&gt;
|[[Bhaal]]&lt;br /&gt;
|God of Murder&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|LN, LE, NE ,CE&lt;br /&gt;
|Death, Destruction, Evil, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Chauntea]]&lt;br /&gt;
|Goddess of Agriculture, Farmer and Summer&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|CG, LG, NG, N&lt;br /&gt;
|Animal, Earth, Good, Plant, Protection, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Deneir]]&lt;br /&gt;
|God of Literature, Cartography, Glyphs and Scribes&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, LG, NG&lt;br /&gt;
|Good, Knowledge, Luck, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldath]]&lt;br /&gt;
|Goddess of Peace, Springs and Waterfalls&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CG, LG, NG&lt;br /&gt;
|Good, Plant, Protection, Water&lt;br /&gt;
|-&lt;br /&gt;
|[[Gond]]&lt;br /&gt;
|God of Craft, Innovation and Construction&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|Any&lt;br /&gt;
|Earth, Fire, Knowledge, Luck, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Grumbar]]&lt;br /&gt;
|God of Earth, Solitdity and Changelessness&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|N, LN, CN, NG, NE&lt;br /&gt;
|Darkness, Earth, Law, Luck, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Helm]]&lt;br /&gt;
|God of Guardians and Protectors&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|LG, LN, LE&lt;br /&gt;
|Law, Protection, Strength, War, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Ibrandul]]&lt;br /&gt;
|Lord of the Dry Depths, the Skulking God, Lurker in Darkness&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, N, CN, NE, CE&lt;br /&gt;
|Chaos, Darkness, Travel, Trickery, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Ilmater]]&lt;br /&gt;
|God of Martyrdom, Perseverence, Suffering and Enduring&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Healing, Law, Strength, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Istishia]]&lt;br /&gt;
|God of Water and Purification through Cleansing&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|N, CN, LN, NE, NG&lt;br /&gt;
|Air, Destruction, Chaos, Water, Storm, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Kossuth]]&lt;br /&gt;
|God of Fire and Purification through Fire&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|N, CN, NG, NE, LN, LG, LE (Kossuth has Lawful tendencies)&lt;br /&gt;
|Destruction, Fire, Fury, Healing, Suffering, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Lathander]]&lt;br /&gt;
|God of Dawn, Spring, Vitality, Renewal, Youth and Athletics&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|CG, LG, NG&lt;br /&gt;
|Good, Protection, Strength, Sun, Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Leira]]&lt;br /&gt;
|Goddess of Deception, Illusion and Lies&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|CG, CN, CE, TN&lt;br /&gt;
|Trickery, Magic, Darkness, Air, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Lliira]]&lt;br /&gt;
|Goddess of Joy, Happiness, Festivals and Freedom&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CN, NG, CG&lt;br /&gt;
|Chaos, Good, Magic, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Loviatar]]&lt;br /&gt;
|Goddess of Suffering, Torment, Torture, Agony and Pain&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|LN, NE, LE&lt;br /&gt;
|Evil, Fury, Law, Strength, Suffering, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Malar]]&lt;br /&gt;
|God of Bloodlust, Hunters, Evil Lycanthropy, Stalking, Beasts and Monsters&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Animal, Evil, Chaos, Strength, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Mask]]&lt;br /&gt;
|God of Thieves and Shadows&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|LE, NE, CE&lt;br /&gt;
|Darkness, Evil, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Mielikki]]&lt;br /&gt;
|Goddess of Forests, Forest Creatures, Dryads and Autumn&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Scimitar]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Animal, Good, Luck, Plant, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Milil]]&lt;br /&gt;
|God of Poetry, Song and Eloquence&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Rapier]]&lt;br /&gt;
|LG, NG, CG&lt;br /&gt;
|Good, Knowledge, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Myrkul]]&lt;br /&gt;
|God of the Dead, Undeath, Corruption, Dusk and Decay&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|LE, NE, CE&lt;br /&gt;
|Darkness, Death, Evil, War, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Mystra]]&lt;br /&gt;
|Goddess of Magic, Spells and the Weave&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CG, NG, LG, LN, LE (Mystra was formerly lawful neutral)&lt;br /&gt;
|Knowledge, Law, Magic, Protection, Spell&lt;br /&gt;
|-&lt;br /&gt;
|[[Oghma]]&lt;br /&gt;
|God of Knowledge and Inspiration&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|Any&lt;br /&gt;
|Chaos, Knowledge, Luck, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Selûne]]&lt;br /&gt;
|Goddess of Moon, Navigation, Wanderers, Seekers and Good/Neutral Lycanthropes&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Darkness, Good, Protection, Travel, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Shar]]&lt;br /&gt;
|Goddess of Darkness, Loss, Secrets and Night&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CE, NE, LE&lt;br /&gt;
|Darkness, Evil, Knowledge, Trickery, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaundakul]]&lt;br /&gt;
|God of Travel, Exploration and Caravans&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Air, Chaos, Luck, Protection, Travel, Trade, Portal&lt;br /&gt;
|-&lt;br /&gt;
|[[Silvanus]]&lt;br /&gt;
|God of Wild Nature and Druids&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warmace]]&lt;br /&gt;
|N, NG, CN, LN, NE&lt;br /&gt;
|Animal, Plant, Healing, Protection, Water, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Sune]]&lt;br /&gt;
|Goddess of Beauty, Love and Passion&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|CN, CG, NG&lt;br /&gt;
|Chaos, Good, Protection, Luck&lt;br /&gt;
|-&lt;br /&gt;
|[[Talona]]&lt;br /&gt;
|Goddess of Disease and Poison&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Chaos, Death, Destruction, Evil, Suffering&lt;br /&gt;
|-&lt;br /&gt;
|[[Talos]]&lt;br /&gt;
|God of Storms, Destruction, Rebellion, Earthquakes and Vortices&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|CE, NE, CN&lt;br /&gt;
|Air, Chaos, Evil, Destruction, Fury, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Tempus]]&lt;br /&gt;
|God of War, Battle and Warriors&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|CN, CG, CE&lt;br /&gt;
|Chaos, Protection, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Torm]]&lt;br /&gt;
|God of Loyalty, Duty and Paladins&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|NG, LG, LN&lt;br /&gt;
|Good, Healing, Law, Protection, Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[Tymora]]&lt;br /&gt;
|Goddess of Luck, Victory and Adventurers&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shuriken]]&lt;br /&gt;
|CN, CG, NG&lt;br /&gt;
|Chaos, Good, Luck, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Tyr]]&lt;br /&gt;
|God of Justice&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|LG, LN, NG&lt;br /&gt;
|Good, Knowledge, Law, War, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Ubtao]]&lt;br /&gt;
|Creator of Chult&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Sickle]]&lt;br /&gt;
|NG, LN, N, CN, NE &lt;br /&gt;
|Animal, Knowledge, Plant, Protection, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Umberlee]]&lt;br /&gt;
|Goddess of Oceans, Currents and Waves&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Halberd]]&lt;br /&gt;
|CN, CE, NE&lt;br /&gt;
|Chaos, Destruction, Evil, Water, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Uthgar]]&lt;br /&gt;
|Battlefather&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|NG, CG, CN, N, CE, NE&lt;br /&gt;
|Animal, Strength, Chaos, War, Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Waukeen]]&lt;br /&gt;
|Goddess of Trade, Money and Wealth&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Club]]&lt;br /&gt;
|N, LN, CN, NG, NE&lt;br /&gt;
|Knowledge, Luck, Protection, Trickery, Travel, Trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elven deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Aerdrie Faenya]]&lt;br /&gt;
|Goddess of Air, Weather, Avians, Rain and Fertility&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Air, Animal, Chaos, Good, Storm, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Angarradh]]&lt;br /&gt;
|Goddess of Wisdom, Defense, Spring, Planting, Birth and Fertility&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Healing, Knowledge, Plant, Protection, *Renewal, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Corellon Larethian]]&lt;br /&gt;
|Creator of the Elves, the Protector, &lt;br /&gt;
&lt;br /&gt;
First of the Seldarine, &lt;br /&gt;
Protector and Preserver of Life, &lt;br /&gt;
&lt;br /&gt;
Ruler of All Elves,&lt;br /&gt;
 &lt;br /&gt;
Coronal of Arvandor&lt;br /&gt;
&lt;br /&gt;
Patron of [[sun elf|sun elves]]&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Protection, War, Magic, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Deep Sashelas]]&lt;br /&gt;
|Lord of the Undersea, the Dolphin Prince&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|NG, CG, CN&lt;br /&gt;
|Chaos, Good, Knowledge, Water, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Erevan Ilesere]]&lt;br /&gt;
|God of mischief&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Chaos, Darkness, Luck, Trickery, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Fenmarel Mestarine]]&lt;br /&gt;
|God of outcasts&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Animal, Chaos, Luck, Plant, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Hanali Celanil]]&lt;br /&gt;
|Goddess of love, beauty, romance&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Magic, Protection, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Labelas Enoreth]]&lt;br /&gt;
|God of time&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Luck, Knowledge, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Rillfane Rallathil]]&lt;br /&gt;
|God of nature/druids&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Plant, Protection, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Sehanine Moonbow]]&lt;br /&gt;
|Goddess of dreams, mysticism, [[moon elf|moon elves]]&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Knowledge, Magic, Travel, Moon, Illusion, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Shevarash]]&lt;br /&gt;
|God of vengeance&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Longbow]]&lt;br /&gt;
|CG, CN, CE&lt;br /&gt;
|Chaos, Fury, Strength, War, *Retribution, Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Solonor Thelandira]]&lt;br /&gt;
|God of archery/hunting&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Longbow]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Plant, War, Elf&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Drow deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Eilistraee]]&lt;br /&gt;
|Goddess of song/dance&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Luck, Good, Protection, Moon, Portal &lt;br /&gt;
|-&lt;br /&gt;
|[[Kiransalee]]&lt;br /&gt;
|Goddess of [[undead]]&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Evil, Magic, Undeath, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghaunadaur]]&lt;br /&gt;
|God of [[ooze]]&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Evil, Fury, Cavern, *Hatred&lt;br /&gt;
|-&lt;br /&gt;
|[[Lolth]]&lt;br /&gt;
|The Goddess formerly known as Araushnee, spiders, [[drow]], chaos&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Destruction, Evil, Trickery, Spider&lt;br /&gt;
|-&lt;br /&gt;
|[[Seveltarm]]&lt;br /&gt;
|God of drow warriors&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Evil, Protection, War, Spider&lt;br /&gt;
|-&lt;br /&gt;
|[[Vhaeraun]]&lt;br /&gt;
|God of theft&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Evil, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Zinzerena]]&lt;br /&gt;
|The Hunted, The Princess of the Outcasts&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CG, N, CN, CE&lt;br /&gt;
|Chaos, Death, Evil, Trickery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dwarven deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity &lt;br /&gt;
!Title &lt;br /&gt;
!Alignment &lt;br /&gt;
!Favored Weapon &lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Abbathor]]&lt;br /&gt;
|God of greed&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Evil, Fury, Luck, Trickery, Trade&lt;br /&gt;
|-&lt;br /&gt;
|[[Berronar Truesilver]]&lt;br /&gt;
|Goddess of tradition&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Healing, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Clangeddin Silverbeard]]&lt;br /&gt;
|God of war&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Deep Duerra]]&lt;br /&gt;
|Goddess of [[duergar]], psionics&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Evil, Law, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Dugmaren Brightmantle]]&lt;br /&gt;
|God of invention&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Good, Knowledge, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Dumathoin]]&lt;br /&gt;
|God of wealth, mining, [[shield dwarf|shield dwarves]]&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Warmace]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Good, Law, Protection, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorm Gulthyn]]&lt;br /&gt;
|God of defense&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Dwarven waraxe]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Haela Brightaxe]]&lt;br /&gt;
|Goddess of joy &amp;amp;amp; luck in battle&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Good, Luck, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Laduguer]]&lt;br /&gt;
|God of [[duergar]], artisans&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Evil, Law, Magic, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Marthammor Duin]]&lt;br /&gt;
|God of explorers&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Good, Luck, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Moradin]]&lt;br /&gt;
|God of smiths&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Good, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Sharindlar]]&lt;br /&gt;
|Goddess of courtship&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Good, Healing, Trickery, Moon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thard Harr]]&lt;br /&gt;
|God of hunting&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Chaos, Good, Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Vergadain]]&lt;br /&gt;
|God of trickery&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Luck, Knowledge, Trickery, Trade&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Gnome deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Baervan Wildwanderer]]&lt;br /&gt;
|God of forests&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Good, Plant, Protection, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Baravar Cloakshadow]]&lt;br /&gt;
|God of illusions&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Magic, Protection, Trickery, Illusion&lt;br /&gt;
|-&lt;br /&gt;
|[[Callarduran Smoothhands]]&lt;br /&gt;
|God of stone, mining, the [[Underdark]], [[svirfneblin]]&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Luck, Protection, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Flandal Steelskin]]&lt;br /&gt;
|God of metallurgy&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Earth, Fire, Luck, Good&lt;br /&gt;
|-&lt;br /&gt;
|[[Gaerdal Ironhand]]&lt;br /&gt;
|God of combat&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Garl Glittergold]]&lt;br /&gt;
|God of [[gnome]]s&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Battleaxe]]&lt;br /&gt;
|&lt;br /&gt;
|Law, Good, Protection, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Segojan Earthcaller]]&lt;br /&gt;
|God of earth&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Earth, Good, Magic, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Urdlen]]&lt;br /&gt;
|God of impulse, bloodlust&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Evil, Earth, Fury, *Hatred&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Svirfneblin clerics can only select Segojan Earthcaller, Callarduran Smoothhands and Urdlen from the gnomish pantheon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Halfling deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Arvoreen]]&lt;br /&gt;
|God of defense&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Protection, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandobaris]]&lt;br /&gt;
|God of stealth&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Darkness, Luck, Magic, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Cyrrollalee]]&lt;br /&gt;
|Goddess of trust&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Club]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Luck, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Sheela Peryroyl]]&lt;br /&gt;
|Goddess of nature&lt;br /&gt;
|[[True neutral]]&lt;br /&gt;
|[[Sickle]]&lt;br /&gt;
|&lt;br /&gt;
|Air, Earth, Luck, Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Urogalan]]&lt;br /&gt;
|God of the earth and the dead&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Flail]]&lt;br /&gt;
|&lt;br /&gt;
|Death, Earth, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Yondalla]]&lt;br /&gt;
|Goddess of creation, tradition, wisdom&lt;br /&gt;
|[[Lawful good]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Good, Law, Luck, Protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Orcish deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Bahgtru]]&lt;br /&gt;
|God of stupidity&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Kukri]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Evil, Fury, Strength&lt;br /&gt;
|-&lt;br /&gt;
|[[Gruumsh]]&lt;br /&gt;
|God of [[orc]]s, conquest, survival&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Evil, Fury, Strength, War, Tyranny, Cavern, *Hatred&lt;br /&gt;
|-&lt;br /&gt;
|[[Ilneval]]&lt;br /&gt;
|God of war&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Destruction, Evil, Fury, War, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Luthic]]&lt;br /&gt;
|Goddess of caves, [[wisdom]], fertility&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Darkness, Earth, Evil, Healing, Cavern&lt;br /&gt;
|-&lt;br /&gt;
|[[Shargaas]]&lt;br /&gt;
|God of thieves, night, [[Underdark]]&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Darkness, Evil, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Yurtrus]]&lt;br /&gt;
|God of death/disease&lt;br /&gt;
|[[Neutral evil]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Death, Destruction, Evil, Fury, Suffering&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Demideities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
|Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Finder Wyvernspur]]&lt;br /&gt;
|God of cycles&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Bastard sword]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Garagos]]&lt;br /&gt;
|God of plunder&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Destruction, Strength, War&lt;br /&gt;
|-&lt;br /&gt;
|[[Gargauth]]&lt;br /&gt;
|God of betrayal, political corruption&lt;br /&gt;
|[[Lawful evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Evil, Law, Luck, Trickery&lt;br /&gt;
|-&lt;br /&gt;
|[[Gwaeron Windstrom]]&lt;br /&gt;
|God of rangers&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Greatsword]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Good, Knowledge, Plant, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Hoar]]&lt;br /&gt;
|God of retribution&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Destruction, Law, Luck, War, Travel, Fate, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Jergal]]&lt;br /&gt;
|God of funerals&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Scythe]]&lt;br /&gt;
|&lt;br /&gt;
|Death, Law, Luck, Protection, Suffering, Fate&lt;br /&gt;
|-&lt;br /&gt;
|[[Lurue]]&lt;br /&gt;
|Goddess of intelligent non-humans&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Spear]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Chaos, Good, Healing&lt;br /&gt;
|-&lt;br /&gt;
|[[Red Knight]]&lt;br /&gt;
|Goddess of strategy/tactics&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Longsword]]&lt;br /&gt;
|&lt;br /&gt;
|Knowledge, Law, Luck ,War ,Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Savras]]&lt;br /&gt;
|God of [[divination]]&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|&lt;br /&gt;
|Knowledge, Magic, Fate, Law, Protection&lt;br /&gt;
|-&lt;br /&gt;
|[[Sharess]]&lt;br /&gt;
|Goddess of hedonism&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Unarmed strike]]&lt;br /&gt;
|&lt;br /&gt;
|Chaos, Charm, Good, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Shiallia]]&lt;br /&gt;
|Goddess of woodland glades&lt;br /&gt;
|[[Neutral good]]&lt;br /&gt;
|[[Quarterstaff]]&lt;br /&gt;
|&lt;br /&gt;
|Animal, Good, Healing, Plant, *Renewal&lt;br /&gt;
|-&lt;br /&gt;
|[[Siamorphe]]&lt;br /&gt;
|Goddess of nobility&lt;br /&gt;
|[[Lawful neutral]]&lt;br /&gt;
|[[Mace]]&lt;br /&gt;
|&lt;br /&gt;
|Knowledge, Law, Luck, Magic, Planning&lt;br /&gt;
|-&lt;br /&gt;
|[[Valkur]]&lt;br /&gt;
|God of sailing&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Rapier]]&lt;br /&gt;
|&lt;br /&gt;
|Air, Chaos, Good, Protection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mulhorandi deities===&lt;br /&gt;
{|class=&amp;quot;sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Deity&lt;br /&gt;
!Title&lt;br /&gt;
!Alignment&lt;br /&gt;
!Favored Weapon&lt;br /&gt;
!Cleric Alignment&lt;br /&gt;
!Domains&lt;br /&gt;
|-&lt;br /&gt;
|[[Anhur]]&lt;br /&gt;
|God of war and weather&lt;br /&gt;
|[[Chaotic good]]&lt;br /&gt;
|[[Falchion]]&lt;br /&gt;
|CG, CN, NG&lt;br /&gt;
|Chaos, Good, Strength, War, Storm&lt;br /&gt;
|-&lt;br /&gt;
|[[Kiransalee]]&lt;br /&gt;
|Goddess of [[undead]]&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Evil, Magic, Undeath, *Retribution&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghaunadaur]]&lt;br /&gt;
|God of [[ooze]]&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Warhammer]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Evil, Fury, Cavern, *Hatred&lt;br /&gt;
|-&lt;br /&gt;
|[[Lolth]]&lt;br /&gt;
|The Goddess formerly known as Araushnee, spiders, [[drow]], chaos&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Dagger]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Destruction, Evil, Trickery, Spider&lt;br /&gt;
|-&lt;br /&gt;
|[[Seveltarm]]&lt;br /&gt;
|God of drow warriors&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Morningstar]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Evil, Protection, War, Spider&lt;br /&gt;
|-&lt;br /&gt;
|[[Vhaeraun]]&lt;br /&gt;
|God of theft&lt;br /&gt;
|[[Chaotic evil]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CE, CN, NE&lt;br /&gt;
|Chaos, Darkness, Evil, Trickery, Travel&lt;br /&gt;
|-&lt;br /&gt;
|[[Zinzerena]]&lt;br /&gt;
|The Hunted, The Princess of the Outcasts&lt;br /&gt;
|[[Chaotic neutral]]&lt;br /&gt;
|[[Shortsword]]&lt;br /&gt;
|CG, N, CN, CE&lt;br /&gt;
|Chaos, Death, Evil, Trickery&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game rules]]&lt;br /&gt;
[[Category:Forgotten Realms deities| ]]&lt;/div&gt;</summary>
		<author><name>Maecius</name></author>
	</entry>
</feed>