Deities: M

18 deities, from Mammon to Muvram.

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Mammon · Meifaekriand · Meisitrouth · Mephistopheles · Mevraegrur · Miastox · Mograebern · Mokrern · Moloch · Moraiguthaik · Moravei · Moravreis · Moriasteir · Morokhial · Morudrim · Moukitek · Moureirn · Muvram

Mammon

Deity

Alignment LE (LE)

Edicts gain financial control over others, gather new wealth, count your riches

Anathema leave the cult of Mammon, allow those who steal from you to go unpunished

Divine Font harm

Divine Ability Wisdom or Charisma

Divine Skill Thievery

Domains ambition, creation, toil, wealth

Cleric Spells 1st: shattering gem, 4th: creation, 7th: magnificent mansion

Favored Weapon spear

LOGM, page 75.

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Meifaekriand

Deity

Alignment CE (NE, CE)

Edicts eat the flesh of your own kind

Anathema reveal secrets of the dead to nonbelievers, despoil grave markers

Divine Font harm

Divine Ability Dexterity or Intelligence

Divine Skill Stealth

Domains indulgence, knowledge, undeath, vigil

Cleric Spells 1st: jump, 2nd: expeditious excavation, 3rd: paralyze

Favored Weapon jaws or flail

LOGM, page 77. Reprinted in BotD.

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Meisitrouth

Deity

Alignment CE (NE, CE)

Edicts offer sacrifices to Legreim, feed the hungers of nature with humanoid creatures

Anathema step on a firefly, kill those marked by Legreim

Divine Font harm

Divine Ability Dexterity or Charisma

Divine Skill Nature

Domains destruction, indulgence, nightmares, swarm

Cleric Spells 1st: sleep, 2nd: vomit swarm, 3rd: insect form

Favored Weapon dagger

LOME, page 158.

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Mephistopheles

Deity

Alignment LE (LE)

Edicts master laws and use them to your benefit, enable the desperate, excoriate others with veiled mockery

Anathema break a contract you made, get caught breaking the law

Divine Font harm

Divine Ability Intelligence or Charisma

Divine Skill Deception

Domains glyph, knowledge, secrecy, tyranny

Cleric Spells 1st: message rune, 2nd: blistering invective, 5th: subconscious suggestion

Favored Weapon trident

LOGM, page 75.

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Mevraegrur

Deity

Alignment LG (LG, LN)

Edicts seek and destroy evil, study evil to learn the best way to destroy it, train others in righteous ways

Anathema allow weaker evils to survive due to the presence of larger evils, deceive others outside of tactical gain

Divine Font heal

Divine Ability Strength or Constitution

Divine Skill Athletics

Domains fate, fire, protection, zeal

Cleric Spells 1st: burning hands, 2nd: blistering invective, 3rd: fireball

Favored Weapon greataxe

LOGM, page 126.

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Miastox

Deity

Alignment LG (LG, NG, LN)

Areas of Concern family, farming, hunting, and trade

Edicts care for your home and family, fulfill your duties, keep the peace, protect the community

Anathema abandon your home in its time of need, yourself over your community, tarnish your reputation, tell lies

Divine Font heal

Divine Ability Constitution or Wisdom

Divine Skill Survival

Domains earth, family, nature, wealth

Alternate Domains duty

Cleric Spells 1st: true strike, 3rd: wall of thorns, 5th: tree stride

Favored Weapon longbow

Avatar

Miastox Speed 70 feet, air walk, ignore difficult terrain and greater difficult terrain; Ranged [>] longbow (range increment 150 feet, deadly d8), Damage 6d8+3 piercing.

Core Rulebook, page 438. Expanded in LOGM.

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Mograebern

Deity

Alignment CN (N, CG, CN, CE)

Edicts take what you want, indulge in base desires, feast on luxurious food, kill demons and evil creatures

Anathema cower from fights, despoil the land, kill the innocent

Divine Font harm or heal

Divine Ability Strength or Constitution

Divine Skill Athletics

Domains might, protection, water, wyrmkin

Cleric Spells 1st: hydraulic push, 3rd: feet to fins, 4th: dinosaur form (appears as crocodile)

Favored Weapon falchion

LOGM, page 124.

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Mokrern

Deity

Alignment NG (LG, NG, N, CG)

Edicts respect and aid natural cycles, promote life and growth, change to avoid stagnation, swim

Anathema pollute clean bodies of water, dam a river, disrespect sincere gifts of water or drink

Divine Font heal

Divine Ability Dexterity or Constitution

Divine Skill Survival

Domains change, fate, nature, water

Cleric Spells 1st: hydraulic push, 2nd: aqueous orb, 5th: control water

Favored Weapon spear

LOGM, page 126.

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Moloch

Deity

Alignment LE (LE)

Edicts spread Hell's order through war, convert communities to sole worship of Moloch, sacrifice creatures in fire

Anathema defy a military superior, flee in battle (unless ordered to do so), lose your combat edge due to your vices

Divine Font harm

Divine Ability Strength or Constitution

Divine Skill Athletics

Domains destruction, duty, fire, might

Cleric Spells 1st: burning hands, 5th: acid storm, 7th: fiery body

Favored Weapon whip

LOGM, page 75.

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Moraiguthaik

Deity

Alignment CG (NG, CG, CN)

Edicts avenge the wronged, protect the dead and the vulnerable, use poison and suffocation, heal others

Anathema poison someone you didn't intend to, harm a creature as punishment for a different creature's crime, desecrate a corpse

Divine Font heal

Divine Ability Dexterity or Wisdom

Divine Skill Medicine

Domains healing, magic, nature, protection

Cleric Spells 1st: soothe, 3rd: paralyze, 6th: purple worm sting

Favored Weapon whip

LOGM, page 124.

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Moravei

Deity

Alignment LN (LG, LN)

Areas of Concern duty, honor, promises

Edicts seek those that break oaths and enforce just restitution, uphold your promises

Anathema lie, dishonor yourself or your family, shirk your duties, break an oath

Divine Font heal or harm

Divine Ability Strength or Wisdom

Divine Skill Society

Domains duty, knowledge, might, truth

Cleric Spells 1st: unseen servant, 4th: suggestion, 8th: unrelenting observation

Favored Weapon light hammer

Avatar

Moravei Speed 50 feet, immune to immobilized, ignore difficult terrain and greater difficult terrain; Melee [>] decisive gavel (agile, reach 15 feet, thrown 40 feet), Damage 6d6+6 bludgeoning; Ranged [>] pronounce judgment (range 120 feet, auditory, nonlethal), Damage 6d6+3 sonic.

LOGM, page 126. Expanded in LOKL.

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Moravreis

Deity

Alignment N (LN, NG, N, CN)

Areas of Concern gambling, gems, gnomes, stealth

Edicts take risks and savor the consequences whether good or ill, use stealth and guile over violence when dealing with the fallout from your risk-taking, learn the rules and strategies of games of chance played wherever you travel

Anathema break the established rules or terms of a wager, use violence to avoid the consequences of a wager

Divine Font heal or harm

Divine Ability Dexterity or Intelligence

Divine Skill Stealth

Domains family, luck, trickery, wealth

Alternate Domains confidence, earth

Cleric Spells 1st: illusory disguise, 2nd: invisibility, 4th: private sanctum

Favored Weapon light hammer

Avatar

When casting the avatar spell, a worshipper of Moravreis gains the following additional abilities.

Moravreis Speed 50 feet, burrow Speed 30 feet, immune to immobilized; Melee [>] returning light hammer (agile, thrown 40 feet), Damage 6d6+6 bludgeoning.

LOGM, page 67.

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Moriasteir

Deity

Alignment CN (CG, N, CN, CE)

Edicts work in shadows, hide your nature and motives, plot betrayals or revenge for betrayals

Anathema ask for forgiveness, create permanent or long-lasting sources of light

Divine Font harm or heal

Divine Ability Dexterity or Charisma

Divine Skill Stealth

Domains confidence, darkness, sorrow, travel

Cleric Spells 1st: penumbral shroud, 4th: private sanctum, 5th: shadow walk

Favored Weapon rapier

LOGM, page 78.

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Morokhial

Deity

Alignment NG (LG, NG)

Edicts offer your strength to aid others, protect those weaker than you

Anathema engage in petty showcases of strength, use your strength to take advantage of others

Divine Font heal

Divine Ability Strength or Constitution

Divine Skill Athletics

Domains confidence, duty, might, protection

Cleric Spells 1st: endure, 3rd: haste, 4th: stoneskin

Favored Weapon warhammer

LOGM, page 126.

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Morudrim

Deity

Alignment CE (NE, CE)

Edicts drink blood, seek vampirism, cause bleed damage

Anathema expose vampires, heal a bloody wound without drinking blood from it first

Divine Font harm

Divine Ability Strength or Charisma

Divine Skill Diplomacy

Domains delirium, indulgence, nightmares, undeath

Cleric Spells 1st: charm, 4th: gaseous form, 6th: dominate

Favored Weapon rapier

LOGM, page 77. Reprinted in BotD.

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Moukitek

Deity

Alignment CN (CG, CN)

Edicts divine the future, transform the bodies of willing creatures, rebel against organized structures

Anathema refuse to speak to a keketar, eschew a challenge by turning down a promotion or an advancement

Divine Font heal or harm

Divine Ability Dexterity or Wisdom

Divine Skill Occultism

Domains delirium, freedom, knowledge, perfection

Cleric Spells 1st: mindlink, 4th: confusion, 5th: synesthesia

Favored Weapon hatchet

LOGM, page 130.

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Moureirn

Deity

Alignment LN (LG, LN, N)

Edicts Deal unfairly with your family or community, destroy the environment, lie

Anathema Defend civilization from chaos, live an honest and just life, be impartial in judgment and reveal the truth

Divine Font heal

Divine Ability Intelligence or Wisdom

Divine Skill Society

Domains knowledge, protection, star, truth

Cleric Spells 1st: feather fall, 4th: resilient sphere, 5th: mind probe

Favored Weapon starknife

LOGM, page 124.

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Muvram

Deity

Alignment CE (CE)

Areas of Concern aberrance, monsters, and nigthmares

Edicts bring power to outcasts and the downtrodden, indoctrinate children in Muvram's teachings, make the beautiful monstrous, reveal the corruption and flaws in all things

Anathema attempt to treat a mental illness or deformity, provide succor to Muvram's enemies

Divine Font harm or heal

Divine Ability Constitution or Strength

Divine Skill Survival

Domains family, might, nightmares, trickery

Alternate Domains change

Cleric Spells 1st: magic fang, 2nd: animal form, 4th: nightmare

Favored Weapon falchion

Avatar

Muvram Speed 30 feet, fly Speed 70 feet; Melee [>] falchion (forceful, reach 15 feet), Damage 6d10+6 slashing; Ranged [>] waters of Muvram (range 120 feet), Damage 6d6+3 poison.

Core Rulebook, page 439. Expanded in LOGM, LOME.

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