Nethys

Nethys (pronounced NETH-uhs) is a Garundi god who holds magic above all things. He gained enough power to witness all things, and this both fueled his divinity and shattered his mind. He is a god of magic, torn between destroying the world with one hand and saving it with the other.

Ancient Osiriani texts tell of a God-King named Nethys, whose mastery of magic allowed him to gain unparalleled power. With these abilities he became a god by seeing all that transpired on all planes. However, this omnipresent knowledge also drove him irreparably mad. This dual-edged nature of magic is cherished by his followers and is epitomized in his apotheosis.

Although his madness makes it hard to act on long-term plans, Nethys is active and approachable by all deities for aid in their ventures. He remains neutral for the most part, unless his powers of omnipresent knowledge reveal he is being betrayed or threatened. He particularly allies with those requiring the use of magic, regardless of nefarious or benevolent cause.

Despite his indifference, there is one area where Nethys will never act, and that is to support followers of Rovagug in freeing their master. There are limits even to Nethys's love of destruction, and the annihilation of Golarion is not his wish. On the other hand, Gorum and Nethys share a mutual appreciation. As Irori and Nethys are the only mortals to have ascended to deity status without the aid of the Starstone, Nethys has a special interest in the Master of Masters, even though Irori does not particularly care for him. Magic scholars of the two faiths sometimes clash, as Irorans tend to want to impose structure on the fundamental nature of magic, while Nethysians revel in the chaos.

Areas of unpredictable magic are thought to occur when Nethys passes too close to the Material Plane, while dead magic zones (where magic does not function) are seen as a sign of his disfavor. The All-Seeing Eye does not visit his worshipers in dreams to show favor or dislike, a fact that they often mention with pride. They see the divine attention of other gods as patronizing or coddling, and are glad that Nethys does not stoop to such common practices.

Priest of Nethys

REQUIREMENTS: Wisdom 12, Intelligence 13. Wisdom or Intelligence 16 means +5% experience; Wisdom and Intelligence 16 means +10% experience.
ALIGNMENT: N, LN, CN, NG, NE
WEAPONS: Quarterstaves and daggers

ARMOR: None

SPHERES: Major - All, Astral, Creation, Necromatic, Numbers, Protection, Summoning, Thought, Wards. Minor - Charm, Combat, Divination, Guardian.

MAGICAL ITEMS: Same as clerics, plus all magical scrolls usable by magic-users

REQ. PROFS: Spellcraft

BONUS PROFS: Reading/Writing, Ancient Languages
RECOMMENDED PROFS: None

TURN UNDEAD: Command undead at half level rounded down

  • Uses d4 for hit dice instead of d8.
  • Once per day may use Read Magic (as per wizard spell).
  • Starting at 2nd level, may cast wizard spells from one school of magic (for which they meet the ability score requirements as a specialist wizard) in addition to priest spells. Magistrati cast these as mages of half their actual level (drop fractions). For example, a 3rd-level preist casts wizard spells as a 1st- level mage and cannot gain spells that are not available to a 1st-level mage. They pray for their wizard spells instead of studying to memorize them, and chosen wizard spells replace clerical spells potentially available for use that day. (In other words, the wizard spell occupies a priest spell slot.) Because of this, the priest may never cast 8th- or 9th-level wizard spells. Further, a priest may only take wizard spells from a single school (abjuration, alteration, necromancy, etc.). This school is determined when the first wizard spell is requested from Nethys. From that point on, all wizard spells prayed for by the priest must be from that school and cannot be from any other, with the exception of read magic, which is always available.
  • May use magical scrolls in addition to clerical scrolls. They need a read magic spell to do so if the spell is not of the school of magic they have selected to choose their wizard spells from.
  • At 5th level, can identify (similar to the 1st-level wizard spell) magical items by touch once per day. Use of this ability cannot awaken any curse or item powers and does not temporarily reduce their Constitution or require him or her to rest after using the ability. May only be used on one item. An item may only be identified once by a particular priest; another attempt cannot be made until the priest increases in experience level.
  • At 7th level, have the ability to cast magic missile once a day (similar to the 1st-level wizard spell) as if they were mages of equivalent level. This is an ability and does not conflict with their restriction to only one school of wizard spells.
  • At 9th level, have the ability to cast fireball or lightning bolt once a day (similar to the 3rd-level wizard spells) as if they were mages of equivalent level. This is an ability and does not conflict with their restriction to only one school of wizard spells.
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