Memnor is one of the more interesting of the evil giantish gods. As patron of evil cloud giants, he is directly opposed to Stronmaus and Annam, and in myth, is often said to be brother of one or the other. His worship is fairly complex, as it is subtle and focuses on charm and deception. In my research for divinities in other sources, I stumbled across an adventure in Dungeon #16 that offered a perfect opportunity to craft an alternate persona for Memnor, as not all of the giants know of his evil; the adventure “Palace in the Sky” by Martin & John Szinger included a very brief mention of a deity named Vilya in an evil cloud giant castle which I was able to incorporate into Memnor’s description as a false god of the openly evil cloud giants (as opposed to evil cloud giants within larger giantish society). Enjoy!
Memnor (PDF Version)
(The Charming, the Wise, the Wise Counselor, the Prideful, the Manipulator, Deceiver)
Intermediate Power of Gehenna, NE
Portfolio: Pride, mental prowess and control, dominion, “honor”
Domain Name: Chamada/Thraotor
Allies: Grolantor, Karontor
Foes: Annam, Hiatea, Iallanis, Stronmaus
Symbol: Thin black obelisk
Wor. Align.: Any
Memnor purports himself to be the giantish god of honor, justifiable pride, and mental acumen, but in reality the Deciever is the god of unjustifiable pride and hubris, mental prowess and the manipulation, control and dominion of others. The Deciever has crafted a false face as the Wise Counselor: the epitome of the knowledgeable advisor, rightfully proud of his abilities and skills as a cloud giant, which he uses for the benefit of all giant breeds. Beneath this charming and cultured façade, however, is a deep and intense evil, and his kindhearted words are deceitful and subtly manipulative. His chosen followers are evil cloud giants, whom he corrupted by long whispering of their superiority over the rest of the Jotunbrud, first-born status amongst the worlds, and the constant belittling of all other breeds. In his overweening pride, the Manipulator desires to usurp Annam’s place at the top of the Ordning and rule over all the other giantish deities.
Memnor’s origins and position within the Ordning are shadowy; he is often seen as the brother of Annam or twin of Stronmaus, but sometimes he is said to have been birthed from the corpse of a great world-devouring beast when it was destroyed by Annam or Stronmaus. Regardless of his origin, he is an ancient deity, and his evil is the most dangerous amongst the Ordning for its subtlety. In some myths, particularly those that describe him as Annam’s dark brother, he and the All-Father fought a titanic battle in which he was defeated and diminished in power. Despite his loss however, he dealt such wounds to Annam that the All-Father had to withdraw from his active role as the leader of all giant-kind in order to heal. Whether true or not, it is a fact the Annam is still powerful and the head of the Ordning, and so the Manipulator chafes in his exile and plots endlessly to overthrow the All-Father. In many ways, Memnor is directly responsible for a great deal of the strife that exists between members of the Ordning, as well as between the Ordning and other great powers of the multiverse. When the pantheon was fairly young and the Seldarine were just rising to prominence, Memnor convinced his brothers Grolantor and Karontor that the forests and hills of Arborea were rightfully theirs; when they arrived and began building citadels, the elven spirits and deities already there objected; as Memnor expected, the belligerent nature of the brothers lead to warfare. Memnor then informed Surtr and Thrym that the Seldarine had voluntarily turned the land over to their brothers, but when they went to claim it, the elves reneged; the brothers took the news to the rest of the Ordning and organized a full war party to battle the elven deities, with Hiatea, Skoraeus, and Stronmaus reluctantly joining in out of filial loyalty. The war was short-lived, however, as Annam ordered an end to the hostilities as soon as he learned of it and in a rare case of humility from the Prime Creator, apologized to Corellon directly. This may have been the cause of the modern splintered nature of the Ordning, as some myths claim Annam punished Karontor and Grolantor by banishing them to Carceri, and would have punished Memnor himself had the Deceiver not fled to Gehenna. It is also said that one of the reasons Clangeddin Silverbeard has such strong animosity towards giants is due to an incident where Memnor tricked the Father of Battles and Stronmaus into personal combat; Stronmaus has apologized and attempted to repair his relations with the dwarven deity, but Clangeddin holds long grudges and is slow to truly forgive. One of his most successful plots, which involved a minor war against the ogres on the world of Toril, resulted in Annam issuing a decree that prevented all members of the Ordning from meddling in each other’s affairs and the affairs of the Jotunbrud. They could guide and defend their followers, but little else. Since his withdrawal, this decree has broken down somewhat, although it is still honored by Hiatea and Stronmaus; Memnor takes full advantage of their honesty by arguing that they may not discuss his true nature with their followers. In this way, he has used his followers to construct a false persona for himself, called Vilya, and has managed to shift much of his actual wrong-doing onto this persona, at least in the eyes of most of the Jotunbrud.
Memnor is a fairly active god, and frequently sends his avatar to the Prime Material Plane to meet with his mortal followers and give direct instruction. They are not sent to fight, even in defense of his priesthood; in part this is to preserve the appearance of following Annam’s edict. However, if his pride is directly challenged, his avatar is likely to become enraged and fight rashly until he wins or it is obvious he can’t win the fight.
Memnor’s Avatar (20-HD Giant, Cleric 32, Mage 18, Fighter 10)
Memnor appears as a cloud giant with golden skin and a kindly demeanor with black piercing eyes that seem capable of seeing through any deception. His hair and beard are milky-white and long, but kept neatly trimmed and bound with silver and gold jewelry. He wears a deep blue robe made of the finest material and sewn through with silver thread. In his guise as Vilya, he appears as a blue skinned cloud giant with exceptionally long canines. His chest is left bare and his hair and beard are wild and unkempt. Memnor draws his spells from all schools and spheres, but favors illusions above all others.
AC 0; MV 18, Fl 36 (MC: A); HP 247; THAC0 0; #AT 2/1
Dmg 8d4+15 (giant morningstar +3, +10 Str, +2 spec. bonus in morningtar)
MR 40%; SZ G (30 feet tall)
Str 22, Dex 19, Con 20, Int 23, Wis 22, Cha 23
Spells P: 13/13/13/12/11/9/8, W: 5/5/5/5/5/3/3/2/1
Saves PPDM 2; RSW 3; PP 5; BW 5; Sp 6
Special Att/Def: Memnor wields Mindscourge, an enormous morningstar +3 inlaid with gold and silver that can inflict a feeblemind effect three times per day on any creature struck by the weapon who fails a saving throw vs. spell, as the Deceiver chooses. Misses do not count against the daily usage of this ability, even if Memnor chose to use the ability that round. When Memnor appears as Vilya, his morningstar is made of bone and iron and covered with dried blood, but functions the same as Mindscourge.
The Manipulator can summon 1d3 wyverns of double normal size and hit points once per day, who obey him completely and cannot be controlled or charmed by any other beings. He can cast mass suggestion, symbol of persuasion, and weather summoning three times per day each. Three times per day, Memnor can perform an inspiring oratory that causes any listener within 60 yards to stop and listen unless they make a saving throw vs. spell with a −4 penalty. At the end of the speech, any who failed the save are affected by a suggestion unless they fail another saving throw vs. spell with a −4 penalty.
Memnor is immune to weapons of less than a +2 enchantment, as well as illusions and all mind-affecting spells and telepathic psionics. He is always protected by non-detection and misdirection, and is unaffected by visual impairment caused by clouds, mist, or steam.
While Memnor prefers direct appearances, he will often manifest his power to directly aid his followers. Such manifestations typically take the effect of a combination of a friends spell and an impenetrable falsehood spell on a priest who is engaged in activities that directly further the Manipulator’s goals. While there is no outward sign of these effects visible to the non-faithful, but to all of his followers, there is a subtle shining radiance surrounding those affected, revealing them as blessed by their patron. The Manipulator sends omens in the form of visions accompanied by splitting headaches. Recipients of these visions, which typically are directives or warnings, instinctively know that they are truthful sendings from their patron. These visions are so powerfully veridical that once they have experienced one, they can recognize a fake vision (one sent from another deity masquerading as Memnor, or from a spell) on a successful Wisdom check with a +4 bonus.
Memnor is served by al-jahar (dazzles), baku dark ones, cloud dragons, darklores, death dogs, incarnates of pride, mist dragons, mist mephits, phiuls, simpathetics, tempests, vapor rats, wyverns, and yeth hounds. He manifests his pleasure through the discovery of black marble, black sapphires, jet, obsidian, and smoky quartz, and shows his displeasure through illusions of such stones that dissolve into dark mist when touched.
Clergy: Clerics, specialty priests, wizards, runecasters
Clergy’s Align.: LE, NE, CE
Turn Undead: C: No, SP: No, W: No, Run: No
Cmnd. Undead: C: Yes, SP: No, W: No, Run: No
All clerics and specialty priests of Memnor receive religion (giantish) and reading/writing (cloud giant) as bonus nonweapon proficiencies. To progress beyond 8th level, all priests of Memnor must have a trained wyvern servitor; it must be loyal, but not charmed. All members of the clergy have access to the proficiencies animal handling (wyvern) and animal training (wyvern) at no extra cost.
Memnor’s true ambitions are unknown to the vast majority of the Jotunbrud, and as such, they revere him like the other members of the Ordning, considering his priests wise and respectful. They receive praise for their support of the less fortunate, despite their plans of assistance often not coming to fruition due to supposed outside events beyond their control. Only the storm giants are suspicious of Memnor’s clergy, as they have noticed their plans seem to fail too often, and they’ve noticed subtle inconsistencies in the philosophies espoused by the clergy; despite these things, they’ve never found proof of wrongdoing and are reluctant to make potentially false accusations. Followers of Vilya, on the other hand, are generally looked down upon as cruel and selfish menaces by the good and neutral giants, although most other evil giants look up to them as leaders.
Temples dedicated to Memnor are usually rectangular marble buildings surrounded by regularly spaced columns and topped by a long, low-sloped slate roof. White marble heavily streaked with black is preferred; the priesthood sees it as the dark heart of their patron permeating the white cloud islands of the giants, but tells others it is simply for the aesthetic effect. Friezes run along the top of the temple, beneath the roofline, showing scenes of cloud giants performing great deeds and acting magnanimously. They are always in positions of respect and authority, and all other giant breeds are shown even smaller than they should be; in addition, they are often shown being helped or saved by the cloud giants. The pediments at each end of the temple most often show Memnor off center next to Annam, in a position of wise sibling or faithful son, although there are sometimes hidden signs indicating their true relationship to those who know what to look for. Memnor is always shown as the same size as Annam in these friezes, with all the other gods surrounding them, but invariably shorter. When questioned on the matter, the priests laugh off the significance, claiming it is just due to the triangular nature of the pediments. Sometimes the pediments will show other scenes such as wyverns and other beasts in symmetrical positions; in these cases, statues of Memnor will rest on top of the pediment peaks. Thin black obelisks adorn each corner of the roof, as well as each end of the roof peak if there are no statues of Memnor himself. None of the friezes are ever painted. Temple interiors are always restricted to clergy members only, and magic is often used to prevent intrusion. The central cella of the temple contains a statue of Memnor, decorated with expensive materials, such as lapis lazuli for his robe and gold leaf for his skin. Shrines dedicated to Memnor are usually circular chambers within a giantish building, with half-columns inset into the walls and a central statue; decoration beyond this is generally a minimal. Temples and shrines of Vilya mimic those above, but are usually made of black marble or basalt, and the sculptures show scenes of domination and violence, and wyverns figure prominently in the artwork. Depictions of Vilya on these temples show him as a long-tusked, bare-chested cloud giant with a large, cruel-looking morningstar.
Novices of Memnor are known simply as Neophytes. Full priests of the Manipulator are known as Inveiglers. In ascending order of rank, the titles used by the Memnari priesthood are Congenial Conniver, Trustworthy Schemer, Honorable Dissembler, Honest Deceptor, Benevolent Manipulator, and Master/Mistress of Control. High ranked priests often have unique titles granted them by their fellow clergy members that are used in addition to Master or Mistress of Control. Titles are never used publicly; instead, priests refer to those of equal or lesser rank as Honorable Brother/Sister, and those of higher rank as Most Honorable Brother/Sister. Specialty priests are known as congeniuses. The clergy of Memnor is almost entirely comprised of cloud giants (95%); while some fog giants (4%) and other races (1%) become priests, they almost invariably worship the Manipulator in his Vilya guise. Specialty priests (70%) dominate the ranks of the clergy, with the remainder made up of clerics (24%) and runecasters and other wizards (6%). Males (66%) dominate the clergy; females are not often drawn to the priesthood rather than being excluded due to chauvinistic tendencies by the clergy.
Dogma: Annam is a weak and ineffective leader, and has spawned numerous contemptible offspring. Only the cloud giants are worthy of ruling their brethren and the lands of the smallfolk. Annam’s ineptitude is the cause of the greatest failures in the history of the Jotunbrud. Secrecy is the surest path to victory. Manipulation of others is the best way to assure a desired outcome. Cunning is sharper than the best-forged blade, and the greatest tool in an individual’s arsenal. Surprise your foe and your battle is half-won already. Act as if in the best interests of the community and those suffering hardship, but be subtle and wily in manipulating events to favor the Deceiver. Be cunning with words and deeds, and plant seeds of blame towards blameless foes. Be convincing in your speeches; make an audience firmly believe their suffering is in their best interest or the cause of outside agencies. Always work towards positions of influence and power in order to better serve the Manipulator.
Day-to-Day Activities: The priesthood of Memnor puts up a façade of kindly beneficence when a part of wider giantish society. They act as advocates for the underprivileged, suggesting courses of action seemingly in their best interests, while not really advancing their prospects. They also act as wise counsellors to their tribes, subtly laying doubt in the minds of their people as to the good intentions of outsiders, as well as causing increased suspicion and blame to fall on them; they are especially fond of damning opponents through faint praise. They are quick to point out the superiority of the Jotunbrud over other creatures and subtly insinuate that cloud giants are the natural masters of all other giants. They also secretly work against the activities of storm giants, and sow distrust towards them amongst other giant breeds. Priests who openly worship Memnor’s Vilya guise actively hunt and slay storm giants, treating it as a tribute and a sacrifice to their deity.
When a giant first wishes to join the ranks of Memnor’s clergy, they are closely questioned by the high priest to gauge their suitability. This questioning takes the form of a friendly interview, and the questions are designed to subtly elucidate the candidate’s opinions on a wide variety of matters. Those who are weak willed are inducted into a pseudo-lay clergy role, where they can easily be manipulated into furthering he priesthood’s goals while believing they are doing good work. If the candidate shows a suitable character, they are inducted into the priesthood in an open ceremony where they pledge to better the lives of all giants, followed by a secret ceremony, where the details of Memnor’s long term goals are revealed, and the secrecy of this knowledge is enforced through the spell enjoining (see below). Those who resist the truth are still ensorcelled and expelled, with most meeting tragic “accidents” after a short period of time. Frequently, the clergy recruit known troublemakers for the priesthood and then “reform” them by teaching them how to masquerade as kind and caring, while turning their cruelty to manipulation and trickery.
Memnor’s clergy are able to communicate with each other in the presence of the non-faithful by employing a special sign. By subtly touching the index finger of their right hand to the wrist of their left, they are able to warn or recognize fellow members of the priesthood. In addition, such signals can communicate a variety of short messages, such as indicating that a specific giant is a foe, warning against acting upon a plan they have just outlined, request a private meeting later, and many similar short phrases. Such signals do not count as languages, and cannot be read through the use of spells that allow the comprehension of written, spoken, or standard sign languages.
Important Ceremonies/Holy Days: Three times per year, the clergy of Memnor hold feasts in his honor, to which all members of their tribe are invited, as well as nearby tribes. The priesthood claims these feasts are for the benefit of the less fortunate members of Jotunbrud society, although their real goal is to observe their fellow giants in order to gauge feelings between individuals and see where exploitable schisms exist. The exact dates and names of these feasts vary from tribe to tribe, but usually coincide with the anniversaries of major events, and are used to commemorate them, even if the clergy of the Manipulator had nothing to do with the event.
Once every hundredth day, the high priests of multiple tribes make a pilgrimage to a remote mountain crag, where they meet with servants or manifestations of Memnor at exactly midnight. These meetings, known to the priesthood as the Conclave of Counselors, are strategy and reporting sessions, where the priests apprise the Manipulator on their progress towards his goals. It is also here where the priests receive direct orders on tasks they need to complete or are informed of threats or potential opportunities. Significant failures are often punished at these events as an example to the other priests, but such punishment rarely results in death. Many a priest has wished for death while experiencing such punishments, however.
Major Centers of Worship: The grandest of Memnor’s temples is found within the giantish kingdom of Symnammos, located in a mountainous section of the ring-world Nivil. This temple, called the Halls of Memnor’s Wisdom by the residents of the kingdom but known as the Prideful Halls of Manipulation by the clergy, is led by Mistress of Control Ynnotha, a particularly cruel and conniving cloud giant with the goal of deposing the storm giant king of the land. She has also been commanded by an agent of Memnor to acquire a spelljamming vessel capable of large enough size to hold six cloud giants comfortably; while she wonders what purpose he could have for such a vessel, she does not question the orders.
Another significant and ancient temple, located in what was once the northern reaches of the kingdom of Ostoria on the world of Toril, is known as the Helping Hands of Wisdom. As the seat of power of all the Memnari priests in the Hartsvale region and beyond, it plots secretly to destabilize the region, and in particular the human rulers of the land. The priests have long spent time secretly aiding the ogres on the fringes of the lands, and stir up the hill giants in particular to raid the human-dominated lowlands. Unusually, they currently pay little attention to the storm giants, considering them not particularly threatening in their depressed state; they figure they have time to focus on other concerns before turning their attention to wiping them out.
The air world of Edill, in Greyspace, while mainly known for its large population of dragons, is also home to small populations of giants, although for such an enormous world, a “small” population is actually numerically quite large. One earth body orbiting about 400 miles beneath the surface of the atmosphere, and at a fairly leisurely pace of one mile per day, is the home of a tribe of evil cloud giants known as the Carstii. Their home is about a half-mile long and contains large caverns that were once home to a population of silver dragons. Their legends say that an avatar of Memnor himself lead them against the former residents of the island and helped them enslave the youngest members which they often use as mounts now, centuries later. In return for his leadership, they have constructed a large temple within the largest cavern, utilizing a large deposit of black marble found on another floating rock some few decades later. From this earth body, they frequently make attacks on the dens of other metallic dragons and communities of good-aligned giants whenever they pass close to them. They generally avoid the chromatic dragons who live on the world, but have shown themselves quite capable of defending themselves against their attacks.
While much smaller, the air world of Nubis is similarly populated by silver dragons, cloud giants, and storm giants. While the population of silver dragons is much smaller (but perhaps similarly dense), the populations of giants are comparable on the two worlds, granting the giants a much greater presence. All of the evil cloud giants worship Memnor as Vilya, but only the largest tribe has a full temple, built from stone quarried from an enormous block of black marble found on one of the clouds, and believed to have been sent by Memnor himself to sanctify their rightful dominance of the world. They are currently fighting a series of running skirmishes against the silver dragons over their enslavement of wyverns; while they have not had any clear defeats yet, neither have they had any true victories either. Still, their efforts are drawing the interest of other evil giants, who are slowly joining their cause, with the potential of uniting all the evil cloud giants within the next century.
Affiliated Orders: Memnor’s clergy maintains no martial orders, as that would run counter to winning through manipulation and secrecy. They do on occasion secretly sponsor raiders who attack their own communities, in order to convince their fellows of imagined dangers, but these groups never know who their benefactors truly are. While the giants who follow the Manipulator in his Vilya guise are often militaristic and violent, this is a cultural condition rather than a part of Memnor’s teachings, although he is by no means opposed to it.
Priestly Vestments: Clergy of Memnor wear deep blue robes when performing ceremonies or functioning in an official capacity. Such robes are always of the most expensive material and kept immaculately clean. The edges of the robes are fringed in a double band of black and gold, with black on the outside. Both sexes wear their hair long, and males wear beards long as well; in all cases, great care is spent keeping hair and beards neatly groomed at all times. Circlets of gold are worn to keep hair from flowing too freely, and are inset with polished or cut stones of a deep black (usually jet or obsidian) used to denote rank. The holy symbol of the clergy is an amulet in the shape of a shining sun half obscured on the bottom by a cloud. Priests tell other giants that this is a symbol of hope, that the sun will always rise above the clouds to shine brightly, but in reality, it symbolizes the fog of deception blocking out the light of truth. Holy symbols are typically made of silver or carved on a round stone. Those priests who worship Memnor in his Vilya guise use a holy symbol in the shape of a wyvern’s talon.
Adventuring Garb: The priesthood of the Manipulator eschews armor even when able to wear it, preferring fine but unadorned robes of a deep blue when not performing a ceremony or acting in an official capacity. Morningstars are the favored weapon of all of Memnor’s priests, and these are often decorated with gold or silver inlays, if they can afford it.
Specialty Priests (Congeniuses)
Requirements: Wisdom 15
Prime Req.: Wisdom
Armor: Any non-metal (magical robes preferred, rings and bracers allowed)
Major Spheres: All, astral, charm, divination, summoning, sun (reversed)
Minor Spheres: Numbers, thought, time
Magical Items: Same as clerics
Req. Profs: Morningstar, animal handling (wyvern) or animal training (wyvern) (pick one by 8th level)
Bonus Profs: Oratory (PO:S&P)
- Congeniuses must be cloud giants.
- Congeniuses are not allowed to multiclass.
- To progress beyond 8th level, a congenius must have a personal wyvern servitor. To this end, they have access to the animal handling and animal training proficiencies at no extra cost, so long as the animal chosen is wyvern, which are not normally allowed under those proficiencies. The wyvern may not be charmed in any way, although spells that cause reaction checks to have a positive modifier, charisma-enhancing magic, and similar magic may have been employed in befriending a wild wyvern.
- Mind-affecting spells cast by congeniuses are especially hard to detect; there is a 5% chance per level of the congenius (at the time of casting the spell), to a maximum of 95%, that spells such as charm, domination, or magic jar remain undetected when scrutinized by detect charm, detect spirits, or other similar spells.
- Once per day, congeniuses can cast forget (as the 2nd-level wizard spell) or misdirection (as the 1st-level wizard spell).
- At 2nd level, congeniuses can cast impregnable mind (as the 5th-level wizard spell) upon themselves once per week. This rises to twice per week at 5th level and once per day at 9th level. At 11th level, they can cast the spell on others instead of themselves if they so desire.
- At 3rd level, congeniuses can cast suggestion (as the 3rd-level wizard spell) once per day.
- At 5th level, congeniuses can cast enjoining (as the 4th-level priest spell) once per day. This can only be used to prevent a creature from revealing secrets about Memnor or his priesthood.
- At 7th level, congeniuses can cast magic jar or mind fog (as the 5th-level wizard spells) once per day.
- At 8th level, congeniuses can cast speak with wyverns (as the 4th-level priest spell) three times per day.
- At 10th level, congeniuses gain a permanent aerial servant (as the 6th-level priest spell). This aerial servant will never turn on the congenius and serves unquestioningly; if it is slain, the congenius does not get a replacement. The aerial servant does not need to return to the plane of Elemental Air to feed, drawing sustenance directly from the congenius himself, although not enough to cause him any harm.
- At 12th level, congeniuses can cast impervious sanctity of the mind (as the 7th-level priest spell) upon themselves once per day.
- At 12th level, congeniuses can summon their personal wyvern servitor three times per day. This is not an instantaneous summons, as the wyvern must fly from where ever it is at the time of the summons to the priest’s location, but it does so unerringly.
- At 16th level, congeniuses are permanently protected by impervious sanctity of the mind (as the 7th-level priest spell).
In addition to the spells listed below, priests of the Manipulator can cast the 2nd-level priest spell impenetrable falsehood, detailed in Faiths and Avatars in the entry for Leira.
Glyph of Warding: Memnor’s Mindscourge (Pr 3; Abjuration, Evocation, Enchantment/Charm)
Components: V, S, M
Duration: Until discharged
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. The glyph of warding: Memnor’s mindscourge is favored by priests of the Manipulator. No other priesthoods are known to use it. The conditions, limitations, and material components for casting a glyph of warding: Memnor’s mindscourge are the same as for a normal glyph of warding.
When triggered, Memnor’s mindscourge causes the intellect of the creature who triggered the glyph to degenerate to that of a moronic child, exactly as the feeblemind spell. Those affected are also compelled to turn around and leave the area, as if issued a command. This spell can only be cast by priests of 9th level or higher.
Glyph of Warding: Memnor’s Mindwipe (Pr 3; Abjuration, Evocation, Enchantment/Charm)
Components: V, S, M
Duration: Until discharged
Casting Time: Special
Area of Effect: Special
Saving Throw: Special
A glyph of warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. The glyph of warding: Memnor’s mindwipe is favored by priests of the Manipulator. No other priesthoods are known to use it. The conditions, limitations, and material components for casting a glyph of warding: Memnor’s mindwipe are the same as for a normal glyph of warding.
When triggered, Memnor’s mindwipe causes the creature who triggered the glyph to completely forget all events that have happened to it during the last three minutes prior to the glyph triggering, plus one minute per three levels of the caster. This does not cancel any spells cast upon the creature during that period of time, but they will forget that such events took place.
Enjoining (Pr 4; Enchantment/Charm)
Sphere: Charm, Thought
Range: 10 yds.
Casting Time: Special
Area of Effect: 1 creature
Saving Throw: None
When cast, this spell creates a magical compulsion in a creature, much like the quest or geas spell does, against revealing information on a specific subject. The target creature must be intelligent, conscious, and able to understand the priest. Any creature under the effects of an enjoining spell cannot speak, write, mime, or otherwise communicate on the subject matter detailed by the caster of the spell. Attempts to do so immediately cause the creature to be afflicted in some way so as to prevent the communication (creature loses its voice, fingers cramp up and cannot grip an object, etc.) for one turn. Another attempt to communicate the information during that turn immediately results in debilitating pain and seizures, during with the creature must make a successful saving throw versus paralysis or lose consciousness for one hour. Any attempt by the target of this spell to indicate that they are under the influence of an enjoining spell results in the same effects as detailed above.
The casting time of the spell is variable, as the caster must outline in detail what subject matters cannot be discussed. The caster may also, if he chooses, outline a specific group of people with whom the target of the enjoining spell may discuss the subject matter freely; typically the casting priest’s fellow clergy members are named. The caster can end the enjoining spell if he desires, but otherwise the spell is permanent. A wish, or similar magic, can end the enjoining spell, but remove curse or dispel magic cannot.
Speak with Wyverns (Pr 4; Alteration)
Range: 30 yds.
Components: V, S
Duration: 2 rds./level
Casting Time: 7
Area of Effect: The caster
Saving Throw: None
When cast, the speak with wyverns spell enables the priest to converse with any wyverns within the area of effect. While wyverns do not have a language of their own, through the use of this spell, they understand the caster’s intentions perfectly, and can communicate back what it knows or has seen. If the caster is not already known to the wyverns he attempts to communicate with, they are not guaranteed to be friendly, although their reaction check is adjusted with a +2 bonus. The caster can communicate with any wyverns within 30 yards at the time of the casting, even if they leave the area, as well as any who enter the range before the spell’s expiration.