To Egyptian Gods
|Thoth, ancient Egyptian god often depicted as an ibis-headed man. Based on New Kingdom tomb paintings. 26 December 2007 (UTC) Author Jeff Dahl|
Thoth is not generous with his knowledge, but neither is he covetous of it. For those who work long and hard at research and science, he is a faithful source of information. Thoth is truly omniscient.
Duties of the Priesthood
Priests of Thoth are expected to learn all that they can and help to spread Wisdom throughout the world.
God of Wisdom; God of time, magic and writing; God of the moon
Symbol: Ibis, Hourglass
Home Plane: The Offering Fields
Portfolio: Knowledge, wisdom, learning
Worshipers: Scholars, sages, wizards, sorcerers, bards
Cleric Alignments: NG, LN, N, CN, NE
Domains: Knowledge, Magic, Time*
Favored Weapon: Quarterstaff
Sacred Animal: Baboon, Ibis
Traditional Allies: Horus, Isis, Osiris
Traditional Foes: Set
Divine Artifact: Golden Ankh of Everlasting Life
Favored Class: Wizard, Cleric, Loremaster
Favored Race: Elf, Human
Benefits: Favored classes of Thoth gain a +1 increase to their base Wisdom score as long as they continue to worship him. Should they denounce him as their patron, they lose the bonus.
On the other hand, there
are those who believe that it was he, not Ra, who was the source of all creation.
Some legends say that he was present at creation, recording the events of Res
birth as they occurred. Others say he is a son of Re, brother of Shu and Tefnut.
It is said that Thoth maintains
a set of three great books in which all knowledge is recorded. These books are
locked away at the heart of a great crypt.
As a part of the Pharaonic
pantheon, Thoth is simply the god of knowledgepatron of scribes and other
educated people. In his mystery cult (see below), he takes on a more important
role, but his ordinary followers view life as a quest for knowledge and for
mastery of an ever-increasing body of information about the world. Followers
of Thoth collect knowledge for knowledges sake, striving to better themselves
through learning. Some hope to better the world as well, while others hope to
gain the means to impose their will on the world through their knowledge. For
Thoth himself, knowledge is all that matters.
Clerics of Thoth are scribes,
historians, sages, mathematicians, and messengers. They collect and protect
knowledge, building libraries and universities to preserve and pass on their
knowledge. They follow the traditional fashion of Pharaonic clerics, including
white robes and shaved heads for male clerics. Most of Thoths clerics
Thoths temples often
contain or adjoin libraries or other places of learning. In contrast to Anubiss
cemetery temples, the knowledge held in Thoths temples is available to
|20d8+160 (outsider) plus 20d4+160 (Wiz) plus 10d8+80 (Clr) plus 10d4+80 (Lor) (840 hp)|
|+13, always first (+9 Dexterity, +4 Improved Initiative, Supreme Initiative)|
|67 (+9 Dexterity, +13 divine, +1 dodge [loremaster secret], +26 natural, +8 deflection)|
|Attacks||Scepter of Thoth +62/+57/+52/+47 melee touch; or spell +61 melee touch or +62 ranged touch|
|Scepter of Thoth as destruction spell or by spell|
|5 ft. by 5 ft./5 ft.|
|Domain powers, salient divine abilities, spell-like abilities, turn undead 11/day.|
|Divine immunities, DR 48/+4, fire resistance 33, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (ibises), lore +28, greater lore, true lore, loremaster secrets (Dodge trick, Weapon Trick, one feat, bonus 1st-level spell, bonus 2nd-level spell), SR 65, divine aura (1,300 ft., DC 31).|
|Fort +53, Ref +54, Will +56.|
|Strength 27, Dexterity 29, Constitution 27, Intelligence 46, Wisdom 32, Charisma 27.|
|Alchemy +86, Appraise +71, Concentration +81, Decipher Script +51, Diplomacy +73, Disable Device +66, Gather Information +61, Heal +74, Intuit Direction +44, Knowledge (arcana) +114, Knowledge (architecture and engineering) +91, Knowledge (geography) +91, Knowledge (history) +114, Knowledge (local) +91, Knowledge (nature) +91, Knowledge (nobility and royalty) +91, Knowledge (the planes) +114, Knowledge (religion) +114, Listen +64, Profession (scribe) +84, Read Lips +51, Scry +91, Search +61, Sense Motive +44, Spellcraft +91, Spot +54. *Always receives a 20 on checks.|
|Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Empower Spell, Energy Substitution (sonic), Enlarge Spell, Eschew Materials, Extend Spell, Forge Ring, Greater Spell Penetration, Heighten Spell, Improved Initiative, Maximize Spell, Persistent spell, Reach Spell, Repeat Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Mastery, Spell Penetration, Still Spell, Subdual Substitution, Widen spell.|
|Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.|
|Salient Divine Abilities||Arcane Mastery, Automatic Metamagic (quicken wizard spells), Clearsight, Craft Artifact, Divine Skill Focus (Knowledge [arcana]), Divine Skill Focus (Knowledge [history]), Divine Skill Focus (Knowledge [the planes]), Divine Skill Focus (Knowledge [religion]), Divine Spellcasting, Extra Sense Enhancement (penetrating vision), Increased Spell Resistance, Know Secrets, Power of Truth, Spontaneous Wizard Spells, Supreme Initiative, True Knowledge.|
|Domain Powers||Cast divination spells at +1 caster level; use spell completion or spell trigger devices as Wiz35.|
Spell-Like Abilities: Thoth uses these abilities as a 23rd-level caster, except for divination spells, which he uses as a 24th-level caster. The save DCs are 31 + spell level.
Antimagic Field, Clairaudience/Clairvoyance, Contingency, Detect Secret Doors, Detect Thoughts, Discern Location, Dispel Magic, Divination, Find the Path, Foresight, Freedom of Movement, Gentle Repose, Haste, Identify, Imbue with Spell Ability, Legend Lore, Magic Aura, Mage's Disjunction, Moment of Prescience, Permanency, Protection from Spells, Spell Resistance, Spell Turning, Time Stop, True Seeing, True Strike
Cleric Spells/Day: 6/9/9/9/8/8/7/7/6/6;
base DC = 23 + spell level.
Wizard Spells/Day (Levels
018): 4/10/10/8/8/8/8/7/7/7/4/3/3/3/3/2/2/2/2; base DC = 30 + spell level.
Possessions: Thoth wields
a scepter in battle (treat as a rod) that delivers a destruction
spell (heightened to 9th level) by touch. A Fortitude save (DC 23) negates the
Caster Level: 20th;Weight: 5 lb.
Other Divine Powers
As an intermediate deity,
Thoth automatically receives a die result of 20 on any check. He treats a 1
on a saving throw or attack roll normally and not as an automatic failure. He
Senses: Thoth can see,
hear, touch, and smell at a distance of thirteen miles. Thoth can see through
up to 130 feet of solid objects. As a standard action, he can perceive anything
within thirteen miles of his worshipers, holy sites, objects, or any location
where one of his titles or name was spoken in the last hour. He can extend his
senses to up to ten locations at once. He can block the sensing power of deities
of his rank or lower at up to two remote locations at once for 13 hours.
Portfolio Sense: Thoth
senses the discovery, recording, or sharing of any knowledge the instant it
happens and thirteen weeks into the past.
Automatic Actions: Thoth
can use any Knowledge skill, even those
he has no ranks in, as a free action if the DC for the task is 25 or lower.
He can use Knowledge (arcana),
planes), or Knowledge (religion)
as a free action if the DC for the task is 38 or lower. He can perform up to
ten such free actions each round.
Create Magic Items:
Thoth can create any magic item, as long as the items market price does
not exceed 200,000 gp.
THE MYSTERIES OF THRICE-GREATEST
In addition to his orthodox
role within the Pharaonic pantheon, Thoth is also the central figure in an esoteric
mystery cult known as the Mysteries of Thrice-Greatest Thoth (or sometimes of
Thrice-Greatest Hermes, in lands where the Olympian and Pharaonic pantheons
have influenced each other). In the central myth of this mystery cult, Thoth
experiences a revelation of the hidden truths of the universe. Unfortunately,
these truths are not the sort that can be communicated. Each believer must experience
that revelation individually.
Knowledge, say the followers
of Thoth, is the key to the universe, unlocking all the blessings of divinity
for those who pursue it. While the knowledge of facts and information is important,
however, the teachings of the Mysteries speak about a different kind of knowledge,
a deep understanding and an intimate familiarity with the darkest secrets of
the universe. This esoteric knowledge actually leads to a transformation of
the knower, making him or her more akin to that which is known in other
words, more divine.
acolytes of the Mysteries of Thrice-Greatest Thoth employ a variety of methods to pursue this esoteric knowledge. Ritual and contemplative prayer are important components, as well as alchemy and magical experimentation. Many wizards are acolytes of the Mysteries, particularly those who focus on the schools of Transmutation and Evocation.
Lore of the Gods
Book 3 - The Egyptian Gods
Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director
Todd Morasch Artwork Aaron D. Siddal
The god of Wisdom, Thoth
is said to be self-created at the beginning of time, along with his consort
Maat, goddess of justice and truth. He came from the waters of Nu simultaneously
with Ra. He was not born to Ra as other gods and goddesses were. He serves as
the voice of Ra and as he speaks the words of Ra, the sun gods wishes
are fulfilled. Although Ra conceived of the world, Thoth actually spoke the
words that created it. In this view, Thoth is the personification of divine
Thoth has eight children,
the most important being Amon, who is worshiped in Thebes as the Lord of the
Universe. He serves as the messenger and arbiter of the gods as well as the
vizier (chief advisor and minister) of Osiris. Thoth, like Khonsu, is a god
of the moon, and he eventually came to be associated with magic, music, medicine,
astronomy, geometry, surveying, drawing and writing. He invented hieroglyphs,
which the Egyptians call medju-netjer, (words of the gods) and he
founder of all civic structures, including Egyptian religion and government.
Also, he is the measurer of the earth, the counter of the stars, and the keeper
and recorder of all knowledge. It is believed that Thoth wrote the important
religious artifact known as the Book of the Ani.
In certain Egyptian creation
myths, Thoth is linked with Khnemu, Maat, Ptah, and with the Ogdoad, four
pairs of obscure creation deities who represented the emergence of life forms
on earth from the mud. These gods have the heads of frogs and snakes, and are
named Heh, Amen, Kek, and Nau (Night, Secrecy, Obscurity, and Eternity). Thoth
is considered to be their master. The Egyptians believe that Thoth, as god of
the moon, watches over the night sky while Ra travels through the underworld.
In other myths, Thoth joins Ra in the nightly battle against the powers of darkness
and evil, so the sun can rise again in the morning.
In the Osirian legends,
Thoth protected Isis during her pregnancy and healed her son Horus when Set
tore out his left eye. He gave Isis the words of the spells that would revive
her dead husband and protect her son Horus. Thoth is also a god of the Underworld,
where he serves as a clerk who records the judgments on the souls of the dead
and allows them to enter the Underworld protected. He also weighs the hearts
of the dead against the feather of Truth in the Hall of the Two Truths.
Thoth is depicted as a
man with the head of an ibis, and he carries a pen and scrolls upon which he
records all things. He is shown as attendant in almost all major scenes involving
the gods, but especially at the judgment of the deceased. He is usually shown
as wearing a crown consisting of a crescent moon topped by a moon disk. He may
also be depicted wholly as an ibis or a baboon, and both are sacred animals
to him. The ibis is a symbol of Wisdom and learning because it always looks
down and has a beak shaped like a pen. Thoths principal centers of worship
lie in the cities of Eshmunen and Hermopolis. In Hermopolis, he is primarily
worshipped in the form of a baboon.
In keeping with his many
attributes, he is depicted with a variety of symbols. As a god of Egypt, he
carries the ankh, the symbol of life, in one hand and a scepter, the symbol
of power, in the other. When shown in the Book of the Ani, he is holding a writing
palette and reed pen to record the deeds of the dead. As voice of the sun god
Ra, he carries the utchat, or Eye of Ra, the symbol of Ras ubiquitous
power. In artworks, he is often shown presiding over the recording of the deeds
of the Egyptian kings, and in the rituals of priests, presiding over their magical
Thoth invented the magical
and hermetic arts, and thus the Tarot deck, which is known as the Book
of Thoth.. The Book of Thoth has two spells in it. If you read the first
spell aloud, you are able to understand and communicate with every beast and
bird, and summon the fishes in the sea. If you read the second spell, you can
bring the dead to life.
bards still tell the tale
of Prince Setna, a pharaohs son, who knew the Book was hidden in a royal
tomb in the City of the Dead. With his brother Anhurerau, he broke into the
tomb of Neferkaptah. When they found the burial chamber, they saw the mummy
of Neferkaptah with his wife and young son. The wife spoke to them, and warned
against taking the Book of Thoth. She said her husband had stolen the artifact
from Thoth, and then read the spells. Thoth became angry and drowned her and
her son in the Nile. Neferkaptah then killed himself in grief over their loss.
However, Setna ignored
her and moved towards the tome. The mummy of Neferkaptah sat up and said, Play
me at four games of draughts. If you win, you can take the Book. Setna
was terrified, but agreed. He played the first game, lost, and began to sink
into the ground up to his ankles. When he lost the next game, he sunk up to
his hips. As Setna lost the third game, he pleaded to his brother, Run
and fetch my magic amulets. Only they can save me! He then sank into the
ground up to his chin. Setna played the fourth game as slowly as he could, trying
desperately not to lose, but the mummy could not be beaten. Just before he lost
for the final time, Anhurerau returned with the scarab-shaped amulets, and put
them on Setnas head. This broke the spell, and Setna was able to grab
the Book of Thoth and flee the tomb.
As Setna began to read
the Book, he saw a beautiful woman walking past. He fell in love with her instantly,
and tried to persuade her to marry him. She demanded that he kill his existing
wife and children. Completely besotted with her, he readily agreed. When he
had done what she requested, she vanished before his eyes. He wept in horror
at what he had done, but he soon discovered that it was all a dream. He realized
the punishing warning came from stealing the Book of Thoth, and it might not
be a dream after that. Setna returned the Book to the tomb of Neferkaptah and
resealed the burial chamber. Since then, no one has seen the Book of Thoth.
Golden Ankh of Everlasting Life
This foot-long solid gold ankh is encrusted with many clear crystals and a number of precious stones.
The Golden Ankh of Everlasting
Life has the following properties:
The Ankh is the bane
to all undead and any that touch the Ankh are affected as if struck by a disruption
The possessor is
immune to any magical aging attacks and ceases to age normally while touching
The wielder can cast
the following spells at will; Cure
Minor Wounds, expeditious
retreat, sleep, and Virtue.
cure serious wounds
Temporal bolts* 5/day.
Restore life* 1/week.
All spells are equal in effect to those cast by a 20th level cleric or sorcerer.
To Egyptian Gods
The Worlds of Mankind is owned and created by Mark John Goodwin
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