Poseidon

To Greek Gods

greek border

"Andrea Doria as Neptune" by Agnolo Bronzino Lord of the Seas "Andrea Doria as Neptune" by Agnolo Bronzino Lord of the Seas
Greater Olympian Deity
Symbol golden upward-pointing trident
Home Plane Poseidonís Castle (Elemental Plane of Water)
Alignment Chaotic neutral
Aliases The Earth Shaker
Superior Zeus
Allies Amphitrite, Apollo, Hera
Foes/Rivals Athena, Cronus, Demeter, Hera, Hyperion, Iapetus, Zeus
Servants Amphitrite (spouse), Antaeus, Areion, Caeneus (Proxy), Charybdis
Servitor Creatures lesser cyclops, charybdis lesser, cretan bulls, dolphins, hippocampi, water nymphs, pegasus's, porpoises,
tritons
Manifestations Appearance of aquatic monsters (particularly Sea Drakes/Water Monoliths), sources of water drying up, earthquakes, rumbling noises, tidal waves
Signs of Favor Appearance of horses, the formation of springs, appearances of dolphins
Worshipers City rulers, sailors, fishermen, coastal community-dwellers, intelligent aquatic creatures,
Cleric Alignments TN, CN, CG, CE
Speciality Priests Yes -Heralds of the sea
Holy Days Sacrificial festivals, games
Portfolio Rivers, oceans, storms, earthquakes, aquatic life
Domains Destruction, Herald of the Sea, Ocean, Seafolk, Water

Favored Weapon Trident

God of the sea and earthquakes sailors pray to Poseidon for a safe voyages, sometimes drowning horses as a sacrifice. Poseidon creates new islands and offers calm seas. But when offended or ignored, he strikes the ground with his trident and causing, earthquakes, drownings and shipwrecks.

Used with permissiom from Palindrome

As seen in Palindrome thread at Dicefreaks

Poseidon
Barbarian 35/druid 30
Medium outsider (Chaotic, Extraplanar, Water)
Divine Rank 17
Hit Dice 35d12 (barbarian) plus 30d8 (druid) plus 1040 (1700 hp)
Initiative +21 (+13 Dexterity, +8 Superior Initiative* always goes first)
Speed 70 ft., Swim 70 ft.
Armor Class 86 (+32 natural, +13 Dexterity, +17 divine, +14 deflection), touch 54, flat-footed 86
Base Attack/Grapple +42/+78
Attack +92 Poseidon’s trident or +77 melee touch or +72 ranged touch* always rolls 20 on attack rolls.
Full Attack +92/+87/+82/+77 Poseidon’s trident (1d6 plus +3d6 (chaotic) and 1 negative level (Fort save DC 23 to remove) and Earthquake and Fort save DC 46 or destroyed plus +43/19-20/x2 plus +1d6 (Overwhelming Critical) plus +6d6 (chaotic) and 2 negative levels (Fort save DC 23 to remove) and Fort save DC 61 or die)
* always does 49 normal damage, 18 chaotic damage, 1 negative level. Check for critical.
Space/Reach 5 ft./5 ft.
Special Attacks Mighty Rage 9/day, salient divine abilities, spells, spell-like abilities
Special Qualities a thousand faces, divine aura (17 miles, DC 34), divine immunities, DR 25/epic and adamantine and DR 10/-, fast movement, godly realm (100 miles outer plane, 1700 ft. Material Plane), greater teleport at will, improved uncanny dodge, indomitable will, nature sense, plane shift at will, remote communication, resistance (electricity) 37, resist nature’s lure, speak, and read all languages and speak directly to all beings with 17 miles, SR 101, timeless body, trackless step, trap sense +11, uncanny dodge, venom immunity, wild empathy (1d20 plus +44), wild shape (elemental 4/day, 10/day), woodland stride
Saves Fort +83 Ref +75 Will +78 * always rolls 20 on saves
Abilities Strength 48 Dexterity 36 Constitution 42 Intelligence 42 Wisdom 45 Charisma 39
Skills Bluff +63, Concentration +100, Diplomacy +93, Disguise +63 (+67 observed in character), Handle Animal +93, Heal +69, Hide +65, Intimidate +103, Jump +70, Knowledge (arcana) +65, Knowledge (Geography) +65, Knowledge (history) +65, Knowledge (nature) +107, Knowledge (Nobility and royalty +65, Knowledge (religion) +53, Knowledge (the planes) +65, Listen +84, Move Silently +62, Ride +104, Search+65, Sense Motive +66, Spellcraft +105, Spot +84, Survival +94 (+98 extraplanar, find/follow tracks, getting lost/natural hazards, +100 aboveground natural environments), Swim +103, Use Rope +60 * always receives 20 on skill checks
Feats Cleave, Great Cleave, Empower Spell, Enlarge Spell, Eschew Materials, Extend spell, Fast Wild Shape, Heighten Spell, Improved Critical (trident), Improved Initiative, Natural Spell, Power Attack, Sacred Spell, Quicken Spell, Sunder, Weapon Focus (trident)
Epic Feats Devastating Critical (B), Dire Charge (B), Enhance Spell, Epic Spellcasting, Epic Weapon Focus (trident), Ignore Material Components (B), Improved Heighten Spell, Improved Metamagic, Intensify Spell (B), Overwhelming Critical (B), Superior Initiative
Salient Divine Abilities Annihilating Strike (Fort save DC 46 or 17,000 cubic feet), Automatic Metamagic (Empower Spell), Call Creatures (dolphins, Nereids), Control Creatures (dolphins, Nereids), Create Object, Deny Portfolio, Divine Blast (17/day, 17 miles, 33d12 points of damage) *, Divine Creation, Divine Druid, Divine Rage, Divine Spellcasting, Divine Water Mastery, Divine Weapon Focus (trident), Gift of Life, Grow Creature, Increased Spell Resistance, Lay Curse (Fort save DC 51), Mind of the Beast (Fort save DC 51), Power of Nature (17 mile radius, 17 minutes after Concentration ends), Sacred Spring (Unique Salient Divine Ability), Supreme Initiative
* always does 396 points of divine damage
Environment Poseidon’s Castle (Elemental Plane of Water) or Olympus
Organization Poseidon and Amphitrite or Poseidon and 1-8 Nereids (Water Nymphs)
Challenge Rating 64
Treasure Poseidon’s trident
Alignment Chaotic Neutral
Advancement --
Level Adjustment

Alter Reality (Su) Poseidon exerts a considerable measure of control over reality itself, and his presence can command the very essence of the world around him. This warping of reality manifested in a number of ways. Poseidon can use wish with regard to ocean weather or currents, commanding horses or creatures native to salt-water environments, or earthquakes or other forms of natural destruction. Note that in the situation where Poseidon and another deity both try to Alter Reality in opposition to each other, an opposed rank check may be necessary to determine how reality is actually altered.

- Poseidon can use Alter Reality to cast any cure spell at will as a standard action; Poseidon can apply metamagic feats to the spells if desired, but doing so requires him to forego using Alter Reality for 1 round for each level the feat would normally add to the equivalent spell.

- As a free action, Poseidon can assume any size from Fine to Colossal. Poseidon can also change the size of up to 100 pounds of objects he touches. This ability allows Poseidon to assume any proportions from the size of a grain of sand up to as much as 1,600 feet tall. A radical change in size can have great impact on Poseidon’s combat ability. Poseidon's Strength, Armor Class, attack bonus, and damage dealt with weapons changes according to the size the deity assumes. Poseidon's Strength score can never be reduced to less than 1 through this ability. Also note that use of this divine ability does not affect all of Poseidon's characteristics.

Divine Immunities Ability damage, ability drain, acid, banishment, binding, cold, death effects, dimensional anchor, disease, disintegration, dismissal, energy drain, imprisonment, mind-affecting effects, Paralysis, poison, repulsion, sleep, soul bind, stunning, Temporal Stasis, transmutation, Trap the soul, and turning and rebuking.

Divine Power Poseidon is a living embodiment of power, and ancient divine magic flows through his veins. As such, mortal items are of virtually no use to him, being so much weaker than his own innate powers. Poseidon gains no benefit from a deflection, enhancement, resistance, insight, sacred or profane bonus that is less than +17. Note that this only applies to bonuses that affect Poseidon himself; weaponry and armor is unaffected by this.

Domain Powers Casts chaotic spells at +1 level; may turn fire creatures/command water creatures as a good cleric 17/day; may smite 17/day with +4 to the attack roll and doing +17 damage; casts conjurations at +2 caster level.

Spell-Like Abilities:

At will acid fog, animate objects, chain lightning, chaos hammer, charm monster, cloak of chaos, cone of cold, contagion, control water, create food and water, create water, cure critical wounds, daylight, disintegrate, dispel law, earthquake, elemental swarm (water elementals only), fire storm, fog cloud, genesis, greater dispel magic, harm, heroes’ feast, hold monster, holy smite, horrid wilting, ice storm, implosion, inflict critical wounds, inflict light wounds, inflict light wounds (mass), invisibility, invisibility purge, magic circle against law, major creation, minor creation, minor image, obscuring mist, permanent image, persistent image, polymorph (humanoid forms only, duration 1 hour), protection from law, remove curse, shatter, summon monster IX (chaotic creatures only), true creation, water breathing, word of chaos.

3/day: etherealness, summon nature’s ally IX (chaotic creatures only).

1/day: gate, greater restoration, maze, meteor swarm.

Poseidon uses these abilities as an 81nd level caster, except for chaotic spells, which he uses as a 82nd-level caster and conjurations, which he uses as an 83rd level caster. The save DCs are 48 + spell level.

Sacred Spring (Unique Salient Divine Ability): Once a month, Poseidon may create by striking either his trident or his foot to the land beneath him a crack extending all the way down to the water table from which a spring of fresh water wells up. The spring will be anywhere from 10-16 feet wide. However, despite it’s relatively small size, it’s real power lies in the fact that within a 170 foot radius around the Sacred Spring becomes hallowed to Poseidon. Furthermore, any priest or other divine servant of Poseidon that casts divination spells within the area that has been hallowed does so with a +4 sacred bonus to their caster level, and any warriors that are similarly dedicated to Poseidon receive a +4 sacred bonus to their attack and damage rolls as long as they remain within the radius of the area hallowed to the Lord of the Seas. For this reason, temples to Poseidon are almost, but not always built around his Sacred Springs.

Poseidon must be within two miles of the coast of an ocean or other large body of salt water in order for this Salient Divine Ability to function. Otherwise, this counts as one usage of his Salient Divine Ability but otherwise fails.

Poseidon demands loyalty to his whims, whatever they are, in exchange for the power of his Sacred Spring. Poseidon may additionally cast any of the following spells through his Sacred Spring, control weather, earthquake, flowsight and any summon nature’s ally spell.

-Possessions:

Poseidon’s Trident

Poseidon is constantly armed with Poseidon’s trident, an artifact constructed for him by the Cyclopes in exchange for their liberation before the Titanomachy. Each time Poseidon’s trident strikes the ground, an enlarged and extended Earthquake spell occurs. Poseidon may sculpt the Earthquake spell as it occurs as a swift action in order to choose to affect those individuals he wishes or does not wish to affect by it. He may additionally choose to either cause the earth to re-envelop individuals caught in the Earthquake, killing them as the ground grinds them into nonexistence (Fort save DC 51), to banish them to their home planes as the spell banishment (Will save DC 51), or to send them to another plane entirely at random according to the spell scramble portal (Will save DC 51). Poseidon’s trident is treated as a chaotic power, +7 silver weapon for the purposes of penetrating damage reduction.

Poseidon’s Conch Horn

Relics & Rituals: Olympus

© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.

By W. Jason Peck, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Olympus team

This long, curling conch horn is one of the prized possessions of Poseidon, god of the sea. It has all the properties of a horn of the tritons. In addition, the bearer may also sound the horn to invoke an earthquake effect once per week.

The Chariot of the Sea

The chariot teamed by hippocampi and/or dolphins, driven across the sea by Poseidon

Other Divine Powers

As an greater deity, Poseidon gets the best result on any roll if he is required to make a roll at all.

He is immortal.

Senses: Poseidon can see (using normal vision or Low-Light Vision), hear, touch, and smell at a distance of 17 miles. As a standard action, he can perceive anything within 17 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 twenty 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 17 hours.

Portfolio Sense Poseidon senses any action that affects a body of water or the life contained within it up to 17 weeks in the past and 17 weeks in the future.

Automatic Actions Poseidon can use Knowledge (nature), Survival, or any other skill related to his lordship over the waters and oceans as a free action if the DC for the task is 30 or lower. He can perform up to 20 such swift actions each round.

Create Magic Items Poseidon may create any magical item related to aquatic life, the sea, or the creation of such, including artifacts.

druid Spells (0th-17th level) (Sp) 6/10/9/9/9/9/7/7/7/7/5/5/5/5/4/4/4/4 Poseidon casts his druid spells at 30th level and at 47th level for the purposes of Spell Penetration. Saving throws against Poseidon’s druid spells is DC 26 + spell level. The saving throw DC’s are Wisdom-based. Poseidon may cast 6 epic spells per day with a maximal Spellcraft DC of 125. Poseidon may additionally turn water creatures/rebuke fire creatures as a good cleric 17/day with a turning roll of 1d20 plus +35 and a turning damage roll of 2d6 plus +44.

Typical Spells Prepared

0th level: create water(x2), detect magic(x2), read magic(x2).

1st level: entangle(x2), longstrider, obscuring mist, omen of peril, pass without trace(x2), quickswim (x3).

2nd level: cloudburst, resist energy(x2), lesser restoration, persistence of the waves, pressure sphere (x2), soften earth and stone.

3rd level: dominate animal(x2), favorable wind, extended fins to feet, jaws of the moray, protection from energy(x2), quench, water breathing.

4th level: control currents (x2), nature’s favor (x2), rusting grasp, standing wave, thalassemia (x3)

5th level: animal growth(x2), call lightning storm, cloak of the sea, extended control currents, flowsight, transformation of the deeps (x2), transmute rock to mud.

6th level: dispel magic (greater)(x2), phantasmal disorientation, regenerate ring, stormwalk, tidal surge (x2).

7th level:extended bear’s endurance (mass), extended bull’s strength (mass), greater scrying, heal, storm tower, extended vigorous circle, waterspout.

8th level: quickened animal growth(x2), reverse gravity, stormrage, extended storm tower, extended waterspout, whirlwind.

9th level: cure critical wounds (mass)(x2), quickened dispel magic (greater), foresight, heightened (to 9th level) languor, regenerate, enhanced tidal surge.

10th level: extended invulnerability to elements, heightened (to 10th level) miasma(x2), enlarged, heightened (to 8th level), sacred tidal surge(x2).

11th level: enlarged, extended greater whirlwind, quickened heal, quickened reverse gravity, intensified thalassemia (x2).

12th level: intensified energy vortex (x2), quickened invulnerability to elements, heightened (to 12th level) phantasmal disorientation.

13th level: intensified call lightning storm, intensified crumble, intensified, sacred energy vortex, heightened (to 13th level) finger of death, intensified tidal surge.

14th level: intensified, sacred call lightning storm, heightened (to 14th level) finger of death, heightened (to 11th level), quickened tidal surge(x2).

15th level: enhanced, heightened (to 11th level) firestorm (x2), intensified, quickened thalassemia(x2).

16th level: intensified, quickened energy vortex, enlarged, enhanced, heightened (to 11th level) firestorm , intensified regenerate, heightened (to 5th level), intensified, quickened thalassemia.

17th level: intensified cure critical wounds (mass), heightened (to 17th level) finger of death, enhanced, heightened (to 14th level) thalassemia (x2).

epic spells known: call water monolith, epic dispel magic, greater epic mage armor, greater ruin, part the waters, raise island, sea serpent, summon primal water elemental, tide of rage.

Rage (Ex) The following changes are in effect as long as Poseidon rages: HP 2025; AC 81; Atk Poseidon’s trident +97/+97/+92/+87/+82 (1d8 plus +3d6 (chaotic) and 1 negative level (Fort save DC 23 to remove) and Earthquake and Fort save DC 51 or destroyed plus +48/19-20/x2 plus +6d6 (chaotic) and 2 negative levels (Fort save DC 23 to remove) plus +1d6 (Overwhelming Critical) and Fort save DC 66 or die) or +83 melee touch; Grapple +95; resistance (electricity) 47; SR 111; SV Fort +88, Will +83; Strength 58, Constitution 52; Swim +108. Poseidon’s rages last for an hour and he may enter rage 17 times a day. *

* Always does 56 points of normal damage, 18 chaotic, 1 negative level. Check for critical.

Avatars Poseidon, like many of the other Olympians, is well known for the variability of his Avatars, often choosing to be a marine animal of various sorts (particularly porpoises), or an unusually large white horse. Should he choose a human form, he will have a slightly greenish-golden tint to his skin and always have a long, white beard. When Poseidon is enraged his Avatar will either be Gargantuan or Colossal-sized. Poseidon is notoriously fickle in terms of where and when he sends his Avatars, but there are four general situations in which he will send one; to punish a city that has fallen from Poseidon-worship or acted in what he considers to be a disrespectful manner by sending earthquakes and tidal waves, to bless a city that is being founded through the use of his Sacred Spring Salient Divine Ability, if there is evidence of intrusion upon his portfolio by the Titans or other enemies of the Olympians, or to cheat on Amphitrite with maidens and men of his choosing.

Poseidon’s Avatar
Medium outsider (Chaotic, Extraplanar, Water)
Divine Rank 0
Hit Dice 16d12 (barbarian) plus 16d8 (druid) plus 420 (768 hp)
Initiative +14 (+10 Dexterity, +4 Improved Initiative)
Speed 70 ft., Swim 70 ft.
Armor Class 46 (+15 natural, +10 Dexterity, +11 deflection), touch 31, flat-footed 46
Base Attack/Grapple +25/+40
Attack +47 +6 anarchic silver trident or +40 melee touch or +35 ranged touch
Full Attack +47/+42/+37 +6 anarchic silver trident (1d6 plus +2d6 (anarchic) plus +21/19-20/x2 and Fort save DC 41 or die) or +40 melee touch or +35 ranged touch
Space/Reach 5 ft./5 ft.
Special Attacks domain powers, greater rage 5/day, rage, salient divine abilities, spells, spell-like abilities, wild shape (6/day Tiny to Huge and plant, Huge elemental 2/day)
Special Qualities divine aura (1700 feet, DC 21), divine immunities, DR 10/epic and DR 4/-, fast movement, greater teleport at will, improved uncanny dodge, indomitable will, nature sense, plane shift at will, resistance (electricity) 20, resist nature’s lure, SR 67, a thousand faces, timeless body, trackless step, trap sense +5, venom immunity, wild empathy (1d20 plus +27), woodland stride
Saves Fort +34 Ref +22 Will +29
Abilities Strength 41 Dexterity 30 Constitution 38 Intelligence 38 Wisdom 39 Charisma 33
Skills Bluff +28, Concentration +49, Diplomacy +39, Disguise +23, Handle Animal +46, Heal +24, Hide +28, Intimidate +49, Jump +34, Knowledge (Arcana) +26, Knowledge (Geography) +26, Knowledge (history) +26, Knowledge (nature) +56, Knowledge (nobility and royalty) +26, Knowledge (religion) +27, Knowledge (the planes) +26, Listen +45, Move Silently +25, Ride +42, Search +25, Sense Motive +25, Spellcraft +52, Spot +45, Survival +47 (+49 avoid getting lost/natural hazards, find/follow tracks, the planes, +51 aboveground natural environments), Swim +50, Use Rope +16
Feats Cleave, Empower Spell, Fast Wild Shape, Great Cleave, Improved Critical (trident), Improved Initiative, Natural Spell, Power Attack, Weapon Focus (trident)
Epic Feats Devastating Critical, Overwhelming Critical
Environment The Prime Material Plane
Organization Solitary (unique)
Challenge Rating 29
Treasure +6 anarchic silver trident
Alignment Chaotic neutral
Advancement --
Level Adjustment

Divine Immunities: Ability damage, ability drain, mind-affecting effects.

Domain Powers: Casts chaotic spells at +1 level; may turn fire creatures/command water creatures as an good cleric 14/day; may smite 1/day with +4 to the attack roll and doing +8 damage; casts conjurations at +2 caster level.

Salient Divine Abilities: Deny Portfolio, Divine Water Mastery, Increased Spell Resistance, Power of Nature, Sacred Spring

Spell-Like Abilities:

At will: chain lightning, charm monster, cure critical wounds, daylight, fire storm, greater dispel magic, hold monster, holy smite, invisibility, invisibility purge, levitate, persistent image, polymorph (humanoid forms only, duration 1 hour), remove curse.

3/day: acid fog, animate objects, chaos hammer, cloak of chaos, cone of cold, contagion, control water, create food and water, create water, disintegrate, dispel law, earthquake, elemental swarm (water elementals only), etherealness, fog cloud, genesis, harm, heroes’ feast, horrid wilting, ice storm, implosion, inflict critical wounds, inflict light wounds, inflict light wounds (mass), magic circle against law, major creation, minor creation, minor image, obscuring mist, permanent image, protection from law, shatter, summon monster IX (chaotic creatures only), summon nature’s ally IX, true creation, water breathing, word of chaos.

1/day: gate, greater restoration, maze, meteor swarm.

Poseidon’s Avatar uses these abilities as a 32nd level caster, except for chaotic spells, which he uses as a 33rd-level caster, and conjurations, which he uses as a 34th level caster. The save DCs are 21 + spell level.

druid Spells (0th-8th level) (Sp): 6/9/9/8/8/7/7/5/4

Poseidon’s Avatar casts his druid spells at 16th level. Saving throws against Poseidon’s Avatar’s druid spells is DC 24 + spell level. The saving throw DC’s are Wisdom-based. Poseidon can turn fire creatures/command water creatures as a good cleric 14/day with a turning roll of 1d20 plus +15 and a turning damage roll of 2d6 plus +27.

Rage (Ex): The following changes are in effect as long as Poseidon’s Avatar rages: HP 864; AC 44; Atk Poseidon’s trident +50/+45/+40 (1d6 plus +2d6 (chaotic) plus +24/19-20/x2 plus +2d6 and Fort save DC 55 or die) or +42 melee touch; Grapple +43; SV Fort +37, Will +33; Strength 47, Constitution 44; Swim +53. Poseidon’s Avatar’s rages last for an hour and he may enter rage 17 times a day.

Call Water Monolith
[Conjuration] (Summoning)
Spellcraft DC:
106
Components: V, S
Casting Time: 10 minutes
Range: 75 ft.
Effect: One fully advanced water monolith
Duration: Permanent
Saving Throw: None (see text)
Spell Resistance: No
To Develop: 954,000 gp; 20 days; 38,160 XP. Seed: summon (DC 14). Factors: change type from outsider to elemental (+10 DC), increase CR by +19 (+38 DC), permanent duration(x5).
Mitigating Factors: 10 minute casting time (-20 DC), two additional casters contributing 9th level spells (-34 DC), all participants burn 5,000 XP (-150 DC).

Using this epic spell, Poseidon calls a fully advanced Water Monolith into The Mortal Coil. As the fully advanced Water Monolith is called, instead of summoned, it may remain in the Mortal Coil as long as Poseidon wishes for it to do so.

Sea Serpent
[Conjuration] (Summoning)
Spellcraft DC: 108
Components: V, S
Casting Time: 1 quickened action
Range: 75 ft.
Effect: One fully advanced Sea Drake
Duration: Permanent
Saving Throw: None (see text)
Spell Resistance: No
To Develop: 972,000 gp; 20 days; 38,880 XP. Seed: summon (DC 14). Factors: change type from outsider to dragon (+10 DC), increase CR by +25 (+50 DC), increase duration by 300% (+6 DC), quickened casting (+28 DC).

Using this epic spell Poseidon may summon a fully advanced Sea Drake. The Sea Drake attacks Poseidon’s opponents to the best of it’s abilities for the next 80 rounds before returning where it came.

Summon Primal Water Elemental
[Conjuration] (Summoning)
Spellcraft DC: 114
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Effect: One primal water elemental
Duration: 60 rounds (D)
Saving Throw: None (see text)
Spell Resistance: No
To Develop: 1,026,000 gp; 21 days; 41,040 XP. Seed: summon (DC 14). Factors: change type from outsider to elemental (+10 DC), increase CR by +33 (+66 DC), 1-action casting (+20 DC), increase duration by 200% (+4 DC).

One of Poseidon’s preferred methods of dealing with those that have abandoned his faith is to summon a Primal Water Elemental to their community and then leave it there. Accordingly, Poseidon may summon a Primal Water Elemental. Once it arrives, it remains for 60 rounds, doing Poseidon’s bidding (typically destructive) before returning to the Elemental Plane of Water.

Tide of Rage
[Conjuration] (Summoning)
Spellcraft DC: 112
Components: V, S, XP
Casting Time: 10 minutes
Range: 300 ft.
Effect: One animated wall of water
Duration: 20 rounds
Saving Throw: Yes (Fortitude half)
Spell Resistance: Yes
To Develop: 1,008,000 gp; 21 days; 40,320 XP. Seeds: energy (DC 19) animate (DC 25) Factors: animate additional 980 cubic feet (+98 DC), animate additional 2000 cubic feet (+20 DC), add additional 10d6 points of cold damage (+20 DC). Mitigating Factors: 10 minute casting time (-20 DC), burn 2,000 XP (-20 DC), 20d6 points of backlash damage (-20 DC).

Calling upon his mastery of the oceans granted to him through his agreement with Zeus and Hades, Poseidon chants for ten minutes, bringing forth a column of water from the coldest depths of the ocean that is 3000 cubic feet in size to do his destructive bidding. At the end of this chanting, Poseidon releases the column of water which travels in a straight line and smashes into any targets in range as an animated object (treat as Gargantuan as size). Any being that gets caught within the column, or within 10 feet of the column, additionally takes 12d6 points of cold damage per round they are trapped within it until it dissipates 20 rounds later.

greek border

To Greek Gods

The Worlds of Mankind is owned and created by Mark John Goodwin

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.