Global Effects of the Twelve Temples

Temple of the Blessed Wing

Benefit: Once per day, when characters devoted to Io and no other god fall any distance greater than five feet. They may make a DC 20 Religion check to utter a short prayer invoking the Temple of the Blessed Wing’s power to ascend. Success: The devotee gains a fly speed equal to their speed. As a standard action the devotee can hover until the start of their next turn. This effect ends if the devotee lands on solid ground or after five minutes. Failure: take surge value in radiant damage which cannot be resisted with items or effects derived from items.

Temple of the Blessed Fang

Benefit: Once per encounter characters devoted to Io and no other god can channel the power of the Temple of the Blessed Fang as a standard action. They must make a DC 20 Religion check to utter a short prayer invoking the temple’s power. Success: The devotee grows powerful fangs that allow them to make a bite attack at-will in combat. Attack: Level + 3; 2d6 + Constitution and Dexterity modifier damage. Failure: take surge value in radiant damage which cannot be resisted with items or effects derived from items.

Temple of Draconic Majesty

Benefit: Once per day characters devoted to Io and no other god can channel power from the Temple of Draconic Majesty as an immediate reaction after bloodying a creature without the dragon or reptile keyword with an attack. They may make a DC 20 Religion check to utter a short prayer invoking the power of the Temple. Success: The target flees from the devotee, and takes ongoing 2 psychic damage until the end of the encounter, if the target cannot flee. Failure: take surge value in radiant damage which cannot be resisted with items or effects derived from items.

Temple of the Sacred Flame [Currently active and available]

Benefit: Once per encounter characters devoted to Io and no other god can channel the power of the Temple of the Sacred Flame as a minor action. They must make a DC 20 Religion check to utter a short prayer invoking the power. Success: The devotee breathes a blast of radiant energy that avoids harming their allies caught in the blast. Check result equals attack roll vs. Reflex; 2d6 radiant damage and all allies caught in the blast gain temporary hit points equal to the devotees level. Failure: take surge value in radiant damage which cannot be resisted with items or effects derived from items.

Temple of Sacred Venom

Benefit: Once per day characters devoted to Io and no other god can channel the power of the Temple of the Sacred Venom as a minor action. They must make a DC 20 Religion check to utter a short prayer invoking the power. Success: The devotee deals ongoing 15 poison damage (save ends) with their next successful melee or ranged weapon attack. If the attack would already deal ongoing poison damage, the target automatically fails their first two saves against the poison. Failure: take surge value in radiant damage which cannot be resisted with items or effects derived from items.

Global Effects of the Twelve Temples

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