Aqualie (The Ever Flowing)

  Neutral Lesser Power

 
 
PPI: Water 
SPI: Aquatic Life, the Seasons, The Sea
Areas: Navigation, Ship Building, Sea Travel and Bodies of Water 
Aliases: Thirst Quencher
Allies: Aerie and Corathal, Kreaon and Tyre, Loralis, Ostran
Foes: Ballog, Fyrre and Terrarie
Symbol: A circle of water.
Holy Book: None
Outer Realm: The Celestial Sea
Wor Alignment: All

Aqualie is the goddess of water, aquatic life and the sea. She is one of the great elemental forces of nature but one of the most emotional of the gods, reacting to every situation differently, always remaining true to her nature and suporting the natural laws and balance of creation. As the goddess of water Aqualie controls the seasons, drawing away her life giving essence in the hotter months and making it plentiful in the colder, wetter ones. She is also a provider of life, the plentiful forms found within the sea, and the quencher of thirst and yet her waters can also hold dangerous preditors and drown the careless individual. One of the more perfect in balance between good and evil, unlike many other gods, law and chaos are of little concern to Aqualie as she conforms to creation at the same time as merging with it and wearing it away to make it conform to her desires. Aqualie is one of nature's balancing agents.

Followers of the Seasons (The Church of Aqualie)
 
CLERGY: Cleric, Specialty Priest (Waverider), Druid and Riverman (Ranger.)
CLERGY ALIGN:  NG, CN, N, LN, NE

Dogma and Beliefs:

    Aqualie is completely balanced but not through a driving effort or a true need to maintain such, but in her actual reality through connection to all aspects of life and creation. The goddess is ruled by her emotions, they ebb and flow with the constrictions and movements of all other elements around her, she either joins or works on them until they conform to her wants and needs. And yet Aqualie is one of the friendliest of the gods and aids most anyone that treats her with respect. This complete devotion to creation's needs causes Aqualie to be a true balance between good and evil. One day she is the giver of life and bringer of spring and growth and the next she is the flash flood that ruins crops or the tumultuous sea that throws ships against her brother Terrarie's shore. This is not chaotic but a means of maintaining natural order through unexpected change, balance. She can be both a balance and yet a contradiction in all things.
    Aqualie is in all ways like water, bending to fit where she is allowed and yet continually wearing down on all that is around. But she is not selfish in this instead only acting as creation allows, fulfilling her place in it and conforming to its desires as much as her own. She fills the places that are allowed to her, always flowing to the lowest aera but through her friendship with her sister Aerie, finds a way to once again rise and fall again from above. The same is her control of emotions. Aqualie will fill you up in your times of greatest depression but then allow you to find a way to reach heights never before considered.
    Aqualie also is known for many forms. She can be shapeless and unrestrained and yet conforms to fit any container. She can be hard and unforgiving like ice, wet and clinging like mist, or hot and uncomfortable like steam. Contradiction and opposites in the same element keep Aqualie balanced and able to understand every condition and mood. She can be harsh or sympathetic, a hindrance or helper, life and death. Aqualie not only strives but relishes her ability to be all things at all times, not be considered any one thing and yet at the same time she can be predictable. Such is the mystery and yet balance that is Aqualie.
    Like the seasons she brings, Aqualie is an influence on life in Kyranath. Her influence not only on the weather but in the mood and lifestyle that they force, makes her an important god. Most people are ruled in their way of living around what Aqualie provides. Water is the essence of life and so most communities are built where it is found. Springs, underground aquifers, streams and rivers are the places where civilizations grow. Thus Aqualie is further balanced by her ability to provide for nature and the wilderness and also be one of the most important things that decide if civilization and society will thrive. Communities grow around a secure water source and die without it and so Aqualie is a preserver of civilization in this way.

Physical Manifestations:

    Aqualie has always appeared as a woman covered in a mist or sheen of water, her hair falling wetly down over her mostly nude body. Typically her hair appears as seaweed and her breasts are covered by shells. Some have reported meeting her on mountain tops in the form of a white, crystalline woman of ice, with cold, frozen features and nearly transparent skin. Others have reported her being a wispy creature of mist, like a ghost or cloud, not entirely there but whose presence is felt in the chill or clinging wetness around you.

Alters and Idols:

    Alters of Aqualie typically have sea themes, shells and sculptures of aquatic life; dolphins, squids, fish and other sea-living animals, when they are built near to the sea. Those built farther inland typically are less decorative and generally more simple, sometimes being nothing more than a basin to hold Aqulie's Essence, holy water. Regardless they always include a container of holy water, sheltered and protected from any pollutants that might fall into it, yet easily able to be opened and large enough in which to bath a small child. Most all are created from pottery and plaster formed of the purest clay, shaped in the waters of the goddess to the proper dimensions.

Major Centers of Worship:

    Like most of the nature gods, Aqualie's followers create few permanent temples. Instead they create temporary shrines around rivers and in coves along the sea or in sea caves and move on when their need in the area is done. But there is one medium sized permanent temple located on the continent of Thardferr at the city of Fairingtown Branch and another smaller temple at Alermain on the shore of Blood Lake, in Edilar.
    Most shrines and the two permanent temples are in natural settings near water. They are built in sheltered coves and grottos, near natural springs or the branching of rivers, and within water filled caverns and aquifers. The temple at Fairingtown Branch is outside the city proper near the sea cliffs with access through natural caves to the sea below. These places of worship are generally not created to service the community but only as a place of worship to Aqualie and so are small but very beautifully decorated by worshipper's devoted work. More than not they are made of wood rather than stone and the pillars, posts, tresses, arches and beams are intricately carved with scenes of the sea or aquatic life. Central to all shrines and temples is the alter and its basin of pure, blessed water, known as Aqualie's Essence. All temples and shrines of Aqualie also include a bathhouse that is open to the community but is mainly used for certain rituals. An unclean person is not allowed to stand before the alter and Aqualie's Essence.
    Within or near towns and cities, shrines can be found in bath houses, breweries, distilleries, mill houses, vineyards and water providers as well as charitable organizations ran by the Followers of the Seasons. These are the most recognized and more permanent of Aqualie's establishments and may be one of the central establishment of some communities. Though these provide the services of the shrine, they are businesses ran to support the church of Aqualie, by her followers.

Worshipers:

     The worshippers of Aqualie are abundant and nondescript or remarkable as her worshippers in any discernible way, though a great many of them live near or on the sea or make their living dealing with water. Sailors and fishermen as well as potters and brewers will worship Aqualie or dare catastrophe fall upon them and their livelihood. But the worshippers can be found anywhere. Just as water is needed for all life to survive so can Aqualie's worshipper be found as a supporter of society in any place where people are found. Many will operate bath houses, distillers, laundries and water providing services within the city. Of all the nature gods, Aqualie is the one most at home anyplace, even in the heart of the largest city and so her worshippers can be found anywhere.

The Clergy:

      The clergy of Aqualie are typically tumultuous in their emotions, moody and contradictory at times. They do not act in a random or chaotic way but they tend to change as needed to fit the circumstances after taking some time to decide what is best. Though they may act in any sort of even contridictory behavior and so seem excentric, they are always strongest in their neutral beliefs and so maintain a balance in their overall actions. Rather than actually be a strongly Neutral Evil or Lawful Neutral in alignment they are more a True Neutral with Evil tendencies or True Neutral with Lawful tendencies, etc.

Church Hierarchy:

      "Be like Water. Water flows, water settles; and yet water slowly works away at its surroundings and joins with them to make it conform to what water desires." – Dan Hib Almien, Season's Father (702 NA - )

     Though certain levels of authority can be found in the church there is no greater authority over its entirety. Each Temple has a leader but there is no council of temple leaders or some overseer of the church above all others. The belief in the balancing nature of water and the greater understanding that all things work together to make a whole either through conforming or slowly wearing away to make it fit, causes the church to find cooperation within its widely separated localities without needing a great deal of supervision or administration.

Initiate of the Seasons- Still learning the ways of the Followers of the Seasons, these clerics have only just gained the ability to grant Aqualie's blessing (cast 1st-level spells). Most are yet to be linked to any one place and may travel the seas, rivers and roads of Kyranath trying to gain more control over their own emotions and understand the mercurial ways of Aqualie.

Druid - Dedicating themselves to the purity of nature and the coursing of the element of water within it, these clergy are set apart from the rest of the church to live in the wilds and serve the balance as personal representatives.

Waverider - Sometimes described as the masters of Aqualie's element, these specially charged priests travel the world and protect and serve the life and cycle of water and that which lives within it.

Season's Children - Singularly known as Seasons Brother or Sister, these clergy are the lower level leaders within the Followers of the Seasons and provide what little administration is needed in the church. They also provide for the rituals, ceremonies and spiritual needs of the worshippers and the community. Season's Children have gained such divine favor to ask to walk on and even breath water (cast 3rd-level spells). Most of the shrines of Aqualie are maintained by the Brothers and Sisters of the Seasons. There is also four specialized orders within the church that fall in this level of the Hierarchy:

Spring's Child (Brother/Sister) - The Spring's Children are mainly involved with maintaining the life of the church, businesses ran to support it and the charity it provides. They keep the granaries, bath houses, clinics and soup kitchens of the Followers of the Seasons and provide for spiritual needs at the attached shrines. Most all are stationary and run a business that supports the shrine where they are stationed.
Summer's Child (Brother/Sister) - The clergy known as Summer's Children maintain security and provide the military needs of the church. They also care for the finances  of the church and guard the relics and treasures of the sea. Most are also sailors and many never stay on land for very long, instead keeping aboard ships and aiding those that live by the sea. Some are travelers between the many businesses ran by members of the church that keep a total of the church's worth and discriminate its finances where needed.
Autumn's Child (Brother/Sister) - The clergy associated with autumn maintain most of the stand alone shrines and work in the temples to deal with the spiritual needs of the worshippers. One of their duties is the protection and care of the alter and the making of Aqualie's Essence to fill its reservoir, never to let it go dry or become polluted.
Winter's Child (Brother/Sister) - The Winter's Children deal with the passing and funeral rights of the worshippers of Aqualie. Though death is the bailiwick of Diadria, Aqualie has the care of those that die by drowning and are lost at sea, sending her spirits to guide them to the Court of Bone and through the lands of the dead to the Celestial Sea. The Winter's Children pray for and when possible ready the fallen of Aqualie so that there path through the land of the dead is swift and their arrival in the Celestial Sea is as soon as possible after their passing out of creation.
Season's Father/Mother - The leader of a temple of Aqualie is given the title of Season's Mother or Father. Having reached the power of divine favor to change the dust of the air into life giving water (cast 6th-level spells), they deal with the greater authority of the church and combine all four lesser orders within the temple to make it a cohesive whole. Many of the Season's Fathers/Mothers travel and provide for worshipper's needs away from the temples and at sea. With so few permanent temples, there is usually one of the Season's Fathers/Mothers that is renowned for their great understanding of Aqualie's ways and serves as the High Father/Mother while the others have lesser power in the temple.

Ceremonies and Holy Days:

Ceremony of the Waters (12th and 13th of Tetranian)
After the weather has become warmer and the thaw has come, Aqualie brings the rain. On the days of the Ceremony of the Waters, water from the first rain of the new spring is collected into freshly created, blessed pottery jars and brought to the temples to fill the baths. The followers of Aqualie then gather and freeing themselves of all worldly possessions they enter the baths, immerse themselves and leave cleansed of the imbalances of the last year. This ceremony celebrates the new growing season and a new beginning for each that partakes of it. At this time many donations are made to the Followers of the Seasons to gain Aqulie's blessing on the new year.

Ritual of Seasons' Nearing  (The first day of Lamada, Telatus, Igors, Ough and Uachs)
On the first day of each season, the Followers of Aqualie gather to give praise for the new turning of nature and for a blessing for it to be kind to them and theirs. The Ritual of Seasons' Nearing is practiced through a week long fast, with only water and what food can be gathered out of the abundance of the sea and other water sources allowed. Each day at noon an hour is set aside for prayer and the most devout will go to a shrine or temple to add their prayers to the other worshippers. Each of these praying at the temple are allowed to bath in the baths and drink of the alter font to purify themselves inside and out.

Priestly Vestments:

     The priestly vestments of Aqualie, as one might guess, are blue. Usually they are a dark blue as of deep water and representing a greater depth of understanding, but different orders within the church use different blue colors to identify themselves. Spring's Children wear teal robes, the Summer's Children wear a light blue robe, the Autumn's Children wear royal blue robes and the Winter's Children wear Indigo, almost black robes. Many of the clergy wear Aqualie's holy symbol, a hard, blown glass tube shaped into a circle and filled with holy water, hanging from a braided cord around their neck. The season's Father or Mother were a sky blue robe and typically have a staff with a glass holy sumbol filled with holy water mounted at its top. the robes of the clergy of Aqaulie can be made of very fine material, even silk, and typically have a great deal of embroidery or knot work as decoration.
    Most priests of Aqualie wear no armor at all, but at need, or in the case of the Summer's Children, they wear lighter armors generally padded, leather or studded leather. Most will not wear an armor that would inhibit their ability to swim. Favored weapons are the Trident and net.

Affiliated Orders, Societies and Guilds:

Navigator and Ship Captain's Guilds - Those that travel the seas for trade or other means of livelihood are associated with Aqualie and worship her out of necessity. There is many small guilds formed by these persons but mostly they are those of the Navigator's and ships captains that have the money and reasons to create a guild or order that has any power to be considered an affiliation of Aqualie and holds any power.

Brewing and Distillery Guilds- Aqualie is thought to be the power behind the creation of Alcohol. The strange ability of liquid to become more potent and intoxicating through boiling it away and collecting the essence or letting it sit for a time and age is a miracle that Aqualie provides. Thus many and most all vineyard, brewery and distiller have shrines to Aqualie on their premises. strangely enough Fyrre is considered the other power behind this process and so some of the same places will also have a shrine to Fyrre, even though these two siblings amongst the elemental gods are the least friendly.

The Rivering Wilders- These druids and rivermen (rangers) are protectors of the Eternal Flow. They are a nomadic order of  that are faithful to Aqualie and travel the lands clearing waterways and protecting them from pollution. At times they have been a bit militant and have destroyed dams or filled in wells to restore the natural flow of the waters.
 

Church Errata:

Allies

Aerie and Corathal - Aqualie and her sister aerie are both cooperative and friendly with each other. Through their cooperation they are able to create most forms of weather and bring about the changes in temperature that is the cause of the seasons. Corathal is considered the son of Aqualie but is sometimes wayward. Even so Aqualie has a fondness for her over excitable child and allows him to have his way with weather and dominate certain seasons to bring about his vengeance. In the aftermath of his destruction, Aqualie brings about pleasant weather and new growth through her healing waters and so between them is found balance.

Kreaon and Tyre ***- Mother and Father, these two are reputed to be Aqualie's parents and set her on her path in creation. They all share many aspects that are alike in that they are part of the natural order, provide for life and maintain certain balances and unalterable aspects to creation that allow for things to be.

Loralis - These two Sisters of the dark hold their own deep memories of places and things lost and outside the sight of most other beings. Both are less concerned with what is there than with who knows about it and how it may be used. Loralis is one of the greatest allies of Aqualie in aiding her in keeping her emotions in check and the mysteries of her domain manageable.

Ostran ***- Through his wisdom, the contradictions of Aqualie's emotional state are used to bring about many of natures necessary aspects. Seasons balance the cycles of the year and the times of life and death for nature. Aqualie is the greatest influence on their coming and going. but it is Ostran that maintains these cycles and reins in Aqualie when she goes too far. Like a wise grandfather, Aqualie respects Ostran and what he has to teach her.

Foes

Ballog - The ultimate destroyer of balance, Ballog would see all come to nothing. Aqualie does not mind destruction if it serves creation, she will give constant pressure on something until it crumbles away and conforms, but Ballog's destructive and chaotic desires to bring an end to everything, stop all life and growth, puts him squarely as an enemy to Aqualie, one of the gods of life.

Fyrre ***- The bully brother, Fyrre is the opposite of Aqualie. He does not wish balance but only to upset things forcing change and abrupt consumption. His touch changes Aqualie's balance though it does not destroy her. Aqualie can survive her bother's touch but he fears hers and so moves in whatever way he can to disrupt and annul her power. Between all the elemental gods their rivalry, and sometimes open enmity between these two, is the worst.

Terrarie- Less actual fighting and more like sibling rivalry, these two elemental gods strive for control over most of the world of Kyranath. Each is completely in control of their divided world and yet each put pressure and constraints on the other. Considered born as twins, the two gods are actually quite fond of each other though in their rivalry for territory they can cause a great deal of trouble when they clash. Surprisingly, they come together when it is in dealing with civilization and the growth of society and work to provide for a good communities in which to live.

*** denotes a major factor
 

Appendix 1: Classes of Aqualie

    Clergy of Aqualie receive 'Thardferrian Religion' and Swimming as bonus NWP.

Clerics of Aqualie
 
Requirement: Wisdom 9
Prime Requisites: Wisdom 
Major Spheres: All, Animal (aquatic, amphibian and water based reptiles only), Charm, Divination, Elemental (Water), Healing, Plant, Protection, Summoning and Weather. 
Minor Spheres: Animal (all other), Combat, Elemental (Earth and Air), 
Spell notes: None 

Special Abilities:

Rivermen (Rangers) of Aqualie
    This sub-class of warrior is identical to Rangers except for these basic changes: the Riverman is an expert traveler of the waterways of Kyranath instead of woodsmen. They receive swimming and navigation as free skills in place of tracking. Both increase with levels identical to the normal increase in tracking the Ranger receives. Also upon reaching 8th-level they gain spells that differ from those normally learned by Rangers. See Appendix 2b.

Specialty Priests (Waverider)
 
Races Allowed: Elf, Gnome, Halfling and Human.
Requirements: Con 12, Wis 11, Cha 13
Prime Requisites: Wisdom and Charisma
Alignment: NG, N, CN
Weapons: Mace, club, knife, dagger, gaffing hook (sickle), trident, net (pull/trip and disarm maneuvers) and harpoon.
Armor: Any non encumbering non-metal armor, normally padded, leather and studded leather.
Magic Items: As for clerics.
Required Proficiencies: Navigation and one of the following: Appraising*, Brewing, Gaming*, Heraldry, Languages - Modern, Pottery, Rope Use, Weather Sense.
Bonus Proficiencies:  Religion, plus Swimming and one of the following: Fishing, Heraldry, Rope Use, Weather Sense
* These proficiencies may be gained without any crossover penalty.

Special Disabilities:

Special Granted Powers:


Appendix 2a: Specialty Priest Spell List
 
1st level 2nd level 3rd level 4th level
Bless Augury Call Lightning Animal Summoning I + 1.
Command Chant Create Food & Water + Cloak of Bravery
Create Water + Enthrall Cure Blindness or Deafness Control Temperature, 10' r. +
Cure Light Wounds Goodberry Cure Disease Cure Serious Wounds
Detect Magic Obscurement + Dispel Magic Divination
Detect Poison Resist Fire/Resist Cold + Prayer Lower Water +
Endure Heat/Endure Cold + Slow Poison Protection From Fire  Neutralize Poison
Locate Animals or Plants Speak With Animals + 1. Remove Curse Quench Fire* +
Protection from Evil Warp Wood* Remove Paralysis Protection from Evil, 10' r.
Purify Food & Drink + Withdraw Speak With Dead Protection from Lightning
Starshine Reflecting Pool +
Water Breathing + Spell Immunity
Water Walk + Tongues
5th level 6th level 7th level
Animal Growth  Animal Summoning III + 1. Control Weather +
Animal Summoning II + 1. Conjure Water Elemental + 2. Fire Quench* +
Atonement Find the Path Holy Word
Commune With Nature Heal Wither (Dehydrate) +
Control Winds Heroes' Feast Restoration
Magic Font + Part Water + Succor
Moonbeam Transmute Dust to Water* + Symbol
Quest Turn Wood
Rainbow + Weather Summoning +
Transmute Rock to Mud + Word of Recall
    Italicized spells are reversible.
    * denotes a spell that is normally reversible but is not reversible by the SP.
    + These spells are cast as if the Waverider were 3 levels higher.
    (Spell name) is an alternate name for the spell.
    Reversed spells: Quench Fire = Produce Fire, Fire Quench = Fire Storm, Wither = Regenerate
    1.  Effects aquatic based animal, including amphibians and water based reptiles only.
    2.  This is the same spell as Conjure Fire Elemental only for Water instead.
 

Appendix 2b:  The Rivermen (Rangers) of Aqualie's Spell List

All Rivermen (Rangers) gain access to these spells once becoming 8th-level:
 
1st level 2nd level 3rd level
Animal Friendship Barkskin Create Food & Water
Create Water Charm Person of Mammal Hold Animal
Detect Poison Goodberry Plant Growth
Endure Heat/Endure Cold Obscurement Snare
Locate Animals or Plants Resist Fire/Resist Cold Summon Insects
Purify Food & Drink* Speak With Animals Tree
Warp Wood Water Breathing
Water Walk 
    Italicized spells are reversible.
    * denotes a spell that is normally reversible but is not reversible by the SP.
 

Appendix 3: Outer Realm of Aqualie

The Celestial Sea

     Aqualie shares the outer realm beyond the sky with Kreaon. The Heavens filled with stars is the realm of the Creator, but the vast sea of blackness between the stars is the realm of Aqualie. In this infinite sea the ships of Aqualie sail from star to star and visit with the Heaven of the creator. Those followers of Aqualie that wish it may stay over in the Heavens at the stars of Kreaon, but they are more at home in the endless Celestial Sea sailing between them. These great sailing ships of the Celestial Sea are built with comfort in mind, though the working of the ship is part of the balance which the worshippers wish in their afterlife. They gain great comfort and pleasure on these stately star spanning vessels but also must work as the crew to pay for such.
 

Appendix 5: The Priest's Special Weapon and Maneuvers

                        Weight                        Speed    Damage
Weapon  Cost    (lb.)    Size   Type   Factor    S-M   L     Note
Sm. net    3 gp       5          S         -           7           -       -
Net           5 gp      10        M        -         10           -       -      two-handed only.

Net

  The Waverider's net consists of a small (8' to 12' diameter) circular net with weights around the edge and a trailing rope used for control. Customarily, it is folded in such a manner that it will twirl open when thrown; the Waverider throws it with one hand, keeping a grip on the trailing rope with the other.
    If the Waverider makes his attack roll, he has a Pin maneuver on his target (see the rules for Pin maneuver from the Combat Rules chapter). All the notes on Pin apply here, except one: the netted character may not make any sort of attack on the netter until he's won a Strength ability check and thrown that net off.
    On the round after the Waverider has netted his opponent, he has a choice of what he wants to do.
    He can hold onto the trailing rope with his off-hand (in order to maintain the Pin), pull out another weapon with his free hand, and attack his prey with that weapon. Eventually, his prey will probably win a Strength ability check and shrug that net off; in the meantime, the Waverider may get several rounds of unreturned attack on him.
    Alternatively, he can try to improve his hold on the target. By continuing to loop the trailing rope around his victim, he can improve the capture until the victim has no chance of escape. To do this, he must make an ordinary roll to hit against his victim's AC each round. On each successful hit, the victim loses 4 points of effective Strength for purposes of breaking free of the net. If the victim wins a Strength ability check against his captor before his Strength drops to 0, he breaks free (and his Strength is normal for all other purposes). If he fails, and his Strength is brought down to 0, he is hopelessly enmeshed in the net and cannot get out until his captor lets him.
    When a Waverider throws a net and misses, it is open and unfolded. That doesn't mean he can no longer fight with it . . . but it is not as accurate, because it's not folded right. Each subsequent attack roll with the unfolded net is at a -3 to attack rolls.
    With a properly folded net, an attacker can perform Disarm, Parry and Pin maneuvers. Once a net is unfolded, such attacks are at a -3 to attack rolls.
    Weapon proficiency with the net also give you the ability to fold the net properly, and to make fighting-nets.

Maneuvers

Pull/Trip

    This maneuver is designed to knock opponents down.
    When using the Pull/Trip maneuver, the attacker announces his intention when it's his turn to attack. He describes how he's performing the maneuver to the DM, who may rule that it's impossible.
    If it is possible, though, the attacker rolls vs. the target's AC as with any normal attack.
    The target then rolls 1d20 against his Dexterity. If he succeeds, he stays on his feet. If he fails, he falls down. Modifiers to his Dexterity include:

+6 Target Was Not Moving
-3 Target Was Unaware of Attack
    The Pull/Trip maneuver is best performed on someone who is moving and unaware of you. A target who is standing still (not walking or running) and is aware of his attacker is very hard to knock down.

Disarm vs. Single-Handed Weapons

    With the basic Disarm maneuver, the attacker follows the normal rules for Called Shots (announcing his intention before initiative and receiving a +1 modifier to initiative, and then suffering a -4 attack penalty); if his attack is successful, he will (normally) cause his enemy's weapon to go flying from his enemy's hand.
    Roll 2d6. The number rolled is the number of feet the weapon flies. Roll 1d6. The number rolled determines which direction the weapon goes. (This is described in terms of the attacker's facing. Straight Ahead means straight ahead from the attacker; Behind means behind the attacker.

1 = Straight Ahead
2 = Ahead, Right
3 = Behind, Right
4 = Straight Behind
5 = Behind, Left
6 = Ahead, Left
    This Disarm can also be used on magic wands, crystal balls, and any other sort of magical apparatus which is held in one hand. If the item is worn (like jewelry), it cannot be Disarmed. (Note: Weapons, when used, cannot be worn like jewelry.)

Disarm vs. Two-Handed Weapons

    Disarm does not work nearly so well against two-handed weapons. If you perform a Disarm against a wielder of a two-handed weapon (including magical staves), it merely knocks the weapon out of alignment briefly; the weapon's wielder automatically loses initiative on the next round. However, two Disarms made against the wielder in the same round will knock the weapon free; roll only 1d6 to see how many feet it flies, and 1d6 to see which direction it goes.
    Naturally, the two Disarm maneuvers don't have to come from the same character. Two characters can work together to disarm the two-handed wielder; or, one character with multiple attacks in a round can do the job himself.
    If a character finds his two-handed weapon partially disarmed, and he still has at least one attack to perform this round, he can elect to forget about his next attack and may use that attack to recover his weapon instead.

    Example: Torreth and Amstard are fighting, Torreth with trident and net, Amstard with two-handed sword. Both characters have two attacks per round. Torreth has initiative. He successfully Disarms Amstard, drawing his weapon out of line. Amstard now has his first attack of the round. He can either punch Torreth with his gauntleted fist, in which case his sword will still be out of line, or he can recover from the Disarm. He chooses to recover. He swings the weapon back into line and is ready for the next exchange. He suffers no initiative penalty on the next turn. If he chose to attack instead, then Torreth could rip the sword from his hand with his secondary attack with the net.