Ylath is the dragon of the wind. It was the first one of it’s kind. Legend has it that Ylath was present at the creation of the world.
It’s lesser spawn is known as white dragons. The mightiest of the Griffons and Giant Bats are also called to his service from time to time.
Humans are said to be descendants of Ylath. Representing the all encompassing air, Ylath is so much like the humans who spread everywhere as well that it only seems logical.
Ylath says: “When you are confronted with two choices, you should not ponder about it too much. Simply choose what makes you the happiest at the moment, for you would regret it anyway.”
|Score||In search of the perfect strike|
|2||Comrade Compass: when being separated during a chase, you can always choose with which party members you end up with.|
|4||Dual Wind: you are able to dual wield. You do not attack twice per round, but instead when you roll damage, you roll twice and keep the better result|
|7||Wind Mastery: You can now wield short-swords, handaxes and maces regardless of class. When you dual wield, you roll 2d20 and use the better result for your attack roll (replaces rolling twice for damage and keeping the better roll)|
|8||The Perfect Strike: at any time: perform an attack, that automatically hits and does maximum damage. Once per adventure|
Ylath, send us your wind. Let it guide our strikes and make us move swiftly. I call the Westwind, the Wind of Pride, the dwarven wind and the arid wind. I go with you and you go with me, Onwards!
|Spell Level||Spell Name||Traditional Name|
|1||Guiding Wind||true strike|
|1||Westwind that brings the water||New spell, Fog|
|2||Ylath’s electrifying mantle||see below (Electrifying Mantle)|
|2||Ylaths helping wind||see below (jump)|
|3||The wind that closes sores||cure disease|
|3||Wind Wall||see below|
|3||Ylath’s tongue||Lightning Bolt|
|4||Wind of glory||see below|
|4||Blow the jinx away||remove curse|
|5||Spark of Life||New Spell|
|5||Thunder||flame strike (but lightning damage)|
|6||Dance of the White Dragon||control Weather|
any spell above fifth level is granted by agents of Ylath themselves, the white dragons.
Watchful Wind: wards an area against intrusion for 8 hours. If trespassing occurs, the priest will know.
True Strike: touched target gains +20 on it’s next attack.
Westwind that brings live giving water: thick fog surrounds the cleric in a 10m radius, seeping in through every crag it can
Ylath's helping wind: Jump up to 10m high or across. Does not work underwater.
Electrifying cloak: Every creature striking the priest must save vs. spell or take 1d6 lightning damage
Grace: Attacks against the Target always miss and they have AC1 against missile attacks. Lasts 1 round
Wind Wall: Deflects arrows, smaller creatures, and gases.
Wind of glory: Heal all allies in an expanding radius of wind for 5 HP
Spark of Life: The target is invigorated with new life, This spell
Furthermore, if the target has only died within the last 3 rounds, they are brought back to life at 1 hit point and the lethal wounds are closed.
|Level||1st circle||2nd circle||3rd circle||4th circle||5th circle||6th Circle|