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CLASSES
FEATS
SKILLS
SPELLS
MAGIC ITEMS
NON-MAGIC ITEMS
WEAPONS

AMAZONS
CHRONOLOGY
COSMOLOGY
ENCOUNTERS
GODS
GREECE
MAP: GREECE
MAP: KNOWN WORLD
MONSTERS
NPCs
PRESTIGE GROUPS
XENA DATINGS

CHASES 
COMBAT RULES
DISPELLING INSIGHT
DISTRACT
EXECUTIONS
GIVE AIR
HELPING WITH SAVES
LEVELS & CR
MADNESS
PREGNANCY
REINCARNATION
REPUTATION
SPIRITUAL DUEL
WAKING UP

INDIAN

NON-CANONICAL INSPIRATION: For the Northern parts, I’ve used mainly kingdoms mentioned in the early epics. Southern India is less well documented there, so I’ve added stuff from later history, though still BC. Ashoka’s kingdom isn’t present.

Geography: The Indian subcontinent.
Gods: The Indian gods are a diverse and powerful group with close ties to the Light and the Darkness.
Reachable Planes: Hell by physical travel.
Afterlife First Stop: Heaven.
Reference Episodes: Lost Mariner, Paradise Found, Devi, Between the Lines, The Way, Dangerous Prey.
 
 

COUNTRIES
India
Indus
Lanka
Scheherazadistan
Turkestan

Assaka
Avanti
Centaur Kingdom
Kerala
Kishkindhya
Magadha
Matsya
Naga Kingdom
Tripura
Yaksha Kingdom

India

ADJACENT MAPS:
North (Turangi)
Northeast (Chin)

ALPHABETICAL LIST OF PLACE NAMES USED
Anantnag The capital of the Naga Kingdom.
AssakaA quiet realm.
Avanti A kingdom famous for its many ascetics.
Centaur Kingdom Not as noble as their Greek counterparts.
Ganges: The holy river of the Indian culture.
Harappa The main rival of Mohenjo-Daro.
Indus: An archaic river kingdom. Also the name of the river itself.
Kerala An unstable kingdom, eager for allies against Lanka.
KishkindhyaThe forest kingdom of the monkey people.
LangkasukaA kingdom of aggressive warriors.
Lanka: The demon kingdom ruled by Indrajit.
Magadha A mighty trading nation.
MatsyaA powerful kingdom.
Mohenjo-Daro: The most powerful of the Indus city-states.
Muziris A bustling trading city.
Naga Kingdom Land of the serpent people.
Poduka A trading city.
Pyu A peaceful realm of city-states.
Rajagriha The high-walled capital of Magadha.
Sailusha Land of the mysterious Ghandarva people.
Sri Ksetra The most influential city in Pyu.
Tripura A nation ruled by a self-proclaimed god-king.
Uijaini The capital of Avanti.
Vanchi The capital of Kerala.
Viratanagara The capital of Matsya.
Yaksha Kingdom A kingdom with a reputation for sorcery.
 
 

D&D 3.5

Magic: Clerics, sorcerers and wizards. The latter use the Menhdi, a special paint applied to the body in the correct patterns each morning instead of reading a spell book. In addition: bards, rangers and paladins.
   Forbidden School: No necromancy spells can be cast in the Indian culture, unless cast by a god.
NPCs
Alti
Eli
Gabrielle
Hanuman
Tataka
Xena

SPELLS
Following the Lines
Gift of Mehndi
Living Rope
Purity Union
See the Way
What Else is There?

Reincarnation

RULES OF THE KARMIC WHEEL
Note: this isn’t Hinduism. It isn’t even an attempt to simplify Hinduism in game terms. This is only the spiritual tradition of the Indian culture in XWP, with some superficial likenesses to modern Hinduism.
   The afterlife of the Indian culture is reincarnation. If you have followed your chosen way, you are reincarnated into a position to chose a higher way. If not, you either get another shot at the way you failed to follow, or (if you did particularly bad) you get denoted to a lower way, or even to an animal.
   When dying, the soul travels to Heaven, and as soon as a baby is about to be born in the Indian culture under the right circumstances, the soul is transferred to that baby.

THE WAYS (Karmic paths)
From lowest to highest:
0: Evil: you reject the principles of the Karmic wheel and strives to hinder others from advancing within it. You can never reach another stage until you abandon this way.
1: Animal: only by emulating a higher way can you hope to re-enter humanity.
2: Rogue: commit crimes with daring and originality.
3: Creator: make things of beauty and utility.
4: Obedience: serve loyally.
5: Warrior: fight courageously to overcome enemies.
6: Serenity: use magic to aid others.
7: Love: spread love through example and teaching.
8: Enlightenment: you have transcended humanity and become a spiritual being.

EFFECTS OF REINCARNATION
When you encounter people you have met in earlier reincarnations, you feel a strange affinity to them, and might even get flashbacks. You also get a +1 reincarnation bonus to 1 action/day that you were good at in a former life. It need not be the same action each day.

WHEN TO USE THESE RULES
   What bearing has this on actual gameplay? Not much, except in three instances:
   1: In a very long campaign that actually encompasses several lifetimes and thus allow adventuring with the same character over the centuries.
   2: When time-travelling (via following the lines or some other means).
   3: When receiving some kind of vision from the future (or the past).
 
 
 

INDIAN CLERIC SPELLS



0-LEVEL CLERIC SPELLS
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Good Lighting: For 10 minutes/level, artificial light sources within 25'+5'/2 levels are lit.
Guidance: +1 on one attack roll, saving throw, or skill check.
Love is a Weapon: Makes a weapon impossible to use.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

1st-LEVEL CLERIC SPELLS
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Command: One subject obeys selected command for 1 round.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can't perceive one subject/level.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Origin: Identifies the caster of a spell.
Passivity Curse: Subject becomes passive.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sacred Bunya: Increases the bunya bonus to +4.
Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.

2nd-LEVEL CLERIC SPELLS
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury MF: Learns whether an action will be good or bad.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cry Out For a Hero: Causes a hero to arrive within 1d10 days and offer to help.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Hold Person: Paralyzes one humanoid for 1 round/level.
Make Whole: Repairs an object.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Purity Union [Chin, Indian]: Caster coordinates actions with another, +2 to attacks, skills, spell DCs; spells can originate from either one.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
See the Way [Indian]: Detects the karmic path of 1 target/round.
Shield Other F: You take half of subject's damage.
Showdown: Initiates a duel with another spellcaster. Opposed Will saves give 1d6/point of difference to the loser.
Silence: Negates sound in 20–ft. radius.
Sister Moon: Subject is immune to sleep, exhaustion and fatigue.
Status: Monitors condition, position of allies.
Summon MonsterII: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

3rd-LEVEL CLERIC SPELLS
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Glyph of WardingM: Inscription harms those who pass it.
Guest List. Learn if anyone is travelling towards you through another plane.
Helping Hand: Ghostly hand leads subject to you.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Stone Shape: Sculpts stone into any shape.
Subtext: You learn the relationships within a group.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
What Else is There? [Chin, Indian]: +2 bonus on spell saves DC, and skills with mental ability or Constitution.

4th-LEVEL CLERIC SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Come Hither: Target tries its utmost to come near you.
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination M: Provides useful advice for specific proposed actions.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Gift: Grants the use of another spell to someone entering the area.
Look Into Your Heart: Reveals if the targets belong to the same category as you.
Love Bolt: Target falls in love with the first being he sees.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, LesserX: Exchange services with a 6 HD extraplanar creature.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.

5th-LEVEL CLERIC SPELLS
Atonement F X: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
Commune X: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dead Naked Heroes: Plane shifts a creature without its equipment.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Fathom Dream Collective: Learns from the dreams of many within 3 miles.
Insect Plague: Locust swarms attack creatures.
Plane Shift F: As many as eight subjects travel to another plane.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Scrying F: Spies on subject from a distance.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M: Lets you see all things as they really are.
Vision of Pain: Target relives painful memories, -2 to attack, damage and saves, and additional random effects.
Wall of Stone: Creates a stone wall that can be shaped.

6th-LEVEL CLERIC SPELLS
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear's Endurance, Mass: As bear's endurance, affects one subject/ level.
Bull's Strength, Mass: As bull's strength, affects one subject/level.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle's Splendor, Mass: As eagle's splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Owl's Wisdom, Mass: As owl's wisdom, affects one subject/level.
Planar Ally X: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of PersuasionM: Triggered rune charms nearby creatures.
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.

7th-LEVEL CLERIC SPELLS
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Refuge M: Alters item to transport its possessor to you.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can't approach you.
Restoration, GreaterX: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of StunningM: Triggered rune stuns nearby creatures.
Unveil the Light [Indian]]: You become luminous and incorporeal for 1 round and easen despair, fear and fatigue nearby.
Vision of Death: A glimpse of the future kills the subject, or at least affects her like a vision of pain.

8th-LEVEL CLERIC SPELLS
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Curse of Time: Target becomes either an infant or venerable, until a set condition is fulfilled.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, GreaterX: As lesser planar ally, but up to 18 HD.
Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.

9th-LEVEL CLERIC SPELLS
Following the Lines  [Indian]: Moves the target to another reincarnation in the past or the future.
Gate X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
True ResurrectionM: As resurrection, plus remains aren't needed.

 

 
 
 
 
 
 

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