Math Mathonwy is the God of Sorcery and Science. He is also the patron
of the Weneth peoples who in the distant past showed great skill at science
and it is said he often resides there. He believes in Justice and fair
play but has been known to be sometimes too harsh in his judgment. He is
not a Deity who gives thing easily and expects his followers to work hard
for what they get. He seldom uses his magic on behalf of his followers.
It is said that Math brought magic back to the humans during this era after
they had lost it in the last. Some even say he was the first magician who
encountered King Aldin the First and the same person who compiled the great
library on the Isle of Caragar.
Roleplaying Notes
Math rarely shows himself to mortal men. When he does it is only
with good cause. He is always curios about new magics and new sciences
and he will often send his avatar to investigate them.
Statistics: AL Neutral (with Good tendencies); WAL Any; AoC Magic
and Science; SY Staff.
Math Mathonwy’s Avatar (Wizard 30th)
Math Mathonwy has many forms and uses different ones depending upon
the situation. His favoured ones are either that of an elderly man in heavy
robes. Or of a man in his thirties with a well trimmed black beard and
wearing purple robes.
Str 12
Dex 16
Con 16
Int 25
Wis 17
Cha 12
MV 15
SZ 6’
MR 100%
AC 0
HD 30
HP 180
# AT 1
Thaco 11
Dmg 1d6
Special Att/Def: Maths staff is a powerful one. It has the functions of both a staff of Wizardry and a staff of power with out the use of charges plus it can polymorph as the polymorph any object spell. Math Mathonwy avoids combat however if forced into it he will use his staff and considerable magical powers.
Duties of the Priesthood
It is the duties of his Priesthood to oversee magic and science.
They are a small priesthood and many mages go into it. They have very close
ties with the School of Magic and the Libraries on Caragar and offer their
services to them on many occasions. The Priest must spend a month every
year in Prayer and solitude or Isle their ability to cast spell until they
have done so.
Requirements: AB Int 16; AL Any; WP As Wizard; AR None
Spheres (Major)
All, Animal, Astral, Charm, Creation, Divination, Elemental, Guardian,
Necromantic, Numbers, Protection, Summoning, Sun, Thought and Wards.
Spheres (Minor)
Healing, Time, Plant and Weather.
Granted Powers
1) Gain the Spellcraft, Engineering and Astrology Proficiency. 5)
Choose one 1st level Alteration Magic Spell to cast as Priest spell. This
spell does not change throughout his/her career. 7) As at 5 but a 2nd level
spell. 9) As at 5 but a 3rd level spell. 11) As at 5 but a 4th level
spell. 13) As at 5 but a 5th level spell. 15) As at 5 but a 6th level spell.
17) As at 5 but a 7th level spell.
Turning
Nil or Turn Undead created by the Wizard Animate Dead Spell.