Takemikazuchi — Sword Kami of Kashima and the Thunder

Takemikazuchi in a nineteenth-century colour woodblock print by Yashima Gakutei
Takemikazuchi by Yashima Gakutei, mid-nineteenth-century Japanese colour woodblock print; public domain.

Japanese Pantheon · Sword Kami of Kashima and the Transfer of the Land

Takemikazuchi is the sword-bearing envoy sent to claim the earthly realm for the heavenly kami. Before he becomes a battlefield patron, he confronts Ōkuninushi and forces a choice about who may rule the land.

Takemikazuchi at a Glance

Tradition

Japanese kami

Divine Standing

Divine Rank 15 · Epic CR 35 (custom campaign rules)

Portfolio

Sacred swords, martial skill, divine embassy and the transfer of sovereignty

Sacred Attributes

Futsunomitama, the divine sword, and an embassy seal

Mythic Role

A kami of divine swords and the Kashima shrine tradition, born in one classical account from the blood on Izanagi’s sword after he kills the fire kami Kagutsuchi.

Worship in the Present World

At Kashima, a swordsman may learn that restraint is as sacred as victory. The shrine can host the settlement of a quarrel between retinues before a campaign begins, where taking the first swing is an admission that negotiation has failed.

Warriors invoke Takemikazuchi, but his classic stories also concern messages, the consent of a ruler and the cost of resisting a claimed heavenly mandate. An emissary can carry his seal without being entitled to slay anyone who questions it.

What Takemikazuchi Is Doing Now

A Kashima delegation carries a sword-seal into a disputed province to announce a transfer of authority. Its leader is confident that any opposition can be overcome by force. Takemikazuchi’s priests insist that the terms of surrender must be heard before a blade is drawn; the delegation is already dividing over the order.

Cleric Domains and Spell Access

Each edition panel now includes the deity’s complete personal Divine Spellcasting repertoire for this encounter. The separately linked cleric-domain guides contain the spells and subclass features granted to worshippers; those are not the deity’s own spell list. Original campaign conversions require GM approval.

Edition access: a 2014 or 2024 Cleric obtains the always-prepared spells of their actual, supported subclass at the printed Cleric levels. Pathfinder 1e and D&D 3.5e Clerics generally select two appropriate domains and use one additional domain spell slot per spell level they can cast. None of these traditions grants every spell from every associated domain automatically.

Divine Mechanics

The following are original epic campaign stat blocks rather than official published deity rules. Challenge ratings above 30 use custom epic benchmarks; do not treat them as ordinary 2014 encounter-building values.




Takemikazuchi — D&D 2024

Medium celestial (deity), lawful neutral

Armour Class 29 (divine protection) · Hit Points 760 · Speed 40 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
30 (+10) 32 (+11) 30 (+10) 26 (+8) 34 (+12) 30 (+10)

Saving Throws Dex +20, Wis +22, Cha +21; Skills Insight +22, Perception +22, Religion +20; Damage Resistances cold, psychic; Condition Immunities charmed, frightened; Senses truesight 180 ft., passive Perception 42; Languages all, telepathy 180 ft.; Challenge 35 (original epic campaign benchmark).

Traits

Legendary Resistance (5/Day). On a failed saving throw, the deity may succeed instead.

Magic Resistance. Advantage on saving throws against spells and magical effects.

Demand of the Heavenly Envoy’s Vigilance. Takemikazuchi cannot be disarmed of a divine sword by a creature with a lower divine rank, and his weapon strikes count as magical.

Divine Spellcasting — D&D 2024 (complete personal repertoire)

Takemikazuchi’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; save DC 29, +21. Spell levels 0–5: at will; each level-6 or level-7 spell: 3/day; each level-8 or level-9 spell: 1/day. Counts are per named spell, not shared pools. No normal spell slots or preparation limit. Normal D&D 2024 casting action, range, duration, concentration and spell-level rules apply; verbal and somatic components are waived, but costly consumed components remain required. Only one Concentration spell may be active. The 114 named spells below define the complete repertoire for this encounter. Alongside broad divine magic, additional spells reflect Takemikazuchi’s portfolio as original campaign permissions, not necessarily entries on the normal Cleric list. Spells not supported by a chosen edition need an explicit GM-approved conversion. Mythic, supernatural, legendary and recharge features elsewhere in this statblock retain their own usage limits.

Spell level Every spell available to Takemikazuchi
Cantrips Guidance; Light; Mending; Resistance; Sacred Flame; Spare the Dying; Thaumaturgy; True Strike
1 Bane; Bless; Command; Create or Destroy Water; Cure Wounds; Detect Evil and Good; Detect Magic; Detect Poison and Disease; Guiding Bolt; Healing Word; Inflict Wounds; Protection from Evil and Good; Purify Food and Drink; Sanctuary; Shield of Faith; Thunderwave
2 Aid; Augury; Blindness/Deafness; Calm Emotions; Continual Flame; Enhance Ability; Find Traps; Gentle Repose; Hold Person; Lesser Restoration; Locate Object; Magic Weapon; Prayer of Healing; Protection from Poison; Silence; Spiritual Weapon; Warding Bond; Zone of Truth
3 Animate Dead; Beacon of Hope; Bestow Curse; Clairvoyance; Create Food and Water; Daylight; Dispel Magic; Glyph of Warding; Lightning Bolt; Magic Circle; Mass Healing Word; Meld into Stone; Protection from Energy; Remove Curse; Revivify; Sending; Speak with Dead; Spirit Guardians; Tongues; Water Walk
4 Aura of Life; Banishment; Control Water; Death Ward; Divination; Freedom of Movement; Guardian of Faith; Locate Creature; Stone Shape
5 Commune; Contagion; Dispel Evil and Good; Flame Strike; Geas; Greater Restoration; Hallow; Insect Plague; Legend Lore; Mass Cure Wounds; Planar Binding; Raise Dead; Scrying; Steel Wind Strike; Wall of Stone
6 Blade Barrier; Create Undead; Find the Path; Forbiddance; Harm; Heal; Heroes’ Feast; Planar Ally; True Seeing; Word of Recall
7 Conjure Celestial; Divine Word; Etherealness; Fire Storm; Plane Shift; Regenerate; Resurrection; Symbol
8 Antimagic Field; Control Weather; Earthquake; Holy Aura
9 Astral Projection; Foresight; Gate; Mass Heal; Power Word Heal; True Resurrection

Actions

Multiattack. Three Sword of Kashima attacks.

Sword of Kashima. Ranged Spell Attack: +21 to hit, range 180 ft., one target. Hit: 43 (7d8 + 12) slashing and lightning damage.

Demand of the Heavenly Envoy (Recharge 5–6). One hostile creature within 90 feet makes a Wisdom saving throw; on a failure it must drop one held weapon and cannot draw another until the end of its next turn. The saving throw DC is 29.

Bladeless Victory (3/Day). All hostile creatures in a 60-foot cone make a Dexterity saving throw, taking 72 Lightning damage on a failure or half on success. Any hostile creature that failed also falls Prone.

Reactions

Answer the Stroke. When a creature within 15 feet misses Takemikazuchi with a melee attack, he makes one Sword of Kashima attack against it.

Legendary Actions

Three legendary actions, one at the end of another creature’s turn; regain spent actions at the start of this deity’s turn.

  • Move. Move up to half speed without provoking opportunity attacks.
  • Sword of Kashima. Make one Sword of Kashima attack.
  • Divine Reprieve (Costs 2). One ally within 60 feet ends the charmed or frightened condition and gains 15 temporary hit points.

Takemikazuchi — D&D 2014

Medium celestial (deity), lawful neutral

Armour Class 29 (divine protection) · Hit Points 760 · Speed 40 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
30 (+10) 32 (+11) 30 (+10) 26 (+8) 34 (+12) 30 (+10)

Saving Throws Dex +20, Wis +22, Cha +21; Skills Insight +22, Perception +22, Religion +20; Damage Resistances cold, psychic; Condition Immunities charmed, frightened; Senses truesight 180 ft., passive Perception 42; Languages all, telepathy 180 ft.; Challenge 35 (original epic campaign benchmark).

Traits

Legendary Resistance (5/Day). On a failed saving throw, the deity may succeed instead.

Magic Resistance. Advantage on saving throws against spells and magical effects.

Demand of the Heavenly Envoy’s Vigilance. Takemikazuchi cannot be disarmed of a divine sword by a creature with a lower divine rank, and his weapon strikes count as magical.

Divine Spellcasting — D&D 2014 (complete personal repertoire)

Takemikazuchi’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; save DC 29, +21. Spell levels 0–5: at will; each level-6 or level-7 spell: 3/day; each level-8 or level-9 spell: 1/day. Counts are per named spell, not shared pools. No normal spell slots or preparation limit. Normal D&D 2014 casting action, range, duration, concentration and spell-level rules apply; verbal and somatic components are waived, but costly consumed components remain required. Only one Concentration spell may be active. The 113 named spells below define the complete repertoire for this encounter. Alongside broad divine magic, additional spells reflect Takemikazuchi’s portfolio as original campaign permissions, not necessarily entries on the normal Cleric list. Spells not supported by a chosen edition need an explicit GM-approved conversion. Mythic, supernatural, legendary and recharge features elsewhere in this statblock retain their own usage limits.

Spell level Every spell available to Takemikazuchi
Cantrips Guidance; Light; Mending; Resistance; Sacred Flame; Spare the Dying; Thaumaturgy; True Strike
1 Bane; Bless; Command; Create or Destroy Water; Cure Wounds; Detect Evil and Good; Detect Magic; Detect Poison and Disease; Guiding Bolt; Healing Word; Inflict Wounds; Protection from Evil and Good; Purify Food and Drink; Sanctuary; Shield of Faith; Thunderwave
2 Aid; Augury; Blindness/Deafness; Calm Emotions; Continual Flame; Enhance Ability; Find Traps; Gentle Repose; Hold Person; Lesser Restoration; Locate Object; Magic Weapon; Prayer of Healing; Protection from Poison; Silence; Spiritual Weapon; Warding Bond; Zone of Truth
3 Animate Dead; Beacon of Hope; Bestow Curse; Clairvoyance; Create Food and Water; Daylight; Dispel Magic; Glyph of Warding; Lightning Bolt; Magic Circle; Mass Healing Word; Meld into Stone; Protection from Energy; Remove Curse; Revivify; Sending; Speak with Dead; Spirit Guardians; Tongues; Water Walk
4 Banishment; Control Water; Death Ward; Divination; Freedom of Movement; Guardian of Faith; Locate Creature; Stone Shape
5 Commune; Contagion; Dispel Evil and Good; Flame Strike; Geas; Greater Restoration; Hallow; Insect Plague; Legend Lore; Mass Cure Wounds; Planar Binding; Raise Dead; Scrying; Steel Wind Strike; Wall of Stone
6 Blade Barrier; Create Undead; Find the Path; Forbiddance; Harm; Heal; Heroes’ Feast; Planar Ally; True Seeing; Word of Recall
7 Conjure Celestial; Divine Word; Etherealness; Fire Storm; Plane Shift; Regenerate; Resurrection; Symbol
8 Antimagic Field; Control Weather; Earthquake; Holy Aura
9 Astral Projection; Foresight; Gate; Mass Heal; Power Word Heal; True Resurrection

Actions

Multiattack. Three Sword of Kashima attacks.

Sword of Kashima. Ranged Spell Attack: +21 to hit, range 180 ft., one target. Hit: 43 (7d8 + 12) slashing and lightning damage.

Demand of the Heavenly Envoy (Recharge 5–6). One hostile creature within 90 feet makes a Wisdom saving throw; on a failure it must drop one held weapon and cannot draw another until the end of its next turn. The saving throw DC is 29.

Bladeless Victory (3/Day). All hostile creatures in a 60-foot cone make a Dexterity saving throw, taking 72 Lightning damage on a failure or half on success. Any hostile creature that failed also falls Prone.

Reactions

Answer the Stroke. When a creature within 15 feet misses Takemikazuchi with a melee attack, he makes one Sword of Kashima attack against it.

Legendary Actions

Three legendary actions, one at the end of another creature’s turn; regain spent actions at the start of this deity’s turn.

  • Move. Move up to half speed without provoking opportunity attacks.
  • Sword of Kashima. Make one Sword of Kashima attack.
  • Divine Reprieve (Costs 2). One ally within 60 feet ends the charmed or frightened condition and gains 15 temporary hit points.

Takemikazuchi — Pathfinder 1e

Medium outsider (deity, mythic), lawful neutral; CR 35, mythic rank 9 (original epic campaign creature)

Init +15; Senses true seeing 180 ft., Perception +44; AC 45, touch 32, flat-footed 34; hp 760; Fort +38, Ref +39, Will +41; DR 15/epic; SR 46; Speed 40 ft., fly 90 ft. (perfect).

Str 30, Dex 32, Con 30, Int 26, Wis 34, Cha 30; Base Atk +38; Melee divine weapon +46/+41/+36/+31 (Sword of Kashima: 4d8+10 plus 4d6 elemental damage); Ranged Sword of Kashima +45 touch (10d6 slashing and lightning, 180 ft.).

Skills Knowledge (religion) +46, Perception +44, Sense Motive +45; Feats Improved Initiative, Combat Casting, Iron Will.

Mythic Power (Su) 21/day; Surge +1d10: as an immediate action after a d20 roll, expend one use to add the surge die. This encounter’s divine abilities extend Pathfinder mythic monster rules as an original campaign adaptation, not published Paizo statistics.

Demand of the Heavenly Envoy (Su). One hostile creature within 90 feet makes a Wisdom saving throw; on a failure it must drop one held weapon and cannot draw another until the end of its next turn. Will DC 34; a one-round duration; three uses per day.

Bladeless Victory (Su). All hostile creatures in a 60-foot cone make a Dexterity saving throw, taking 72 Lightning damage on a failure or half on success. Any hostile creature that failed also falls Prone. Three uses daily.

Divine Spellcasting — Pathfinder 1e (complete personal repertoire)

Takemikazuchi’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; caster level 35, save DC 22 + spell level under this original divine spell-like ability system. Spell levels 0–5: at will; each level-6 or level-7 spell: 3/day; each level-8 or level-9 spell: 1/day. Counts are per named spell, not shared pools. No ordinary slots. A spell-like ability normally takes a standard action unless the ability specifies longer; Pathfinder 1e rules govern spell resistance, range, duration, and caster-level scaling. Expensive consumed components are still required. The 122 named spells below define the complete repertoire for this encounter. Alongside broad divine magic, additional spells reflect Takemikazuchi’s portfolio as original campaign permissions, not necessarily entries on the normal Cleric list. Spells not supported by a chosen edition need an explicit GM-approved conversion. Mythic, supernatural, legendary and recharge features elsewhere in this statblock retain their own usage limits.

Spell level Every spell available to Takemikazuchi
Orisons (0) Create Water; Cure Minor Wounds; Detect Magic; Detect Poison; Guidance; Light; Mending; Purify Food and Drink; Read Magic; Resistance; Stabilize; Virtue
1 Bane; Bless; Command; Comprehend Languages; Cure Light Wounds; Detect Evil; Detect Undead; Divine Favor; Doom; Endure Elements; Magic Weapon; Obscuring Mist; Protection from Evil; Remove Fear; Sanctuary; Shield of Faith
2 Aid; Augury; Calm Emotions; Cure Moderate Wounds; Delay Poison; Detect Thoughts; Enthrall; Gentle Repose; Hold Person; Lesser Restoration; Resist Energy; Shield Other; Silence; Sound Burst; Spiritual Weapon; Status; Suggestion; Zone of Truth
3 Bestow Curse; Blindness/Deafness; Contagion; Cure Serious Wounds; Daylight; Dispel Magic; Lightning Bolt; Magic Circle against Evil; Prayer; Protection from Energy; Remove Curse; Remove Disease; Speak with Dead; Stone Shape
4 Air Walk; Cure Critical Wounds; Death Ward; Dimensional Anchor; Dismissal; Divination; Divine Power; Freedom of Movement; Neutralize Poison; Restoration; Sending; Tongues
5 Atonement; Break Enchantment; Breath of Life; Commune; Flame Strike; Greater Command; Hallow; Mass Cure Light Wounds; Raise Dead; Righteous Might; Scrying; True Seeing; Wall of Stone
6 Blade Barrier; Chain Lightning; Find the Path; Forbiddance; Greater Dispel Magic; Harm; Heal; Heroes’ Feast; Mass Cure Moderate Wounds; Planar Ally; Undeath to Death; Word of Recall
7 Destruction; Ethereal Jaunt; Greater Restoration; Greater Scrying; Holy Word; Legend Lore; Mass Cure Serious Wounds; Regenerate; Resurrection
8 Discern Location; Earthquake; Fire Storm; Greater Planar Ally; Holy Aura; Mass Cure Critical Wounds; Shield of Law
9 Etherealness; Foresight; Gate; Mass Heal; Miracle; Prismatic Sphere; Storm of Vengeance; Summon Monster IX; True Resurrection

Takemikazuchi — D&D 3.5e

Medium outsider (deity), lawful neutral, Divine Rank 15; Epic Encounter Level 35 is a campaign benchmark, not a sourcebook stat block.

Hit Dice 35d8 + 350 (507 hp, campaign average); Initiative +15; Speed 40 ft., fly 90 ft. (perfect); AC 54, touch 32, flat-footed 43; Base Attack +35; Grapple +60; Melee divine weapon +60 (4d8+10 plus 4d6 divine energy); Space/Reach 5 ft./5 ft..

Fort +60, Ref +61, Will +62; Str 30, Dex 32, Con 30, Int 26, Wis 34, Cha 30; Skills Knowledge (religion) +58, Sense Motive +62, Spot +62; Feats Combat Casting, Improved Initiative, Iron Will.

Divine Aura up to 1500 ft.; Will DC 35 to resist awe or dread. Divine Fast Healing 35 hp/round (Con 30 qualifies). Divine Shield and Rejuvenation follow the SRD’s rank limits and requirements. Demand of the Heavenly Envoy (Su): original campaign ability; One hostile creature within 90 feet makes a Wisdom saving throw; on a failure it must drop one held weapon and cannot draw another until the end of its next turn. Will DC 37.

These combat bonuses extend basic divine-rank conventions for a campaign deity encounter. Audit all epic arithmetic and opposing CRs before introducing the deity to play.

Divine Spellcasting — D&D 3.5e (complete personal repertoire)

Takemikazuchi’s own magic: original epic campaign rules, not an official printed deity statblock. Wisdom; caster level 35, save DC 22 + spell level under this original divine spell-like ability system. Spell levels 0–5: at will; each level-6 or level-7 spell: 3/day; each level-8 or level-9 spell: 1/day. Counts are per named spell, not shared pools. No ordinary slots. A spell-like ability normally takes a standard action unless the ability specifies longer; D&D 3.5e rules govern spell resistance, range, duration, and caster-level scaling. Expensive consumed components are still required. The 130 named spells below define the complete repertoire for this encounter. Alongside broad divine magic, additional spells reflect Takemikazuchi’s portfolio as original campaign permissions, not necessarily entries on the normal Cleric list. Spells not supported by a chosen edition need an explicit GM-approved conversion. Mythic, supernatural, legendary and recharge features elsewhere in this statblock retain their own usage limits.

Spell level Every spell available to Takemikazuchi
Orisons (0) Create Water; Cure Minor Wounds; Detect Magic; Detect Poison; Guidance; Inflict Minor Wounds; Light; Mending; Purify Food and Drink; Read Magic; Resistance; Virtue
1 Bane; Bless; Bless Water; Cause Fear; Command; Comprehend Languages; Cure Light Wounds; Detect Evil; Detect Secret Doors; Detect Undead; Divine Favor; Doom; Endure Elements; Entropic Shield; Magic Weapon; Obscuring Mist; Protection from Evil; Remove Fear; Sanctuary; Shield of Faith
2 Aid; Augury; Calm Emotions; Cure Moderate Wounds; Delay Poison; Detect Thoughts; Enthrall; Gentle Repose; Hold Person; Lesser Restoration; Owl’s Wisdom; Resist Energy; Shield Other; Silence; Sound Burst; Spiritual Weapon; Status; Suggestion; Zone of Truth
3 Bestow Curse; Blindness/Deafness; Clairaudience/Clairvoyance; Contagion; Cure Serious Wounds; Daylight; Dispel Magic; Glyph of Warding; Lightning Bolt; Magic Circle against Evil; Prayer; Protection from Energy; Remove Curse; Remove Disease; Speak with Dead; Stone Shape
4 Air Walk; Cure Critical Wounds; Death Ward; Dimensional Anchor; Dismissal; Divination; Divine Power; Freedom of Movement; Neutralize Poison; Restoration; Sending; Spell Immunity; Tongues
5 Atonement; Break Enchantment; Commune; Flame Strike; Greater Command; Hallow; Mass Cure Light Wounds; Raise Dead; Righteous Might; Scrying; True Seeing; Wall of Stone
6 Blade Barrier; Chain Lightning; Find the Path; Forbiddance; Geas/Quest; Harm; Heal; Heroes’ Feast; Mass Cure Moderate Wounds; Planar Ally; Undeath to Death; Wind Walk; Word of Recall
7 Destruction; Ethereal Jaunt; Greater Restoration; Greater Scrying; Holy Word; Legend Lore; Mass Cure Serious Wounds; Regenerate; Resurrection
8 Discern Location; Earthquake; Fire Storm; Greater Planar Ally; Holy Aura; Mass Cure Critical Wounds; Shield of Law
9 Astral Projection; Etherealness; Foresight; Gate; Mass Heal; Miracle; Prismatic Sphere; Storm of Vengeance; True Resurrection

Relationships and Divine Politics

The Kojiki tells of Takemikazuchi reaching Izumo with Amanotorifune; the Nihon Shoki recounts companion traditions involving Futsunushi. Ōkuninushi’s son Kotoshironushi consents to the transfer of the land, but Takeminakata opposes and is defeated, retreating to Suwa. In the narrative of Jinmu’s eastern campaign, Takemikazuchi sends the sword Futsunomitama rather than appearing in person. This is a story about divine power expressed through a particular weapon, not permission to create numerous duplicate enchanted swords.

Related gods: Izanagi and Izanami · Amaterasu

Where Worship Is Found

Kashima in Hitachi and Kasuga in Yamato provide grounded cult centres. A pilgrimage or a military retinue carrying a revered blade can cross domains of rival shrine authorities without crossing any conventional national border.

Omens and Adventures

  • The sword sent in lieu. A ruler claims Kashima has sent him a sacred sword to settle a rebellion. A matching blade rests untouched in the shrine, and the courier cannot explain the difference.
  • A warrior from Suwa. A delegation from Suwa demands that a shrine account of Takeminakata’s defeat be withdrawn. The dispute threatens a scheduled weapons festival unless both sides can agree what the rite actually commemorates.
  • The envoy on the beach. A divine messenger requests a peaceful transfer of a coastal town to new authority. The inhabitants will consent only if fishing rights and the graves on the headland are protected.

Mythological and Historical Context

Takemikazuchi arises in a sword-blood birth account and later acts in the transfer of the land at Izumo. The Kojiki and Nihon Shoki differ in companion figures, while the confrontation with Takeminakata and the divine sword Futsunomitama shape Kashima and related martial traditions. The object can be honoured without multiplying identical copies as ordinary purchasable relics.

Sources and Licensing

Edition-specific divine statistics and supernatural abilities are original SpiralWorlds campaign conversions. Pathfinder and D&D 3.5e SRD links are provided for reference to their rules; no claim is made that these gods have official four-edition stat blocks.

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