Magusanus — Champion of the Batavian Riverlands

Magusanus receives a veteran’s weapon offering at his sanctuary above the Batavian river delta.
Magusanus receives a veteran’s weapon offering at his sanctuary above the Batavian river delta.

At a Glance

IdentityDetails
NameMagusanus
TraditionLocal cults of the Low Countries and Lower Rhine
Sacred countryEmpel, Elst and the Batavian Rhine–Meuse country
Divine concernsStrength, courage, veterans and the responsible use of force
Recognisable signsClub and lion skin; dedicated weapons at the river sanctuaries
WorshippersVeterans, soldiers, wrestlers, ferrymen and households welcoming warriors home
Campaign alignmentNeutral Good
Domain pathsStrength, Protection

A warrior comes to Empel carrying the weapon he could not bring himself to use. Magusanus listens before he asks who won. The god of the Batavian riverlands values strength that carries another person out of danger, holds a ford against a raider, or finally puts down a sword when the killing is finished.

Magusanus in the Living World

His old sanctuary stands above wet meadows where the river changes its channels. Bronze fittings and spearheads emerge after floods; some are gifts, some are the remains of battles, and the shrine’s keepers know better than to treat every piece of rusted iron as a divine command. In 1454, the veteran Willem of Empel repairs the sanctuary roof with a mismatched company of retired soldiers. They welcome anyone willing to work, including former enemies.

Magusanus appears as a broad man with a heavy club and the hide of a lion across his shoulder. He enjoys physical contests, blunt jokes and a meal eaten after honest exertion. Braggarts receive a difficult task rather than an admiring audience. A captain who has sacrificed his soldiers for personal glory finds the god’s patience very short.

The identification with Roman Hercules is woven into his cult, but his local worship centres on the riverlands and their people. Haeva receives offerings beside him in an ancient dedication; their surviving shared altar does not settle a marriage or a genealogy. His followers exchange hospitality with Nehalennia’s crews, whose voyages carry veterans home.

Worship and Sacred Places

At Empel, a person returning from danger lays down a weapon fitting and names someone who helped them survive. The keepers feed travellers before conducting contests. Taking a dedicated weapon to defend the sanctuary is permitted; selling it for private gain is an insult. These living customs belong to the campaign cult. There is no fixed surviving ancient festival calendar to impose on every village.

Meeting Magusanus

He agrees to contests with clear stakes and stops when an opponent yields. He will support a rescue or a fair defence, but will not fight a mortal’s private war for them. A broken company can win his aid by protecting the people it once endangered. At his sanctuary, a buried shield rings when a veteran nearby is about to be abandoned; the sound identifies a need, not the guilty party.

Adventures

The Weapons Beneath Empel

Willem finds an old shield that answers blows from a battle still being fought beneath the river. Mercenaries want to sell it. The party can enter the drowned battlefield, find the soldier trapped behind the shield, or bring his surviving enemy’s descendants to the sanctuary. Keeping the shield wins a useful guide but prolongs the battle; returning it releases the soldiers and closes the hidden crossing.

The Champion Who Cannot Lift

A wrestler called Geert defeats every challenger, then finds he cannot lift his injured brother. He has been using a weapon taken from the sanctuary to intimidate rivals. Magusanus offers no public humiliation: return the stolen gifts and repair the harm. The party can help him face his victims, expose the buyer who demanded the theft, or challenge him before a crowd makes reconciliation impossible.

Divine Presence and Defeat

The visible figure is a manifestation through which the divine power can act among mortals. Its defeat ends that appearance and leaves the local cult without direct intervention for thirty days; it does not kill the god or erase worshippers’ memories. Destroying a shrine can damage a community and close a meeting place, but is not a reliable way to destroy divinity.

An ordinary intervention begins with a warning, a mortal worshipper or the blessing described below. A personal appearance follows when the sanctuary or people within this deity’s care face a danger their own efforts cannot contain. Bargaining, retreat and fulfilling the god’s stated purpose remain possible during an encounter.

Divine Powers and Cleric Traditions

Campaign rules: All manifestation statistics and divine abilities below are original, unofficial and unplaytested. Challenge ratings are provisional encounter estimates, not a measure of the god’s full power. Each edition is self-contained. A creature must be within range and visible where a power requires sight; a power cannot move it into an unsafe or occupied space. Ordinary spell and condition rules apply.

Magusanus — Manifestation

Medium Celestial (Deity), Neutral Good

AC 24 (divine ward); HP 638 (44d8 + 440); Speed 40 ft.; Initiative +6 (16)

AbilityScoreModifierSave
STR30+10+10
DEX22+6+14
CON30+10+18
INT22+6+6
WIS26+8+16
CHA26+8+16

Skills Insight +16, Perception +16, Religion +14, Survival +16; Senses Truesight 60 ft., Passive Perception 26; Languages Middle Dutch, Low German, Latin; Telepathy 120 ft.

Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 28 (provisional); Proficiency Bonus +8. Divine comprehension allows communication through Telepathy without granting a universal spoken language.

Traits

Legendary Resistance (3/Day). After failing a saving throw, the manifestation can choose to succeed instead.

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

Veteran’s Ground. He and willing allies within 20 feet have Advantage on saving throws against the Frightened condition. He ignores Difficult Terrain caused by rubble, mud or shallow water.

Divine Strikes. The manifestation uses Strength for its supernatural attack and power save DC 26. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.

Actions

Multiattack. The manifestation makes three Riverland Blow attacks.

Riverland Blow. Melee Attack Roll: +18, reach 10 ft., one target. Hit: 43 (6d10 + 10) Bludgeoning damage.

Lay Down the Sword (3/Day). One creature he can see within 60 feet makes a Strength saving throw. On a failure it takes 66 (12d10) Force damage and drops one held weapon at its feet; on a success it takes half damage and retains its weapon. A creature without a held weapon can instead be pushed 20 feet on a failure. The weapon is not destroyed. Any saving throw or escape check in this power has DC 26.

Bonus Actions

Stand Beside Me. One willing creature he can see within 60 feet gains 25 Temporary Hit Points and may immediately move 15 feet without provoking Opportunity Attacks.

Reactions

Shoulder the Burden. When an ally he can see within 30 feet takes damage, he reduces that damage by 30 and takes 15 Force damage himself. This self-inflicted damage cannot be reduced.

Legendary Actions

Legendary Action Uses: 3. After another creature’s turn, the manifestation may expend one use for one option below. It regains all uses at the start of its turn and cannot use more than one option after the same turn.

Advance. Move up to half its Speed without provoking Opportunity Attacks. Divine Strike. Make one Riverland Blow attack. Grant Shelter. One willing creature within 30 feet gains 15 Temporary Hit Points. Grant Shelter can be used only once before the manifestation’s next turn.

Clerics and Domain Spells

War Domain. This is a follower’s subclass, separate from the deity’s personal powers. Use its 2024 features and Cleric progression. The spells below are always prepared when the cleric reaches the stated level; they count as Cleric spells and do not use prepared-spell choices.

Cleric levelDomain spells
3Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon
5Crusader’s Mantle, Spirit Guardians
7Fire Shield, Freedom of Movement
9Hold Monster, Steel Wind Strike

Cleric rules. The holy sign can be a small votive image reflecting this local cult. The deity’s own encounter abilities are not granted to clerics.

Magusanus — Manifestation

Medium Celestial (Deity), Neutral Good

Armor Class 24 (divine ward); Hit Points 638 (44d8 + 440); Speed 40 ft.; Initiative +6

STRDEXCONINTWISCHA
30 (+10)22 (+6)30 (+10)22 (+6)26 (+8)26 (+8)

Saving Throws Dex +14, Con +18, Wis +16, Cha +16

Skills Insight +16, Perception +16, Religion +14, Survival +16; Senses Truesight 60 ft., Passive Perception 26; Languages Middle Dutch, Low German, Latin; Telepathy 120 ft.

Resistances Cold, Fire, Lightning; Immunities Poison damage; Charmed, Frightened, Poisoned; Challenge 28 (provisional); Proficiency Bonus +8. Divine comprehension allows communication through Telepathy without granting a universal spoken language.

Traits

Legendary Resistance (3/Day). After failing a saving throw, the manifestation can choose to succeed instead.

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

Veteran’s Ground. He and willing allies within 20 feet have Advantage on saving throws against the Frightened condition. He ignores Difficult Terrain caused by rubble, mud or shallow water.

Divine Strikes. The manifestation uses Strength for its supernatural attack and power save DC 26. Its strikes are magical. It has no spell slots; its personal repertoire consists of the powers printed here.

Actions

Multiattack. The manifestation makes three Riverland Blow attacks.

Riverland Blow. Melee Spell Attack: +18 to hit, reach 10 ft., one target. Hit: 43 (6d10 + 10) Bludgeoning damage.

Lay Down the Sword (3/Day). One creature he can see within 60 feet makes a Strength saving throw. On a failure it takes 66 (12d10) Force damage and drops one held weapon at its feet; on a success it takes half damage and retains its weapon. A creature without a held weapon can instead be pushed 20 feet on a failure. The weapon is not destroyed. Any saving throw or escape check in this power has DC 26.

Bonus Actions

Stand Beside Me. One willing creature he can see within 60 feet gains 25 Temporary Hit Points and may immediately move 15 feet without provoking Opportunity Attacks.

Reactions

Shoulder the Burden. When an ally he can see within 30 feet takes damage, he reduces that damage by 30 and takes 15 Force damage himself. This self-inflicted damage cannot be reduced.

Legendary Actions

The manifestation has 3 legendary actions, regaining them at the start of its turn. It may take one option at the end of another creature’s turn. Advance (1 action): Move up to half its speed without provoking opportunity attacks. Divine Strike (1 action): Make one Riverland Blow attack. Grant Shelter (2 actions): Up to three willing creatures within 30 feet each gain 15 temporary hit points.

Clerics and Domain Spells

War Domain. This is a follower’s subclass, separate from the deity’s personal powers. Use its 2014 features and Cleric progression. The spells below are always prepared when the cleric reaches the stated level; they count as Cleric spells and do not use prepared-spell choices.

Cleric levelDomain spells
1Divine Favor, Shield of Faith
3Magic Weapon, Spiritual Weapon
5Crusader’s Mantle, Spirit Guardians
7Freedom of Movement, Stoneskin
9Flame Strike, Hold Monster

Cleric rules. The holy sign can be a small votive image reflecting this local cult. The deity’s own encounter abilities are not granted to clerics.

Magusanus — Manifestation

Medium outsider (extraplanar), neutral good; CR 24 (provisional original encounter)

Initiative +10; Senses darkvision 60 ft.; Perception +53

Defense

AC 41, touch 23, flat-footed 34 (+6 Dex, +18 natural, +6 deflection, +1 dodge); hp 496 (32d10+320); Saves Fort +30, Ref +18, Will +28.

DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 35; fast healing 15.

Offense

Speed 40 ft.; Attack slam +43 melee (6d8+10 plus 4d8 divine force/19–20); Full attack 2 slams +43 melee (6d8+10 plus 4d8 divine force/19–20); Space/Reach 5 ft./10 ft. (supernatural reach).

Lay Down the Sword (Su, 3/day). Standard action. One creature within 60 feet takes 20d6 force damage, Fortitude half. On a failed save it also drops one held weapon, or is pushed 20 feet if it holds none. This effect does not move an unattended object. Save DC 36; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Strength modifier.

Veteran’s Ground (Su). Allies within 20 feet gain a +4 morale bonus on saves against fear. Magusanus ignores difficult terrain caused by rubble, mud or shallow water.

Shoulder the Burden (Su). Once per round as an immediate action, when an ally within 30 feet takes damage, reduce that damage by 30; Magusanus takes 15 points of damage that bypass his defenses.

Divine Armament (Su). The enlarged impact, force damage and reach of the slams are inherent campaign divine abilities, not size-based natural-weapon progression. They count as epic weapons for overcoming damage reduction. These powers do not grant spell slots or additional spell-like abilities.

Statistics

Abilities Str 30, Dex 22, Con 30, Int 22, Wis 26, Cha 26; Base Attack +32; CMB +42; CMD 65.

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam), Skill Focus (Perception), Skill Focus (Sense Motive), Improved Critical (slam), Skill Focus (Diplomacy), Skill Focus (Knowledge [religion]), Skill Focus (Survival), Skill Focus (Profession [shrine keeper]) (16 racial-HD feat slots).

Skills Diplomacy +49, Knowledge (religion) +47, Perception +53, Sense Motive +53, Profession (shrine keeper) +49, Survival +49, Swim +42, Stealth +41. Listed skills have ranks equal to Hit Dice. Outsider class skills include Bluff, Craft, Knowledge (planes), Perception, Sense Motive and Stealth; the four additional racial class skills are Diplomacy, Knowledge (religion), Profession and Survival.

Languages Middle Dutch, Low German, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment Empel, Elst and the Batavian Rhine–Meuse country; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.

Clerics and Domain Spells

Domains: Strength, Protection. A cleric chooses two, subject to the edition’s normal alignment rules. These are follower grants, not additional spells known by the manifestation.

Granted powers: Strength: Strength Surge and Might of the Gods; Protection: Resistant Touch and Aura of Protection. Use the level scaling and daily resources in the linked Pathfinder Cleric rules.

Spell levelStrengthProtection
1Enlarge PersonSanctuary
2Bull’s StrengthShield Other
3Magic VestmentProtection from Energy
4Spell ImmunitySpell Immunity
5Righteous MightSpell Resistance
6StoneskinAntimagic Field
7Grasping HandRepulsion
8Clenched FistMind Blank
9Crushing HandPrismatic Sphere

Full edition-native domain rules.

Magusanus — Manifestation

Medium outsider (extraplanar), neutral good; CR 24 (provisional original encounter)

Initiative +10; Senses darkvision 60 ft.; Listen/Spot +45

Defense

AC 40, touch 22, flat-footed 34 (+6 Dex, +18 natural, +6 deflection); hp 464 (32d8+320); Saves Fort +30, Ref +26, Will +28.

DR 10/epic; immune poison; resist cold 20, electricity 20, fire 20; SR 35; fast healing 15. Dodge grants a further +1 dodge bonus to AC against one designated opponent; it is not included in the base AC.

Offense

Speed 40 ft.; Attack slam +43 melee (6d8+10 plus 4d8 divine force); Full attack 2 slams +43 melee (6d8+10 plus 4d8 divine force); Space/Reach 5 ft./10 ft. (supernatural reach).

Lay Down the Sword (Su, 3/day). Standard action. One creature within 60 feet takes 20d6 force damage, Fortitude half. On a failed save it also drops one held weapon, or is pushed 20 feet if it holds none. This effect does not move an unattended object. Save DC 36; any escape check uses the same DC. The DC is 10 + half racial Hit Dice + Strength modifier.

Veteran’s Ground (Su). Allies within 20 feet gain a +4 morale bonus on saves against fear. Magusanus ignores difficult terrain caused by rubble, mud or shallow water.

Shoulder the Burden (Su). Once per round as an immediate action, when an ally within 30 feet takes damage, reduce that damage by 30; Magusanus takes 15 points of damage that bypass his defenses.

Divine Armament (Su). The enlarged impact, force damage and reach of the slams are inherent campaign divine abilities, not size-based natural-weapon progression. They count as epic weapons for overcoming damage reduction. These powers do not grant spell slots or additional spell-like abilities.

Statistics

Abilities Str 30, Dex 22, Con 30, Int 22, Wis 26, Cha 26; Base Attack +32; Grapple +42.

Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam), Skill Focus (Sense Motive), Skill Focus (Knowledge [religion]) (11 racial-HD feat slots).

Skills Diplomacy +43, Knowledge (religion) +44, Listen +45, Spot +45, Sense Motive +46, Profession (shrine keeper) +43, Survival +43, Swim +45, Hide +41. Listed skills have ranks equal to Hit Dice + 3. Other skills are untrained; unspent skill points are not included in the listed modifiers.

Languages Middle Dutch, Low German, Latin; telepathy 120 ft. Divine comprehension (Su) permits telepathic communication across language barriers. Environment Empel, Elst and the Batavian Rhine–Meuse country; Organization solitary manifestation; Treasure offerings remain at the shrine; Advancement —; Level Adjustment —.

Clerics and Domain Spells

Domains: Strength, Protection. A cleric chooses two, subject to the edition’s normal alignment rules. These are follower grants, not additional spells known by the manifestation.

Granted powers: Strength: Once per day, a free-action feat of strength grants an enhancement bonus to Strength equal to cleric level for 1 round.; Protection: Once per day, a standard-action touch gives a resistance bonus equal to cleric level on the next saving throw within 1 hour.. Use the linked 3.5e domain rules for turning and other class interactions.

Spell levelStrengthProtection
1Enlarge PersonSanctuary
2Bull’s StrengthShield Other
3Magic VestmentProtection from Energy
4Spell ImmunitySpell Immunity
5Righteous MightSpell Resistance
6StoneskinAntimagic Field
7Grasping HandRepulsion
8Clenched FistMind Blank
9Crushing HandPrismatic Sphere

Full edition-native domain rules.

A Blessing to Earn

After helping a defeated enemy leave a battlefield alive, one character gains the champion’s favour until the next dawn: once, after failing a Strength check, reroll it and use the new result. In Pathfinder and D&D 3.5 this applies to a Strength check or Strength-based skill check. This blessing cannot stack with itself.

Sources and Mythic Context

Magusanus is attested through inscriptions, divine images and the sanctuary evidence at Empel. Roman identification with Hercules and military offerings support a warrior association. The people, present-day sanctuary, tests and interventions above are original SpiralWorlds material.

Explore the Low Countries Pantheon, the Gods and Pantheons directory, and the neighbouring Roman Pantheon.

Original SpiralWorlds campaign lore, artwork and rules. Historical names and objects are distinguished from campaign developments above. Rules references: Wizards of the Coast, D&D Basic Rules (2014), Free Rules / Player’s Handbook (2024), and revised D&D 3.5 System Reference Document; Paizo, Pathfinder First Edition Core Rulebook and Bestiary. Referenced names identify the relevant edition; no publisher endorsement or playtest certification is implied.

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