Enki / Ea — Lord of the Abzu, Wisdom & Magic

Enki or Ea, Mesopotamian god of the Abzu, wisdom and magic

Enki—Ea in Akkadian—is the lord of the Abzu, the subterranean sweet waters beneath the earth, and one of the great gods of wisdom, magic, incantation, craft and civilisation. He is clever rather than solemn, a divine problem-solver whose knowledge is most dangerous when everyone else assumes the rules are fixed.

At a Glance

Pantheon

Mesopotamian — Sumerian Enki / Akkadian Ea

Divine Rank

Greater Deity

Alignment

Neutral Good

Titles

Lord of the Abzu; Lord of Wisdom; Master of Incantation

Portfolio

Wisdom, magic, incantations, freshwater, creation, craft, purification, civilisation and clever counsel

Great Cult Centre

Eridu — the E-abzu

Important Relationships

Ninhursag, Marduk, Anu and Enlil

Divine Realm

Celestial Eridu and the E-abzu

What Is Enki Doing Right Now?

Enki is following waterworks, magical contamination and lost ritual knowledge. Old canals reopen after centuries, wells begin producing impossible amounts of clean water and forgotten exorcistic formulas surface in manuscripts copied far from Mesopotamia. Wherever people solve a problem with patience, craft and an unexpected reading of the rules, Enki’s attention is close.

He is especially active where destructive magic has been allowed to harden into custom. Enki dislikes hearing that a curse, feud or poisoned river “has always been this way.” To him, an inherited problem is simply a problem whose solution has been delayed.

Appearance & Manner

Enki appears as a mature horn-crowned god with streams of freshwater flowing from his shoulders or vessels, often carrying fish within them. He smiles more readily than many high gods and asks questions that sound irrelevant until the answer exposes the real problem. His humour is gentle, but his patience with deliberate ignorance is limited.

The Abzu, Wisdom & Incantation

Enki’s defining home is the abzu, the freshwater ocean imagined beneath the earth. At Eridu his temple, the E-abzu, makes that cosmic geography local and immediate. Water is not merely an element in his mythology: it is fertility, cleansing, life, hidden depth and the medium from which ordered civilisation can be made fertile.

Enki is also one of Mesopotamia’s great gods of magic and incantation. Exorcistic and divinatory traditions look to Ea as a source of ritual knowledge capable of identifying, averting and expelling evil. That makes him as much a patron of practical intelligence as abstract wisdom.

Divine Relationships

Namma / Nammu. An ancient tradition makes Namma the mother of Enki, joining primordial freshwater to the god who rules the Abzu.

Ninhursag. Their traditions connect fertility, creation, bodily life and the transformation of difficult land into productive ground.

Marduk. In Babylonian theology Marduk is a son of Ea and inherits important magical and authoritative functions without making Enki obsolete.

Anu and Enlil. Together they represent the upper level of the old divine order: heaven, command and the deep wisdom beneath the world.

Worship, Eridu & Ritual Knowledge

Exorcists (āšipū) and diviners (bārû) seek Enki’s incantations; water carriers, boat builders and craftsmen petition him for the knowledge that keeps a city alive. At Eridu, his E-abzu shrine receives offerings near the old marshes, while later worship extends far beyond that city. Ritual water washes away malign influence; tablets preserve words that turn attacking spirits aside. His two-faced minister Isimud/Usmû attends the god and carries his answers to petitioners.

Enki’s own myths make wisdom risky. In the flood stories, he warns a human sage when divine destruction approaches; in the stories of Inanna, the powers of civilisation (me) pass from his possession through a contest of wit, hospitality and drink. His priests honour effective ritual, but even the god can be outplayed.

Omens, Favour & Displeasure

Favour appears as clean water in a poisoned vessel, fish swimming against an impossible current, a broken tablet becoming readable when wet or the correct tool appearing in a neglected storeroom. Enki dislikes poisoned water, deliberate ignorance, magical cruelty disguised as tradition and cleverness used only to humiliate the less informed.

Encounters & Adventure Use

The Well That Remembers the Flood

Under the ruined E-abzu at Eridu, a well gives up water and a reed box containing a missing passage from Atrahasis’s warnings. If village scholar Bel-ili reads it aloud, his neighbours can save their fields from the coming flood, but the words will also awaken the spirit Enki buried beneath the well. The party can silence the tablet, bargain with the spirit, or find a third way to carry the warning across the marsh.

Isimud Has Two Answers

Enki’s two-faced minister Isimud speaks two different cures for a fever in a river settlement. Both work; one transfers the illness into the surrounding fish, destroying the winter food supply. The party must uncover the cause in an abandoned bathhouse and choose a treatment while the patient survives long enough for them to return.

The Me of Inanna

A clay cylinder carrying one of the stolen me—the powers of civilisation—turns a household weaving loom into a tireless machine. Inanna’s devotees demand its return; the workers will lose their livelihood without it. Enki proposes an exchange, but only characters willing to descend to the freshwater chambers of Eridu can learn what the machine has taken from its users.

Enki in Play

Enki unravels hostile magic before lifting a sceptre. His remedies protect the helpless, but his curiosity makes him a dangerous opponent in the flooded halls of the Abzu. The four interpretations are unofficial, unplaytested epic campaign rules, not official XP ratings. His core arts include Control Water, Water Breathing, Dispel Magic, Remove Curse, Lesser Restoration, Greater Restoration, Wish and Scrying; each edition panel specifies which of these he can personally cast and how often.

Enki — D&D 5.5e / 2024

Enki, Lord of the Freshwater Deep

Large Celestial (Greater Deity), Neutral Good; CR 38 (unofficial epic campaign estimate, no official XP), campaign PB +11.

Armor Class 29 (Abzu ward); Hit Points 925 (50d10 + 650); Speed 40 ft., swim 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 28 (+9) 36 (+13) 40 (+15) 38 (+14) 34 (+12)

Saving Throws Str +21, Dex +20, Con +24, Int +26, Wis +25, Cha +23. Skills Arcana +26, History +26, Insight +25, Investigation +26, Nature +26, Perception +25, Religion +26. Damage Resistances cold, force, psychic; bludgeoning, piercing and slashing. Damage Immunities acid, poison. Condition Immunities charmed, exhaustion, frightened, poisoned. Senses truesight 240 ft., passive Perception 35; Languages all, telepathy 1 mile.

Traits

Great Divine Nature. Enki needs no air, drink, food or sleep and breathes underwater. Defeating his manifestation does not extinguish his divine identity.

Legendary Resistance (5/Day). When Enki fails a saving throw, he can choose to succeed instead. Magic Resistance. He has Advantage on saves against spells and other magical effects.

Fresh Waters Made Pure. Water within 120 feet of Enki is drinkable and free of mundane disease; creatures he chooses in the water can breathe it. The effect ends when he leaves the area, but water he conjures remains clean.

Clever Counsel (3/Day). When a visible ally within 90 feet fails an Intelligence, Wisdom or Charisma check, Enki can let it reroll and use the new result. This requires no action, but no creature can benefit twice in the same round.

Personal Divine Spellcasting

Intelligence is Enki’s spellcasting ability; spell save DC 34 (8 +11 +15), spell attacks +26. The following uses represent his personal spells, not cleric spells granted to worshippers. He follows the 2024 action requirements, range, duration, targets and Concentration of each spell, except no Material components are needed. He can concentrate on one spell at a time. Daily uses refresh at dawn. Wish cannot bypass the fundamental divine laws of the campaign without consequences.

Spell level Enki’s personal spells Daily uses
Cantrips Guidance; Mage Hand; Mending; Shape Water At will
1st Create or Destroy Water; Detect Magic; Identify At will
2nd Lesser Restoration; Misty Step; See Invisibility 3/day each
3rd Counterspell; Dispel Magic; Remove Curse; Water Breathing 3/day each
4th Control Water; Divination; Freedom of Movement 3/day each
5th Creation; Greater Restoration; Legend Lore 2/day each
6th Heal; Globe of Invulnerability; True Seeing 2/day each
7th Plane Shift; Resurrection; Simulacrum 1/day each
8th Antimagic Field; Control Weather; Tsunami 1/day each
9th True Resurrection; Wish 1/day each

Actions

Multiattack. Enki makes two Sceptre of Flowing Waters attacks.

Sceptre of Flowing Waters. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) Bludgeoning damage plus 27 (6d8) Force damage.

Abzu Torrent (Recharge 5–6). Enki pours a 90-foot-long, 20-foot-wide stream from a point he sees within 120 feet. Creatures he chooses in the area make DC 34 Strength saves. Failure: 66 (12d10) Bludgeoning damage and pushed up to 30 feet along the stream. Success: half damage and no push. Unsecured flames are extinguished; the stream does not erase other spells.

Release the Bound (Recharge 6). Enki chooses up to three creatures within 120 feet and makes a separate Intelligence ability check (+15) against DC 10 + spell level for each ongoing magical curse, possession or harmful spell of 9th level or lower affecting them. On success he ends that one effect; no check is needed for a nonmagical illness. He cannot automatically dispel artifacts or another god’s direct decree.

Raise a Waterway (1/Day). Enki changes an existing channel, freshwater spring or marsh in a 120-foot cube he sees within 300 feet into another navigable configuration for 1 hour. He cannot create an ocean or permanently reshape a city. He can release the change early.

Bonus Action

Slip Through the Abzu. Enki teleports up to 60 feet from a watery space into another watery space he can see; he takes any held gear with him.

Reaction

Counter-Incantation (3/Day). When a creature within 120 feet Enki can see casts a spell, Enki attempts to disrupt it: the caster makes a DC 34 spellcasting ability check. On failure its spell has no effect but the slot or use is spent; on success the spell resolves. Enki cannot take another Reaction that round.

Legendary Actions — Four Uses

Immediately after another creature ends its turn, Enki can use one option, spending uses listed; he regains four at the start of his turn and cannot use them while Incapacitated.

  • Current Step (1). Swim or move 30 feet without provoking Opportunity Attacks.
  • Sceptre (1). Make one Sceptre of Flowing Waters attack.
  • Protective Word (2). One ally within 90 feet gains Resistance to the next instance of a damage type of Enki’s choice until the start of his next turn.
  • Unravel the Snare (3). End one magically created area of Difficult Terrain or the Grappled condition caused by a spell within 90 feet (a creature held by an artifact is unaffected).

E-abzu — Estate Action

At initiative count 20 (losing ties) in Enki’s own palace he may choose one: (1) a 30-foot square becomes flowing water and Difficult Terrain for enemies until the next count; (2) one ally in the Abzu regains 30 Hit Points; or (3) a hostile creature in the water must make a DC 34 Strength save or be carried 20 feet along a visible channel. The same choice cannot be used in consecutive rounds.

Granted Domains & Spells — 2024

Enki’s followers use a campaign Abzu Domain in 2024, not an official core subclass. Domain spells remain prepared at the cleric levels of the 2024 domain progression: level 3 (1st and 2nd): Create or Destroy Water / Detect Magic; Lesser Restoration / See Invisibility; level 5 (3rd): Dispel Magic / Water Breathing; level 7 (4th): Control Water / Divination; level 9 (5th): Greater Restoration / Creation. A cleric must still expend their own slots, follow spellcasting action requirements and maintain Concentration. These are not extra personal spell uses for Enki.

Vessel of the Abzu — 2024

Vessel of the Abzu: 2024 rules

Artifact wondrous item (ceramic water vessel), requires Attunement from Enki. It holds four charges, regaining 1d4 spent charges at dawn. As a Magic action, expend one charge to create up to 20 gallons of clean freshwater in containers within 30 feet or two charges to cast Lesser Restoration on one touched creature. Once per dawn, without a charge, the bearer can identify whether a pool of water was magically poisoned. A sealed vessel cannot passively supply an entire army or reverse a deity’s judgement.

Enki — D&D 5e / 2014

Enki, Guardian of Eridu

Large celestial (greater deity), neutral good; challenge 36 (unofficial epic campaign estimate, no official XP); campaign proficiency +11.

Armor Class 28 (divine ward); Hit Points 805 (46d10 + 552); Speed 40 ft., swim 100 ft.

STR DEX CON INT WIS CHA
28 (+9) 26 (+8) 34 (+12) 38 (+14) 36 (+13) 32 (+11)

Saving Throws Str +20, Dex +19, Con +23, Int +25, Wis +24, Cha +22. Skills Arcana +25, History +25, Insight +24, Investigation +25, Nature +25, Perception +24, Religion +25. Damage Resistances cold, force, psychic; bludgeoning, piercing and slashing from nonmagical attacks. Damage Immunities acid, poison. Condition Immunities charmed, exhaustion, frightened, poisoned. Senses truesight 240 ft., passive Perception 34. Languages all, telepathy 1 mile.

Traits

Divine Nature. Enki breathes water and has no need of food, air or sleep; destroying his form does not destroy his office.

Legendary Resistance (5/Day). On a failed saving throw he may choose to succeed. Magic Resistance. Advantage on saving throws against spells and magical effects.

Abzu Blessing. Enki and allies he selects in freshwater within 90 feet can breathe underwater and have advantage on saving throws against poison and disease.

Innate Spellcasting

Intelligence is the spellcasting ability (save DC 33, spell attacks +25). The following 2014 spells are innate with the stated daily uses; they require their printed casting time, verbal/somatic components and Concentration, but no material components. Only one Concentration spell can be active. Uses refresh at dawn.

Spell level Enki’s personal spells Daily uses
Cantrips Guidance; Mage Hand; Mending; Prestidigitation At will
1st Create or Destroy Water; Detect Magic; Identify At will
2nd Lesser Restoration; Misty Step; See Invisibility 3/day each
3rd Counterspell; Dispel Magic; Remove Curse; Water Breathing 3/day each
4th Control Water; Divination; Freedom of Movement 3/day each
5th Creation; Greater Restoration; Legend Lore 2/day each
6th Heal; Globe of Invulnerability; True Seeing 2/day each
7th Plane Shift; Resurrection; Simulacrum 1/day each
8th Antimagic Field; Control Weather; Tsunami 1/day each
9th True Resurrection; Wish 1/day each

Actions

Multiattack. Enki makes two Curved Sceptre attacks.

Curved Sceptre. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage plus 22 (5d8) force damage.

Freshwater Surge (Recharge 5–6). A 90-foot line 15 feet wide from Enki. Enemies in the area make DC 33 Strength saves; they take 55 (10d10) bludgeoning damage and are pushed 20 feet on failure, or half damage and no push on success.

Cleanse the Spell (Recharge 6). End one curse, possession, or spell of 8th level or lower on a creature Enki touches. Against a 9th-level effect, he attempts an Intelligence check (+14) against DC 19. This does not disenchant an artifact.

Bonus Action

Water Passage. Move up to 30 feet through water without provoking opportunity attacks; this uses his movement and cannot pass through solid stone.

Reaction

Incantation Redirect (3/Day). When a spell targets only Enki or one ally within 60 feet, he can change the target to himself provided he is also in range and is a legal target. The original spell otherwise resolves normally; he makes any relevant save.

Legendary Actions (3/round)

At the end of another creature’s turn he may take one listed option, spending actions; three uses return at his turn’s start, none while incapacitated.

  • Flowing Step (1). Swim or move up to 25 feet without provoking opportunity attacks.
  • Sceptre (1). Make one Curved Sceptre attack.
  • Gift of Clarity (2). A willing ally within 90 feet may reroll a failed Intelligence or Wisdom saving throw, retaining the second result.
  • Unbind (3). Use one remaining innate Dispel Magic spell use.

Follower Domains & Spells — 2014

The Knowledge Domain from the 2014 rules represents Enki’s wisdom and ritual instruction, while a campaign Abzu Domain represents his sacred freshwater. Knowledge clerics gain domain spells at cleric levels 1, 3, 5, 7 and 9: Command / Identify; Augury / Suggestion; Nondetection / Speak with Dead; Arcane Eye / Confusion; Legend Lore / Scrying. They do not receive Enki’s personal innate uses.

Vessel of the Abzu — 2014

Vessel of the Abzu: 2014 rules

Artifact wondrous item requiring attunement. Four charges, regaining 1d4 at dawn. As an action, spend one charge to fill containers within 30 feet with up to 20 gallons of clean freshwater, or two charges to cast Lesser Restoration on a creature you touch. The bearer may identify magically contaminated water once per dawn. The vessel is an unpriced divine artifact, not a standard purchasable item.

Enki — Pathfinder 1e

Enki, Master of the Abzu

CR 38 (unofficial epic campaign estimate, no core XP); Large outsider (good, water, extraplanar); NG.

Init +13; Senses true seeing 240 ft., Perception +71; AC 61, touch 32, flat-footed 52 (–1 size, +9 Dex, +14 deflection, +29 natural); hp 999 (54d10 + 702); Fort +42, Ref +38, Will +43; DR 20/epic and evil; SR 49; immune poison, disease; resist cold 30 and force 20. Speed 40 ft., swim 120 ft.

STR DEX CON INT WIS CHA
32 (+11) 28 (+9) 36 (+13) 40 (+15) 38 (+14) 34 (+12)

BAB +54; CMB +66; CMD 85; Space/Reach 10 ft./10 ft.; Melee +4 quarterstaff +68/+63/+58/+53 (2d6 + 15 bludgeoning plus 5d6 force); Special Attacks Spring of Purity, Spell Unravelling, divine spell-like abilities.

Skills Knowledge (arcana) +72, Knowledge (engineering) +72, Knowledge (history) +72, Knowledge (planes) +72, Knowledge (religion) +72, Perception +71, Sense Motive +71, Spellcraft +78, Swim +69. Feats (27) Alertness, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Critical (quarterstaff), Improved Initiative, Improved Iron Will, Iron Will, Lightning Reflexes, Improved Lightning Reflexes, Mobility, Power Attack, Cleave, Critical Focus, Greater Spell Focus (abjuration), Improved Counterspell, Quicken Spell-Like Ability (dispel magic), Skill Focus (Spellcraft), Spell Focus (abjuration), Toughness, Vital Strike, Improved Vital Strike, Weapon Focus (quarterstaff), Greater Vital Strike.

Special Abilities

Spring of Purity (Su; 3/day). Standard action, Enki summons an 80-ft. line of purifying water, 15 ft. wide. Selected hostile creatures make a DC 50 Reflex save, taking 20d6 bludgeoning damage and being pushed 20 feet on failure, or half damage without push on success. The effect extinguishes mundane fires. DC uses 10 + 27 (half HD) + 13 Constitution.

Spell Unravelling (Su; 3/day). As an immediate action Enki makes a dispel check at +20 against a single hostile spell he can see within 120 ft., using the native greater dispel magic targeted-spell rules with the normal caster-level cap. He may instead suppress a curse for one round, no check against a deity’s command.

Waterborne Counsel (Su). Willing allies within 60 feet gain a +4 insight bonus to Knowledge and Sense Motive checks; no effect if Enki is unconscious.

Spell-Like Abilities

Caster level 54th; save DC 22 + spell level (Charisma). These use Pathfinder activation, range, targets and duration with no components; abilities that provoke still do so. Daily uses replenish at dawn.

Spell level Enki’s personal spells Daily uses
0 Detect Magic; Purify Food and Drink; Read Magic At will
1 Create Water; Comprehend Languages; Identify At will
2 Detect Thoughts; Lesser Restoration; See Invisibility At will
3 Dispel Magic; Remove Curse; Water Breathing 3/day each
4 Control Water; Divination; Freedom of Movement 3/day each
5 Break Enchantment; Major Creation; True Seeing 3/day each
6 Greater Dispel Magic; Heal; Analyze Dweomer 2/day each
7 Greater Restoration; Plane Shift; Regenerate 2/day each
8 Antimagic Field; Control Weather; Protection from Spells 1/day each
9 Miracle; Wish 1/day each

Granted Cleric Domains — Pathfinder 1e

Enki’s followers may choose the published Knowledge, Magic, Protection or Water domains; a campaign Creation affiliation is separate, not an assertion of an official core domain. Water clerics receive domain spells Obscuring Mist, Fog Cloud, Water Breathing, Control Water, Ice Storm at levels 1–5; Knowledge grants Comprehend Languages, Detect Thoughts, Speak with Dead, Divination, True Seeing. Domain slots and powers belong to the cleric, not to Enki’s spell-like repertoire.

Vessel of the Abzu — Pathfinder 1e

Vessel of the Abzu: Pathfinder 1e rules

Major artifact (slotless), unpriced, not craftable using standard feats. Four charges, recovering 1d4 at dawn. A standard action and one charge produces 20 gallons of potable freshwater within 30 feet; two charges allow remove disease or lesser restoration (caster level 15th) on a touched creature. The vessel cannot dissolve an artifact enchantment or cure a divine curse without negotiation.

Enki — D&D 3.5e

Enki, Master of Deep Waters and Wisdom

Greater Deity, Divine Rank 17; Large outsider 20 / wizard 20 / cleric 20; Neutral Good; CR 54 (unofficial epic design, no standard XP).

Init +13; Speed 40 ft., swim 120 ft.; AC 72, touch 47, flat-footed 63 (–1 size, +9 Dex, +12 deflection, +17 divine, +25 natural); hp 1,260 (60d8 maximised divine HD + 780 Constitution); Fort +45, Ref +41, Will +46; DR 30/epic; SR 59; Space/Reach 10 ft./10 ft.

STR DEX CON INT WIS CHA
32 (+11) 28 (+9) 36 (+13) 40 (+15) 38 (+14) 34 (+12)

Base attack +20 (outsider 20); epic attack bonus +20 for character levels 21–60, separate from ordinary BAB; grapple +55 (+20 BAB +20 epic +11 Str +4 Large); melee +4 quarterstaff +54/+49/+44/+39 (2d6+15 bludgeoning plus 5d6 force). Skills Concentration +76, Knowledge (arcana) +78, Knowledge (engineering) +78, Knowledge (history) +78, Knowledge (religion) +78, Listen +77, Sense Motive +77, Spellcraft +81, Spot +77, Swim +74.

General feats (20) Alertness, Blind-Fight, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Critical (quarterstaff), Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Cleave, Skill Focus (Spellcraft), Spell Focus (abjuration), Greater Spell Focus (abjuration), Weapon Focus (quarterstaff), Quicken Spell, Extend Spell. Wizard bonus feats (4) Craft Wondrous Item, Spell Mastery, Empower Spell, Maximize Spell. These are separate legal selections for a 20th-level wizard. Divine aura up to 17 miles; his special senses and manifestations follow the campaign’s divine-rank rules.

Salient Divine Abilities

Purifying Decree (Su; 3/day). As a standard action Enki creates an 80-ft. freshwater line. Creatures he chooses must succeed at DC 57 Reflex saves (10 + 30 half HD + 13 Con +4 divine enhancement) or take 18d6 bludgeoning damage and be pushed 20 ft.; success halves damage and negates push.

Counter-Incantation (Su; 3/day). Immediate action to make a dispel check at +20 against a hostile spell within 120 ft., using greater dispel magic with its native +20 caster-level cap. Does not suppress artifact powers or spells of a greater deity automatically.

Alter Reality. Once a day he can replicate a wizard or cleric spell of level 9 or below as a salient divine action, observing the copied spell’s normal casting time; unlimited Wishes are not available.

Personal Wizard 20 and Cleric 20 Casting

Wizard spells use Intelligence 40 (save DC 25 + spell level, caster level 20); cleric spells use Wisdom 38 (save DC 24 + spell level, caster level 20). Each has the 20th-level base slot progression and additional high-ability bonus slots; the cleric has an independent domain slot per level 1–9. Enki prepares wizard spells from his spellbooks and cleric prayers after rest. Each has normal 3.5e action, component, caster-level and concentration rules; casting a wizard spell does not consume a cleric slot. He does not have unrestricted spellcasting.

Spell level Wizard base slots Cleric base slots
0 4 6
1 4 5 + domain
2 4 5 + domain
3 4 5 + domain
4 4 5 + domain
5 4 5 + domain
6 4 4 + domain
7 4 4 + domain
8 4 4 + domain
9 4 4 + domain

Wizard preparations (examples): 0 detect magic, read magic; 1 identify, comprehend languages; 2 detect thoughts, see invisibility; 3 dispel magic, water breathing; 4 divination, scrying; 5 major creation, break enchantment; 6 analyze dweomer, greater dispel magic; 7 plane shift, limited wish; 8 protection from spells, control weather; 9 time stop, wish. Cleric preparations: 0 create water, guidance; 1 bless water, command; 2 augury, lesser restoration; 3 remove curse, water walk; 4 freedom of movement, divination; 5 greater command, true seeing; 6 heal, forbiddance; 7 regenerate, greater restoration; 8 antimagic field, holy aura; 9 miracle, mass heal.

Divine Spell-Like Abilities

Caster level 60; Charisma save DC 22 + spell level; create water, detect magic, identify at will; dispel magic, water breathing, divination, control water, true seeing 3/day each; greater restoration, heal, plane shift 2/day each; miracle once per day. Each uses native 3.5e spell-like activation and requires no spell slots or components.

Domains & Spells Granted to Clerics — D&D 3.5e

Enki grants Knowledge, Magic, Protection and Water; campaign Creation is an additional optional domain. Water grants obscuring mist, fog cloud, water breathing, control water, ice storm at levels 1–5. The cleric receives its own domain slots and powers; the deity’s personal wizard and cleric preparations remain his alone.

Vessel of the Abzu — D&D 3.5e

Vessel of the Abzu: D&D 3.5e rules

Major artifact (slotless), not manufactured with Craft Wondrous Item and not sold. Four charges, recovering 1d4 at dawn. One charge and a standard action create up to 20 gallons of clean freshwater in containers within 30 feet; two charges cast lesser restoration or remove disease on a touched creature (caster level 15, standard casting time). Water contaminated by another divine power requires more than the vessel to restore.

Divine Realm — Celestial Eridu

The E-abzu of Celestial Eridu rises from terraces surrounded by perfectly clear channels. Beneath it lies a freshwater deep containing workshops, archives and ritual chambers accessible only by descending through water that never drowns an invited guest.

Relics & Sacred Objects

The Vessel of the Abzu. It produces clean freshwater for genuine need but becomes dry when used to create artificial scarcity or monopoly.

The Reed Tablet of Purification. When dissolved in water it reveals the true name or source of one curse, possession or magical contamination.

The Net of Clever Counsel. A ritual cord that cannot capture a creature; instead it tangles one magical effect long enough for someone to understand how it works.

Historical & Mythological Context

Enki/Ea is among the greatest Mesopotamian gods and rules the subterranean freshwater deep, the Abzu. Eridu and its E-abzu temple are central to his worship. The Adda seal (British Museum 89115) shows freshwater and fish flowing from his shoulders, with his two-faced minister Isimu/Usmû nearby; the goat-fish and turtle also belong among his emblems. Enki’s wife is Damgalnunna/Damkina; his son Marduk inherits his magical authority. His protection of Atrahasis in the flood tradition and his encounter with Inanna over the me matter alongside his craft, erotic fertility and incantation traditions.

The direct divine statistics, relics, detailed realm and present activity above are campaign adaptations.

Sources & Licensing

Historical foundation: ORACC — Enki/Ea; British Museum — the Adda seal (BM 89115), which shows streams of fish flowing from Enki and his minister Usmû. The court, encounters, item and mechanics describe his place in the campaign and are original adaptations. See the Mesopotamian Pantheon for the other gods.

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