
At a Glance
| Identity | Khors (Hors, Xors); a god of the shining sky whose twilight guardianship is a living interpretation |
|---|---|
| Divine home | The Horizon Watch in Iriy, Bytopia, where Dothion’s uplands face Shurrock’s roads |
| Portfolio | Heavenly light, safe return, crossroads at sundown and the last watch |
| Temperament | Patient but demanding; Neutral Good |
| Signs | A bronze mirror, a narrow band of gold at the horizon, a horse heard after sunset |
| Relationships | Dazhbog keeps the growing day; Khors guards its departure. Stribog moves the clouds; Mokosh shelters the waiting household |
| Followers | River pilots, couriers, ferrymen, search parties and guardians of roadside shrines |
| Relic | Horizon Sceptre — a mirror-headed staff lending a traveller one more chance to find the way home |
Khors keeps the road visible after the sun leaves it. He is the pale light on the river, the last bell at the ferry and the figure waiting at the far bank when a traveller has not returned. He offers a safe passage, but not permission to abandon those who cannot keep pace.
Khors in the World
On the Dnieper, boatmen polish bronze mirrors to catch the evening light and warn vessels of a submerged ford. On a road east of Kyiv, a shrine keeper raises a lamp when her last guest has not reached shelter. The customs are local: some name Khors aloud; others know only the habit of keeping a light burning. A shrine may be a single polished disk nailed to a beam. A richer temple might maintain a watchtower and a line of ferries.
Khors sometimes appears as a rider in a faded gold cloak, leading a horse that makes no sound on stone. He asks where the travellers began, whom they left behind and whether the missing are still expected. His favour is earned by returning for a wounded companion, keeping a difficult promise or guiding strangers across a river without payment. He does not require every mortal to risk certain death: rescuers who seek help instead of dying pointlessly still have his respect.
In 1454, new garrisons and shifting frontier patrols have made the old roads unreliable. Couriers carry contradictory orders; ferries close while refugees wait; those who profit from stolen tolls and false signposts fear the lights that Khors sets in deserted places. He rarely destroys a whole settlement to punish one corrupt guide. He sends someone who can uncover the lie.
Origins and the Other Sun
Khors is recorded among the gods whose images stood in Kyiv under Vladimir in 980. His name also survives in the Tale of Igor’s Campaign. The medieval evidence does not describe his appearance, a fixed festival or the complete rites of a priesthood. Sun associations and possible Iranian connections remain subjects of interpretation. Khors is distinct here from Dazhbog: the latter blesses the daylight and harvest, while Khors keeps the boundary at which travellers most easily lose their way.
Beyond the mortal world his Horizon Watch stands on the western uplands of Dothion, within Iriy on Bytopia. Stone paths rise to a bell tower hung with polished disks. Each disk marks one road, ford or mist crossing. An unlit disk is a warning, not a promise of safety. Khors will not open a gate for anyone who knowingly leaves a companion trapped beyond it.
Meeting Khors
An audience begins at the last hour of daylight. A visitor chooses a bell and tells Khors which living person waits at the other end of its road. A true answer opens the gate long enough for six travellers to pass; a lie does not break the gate, but the bell remains silent until its keeper has spoken to the injured party. A thief can steal a disk and redirect a path, yet cannot make the bell announce that a crossing is safe.
Khors prefers warning and rescue to combat. When threatened, he reveals false paths, moves endangered allies to clear ground and turns a blinding flash upon those closing a crossing. A polished bronze mirror placed at the threshold gives a traveller a chance to withstand his greatest glare. The strongest shield against him is not darkness but a hostage: he will bargain before sacrificing innocents.
Adventures
The Mirror at Pereyaslav
A ferry carrying the healer Vesna and three feverish children has vanished into evening mist. Its pilot, Borivoi, can see the shore but every stroke returns him to the middle of the river. A cracked bronze mirror at an abandoned shrine is reflecting the wrong bank. The adventurers can repair the disk, reach the vessel from a second ford or question a soldier who moved the mirror to conceal an illegal crossing. Each route saves the passengers; only restoring the true reflection prevents tomorrow’s boats from vanishing too.
Two Suns in the Valley
A brass charm bought by a merchant creates a second sunset over an Upper Dnieper market. Travellers who follow it reach a pine forest and forget the road home. Shrine keeper Milena knows that a disk has been removed from Khors’s watchtower; the merchant’s bodyguard carries it inside a lead-lined case. Recovering the disk, exposing the charm’s seller or travelling into the false twilight all work. If the party smashes the charm before recalling its victims, the forest keeps those already lost.
The Unlit Return
A Novgorod patrol fails to return from a bridge whose near bank shows no sign of battle. Khors offers to open the passage for one watch. The soldiers are alive, sheltering a wounded guide pursued by an armed band that has been using the dusk road to avoid sentries. The characters can escort everyone home, bargain with the pursuers or carry word to the next fort. Khors closes the path when his bell falls silent; forcing it open draws the pursuers onto the public road.
Worship and the Horizon Sceptre
The last watch belongs to whoever is still awake. Ferrymen keep a lamp dry, households leave a visible window and messengers learn the safe names of distant fords. The Horizon Sceptre is a mirror-headed staff Khors lends to guides who promise to bring others home. Its four distinct rules versions appear with the edition statistics below.
Divine Powers and Encounter Rules
D&D 2024
Khors
Medium Celestial (Deity), Neutral Good
AC 24 (divine ward) Initiative +7 (17)
HP 540 (40d8 + 360)
Speed 40 ft., Fly 60 ft. (hover)
| Ability | Score | Modifier | Save |
|---|---|---|---|
| Strength | 24 | +7 | +7 |
| Dexterity | 24 | +7 | +7 |
| Constitution | 28 | +9 | +17 |
| Intelligence | 26 | +8 | +8 |
| Wisdom | 30 | +10 | +18 |
| Charisma | 28 | +9 | +17 |
Skills Insight +18, Perception +18, Religion +16
Resistances Cold, Lightning
Immunities Radiant; Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 28
Languages Old East Slavic and the speech of Iriy; telepathy 120 ft.
CR 27 (105,000 XP; PB +8)
Traits
Legendary Resistance (3/Day). If Khors fails a saving throw, he can choose to succeed instead.
Magic Resistance. Khors has Advantage on saving throws against spells and other magical effects.
Last Light. Khors sheds sunlight in a 40-foot Emanation and dim light for another 40 feet. He can suppress or restore it at the start of his turn. Magical darkness created by a spell of level 6 or lower is suppressed inside the sunlight.
Actions
Multiattack. Khors makes three Horizon Sceptre or Horizon Ray attacks in any combination.
Horizon Sceptre. Melee Attack Roll: +17, reach 10 ft., one target. Hit: 27 (4d8 + 9) Force damage plus 18 (4d8) Radiant damage.
Horizon Ray. Ranged Attack Roll: +17, range 180 ft., one target. Hit: 27 (4d8 + 9) Radiant damage plus 18 (4d8) Psychic damage.
Eclipse Line (Recharge 5–6). Constitution Saving Throw: DC 25, each enemy in a 60-foot-long, 10-foot-wide Line. Failure: 72 (16d8) Radiant damage and the Blinded condition until the end of the target’s next turn. Success: Half damage only. A target bearing a polished bronze mirror makes the save with Advantage if it can see the mirror.
Spellcasting. Charisma (save DC 25, attack +17). Khors casts the spells below without material components; the normal casting times and Concentration apply, and a spell with a casting time of an action uses the Magic action.
| Spell level | Personal spells | Uses each |
|---|---|---|
| Cantrips | light, guidance | At will |
| 1 | guiding bolt | 3/day |
| 2 | see invisibility | 3/day |
| 3 | daylight | 3/day |
| 4 | divination | 2/day |
| 5 | scrying | 2/day |
| 6 | true seeing | 2/day |
| 7 | prismatic spray | 1/day |
| 8 | sunburst | 1/day |
| 9 | foresight | 1/day |
Bonus Actions
First Horizon (3/Day). Khors teleports up to 60 feet to an unoccupied space he can see in dim light. A barrier that prevents teleportation still blocks the effect.
Road Reopened (1/Day). While Bloodied (270 HP or fewer), Khors moves up to three willing creatures he can see within 60 feet to unoccupied spaces within 30 feet of their original positions. This movement is teleportation.
Reactions
Last Light’s Guard (3/Day). When a creature Khors can see within 60 feet takes damage, he reduces that damage by 27 (6d8), to a minimum of 0, and the target sheds bright light within 10 feet until the start of Khors’s next turn.
Legendary Actions
Khors has three Legendary Action uses and regains them at the start of his turn. He can spend one use at the end of another creature’s turn to move up to half his Speed without provoking Opportunity Attacks, or spend two uses to make one Horizon Ray attack. He takes only one legendary action at a time and none while Incapacitated.
Clerics of Khors
Light Domain. The following are the 2024 Light Domain’s always-prepared spells; clerics use their normal class levels, spell slots and domain features. A Khors cleric may choose the narrative duties of a ferryman or night watchkeeper without gaining Khors’s personal powers.
| Cleric level | Always-prepared Light Domain spells |
|---|---|
| 3 | burning hands, faerie fire, scorching ray, see invisibility |
| 5 | daylight, fireball |
| 7 | arcane eye, wall of fire |
| 9 | flame strike, scrying |
Horizon Sceptre — D&D 2024
Wondrous item, rare (requires attunement by a spellcaster). Once per Long Rest, when you fail a saving throw against an illusion or magical darkness, you can take a Reaction to reroll it with a +2 bonus. You must use the new result. The mirror does not reveal an invisible creature unless another effect permits it.
D&D 2014
Khors
Medium celestial (deity), neutral good
Armor Class 24 (divine ward)
Hit Points 540 (40d8 + 360)
Speed 40 ft., fly 60 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 24 (+7) | 28 (+9) | 26 (+8) | 30 (+10) | 28 (+9) |
Saving Throws Con +17, Wis +18, Cha +17
Skills Insight +18, Perception +18, Religion +16
Damage Resistances cold, lightning; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities radiant
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 28
Languages Old East Slavic, the speech of Iriy; telepathy 120 ft.
Challenge 27 (105,000 XP); proficiency bonus +8
Traits
Legendary Resistance (3/Day). If Khors fails a saving throw, he can choose to succeed instead.
Magic Resistance. Khors has advantage on saving throws against spells and other magical effects.
Last Light. Khors sheds sunlight in a 40-foot radius and dim light for another 40 feet; he can suppress or restore it at the start of his turn. Magical darkness created by a spell of 6th level or lower is suppressed within the bright light.
Actions
Multiattack. Khors makes three Horizon Sceptre or Horizon Ray attacks in any combination.
Horizon Sceptre. Melee Spell Attack: +17 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) force damage plus 18 (4d8) radiant damage.
Horizon Ray. Ranged Spell Attack: +17 to hit, range 180 ft., one target. Hit: 27 (4d8 + 9) radiant damage plus 18 (4d8) psychic damage.
Eclipse Line (Recharge 5–6). Each enemy in a 60-foot-long, 10-foot-wide line makes a DC 25 Constitution saving throw. It takes 72 (16d8) radiant damage and is blinded until the end of its next turn on a failed save, or half damage without blindness on success. A creature carrying a polished bronze mirror gains advantage if it can see the reflection.
Innate Spellcasting. Khors’s spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). He requires no material components; normal casting times and concentration apply.
| Spell level | Personal spells | Uses each |
|---|---|---|
| Cantrips | light, guidance | At will |
| 1 | guiding bolt | 3/day |
| 2 | see invisibility | 3/day |
| 3 | daylight | 3/day |
| 4 | divination | 2/day |
| 5 | scrying | 2/day |
| 6 | true seeing | 2/day |
| 7 | prismatic spray | 1/day |
| 8 | sunburst | 1/day |
| 9 | foresight | 1/day |
Bonus Actions
First Horizon (3/Day). Khors teleports to an unoccupied space in dim light that he can see within 60 feet.
Reactions
Last Light’s Guard (3/Day). When a creature he can see within 60 feet takes damage, Khors reduces the damage by 27 (6d8) and the creature sheds light within 10 feet until the start of his next turn.
Legendary Actions
Khors can take three legendary actions, one at a time and only at the end of another creature’s turn, regaining uses at the start of his turn. Move: move up to half speed without provoking opportunity attacks (one action). Horizon Ray: make one Horizon Ray attack (two actions).
Clerics of Khors
Light Domain. A 2014 cleric receives the listed domain spells at the class levels shown and uses the edition’s normal Channel Divinity, spellcasting and domain features.
| Cleric level | Light Domain spells |
|---|---|
| 1 | burning hands, faerie fire |
| 3 | flaming sphere, scorching ray |
| 5 | daylight, fireball |
| 7 | guardian of faith, wall of fire |
| 9 | flame strike, scrying |
Horizon Sceptre — D&D 2014
Wondrous item, rare (requires attunement). Once per long rest, when you fail a saving throw against an illusion or magical darkness effect, you may use your reaction to reroll it with a +2 bonus. You must use the second result.
Pathfinder 1e
Khors CR 27
NG Medium outsider (extraplanar, good); original epic encounter
XP campaign-assigned; the published CR table does not establish this custom divine encounter’s balance
Init +11; Senses darkvision 60 ft., constant true seeing; Perception +49
DEFENSE
AC 53, touch 35, flat-footed 45 (+7 Dex, +18 natural, +8 sacred ward, +9 deflection, +1 dodge)
hp 465 (30d10 + 270 plus 30 Toughness)
Fort +27, Ref +32, Will +35 (includes +6 sacred ward and corresponding save feats)
DR 15/epic; Immune blindness, fear; Resist cold 10, electricity 10; SR 36
OFFENSE
Speed 40 ft., fly 80 ft. (perfect)
Melee +3 horizon sceptre +40/+35/+30/+25 (4d8+10 bludgeoning plus 4d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks eclipse line, mirrored crossing
Eclipse Line (Su, every 1d4 rounds). Standard action; 60-foot line. Enemies make a Fortitude DC 35 save, taking 16d8 fire damage and becoming blinded for 1 round on failure, or half damage without blindness on success. A polished bronze mirror held in the path grants +4 on this save.
Mirrored Crossing (Su, 3/day). Move action; teleport Khors and one willing adjacent creature up to 60 feet to an unoccupied space visible to him. This does not cross planes or a dimensional lock.
STATISTICS
Str 24, Dex 24, Con 28, Int 26, Wis 30, Cha 28
Base Atk +30; CMB +37; CMD 72 (includes +9 deflection, +8 sacred ward and +1 dodge)
Feats Improved Initiative, Combat Reflexes, Dodge, Mobility, Spring Attack, Toughness, Iron Will, Great Fortitude, Lightning Reflexes, Blind-Fight, Alertness, Skill Focus (Perception), Endurance, Diehard, Improved Iron Will (15 feats for 30 HD)
Skills Perception +49, Sense Motive +43, Knowledge (religion) +41 (30 ranks, +3 class skill; Perception includes +6 Skill Focus)
Languages Old East Slavic, Celestial; telepathy 120 ft.
Gear +3 horizon sceptre
SPELL-LIKE ABILITIES
CL 30th; concentration +39. Save DC 19 + spell level (Charisma), unless a spell is harmless or has no save. Each ability has its normal casting time if longer than a standard action; otherwise a standard action. Components are not required. These spells are personal abilities, not the spells granted to clerics.
| Spell level | Personal spell-like ability | Uses | Save DC if any |
|---|---|---|---|
| 0 | light, detect magic | at will | 19 |
| 1 | shield of faith | 3/day | 20 |
| 2 | see invisibility | 3/day | 21 |
| 3 | daylight | 3/day | 22 |
| 4 | divination | 2/day | 23 |
| 5 | true seeing | 2/day | 24 |
| 6 | greater dispel magic | 2/day | 25 |
| 7 | sunbeam | 1/day | 26 |
| 8 | sunburst | 1/day | 27 |
| 9 | foresight | 1/day | 28 |
ECOLOGY
Environment Horizon Watch, Iriy (Bytopia); Organization unique; Treasure divine sceptre
Clerics of Khors
Domains: Sun, Knowledge, Protection. A Pathfinder cleric chooses two domains, uses the normal granted powers and receives domain spell slots at the corresponding spell levels. Sun grants Sun’s Blessing and Nimbus of Light; Knowledge grants Lore Keeper and Remote Viewing; Protection grants Resistant Touch and Aura of Protection.
| Spell level | Sun Domain | Knowledge Domain | Protection Domain |
|---|---|---|---|
| 1 | endure elements | comprehend languages | sanctuary |
| 2 | heat metal | detect thoughts | shield other |
| 3 | searing light | speak with dead | protection from energy |
| 4 | fire shield | divination | spell immunity |
| 5 | flame strike | true seeing | spell resistance |
| 6 | fire seeds | find the path | antimagic field |
| 7 | sunbeam | legend lore | repulsion |
| 8 | sunburst | discern location | mind blank |
| 9 | prismatic sphere | foresight | prismatic sphere |
Native rule: Pathfinder 1e Cleric and Domain Spells.
Horizon Sceptre — Pathfinder 1e
Minor artifact, CL 13th, slot none, weight 4 lb.; no market price or crafting formula. Once per dawn, the bearer may use an immediate action after failing a Will save against illusion or magical darkness to reroll the save with a +2 sacred bonus. The second result stands. The item does not restore daily uses if passed between bearers.
D&D 3.5e
Khors CR 27
Medium Outsider (Good, Extraplanar); Neutral Good; lesser deity, divine rank 10
Hit Dice 30d8+273 (513 hp; 30 maximized outsider racial HD +270 Constitution +3 Toughness)
Initiative +11; Speed 60 ft., fly 100 ft. (perfect)
Armor Class 60 (10 base +7 Dex +10 divine +24 natural +9 deflection), touch 36, flat-footed 53; Dodge grants +1 AC against one chosen opponent
Base Attack/Grapple +30/+47
Attack +3 horizon sceptre +50 melee (4d8+10 bludgeoning plus 4d6 divine light)
Full Attack +3 horizon sceptre +50/+45/+40/+35 melee (4d8+10 bludgeoning plus 4d6 divine light)
Space/Reach 5 ft./5 ft.
Special Attacks eclipse line, divine aura, salient divine abilities, spell-like abilities
Special Qualities divine rank immunities, DR 20/epic, SR 42, divine senses, immortality, fire resistance 15
Saves Fort +38, Ref +36, Will +39 (outsider base +17, abilities +9/+7/+10, divine rank +10, each save feat +2)
Abilities Str 24, Dex 24, Con 28, Int 26, Wis 30, Cha 28
Skills Spot +56, Listen +56, Sense Motive +56, Knowledge (religion) +54 (33 ranks, +3 class skill and +10 divine rank, plus ability)
Feats Improved Initiative, Combat Reflexes, Dodge, Mobility, Spring Attack, Toughness, Iron Will, Great Fortitude, Lightning Reflexes, Blind-Fight, Alertness (11 normal racial feats)
Environment Horizon Watch, Iriy; Organization unique; Alignment neutral good
Challenge Rating 27 (original campaign estimate); Treasure divine possessions
DIVINE QUALITIES
Rank 10. The +10 divine bonus already appears in the listed AC, attacks, saves, checks and SR where applicable. Khors’s racial outsider Hit Dice are maximized. He does not automatically fail attacks or saves on a natural 1. As a lesser deity he may take 10 on ability, skill and caster-level checks; the automatic 20 result applies only to intermediate and greater deities. He has divine sight and hearing out to 10 miles, can sense portfolio events concerning crossings and light, and can establish remote sensing according to the rank rules. These powers do not grant mortal followers a universal language.
Divine Aura (Su). Radius up to 1,000 feet; Will DC 29 against the aura’s fear or daze effects (10 + rank 10 + Charisma 9); success grants immunity to the aura for 24 hours. He may instead grant allies a morale bonus of +4 on attacks, saves and checks while within the aura; listed stats exclude this bonus.
Eclipse Line (Su). Standard action, every 1d4 rounds: a 60-foot line deals 16d8 untyped divine-light damage (Reflex DC 34 half); a failed save also dazzles for 1 round. A polished bronze mirror grants a +4 circumstance bonus on the save. DC is a campaign power rather than the ordinary default for a printed salient ability.
Twelve salient divine abilities
These are twelve original supernatural powers for a rank-10 lesser deity, occupying ten rank-based and two lesser-deity salient ability choices. They do not grant extra actions beyond those stated. Save DCs and opposed checks are specified for each effect.
- Last Beacon. At will, standard action: Khors creates natural sunlight in a 40-foot radius centred on himself for 10 minutes. This suppresses spell-created darkness of level 6 or lower; a higher-ranked deity’s darkness is unaffected.
- Shadow’s Measure. 2/day, standard action: one creature within 60 feet makes a Will DC 29 save. On failure it cannot become invisible for 3 rounds, although it retains other concealment.
- The Missing Ferryman. 1/day, move action: teleport Khors and up to six willing, touched companions between two visible sanctuaries within 300 feet on the same plane. A sealed planar ward blocks the movement.
- Mirror Returned. 2/day, immediate action: after a ray attack misses Khors, he redirects its effect at another creature within 30 feet of him, using the original attack roll against the new target’s touch AC.
- Light After Flight. 1/day, standard action: one ally within 60 feet who can see Khors ends a fear effect currently affecting it and gains immunity to fear for 3 rounds.
- First Horizon. At will, move action: Khors teleports up to 60 feet to an unoccupied space in dim light that he can see; it cannot pass through a dimensional lock.
- Dimming Path. 2/day, standard action: a 30-foot-long, 5-foot-wide strip becomes difficult terrain for 3 rounds. A creature entering it for the first time on a turn must make a Reflex DC 29 save or fall prone.
- Second Reflection. 1/day, immediate action: an ally Khors can see within 40 feet may reroll a failed saving throw against an illusion, taking the second result.
- Bell of Return. 1/day, standard action: Khors marks a location within 100 feet for 1 minute. Up to six willing creatures that can see the mark may each teleport there once as a move action, provided the destination is unoccupied.
- Sun’s Honest Edge. 1/day, standard action: Khors outlines non-divine visual illusions in a 30-foot burst for one round. The caster of a spell illusion may make a caster-level check against DC 41 to resist this revealing effect.
- Unbroken Daymark. 1/day, standard action: Khors suppresses a spell-created shadow gate within 60 feet for 1 hour if a caster-level check (+40, including divine rank) succeeds against DC 11 + the gate’s caster level. A higher-ranked divine gate is unaffected.
- Last Light’s Guard. 1/day, immediate action: one ally within 60 feet takes 60 fewer points of damage from a single attack or effect and sheds bright light in a 20-foot radius for 1 round.
PERSONAL SPELL-LIKE ABILITIES
Caster level 30th; for good-descriptor spells 31st. Save DC 29 + spell level, if applicable (Charisma +9 and divine rank +10). Spell-like abilities have their normal action timing and do not require components. As a deity, Khors can also use the Sun, Knowledge and Protection domain spells shown below at will as spell-like abilities at caster level 20 (save DC 29 + spell level). This follows the divine rank rules and does not give mortal clerics unlimited casting. His personal spell-like abilities have the distinct daily limits above and remain separate from the domain spell repertoire.
| Spell level | Personal spell-like ability | Uses | Save DC if any |
|---|---|---|---|
| 0 | light, detect magic | at will | 29 |
| 1 | shield of faith | 3/day | 30 |
| 2 | see invisibility | 3/day | 31 |
| 3 | daylight | 3/day | 32 |
| 4 | divination | 2/day | 33 |
| 5 | true seeing | 2/day | 34 |
| 6 | greater dispel magic | 2/day | 35 |
| 7 | sunbeam | 1/day | 36 |
| 8 | sunburst | 1/day | 37 |
| 9 | foresight | 1/day | 38 |
Clerics of Khors
Domains: Sun, Knowledge, Protection. Clerics choose two domains and use their own cleric level, spell slots, casting ability and the edition’s granted powers. The Sun Domain grants one greater turning in place of normal turning once per day; Knowledge grants divinations at +1 caster level and all Knowledge skills as class skills; Protection grants the protective ward once per day.
| Spell level | Sun Domain | Knowledge Domain | Protection Domain |
|---|---|---|---|
| 1 | endure elements | detect secret doors | sanctuary |
| 2 | heat metal | detect thoughts | shield other |
| 3 | searing light | clairaudience/clairvoyance | protection from energy |
| 4 | fire shield | divination | spell immunity |
| 5 | flame strike | true seeing | spell resistance |
| 6 | fire seeds | find the path | antimagic field |
| 7 | sunbeam | legend lore | repulsion |
| 8 | sunburst | discern location | mind blank |
| 9 | prismatic sphere | foresight | prismatic sphere |
Native rule: D&D 3.5e Domain Spells and divine rank rules.
Horizon Sceptre — D&D 3.5e
Minor artifact; no ordinary market price or crafting formula. Once per dawn as an immediate action following a failed Will save against an illusion or magical darkness, the bearer can reroll that save with a +2 sacred bonus, taking the second result. This immediate action uses the bearer’s next swift action.
Sources and Licensing
Khors’s name and early medieval evidence are discussed in the Encyclopedia of Ukraine, the Primary Chronicle (980), and a bilingual Old East Slavic–English translation of the Tale of Igor’s Campaign, where his name is rendered Hrŭs. The name’s interpretation, solar role and possible Iranian relationship are debated. His twilight-watch identity, estate, relic, encounters and divine mechanics are original campaign creations, not authenticated ancient cult practices. The hero and emblem are original campaign paintings, not archaeological reconstructions.
The four rule interpretations and challenge ratings are original, unplaytested designs and not official publisher deity statistics. Relevant rules: D&D SRDs (including the CC BY 4.0-licensed SRD 5.1 and 5.2 material); 2024 Light Domain; Pathfinder 1e domains; D&D 3.5e domains and divine ranks. Names and logos remain those of their respective owners. The original narrative and art are not designated Open Game Content here.
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