Simargl — Slavic Divine Guardian of the Ember Gate

At a Glance
| Identity | Simargl; also Semargl and Simar’gl |
|---|---|
| Spheres | Sacred watchfulness, warded fire and safe thresholds |
| Divine home | The Ember Gate in Iriy, Bytopia |
| The roads he guards | Dothion’s orchard border and the high paths towards Shurrock |
| Divine company | Svarog, Mokosh, Dazhbog and the other Slavic gods |
| Worshippers | Night watchkeepers, travellers and households protecting a vulnerable guest |
| Relic | The Ember-Ward Fang, given to a guardian who keeps their post |

Simargl guards the door when everyone else is asleep. The fire at the Ember Gate burns only where someone is still keeping watch. He knows who has passed, who is missing, and which door must remain shut. A thief carrying a stolen hearth-flame will always find him there.
Simargl in the world
At a rural shrine, the last household to close its doors banks an ember rather than extinguishing it. A guard who leaves his post without warning finds footprints traced in soot around the gate. Simargl’s favour belongs to the one who keeps the watch, not necessarily to the owner of the house.
Origins and divine relationships
The Primary Chronicle, compiled in the early twelfth century, names Simar’gl among the gods honoured at Kyiv in its account of the year 980. It gives no detailed account of his appearance or duties. Proposed connections with the Iranian Sēnmurw remain debated. His fiery winged form, the Ember Gate and the living worship described here belong to the campaign.
Svarog entrusts him with fires that must never spread; Mokosh asks protection for houses in childbirth; Veles trades news of unseen paths under the roots. Simargl respects Perun’s sentinels but refuses to turn every border into a battlefield.
The divine estate
The Ember Gate. Six bells hang beneath the carved lintel. Each is tied to a different road or hearth, and a visitor names the person they protect before Simargl grants passage. The bells sound for travellers lost between those roads. If a clapper is stolen, the ward starts closing from both sides: those inside are trapped with those it was meant to keep out. Simargl’s estate stands on Iriy’s orchard border in Bytopia.
Encountering Simargl
Simargl asks a visitor’s name, destination and charge. A frightened child may pass while an armed lord waits outside. He accepts a relieved watchkeeper who brings a replacement; he has little patience for someone who abandons a dependent and calls it courage. He respects a household’s invitation and waits outside an unwelcoming door, though he can bar a stolen flame from crossing it.
During an attack he puts himself between danger and the people under his protection. A visible rescue, a returned ember or an honestly relieved watch can end a confrontation. Setting a second household ablaze to distract him earns his lasting hostility.
The Ember-Ward Fang
A small tooth of warm amber falls from Simargl’s jaw when a mortal keeps watch at a cost no one else will bear. Worn at the throat, the Ember-Ward Fang marks one doorway as a place of refuge. Its fire answers a hostile crossing; it grants no right to imprison a guest. The tooth is a divine gift rather than a piece taken by force from his body.
Adventures
The Last Night Watch
A village near the Rus’ border loses its lookout, Olena, on the same night its grain store ignites without smoke. Her younger brother insists a winged hound stood outside the gate. The party must discover that the store fire is only a distraction and choose whether to rescue Olena from the rootroad or defend the sleeping households from raiders. Both are possible, but only with an honest division of their forces.
The Ember Stolen from the Forge
A craftsman called Bogdan steals an undying coal from Svarog’s shrine to cure his daughter’s fever. The coal begins setting ordinary doors ablaze. Simargl will stop it but will not cross a family’s threshold uninvited. Characters can broker a cure, carry the coal back through the Ember Gate, or use a river rite at Mokosh’s spring; each choice risks a different loss.
The Sixth Bell
The sixth bell at the Ember Gate rings though no messenger has passed. An orphan runner arrives with the sealed message of a dead watchman. The characters have until dawn to find which of the five other bells has been swapped; striking the wrong bell sends the nearest road into a hostile plane.
Divine powers and encounter rules
Simargl’s powers favour holding a boundary and shielding those behind him.
D&D 5.5e / 2024
Simargl — divine combat statistics (2024)
Large Celestial (Deity) · CR 27 (unofficial, unplaytested campaign estimate; PB +8) · AC 24 (divine ward) · HP 620 (40d10+400) · Speed 40 ft., fly 80 ft. (hover).
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 22 (+6) | 30 (+10) | 22 (+6) | 28 (+9) | 26 (+8) |
Saving Throws: Con +18, Wis +17, Cha +16. Skills: Insight +17, Perception +17, Religion +14. Resistances: Cold, Lightning; Bludgeoning, Piercing and Slashing from nonmagical attacks. Immunities: Fire; Charmed, Frightened. Senses: Truesight 120 ft., Passive Perception 27. Languages: Old East Slavic and Celestial; telepathy 120 ft.
Actions
Multiattack. Simargl makes three Ember-Ward Fang attacks.
Ember-Ward Fang. Melee Attack Roll: +17 to hit, reach 10 ft., one target. Hit: 4d10 + 9 Piercing damage plus 4d8 fire damage.
Gatefire Circle (Recharge 5–6). Enemies within a 30-foot Emanation make a DC 25 Dexterity save, taking 18d8 fire damage on a failure or half on success. Non-hostile creatures whom Simargl has named as guests are immune. A creature that has not attacked anyone since the start of its last turn has advantage on this saving throw.
Bonus Actions
Gatebound Watch (1/day). While he has 310 Hit Points or fewer, Simargl uses a Bonus Action to move 30 feet without provoking Opportunity Attacks and gain 20 Temporary Hit Points.
Reactions
Watchkeeper’s Leap (2/day). When an ally within 30 feet would be struck by a melee attack, Simargl moves to an unoccupied space adjacent to that ally and takes the hit instead; this movement does not provoke an opportunity attack.
Legendary Actions (3/round)
Simargl uses at most one legendary action at the end of another creature’s turn, refreshing three at the start of its turn. Move: move half its Speed without provoking Opportunity Attacks (cost 1). Ember-Ward Fang: make one weapon attack (cost 2). Bell: one visible foe within 30 feet makes a DC 25 Wisdom save or takes 4d8 fire damage (cost 1).
Spellcasting. Wisdom; save DC 25, spell attack +17. Simargl requires no components and uses each spell’s normal casting time: shield uses his Reaction, and hallow takes 24 hours. Concentration applies normally. Cantrips are at will; each 1st–3rd-level spell is usable 3/day, each 4th–6th-level spell 2/day, and each 7th–9th-level spell 1/day.
| Spell level | Personal divine spell-like abilities | Uses |
|---|---|---|
| Cantrips | light, produce flame | At will |
| 1st | shield | 3/day each |
| 2nd | flaming sphere | 3/day each |
| 3rd | protection from energy | 3/day each |
| 4th | wall of fire | 2/day each |
| 5th | hallow | 2/day each |
| 6th | heal | 2/day each |
| 7th | fire storm | 1/day each |
| 8th | sunburst | 1/day each |
| 9th | foresight | 1/day each |
Six Gate Bells. A creature adjacent to a bell can sound it as an action. Once before the start of its next turn, that creature or one ally within 30 feet adds 1d4 to a saving throw against Simargl’s fire. One saving throw can benefit from only one bell. Removing a clapper stops that bell working; returning it restores the protection.
Granted domains and spells for worshippers
Ember Gate Light Domain. A cleric of Simargl uses the 2024 Light Domain’s features, replacing its domain spell table with the patron spells below. These spells are always prepared at the listed Cleric levels; they count as Cleric spells for that character. This is a campaign patron spell list.
| Progression | Granted spells |
|---|---|
| Cleric 3 (1st-level) | shield of faith, protection from evil and good |
| Cleric 3 (2nd-level) | continual flame, lesser restoration |
| Cleric 5 (3rd-level) | protection from energy, daylight |
| Cleric 7 (4th-level) | guardian of faith, wall of fire |
| Cleric 9 (5th-level) | hallow, flame strike |
Ember-Ward Fang — 2024
Wondrous item, very rare (requires attunement). While wearing the fang, use the Magic action to mark one doorway no wider than 10 feet that you can touch. The mark lasts until the next dawn, until you mark another doorway, or until your attunement ends. While you are within 30 feet of the marked doorway and can see a creature pass through it, you can use your Reaction to make the fang flare. That creature makes a DC 17 Dexterity saving throw, taking 18 (4d8) Fire damage on a failure or half on a success. Once you use the flare, you cannot use it again until you finish a Long Rest. The mark never prevents passage and does not spread fire to objects.
D&D 5e / 2014
Simargl — divine combat statistics (2014)
Large Celestial (Deity) · CR 27 (unofficial, unplaytested campaign estimate; PB +8) · AC 24 (divine ward) · HP 620 (40d10+400) · Speed 40 ft., fly 80 ft. (hover).
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 22 (+6) | 30 (+10) | 22 (+6) | 28 (+9) | 26 (+8) |
Saving Throws: Con +18, Wis +17, Cha +16. Skills: Insight +17, Perception +17, Religion +14. Resistances: Cold, Lightning; Bludgeoning, Piercing and Slashing from nonmagical attacks. Immunities: Fire; Charmed, Frightened. Senses: Truesight 120 ft., Passive Perception 27. Languages: Old East Slavic and Celestial; telepathy 120 ft.
Actions
Multiattack. Simargl makes three Ember-Ward Fang attacks.
Ember-Ward Fang. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) Piercing damage plus 18 (4d8) fire damage.
Gatefire Circle (Recharge 5–6). Each creature of Simargl’s choice within 30 feet makes a DC 25 Dexterity saving throw, taking 81 (18d8) fire damage on a failure or half on a success. A creature that has not attacked anyone since the start of its last turn has advantage on the save.
Bonus Actions (campaign action)
Ember Warden (1/day). One enemy within 30 feet has disadvantage on its next attack against a creature other than Simargl before the end of its next turn (Wisdom save DC 25 negates).
Reactions
Watchkeeper’s Leap (2/day). When an ally within 30 feet would be struck by a melee attack, Simargl moves to an unoccupied space adjacent to that ally and takes the hit instead; this movement does not provoke an opportunity attack.
Legendary Actions (3/round)
Simargl uses at most one legendary action at the end of another creature’s turn, refreshing three at the start of its turn. Move: move half its Speed without provoking Opportunity Attacks (cost 1). Ember-Ward Fang: make one weapon attack (cost 2). Bell: one visible foe within 30 feet makes a DC 25 Wisdom save or takes 4d8 fire damage (cost 1).
Innate Spellcasting. Wisdom; save DC 25, spell attack +17. Simargl requires no components and uses each spell’s normal casting time: shield uses his Reaction, and hallow takes 24 hours. Concentration applies normally. Cantrips are at will; each 1st–3rd-level spell is usable 3/day, each 4th–6th-level spell 2/day, and each 7th–9th-level spell 1/day.
| Spell level | Personal divine spell-like abilities | Uses |
|---|---|---|
| Cantrips | light, produce flame | At will |
| 1st | shield | 3/day each |
| 2nd | flaming sphere | 3/day each |
| 3rd | protection from energy | 3/day each |
| 4th | wall of fire | 2/day each |
| 5th | hallow | 2/day each |
| 6th | heal | 2/day each |
| 7th | fire storm | 1/day each |
| 8th | sunburst | 1/day each |
| 9th | foresight | 1/day each |
Six Gate Bells. A creature adjacent to a bell can sound it as an action. Once before the start of its next turn, that creature or one ally within 30 feet adds 1d4 to a saving throw against Simargl’s fire. One saving throw can benefit from only one bell. Removing a clapper stops that bell working; returning it restores the protection.
Granted domains and spells for worshippers
Ember Gate Light Domain. A cleric of Simargl uses the 2014 Light Domain’s features, replacing its domain spell table with the patron spells below. These spells are always prepared at the listed Cleric levels; they count as Cleric spells for that character. This is a campaign patron spell list.
| Progression | Granted spells |
|---|---|
| Cleric 1 (1st-level) | shield of faith, protection from evil and good |
| Cleric 3 (2nd-level) | continual flame, lesser restoration |
| Cleric 5 (3rd-level) | protection from energy, daylight |
| Cleric 7 (4th-level) | guardian of faith, wall of fire |
| Cleric 9 (5th-level) | hallow, flame strike |
Ember-Ward Fang — 2014
Wondrous item, very rare (requires attunement). While wearing the fang, use an action to mark one doorway no wider than 10 feet that you can touch. The mark lasts until the next dawn, until you mark another doorway, or until your attunement ends. While you are within 30 feet of the marked doorway and can see a creature pass through it, you can use your Reaction to make the fang flare. That creature makes a DC 17 Dexterity saving throw, taking 18 (4d8) Fire damage on a failure or half on a success. Once you use the flare, you cannot use it again until you finish a Long Rest. The mark never prevents passage and does not spread fire to objects.
Pathfinder 1e
Simargl — Pathfinder 1e
CR 27 (unofficial, unplaytested campaign estimate); NG Large outsider (good, extraplanar away from Bytopia). Init +10; Senses darkvision 60 ft., continuous true seeing; Perception +48.
AC 51, touch 32, flat-footed 44 (+6 Dex, +19 natural, +8 sacred, +8 deflection, +1 dodge, −1 size). hp 495 (30d10+300, plus Toughness 30). Fort +28, Ref +31, Will +34; a +6 sacred ward and the three save feats are included. DR 15/epic; SR 36; Immune fire, fear; Resist cold 10, electricity 10.
Speed 40 ft., fly 80 ft. (perfect); Space/Reach 10 ft./10 ft. Melee bite +41 (4d8+12 piercing plus 4d6 fire), 2 claws +39 (2d6+7 slashing plus 2d6 fire). A standard attack uses the bite. The claws are secondary natural attacks; Multiattack is included. Divine fangs (Su): all three natural weapons have a +3 enhancement bonus and the increased damage dice shown.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 22 (+6) | 30 (+10) | 22 (+6) | 28 (+9) | 26 (+8) |
Base Atk +30; CMB +40; CMD 73. Feats (15): Improved Initiative, Power Attack, Multiattack, Combat Reflexes, Toughness, Great Fortitude, Iron Will, Lightning Reflexes, Dodge, Mobility, Blind-Fight, Skill Focus (Perception), Endurance, Diehard, Improved Iron Will.
Skills: Acrobatics +36, Bluff +41, Craft (bells) +39, Fly +45, Intimidate +41, Knowledge (planes) +39, Knowledge (religion) +39, Perception +48, Sense Motive +42, Spellcraft +36, Stealth +35, Survival +42. Each has 30 ranks, spending all 360 ranks. Outsider class skills are Bluff, Craft, Knowledge (planes), Perception, Sense Motive and Stealth; his four additional class skills are Fly, Intimidate, Knowledge (religion) and Survival. Skill Focus, size and perfect-flight modifiers are included. Intimidate gains a further +4 against smaller creatures. Languages: Old East Slavic, Celestial, Sylvan; telepathy 120 ft.
Gatefire Circle (Su). As a standard action, Simargl burns chosen hostile creatures within 30 feet for 18d8 fire damage, Reflex DC 33 half (Charisma-based). Once used, the circle becomes available after 1d4 rounds. A creature adjacent to one of the estate’s six bells may sound it as a standard action: it or one ally within 30 feet gains +4 circumstance on one save against this power before the ringer’s next turn. Bonuses from different bells do not stack.
Watchkeeper’s Leap (Su; 2/day). As an immediate action when an ally within 30 feet is hit by an attack, Simargl moves to an open space adjacent to that ally and takes that attack’s damage and effects instead. The movement does not provoke attacks of opportunity. If he cannot reach an open space, the power cannot be used.
Personal spell-like abilities. CL 30th; Charisma-based save DC 18 + spell level. No components; normal spell durations and casting times apply. His continuous true seeing also has CL 30th. These powers are separate from his followers’ domains.
| Spell level | Personal powers | Uses |
|---|---|---|
| 0 | light, flare | At will |
| 1 | protection from evil | 3/day each |
| 2 | resist energy | 3/day each |
| 3 | magic circle against evil | 3/day each |
| 4 | fire shield | 2/day each |
| 5 | flame strike | 2/day each |
| 6 | heal | 2/day each |
| 7 | spell turning | 1/day each |
| 8 | fire storm | 1/day each |
| 9 | foresight | 1/day each |
Cleric domains and domain spells
A cleric of Simargl chooses two of Protection, Fire and Good. Prepare one spell from either chosen domain in each available domain slot. Use the following native Pathfinder progressions.
Granted domain powers
Protection: a +1 resistance bonus on saves, increasing by +1 per five cleric levels. Resistant Touch transfers that bonus to a touched ally for 1 minute as a standard action, 3 + Wisdom modifier times/day; the cleric loses it for that minute. From level 8, a 30-foot aura grants +1 deflection AC and resistance 5 against acid, cold, electricity, fire and sonic, for cleric-level rounds/day. AC improves by +1 per four levels beyond 8; energy resistance becomes 10 at level 14.
Fire: Fire Bolt is a standard-action ranged touch attack within 30 feet for 1d6 + half cleric level fire damage, 3 + Wisdom modifier times/day. Fire resistance is 10 at level 6 and 20 at level 12; it becomes immunity at level 20.
Good: a standard-action touch grants a sacred bonus equal to half cleric level (minimum 1) on attacks, saves, skills and ability checks for 1 round, 3 + Wisdom modifier times/day. From level 8, Holy Lance gives a touched weapon the holy property for half cleric level rounds, once/day plus once per four levels beyond 8.
| Spell level | Protection | Fire | Good |
|---|---|---|---|
| 1 | sanctuary | burning hands | protection from evil |
| 2 | shield other | produce flame | align weapon (good only) |
| 3 | protection from energy | fireball | magic circle against evil |
| 4 | spell immunity | wall of fire | holy smite |
| 5 | spell resistance | fire shield | dispel evil |
| 6 | antimagic field | fire seeds | blade barrier |
| 7 | repulsion | elemental body IV (fire only) | holy word |
| 8 | mind blank | incendiary cloud | holy aura |
| 9 | prismatic sphere | elemental swarm (fire only) | summon monster IX (good only) |
Ember-Ward Fang — Pathfinder 1e
Unique minor artifact; worn at the throat; CL 20th; no market price or ordinary crafting formula. A standard action while touching a doorway up to 10 feet wide marks it until the next dawn; marking another doorway ends the earlier mark. While wearing the fang within 30 feet of that doorway, the bearer may use an immediate action when a visible creature passes through it. That creature takes 4d8 fire damage, Reflex DC 21 half. This flare functions once per day, renewing at dawn. It does not bar passage or ignite objects. The tooth is destroyed if its bearer knowingly leaves a helpless person locked inside a burning shelter and refuses an available means of rescue.
D&D 3.5e
Simargl — D&D 3.5e
NG Large outsider (good, extraplanar away from Bytopia); Divine Rank 10, lesser deity; CR 27 (unofficial, unplaytested campaign estimate). Init +20; Speed 60 ft., fly 100 ft. (perfect). Space/Reach 10 ft./10 ft.
AC 56, touch 33, flat-footed 50 (10 base, −1 size, +6 Dex, +23 natural, +10 divine, +8 deflection); Dodge adds +1 against its chosen foe. hp 543 (30d8 maximized, +300 Con, +3 Toughness). Fort +39, Ref +35, Will +38. Each save includes +12 outsider base, +5 epic, +10 rank, ability modifier and its +2 feat. DR 20/epic; SR 42.
Immune: fire, acid, cold and electricity; hostile shape-changing, mind-affecting effects, ability damage/drain, energy drain, poison, disease, stunning, sleep, paralysis, death effects, disintegration and magical imprisonment or banishment. Higher-rank divine exceptions apply to the non-energy immunities. He is immortal and has no need of air, food or sleep.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 28 (+9) | 22 (+6) | 30 (+10) | 22 (+6) | 28 (+9) | 26 (+8) |
Base Atk +20, with +5 epic attack bonus; Grapple +48. Attack bite +46 (4d8+12 piercing plus 4d6 fire); Full attack bite +46 and 2 secondary claws +44 (2d6+7 slashing plus 2d6 fire). His natural weapons have a +3 enhancement bonus, the increased damage dice shown, and the good alignment for overcoming damage reduction. Multiattack is included; natural attacks do not gain iterative attacks.
Feats (11): Improved Initiative, Power Attack, Multiattack, Combat Reflexes, Toughness, Great Fortitude, Iron Will, Lightning Reflexes, Dodge, Mobility, Blind-Fight. Skills: Bluff +51, Concentration +53, Diplomacy +59, Hide +45, Intimidate +55, Knowledge (arcana) +49, Knowledge (planes) +49, Knowledge (religion) +49, Listen +52, Move Silently +49, Search +49, Sense Motive +52, Spot +52, Survival +52. Each has 33 ranks, spending all 462 skill points. Divine rank is included; there is no class-skill +3 bonus. The +4 divine synergy bonuses to Diplomacy and Intimidate are included. Survival gains +4 on other planes and +4 when following tracks, from separate Knowledge (planes) and Search synergies.
Languages and senses. Old East Slavic is his customary mortal speech; his divine communication permits understanding and speaking all languages. He can speak directly to creatures within 10 miles. His ordinary senses extend 10 miles, without seeing through solid barriers. As a standard action he may observe up to five eligible remote worshippers, holy sites or portfolio events under the divine sensing rules. Rank 10 permits taking 10 on skill and ability checks; natural 1s do not automatically fail attacks or saves.
Gatefire Circle (Su). Standard action; chosen hostile creatures within 30 ft. take 18d8 fire damage, Reflex DC 33 half. Recharge after 1d4 rounds. This is a separate, Hit-Dice-based supernatural attack. A standard action sounding an adjacent estate bell grants the ringer or one ally within 30 ft. +4 circumstance on one save against the circle before the ringer’s next turn; bell bonuses do not stack.
Divine aura. Free action each round to choose a radius from 0 to 1,000 ft. and one effect: daze (no actions, normal defence); fright (shaken, becoming frightened at his direct gesture); or resolve (allies +4 morale on attacks, saves and checks; foes −4). Affected mortals and lower-ranked deities resist with Will DC 28; success grants 24-hour immunity. He can exempt worshippers and good creatures. Effects end on leaving the radius; an aura of higher divine rank takes precedence.
Salient powers. The twelve bespoke powers below fill his ten rank selections and two lesser-deity selections. They work in antimagic and ignore spell resistance. They use DC 28 unless stated otherwise and are campaign abilities, not printed feats.
12 portfolio-specific campaign salient abilities
- Hearth That Holds. At will, standard action: protect an unattended cooking or watch fire in a 20-ft. area from wind, rain and nonmagical extinguishing for 24 hours.
- No Passage. 2/day, immediate action: when a visible creature within 100 ft. attempts teleportation, oppose its caster-level check with Simargl’s +30 check. On Simargl’s victory it stays at its origin; ties allow passage. This cannot cancel another deity’s salient power.
- Soot of the Thief. 2/day, standard action: a visible doorway shows a soot outline of the last creature to cross it within the preceding hour. The outline lasts 1 minute and reveals appearance, not a concealed true name.
- Guardian’s Interposition. 2/day, immediate action: after an ally within 40 ft. is hit, move beside it and receive that one attack’s damage and effects instead. An open adjacent space is required; the movement does not provoke.
- Ember with a Name. 1/day, standard action: ward one hearth for 24 hours. Each evil outsider attempting to cross a doorway into its room makes Will DC 28; failure prevents that crossing. A successful creature may enter freely for the remaining duration.
- The Lost Sentinel. 1/day, standard action: for 1 minute learn the direction and distance to a willing missing watchkeeper whose name Simargl knows, on the same plane. Mind blank or a higher-ranked divine sensing barrier blocks this power.
- Winged Watch. At will, move action: fly up to 100 ft. without provoking attacks of opportunity; cannot pass a solid ceiling.
- Ring the Gate. 1/day, standard action: all allies within 80 ft. gain a +4 sacred bonus to saving throws against compulsion for three rounds.
- Unburnt Visitor. 3/day, swift action: grant an ally within 40 ft. immunity to fire damage for one round.
- Sixth Bell Warning. 1/day, immediate action: when a visible foe opens a magical portal within 100 ft., oppose its caster-level check with Simargl’s +30 check. On Simargl’s victory the portal closes; ties keep it open. Another deity’s salient power is unaffected.
- Hearthfire Judgement. 1/day, standard action: a visible foe within 60 ft. takes 10d6 fire damage and has its land speed halved for 1 round; Reflex DC 28 halves the damage and negates the slowing.
- The Watch Ends. 1/day, standard action: dismiss one summoned creature guarding a visible doorway within 60 ft. back to its plane, Will DC 28 negates. Called creatures and deities are unaffected.
Personal spell-like abilities and domains
All spells in the Protection, Fire and Good domain table below are available at will, CL 20th, save DC 28 + spell level. Good-descriptor spells have CL 21st. His caster-level checks include divine rank: +30, or +31 for a good-descriptor spell. No components are required; use each spell’s native casting time and duration. Additional personal powers are light and flare at will; flame strike (5th) 2/day; heal (6th) 2/day; spell turning (7th) 1/day; foresight (9th) 1/day, with the same CL and DC formula.
Personal domain powers. Protection: a standard-action touch gives +10 resistance on the recipient’s next save within 1 hour, 10/day. Fire: turn/destroy water creatures or rebuke/command fire creatures as a 10th-level cleric, sharing 11 uses/day; turning check +18 and turning damage 2d6+18. Good: +1 caster level on good-descriptor spells, already accounted for above.
Cleric domains and domain spells
A cleric of Simargl chooses two of Protection, Fire and Good, gaining those domains’ powers and one domain slot at each available spell level.
Granted domain powers
Protection: once/day, a standard-action touch grants a resistance bonus equal to cleric level on the recipient’s next saving throw within 1 hour. Fire: turn/destroy water creatures or rebuke/command fire creatures as a cleric turns undead, sharing 3 + Charisma modifier uses/day. Good: cast good-descriptor spells at +1 caster level.
| Spell level | Protection | Fire | Good |
|---|---|---|---|
| 1 | sanctuary | burning hands | protection from evil |
| 2 | shield other | produce flame | aid |
| 3 | protection from energy | resist energy (cold or fire only) | magic circle against evil |
| 4 | spell immunity | wall of fire | holy smite |
| 5 | spell resistance | fire shield | dispel evil |
| 6 | antimagic field | fire seeds | blade barrier |
| 7 | repulsion | fire storm | holy word |
| 8 | mind blank | incendiary cloud | holy aura |
| 9 | prismatic sphere | elemental swarm (fire only) | summon monster IX (good only) |
Ember-Ward Fang — D&D 3.5e
Unique minor artifact; worn at the throat; CL 20th; no market price or ordinary crafting formula. A standard action while touching a doorway up to 10 feet wide marks it until the next dawn; marking another doorway ends the earlier mark. While wearing the fang within 30 feet of that doorway, the bearer may use an immediate action when a visible creature passes through it. That creature takes 4d8 fire damage, Reflex DC 21 half. This flare functions once per day, renewing at dawn. It does not bar passage or ignite objects. The tooth is destroyed if its bearer knowingly leaves a helpless person locked inside a burning shelter and refuses an available means of rescue.
Sources and further reading
The Primary Chronicle’s entry for 980 records Simar’gl’s name; the compilation belongs to the early twelfth century. The comparative research abstracts on Iranian and Slavic contacts discuss proposed connections with Sēnmurw and the uncertainty of his functions. The fiery guardian, estate, relic and present encounters are original campaign lore.
Explore the Slavic pantheon, Iriy in Bytopia, Gods and Pantheons and Cleric class.
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