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Thoth

Thoth, ancient Egyptian god often depicted as an ibis-headed man. Based on New Kingdom tomb paintings. 26 December 2007 (UTC) Author Jeff Dahl 
Thoth, ancient Egyptian god often depicted as an ibis-headed man. Based on New Kingdom tomb paintings. 26 December 2007 (UTC) Author Jeff Dahl

Thoth is not generous with his knowledge, but neither is he covetous of it. For those who work long and hard at research and science, he is a faithful source of information. Thoth is truly omniscient.

Duties of the Priesthood

Priests of Thoth are expected to learn all that they can and help to spread Wisdom throughout the world.

Thoth
God of Wisdom; God of time, magic and writing; God of the moon
Intermediate Deity
Symbol:
Ibis, Hourglass
Home Plane: The Offering Fields
Alignment: Neutral
Portfolio: Knowledge, wisdom, learning
Worshipers: Scholars, sages, wizards, sorcerers, bards
Cleric Alignments: NG, LN, N, CN, NE
Domains: Knowledge, Magic, Time*
Favored Weapon: Quarterstaff
Sacred Animal: Baboon, Ibis
Traditional Allies: Horus, Isis, Osiris
Traditional Foes: Set
Divine Artifact: Golden Ankh of Everlasting Life
Favored Class: Wizard, Cleric, Loremaster
Favored Race: Elf, Human
Benefits: Favored classes of Thoth gain a +1 increase to their base Wisdom score as long as they continue to worship him. Should they denounce him as their patron, they lose the bonus.

The mysterious deity Thoth appears as a slender human with the head of an ibis. As the god of science, knowledge, and medicine, Thoth is an important figure in the pantheon. He is the inventor of writing and arithmetic, and the god of scribes, sages, libraries, and knowledge in general. Thoth is not related, even by marriage, to any other deity in the Pharaonic pantheon, and his origins are not clear, a fact that makes him something of an outcast.

On the other hand, there are those who believe that it was he, not Ra, who was the source of all creation. Some legends say that he was present at creation, recording the events of Re’s birth as they occurred. Others say he is a son of Re, brother of Shu and Tefnut.

It is said that Thoth maintains a set of three great books in which all knowledge is recorded. These books are locked away at the heart of a great crypt.

Dogma

As a part of the Pharaonic pantheon, Thoth is simply the god of knowledge ‘patron of scribes and other educated people. In his mystery cult (see below), he takes on a more important role, but his ordinary followers view life as a quest for knowledge and for mastery of an ever-increasing body of information about the world. Followers of Thoth collect knowledge for knowledge’s sake, striving to better themselves through learning. Some hope to better the world as well, while others hope to gain the means to impose their will on the world through their knowledge. For Thoth himself, knowledge is all that matters.

Clergy and Temples

Clerics of Thoth are scribes, historians, sages, mathematicians, and messengers. They collect and protect knowledge, building libraries and universities to preserve and pass on their knowledge. They follow the traditional fashion of Pharaonic clerics, including white robes and shaved heads for male clerics. Most of Thoth’s clerics are male.

Thoth’s temples often contain or adjoin libraries or other places of learning. In contrast to Anubis’s cemetery temples, the knowledge held in Thoth’s temples is available to all.

D&D 5E Epic Monsters: Thoth

Thoth DnD 5e BANNER.jpg

D&D 5E – Epic Monsters: Thoth | EN World | Dungeons & Dragons | Tabletop Roleplaying Games

More bookish than he is monstrous: the ancient Egyptian god Thoth.

Also known as ḏḥwty, Jehuti, Jehuty, Tahuti, Techu, Tehuti, Tetu, and Zehuti, sometimes with honorary titles (A’an, Asten, Hab, Khenti, Mehi, Lord of Khemennu, Sheps, and Thrice Great), Thoth was one of the more important deities in the ancient Egyptian pantheon. He is frequently depicted as having a human body with the head of an ibis, wearing a crescent moon headdress if in his Ankher or Shu forms—and also sometimes as a baboon with a dog’s face or (when in his A’an or Aani form) a human with a baboon head representing equilibrium, and typically with an ankh in hand (symbolizing life). It’s no surprise then that ibis and baboon are sacred to Thoth!

Thoth handled a lot of stuff—his domains include art, astrology, astronomy, the dead, hieroglyphs, judgment, law, magic, mathematics, medicine, philosophy, science, wisdom, and writing. He had a female equivalent as well (Seshat) and was married to Ma’at (or depending on where you’re at, maybe Nehmetawy, or possibly Seshat the former goddess of wisdom that’s sometimes referred to as his daughter which is a weird crossing of histories that is totally not creepy at all). Thoth and Ma’at each stood on one side of Ra’s solar barque for the night time trips on Mesektet (not daytime voyages on Mandjet aka the Boat of Millions of Years), and he led the “Ogdoad”, an Egyptian pantheon of 8 gods, in between the business of maintaining the universe. As the scribe of the pantheon (beloved by mortal scribes), Thoth invented the 365 day calendar, hieroglyphs, writing, and calculated the creation of Earth, the heavens, stars, and everything that comes with those.

His beginnings were a touch humbler however. Thoth started as a god of the moon but its importance for society (signifying events, rituals, and so on) gradually saw him elevated to a deity with much more in his purvey. When the goddess Nut was found to be sterile for the 360 day long year, Thoth gambled with the moon and won 1/72nd of its light—5 days that allowed the wanting goddess to bear Isis, Nephthys, Osiris, and Set with Geb. He also helped Isis restore Osiris leading to the birth of Horus. Whenever Anubis weighs out the heart of a newly arrived dead in Duat (the underworld) using the scales of Ma’at, it was Thoth’s job to record the result. A heart that weighed as light as a feather sent the dead on to the afterlife, but otherwise they would be consumed by the crocodile-hippopotamus-lion chimera Ammit.

The main shrine to Thoth was in Hermopolis until it was destroyed in 1826 but in January 2020 archaeologist Mostafa Waziri and his team unearthed a score of sarcophagi in Tuna el-Gebel in Minya containing officials and high clergy of Thoth. The greeks largely merged Thoth with Hermes and later scholars theorized that he may have been just a man (specifically Moses because of their authorship and creation of laws)

Thoth

Medium celestial, lawful neutral
Armor Class 21 (natural armor)
Hit Points 315 (30d8+180)
Speed 30 ft.

STRDEXCONINTWISCHA
21 (+5)​21 (+5)​22 (+6)​30 (+10)​30 (+10)​25 (+7)​

Saving Throws Str +15, Con +16, Int +20, Wis +20
Skills Medicine +30, Perception +20
Damage Resistances bludgeoning, piercing, and slashing from magical weapons
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, stunned
Senses darkvision 300 ft., passive Perception 30
Languages all
Challenge 33 (215,000 XP)

Ankh of Life. While Thoth is holding his ankh, he regains 20 hit points at the start of his turn if he has at least 1 hit point, and when he would normally roll one or more dice to restore hit points with a spell Thoth instead uses the highest number possible for each die.
In addition, he is able to concentrate on up to 2 spells at the same time by storing one in the ankh. If Thoth fails a concentration check while concentrating on more than one spell, he loses both spells. In addition, while he is using one or more concentration spells Thoth gains one extra bonus action each turn that can only be used to manipulate those spells.

Divine Intellect. Thoth always knows how long it will be before the next sunset or sunrise, the northerly direction, and can perfectly remember anything he’s experienced within the last 10 years. In addition, Thoth gains double his proficiency bonus (+10, +20 total) to and has advantage on Intelligence checks.

Legendary Resistance (3/Day). If Thoth fails a saving throw, he can choose to succeed instead.

Magic Resistance. Thoth has advantage on saving throws against spells and other magical effects.

Magic Weapons. Thoth’s weapon attacks are magical.

Mastery of Tools. Thoth gains double his proficiency bonus (+10, total +20) when he makes an ability check that uses a tool kit.

Reject the Dead (5/Day). Thoth can use a bonus action to deem any number of undead he can see to be unworthy. Each undead he chooses must make a DC 28 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. An undead that fails its saving throw is instantly destroyed if its challenge rating is 8 or below. A turned creature must spend its turns trying to move as far away from Thoth as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Sorcery Points (30/Long Rest). As a bonus action on his turn, Thoth can expend one spell slot and either gain a number of sorcery points equal to the slot’s level, or he can create a spell slot by expending sorcery points (1st-level—2 points, 2nd-level—3 points, 3rd-level—5 points, 4th-level—6 points, 5th-level—7 points, 6th-level—9 points, 7th-level—11 points, 8th-level—13 points, 9th-level—16 points).

  • Careful Spell (1 Point). When Thoth casts a spell that forces other creatures to make a saving throw, he can choose up to 9 creatures. A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell (1 Point). When Thoth casts a spell that has a range of 5 feet or greater, he can double the range of the spell. When he casts a spell that has a range of touch, he can make the range of the spell 30 feet.
  • Empowered Spell (1 Point). When Thoth rolls damage for a spell, he can reroll up to 9 damage dice. He must use the new rolls. Thoth can use Empowered Spell even if he has already used a different Metamagic option during the casting of the spell.
  • Extended Spell (1 Point). When Thoth casts a spell that has a duration of 1 minute or longer, he can double its duration, to a maximum duration of 24 hours.
  • Heightened Spell (3 Points). When Thoth casts a spell that forces a creature to make a saving throw to resist its effects, he can give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell (2 Points). When Thoth casts a spell that has a casting time of 1 action, he can change the casting time to 1 bonus action for this casting.
  • Subtle Spell (1 Point). When Thoth casts a spell, he can cast it without any somatic or verbal components.
  • Twinned Spell (Varies). When Thoth casts a spell that targets only one creature and doesn’t have a range of self, he can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current level.

Spellcasting. Thoth is a 30th level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 28; +20 to hit with spell attacks). Thoth knows all spells:

  • Cantrips: all cantrips​
  • 1st-level (4 slots)​
  • 2nd-level (4 slots)​
  • 3rd-level (4 slots)​
  • 4th-level (4 slots)​
  • 5th-level (4 slots)​
  • 6th-level (3 slots)​
  • 7th-level (3 slots)​
  • 8th-level (3 slots)​
  • 9th-level (2 slots)​

War Magic. Thoth has advantage when he is concentrating on a spell and has to make a Constitution saving throw from taking damage, he can wield weapons or a shield in both hands and still make somatic components for spellcasting and can use his reaction to cast a spell (maximum casting time: 1 action) at a creature that provokes an opportunity attack from him.

ACTIONS
Multiattack. Thoth casts a spell and attacks twice.

Divine Touch. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 44 (6d12+5) radiant damage plus 21 (6d6) psychic damage.

LEGENDARY ACTIONS
Thoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Thoth regains spent legendary actions at the start of his turn.

Divine Power. Thoth casts a spell of 3rd-level or lower.

Extra Rejection. Thoth uses Reject the Dead. This does not count against his daily uses per day.

Impossible Power (Costs 2 Actions). Thoth casts a spell of 5th-level or lower.

Judgment (Costs 2 Actions). Thoth redistributes up to 100 hit points among creatures he can see. This cannot reduce a creature below 1 hit point or increase a creature’s hit point total beyond its maximum. A creature can make a DC 28 Charisma saving throw to resist this effect.

Thoth

Thoth
Wizard 20/Cleric 10/Loremaster 10
Medium-Size outsider
Divine Rank13
Hit Dice20d8+160 (outsider) plus 20d4+160 (Wiz) plus 10d8+80 (Clr) plus 10d4+80 (Lor) (840 hp)
Initiative+13, always first (+9 Dexterity, +4 Improved Initiative, Supreme Initiative)
Speed60 ft.
AC67 (+9 Dexterity, +13 divine, +1 dodge [loremaster secret], +26 natural, +8 deflection)
AttacksScepter of Thoth +62/+57/+52/+47 melee touch; or spell +61 melee touch or +62 ranged touch
DamageScepter of Thoth as destruction spell or by spell
Face/Reach5 ft. by 5 ft./5 ft.
Special AttacksDomain powers, salient divine abilities, spell-like abilities, turn undead 11/day.
 Special QualitiesDivine immunities, DR 48/+4, fire resistance 33, spontaneous casting of divine spells, understand, speak, and read all languages and speak directly to all beings within 13 miles, remote communication, godly realm, teleport without error at will, plane shift at will, familiar (ibises), lore +28, greater lore, true lore, loremaster secrets (Dodge trick, Weapon Trick, one feat, bonus 1st-level spell, bonus 2nd-level spell), SR 65, divine aura (1,300 ft., DC 31).
SavesFort +53, Ref +54, Will +56.
AbilitiesStrength 27, Dexterity 29, Constitution 27, Intelligence 46, Wisdom 32, Charisma 27.
 Skills*Alchemy +86, Appraise +71, Concentration +81, Decipher Script +51, Diplomacy +73, Disable Device +66, Gather Information +61, Heal +74, Intuit Direction +44, Knowledge (arcana) +114, Knowledge (architecture
and engineering
) +91, Knowledge (geography) +91, Knowledge (history) +114, Knowledge (local) +91, Knowledge (nature) +91, Knowledge (nobility and royalty) +91, Knowledge (the planes) +114, Knowledge (religion) +114, Listen +64, Profession (scribe) +84, Read Lips +51, Scry +91, Search +61, Sense Motive +44, Spellcraft +91, Spot +54. *Always receives a 20 on checks.
 FeatsCraft Magic Arms and Armor, Craft RodCraft Staff, Craft Wand, Craft Wondrous Item,Empower Spell, Energy Substitution (sonic), Enlarge Spell, Eschew Materials,Extend Spell, Forge Ring, Greater Spell Penetration, Heighten SpellImproved Initiative, Maximize Spell, Persistent spellReach Spell, Repeat Spell, Sacred Spell, Scribe Scroll, Silent Spell, Spell Mastery, Spell PenetrationStill Spell, Subdual Substitution, Widen spell.
 Divine ImmunitiesAbility damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, Paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient
Divine Abilities
Arcane Mastery, Automatic Metamagic (quicken wizard spells), ClearsightCraft Artifact, Divine Skill Focus (Knowledge [arcana]), Divine Skill Focus (Knowledge [history]), Divine Skill Focus (Knowledge [the planes]), Divine Skill Focus (Knowledge [religion]), Divine Spellcasting, Extra Sense Enhancement (penetrating vision), Increased Spell Resistance, Know Secrets, Power of Truth, Spontaneous Wizard Spells, Supreme Initiative,True Knowledge.
Domain
Powers
Cast divination spells at +1 caster level; use spell completion or spell trigger devices as Wiz35.
By WolfgangRieger - Filippo Coarelli (ed.): Pompeji. Hirmer Verlag, München 2002, ISBN 3-7774-9530-1. p. 346, Public Domain, https://commons.wikimedia.org/w/index.php?curid=6006834
By WolfgangRieger – Filippo Coarelli (ed.): Pompeji. Hirmer Verlag, München 2002, ISBN 3-7774-9530-1. p. 346, Public Domain, https://commons.wikimedia.org/w/index.php?curid=6006834

Spell-Like Abilities:

Thoth uses these abilities as a 23rd-level caster, except for divination spells, which he uses as a 24th-level caster. The save DCs are 31 + spell level.

Antimagic Field, Clairaudience/Clairvoyance, Contingency, Detect Secret Doors, Detect Thoughts, Discern Location, Dispel Magic, Divination, Find the Path, Foresight, Freedom of Movement, Gentle Repose, Haste, Identify, Imbue with Spell Ability, Legend Lore, Magic Aura, Mage’s Disjunction, Moment of Prescience, Permanency, Protection from Spells, Spell Resistance, Spell Turning, Time Stop, True Seeing, True Strike

Cleric Spells/Day: 6/9/9/9/8/8/7/7/6/6; base DC = 23 + spell level.

Wizard Spells/Day (Levels 0–18): 4/10/10/8/8/8/8/7/7/7/4/3/3/3/3/2/2/2/2; base DC = 30 + spell level.

Possessions: Thoth wields a scepter in battle (treat as a rod) that delivers a destruction spell (heightened to 9th level) by touch. A Fortitude save (DC 23) negates the effect.
Caster Level: 20th; Weight: 5 lb.

Other Divine Powers

As an intermediate deity, Thoth automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal.

Senses: Thoth can see, hear, touch, and smell at a distance of thirteen miles. Thoth can see through up to 130 feet of solid objects. As a standard action, he can perceive anything within thirteen miles of his worshipers, holy sites, objects, or any location where one of his titles or name was spoken in the last hour. He can extend his senses to up to ten locations at once. He can block the sensing power of deities of his rank or lower at up to two remote locations at once for 13 hours.

Portfolio Sense: Thoth senses the discovery, recording, or sharing of any knowledge the instant it happens and thirteen weeks into the past.

Automatic Actions: Thoth can use any Knowledge skill, even those he has no ranks in, as a free action if the DC for the task is 25 or lower. He can use Knowledge (arcana), Knowledge (history), Knowledge (the planes), or Knowledge (religion) as a free action if the DC for the task is 38 or lower. He can perform up to ten such free actions each round.

Create Magic Items: Thoth can create any magic item, as long as the item’s market price does not exceed 200,000 gp.

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THE MYSTERIES OF THRICE-GREATEST THOTH

In addition to his ‘orthodox’ role within the Pharaonic pantheon, Thoth is also the central figure in an esoteric mystery cult known as the Mysteries of Thrice-Greatest Thoth (or sometimes of Thrice-Greatest Hermes, in lands where the Olympian and Pharaonic pantheons have influenced each other). In the central myth of this mystery cult, Thoth experiences a revelation of the hidden truths of the universe. Unfortunately, these truths are not the sort that can be communicated. Each believer must experience that revelation individually.

Knowledge, say the followers of Thoth, is the key to the universe, unlocking all the blessings of divinity for those who pursue it. While the knowledge of facts and information is important, however, the teachings of the Mysteries speak about a different kind of knowledge, a deep understanding and an intimate familiarity with the darkest secrets of the universe. This esoteric knowledge actually leads to a transformation of the knower, making him or her more akin to that which is known in other words, more divine.

acolytes of the Mysteries of Thrice-Greatest Thoth employ a variety of methods to pursue this esoteric knowledge. Ritual and contemplative prayer are important components, as well as alchemy and magical experimentation. Many wizards are acolytes of the Mysteries, particularly those who focus on the schools of Transmutation and Evocation.

The Lore of the Gods
Book 3 – The Egyptian Gods
Lead Designers
Steven Creech and Kevin Ruesch Lead Editor Steven Schend Creative Director Jim Butler Art Director
Todd Morasch Artwork Aaron D. Siddal

The god of Wisdom, Thoth is said to be self-created at the beginning of time, along with his consort Ma’at, goddess of justice and truth. He came from the waters of Nu simultaneously with Ra. He was not born to Ra as other gods and goddesses were. He serves as the voice of Ra and as he speaks the words of Ra, the sun god’s wishes are fulfilled. Although Ra conceived of the world, Thoth actually spoke the words that created it. In this view, Thoth is the personification of divine speech.

Thoth has eight children, the most important being Amon, who is worshiped in Thebes as the Lord of the Universe. He serves as the messenger and arbiter of the gods as well as the vizier (chief advisor and minister) of Osiris. Thoth, like Khonsu, is a god of the moon, and he eventually came to be associated with magic, music, medicine, astronomy, geometry, surveying, drawing and writing. He invented hieroglyphs, which the Egyptians call medju-netjer, (‘words of the gods’) and he founder of all civic structures, including Egyptian religion and government. Also, he is the measurer of the earth, the counter of the stars, and the keeper and recorder of all knowledge. It is believed that Thoth wrote the important religious artifact known as the Book of the Ani.

In certain Egyptian creation myths, Thoth is linked with Khnemu, Ma’at, Ptah, and with the Ogdoad, four pairs of obscure creation deities who represented the emergence of life forms on earth from the mud. These gods have the heads of frogs and snakes, and are named Heh, Amen, Kek, and Nau (Night, Secrecy, Obscurity, and Eternity). Thoth is considered to be their master. The Egyptians believe that Thoth, as God of the moon, watches over the night sky while Ra travels through the underworld. In other myths, Thoth joins Ra in the nightly battle against the powers of darkness and evil, so the sun can rise again in the morning.

In the Osirian legends, Thoth protected Isis during her pregnancy and healed her son Horus when Set tore out his left eye. He gave Isis the words of the spells that would revive her dead husband and protect her son Horus. Thoth is also a god of the Underworld, where he serves as a clerk who records the judgments on the souls of the dead and allows them to enter the Underworld protected. He also weighs the hearts of the dead against the feather of Truth in the Hall of the Two Truths.

Thoth is depicted as a man with the head of an ibis, and he carries a pen and scrolls upon which he records all things. He is shown as attendant in almost all major scenes involving the gods, but especially at the judgment of the deceased. He is usually shown as wearing a crown consisting of a crescent moon topped by a moon disk. He may also be depicted wholly as an ibis or a baboon, and both are sacred animals to him. The ibis is a symbol of Wisdom and learning because it always looks down and has a beak shaped like a pen. Thoth’s principal centers of worship lie in the cities of Eshmunen and Hermopolis. In Hermopolis, he is primarily worshipped in the form of a baboon.

In keeping with his many attributes, he is depicted with a variety of symbols. As a god of Egypt, he carries the ankh, the symbol of life, in one hand and a scepter, the symbol of power, in the other. When shown in the Book of the Ani, he is holding a writing palette and reed pen to record the deeds of the dead. As voice of the sun god Ra, he carries the utchat, or Eye of Ra, the symbol of Ra’s ubiquitous power. In artworks, he is often shown presiding over the recording of the deeds of the Egyptian kings, and in the rituals of priests, presiding over their magical incantations.

Thoth invented the magical and hermetic arts, and thus the Tarot deck, which is known as the ‘Book of Thoth.’. The Book of Thoth has two spells in it. If you read the first spell aloud, you are able to understand and communicate with every beast and bird and summon the fishes in the sea. If you read the second spell, you can bring the dead to life.

Bards still tell the tale of Prince Setna, a pharaoh’s son, who knew the Book was hidden in a royal tomb in the City of the Dead. With his brother Anhurerau, he broke into the tomb of Neferkaptah. When they found the burial chamber, they saw the mummy of Neferkaptah with his wife and young son. The wife spoke to them and warned against taking the Book of Thoth. She said her husband had stolen the artifact from Thoth, and then read the spells. Thoth became angry and drowned her and her son in the Nile. Neferkaptah then killed himself in grief over their loss.

However, Setna ignored her and moved towards the tome. The mummy of Neferkaptah sat up and said, “Play me at four games of draughts. If you win, you can take the Book.” Setna was terrified but agreed. He played the first game, lost, and began to sink into the ground up to his ankles. When he lost the next game, he sunk up to his hips. As Setna lost the third game, he pleaded to his brother, “Run and fetch my magic amulets. Only they can save me!” He then sank into the ground up to his chin. Setna played the fourth game as slowly as he could, trying desperately not to lose, but the mummy could not be beaten. Just before he lost for the final time, Anhurerau returned with the scarab-shaped amulets, and put them on Setna’s head. This broke the spell, and Setna was able to grab the Book of Thoth and flee the tomb.

As Setna began to read the Book, he saw a beautiful woman walking past. He fell in love with her instantly and tried to persuade her to marry him. She demanded that he kill his existing wife and children. Completely besotted with her, he readily agreed. When he had done what she requested, she vanished before his eyes. He wept in horror at what he had done, but he soon discovered that it was all a dream. He realized the punishing warning came from stealing the Book of Thoth, and it might not be a dream after that. Setna returned the Book to the tomb of Neferkaptah and resealed the burial chamber. Since then, no one has seen the Book of Thoth.

Golden Ankh of Everlasting Life

This foot-long solid gold ankh is encrusted with many clear crystals and a number of precious stones.

The Golden Ankh of Everlasting Life has the following properties:

  • The Ankh is the bane to all undead and any that touch the Ankh are affected as if struck by a disruption weapon.
  • The possessor is immune to any magical aging attacks and ceases to age normally while touching the artifact.
  • The wielder can cast the following spells at will; Cure Minor Wounds, expeditious retreat, sleep, and Virtue.
  • cure serious wounds 5/day.
  • haste 5/day.
  • Temporal bolts* 5/day.
  • Heal 2/day.
  • Ripening* 2/day.
  • Restore life* 1/week.

All spells are equal in effect to those cast by a 20th level cleric or sorcerer.

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