Tymora
------

(Lady Luck, the Lady Who Smiles, Our Smiling Lady,
Tyche's Fair-Haired Daughter)

PORTFOLIO:     Good fortune, skill, victory, adventurers, and
               adventuring
ALIASES:       None
DOMAIN NAME:   Olympus/Brightwater
SUPERIOR:      None
ALLIES:        Lathander, Selune, Shaundakul
FOES:          Beshaba, Bane (now dead), Meander (now dead)
SYMBOL:        A shining, featureless disk of silver
WOR.   ALIGN.: Any

Tymora (Tie-MORE-ah) is sometimes called Tyche's fair-haired or
fair-tressed daughter or Beshaha's bright sister, but these are more
poetic titles than designations other maternal lineage or her hair
color. In actuality, Tymora is half of the deity once known as Tyche,
with Beshaba being the other half. Tymora inherited Tyche's grace and
kindness when that goddess split into two beings in the Dawn Cataclysm,
a war among the gods that long preceded the Time of Troubles and is
said to have heralded the fall of Myth Drannor. Beshaba garnered more
of Tyche's wanton, willful nature, sensual side, and restless energy.

Tymora's faith is one of the most common in the Faerun, in particular
since it caters most heavily to a highly mobile, relatively wealthy,
and intrinsically powerful group who live by their wits and by their
luck: adventurers. Tymora is fickle but playful and never vengeful or
malicious. She likes a good joke and has been known to play an
occasional practical joke on some of the more straight-laced Faerunian
deities, such as Helm and Tyr. She is reputed by sages to have had
short-lived romances with several of the good male deities of Faerun,
but these ended amicably on both sides after a short while. She likes
merriment and festive occasions and rumors abound at gaming houses
throughout Faerun of people who spotted her at the tables during one
holiday or another, laughing and having a good time with all.

Tymora's Avatar (Cleric 32, Mage 28, Fighter 15)

Tymora's rarely walks Faerun in avatar form, but when she does appear,
her looks vary. Before the Time of Troubles, she appeared as a boyish,
crafty-faced, brunette tomboy. Since appearing in the Lady's House in
Arabel during the Godswar, she has preferred the form of a tall, thin,
graceful woman with long, flowing, unbound, platinum blond hair and
eyes like blue-black stars in a kind and regal face. Her voice is
musical and never rises or becomes harsh. She draws her spells from any
school or sphere, but when a spell is reversible, if one of the two
forms has a beneficial or healing effect Tymora can only cast that form
of the spell.

AC -4; MV 15, Fl 24; HP 193; THAC0 0; #AT 5/2
Dmg 1d8+6 {silver long sword +3, +1 STR, +2 spec. bonus in long sword)
MR  70%; SZ L (10 feet)
STR 16, DEX 25, CON 20, INT 23, Wis 22, CHA 18
Spells P: 13/13/13/12/11/9/8, W: 6/6/6/6/6/6/6/6/6
Saves PPDM 2, RSW 3, PP 5, BW 4, Sp 4

Special Att/Def: Tymora arms herself with a blade of silver that flows
as a silver tear from her eye and then shapes itself into a long sword
+3 in midair when she so desires. On the rare occasions that she lends
one other swords to a mortal who is performing her a service or
undertaking a great quest in her name, the sword functions as a sword
+1, luck blade with no more than three wishes. It disappears when the
last wish is used or when the undertaking is successfully accomplished.

Tymora never misses a saving throw and spells cast upon her or with her
in their area of effect automatically do minimum damage. Once a round,
she can either make herself automatically strike for maximum damage or
have one of her spells do maximum damage, last for maximum duration,
and affect the maximum number of targets. Her voice can carry a hundred
miles or more when she wishes. Within 100 yards of her avatar, all
games of chance are won by ridiculously improbable combinations of
scoring or against enormous odds, any accidents that happen turn out to
have been fortuitous occurrences after all, ;ind beings other faith
receive a +1 bonus on all saving throws and a 5% magic resistance (or %
bonus to any magic resistance they may already have).

Tymora is immune to all illusions, charm spells and spell-like effects,
and powers that would dominate tier mind or control her will or
emotions. She is also immune to all priest spells from the spheres of
numbers, thought, chaos, law, and time and all wild magic wizard
spells, which when cast in her presence she is automatically able to
twist to having wild surges with beneficial or healing effects on her
or her allies and no beneficial effects on or for the caster
whatsoever.

Other Manifestations

When manifesting on Faerun, Tymora often takes the form of a silver
bird or a silver pegasus. She also sends servant creatures to aid
mortals in these shapes, as well as those of einheriar, faerie dragons,
too lions, swanmays, and unicorns. When showing her favor for a
particularly blessed gambler, she has sometimes been known to manifest
as a silver glow about a gambler that is evident only to that person
and not those around him or her. When this happens, something favorable
will happen in regard to the wager, whether it is the wagerer being
more likely to win or even the best being forced to be called off, in
cases where the bet was rigged by the opposition.

The Church

CLERGY:          Clerics, specialty priests, mystics
CLERGY'S ALIGN.: N, CM, NG, CG
TURN  UNDEAD:    C: Yes, SP: Yes, Mys: No
CMND.  UNDEAD:   C: No, SP: No, Mys: No

All clerics, specialty priests, and mystics of Tymora receive religion
(Faerunian) as a bonus nonweapon proficiency.

Tymora is an extremely popular goddess among adventurers, and her
temples may be found wherever there is a strong adventuring population.
Lady Luck is beloved of those who live or work in danger, for she
rewards the faithful and others who live in the manner she deems
proper-daring all and trusting to chance-with her favor: good luck. The
Lady's ways may seem fickle to the uninitiated or nonbelievers, for by
her very nature the support she gives is uncertain in all particulars.
"The joy of the doubt and the danger," also known as the Lady's Joy and
the Lady's Way, is that which is most dear to her true followers. Many
pay her lip service in times of need; her answers then seem truly
random, for the Lady helps those who help themselves.

Tymora's priests are the first choice of a badly wounded adventuring
party dragging itself into town, and as a result, the church is
relatively wealthy. With that wealth comes a strong independent streak
among the different churches of Tymora. Each Tymoran temple is its own
independent operation with its own clergy, and each temple reflects the
tastes of its high priestess or priest. A large network of shrines and
temples to Lady Luck has spread throughout the heartlands of Faerun.
While the shining, featureless disk that is Tymora's symbol most often
marks these houses of worship as belonging to the Lady Who Smiles, in
some temples, Tymora's symbol is represented as a floating, randomly
and slowly turning sphere of everbright silver.

In the face of the independent tradition of the organized Tymoran faith
has come an attempt in the recent past to unify the church under a
grand patriarch in the manner of the old faith of Oghma. Leading this
suggestion is Daramos Lauthyr, High Priest of the Lady's House in
Arabel. It was in Lauthyr's temple where Tymora manifested during the
Time of Troubles, and she remained there, protecting the city with her
power, during the worst of that time. The other churches have been
extremely resistant to proclaiming the Arabellan church the center of
Tymoran faith.

Both sexes and all races are equal in the eyes of Tymora and her
clergy, though in practice human women occupy most of the more exalted
ranks of the priesthood. Of the nonhuman races, a few elves and
half-elves have decided to become Tymoran clergy even in the face of
the chilly reception such a calling receives in elven society. Mystics
of Tymora serve both within temple ranks and as itinerant servants of
the goddess who report to none bur her (though Daramos would like to
change this).

The Fateful Coin

Old tales tell that luck plays a crucial role in each person's life.
When each new-born baby enters into the Realms, Tymora flips a coin
formed from the remnants of the original goddess of luck, Tyche.
Beshaba calls it in the air-the moon (heads) or the cloak (tails). If
Beshaba is right, that person is cursed with misfortune for the rest of
his or her days. If she's wrong. Lady Luck smiles on that child for the
rest of his or her life, For some rare beings, the coin lands edge on -
and these luckless few can forge their own fates, for they have more
freedom over their destinies than the powers themselves.

Among the followers of Tymora titles are used and changed with ease and
informality, but "Lord Priest" and "Lady Priestess" are respectful
forms of address that apply to all, and "High" is added in front of
this for clergy senior in years or in demonstrated power, who are
referred to as "the High." A "favored of Tymora" is a being chosen by
the goddess to enter her clergy. A "fallen of Tymora" is one who has
left her service and spurned chances for atonement and forgiveness. An
"Atalara" is a priestess of Tymora whose body has at some time or other
been directly possessed by the goddess so as to act and speak for tier,
which usually changes all body hair to a deep blue, and the pupils of
the eyes to bright silver.

Dogma: Tymora's faith teaches that one should be hold, for to dare is
to live. The battle cry of the followers of Tymora is "Fortune favors
the bold." A brave heart and willingness to take risks bear out a
carefully wrought plan nine rime.s out of ten. One must place oneself
in the hands of fate (meaning in the hands of Tymora) and trust to
one's own luck.

Tymoran clergy are told that the Lady's own luck never fails. If she
appears to mortals as a victim of mischance or misfortune, she is
doubtless causing this state of affairs as a deliberate test. Clergy
members should know this, but not speak of it to those not in the
Lady's service. Priests of Tymora should bear and conduct themselves as
their own masters, showing their good fortune-and acceptance of bad
fortune-as a confidence in the Lady and in themselves. Lady Luck bids
that each mortal chase his or her own unique goals, and it is in this
chase that the Lady aids. Those who have no direction or goals soon
know the embrace of the Lady's dark sister, Beshaba, for those on no
set course are at the capricious mercy of misfortune, which is no mercy
at all.

Day-to-Day Activities: The clergy of the Lady go throughout Faerun
urging folk to take chances and pursue their dreams, and to not spend
all their days planning and daring nothing. (They do not, as some folk
say, encourage folk to indulge in reckless whims and frivolity.) Having
offered such counsel, Tymoran clergy are duty bound to aid those who
have dared with healing spells and other magical aid (sometimes
surreptitiously) so as to reinforce the message of the good fortune one
can win by trusting in Tymora.

Holy Days/Important Ceremonies: The church of Tymora has no set
rituals, and ceremonies and duties vary widely from temple to temple -
but the clergy headed by Daramos Lauthyr of Arabel seem to be steadily
organizing and imposing order on the previously freewheeling priesthood
of the goddess.

Whatever their differences throughout the years, the clergy of Tymora
have always adhered to rituals of greeting, touching their silver disks
(the holy symbols of Tymora) to each other (and often embracing to do
so) after watchwords of recognition have been exchanged. To unknown
persons and beings they know to be worshipers of Tymora, but possibly
laity, they say: "Life is short. Live it as Tymora means it to be
lived!" This is answered by: "Dare all, and trust in the Lady." The
watchwords between friends, or when both parties know each other to be
clergy of Tymora, are simpler: "Defy," answered by "Dare much."

Midsummer is the most important festival of Tymora-a wild, night-long
revel of reckless, mischievous derring-do and romantic trysts. It is a
time for the wandering clergy to gather and meet with Harpers, those of
allied faiths, and relatives. Many missions and plans are laid ar such
times.

The most holy festival of Tymora is Starfall, which occurs on the 22nd
day of Marpenoth which is believed by the followers of Tymora-though
not by the rival clergy of Beshaba-to be the date of Tyche's
destruction and Tymora's birth. On this date, clergy who have earned
advancement are formally acclaimed and presented with tokens and
vestments appropriate to their new station.

Major Centers of Worship: During the Time of Troubles, Tymora's earthly
avatar appeared in Arabel (after her furious, drawn battle with
Beshaba) and stayed in her temple there, which created a great
sensation in Cormyr. The fact that Arabel was spared most of the
destruction visited on Waterdeep, Tantras, and other cities during the
Godswar was taken as a boon from the goddess herself. With the end of
the Godswar a thick fog covered Arabel, and when it lifted, the goddess
had gone with it.

High Priest Daramos Lauthyr now leads a growing Assembly of the
Faithful at the Lady's House, the temple of Tymora in Arabel. Daramos
is attempting to codify and record a set of rules for the clergy using
his influence as the head of the temple Tymora dwelt in during tile
Time of Troubles. The rest of the Tymoran clergy are strongly resisting
any such restrictive regimen. Most agree to the wisdom and preeminent
rank of Daramos, but not to a written set of laws. They are also
strongly resisting Daramos's claims that the seat of the Tymoran faith
ought to be the Lady's House and its leader should head the church.

Affiliated Orders; The church of Tymora has a continuing relationship
with the Harpers, a secret society working for good through Faerun and
involving members ot many races, classes, and other faiths. The church
.sponsors some adventuring.companic.s, and countless adventuring groups
have independently dedicated themselves to Lady Luck after she has
smiled on them th a sticky situation. A special fellowship of clergy
within the church itself, the Fellows of Free Fate (or Triffs, as they
are colloquially known), have dedicated themselves to countering the
efforts of Beshaba, and especially of the Black Fingers, her assassins.
Any clergy member may join who shows experience, dedication to tire
cause, and is vouched for by a senior Fellow.

Priestly Vestments: The standard clerical dress varies from temple to
temple, ranging from full habits and headpieces in Arabel to .simple
robes in Shadowdale. Blue and silver are colors often seen. Personal
taste of the matriarch or patriarch influences the dress code, as does
climate (natural and political) and availability ot fine clothing. The
common item worn by all clergy is the disk of Tymora, usually carried on
a small chain.

Adventuring Garb: All adventuring or traveling clergy members wear
whatever garments they please, though tire colors blue and silver are
still predominant. High boors also seem favorite fashion elements. All
priests continue to wear Tymora's silver disk next to their skin,
usually as a medallion worn around the neck; however, many clergy also
wear smaller holy symbols as anklets, bracelets, or at their hips,
under their clothing.

Specialty Priests (Luckbringers)

REQUIREMENTS:    Dexterity 14, Wisdom 15
PRIME REQ.:      Dexterity, Wisdom
ALIGNMENT:       CO
WEAPONS:         All bludgeoning (wholly Type B) weapons
ARMOR:           Any
MAJOR  SPHERES:  All, chaos, charm, creation, divination, healing, necro-
                 mantic, protection, summoning, travelers
MINOR  SPHERES:  Guardian, sun, wards, weather
MAGICAL  ITEMS:  Same a.s clerics
REQ. PROFS:      None
BONUS  PROFS:    Gaming

* The faith of Tymora is popular among halflings, in particular
  halfling adventurers. Halflings may become luckbringers.

* Once per day, a luckbringer may raise one die roll of any type by one
  (a 1 becomes 2, 17 becomes 18, etc.). This modification must be
  announced before the dice are rolled. The modified result is
  considered the true number rolled.

* At 3rd level, luckbringers have the ability to cast moment (as the
  2nd-level priest spell) once a day.

* At 5th level, luckbringers have the ability to cast favor of Tymora
  (as the 2nd-level priest spell) once a day.

* At 7th level, luckbringers have the ability to cast feat (as the
  4th-level priest spell), probability control (as the 4th-level priest
  spell), or lower resistance (as the 5th-level wizard spell) once a
  day.

* At 10th level, luckbringers have the ability to cast luckbolt (as the
  6th- level priest spell) once a day.

* At 15th level, luckbringers have the ability to automatically succeed
  at one saving throw that would avert an unfortunate or damaging
  effect for themselves once a day. They must declare the use ot this
  ability rather than roll for the saving throw.

  Alternatively, through the use of this ability, they may obtain a
  saving throw of 15 for such harmful effects that do not normally
  allow saving throws. Success indicates half damage if the effect
  generates damage and negation of the effect if it does not; if the
  effect generates damage and special effects (such as 6d6 points of
  damage and paralyzation), the damage is halved and the special
  effects negated. Note that in the main, this allows for saving throws
  against spells, magical item effects, and spell-like abilities that
  do not normally allow saving throws. However. ir can also be used to
  give a luckbringer a saving throw vs. the lifedraining effect of one
  successful attack ot a life-draining creature. If successful, no
  life-drain occurs.

* At 20th level, luckbringers have the ability to ask Tymora for diVine
  inspiration (as the 7Th-lEVel priest spell) once A tenday.

Tymoran Spells

2nd Level

Favor of Tymora (Abjuration)

Sphere:          Protection
Range:           Touch
Components:      V, S
Duration:        Special
Casting Time:    5
Area of Effect:  One living creature
Saving Throw:    None

This spell (also known a.s "Tymora's Smile") confers a protection upon
a single living recipient creature that cannot be ended by dispel magic
or other magical effects. It lasts until the death of the recipient
creature or until its power is exhausted by use. The church of Beshaba
employs a reversed form of this spell known as the bane of Beshaha. The
spells favor of Tymora and bane of Beshaha automatically cancel each
other out if cast on the same creature, regardless of how many saving
throws the first spell to be cast has affected.

A priest ot Tymora must physically touch the spell recipient with a
bare hand to cast this spell, requiring a successful attack roll if the
recipient is in battle or unwilling. The favor of Tymora confers
bonuses upon the saving thrown of the recipient it affects. The first
saving throw made by the recipient after the spell is successfully cast
is made at a +4 bonus, even if ir takes place later in the same round
as the spell took effect. The second saving throw after the spell takes
effect is at a +3 bonus, the next at a +2 bonus, and the following one
at a +1 bonus. After the four enhanced saving throws occur, the magic
is exhausted.

Tymora does not allow her favor to be granted to the same creature more
than once in any day unless there are exceptional circumstances, such
as a character championing Tymora s cause in open battle. Any attempt
to cast Tymora's favor more than once a day on a nonworshiper of Tymora
automatically fails.

Creatures faithful to Tymora are looked upon with disfavor if they
request the bestowal of a favor of Tymora more than twice in any
tenday; to rely directly on the goddess is not to trust in her luck.
This includes priests of Tymora, who may have to atone for any use of
this spell on themselves that exceeds this rate.

4th Level

Feat (Alteration)

Sphere:          All
Range:           Touch
Components:      V, S
Duration:        Special
Casting Time:    7
Area of Effect:  One touched creature
Saving Throw:    None

This spell allows the caster or another touched recipient being to
successfully carry out one extremely difficult action or single-step
task-in other words, any necessary ability checks and those proficiency
checks not involving protracted activity (such as say, constructing a
suit of armor) automatically succeed. The magic does not perform the
activity for the being and does not protect the being from any risk or
damage associated with the task, but merely guarantees that the
specified thing to be done will be carried out. Even if the spell
recipient dies in the attempt, his or her body will complete the
action. Typical feats include swinging or leaping through a small
specific window or opening, catching a small thrown object, falling
into a stream or hole or other particular location, firing an arrow
through a keyhole, and such. The act must be performed on the round
following the casting of the/eat for the magic to work; otherwise, the
magic is wasted and lost.

6th Level

Luckbolt  (Conjuration/Summoning,  Evocation)

Sphere:        Combat, Protection
Range:         10 yards/level
Components:    V, S
Duration:      4 rounds
Casting Time:    9
Area of Effect:  One being
Saving Throw:    None

This spell can he used by the caster directly or fired at a chosen
creature as a silvery-blue bolt that cannot miss and can follow around
corners, through teleports and the like, and so on to any location on
the same plane. If the recipient being is not the caster, the recipient
must be viewed by the caster, either directly or through some means of
scrying, as the luckbolt is cast. If a priest casts luckbolt on himself
or herself, it surrounds the priest with a silvery-blue aura for 1
round. In addition, luckbolt affects the spell recipient as follows:

On the round after contact, the affected being automarically strikes
for maximum damage plus 1d10 points in all attacks it launches that
successfully hit, and the spell recipient is successful in all ability
checks, proficiency checks that can be completed in a round, and saving
throws.

On the second round, the affected being receives a +6 bonus on all
attack rolls and deals maximum damage plus 1d8 points. The spell
recipient also receives a +4 bonus to all saving throws, proficiency
checks that can be completed in a round, and ability checks.

On the third round, the affected being receives a +3 bonus 01-1 all
attack rolls, a 1d6 bonus on all damage done, and receives a +2 bonus
to all saving throws, proficiency checks that can be completed in a
round, and ability checks.

On the fourth round, the affected being receives a +2 bonus on all
attack mils, a 1d4 bonus on all damage done, and a +1 bonus to all
saving throws, proficiency checks that can be completed in a round, and
ability checks.

It is considered a sin for a priest of Tymora to use a luckbolt as a
personal aid when companions-particularly other worshipers of
Tymora-are in greater danger.

