Return to Ravnica: City of Guilds
Alignment: Lawful Neutral
Ravnica’s defacto government is run by the Azorius senate. The leader of the senate is Isperia, the sphinx and her three representatives, each representing one of the “Columns” of the Azorius: the Jelenn Column, which makes the laws; the Lyev Column, which enforces the laws; and the Sova Column, which judges the law-breakers
Unique Race: Aarakocra : resembling bird-people, these are representatives of the power the azorius hold over the air of Ravnica.
source: Races of Faerun
Loxophant: These elephant like humanoids are found in all white aligned guilds.
Changeling found in all blue aligned guilds, Changelings in the Azorius deal mostly in police work, trying to find crime by disguising themselves.
*Human (ghost template) * Spirits serving the Azorius believe that their job in life is not doing and continue to either work in pursuing criminals or in processing them. Ghost characters do not have the ghosts Horrific apperance or Corrupting Gaze powers.
Unique class: Archivist : An archivist has a prayerbook from which he can cast any spells from the cleric class, he can also use his knowledge of monsters to strengthen his allies or weaken the threat.
source: Heroes of Horor
Paladin :Azorius paladins seeks to enforce the laws and protect the inocent.
Guildmage: Azorius guildmages are limited to the schools of Abjuration and Divination
Cleric Azorius clerics have access to the Law, Protection and Air domains.
Domains for Azorius clerics
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Air Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Wind Wall: Deflects arrows, smaller creatures, and gases.
3 Gaseous Form: Subject becomes insubstantial and can fly slowly.
4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
5 Control Winds: Change wind direction and speed.
6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an air spell only.
Granted Power: You cast law spells at +1 caster level.
Law Domain Spells
1 Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
4 Order’s Wrath: Damages and dazes chaotic creatures.
5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6 Hold Monster: As hold person, but any creature.
7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8 Shield of LawF: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a law spell only.
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Protection Domain Spells
1 Sanctuary: Opponents can’t attack you, and you can’t attack.
2 Shield OtherF: You take half of subject’s damage.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Repulsion: Creatures can’t approach you.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.