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The Grand Basilica of the Reformed Church of Bajayzus, Himself. (Amusa Chapter).

Here is the entry for The Grand Basilica of the Reformed Church of Bajayzus, Himself. (Amusa Chapter). This is the hub for the greater Church on the lands of Amusa for the greater glory of Bajayzus, Himself. Also the Apostolic Archive (a research Library), and small gift shop. there is an attached small potter shop to create the relics for the gift shop.

The Grand Basilica of the Reformed Church of Bajayzus, Himself. (Amusa Chapter).


Type Basilica, also Apostolic Archive, Also Gift Shoppe
Government Theocratic Oligarchy
Location That is a really good question, Amusa somewhere
Inhabiting Race A Dwarf, a Rock, a Familiar, a pair of unseen servants, a figurine, and a possible imaginary figment

About[edit | edit source]

Located in the camp of the Temptus Brothers this Basilica is open to all, followers or not, for assistance, aid, and some mighty tasty cheese and crackers. Founded as the first holy location for the edification of Bayjayzus, himself. Due to the love Deralickt has for learning and publishing papers on Archeological findings, this location is also the home of the Apostolic Archives - for research and learning.

History[edit | edit source]

Not much in the history of the Basilica itself. In the short month of it's existence it has grown from a tent, to a tent with a smaller tent attached and a pile of pottery stuff next to the tents. A third tent is going to be attached to the main tent, then all the tents are going to be made more permanent, however that is a task for another day.

Notable Places[edit | edit source]

The Basilica is divided into several areas. There is the main hall (tent) that holds the current location of the worship area for the Edification of Bajayzus, hisself. There is a small opening in the back that leads to the quarters of the attending Clergy.

There is a spot for a new door to be cut into the tent when material is gained to fill out the Apostolic Archive research library wing ( it is currently in the corner just to the left of the entrance)

There is the attached gift shop which is currently a table with some handcrafted pottery objects ( it is currently in the corner just to the right of the entrance)

Notable Notables of the Basilica Complex[edit | edit source]

The head of this house of worship, research, and gift shop is Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself. This Dwarven priest is devoted to the spreading of the word of Bajayzus and the advancement of archeology in no particular order.

Sylvester da Stone - Scout, companion, first recruit of the growing church. Sylvester is a stalwart stone who has done it's best to be the rock upon which the church is built. Often accompanying Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself as body guard, Sylvester the stone is found sitting by the altar in the Basilica dreaming of adding himself or one of his many forms into the walls and therefor strengthening the church in the most rock like of ways. He is the rock upon which the church is built.

Ouessant - ' Lamb of Dwarf' Flying sheep. Invisible. Most likely either a guide sent by Bajayzus to assist Deralickt or a complete figment of his imagination. Either way Deralickt considers Ouessant to be a close and trusted friend. I would clear it up here, but what is the fun in that?

Hermes - messenger, Raven second recruit of the growing church. Some say this is a Silver Raven Figurine of wonderous power. Others say it is an embodiment of dwarven stubbornness.

Jeeves and Siri - Both of these unseen servants are often present while Deralickt is in residence of the Basilica. Their tasks include cleaning, straightening, and shaking the alms box at those who have seemingly not noticed it and placed coins or gems into the box.

Marrano - Often an owl, sometimes not. For some this creature would be a familiar but in the case of Deralickt, nothing is as simple as it should be. Marrano is a member of the Church, albeit not a very devout one.

Nuncio Fishoferston - A mechanical goldfish swimming in a glass globe. Nuncio Fishoferston was discovered in a pile of loot, er Archeological dig. This artifact of some unknown power was possibly attributed to a lost civilization on Amusa, called the Sleestak. Thus drawing the attention of this 'land of the lost' to Deralickt and giving additional reasons for this religious and scientific expedition. Bajayzus works in mysterious ways. The personal opinions of Nuncio have never been fully vocalized on this matter.

Notable Events[edit | edit source]

The staff at the Basilica will provide the following services free of chare to other camp members - although there is an alms box, sitting all empty like.

The following Spells are available for purchase, well, free, donations accepted.  If there is a material component cost you be responsible for the costly bits. I will cans them for free if I am in camp that day - of course DONATIONS Accepted.  That be the whole reason I did ta be luggin the Alms Box from my priestly kit.

Note - If the Spell of effect has a * before it, it may be a good thing to get done prior to leaving the camp for extra buffs. Most last an hour, so it would have to be close to camp, but some last 8 hours or more.

Services[edit | edit source]

Ye be havin a box or chest ye canna get ta open, well, we have ways ta fix that conundrum. A simple pickin or knockin canna get that open in noe time.

locks defeated and such without any questions asked. All for free and accompanied by the gentle shaking of the alms Box.

Prayers[edit | edit source]

*Vigilant Blessing

"O Bajayzsus take the wheel and iffin how ya feel make this personage fast in combat"

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. I canna only due this for one person prior to thier departure.

Cantrips[edit | edit source]

Guidance - 10 minutes    if ya be craftin, come a calling first!

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Let Bayjayzus take the wheel.

Mending - If it dinna be broke, ya didna try hard enough.

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

1st Level Spells[edit | edit source]

Comprehend Languages - Ya be needing some text translated, we got ya, would ye be mindin iffen we kept a copy fer ta archives?

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Detect Magic - Ya find sumin and not be sure if it is extra normal, I’ll let you know if is be thaumaturgical

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

Identify - Well, myself did ta detected it, now we gotta figure out what it does

  You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Purify Food and Drink - Let me make it not poisonous before ya lick it

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

2nd Level Spells[edit | edit source]

*Aid - Heading out and Im sittin in camp - get ye some free hitpoints    (8 hour duration)

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

*Augury - Iffin ya wanna know how the day gonna go. I Canna only due it once per day

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

Weal, for good results

Woe, for bad results

Weal and woe, for both good and bad results

Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Continual Flame - And then Bajayzus  said, Let there be light: and there was light. Least I canna due is give som ta ewe. - (50gp materials. indefinite duration)

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Gentle Repose - fer when ya wanna keep someone fresh till they can be rezzed.

You touch a corpse or other remains. For the duration of 10 days, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.

Lesser Restoration - Fer when ya go pokin in ways ya shuldnt be

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

*Mage Armor - I gots the spell, save one of your slots while I lounge in camp. (8 hour duration)

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Silence - fer use in RP chat, it may only be fer 10 minutes, but Bajayzus hisself there be a plenty of the gift of gab about….

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

3rd Level Spells[edit | edit source]

Create Food and Water - Stop on in fer a last Supper or two before headin out ta da wilds. We do be havin Cheese and Crackers and some bloody wine.

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

Dispel Magic - Ya be pokin yer nose in bad places, I canna make it stop burnin or stickin to ya.

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

*Motivational Speech - Come hear about Bajayzus, or some good drinkin stories. Either way, there be fake hitpoints ta be had (1 hour duration)

Choose up to five creatures within range that can hear you. For the duration of 1 hour, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

*Protection from Energy - I canna due this for one per party settin out, lasts an hour (1 hour duration)

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Remove Curse - Ye be pokin yer nose in bad places, I canna make it stop burnin or stickin to ya.

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

Revivify - When ya really get yer nose where it shouldunna be an counna get out in time. (300gp in diamonds)

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. Works be when ya cast a Gentle Repose like spell first.

Sending - Ye sumtimes be needin ta get the word out ta someone.

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Speak with Dead - iffin ya wanna chat with yer victims, or get intel after the fact

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

*Tongues - if ya goin out close ta camp, cannot hurt to be able ta speak a bit (1 hour duration)

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says

*Water Walk - Swamps…. Why swamps…. O wait, no need ta get wet. (1 hour duration)

This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration of 1 hour.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

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