Symbol: A Green Cresting wave on tumultuous seas.
Home Plane: Ever-Changing Chaos of Limbo
Alignment: Chaotic Neutral
Portfolio: Seas, Sea Life, Salt, Sea Weather, Navigation.

Worshipers: Dwarves. No other significant following.
Cleric Alignments: CN, CE, NE.
Domains: Animal, Blackwater, Chaos, Luck, Sin-Wrath, Storm, Travel, Water, Weather
Favored Weapon: Trident or Longspear.

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Procan is an ancient, primal god. He is wild and tempestuous; he can be benevolent or malevolent at turns, but generally cares nothing for humanity unless carefully propitiated – and perhaps not even then. He’s the embodiment of mercurial winds and uncertain fate. He is greedy and possessive of the wealth that comes to his domain, whether from deliberate offerings or sunken ships. He’s an elder god, almost like a titan, though he roams the cosmos freely.


Procan is portrayed as a muscular man with blue-green skin and hair. His eyes are golden, glinting like sunken treasure. He carries a large spear dripping with seaweed.


Procan is the father of the Velaeri: (Velnius, Telchur, Atroa, Sotillion, and Wenta). Procan usually ignores other gods, save for fellow sea-deities such as Osprem and Xerbo. He is said to have aided in the banishment of Panzuriel.


Procan’s realm, Seasedge, is located on the plane of Limbo.


Priests of Procan stress the protean and changeable nature of the seas and skies. They portray nature as a harsh, treacherous mistress that Procan can hope to avail against. While Procan can protect his worshippers against doom, they also note that he can help them reap the bounty of the seas. The ocean—and, by extension, Procan—is seen as the origin and destination of all life.


Procan is most often revered in his aquatic aspect, though some inland peoples do worship him as a weather god. Some sentient aquatic creatures, such as merfolk, may also worship Procan.


Clerics of Procan normally live on or near the sea, ministering to fishermen and sailors. Their holy water is made from salt water, but their create water cantrips may call either fresh or salt water into being.


Any port city will have at least a small shrine to Procan. Atirr, the Free City of Greyhawk, Hardby, Irongate, and Sasserine all have temples to the deity. Atirr’s cathedral is particularly large. The cathedral of Procan in Ironport in the Sea Barons is famed for its incredible decorations, including arabesques, symbols of Procan, anchors, and chains all carved from stone. In the center is a towering 20 foot high statue of the god himself. The cathedral’s walls stand over a hundred feet high.


Procan’s services are held on or close to the sea. Gold or pearls are cast into the waters as offerings to the deity, fish and bread are eaten, and the priests pray for the safety at sea.


- Animal Blackwater
Granted Ability You can use speak with animals once per day as a spell-like ability. Add Knowledge (nature) to your list of cleric class skills You are immune to pressure damage from descending into even the greatest of oceanic depths.
Level 1 Calm Animals Cause Fear
Level 2 Hold Animal Pressure Sphere
Level 3 Dominate Animal Black Tentacles
Level 4 Summon Nature’s Ally IV Transformation of the Deeps
Level 5 Commune with Nature Blackwater Tentacle
Level 6 Antilife Shell Blackwater Taint
Level 7 Animal Shapes Dark Tide
Level 8 Summon Nature’s Ally VIII Maelstrom
Level 9 Shapechange (F) Doom of the Seas (XP)
- Chaos Luck
Granted Ability You cast chaos spells at +1 caster level. You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Level 1 Protection from Law Entropic Shield
Level 2 Shatter Aid
Level 3 Magic Circle against Law Protection from Energy
Level 4 Chaos Hammer Freedom of Movement
Level 5 Dispel Law Break Enchantment
Level 6 Animate Objects Mislead
Level 7 Word of Chaos Spell Turning
Level 8 Cloak of Chaos (F) Moment of Prescience
Level 9 Summon Monster IX Miracle (XP)
- Sin-Wrath Storm
Granted Ability Once per day, you may subtract a number of points from your Wisdom score equal to or less than your cleric level. For every 2 points you subtract from your Wisdom score, add 1 point to your Strength score. You suffer all the effects of reduced Wisdom induding access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills. This trade between ability scores lasts for 1 round per cleric level and cannot be ended prematurely. You gain resistance to electricity 5.
Level 1 Rhino’s Rush Entropic Shield
Level 2 Bull’s Strength Gust of Wind
Level 3 Rage Call Lightning
Level 4 Shout Sleet Storm
Level 5 Righteous Might Ice Storm
Level 6 Song of Discord Call Lightning Storm
Level 7 Transformation (M) Control Weather
Level 8 Greater Shout Whirlwind
Level 9 Storm of Vengeance Storm of Vengeance
- Travel Water
Granted Ability For a total time per day of 1 round per cleric level you posess, you can act normally regarless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of class skills. You can turn or destroy fire creatures as a good cleric turns undead. You can also rebuke or command water 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.
Level 1 Longstrider Obscuring Mist
Level 2 Locate Object Fog Cloud
Level 3 Fly Water Breathing
Level 4 Dimension Door Control Water
Level 5 Teleport Ice Storm
Level 6 Find the Path Cone of Cold
Level 7 Greater Teleport Acid Fog
Level 8 Phase Door Horrid Wilting
Level 9 Astral Projection (M) Elemental Swarm
- Weather -
Granted Ability Inclement weather has less of an effect on you. Rain and snow don’t penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size category larger. -
Level 1 Obscuring Mist -
Level 2 Gust of Wind -
Level 3 Call Lightning -
Level 4 Ice Storm -
Level 5 Binding Winds -
Level 6 Cloud-walkers -
Level 7 Control Weather -
Level 8 Whirlwind -
Level 9 Greater Whirlwind -


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