Narnia... Adv # 21-.... [Trell links below]

Ani

ani.jpg

ANi Greater Denizen of Fire, Magic and Rebirth,

Description -Ani appears as a 35 years old Asian woman with fiery pupils. Many Ani priests are also Magic users. ANi is well known for her unpredictable magical abilities and her never-ending pyromania.

Holy symbol- Fiery pubilled eye

Duties of priesthood- Priest must burn the dead when possible for full 110% experience. To gain experience weapon must be flaming. Priest must cleanse oneself in fire every fortnight, and promote the use of magic in all its forms. Fire priests have earned their reputations for two reasons; they are very aggressive and very offensive. They will laugh maniacally while their enemies are incinerated, and they appear to thrive only when the fiery appetites of their patrons are devouring everything around them. But every priest of fire knows that when the forests and plains are destroyed by his flaming touch, the land will grow back even stronger than before. Clerics of other elements usually dont understand this, and more than one fight has reputed between the exuberant warriors of flame and their erstwhile associates. The balance of creation / annihilation cycle is delicate, and the fire priest are frequently over zealous about their work.

Ability requirements- Standard

Whorshipers Alignment-C/N

Weapons- Any flaming weapon, any bow, Obsidian weapon Ani clerics dislike normal weapons like swords and bows, unless they can be enflamed. Any metal weapon may be carried by a fire cleric, but must magically light it or smear oil on it, igniting it before combat in order to use it effectively, If the weapon cannot be ignited the priest gains no experience for the encounter. Most fire clerics dont even carry weapons relying on the spell flame blade instead. They may use bows and crossbows, but again no experience if they cannot ignite the arrow or bolts. Obsidian weapons, however, are acceptable for fire clerics, because they were forged under great heat. Even these weapons though will be slicked with oil, ready to inflame. There is no experience point penalty if they are not.

Granted Powers-

1) Immune to normal fire

2) Choose one from Fire Appendix (listed on following page)

3) Double spell duration and area 1 spell a day

4) Appendix

5) Gate in fire, raw flame from the elemental Plane of Fire. The flame can be as small as the character wishes; its maximum size is 1 cubic foot for every level of the priest above 4th. Each cubic foot can affect one medium to large sized creature. As the total volume increases, so does the heat damage. Every cubic foot gated in does 1d6 points of damage to anything that it touches. A successful save will cut this in half. Range must start within 50 feet of caster.

6) Cast 1 spell, 4 levels higher 1/ per 5 levels / day

7) Burning hands 1/day (r: 5ft 120 degree arc, ct:1, d3 +2pts/level, save for half.

8) Appendix

9) Fireshield 1/d (d: 2rds+1rd/lvl, r:0, ct: 4,= dam to attacker warm or chill +2 bonus)

10) Appendix

11) Immune to magical fire

12) Shapechange into fire elemental 1 rd / level (turn /level at 15th)

Fire Appendix: (Ani)

a) Enflame: The priest does not gate flame in from his plane, but creates small fires the size of a matchstick at will. This power ignites torches and larger material normally. The ability has a range of 1 yd per level of the caster.

b) Affect Normal Fires: This spell R: 5yd/lvlct: 1 aor: 10ft radius, which enables the wizard to cause non-magical fires -- from as small as a torch or lantern to as large as the area of effect to reduce in size or brightness to become as mere coals or increase in light to become as bright as full daylight and increase the illumination to double the normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any fire in the spells area. He/she can alter their intensities with a single gesture as long as the spell is in effect. The spell last until the caster cancels it or duration expires. The caster can also extinguish all flames I the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures

c) Cleansing Flame: The cleric steps into a flame of the size of a campfire for no more than one round. This allows him/her to skip one meal (food and water), cures him of 1d4 points of damage and cleans his body of dirt and filth. If the cleric is poisoned the cleansing flame will allow him a second saving throw. Note that a meal is not enough to sustain the cleric for any length of time. They will still need normal food and water to supplement the energy given by the cleansing flame.

A character may invoke this ability when attacked by a fireball, when stepping into a burning building, or at any other time of need. The effects lasts for only one round. After that, the priest suffers usual damage, or he has to use ignore the element to protect himself. This functions once a day.

d) Control Flame: Afire priest can control any fire smaller than a torch head. He may cause them to smother, spread or move as long as the flame remains in contact with combustible material. The fore may even perform short leaps through the air but this range is liked to 6 inches per level of the caster. A 6th level cleric could cause the flame to leap 36 inches or 1 yard.

e) Protection from the elements: +4 to all saving throws vs. any fire- based attack, +2 to earth and air attack spells, the disadvantage of their ability is that priest now have a -2 to any water based attack.

f) Flame walk (water walk) d:1 turn + 1 turn per level, ct:6 .

 

 

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