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

Creator

creator.jpg

The Creator The One & Only God of Creation, All Elements and, All Things

D- the Appearance of the All Mighty Creator is a mystery, which includes the priest and worshippers of the Creator. Some have ‘created’ an image from their own imagination, often of a very old bearded man.

HS- the symbol of varies depending on which of the various aspects of the religion. The oldest is an eight-pointed star moving all directions, more recently the three most common symbols include a Star of David, a Crucifix, or a Crescent.

PD- Conversion is not a priority at this point in time. Priest of the One and only God, our God focus on creating new things, due to their belief that EVERYONE already Worships the Creator. Many priests consider themselves artists and delve into being as creative as they can, praying for divine inspiration. Priest must spend at least one skill point per level on a craft or profession dealing with some type of artistic/creation.

AB- Standard

WAL-Any Neutral

WP- Any (MUST be crafted by priest)

AR- Any (MUST be crafted by priest)

 

PW- 1) Gate in any element 1 cubic ft/lvl (see gate under Air, Earth, Fire, Water Denizens)

2) Choose one from the four main Appendixes (Options listed on following page)

4) Appendix

5) Free Creation/Craft Feat

6) Appendix

7) Free Creation/Craft Feat

9) Shape change 1 round /level ct: 9

11) Appendix; This appendix choice continues for levels12-20

The Creators Appendixes (Air, Earth, Fire, and Water)

Air Appendix:(creator)

a) Clean Air: This power automatically transforms unhealthy air vapor into clean, breathable oxygen as it enters the clerics nose or mouth. The duration is equal to the priest level, and this power can only be invoked once per day.

b) Refreshing breeze: A constant breeze will caress the clerics skin whenever he is outdoors. The cooling this provides will reduce his water requirements by one half, and that grants hi a +1 reaction bonus because of his relaxed composure. The priest will hardly sweat when others are drenched, but can sunburn and suffer other such effects normally

c) Missile Stream: The spirits of the air help to compensate for their champions poor melee ability by guiding their missiles to their targets. This gives the cleric a +2 to hit with any missile that might logically be affected by slight winds. The guidance includes arrows, bolts, and darts, but not boulder or flaming pitch from catapults. This power will work continuously as long as the priest remains outdoors.

d) Missile Deflection: the reverse of missile stream, this power will help steer incoming missile weapons away from the cleric, effectively subtracting 2 from the enemies attack roll. It is always considered to be active outdoors and can only be considered indoors if there is an adequate source of wind.

e) Control Winds: (r:0, d:1 turn/lvl, ct:8, aoe:40ft/lvl radius)

f) Protection from the elements: + 4 to all wind based attacks +2 to fire and water, but -2 to earth based attack.

g) Whispering wind: once per day r: 1 mile ct: 1 aoe: 2ft radius

h) Levitate: once/3 levels/ day (r: 20 yds/lvl, d:1/t/lvl, ct:2,aoe:1 creature or object, save)

Earth Appendix: (creator)

a) Eliminate tracks: This ability function much like the first level spell pace w/o trace, but with two important limitations. The cleric still leaves a scent, and he cannot exercise this ability on snow or mud. Only sand or hard earth instantly reforms to cover the priests tracks. Only functioning when barefoot in touch with earth.

b) Encasement: An earth cleric can bury himself beneath loose earth, sand. or top soil for up to eight hours. for each hour spent beneath the earth, the cleric will regain 1 hit point. This is an excellent method for concealment, day or nigh. Spell casting is possible if they spell does not require elaborate somatic or material components. A typical tactic is for a priest to encase himself beneath the earth and then cast plant growth to provide more camouflage for the hiding place. One cannot move from the spot without emerging unless a ignore element power is used.

c) Meld into Stone: once a day d: 8rds+d8rds, ct: 6, aoe: caster, r:0

This spell enables the priest to meld his body and possessions into a single block of stone. The stone must be large enough to accommodate his body in all three dimensions. When casting is complete, the priests and not more than 100 lb. of non-living gear merge with the stone. If either condition is violated, the spell fails and is wasted. While in the stone, the priest remains in contact, however tenuous, with face of the stone through which he melded. The priest remains aware of the passage of time. Nothing that goes on outside the stone can be seen or heard, however. Minor physical damage to the stone does not harm the priest, but its partial destruction, if enough so that the caster no longer fits, expels the priest with 4d8 points of damage. the stones destruction expels the priest and slays him instantly, unless a save Vs. spell is made. see description for more details.

d) Protection from the elements: all saving throws Vs. earth spells are made with a +4 bonus, +2 vs. fire or water attacks, but a -2 to any air based attacks.

e) Slight immunity to earth: all attack made by stone weapons are at -1 per die.

f) Leomonds tiny hut once per day d: 4 hours +1 hr per level, ct: 3, aoe: 15ft diameter sphere

g) Armor: once per day drawing from the earth ct: 1 rd, AC 6

Fire Appendix:(creator)

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 pr level of the caster.

b) Affect Normal Fires: This spell R:5yd/lvl,ct:1aoe:10ftradius, 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 do this when attacked by a fireball, when in a burning building, or at any other time of need. The effects lasts for only 1 rd. After that, the priest suffers usual damage, or he has to use ignore the element to protect himself. This functions 1/d.

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 fire may even perform short leaps through the air, range is liked to 6 in./lvl of the caster. A 6th lvl cleric could cause flame to leap 36 in. or 1 yd.

e) Pro. from the elements: +4 to all saving throws vs. any fire- based attack, +2 earth or air. The disadvantage of their ability is that priest now has a -2 to any H2o based att.

f) Flame walk (water walk) p215, d: 1 turn + 1 turn per level, ct:6 .

Water Appendix: (Creator)

a) Quench thirst: The cleric can chew on almost anything and extract moisture from it. Mud, plant matter, even rock will yield up to 1/3 of the characters daily water requires.

b) Healing draft: Before one can use these ability, the priest, must have carried a skin on his/her person for at least an hour. After that anyone who drinks from the skin will be cured of light bleeding and regain 1 to 2 hit points. Enough water may be enchanted to heal 10 people. An individual may drink as much of the water as s/he desires, but it will have no additional effect other than to quench the thirst, at least until another wound is inflected. The priest may carry one such skin, on their body and it must be blessed, through rituals.

c) Resistance to the elements: A priest gains +4 to saving throws vs. water, +2 vs. earth or air, one must also take a -2 saving throw vs. spells of fire or sun.

d) Body of water: Water clerics body is partially transformed. Impurities, even toxins, are constantly filtered out of the priest, a +4 to any saving throw vs. poison is granted.

e) Spark of Life: Only a 7th level priest may select this power, and it may only be used in conjunction with a healing draft. When invoked, the priest can give a healing draft to any creature of flesh and blood that has died in the last three rounds, and who still has hit points (-10 +1 per 2 level minimum). A small amount of the priests life is used to spark the creatures, and this cost the priest one hp for as long as the creature remains alive. The draft will bring the creature back to one hp; the creature now has one extra hit point from the priest, but would return to the original owner if character ever dies before the priest.

f) Water breathing 1/day, ct: 3, d: 1 hour/lvl+d4hrs,dur. can be divided by # of creatures

g) Create water: r: 30yd, dur: perm., aoe:up,to,27 cubic ft, ct:1 round

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