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

Fire

Fire Intermediate Denizen of Greater Fire Elementals, Chaos, Destruction

D- A pillar of Fire or bonfire

HS- any fire

PD- The most feared and unpredictable of the Trellian clerics are those of the Elemental pale of fire. Some say these individuals become crazed during initiation, and others say that one must be insane to petition the destructive lords of flame in the first place. Whatever the reason for their erratic nature, fire clerics are the most powerful and the most destructive of elemental priest.

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. Even those priests who do understand the ways of their insane brethren are reluctant to let them have their way. The balance of creation / annihilation cycle is delicate, and the fire priest are frequently over zealous about their work. They often tease somber water clerics with a n old jest" To destroy the world is to destroy the defilers." The water clerics wonder if they are truly joking.

Initiation: Before an initiate can become a cleric of the flame, he must pass a searing test of fire and be awarded the badge of flame. When the mentor feels that the student is ready, they take the novice to a clearing, close to a source of wood, scrub, coal or other fuel. Throughout the day and night the student and the teacher gather wood, dig coal and perform whatever tasks are necessary to create a large bonfire. During this process they discuss everything the student has learned during the apprenticeship. As night begins to fall, the mentor starts a magical fire with the fuel they have gathered, and the student steps into the blazing bonfire.

The novice remains inside the inferno throughout the night, meditate, watching materials burn and crumble into ash, until the elemental lords of flame speak with the initiate through the crackling fire. If the elementals accept the petitioner and the pact is made, hair turns fiery red and eye grow black as coal. This is known as the badge of flame. If the acolyte is not accepted by the Plane of Fire, the mentors magic ceases to protect the petitioner and is violently expelled, taking 4d8 points of fiery explosion damage.

Pact of the Fire: The pact of the fire is the most ironic of the clerical oaths. The creature of the elemental Plane of Fire demand that their servants preserve Trell only so that they might destroy it again. Specifically, the Plane of Fire needs the forests and the cities of man to return. This means that the clerics must encourage the growth of forests, cities, and fields. This goal is a goal they share with the druids, but the priest of fire are too eccentric \to form long lasting relationships with members of that elusive order. a frontal assault wielding the power of the inferno is their usual tactic.

AB- Standard, Mild pyromania

WAL C/N, or C/G, or C/E

Fire cont.

WP- Fire 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.

AR- Fire cleric may use any armor, and they usually paint it brilliant red or char it black.

PW- 1) Choose one from Fire Appendix (options listed below)

2) Appendix

3) Appendix or Summon fire devil p204 PH

5) Ignore Fire: Fire cleric may ignore fire and heat for a number of rounds equal to their level. Their weapons and possessions are also protected. A heat metal spell would make a priests sword glowing hot, but it would not warp or otherwise affect it. When the time limit has passed, the priest is subject to the full effects of what ever is attacking him/her. Items that have been heated to extremes will suffer whatever effects are appropriate if they are not cooled before the power fades. The sword in the example above would warp as soon as the clerics power stopped functioning if a heat metal was still in effect.

-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 saving throw will cut this in half.

Fire without fuel will last only a single round. It ignites paper, clothing, hair, wood, and other light materials if a successful saving throw vs. magical fire is not made. Summoned fire that catches on combustible materials will burn normally and destroy material items accordingly.

A cleric may not move the flame once it has materialized, and I must appear at a point no more than 50 feet away. Anything that can ignite will, unless a saving throw vs. magical fire is successful. Items carried by characters who make the saving throw are also unaffected. burning items inflict damage normally.

7) Appendix, shape change into fire elemental, one round per level per day.

9) Appendix, Shape change into fire elemental, one turn per level per day

11) Appendix, shape change into greater fire elemental, at will

13) Appendix

15) Become part of Denizen

 

 

Fire Appendix:

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: 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 earth or air. The disadvantage of their ability is those priests now have a -2 to any water based attack.

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

* (See Dark Sun Accessory page 27-31 for further details)

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