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

Water

Water Intermediate Denizen of Water Elementals, Law, Good, and Healing

D-HS- a wave of water

PD- Among the elemental brotherhood, none are more desperate than the lords of the Elemental Plane of Water. Millennia ago, these beings were happy, babbling through brooks and floating leisurely in the vast, blue sea. Now they are claustrophobic, screaming for each drop lost to the parched earth. They know that they must quench the thirst of the land before their streams and rivers can return, but every spilled drop of water is yielded grudgingly. It must be so, for the Plane of Water has nearly perished. (Well not quite)

Those who underestimate the water lords are mistaken, for although the champions of water are given less power than most, they are far more desperate, and far more vengeful. Still, they perform the age-old functions of water as healer and bringer of life. Since their creation, the patient water lords poured their very soul over the land, knowing that the land would eventually be saturated with their life giving liquids. Water had evaporated, frozen and boiled and passed through the system of a billion beings, but it had never before been destroyed? As apparently it was during the Test of Faith

Initiation: When a mentor feels that a student is ready, they begin the long journey to the nearest large body of water. Trell has few such places, and these long treks are dangerous and almost futile. When they reach the shore of the body of water, they sit and discuss what the student has learned during the apprenticeship. As dusk falls, the student enters the water and surrenders to its depths. The mentors spell protects the acolyte from any creature that might happen by, and it allows the candidate to breathe the murky depths as if breathing air.

The initiate spends the rest of the night in the dark water, forging a pact with desperate water spirits who babble continually. This process continues until dawn, at which point the water elementals will either accept or reject the petitioner. If accepted, a 1st level cleric of water emerges from the depths and rejoins the mentor for the long trip home. If rejected, the student is left alone, and must swim to safety or drown unprotected.

The Pact of Water: Water is the giver of life, but the elemental lords now perform their sacred tasks grudgingly. Still, it is the duty of water clerics to give water and aid any in need, of any alignment, of any nature. The only exceptions are those who criminally waste water. In this case, the water clerics are known to be meticulous in their cruelty of vengeance. The second demand of the Plane of Water is that clerics preserve and protect the water that remains. Water clerics will not permit a forest or any other moisture producing area to be destroyed. They must teach these ideals to any who will listen. Typically this involves irrigation, conservation, and the cleansing of existing water supplies.

AB- Standard

WAL- Any Neutral

WP- Since water is the beginning of all life and all living things, clerics of water may use any weapon of organic origin, this usually includes wooden or bone weapons as well as bows, clubs, maces, javelins, quarterstaffs, spears and war hammers.

Water cont.

AR- Leather or bone armor is preferred by water clerics since they came from organic material.

PW- 1) Choose one form the Water Appendix (options listed below)

2) Appendix

3) Appendix or Summon water devil p204 PH

5) Ignore the element of water: one round per level. Water clerics can breathe underwater, are not affected by most water spells and can even move through water as if it was not even there. When the ability expires, the cleric is subject to the usual and appropriate affects.

-Gate in water: 1 cubic foot per level above 4th direct forms the elemental plane of water. The water will be pure and can only materialize in a spot that the cleric can see, within 50 feet. This means multiple locations, but one must be able to see them. The water does not arrive under pressure, and no damage can be inflicted with this ability, unless water naturally causes damage..

7) Appendix, Shape change into water elemental, one round per level per day

9) Appendix, shape change into water elemental, one turn per level per day

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

13) Appendix

15) Become part of Water Denizen

Water Appendix:

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, 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 7th lvl priest may select this power may only be used in conjunction with a healing draft. The priest can give a healing draft to any creature of flesh and blood that has died in the last 3 rds, 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 1hp for as long as the creature remains alive. The draft will bring the creature back to 1 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/d, ct:3 , d: 1 hour/lvl+d4hrs,duration can be divided by # of creatures

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

(*For More information see DM f accessory DSS2 pages 33-34 *)

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