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

Xerxes

xerxes.jpg

Xerxes Lesser Goddess of (Sand, Insanity), Evil, Fire, Earth, and Destruction

D- Xerxes appears as a beautiful women w/ hair of snakes and the lower body of a naga.

HS- A Medusa

PD- Priests will seek revenge on any pretense. Kill Cthulu and Azim, Assist Xerxes in attaining her proper glory. Destroy the weak, Rule over all, Kill, Priest wear Beige

AB- Standard,

WAL-N/E

WP- Any

AR- A.

PW- 1) Body Control (1/4 water consumption), bless spell once per day

2) Choose one from Earth Appendix (options listed below)

3) Confusion spell 1/day (r:120 y, d:2rd+1rd/lvl,ct:4,aoe:up to 60 ft cube, d4 creatures)

4) Appendix, immune to quest (chaos and confusion spells)

5) Gate in Sand (save vs. rods or be blinded and for d8 rounds or fight at -2)

6) Ignore sand, one round per level per day

7) Prayer spell twice per day (ct: 6, r:0,d: one rd/lvl, aoe:60 ft radius, +1, -1)

8) Appendix

9) Shape change into Sand elemental one turn per level per day

10) Chaos spell once per day (r: 5yd/lvl,d:1rd/lvl,ct:5,aoe: up to 40ft cube)

12) Shape change into sand elemental at will

Earth Appendix: (Xerxes)

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 1/d d: 4 hours +1 hr per level, ct:3, aoe: 15ft diameter sphere

g) Armor: once per day drawing from the earth p 131,ct:1 rd, AC 6

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