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

Air Appendix

Air Appendix:

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 per three levels per day (r: 20 yds/lvl, d:one turn /lvl, ct: 2,aoe: 1 creature or object, save)

See DSS2 page 25-29 for further detailing

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