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

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, 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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