Follower of the Primordial Cults
Requirements:
Minimum WIS 9
Prime
requisite: WIS
Hit Dice:
1d6
Armor: All
Armor, Shields Allowed
Weapons: All
Blunt Weapons
Languages: Common,
Elemental Language of Choice
Sacred Flames of Azarizad |
The religion of the Primordials
was the major religion of the lands before the coming of the Prophet and the
revelation of the Creator. The Primordials worship one of the fundamental forces
of the universe, Earth, Air, Fire, and Water. While in reality, the Lords of
the Elements are not actual gods, they are extremely powerful entities that can
bestow powers as if they were gods. They actually have little concern for the
affairs of the mortal world, but the worship bay their followers nourishes them
and gives them strength, thus they have vested interest in recognizing the
pleas of their followers. The Lords of the Elements are Azarizad, Queen of
Flames, Zam-Armatay, Mother of the Mountains, Apam Napat, Lord of the World
Ocean, and Tishtrya, King of the Storms.
While technically not illegal,
practice of these old ways is certainly frowned upon. Truth be told, many a
devoted follower of the Prophet still has a small token alter to one on the
Primordials in their home as “decoration”. Before making a long sea journey a
person might still seek out a follower of Apam Napat and offer a small donation
for a safe journey, but it is all superstition, or is it?
Alignment: Any
Divine Magic
Devotion: At character creation, Primordial follows must pick one element to worship, and can cast spells from the appropriate list below.
Holy symbol: A primordial
must carry a holy symbol.
Deity disfavor: Primordials
must be faithful to the tenets of their alignment, clergy, and religion. Primordials
who fall from favor with their deity may incur penalties.
Magical research:
A primordial of any level may spend time and money on magical research. This
allows them to create new spells or other magical effects associated with their
deity. When a primordial reaches 9th level, they are also able to create magic
items.
Spell casting:
Once a primordial has proven their faith (from 2nd level), the character may
pray to receive spells. The power and number of spells available to a primordial
are determined by the character’s experience level.
Using magic items:
As spell casters, primordials can use magic scrolls of spells on their spell
list. They can also use items that may only be used by divine spell casters
(e.g. some staves).
Head of the Order of Stone |
Turn the Elemental
Creature
Primordials can invoke the power of their deity to repel creatures
from the Elemental Planes encountered. To turn the Elemental Creature, the
player rolls 2d6. The referee then consults the table opposite, comparing the
roll against the Hit Dice of the undead monsters targeted.
Successful Turning
If the turning attempt
succeeds, the player must roll 2d6 to determine the number of HD affected
(turned or destroyed).
Turned Elemental Creature: Will leave the area, if possible, and will not harm or make
con-tact with the devotee.
Destroyed Elemental Creature (result of D): Are instantly and permanently annihilated.
Excess: Rolled Hit Dice that
are not sufficient to affect a creature are wasted. However, at least one
undead creature will always be affected on a successful turning.
Mixed groups: If turn elemental creature
is used against a mixed group of elemental monsters of different types, those
with the lowest HD are affected first.
Turning Table Results
–: The turning fails.
Number: If the 2d6
turning roll is higher or equal, the turning attempt succeeds.
T: The turning
succeeds.
D: The turning
succeeds; the monsters are destroyed, not simply caused to flee.
Primordial Spell Lists
Fire Worshipers
1st Level
1.
Cure Light Wounds (Cause Lt. Wounds)
2.
Protection from Evil
3.
Remove Fear (Cause Fear)
4.
Detect Evil
5.
Light
6.
Control Flames
7.
Candle of Truth
8.
Terra Ignis
2nd Level Spells
1.
Bless
2.
Hold Person
3.
Find Traps
4.
Know Alignment
5.
Resist Fire
6.
Sun Burst
7.
Planar Guide – Fire
8.
Efreeti Skin
3rd Level Spells
1.
Cure Disease
2.
Remove Curse
3.
Locate Object
4.
Scorch
5.
Infravision
6.
Continual Light (Continual Darkness)
4th Level Spells
1.
Cure Serious Wounds (Cause Sr. Wounds)
2.
Neutralize Poison
3.
Protection from Evil 10’ Radius
4.
Primordial Form – Fire
5.
Genie’s Blessing - Fire
6.
Allure of the Flame
5th Level Spells
1.
Commune
2.
Dispel Evil
3.
Raise Dead
4.
Conjure Elemental – Fire
5.
Fire Saluqui
6.
Talos Finger
Water Worshipers
1st Level
1.
Cure Light Wounds (Cause Lt. Wounds)
2.
Protection from Evil
3.
Remove Fear (Cause Fear)
4.
Detect Evil
5.
Purify Food and Water
6.
Water’s Blessing
7.
Watertight
8.
Transmute Liquids
2nd Level Spells
1.
Bless
2.
Hold Person
3.
Find Traps
4.
Know Alignment
5.
Planar Guide – Water
6.
True Direction
7.
Desert’s Kiss
8.
Acid Rain
3rd Level Spells
1.
Cure Disease
2.
Remove Curse
3.
Locate Object
4.
Speak with Sea Creatures
5.
Water Breathing
6.
Stone Ship
4th Level Spells
1.
Cure Serious Wounds (Cause Sr. Wounds)
2.
Neutralize Poison
3.
Protection from Evil 10’ Radius
4.
Create Water
5.
Primordial Form – Water
6.
Genie’s Blessing – Water
5th Level Spells
1.
Commune
2.
Dispel Evil
3.
Raise Dead
4.
Conjure Elemental – Water
5.
Marid Blast
6.
Bend Water
Earth Worshipers
1st Level
1.
Cure Light Wounds (Cause Lt. Wounds)
2.
Protection from Evil
3.
Remove Fear (Cause Fear)
4.
Detect Evil
5.
Sand Silence
6.
Sandman’s Slumber
7.
Fist of Stone
8.
Burning Sand
2nd Level Spells
1.
Bless
2.
Hold Person
3.
Find Traps
4.
Know Alignment
5.
Elemental Guide – Earth
6.
The Earth Khan’s Grasp
7.
Dust Devil
8.
Growth of Desert Creature
3rd Level Spells
1.
Cure Disease
2.
Remove Curse
3.
Locate Object
4.
Sand Seal
5.
Daevas’ Word
6.
Sandspray
4th Level Spells
1.
Cure Serious Wounds (Cause Sr. Wounds)
2.
Neutralize Poison
3.
Protection from Evil 10’ Radius
4.
Speak with Plants
5.
Primordial Form – Earth
6.
Genie’s Blessing - Earth
5th Level Spells
1.
Commune
2.
Dispel Evil
3.
Raise Dead
4.
Insect Swarm
5.
Conjure Elemental – Earth
6.
Stone Shape
Air Worshipers
1st Level
1.
Cure Light Wounds (Cause Lt. Wounds)
2.
Protection from Evil
3.
Remove Fear (Cause Fear)
4.
Detect Evil
5.
Leap
6.
Dolphin’s Breath
7.
Compass of the Four Winds
8.
Feather Fall
2nd Level Spells
1.
Bless
2.
Hold Person
3.
Find Traps
4.
Know Alignment
5.
Speak with Animals
6.
Planar Guide – Air
7.
Dandelion’s Grace
8.
Words in the Wind
3rd Level Spells
1.
Cure Disease
2.
Remove Curse
3.
Locate Object
4.
Growth of Animal
5.
Gust of Wind
6.
Reveal the Invisible
4th Level Spells
1.
Cure Serious Wounds (Cause Sr. Wounds)
2.
Neutralize Poison
3.
Protection from Evil 10’ Radius
4.
Primordial Form – Air
5.
Genie’s Blessing – Air
6.
Thunder Hammer
5th Level Spells
1.
Commune
2.
Dispel Evil
3.
Raise Dead
4.
Magic Carpet Ride
5.
Wall of Tornadoes
6.
Conjure Elemental - Air
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