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Sunday, September 1, 2019

New Class for OSE and BX - Follower of the Primordial Cults


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



I went ahead and created a Facebook group for the blog, if you are interested the link is here.

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