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Showing posts with label Al-Jadid. Show all posts
Showing posts with label Al-Jadid. Show all posts

Tuesday, January 28, 2020

D10 Random Caravans You Meet in a Desert





Roll a D10 and see what type of caravan meets your party.




1 – Poor Caravan: A meager caravan with little to trade. The caravan master, Ali, explains that they were attacked mid-route by a set of bandits with a sorcerer. This caravan has little to trade and is desperately low on vital supplies like water.

2 – Foreign Caravan: A caravan of foreigners arrives with goods that cannot normally be acquired in this area. Communications tends to be a problem due to different native languages and customs. If a trade is conducted, roll a d10. On a 1, there is a misunderstanding that is grave and dangerous. A duel or contest of strength might be required to resolve the conflict. On a 10, there is a misunderstanding that is beneficial, if not comical for the PCs. Maybe one accidently marries someone in the caravan with a really cool hat, or does not understand that the trade comes with a herd of livestock. On a 2-9, the trade proceeds as normal.

3 – Seer Caravan: A caravan with a powerful Hakima (Wise Woman) arrives and is willing to help the PCs in their endeavor. They will host the PCs up to three days with food and lodging and any wounded will be treated. The final night the PCs are in camp the Hakima will coax Fate and try and provide insight to each of the PCs. These predictions can be pleasant, or possibly painful, the DM is encouraged to come up with appropriate messages for the players. If you want to randomize the message, roll D6, 1-3 a pleasant prediction, 4-5 and mixed result, and 6 a painful message.

4 – Rich Caravan: A royal tax caravan approaches under heavy guard. It is laden with taxes and officials for the local government. The caravan contains 1D100 x 10 + 500 GP worth of coins in various denominations, plus 1D1000 x 10 GP worth of goods. The caravan is guarded by 2d20 + 20 0-level guards, plus a 1st level fighter per 10 guards. The entire caravan is led by a 5th level sorcerer with a 3rd level Fighter who acts as a body guard. Half the guards have access to missile weapons, and the other half are mounted at all travel times.


5 – Nomadic Caravan: A desert tribal caravan appears in the distance. They will act with extreme caution sending out a scout party to investigate the PCs. The caravan will start as mildly hostile, but with clever role-play the PCs could be welcomed in for the night. The tribal caravan knows the terrain extremely well and can answer any questions the PCs might have about the nature of the area they are traveling. They know places to avoid, the best oasis, the types of dangers that might be posed, etc.

6 – Thieves Caravan: A false caravan approaches full of bandits and thieves. The bandit gang will pretend to be an honest caravan looking to trade. Careful PCs will notice certain things out of place, like the bandits not knowing how to read their accounting books, blood on some of the goods, often the caravan animals will react as if they do not know the bandits, etc. If the PCs do not discover the ruse, at night the bandits will attempt to rob them of their goods and make off.

7 – Undead Caravan: A caravan of the dead approaches. From a distance this caravan looks like any other, but as it grows nearer PCs might notice that something is not right. The caravan might be run by a powerful Ghul-Sorcerer, or possibly a Ghul Overlord themselves. The undead use the caravan as a disguise to lure travelers to trade then add them to their horde, or feast upon them. The caravan consists of 2d10 skeletons, 1d8 Ghuls, and a Ghul-Sorcerer or Ghul Overlord.

8 – Illusory Caravan: A caravan mirages is in the distance, if the characters choose to approach it they will discover it does not exist in 1d6 hours. The time to discovery can be halved if traveling with an expert in desert terrain that succeeds at a WIS check.

9 – Multiple Caravans: A large group of caravans are off in the distance is in camp. The camp has at least 2d100 + 50 people in attendance.  As the PCs approach it seems that the caravans are celebrating a high holiday/wedding/local festival etc. As long as the PCs show no ill intentions, they are invited to join the revelry. If the PCs decide to provide a gift/donation to the event, the caravans will be so honored they will return the gift/donation in some other form with twice the value. The celebration will last 1d10 days.

10 – Extradimensional Caravan: A caravan of genies approaches rapidly upon the dunes. Roll a d8. On a 1-3 it is a caravans of Jann, on a 4 Djinn, on a 5 Efreeti, on a 6 Marid, on a 7 Dao. If you roll an 8, roll again twice and combine the results. If the PCs choose to engage with this caravan the results will vary greatly depending on which type of genie they encounter. Jann and Djinn are generally helpful, if not playful. Marid believe themselves above all mortal affairs, and might just ignore the PCs. Efreeti and Dao have a tendency to enslave mortals, but might want to have fun with cruel pranks. If the PCs can trick them, they might earn their respect though.

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Saturday, September 7, 2019

New Monster for OSE and BX - Karkadann


Karkadann

Large (10’) rhinocerine animal with a jutting horn from its head. The beast is known to be aggressive in defense and according to legend can be tamed by fair maidens.



Armor Class​ 5 [14]
Hit Dice​ 9* (41 hp)
Attacks​ 1 x Horn 2d8
THAC0​ 12 [+7]
Movement Rate​ 60’ (20’)
Saves​ D8 W9 P10 B10 S12 (M9)
Morale​ 7
Alignment​ Neutral
XP for Defeating ​1600
Number Appearing​ 1d8
Treasure Type​ Nil

  • Charge: If appropriate space is given, the Karkadann will charge a threat. The horn does double damage on a charge (4d8).
  • Trample: If the Karakadann hits with his charge attack, and the opponent is the same size or smaller than it, the Karkadann knocks over the target and make one addition attack per foot (4) for 2d6 hit points of damage each.
I went ahead and created a Facebook group for the blog, if you are interested the link is here.


Thursday, September 5, 2019

New Monster for OSE and BX - Al-Mi'Raj


Al-Mi’Raj

Large rabbit with a 1’ horn sticking out of its head. Known for unusual behavior and the healing properties of its horn. Capable of using basic tactics to attack foes in packs.



Armor Class​ 6 [13]
Hit Dice​ 1+ (5 hp)
Attacks​ 1 × horn 1d4
THAC0​ 18 [+1]
Movement Rate​ 180’ (60’)
Saves​ D11 W12 P11 B14 S12 (MU6)
Morale​ 6
Alignment​  Neutral
XP for Defeating ​15
Number Appearing​ 2d10
Treasure Type​ Nil

  • Teleport: Once per day can teleport up to 360’.
  • Horn: Al-Mi’Raj horn is quite valuable and used in many potions, especially ones that cure poison. While attached to the Al-Mi'Raj they are immune to poison.
  • Temperament: Al-Mi’Raj can be confusing, aggressive one minute and timid the next. They cannot be called overly intelligent, but if captured they are highly receptive to training.
I went ahead and created a Facebook group for the blog, if you are interested the link is here.

Tuesday, September 3, 2019

New Monster for OSE and BX - Asura


Asura

Asura are humanoids with wings and eyes made of fire, marble skin, copper hair, and bird-like talon feet. They serve as a neutral party of messengers between the cosmology of the Heavens, the Elemental Planes, the Hells, and the mortal world. Though neutral in all affairs they are often mischievous, in a purely playful manner.



Armor Class​ -1 [20]
Hit Dice​ 7** (32hp)
Attacks​ 1 × weapon and 2 x claws 1d10
THAC0​ 12 [+7]
Movement Rate​ 60’ (20’) Flying 240’ (80’)
Saves​ D6 W7 P8 B9 S10 (M10)
Morale​ 12
Alignment​ Neutral
XP for Defeating ​1250
Number Appearing​ 1
Treasure Type​ Nil

  • Magical Immunity: Asura are immune to any mind-altering effects (charm, command, etc) and automatically can see through all illusions.
  • Sacred Scimitar: Asura carry scimitars that count as +3 magical weapons for the purposes of overcoming defenses.
  • Polyglot: Asura can communicate with any intelligent creature capable of communication.
  • Eyes of Fire: Anyone making direct eye contact with a Asura cannot lie, and is compelled to only speak the truth as they know it.
  • Magical Abilities: Can use the following abilities:
  1. Teleport (without error) at will
  2. Plane Shift at will
  3. Polymorph Self (Human only) at will
  4. Continual Light at will
  5. Contact Higher Plane once per day
I went ahead and created a Facebook group for the blog, if you are interested the link is here.


Fate, Evil Eye, Honor and Major Virtues in Arabian Fantasy Setting


Fate

          Fate plays a major theme in Arabian Fantasy and should be included in games trying to emulate that feel.

The Lamp is a great example of Fate.

          When a character is faced with a situation that death is probable (DM’s discretion) the player may ask Fate to intervene. The player rolls a d20 on the roll of a 20, Fate will intercede in favor of the PC (description below), on the roll of a 1 Fate turns on the PC (description below). Each time this is used for a PC the chance of Fate turning increases by 1. Once Fate has turned on the PC, and if they survive, the number is dropped back to 1.
Fate’s Actions
          Fate does not guarantee anything, only tips the balance slightly one way or the other, the majority of action is still on the PC. Fate will give the PCs a fighting chance, but she promises nothing.
          As an example, if a player was to ask Fate to intervene on behalf of their PC who is falling off a cliff. If Fate decides to help, the PC might quickly see a root that is sticking out that they can attempt to grab, but they still must grab the root. If Fate was to go against them, they might find out not only is there a cliff, but there is a tiger at the bottom as well.
          Another example, if the PC broke into the palace to rescue the sultan from the evil vizier and is completely surrounded by guards, and is unarmed. The chance of survival is slim, but if Fate decides to help the PC the guards might decide to capture them, instead of killing them outright. If Fate turns against the PC, they might twist their ankle while moving away, thus making escape even more unlikely.


Beautiful Mosaic


The Major Virtues of the Setting

Honor
          In the Great Empire honor plays a role in that people are expected to speak truthfully and maintain an overall quality of honesty in all that they do. Honor is an umbrella term that covers several aspects of life including; fulfilling commitments, carrying out ones duty to the creator, kingdom, and family in that order, showing respect to all that show it towards you, and avoiding favoritism, falsehoods, and deceptions.
          Under this is also the concepts of fidelity in marriage and the fulfillment of the marriage contracts. Contracts can only be done between two willing adults, and the concept of a forced marriage is one that is without honor.

Optional Rule: If a DM decides to add Honor as a major component of their campaign it is recommended that they add a new saving throw for honor. Anytime a character’s honor is questioned, or if a situation calls for people believe one side over another, an honor check can be made. All PCs honor starts at 16 and decreases by 2 every time their saving throws naturally goes down. This saving throw is modified by a person’s CHA bonus.

Justice
          Justice is seen in many different lights throughout the Empire, but all in the setting believe in upholding some form of Justice. With the city-dwellers this is often in the form of legal codes and courts of law. While with the desert people the thoughts of justice are often more personal and a series of debts are usually formed between different peoples and clans over disputes. Bringing justice to a situation is bringing one closer to the Creator, who is all just.
         Covered under justice is also the tenants of being kind and forgiveness. It is expected that one of the faithful will forgive those that have wronged them, because the Creator has forgiven all men and women for their sins, thus the expectation is the same. The punishments for crimes are expected to be in proportion to the crime itself, with exceptions to be made for leniency in some circumstances.
         This also extends to animals with which should be shown “a compassion and mercy beyond all things.” It is expected that animals will be housed appropriately, not be overloaded, not beaten or tortured, not separated from their offspring at an early age, and slaughtering done in the least painful ways possible.  

Modesty/Humility
          “Without modesty, there is no faith,” is one of the more famous maxims the Prophet ever spoke. Interpretations of this maxim have varied quite a lot over time and in different parts of the Empire. Some interpret the ideas as modesty in the public world as well as the private world between the faithful and the Creator. Those on the more conservative end believe that both men and women should be covered when in public head to toe. The more progressive amongst the faithful believe you must come to the Creator in a modest fashion, but in worldly affairs it does not matter. Most of the faithful fall somewhere in the middle with both sexes having token veils worn about the face or even as a decoration in a sash.
          Humility is one of the most important virtues in the Empire. By remaining modest and respectful to others one can retain their humility. At the DM’s discretion a PC that has been particularly egregious in their lack of humility is asking to be struck by the Evil Eye (see below).
          This is usually dictated by certain patterns of speech and action, and common ways to remain humble. Claiming that they are “so rich I can buy the entire city,” is not considered humble about one’s riches. On the other hand saying, “The Creator has blessed my house so much, I might very well be able to purchase a city. All praise to him,” is remaining humble in the face of one’s success. Bragging about being “the best thief in the entire Empire,” is far from an act of humility. Though claiming, “My master trained me to be the very best pick pocket this city has seen in a generation,” is a different matter. In a successful battle one should not gloat over the dead, but bow the head in reverence to the creator for the victory.

Optional Rule: The Evil Eye is a curse placed upon those that are not humble in the face of all that is given to them. While under the effects of the Evil Eye people have a tendency to dislike the person and they suffer a -2 penalty on all reaction checks, and can never achieve a status beyond “indifferent/uninterested”.  If the seek out a local religious figure and do penance for their lack of humility (usually a quest) the curse will be lifted. If the PC chooses to ignore the curse and continue with their ways, the curse will increase and now include a -2 penalty to all d20 rolls, until they find a holy person capable of casting the Quest spell, and undertake a quest that lasts no less than 101 days and helps the faithful in some manner.

Piety plays a major roll in the setting.


Piety
          Being faithful is the charge of every person in the Empire. One is expected to follow the tenants of their faith and be consistent with those beliefs. Making sure that one makes time each day for religious observances and that one attempts to attend religious festivals and holidays is also held in high regard. Welcoming new members into the faith is also considered the highest marks of piety, though none should be forced to join or stay within the faith.
          One is expected as part of their piety to practice generosity with the gifts that they were given. Miserliness is highly discouraged and taking care of one’s neighbors and kin is just as much a part of faith as it is civic life. Helping those that are in need is considered a better act than praying in a mosque daily. Encouragement of the arts and sciences also falls under the term piety because with these often the community at large is enhanced, and the Creator’s bounty can be shared with more people.
Tolerance is also falls under piety and the beliefs and practices of all should be respected, as long as they do not violate other’s existence and freedom. While no particular faith is required in the Empire, those who have no faith in anything is often looked at quite oddly. Faithful tend to understand possibly believing in something else, but no belief whatsoever is often seems questionable.

Family
         One’s family should be one’s largest obligation, beyond that of the faith and the Empire. The faith is often considered one large family, and many of the rules that apply to families apply to all the faithful. One must respect and obey one’s elders and in turn the elders are expected to protect and care for those younger than themselves. General respects given to elders are not entering a room before them, not arguing with them, allowing their opinions first during meetings, and keeping a level head when in their presence.
         Guests are considered actual family while staying with a person. All rights and responsibilities are passed onto a guest as soon as they complete the Ritual of Salt (see below). Guest are usually given a feast on their first night in a home with an overabundance of foods and sweets. As the days go on the foods will become much simpler and the guest is expected to give a gift upon leaving the household. The general rule is that a guest should not stay for more than 3 nights without then becoming an active member of the household. Helping with the family business or chores and helping financially, if possible.

Ali Baba's maid before she stabs the Bandit Leader, he should have eaten the salt!


Optional Rule: Pact of Salt is a time honored tradition in the Empire. As soon as a guest arrives they are given food and drink, often fruits, cheeses, and coffee. Usually the salt is put into the coffee and that creates the Pact of Salt. This means that for as long as the person is staying under the roof of the host, the guest will do them no harm. The host, in turn, is also promising to provide for the guest and will not do the guest any harm while under their roof. It cannot be stressed enough how meaningful this a pact is to people, and the lengths people will go to avoid consuming salt, if they plan to do someone harm in their house.
          This is shown in the tale of Ali Baba where the Bandit Leader is disguised as a merchant and is trying to kill Ali Baba. When he comes to Ali’s home, he offers to feed the “Merchant” and he refuses stating he cannot eat salt due to dietary restrictions. Ali Baba’s maid recognized the Bandit Leader for who he really was and killed him much to Ali’s dismay. She then explained why he was refusing to eat salt, so he could kill Ali Baba. Even a murderous Bandit Leader respected the Pact of Salt, so should the PCs.


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


Monday, September 2, 2019

New Monster for OSE - Werehyena


Werehyena

Created as Shaitan’s servants on the world these charming humans that can transform themselves into a large hyena (6’) form. They usually travel in packs of close-nit groups, looking to prey on easy targets.



Armor Class​ 5 [15]
Hit Dice​ 5+1* (23 hp)
Attacks​ 1 × weapon or 1 x bite 2d6
THAC0​ 14 [+5]
Movement Rate​ 60’ (20’)
Saves​ D10 W11 P12 B13 S14 (M5)
Morale​ 8
Alignment​ Chaotic
XP for Defeating ​400
Number Appearing​ 2d6
Treasure Type​ Q x 10 each

  • This Charming Man: While in human form, the Werehyena can cause a humanoid to make a save vs spell, or become friends with the Werehyena at will. This is a natural ability and is cast via thought, not needing components and gestures. Once a person makes a save, they are immune to the charm until the next day. The spell will fade after 24 hours, but the victim will not know they were affected, they will believe they legitimately liked the caster at that point.
  • Magic Resistance: Werehyenas are immune to charm spells and any form of enchantment.
  • Lockjaw: When in Werehyena form a natural attack roll of 19 and above will cause the Werehyena to lock their jaws on the victim. Each subsequent round the victim will automatically suffer damage without an attack roll. If the victim tries to move, its movement is reduced by half and brings the Werehyena with them. Causing 10 hit points of damage will cause the Werehyena to let go.
  • Damage Immunity: Werehyenas can only be harmed by iron and magical weapons, or fire.
  • Escape Artist: These creatures cannot be tracked in the Werehyena form.
  • Pyrophobic: Werehyenas are frightened by fire, a torch can be used to keep them at bay. If over six points of damage is done to one via fire, it will automatically retreat.
I went ahead and created a Facebook group for the blog, if you are interested the link is here.




New Monster for OSE and BX - Rakshasa


Rakshasa

Evil spirits that have been encased in flesh. They appear to be a humanoid tiger with upside down hands. They are as brilliant as they are cruel and love the taste of human flesh.



Armor Class​ -3 [22]
Hit Dice​ 7+**** (32hp)
Attacks​ 2 × claw 1d3 1 x bite 1d4+1
THAC0​ 12 [+7]
Movement Rate​ 90’ (30’)
Saves​ D8 W9 P10 B10 S12 (M7)
Morale​ 12
Alignment​ Chaotic
XP for Defeating ​2050
Number Appearing​ 1d4
Treasure Type​ F

  • Magical powers: Each can be used at will:

  1. Illusion: Visual and Audial. No Concentration required. Remains until touched or dispelled.
  2. Arcane Spells: Any 1st thru 3rd level spell.
  3. Divine Spells: Any 1st level spell.

  • Weapon Immunity: Cannot be harmed by non-magic weapons. Weapons that are not a +3 do only half damage.
  • Magic Immunity: Cannot be effected by any spell that is 5th level and below.
  • Weakness: A silver arrow blessed with a sacred ritual (not 1st level spell) will kill the Rakshasa in one hit.
I went ahead and created a Facebook group for the blog, if you are interested the link is here.

New Monster for OSE and BX - Nasnas


Nasnas

Half a human being with one arm, one leg, and half a face. These creatures are surprisingly nimble and are created with powerful magic to serve a master with undying loyalty.



Armor Class​ 9 [11]
Hit Dice​ 2+2* (11hp)
Attacks​ 1 × weapon
THAC0​ 17 [+2]
Movement Rate​ 45’ (15’)
Saves​ D12 W13 P14 B15 S16 (M2)
Morale​ 11
Alignment​ Chaotic
XP for Defeating ​35
Number Appearing​ 3d10
Treasure Type​ M (Q, D)

  • Extremely Strong: Nasnas are considered to have an 18 STR giving them a +3 bonus to hit and damage in hand-to-hand combat.
  • Armored: 7 out of 10 Nasnas will have specialty made leather armor making their AC 7 [13].
  • Magical Origins: Nasnas are only injured by iron and magical weapons.
  • Fear: Nasnas at the beginning of battle make unnerving hoots and growls. All who can see or hear them must make a save vs paralysis or be stunned for 1d3 rounds.
  • Language: Nasnas cannot communicate beyond grunts, but understands common.
I went ahead and created a Facebook group for the blog, if you are interested the link is here.

New Monster for OSE and BX - Dandan


Dandan

This magical sea creature is considered the biggest fish in the seas, the Dandan is 50’ long, brightly colored as a rainbow, and resembles a carp. Long rumored that anyone that can catch it is granted a wish.



Armor Class​ 1 [18]
Hit Dice​  14+2* (65hp)
Attacks​ 1 × bite 2d12
THAC0​ 9 [+10]
Movement Rate​ 180’ (60’)
Saves​ D4 W5 P6 B5 S8 (M14)
Morale​ 9
Alignment​ Neutral
XP for Defeating ​2300
Number Appearing​ 0 (1)
Treasure Type​ Nil

  • Swallow Ship: Dandan that attacks a ship that is less than 15’ long will swallow it on the roll of an 18 or more. The ship is considered destroyed, and the crew is in the creature’s stomach. Inside the stomach creature suffers 2d8 hit points of damage per round. Creatures inside must make a save vs paralysis or be paralysed. Creatures may attack the Dandan from inside at AC 4[15].
  • Swallow Person: Same as above but the roll is 15 or above.
  • Wish: If completely caught, but not killed, the Dandan will grant one wish upon its release.
I went ahead and created a Facebook group for the blog, if you are interested the link is here.

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.