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  1. May 8th, 2000Volume I, Issue #11
  2. Oerth Journal 11Page 2 of 84The Oerth JournalProduced by the Council of GreyhawkVolume 1, Issue #11May 8th, 2000ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. TSR, Inc. is a subsidiary of Wizards of the Coast, Inc. Unless otherwise noted, all individual contributions copyright their respective authors.The Council of Greyhawk is an informal organization of gamers dedicated to keeping the World of Greyhawk a viable campaign world. Send inquiries to keldreth@aol.com
  3. Oerth Journal 11Page 3 of 84Table of ContentsOerth Journal 11, Vol. IOF OERTH AND ALTARJoramy: The Mistress of Heat......................................by Paul M. RokuskieFEATUREIron Enchantments........................................................by Paul F. SchmidtFEATURERepair to the Keep on the Borderlands.......................by Russ TaylorWITH BOCCOB'S BLESSINGCrystal Skulls of Nerull.................................................by Kenneth NewquistTHE GOOD OERTHThe Fading Lands: Lands of the Great Kingdom......by Jim TempleFEATUREA History and Timeline of the Suloise.........................by Lenard LakofkaWORLD OF ADVENTURERuins of the Mistmarsh.................................................by Sean WilliamsFEATUREMastryne Castle.............................................................by Dan ButerbaughTHE FINAL WORDNews & Announcements from the Council of GreyhawkCover art by Greg Allen
  4. Oerth Journal 11Page 4 of 84Of Oerth and AltarJoramy, The Raging VolcanoBy Paul M. Rokuskie (Jachyras@aol.com)Art by Greg Allen (Greg_Allen@longmfg.com)Joramy(Maiden of Disputes, Mistress of Heat, The Furious Inferno, The Raging Volcano)Lesser Power of the Elemental Plane of Fire, N (NG)Portfolio:Fire, volcanos, wrath, anger, quarrelsAliases:NoneDomain Name:The Elemental Plane of Fire/The HearthSuperior:NoneAllies:Kurell, Pelor, Sunnis, Zaaman RulFoes:Beltar, Erythnul, Imix, Ogremoch, Procan, Pyremius Symbol:Brass relief of a woman's face with multi-colored fiery hair & ruby eyesWor. Align:N (NG)Joramy (JUR-ah-mee) is the goddess of fire, volcanos, wrath, anger and quarrels. Her holy symbol is a brass relief of a woman's face with multi-colored fiery hair and ruby eyes. She is primarily worshipped by fire elementalists and sages interested in inner-planar affairs.Joramy's clericy has seen a recent surge in followers as her worship expands out of the volcanic regions. These new followers are attracted to the anger and wrath aspects of Joramy's power because of the recent wars. Many people were displaced from their homes, had a personal loss of family or friends, and hold a great enmity towards those creatures thatbrought this time of despair upon them. These people want to regain what they lost or make the people that caused their suffering pay. Joramy's followers offer a way to accomplish what these people desire and set a good example based on what Joramy is like.Joramy is an extremely passionate goddess. She takes her beliefs very seriously, is quick to anger and will not give up easily. She doesn't believe in holding back her emotions or using diplomacy as a tool to accomplish her goals. She has an explosive temper and will push her point (either through combat, magic or a heated debate) until she is satisfied with theoutcome. And woe be the creature that crosses her in some way as to give offense, because she will not rest until satisfaction has been achieved. She is relentless in the pursuit of her sense of "right and wrong" and doesn't care who gets in the way. She uses thesequalities and directs them in a way to do the most good and strike a blow against those that would wish to harm her or her followers. She has offered Prince Zaaman Rul sanctuary in her realm while he recuperates from his terrible defeat against Imix. She also openly helps Princess Sunnis conspire against the evil tyrantOgremoch of the Elemental Plane of Earth. Both these evil powers have angered Joramy in the past and she will see them pay for this. Joramy's home rests on the cusp of theboundary between the Elemental Plane of Fire and the Para-Elemental Plane of Magma, where she has been seeking additional. On the Elemental Plane of Fire,Joramy has a passing relationship with Kossuth,Tyrant-King of the fire elementals. They both leave the other alone. She considers the efreet to be the greatest threat next to Imix on the Elemental Plane of Firebecause of their evil attitudes and actions. Herfollowers keep close tabs on these evil genies and their vile City of Brass. From here the efreet, under theleadership of the Grand Sultan, enslave anyone that comes within their long grasp, even followers ofJoramy. Many a poor efreet has suffered for such an outrage. Both parties keep a close eye on the other but hostilities have yet to grow in size. This could easily change if Joramy takes offense to anything the efreet do in the future.On the Para-Elemental Plane of Magma,Joramy seeks to expand her worship. Her only rival for power is the supposed "Master of the Lava Mephits", Chilimbra. This evil tyrant cannot hold a candle to Joramy and many lava mephits and magmen are taking to worship Joramy. This conversion is drawing theattention of many other deities in the Inner Planes and could bring about a conflict at some future point.Joramy also has some longstanding enmities with a few other deities not found on the Inner Planes. Her greatest enemity is with Pyremius, the Suel power of murder and fire, who stole his fire aspect fromJoramy's ally Ranet after weakening her with poison. Pyremius has corrupted Ranet's life-giving power and uses it to further the cause of murder and mayhem
  5. Oerth Journal 11Page 5 of 84through arson and pyromania. Pyremius has also taken to sending omens and messages to followers of Joramy, enticing them to do his dirty work in Joramy's name. Erythnul started a conflict with Joramy because of his envy and hatred over Joramy's beauty and power.Erythnul has repeatedly tried to thwart Joramy's plans for expansion by setting about schemes to endanger her followers and mar her name. This has brought Joramy's wrath and anger into the situation, and she will not rest until Erythnul has paid for his interference. Beltarrequires the sacrifices of numerous creatures. SinceJoramy's followers live in some of the areas whereBeltar's priests are, these unfortunate people havefound their way onto to the sacrifical block. Joramy is extremely angry about this practice and seeks to bring the loss of her follower's lives as sacrifices to an end. These situations are ready to turn into all out wars with these clerics, and priests from either side will attack the other upon sight.Joramy has few allies among the nativePowers of Oerth. Because of the situations Joramy has with Pyremius, Erythnul & Beltar, Kurell keepshimself on Joramy's good side out of fear of her wrath and nothing else. He is biding his time to extract revenge for some personal slight he feels was made against him. Pelor, however, respects Joramy's wrath and ability to wield a strong source of heat and light to burn the forces of evil and drive out the darkness. He will sometimes aid Joramy in a cause directly related to Oerth, particularly one that will see an end to some great evil or darkness.Joramy has a long and storied past. Some of the earliest legends about her are nearly two thousand years old, and concern her role in creating an artifact known as Queen Ehlissa's Marvelous Nightingale. This item is partially named after the most notorious owner of the item, Queen Ehlissa, who ruled with an iron fist for many centuries with the help of this item. Its powers are a direct link to the numerous aspects of Joramy and reflect this in its functions. The artifact has been lost for many centuries and would be a prize that any follower of Joramy would gladly kill for.In the past, the strength of Joramy's worship has fluctuated greatly. At one time she was the most prominent deity worshiped in the Hellfurnaces and the surrounding area until the Rain of Colorless Fire(which she unjustly took some of the blame for because of her fire aspect). When the migrating Suel passed through Slerotin's tunnel, they caused much destruction in the underground areas of the Hellfurnaces and many followers were killed or forced to serve new deities. Since that time her influence in the Flanees has been slowly re-growing until recently. Joramy's Realm, known as The Hearth, can be found on the Elemental Plane of Fire at the border of Fire and the Para-Elemental Plane of Magma. Because of Joramy's interest in the Para-Elemental Plane ofMagma, her realm can exist in both Planes at once, if she so desires it to. The Hearth's primary feature is a volcano of such enormity that no other can rival it anywhere in the Multiverse. It is long rumored that this is the birthplace of all Magma and that portals exist deep within this realm that feed all volcanos around the Prime Material Plane and its many crystal spheres.Lava is constantly flowing from the volcano's center and its uncountable vents. The smell of sulfur is so pervasive in this realm that everyone must make a save vs. death magic every turn or pass out from theoverwhelming stench. The petitioners that reside here are always in a constant state of anger and will take it out on the first creature they encounter that gives them offense. This could either be a rather harsh tongue-lashing or an all out fight. This realm is truly one of the many wonders of Elemental Fire and Magma at its grandest.Joramy's Avatar (Priest 25, Fighter 18)Joramy appears as a beautiful human woman cloaked in a robe made of lava that swirls with the randomness of the tides of magma. Her hair is wisps of multi-colored fire (the colors depending on theintensity of the flame) that dance around her perfectly formed powder white face. Her fiery red ruby eyes glisten from the heat and flames that surround her. When she speaks, a deep booming voice erupts from her that sends shock waves to all those around her. Joramy carries The Flaming Hand, a staffmade of brass that is topped with a piece of pumice formed into the shape of a clenched fist. At will, she can summon forthBlazing Wrath, a two handed sword made of pure fire that will not only do normal sword damage, but will also cause an additional1d10 points of heatdamage. (This is inaddition to Joramy'sown personal bodyheat). She prefers to use her spells andnatural abilities before resorting to the staff and sword, but shewill use either withdeadly force.When Joramy wants to travel the PrimeMaterial Plane and not be noticed she takes the form of a tall, beautiful, demure human woman in her early 20's with bright red hair. She is very soft spoken but head strong in all matters.
  6. Oerth Journal 11Page 6 of 84AC -6; MV 15; HP 140; THAC0 3; #AT 1DMG: 1d8 + 4 (Staff) / 2d10 + 7 (2H Sword)MR: 90% (45%); SZ M (6')STR:18 DEX:19 CON:18 INT:22 WIS:18 CHA:18 Spells W: Any fire or earth spell; P: 11/11/10/10/9/8/4Saves: PPDM 4 , RSW 2 , PP 5 , BW 2 , Sp 2Special Att/Def: Joramy is immune to all forms of fire and earth (spells, breath weapons, natural events, etc.). Because of the intense heat generated by the goddess, all those that stand within 30 feet of her (even those with natural immunities to fire) will receive 1d10points of heat damage every round, no save. For the same reason, any magical weapon that hits her in combat will need to make a save vs. magical fire or be totally destroyed. Normal weapons get no save and are automatically destroyed. Magical plusses will count to the save, and frost brands get an additional +3 to their saves. Anything that Joramy willingly touches willburst into flames and be destroyed unless a save vs. magical fire is made. She also has it within her power to extinguish or intensify any fire source within her sight, either magical or natural. The robe that Joramywears, known as Searing Mirage, acts like a cloak of displacement;The Flaming Hand is a+2 staff of the elements, andBlazing Wrath acts like a +3 two handed flame tongue. She can command any fire or magma creaturewithin 100 feet of her tounfailingly do her biddingwithout having to concentrate.These fire and magma creatures are also enhanced within herpresence by 2 HD for theduration of their time in Joramy's service. This increase affectsTHAC0, hit points, damage, size and saves. Joramy can only be hit by +3 or better magical weapons and has access to all fire and earth based spells, be they mage or cleric. These spells cast by Joramy's avatar receive an additional point of damage per dice. She does not have access to water or air spells of any kind. Special Weakness: Being a creature of fire and heat, any water or cold based spell will have a greater effect on Joramy's avatar. These spells will cause anadditional point of damage per dice rolled and hermagic resistance is only 45% when dealing with these kinds of spells. Any such spell used against Joramy, however, will bring her full attention upon the creature casting them against her.Other ManifestationsJoramy will sometimes take the appearance of a powerful elemental creature to survey thesurrounding territory. At other times she will take the form of a large geyser of lava erupting from theground. Joramy also sends omens of warning in the guise of minor volcanic eruptions, lava flowing in the wrong direction, strange smells associated with fire or lava or pumice turning back into lava. On the Inner Planes, Joramy is served by numerous Fire and Magma creatures including: fireelementals, magma para-elementals, magmen, grues,ruvkova, salamanders, azer, fire bats, rogue efreet, fire giants, and fire and lava mephits.The ChurchClergy:Clerics (30%), specialty priests (70%)Alignment:N or NGTurn Undead:C: Yes, at priest level -2 ;SP: Yes, at priest level -2.Command Undead:C: No, SP: NoAll priests of Joramy receive the following bonus proficiencies free of charge: fire building and survival, desert. They are required to learn blindfighting and spellcraft without any penalties due to class. Clerics and specialty priests can turn undead as if they were 2 levels less. The clergy of Joramy is made up of humans, dwarves and gnomes. Joramy's clerics customarily stay in areas of great heat and volcanic activity like the Hellfurnaces or deep underground caverns open to lava flows, but her worship has become more widespread over the past few decades and made its way across the Flanaess. Recently her worship has been increasing in more"unusual" areas like major cities and port towns. Most of the new areas of worship have been ravaged by the recent wars. Here, her priests are preaching the clericy dogma but stressing certain aspects of Joramy's power (anger, wrath and quarrels) to those smart enough to be enlightened by the instructing priests. These priests honor the Mistress of Fire with large bonfires that burn round the clock all year long in these "cold" areas. The strongest areas of worship, though, are still thosearound volcanos, lava flows and hot springs. Natural shrines and temples are alwayslocated near a great source of heat like a lava pit, volcanic geyser or a huge bonfire. These areas are always extremely hot and uncomfortable to those not
  7. Oerth Journal 11Page 7 of 84properly protected from there severe effects. No special building is erected or unique design used to distinguish these areas as a temple. Only the great force of nature itself stands as testament to Joramy's great power. This is usually why her worship has remained in isolated areas of the Flanaess until recently. The clerics of Joramy are responsible for the maintenance of shrines, temples and holy areas and perform all the necessary rituals in their upkeep. They give guidance and counsel to the followers of Joramy by interpreting omens and signs. They mediate disputes by becoming passionately involved and usually solve the problem through extreme measures. Because of the recent wars, many people have become receptive to Joramy's priests and the attendance and interest in the temples has grown.Specialty priests are the ones that travelaround the Flanaess and spread the word of Joramy. These representatives of the Mistress of Heat spend their days seeking out new forms of elemental firemagic and those that employ it. They then try to convert these mages to their way of thinking so as to spread the word of Joramy faster. Since these potential converts deal with elemental fire already, half theargument is already won in the minds of these priests. The specialty priests also seek out angry people and areas of great quarrels to intercede and becomeinvolved in. The potential for converts are enormous in these people and these priests are right there to spread the word.The clergy is ordered by the following titles. These names represent the many stages and intensities that flames undergo as it progresses to becoming hotter and brighter. Titles are given at each new levelachieved up to 12th Level. Novices (0-Level) of Joramy are called Kindling. Priests begin with the title ofWisps (1st Level) and continue on with Yellow Flame, Orange Flame, Red Flame, Blue Flame, Green Flame, White Flame, Flame Master, Flame Lord, SearingLord, Illustrious Geyser and finally Grand LavaMaster. After this final title is achieved, any level advancement made by the priest beyond 12th Level, they will not receive a new title. The leader of the church (a priest of at least 12th level) is known as the Hearth Master in deference to Joramy's Realm name. There can only be one Hearth Master at any one time but many Grand Lava Masters. The Hearth Master has achieved this position either through combat, great deeds done in the Mistress's name or passionately arguing their way to the top.Dogma: Fire is everything. It is the building block and ultimate destroyer of all, the end and the beginning of life. Emotions are the tides that flow with the ever-changing currents of magma. Express your angerstrongly and passionately throw yourself into anyquarrel. Never let another stand in your way of what you know as right for they shall feel my wrath. When you get involved in an argument or quarrel, you do so with passion, emotion and especially anger. Heated arguments help you get closer to perfection. And if you get a little hot under the collar, heaven help the soul that stands in your way. They will get burned for their efforts.Day-to-day activities: Worshipers of Joramy usually venerate the Mistress of Heat by arguing, getting angry, avenging a wrong done to them or building fires. Nothing special is usually done to celebrate her on a daily basis. The priests will bless any cooking fires and praise Joramy for the gift of heat and warm mealsImportant Ceremonies: When a volcano erupts, agreat quarrel begins between powerful parties (war,arguments between priesthoods, families or countries) or some great injustice has been avenged, the priests will perform a special ceremony honoring Joramy'spower. In the natural areas of extreme heat described earlier and in the temples dedicated to Joramy, grand ceremonies are held every season when Celene and Luna are both new moons {25th Readying, 18thFlocktime, 11th Goodmonth, 4th Ready'Reat}.Sacrifices of expensive gems, valuable metals and rare stones are thrown into the heat source and impressive displays of elemental fire magic are used to intensify the natural flames and heat. This makes the ceremonies around these areas (the bonfires can be over 40-foot of burning material with the flames reaching well over100-feet) more impressive and grand in the complete darkness. The 11th day of Goodmonth is the holiest day of the year because it is one of the hottest days of high summer. The only other days important to the faith are those honoring the anniversaries of great eruptions of volcanos in the past. . Major Centers of Worship: The Hellfurnaces and the villages at their base have the largest concentration of worshipers around the Flanaess. The great volcanos, lava pits and open geysers of the mountain range serve as the numerous shrines and altars dedicated to Joramy. Here one can experience the full worship of thegoddess. In the major cities around the Flanaess where the Mistress's worship has grown (Hardby, Loftwick, Greyhawk and Dyvers to name a few) there are either natural hot springs or great bonfires that the priests maintain at roaring levels. These "city temples" are enclosed in a red stone structure, (formed like an Olman-style temple or a stepped pyramid) which is heated to unbearable levels by the natural event. The roof of the building is open to the sky so that the
  8. Oerth Journal 11Page 8 of 84flames and wisps of heat escaping from the building resemble a volcano erupting, which lights up theevening sky. Recently, priests have been investigating the sites of natural forest fires that have burnedhundreds of acres as other possible holy areas.Affiliated Orders:Several of Joramy's templesmaintain their own fighting and mage orders. TheFellowship of the Hearth consists of fire elementalists and sages that seek out or research new forms ofelemental fire magic or secrets of the Elemental Plane of Fire and Para-Elemental Plane of Magma. They use this knowledge to defend the temples and followers of the Mistress as well as teaching these new skills to the faithful. Members of the Fellowship are distinguished by the red coloring of their hair by dyes or berries, even those members with natural red hair color. The Order of the Crimson Fury is a secret society made up of rogues that make sure that the Maiden of Disputes' will is done. The Order is charged with inciting anger and quarrels in new areas ofworship so that the specialty priests have receptive ears to hear the word of Joramy. The Order also keeps established areas of worship in a state of anger and heated arguments worthy of the Maiden. Members of the Order carry a small symbol of a crimson colored female face with a look of anger somewhere on their person. The Order of Knights of the Blazing Wrath is made up of fighters and clerics. Their symbol is a two-handed sword afire, and members of this order areknown to stoop to low deeds to acquire a two-handed flaming tonguesword. The Knights of the Blazing Wrath are charged with defending the holy areas and temples of the Raging Inferno. When an argument needs to be resolved or some injustice needs to be avenged, the Knights go forth and bring the full wrath of the Maiden upon the guilty. Sane people run in fear from these knights as they bring the scourge of Joramy upon all that get in their way. Numerous adventuring companies have also taken Joramy as a patron, chiefly those whose treks regularly bring them deep into the Hellfurnaces.Priestly Vestments: Priests will never wear any armor. They wear light fitting clothes similar to a toga. These vestments are all colored white and a colored sash corresponding to their level will display each priest's title. Once beyond the color range a design isembalmed over the section of cloth near the heart. A red flame forFlame Master, a black flame with a white tipfor the Flame Lord, a green flame for the Searing Lord, a column of golden flamesfor Illustrious Geyser and an erupting volcano for the Grand Lava Master. The Hearth Master wears a multi-colored togarepresenting the many colors of flame that they are responsible to direct.Adventuring Garb: Priests of the Raging Volcano may wear sturdy clothes and boots, but must wear their sash or insignia of rank at all times. They cannot wear armor of any kind(including bracers) or bear shields, but may use other protective devices (bracers, rings, cloaks, etc.). All priests will carry a blackened walking staff topped with a clenched fist, which may be used in combat or abandoned for another weapon. Specialty Priests (The Flaming Hand)Requirements:Strength 15, Constitution 15, Wisdom 9Prime Req:Strength, ConstitutionAlignment:N, NGWeapons:Any flail, hammer, mace, morningstar, pick, staff Armor:NoneMajor Spheres:All, Charm, Combat, Creation, Elemental (Fire, Earth), Guardian, Protection, SunMinor Spheres:Divination, Healing, Necromantic, SummoningMagical Items:Any available to priests and fire elementalistsReq. Profs:blind-fighting, spellcraftBonus Profs:fire-building, survival; desert•Priests gain major access to the Animal sphere while on the Elemental Plane of Fire or Para-Elemental Plane of Magma. They can only control animentals (PlaneScape Monstrous CompendiumIII, pg. 14-15) •At 1st level, the priest will receive a +2 bonus to saves made vs. fire damage, a -2 vs. all cold and water related spells and is protected by apermanent endure heat spell •At 3rd level, the priest can use an ability similar to the 1st level mage spelltaunt (1x/day) wheninvolved in an argument•At 5th level, the priest can use an ability similar to the 2nd level mage spell ESP (1x/day) to help in a quarrel or argument•At 7th level, the priest can use an ability similar to the 3rd level mage spellsuggestion (1x/day) to influence a creature to become angry andquarrelsome •At 9th level, the priest can learn and cast a mage spell of 1st thru 3rd level that deals with the element of fire or magma. These spells replace a priest spell of the corresponding level and must beprayed for by the priest before they can be added to their spell list
  9. Oerth Journal 11Page 9 of 84•At 10th level, the priest can add an additional point of damage per dice on all fire-related spells and targets receive a -1 to their saves vs. elemental fire magic cast by the priest•At 12th level, the priest can use an ability that has the same effects as the magical itemscarab of enraged enemies (once per week) •At 14th level, the priest can learn and cast a mage spell of 1st thru 5th level that deals with the element of fire or magma. These spells replace a priest spell of the corresponding level and must beprayed for by the priest before they can be added to their spell listJoramy's SpellsBurning Eyes(Charm)1st LevelRange: 10 yardsComponents: V, SDuration: SpecialCasting Time: 2Area of Effect: 1 creatureSaving Throw: Neg.This spell causes the priest's eyes to glow and look like flames. The caster must then concentrate on one creature within visual and sound range and make eye contact. Once the creature makes eye contact with the priest and hear what they say, they must make a save vs. spell, adjusted for wisdom. Those that make the save, nothing occurs and they can act normally. Those that fail the save vs. spell begin to argue with the priest. As long as the target creature can understand the language the priest is speaking in and makes eyecontact, they can be affected by the spell. The creature will continue to argue with the priest until they are either attacked, can no longer see or hear the priest or the priest ends his argument. If the argument is poor or to complicated for the target creature, they receiveanother save vs. spell with a +4 adjustment. Once a creature makes their save, they can act normally.Creatures without sight, unable to hear, undead of any sort, and magicalconstructs areunaffected by this spell.Rage(Charm)2nd LevelRange: 80 yardsComponents: V, SDuration: 1 round/levelCasting Time: 5Area of Effect: 1 creatureSaving Throw: Neg.This spell allows the caster to cause oneintelligent creature to become so enraged that they halt all other activities and attack the nearest creature with their hands or weapon, not spells. The targeted creature must make a save vs. spell (adjusted for wisdom) to avoid the effects of the spell. Those that fail their save, attack with an additional +1 "to hit" and damage for the duration of the spell. If the creature makes the initial save, any subsequent attempt to use this spell on them will afford the creature a cumulative +1 to their save vs. spell each time the priest tries to use this spell on them.Frenzy(Charm)3rd LevelRange: 0Components: V, S, MDuration: 1 round/levelCasting Time: 7Area of Effect: The casterSaving Throw: SpecialThis spell allows the priest to makethemselves so angry that they attack all creatures in melee with an additional +2 "to hit" and damage for the duration of the spell. They cannot cast or perform any other activities except fight in melee during the spells duration. The priest can choose to end their frenzy by making a save vs. spell, adjusted for wisdom. If they fail the save, they continue to fight. They can attempt to end the spell every round with an additional +1 to their save to return to normal. If there are no further enemies to fight and the caster is still in their frenzy, they will attack the nearest creature, even an ally, until the spell ends or they make a save vs. spell. Thematerial component is the priest's holy symbol and a tooth from a wild or aggressive animal. Flaming Cloak(Protection, Elemental Fire)3rd LevelRange: 0Components: V, S, MDuration: 1 round/levelCasting Time: 6Area of Effect: The casterSaving Throw: NoneThis spell creates a shimmering aura of flames around the spellcaster, similar to the 4th level mage spell fire shield. This spell creates an mirage effect that tricks the vision of any creature that is looking and attacking the caster. It appears that the caster isstanding in one area when in fact they are off a few feet. This spell bestows similar effects of a cloak of displacement, or the spelldisplace self. The first targetted attack on the spellcaster automaticly misses,
  10. Oerth Journal 11Page 10 of 84and subsequent attacks receive a -2 penalty to hit. Any targetted spell that is directed at the caster gives the caster a +2 to their saving throw. Examples of these are: touch spells, disintegrate, finger of death, etc. Area effect spells, like a fireball, affect the caster normally. Water or cold-based magic will cause double damage to the priest protected by this spell but it does not reduce damage from fire-based spells. Undead, blind creatures, or magical constructs of any kind areunaffected by this spell. The material components are the priest's holy symbol and a 100gp ruby.Antagonism(Enchantment/Charm)Sphere: CharmLevel: 4Range: 10 yardsComponents: V, SDuration: 1 round/levelCasting Time: 7Area of Effect: 30-foot radius of priestSaving Throw: SpecialThis spell causes all creatures within the area of effect that fail their save vs. spell (adjusted forWisdom) to become furious and argumentative. These creatures will stop what they are doing, includingfighting in melee and spell casting, etc. and argue with the caster for the duration of the spell. The priest must continue to argue with the creatures and perform no other actions (spell casting, melee, etc.) or the targets are allowed another save vs. spell adjusted for Wisdom with a +2 bonus. Creatures that are damaged byanother creature or spell effect are also granted another save vs. spell. Those that make this second save can act normally, those that fail, continue to argue until the spell ends or one of the above mentioned criteriaoccurs. Flaming Hands(Invocation/Evocation)Sphere: Combat, Elemental FireLevel: 4Range: 10 yardsComponents: V, S, MDuration: 1 round/levelCasting Time: 7Area of Effect: One CreatureSaving Throw: 1/2This spell allows the priest to ignite yellow flames around their hands and then direct it at any target within range. The flames give off light equal to a torch and do not cause any damage except as noted below. Once per round the priest may aim his hands at the target and send forth a burst of flame, attacking as a fighter of three levels higher (a 9th level priest attacks as a 12th level fighter.) If successful, the burst of flame ignites any flammable items on the victim, and causes 1d4 points of damage per level of the caster (12d4 maximum), save vs. spell for half damage. The target of the spell only needs to save on the round that they are hit with the flames. Multiple attacks onmultiple rounds require a saving throw each time. The casters' hands remain aflame until the duration of the spell is over. The caster may perform other activities in lieu of hurling a fire burst that round, including spell casting or combat with a weapon, though flammable objects such as scrolls and material components may catch fire. The material component is the priest's holy symbol and a 50gp ruby, which is destroyed by the spell. Boiling Blood (Alteration, Enchantment/Charm)Sphere: Charm, CombatLevel: 5Range: 10 yards/levelComponents: V, S, MDuration: 1 round/levelCasting Time: 8Area of Effect: One CreatureSaving Throw: SpecialThis spell has two effects on the creature being targeted with the spell. The first effect is that the creature goes into a berserker rage and attacks the nearest creature to them every round, regardless of them being a friend or foe. The initial saving throw is made at a -2 penalty, adjusted for wisdom. The creature is given a saving throw each round to see if they come out of the rage. The longer the creature is under the effects of the spell, the harder it is to break out of the rage. After the first save, another -1 penalty is added each round to the saving throw.Secondly, if the creature is under the effects of the spell for more than one round, their blood begins to heat up at a rate of one degree per round. If thecreature's blood is heated up more than four degrees before theeffects of the spell end, the creature is exhausted and unable to move. The creature must then spend 3 turns for each degree to recover. Example: the creature is affected for 6 rounds. They make their save and fall exhausted and must rest for 2 and half-hours before they can do anything. If the creature's body temperature increases by eight degrees, it dies from the extreme change in body temperature.
  11. Oerth Journal 11Page 11 of 84The material components are the priest's holy symbol, a piece of hardened lava and a 100gp ruby.Heat Wave (Alteration)Sphere: Combat, Elemental FireLevel: 5Range: 10 yardsComponents: V, S, MDuration: 1 round/levelCasting Time: 8Area of Effect: 40 feet wide, 20 feet high, 10 feet deepSaving Throw: Neg.This spell creates a wall of heat that moves away from the priest at a rate of 10 feet per round. The wave cannot be turned back towards the caster but a cone of cold or other similar cold-based magic will negate its effects. The wave increases the temperature of the area effected by 90 degrees + 2 degrees/level of the priest. The wave causes 2d4 + 1 point of damage per 2 levels of the priest (round down) with a save vs. spell for half damage. (A 9th level priest would cause 2d4 + 4 points of damage) Because of the intense heat, those that fail their save vs. spell also have their vision affected. Creatures become disoriented and theirmovement rate is reduced by one third and their "to hit" probability suffers a -2 penalty for 1d6 rounds. This spell does double damage to any cold using orregenerating creatures and no damage to fire based creatures. The material components are the priest's holy symbol, pumice, and coal.Magma Warriors (Abjuration, Summoning)(Conjuration/Summoning)Sphere: Elemental Fire, SummoningLevel: 6Range: 0Components: V, S, MDuration: 3 rounds/levelCasting Time: 1 roundArea of Effect: 30 FeetSaving Throw: NoneThis spell enables the caster to summonwarriors from the Para-Elemental Plane of Magma.These warriors will protect the caster from physical harm for the duration of the spell or until they are destroyed. These special warriors fight with fire swords that inflict 1d10 points of damage, plus 2d4 points of heat damage for all those within 10ft of the warrior. Any cold using, avian, or regenerating creatures take double damage from these warriors. Any heat-using creature will only take half damage from the weapon and no heat damage. These warriors have an armor class of 2; the hit points of the priest and attack as fighters 3 levels less than the caster's level. When the warriors are destroyed they return to the Para-Elemental Plane ofMagma. The castercan summon 1d4magma warriors. Thematerial componentfor this spell is thepriest's holy symbol,sulfur, phosphorus,and a 500 gp ruby.Transmute Stone to Lava (Alteration, Elemental Fire & Earth)6th LevelRange: 100 yardsComponents: V, S, MDuration: SpecialCasting Time: 9Area of Effect: 10-foot cube/levelSaving Throw: SpecialThe spell turns natural rock or stone into an equal volume of magma. This spell works like all other transmute X spells except for two major differences. Creatures caught in the area of effect suffer anautomatic 2d10 + 5 points of damage each round they are in the magma. Magical items that provideprotection versus fire will reduce this damage by half. All flammable items must make a save vs. magical fire or be destroyed. The only way to revert the magma back to stone is by casting a dispel magic on the area or by waiting 1d4 weeks for the magma to cool and harden. The material components are a piece ofpumice and an open flame.Volcanic Geyser(Alteration / Elemental Fire)6th LevelRange: 120 yardsComponents: V, S, MDuration: SpecialCasting Time: 1 turnArea of Effect: 60-yard radiusSaving Throw: SpecialThis spell causes an area of the ground to open up and vent volcanic lava for 2 rounds. All those within 30 yards of the eruption take 1d8 points ofdamage for every 2 levels of the caster with a save vs. breath weapon for half damage. Creatures between 31 and 60 yards take 1d8 points of damage for every 4 levels of experience of the caster, also with a save vs. breath weapon for half damage. Those creatures that fail their save vs. breath weapon must make individual saves vs. magical fire for all their personal items.Flammable items receive a -4 to their save vs. magical fire. Lava continues to flow from the epicenter for 1 turn after the initial 2 round eruption, inflicting 2d8
  12. Oerth Journal 11Page 12 of 84points of damage per round to those standing ormoving through the lava, no save. All those within 10 feet of the lava take 2d6 points of heat damage and 1d6 points of damage for those within 20 feet of the lava, no save. The material component for this spell is a piece of hardened lava and a red ruby worth 1,000 gp.NOTES & REFERENCESPrince Zaaman Rul is the Archomental of all good Elemental Fire creatures; Imix is the Archomental of all evil Elemental Fire creatures; Princess Sunnis is the Archomental of all good Elemental Earth;Ogremoch is the Archomental of all evil ElementalEarth creatures. Archomentals are similar to Abyssal Lords and are just one step below being a "true" deity. TSR 2635 {Planescape Monstrous Compendium III,pg. 16-21)Kossoth, Tyrant King of the Fire Elementals TSR 2634 (PLANESCAPE CAMPAIGN EXPANSION: THE INNER PLANES, pg. 46; and FAITHS & AVATARS, pgs. 88-90)Pyremius is the Suel deity of Fire, Murder & Poison, TSR 11374 (THE SCARLET BROTHERHOOD, pg. 78)Queen Ehlissa's Marvelous Nightingale (1stEdition DMG, pg. 160)
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