Elemtia is mentioned in one line in the Council of Wyrms campaign setting, as a demipower of elementals favored by chaotic dragons. I decided to expand that to elemental magic, elemental forces, and nature, with followers who are akin to druids.
Elemtia (PDF Version)
(The Tempest, the Tempestuous One, the Elemental Dragon)
Demipower of Inner Planes, CN
Portfolio:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Elemental forces, nature, elemental magic, elementals, weather, chaotic events and chance
Aliases:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â None
Domain Name:Â Â Â Â Â Â Â Â Â Â Wanders/the Wandering Cavern
Superior:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Kereska, Io
Allies:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Aasterinian, Akadi, Astilabor, Grumbar, Istishia, Kossuth, Sardior, Tamara, Zorquan
Foes:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Faluzure, Garyx, Kalzareinad (Dead), Kostchtchie
Symbol:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Circle divided into red, green, blue, and white quarters
Wor. Align.:Â Â Â Â Â Â Â Â Â Â Â Â Â Any
Where Aasterinian is the draconic deity of change, Elemtia (el-EM-tee-ah) is the deity of chaos and chance. She is a stormy deity of elemental magic, embodying both growth and destruction in natural environments. She is especially favored by those chaotic dragons who feel a close bond to pure elemental forces.
Elemtia serves Kereska in much the same way Arcanic does, representing the changing nature of magic as well as raw elemental and natural forces. The Tempestuous One is a wild and unpredictable being, preferring a solitary wandering existence over companionship with her fellow draconic powers. As such, she is the only member of the pantheon to make her home on the Inner Planes, where her realm appears randomly. It is said she once made her home on Limbo, but her affinity for elemental magic and the proximity to her superior and other powers caused her to spend less and less time there. Eventually her realm on that ever-changing plane vanished and a new one formed around her on one of the Elemental Planes. Her realm now takes the form of a great cavern with a stony shell, within which can be found formations of every type of element from blinding Radiance to sucking Vacuum. Her petitioners appear much as they did in life, but now composed entirely of a single favored element.
Besides Kereska, whom duty dictates she maintain regular contact with, the Tempest occasionally shares an adventure with Aasterinian, although even the Dawn Reveler can’t handle Elemtia’s unpredictable temperament for long. Sardior’s Ruby Palace has been known to make visits to the Wandering Cavern, most often on the Plane of Air after a visit to the Grand Caliph of the Djinn. These visits are usually brief but friendly, with Sardior sharing the latest news from the other draconic powers. She calls some other members of the pantheon allies, but this is mostly due to shared interest in the general well-being of dragon-kind.
Outside of the draconic racial pantheon, Elemtia maintains distant but solid alliances with the great elemental lords Akadi, Grumbar, Istishia, and Kossuth. She avoids entanglements with the genie lords and archomentals, remaining neutral towards their conflicts. She defends her domain mercilessly, however, and more than once have battling bands of elementals found themselves facing the fury of a dozen elemental dragons after their battle spilled across her border. Somewhat surprisingly, she maintains no strong relations with any other deities of nature. She is not antagonistic towards them and generally avoids infringing on their interests so long as they do not interfere with her own concerns. Should a conflict arise, however, she naturally feels that the concerns of dragons override those of lesser creatures.
Just as she maintains few alliances, Elemtia has few true foes. Of her brethren, her greatest enemy is Garyx the Firelord. She sees his claim over fire and fire-using dragons as a direct infringement on her elemental portfolios; but can do little against him directly, having to settle for directing her followers to disrupt his plans where they can without drawing attention to themselves. She holds great enmity towards Faluzure; his rampant draining of life energy from all manner of living things is an abomination of the natural order in her eyes. She eagerly works with her superior Kereska in opposing the Night Dragon’s necromantic activities. Legends often credit her horror at Faluzure’s dracoliches with her creation of Guardians of the Land, which allows an ancient dragon to cheat death while still serving their race and the land. Some sages also believe she was responsible for teaching the dragons of Coliar the secrets of becoming air dragons for similar reasons; other sages point to the lack of her worship on that world, and the preponderance of lawfulness amongst air dragons to dispute those assertions. The only power outside the Draconic pantheon she holds animosity towards is Kostchtchie, for it is said they had an ancient confrontation on the Elemental Plane of Ice. Neither was able to defeat the other, but legends say the Demon Prince of Wrath stole magics of considerable power from her, which is what now grants his priests their control over white dragons, and was the source for some of their spells.
The Tempestuous One, as her name indicates, is an unpredictable being, and this holds true for her actions on the Prime Material Plane. She sends her avatar seemingly at random, often to protect wild lands important to dragonkind, but just as often she doesn’t appear to actually do anything but observe lands that don’t seem to be in any danger. Some of her followers suspect she is interacting in some way with elementals or nature spirits of some sort, or perhaps Guardians of the Land long forgotten by mortal kin. Actions by Garyx are apt to draw her interest, although she is loath to dispatch her avatar to face him directly, although she may do so to undo whatever he has done after his avatar has gone. Finally, she may send her avatar to aid the transformation of a dragon into a Guardian of the Land, especially if her followers are unable to do so themselves.
Elemtia’s Avatar (20-HD Great Wyrm Dragon, Druid 22, Elementalist 20)
Elemtia appears as a sinuous dragon with a pair of curled horns sprouting from the back of her skull. Her body consists wholly of a single type of elemental matter, from fire to ice, earth to lightning, and When not taking a specific elemental form, however, she most commonly appears to consist of rich soil held together with a lattice of roots and leafy vines. Her eyes always have a bright amber glow, regardless of what her body composition she takes.
AC −6; MV 15, Fl 42 (C), Sw 15, Br 12; HP 218; THAC0 1; #AT 3 + special
Dmg 3d4+12/3d4+12/7d4+12 (claw/claw/bite)
MR 80%; SZ G (240 feet—body 140 feet, tail 100 feet)
Str 19, Dex 23, Con 22, Int 20, Wis 23, Cha 23
Spells P: 13/12/12/12/11/9/4, W: 6/6/6/6/6/6/5/5/4*
Saves PPDM 2; RSW 5; PP 4; BW 4; Sp 6
* Numbers assume one extra elemental magic (any type) spell per spell level.
Special Att/Def: Elemtia favors physical combat with those who oppose her, although she utilizes her magical powers strategically in such engagements. Her breath weapon, regardless of physical form, is a cone of stormy, tempestuous elemental force. This cone is 100 feet long, 5 feet wide at the dragon’s mouth, and 40 feet wide at the base, and deals 24d6+12 points of damage to those within the cone; a save versus breath weapon is allowed for half damage. Because her breath weapon encompasses all elemental forces at once, only complete immunity to them all prevents this damage; immunity to one type has no effect. In her various elemental forms, she takes on the properties of that element; as such her physical attacks deal damage as per the elemental type, and immunity to that elemental type confers immunity to her physical attacks, at least until she changes form.
Elemtia is able to summon one 16-HD elemental, one 16-HD paraelemental, two 12-HD quasielementals (one positive and one negative), and one tempest once per day each. These elementals serve her willingly, and control cannot be wrested from her by any other being. Elemtia is able to wrest control of any elementals summoned by non-divine spellcasters, although this does not extend to elementals on their home planes.
Elemtia’s aura of dragon fear extends to a radius of 90 yards. Creatures up to 3 HD/levels who catch sight of her are automatically affected (as well as all noncarnivorous, nonaggressive creatures with fewer than 25 Hit Dice) and flee for 4d6 rounds. Trained war mounts of 4 HD or more, organized military units, and single creatures with more than 3 HD or levels do not automatically flee. Rather, they are entitled to a saving throw vs. petrification at a −3 penalty. If they fail this saving throw, they fight with a −2 penalty to attack and damage rolls. No one save another deity is automatically immune to her fear effect.
In her non-elemental form, the Tempestuous One takes half damage from all elemental attacks. In her various elemental forms, she is immune to that and similar elemental attack forms (i.e., in her magma form, she is immune to earth and fire attacks, etc.), but against attacks of an antithetical nature, she suffers one extra point of damage per die. She is immune to all spells below 5th level, as well as poison, paralysis, petrification, death magic, and mind-affecting and controlling spells and psionics. Only magical weapons can strike her.
Other Manifestations
When the Tempestuous One sends aid to one of her followers, it is almost always because they are defending wilderness singlehandedly. In such cases, she typically summons an elemental appropriate to the region to assist the follower. In the direst circumstances, she may send the composite elementals known as tempests or nature elementals to wreak havoc on those endangering the wilderness and her follower. Elemtia virtually never aids followers on personal ventures, as she expects them to be able to fend for themselves against the rigors of the world. She occasionally sends minor elemental spirits, such as dust devils, to guide her followers to lands in need of protection or caches of ancient elemental magic she wants a follower to make use of.
Elemtia is served primarily by normal and giant animals, as well as elementals, paraelementals, and quasielementals of all sorts (including composite elementals such as tempests, skriaxits, and nature elementals), save elementals of law. Her favor is displayed through the discovery of solid colored gemstones representing a priest’s favored element, as well as plants whose leaves or flowers consist entirely of a signal element (fire roses, water lilies, earth ivy, etc.). These plants are expected to be carefully harvested and blessed in an hour long ritual. While slightly more delicate than normal plants, the elemental matter holds its shape, even if liquid or gas, unless it is mishandled. If the ceremony is done properly, the plant confers an effective spell casting level bonus of +2 and a saving throw bonus of +2 for one week. There are no ill effects if the ceremony is not performed properly, but the plant dissipates into its constituent elemental matter with a brief windy howl of disappointment. Elemtia shows her disapproval through violent outbursts of elemental (especially quasi- and paraelemental) matter in unusual places, such as a spike of ice shattering a rocky desert plain, a rain of salt crystals in a fertile mountain valley, and other similar occurrences. These outbursts never cause lasting harm to the environment, although the Tempest doesn’t hold similar concerns for structures built by dragons or humanoids.
The Church
Clergy:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Priest-dragons, specialty priests, dragon-mages
Clergy’s Align.:     CG, N, CN, CE
Turn Undead:Â Â Â Â Â Â Â Â Â Â PD: Yes, SP: Yes, DM: No
Cmnd. Undead:Â Â Â Â Â Â Â Â PD: No, SP: No, DM: No
All dragon-priests and specialty priests of Elemtia receive religion (draconic) as a bonus nonweapon proficiency. Upon reaching the Very Old age category, all dragon-priests and specialty priests of Elemtia gain the ability to teach a dragon of Great Wyrm age the ritual that allows them to become a Guardian of the Land.
Elemtia’s worship is rare except on those worlds with large draconic populations, although she tends to be somewhat more well-known than Arcanic. She is seen as a patron of wild, natural places, and as such, she is called upon by those dragons who wish to stem the spread of those races who change the landscape to suit their needs. She maintains power over the destructive side of nature, sending storms, quakes, and floods at random, as well as the growth and renewal that comes after such events. As such, dragons who desire to control, direct, or prevent such occurrences often find their way to her faith. She is also seen as commanding pure elemental forces, and is sometimes patron to those dragons with an affinity for such things, such as red and white dragons. The Elemental Dragon is also looked to for guidance by those dragon-mages who favor the elemental schools of magic, although they are but a small part of her clergy. Followers of Garyx hate the Elemtian faith with a passion, claiming all aspects of Elemental Fire are rightfully the domain of the Firelord, and meetings between the two almost invariably result in combat.
Elemtia’s rare temples tend to be in natural places with unusual features, such as a deep bowl in the middle of an otherwise flat forestland, or a high butte with a spring at the top. They may also be in places with strong elemental ties, such as a pool of pure water at the top of a volcano. Most creatures who do not worship the dragon gods who stumble across such a place would find it hard to determine than there was anything sacred about such sites, for they are adorned only slightly, and never harbor altars or symbols. The Tempestuous One’s shrines are simple alcoves with her symbol in the center; these are usually found within the lairs of those dragons who revere her.
On most worlds, dragons do not form organized priesthoods, as there are too few of them, and they are far too individualistic. Only worlds with very dense dragon populations or very structured dragon cultures will develop hierarchical priesthoods, and the form they take are likely to be unique to those worlds. Specialty priests of Elemtia are known as tempests. Dragons of any draconic species capable of becoming priests may join Elemtia’s priesthood, although she is especially favored by amber dragons, sea dragons, green dragons, and naturally chaotic dragons such as red, white, topaz, and brass dragons. Elemtia’s priesthood is mostly composed of specialty priests (75%), dragon-mages (20%), and dragon-priests (5%). Elemtia is sometimes worshipped by half-dragon rangers and druids, although none are allowed into her priesthood.
Dogma: Elemtia dispatches both natural growth and destruction through the power of elemental forces. She is the unpredictable force of nature that wipes away the old but makes room for the new. The chaos of life leads to the fittest to survive and thrive, eliminating the weak as unsuitable. Protect the wild lands from incursions by those who would instill order on the lands, disrupting the natural processes and infringing upon the Tempestuous’s domain. Study and harness the elemental forces that compose the material plane to defend one’s self and one’s domain.
Day-to-Day Activities: Elemtia’s clergy falls into two broad categories: Those who live in nature and defend it, and those who study the elements for curiosity or personal gain. The former consists of her dragon-priests and the bulk of her specialty priests, while the latter is comprised of the remaining specialty priests and her dragon-mages. There is considerable rivalry between the two branches, which at time can escalate to outright hostility. The nature branch is very druidic in outlook, and often roams large swaths of wild lands, attacking those who seek to work or destroy them. While some of the priests subscribe to the druidic concept of balance, many others believe they themselves are a force of nature and an executor of nature’s will. The elemental branch primarily sees learning about elemental forces as a tool to either understand or control their surroundings, and often study the elements as a whole or a chosen element specifically, developing new powers and magic related to them. When members of the two branches meet, the disputes between them will almost invariably lead to philosophical debate at best or violence at worst, depending on the alignments of the dragons in question.
Important Ceremonies/Holy Days: The Elemtian faith observes no fixed holy days, but certain events are seen as holy, and individuals who have observed them may hold a personal prayer on the anniversary of them. Such events are typically violent natural phenomenon with an elemental component, such as volcanic eruptions, tsunamis, especially powerful hurricanes and tornadoes, and other similar acts of nature. Elemtia’s faithful try to observe these events and understand the elemental forces at work in them. In addition, those priests who participated in the creation of a Guardian of the Land will pay their respects at the site on an infrequent basis, although never more often than once per decade.
The most important ceremony known to the clergy is the ritual to transform a great wyrm dragon into a Guardian of the Land. These Guardians, known in legends as Sleeping Dragons, merge with land close to their own nature, often a location loved during life through a process connected to the age categories of all dragonkind. Majestic hills, desert oases, sparkling lakes, thick groves of trees, volcanic vents, and oceanic islands are all forms known to have been taken by these Guardians. The majority of a dragon’s hoard is consumed in the transformation process, although only gems and precious metals are consumed, not enchanted items. The remaining items of the dragon’s hoard are hidden away in a cache within the landform the dragon becomes. All landforms have subtle dragon-like characteristics; such characteristics are very difficult to discern without extended study, although priests of Elemtia can always distinguish them. A dragon who has become a Guardian of the Land spends much of its new existence in hibernation, waking only when it detects a threat to itself or the land and objects it guards. When awake, they wield tremendous power, greater even than the most powerful great wyrm. They have vast power over the land they are joined with, able to control nature and the elements to a great degree. Earthquakes, sinkholes, forest fires, and other forces can be unleashed by a Sleeping Dragon when it is awake, although they are loathe to do so due to the risk of damage to the surrounding environment. Within the specific area of their landform, they can typically use powers related to those they had in life (cold and frost for silver or white dragons, poisonous gas for green dragons, etc.) against those who wish to harm them. Even while hibernating, a Guardian of the Land has awareness of the land around him, and begins to rouse to deal with major threats detected. In addition, at the time of metamorphosis, certain triggers can be created, such as the proximity of a specific foe or artifact. Should the Sleeping Dragon need allies, they can send dreams and visions to living relatives and local inhabitants in order to request or compel their aide. The reasons a dragon has for undergoing such a transformation need not be altruistic, but a part of the metamorphosis process is an unbreakable geas to defend the land they merge with; thus even a dragon who chooses to become a Guardian of the Land simply to be effectively immortal will still feel protective of the natural environment they reside in.
Major Centers of Worship: The Guardians of the Land are the only holy sites recognized by Elemtia’s faithful. The resting places of these transformed dragons are left undisturbed, with no pilgrimages or grand ceremonies; anything more than quiet reverence or subdued prayer is seen as disrespectful. Elemtia’s faithful keep no permanent record of these Sleeping Dragons, sharing the knowledge orally only with other avowed members of the faith, keeping the locations secret from those who cannot be trusted to leave them undisturbed. While the clergy does not make contact with the Sleeping Dragons, they do keep watch for threats and dangers and assist the Guardian should it appear necessary.
Affiliated Orders: None.
Priestly Vestments: Elemtia’s holy symbol is a disc divided into four quarters, consisting of the colors red, green, blue, and clear, each of which represents one of the elements. Unlike most other draconic holy symbols, precious stones are often eschewed for high quality varieties of quartz and chalcedony. A small subset of Elemtia’s nature priests add a smaller central disc of green, changing the green quarter of the larger circle to brown. This central disc is typically made of emerald, and represents the union of the elements in nature.
Adventuring Garb: None.
Specialty Priests (Tempests)
Requirements:Â Â Â Â Â Â Â Â Â Intelligence 12, Wisdom 13, Charisma 15
Prime Req.:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Wisdom, Charisma
Alignment:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â N, CN
Weapons:                  Any, but normally a dragon’s natural weaponry
Armor:                      Any, but normally a dragon’s natural armor
Major Spheres:Â Â Â Â Â Â Â Â All, animal, astral, chaos, elemental, healing, plant, protection, sun, weather
Minor Spheres:Â Â Â Â Â Â Â Â Charm, divination
Magical Items:Â Â Â Â Â Â Â Â Same as dragons, clerics, druids
Req. Profs:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Survival (home region)
Bonus Profs:            Modern languages (pick two from any sylvan tongue or other creatures native to the tempest’s habitat)
- Tempests can be of any true dragon that is capable of becoming a priest, but most tempests are amber dragons, cloud dragons, mist dragons, copper dragons, or green dragons.
- Tempests are not allowed to multiclass.
- Unlike most draconic priests, tempests retain access to their natural wizardly spellcasting ability. However, they must learn magic as wizards do, by keeping a spell book and researching new spells. Spells learned require normal memorization as well as all components listed in the spell description. Tempests are only able to learn spells from a single elemental school of magic. This school is chosen at character creation, and can never be changed. Because of their intense magical study, both priestly and wizardly, their natural magic resistance is halved.
- Tempests may select nonweapon proficiencies from the wizard group without penalty.
- Tempests receive a +2 bonus to all saving throws vs. electrical attacks.
- Tempests can cast entangle, animal friendship (as the 1st-level priest spells) or elemental burst (as the 1st-level wizard spell) once per day.
- At the 2nd age category, tempests can identify plants, animals, and pure water with perfect accuracy.
- At the 3rd age category, tempests can cast gust of wind, stone shape, wall of water (as the 3rd-level wizard spells), tree, or pyrotechnics (as the 3rd-level priest spells) once per day. Of the four elemental spells available, tempests may only choose the spell that corresponds to the elemental school of wizardry magic they can cast.
- At the 4th age category, tempests can cast plant growth (as the 3rd-level priest spell) or animal summoning I (as the 4th-level priest spell) once per day.
- At the 5th age category, tempests are immune to charm spells cast by intelligent creatures native to the same habitat as the tempest (nymphs in forests, sirines on seacoasts, etc.). This does not include creatures that are transformative of the environment, such as humans, goblins, dwarves, or even elves.
- At the 5th age category, tempests can shapechange as a druid into a normal or giant reptile, fish, mammal, or bird up to three times per day. The tempest can use an animal form (reptile, fish, mammal, or bird) only once per day and can choose from only those animals that make their normal habitat within the lands the tempest calls home.
- At the 7th age category, can cast commune with nature or rainbow (as the 5th-level priest spells) once per week.
- At the 9th age category, tempests can summon a composite elemental known as a tempest once per month. The tempest serves willingly in any capacity it can, including combat, and control cannot be wrested by another spellcaster of less than divine strength. The range, duration, and other details match those of the 7th-level priest spell conjure earth elemental.
- At the 10th age category, tempests can enter at will and survive on any of the primary elemental planes (Air, Earth, etc.). The transition to the elemental plane takes one full round. They are immune to any normally harmful effects of the plane’s environment, can move through the environment just as the natives do, and can breathe freely. This ability does not make them immune to attacks by natives or attacks consisting of the elemental material in question (for example, being able to enter the Elemental Plane of Fire doesn’t offer protection against normal or magical flame attacks).
- At the 10th age category, tempests can summon a single 16-HD elemental from any of the four elemental planes once per month. Unlike normal elemental summoning, this process does not rob the elemental of its intelligence while on the Prime Material Plane, and they are often summoned to aid in spell research. The other details match those of the 7th-level priest spell conjure earth elemental.
- At the 11th age category, tempests can enter at will and survive on any of the paraelemental planes. The details match the 10th age category ability.
- At the 11th age category, tempests can summon a single 16-HD paraelemental from any of the four paraelemental planes. The details match the 10th age category ability.
- At the 12th age category, tempests can enter at will and survive on any of the quasielemental planes. The details match the 10th age category ability.
- At the 12th age category, tempests can summon one single 12-HD positive quasielemental, and one single 12-HD negative quasielemental once per month each. The details match the 10th age category ability.
Elemtian Spells
In addition to the spells listed below, priests of the Tempestuous One can cast the 4th-level priest spell elemental control, detailed in the Priest’s Spell Compendium, Vol. I, the 5th-level priest spells elemental forbiddance and elemental protection, both detailed in the Priest’s Spell Compendium, Vol. I, and the 7th-level priest spell conjure nature elemental, detailed in Faiths and Avatars in the entry for Chauntea, although this latter spell is considered a Quest-level spell for the Elemtian faith.
3rd Level
Elemental Barrier (Pr 3; Conjuration/Summoning)
Sphere:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Elemental
Range:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 10 yds./level
Components:Â Â Â Â Â Â Â Â Â Â V, S, M
Duration:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 1 turn/level
Casting Time:Â Â Â Â Â Â Â Â Â 6
Area of Effect:Â Â Â Â Â Â Â Â 4 sq. ft. plane/level
Saving Throw:Â Â Â Â Â Â Â None
By means of this spell, the caster conjures an immobile, vertical barrier of elemental matter in front of him, similar to the spell wall of ice. This barrier covers a plane of four square feet per level of the caster, with a thickness of four inches. The barrier must be anchored to a flat surface on the bottom, but can otherwise stand free. The barrier persists for one turn per level of the caster, but can be dispelled earlier if the caster desires. The elemental material used in the creation of the barrier can be chosen at the time of the casting. The different forms, and their effects, are as follows:
Air: This barrier is a swirling barrier of wind. Any hand fired or thrown projectiles (for example, arrows and sling stones, but not catapult stones) are deflected up or down randomly, automatically missing their target. The barrier prevents the transmission of gaseous attacks and the passage of small flying creatures (Size T or smaller). Missiles created by magic are unaffected.
Ash: This barrier creates a thick cloud of cinders and ash. Any living creature passing through it suffers 2d4 points of damage as the ash draws away their warmth. Fire spells cast through the barrier are drained of their energy entirely, and the barrier inflicts an additional 2 points of damage for every spell level so drained. Missile attacks made through the barrier suffer a −4 penalty to their attack rolls.
Dust: This barrier creates a scouring cloud of sandy air that deals 2d4 points of damage to any creatures that pass through the barrier. In addition, they must make a saving throw vs. petrification or suffer a temporary loss of 1d3 points of Strength, Constitution, or Dexterity (determined randomly). Any nonmagical, non-living object thrown or projected through the barrier must make a saving throw versus acid or be destroyed. Objects carried by a creature are unaffected.
Earth: This barrier creates a solid wall of packed earth and small stones. Attacks that cannot pass through normal earth cannot penetrate the barrier, but it can be dug through at normal rates. If a man-sized or larger hole is dug in the barrier, the earth above it becomes destabilized and collapses on the creature who dug it, dealing 1 point of damage per foot of earth above the hole.
Fire: This barrier creates a wall of searing flame, which deals 3d4 points of damage to any creature passing through it, and they must make a saving throw versus spell to prevent flammable objects from catching on fire. Any missile attacks made through the barrier are made at a −2 penalty, and flammable items must make a saving throw versus magical fire or be destroyed. In addition, spells of 3rd level or higher that create a significant amount of water, ice, or cold can cancel each other out with no harmful effects if cast so as to intersect the barrier; those below 3rd level cannot dispel the barrier and have no effect otherwise.
Ice: This barrier creates a solid wall of ice. The barrier can be melted or chipped away at in the normal fashion, but if a fire spell of 3rd level or higher is cast at the ice barrier, it causes it to immediately melt into a cloud of scalding steam, dealing 1d4 points of damage to any creatures within 10 feet of the wall. A fire spell of below 3rd level just speeds up the normal melting process for the duration, but causes no additional effects.
Lightning: This barrier creates a shimmering sheet of lightning. Any creatures passing through the barrier suffer 3d4 points of damage, with an additional 1d4 damage if the creature is wearing metallic armor. Any items thrown or fired through the barrier must make a saving throw versus Lightning or be destroyed.
Magma: This barrier creates a semi-solid barrier of lava. The lava does not lose its shape, but is soft enough for a creature to force its way through, suffering 3d4 points of damage in the process. The lava clings to the creature, dealing 1d4 points of damage for three rounds afterwards unless it is scraped off, which takes a round. If left to cool, it creates a hard shell that effectively slows the creature (as the spell) until a round is spent breaking it off. If a cold spell of third level or higher is cast on the barrier, it solidifies into solid rock.
Mineral: This barrier creates a solid wall of stone mixed with veins of metal ores and uncut gems. This wall can be dug through with pickaxes and other excavation tools at the normal rate, but otherwise it is as solid as any other stone. While the ores and gems can be extracted from the wall, they disappear at the spell’s expiration, regardless of anything done to them.
Ooze: Much like the Magma barrier, this creates a semi-solid wall of viscous, muddy ooze that keeps its shape despite gravity. The barrier can be passed through at half speed, but the ooze clings to the creature, effectively slowing it until it is scraped or washed off. In addition, the ooze is a haven for parasites and disease carrying insects. Any creature coming in contact with the barrier must make a saving throw versus death magic or contract a disease, as per the cause disease spell.
Radiance: This blazing, shimmering wall of light blinds any creatures that look at it unless a saving throw versus magic is made. The blindness lasts for 1d6 turns. Attempting to make a missile attack through the barrier is made with a −4 penalty, and the saving throw against the blindness also suffers a −4 penalty. Creatures passing through the barrier suffer 2d4 points of damage; the damage type depends on the color the wall is at the time (Roll 1d8: 1. Red, cold damage; 2. Orange, heat damage; 3. Yellow, acidic damage; 4. Green, poisonous magic; 5. Blue, electrical damage; 6. Indigo, “holy†damage, as holy water; 7. Violet, impact damage; 8. Transition, roll again twice, ignoring another 8).
Salt: This barrier creates a barrier of solid salt. It can be dug through as soft stone, or dissolved with continuous application of water. It blocks movement and spells much as any other solid wall would.
Smoke: This barrier creates a dark cloud of smoke. Missile attacks made through the wall suffer a −2 penalty to the attack roll, and any creature passing through the wall must make a saving throw versus spell or be incapacitated for 1d4 rounds due to coughing.
Steam: This barrier creates a cloud of freezing mist or scalding steam, at the caster’s option. Regardless of which is chosen, it deals 2d4 points of damage to any creatures passing through the barrier, and missile attacks through it incur a −2 penalty to the attack roll. The two forms can be dispelled with a spell of 3rd-level or higher of the opposite temperature.
Vacuum: This barrier cannot be seen normally, as it is simply the absence of everything else. It is an impervious barrier to all gases and wind, all sound and audio, and all fire (fire spells that cross the barrier are immediately snuffed out). Any creature that crosses the barrier without knowing it exists or is unfamiliar with vacuum environments must make a saving throw versus spell with a +2 bonus or become panicked and suffer a −2 penalty to all combat rolls.
Water: This barrier creates a wall of water that is impervious to gases and snuffs out fire spells of less than 3rd level. Fire spells of 3rd level or greater cause the water barrier to burst into a cloud of steam, as the ice barrier. Arrows and bolts fired through the barrier suffer a −2 penalty to their attack roll, while blunt and heavy missiles like sling bullets and daggers lose too much speed to be effective.
The material component of each type of barrier is a gem of an appropriate color (red or yellow for fire, green, brown, or grey for earth, etc.), worth 10 gp. Precious metals worth 10 gp can be substituted for the mineral barrier, and no component is needed for the vacuum barrier.
Hold Elemental (Pr 3; Enchantment/Charm)
Sphere:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Elemental
Range:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 120 yds.
Components:Â Â Â Â Â Â Â Â Â Â V, S, M
Duration:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 2 rds./level
Casting Time:Â Â Â Â Â Â Â Â Â 6
Area of Effect:Â Â Â Â Â Â Â Â 1 to 4 elemental creatures in a 20-ft. cube
Saving Throw:Â Â Â Â Â Â Â Neg.
This spell is much like the lower level spell hold person, but allows the caster to hold elementals, paraelementals, quasielementals, and similar elemental creatures rigidly immobile. Besides actual elementals, this spell affects aerial servants, animentals, crysmals, facets, elementals of law and chaos, fundamentals, immoths, mephits, ooze sprites, sandlings, shockers, sislans, skriaxits, suisseen, tempests, tsnng, weirds, and other creatures composed of elemental material. It does not affect those creatures native to the elemental planes that are not elemental in nature, such as genies, salamanders, ruvoka, pechs, and the like.
The caster can opt to hold up to four elemental creatures. If three or four are targeted, each makes its saving throw normally. If two are targeted, the saving throws are made with a −1 penalty; if only one is targeted, the saving throw is made with a −3 penalty.
The material components for this spell are the priest’s holy symbol and one iron bar for each creature to be held. The bar can be of any size larger than a penny nail. These bars must have been blessed by the priest at some point prior to the casting of the spell.
5th Level
Elemental Dragon (Pr 5; Conjuration/Summoning)
Sphere:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Elemental, Summoning
Range:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 30 ft.
Components:Â Â Â Â Â Â Â Â Â Â V, S, M
Duration:Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â 1 rd. + 1 rd./3 levels
Casting Time:Â Â Â Â Â Â Â Â Â 8
Area of Effect:Â Â Â Â Â Â Â Â Special
Saving Throw:Â Â Â Â Â Â Â Special
With this spell, the priest conjures elemental energy from one of the Elemental, Paraelemental, or Quasielemental Planes that takes the form of a disembodied dragon composed of tiny swirling, motes of elemental matter and energy. This mindless elemental force moves as the caster directs, and attacks with two claw-like appendages and a biting force. The elemental dragon makes attack rolls as a priest of half the caster’s level, rounded up. In addition, the caster can expend the remaining duration of the spell in a specialized breath weapon-like blast of elemental force that consumes the summoned matter. In all cases, the elemental dragon dissipates if it takes 24 points of damage from spells or weapons, plus one point per level of the caster. Regardless of form, all elemental dragons take no damage from piercing or slashing attacks, and one point of damage per die from bludgeoning attacks. Each elemental dragon has slightly different effects, as listed below:
Air Dragon: This form appears as swirling eddies and breezes in the shape of a dragon; in clear air, attack rolls against it suffer a −4 penalty unless the creature can see invisible. When the spell is expended early, it creates a cone of scouring wind 80 feet long and 20 feet wide at the base, dealing 2d4 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half). Movement 120 ft.; AC 6; Damage 1d4/1d4/1d10; +3 points of magical wind damage per attack. If the air dragon hits with all three physical attacks, it engulfs the head of the target, and the victim must make a saving throw versus death magic or fall unconscious for 1d10 rounds. The air dragon takes half damage from lightning, acid, fire, and cold.
Ash Dragon: This form appears as a mass of tiny cinders, ash, and hot coals in the shape of a dragon. When the spell is expended early, it creates a burst of sooty ash that drains heat and suffocates those within a 20-foot radius. Two saving throws are required for any creatures within the area of effect; if the first is failed, the creature dies from suffocation, while the second allows a creature to take only half damage from the heat draining. Damage from this effect is 2d4 points of damage per round remaining of the spell; only creatures of elemental ice are immune to this damage. Movement 60 ft.; AC 6; Damage 1d4/1d4/1d10; +3 points of damage from magical heat absorption per attack. The ash dragon takes no damage, and in fact gains one hit point per die of damage from fire and heat, while it takes double damage from cold. It takes half damage from lightning.
Dust Dragon: This form appears as a mass of swirling dust, sand, and other particulate matter. When the spell is expended early, it creates a cone of abrasive particles 80 feet long and 20 feet wide at the base, dealing 2d6 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half). Regardless of the results of that saving throw, a second saving throw is required; if it is failed, the creature is blinded for 1d6 rounds. Movement 90 ft.; AC 5; Damage 1d4/1d4/1d10; +3 points of magical abrasive damage per attack. The dust dragon is immune to fire, and takes half damage from lightning and acid.
Earth Dragon: This form appears as a mass of slowly shifting dirt, rocks, and small stones. When the spell is expended early, it creates a cone of pummeling pebbles and stones 80 feet long and 20 feet wide at the base, dealing 2d8 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half). Movement 30 ft.; AC 3; Damage 2d4/2d4/2d8; +3 points of damage from magical earth per attack. The earth dragon takes no damage from fire or cold, and half damage from lightning and acid. A gust of wind or similar spell can temporarily disrupt the earth dragon for one round.
Fire Dragon: This form appears as licking tongues of reddish-gold flame in the form of a disembodied dragon. When the spell is expended early, it creates a cone of magical flame 80 feet long and 20 feet wide at the base, dealing 2d8 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half). Movement 90 ft.; AC 5; Damage 1d6/1d6/3d4; +3 points of magical fire damage per attack, and easily flammable objects are ignited. The fire dragon is immune to fire and acid, and takes double damage from cold.
Ice (Frost) Dragon: This form appears as tiny, glittering, swirling blue-white ice crystals in the shape of a dragon. When the spell is expended early, it creates a cone of freezing ice shards 80 feet long and 20 feet wide at the base, dealing 2d6 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half). Movement 60 ft.; AC 5; Damage 1d6/1d6/3d4; +3 points of damage from magical cold per attack. The ice dragon takes no damage from cold, half damage from lightning, and double damage from fire and heat.
Lightning Dragon: This form appears as crackling bolts of electrical energy. When the spell is expended early, it creates a bolt of lightning 120 feet long and 5 feet wide, dealing 2d8 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half). Movement 120 ft.; AC 5; Damage 1d6/1d6/3d4; +3 points of magical electrical damage per attack. The lightning dragon is immune to lightning, and takes half damage from fire and cold.
Magma Dragon: This form appears as a mass of slowly shifting molten rock. When the spell is expended early, it creates a cone of liquid rock 80 feet long and 20 feet wide at the base, dealing 2d6 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half). Those who fail their saving throw are also slowed (as the spell) as the rock quickly hardens; it takes one round to scrape or break the cooling rock off and eliminate the effects. Movement 60 ft.; AC 4; Damage 1d6/1d6/3d4; +3 points of damage from magical heat per attack. The magma dragon takes no damage from fire or earth-based attacks, but cold slows it for 1d6 rounds in addition to normal damage.
Mineral Dragon: This form appears as a mass of slowly shifting metals, minerals, and uncut gemstones. When the spell is expended early, it creates a cone of razor-sharp metal and gem fragments 80 feet long and 20 feet wide at the base, dealing 2d8 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half). Movement 30 ft.; AC 3; Damage 2d4/2d4/2d8; +3 points of magical mineral damage per attack. The mineral dragon takes no damage from fire or cold. The mineral dragon can absorb (and consume) any precious metal or gems it comes in contact with, if the caster desires it; for each coin’s weight absorbed, it regains one hit point, up to its maximum.
Ooze Dragon: This form appears as a mud-like amorphous mass of viscous liquid. When the spell is expended early, it creates a spray of thick muddy ooze in a cone 80 feet long and 20 feet wide at the base, dealing 2d4 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half). Those who fail their saving throw are slowed (as the spell) until they can completely wash the muck off their body and equipment. Movement 90 ft.; AC 6; Damage 1d4/1d4/1d10; +3 points of damage from magical ooze per attack. The ooze dragon takes no damage from acid or lightning, and half damage from fire.
Radiance Dragon: This form appears as a blinding dragon of scintillating color. When the spell is expended early, it creates a bright flash of heat and light within a 20-foot radius, dealing 2d4 points of damage, with a save vs breath allowing half damage. If that save is failed, a second save vs. breath weapon is required or the creatures is stunned for 1d3 rounds and blinded for 1d10 rounds. Movement 150 ft.; AC 6; Damage 1d4/1d4/1d10; +3 points of magical heat damage per attack. Upon any successful hit, a target must make a saving throw vs. spell or be blinded for 1d3 rounds. Blinding durations from physical blows are not cumulative. The radiance dragon is immune to acid, and takes half damage from lightning and fire. Any contact between a radiance dragon and magical darkness dispels the darkness but causes 1d6 points of damage to the dragon.
Salt Dragon: This form appears as a slowly shifty mass of rock salt. When the spell is expended early, it creates a cone of dehydration and salt particles 80 feet long and 20 feet wide at the base, dealing 2d6 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half). Movement 30 ft.; AC 3; Damage 2d4/2d4/2d8; +3 points of damage from magical dehydration per attack. The salt dragon takes no damage from fire, cold, and lightning, and half damage from acid. Water-based spells deal 1d4 points of damage per spell level.
Smoke Dragon: This form appears as a roiling cloud of translucent smoke in the shape of a dragon. When the spell is expended early, it creates a cloud of choking smoke to a radius of 20 feet, dealing 2d4 points of damage per round remaining (save versus breath weapon for half). Should the save fail, a second saving throw is required or the creature falls unconscious for 1d8 rounds. Movement 120 ft.; AC 6; Damage 1d4/1d4/1d10; +3 points of magical smoke damage per attack. The smoke dragon takes no damage from fire and half damage from lightning and cold.
Steam (Mist) Dragon: This form appears as a billowing cloud of water vapor, equal parts icy mist and super-heated steam. When the spell is expended early, it creates a cloud burst of heated steam and icy mist within a 20-foot radius, dealing 2d6 points of damage per round remaining (save vs. breath weapon for half). Movement 90 ft.; AC 6; Damage 1d4/1d4/1d10; +3 points of damage from a mixture of heat and cold per attack. The steam dragon takes no damage from heat or cold, and takes double damage from lightning.
Vacuum Dragon: This form appears as an invisible hollow dragon shape, with a thin rubbery skin. Those without the ability to see invisible suffer a −4 penalty to their attack rolls. When the spell is expended early, it creates a conical zone of suction, causing all air and loose objects to be sucked into the point of origin. The conical area is 80 feet long and 20 feet wide at the base, and those in the area suffer 2d6 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half), due to both the scouring wind and particulate matter. Any loose objects sucked into the origin point are destroyed. Movement 120 ft.; AC 6; Damage 1d4/1d4/1d10; +3 points of magical suction damage per attack. The vacuum dragon takes half damage from fire, lightning, and acid, and is immune to cold.
Water Dragon: This form appears as a sloshing mass of blue-green liquid. When the spell is expended early, it creates a conical blast of water 80 feet long and 20 feet wide at the base, dealing 2d4 points of damage for each round remaining of the spell’s duration (save versus breath weapon for half). Movement 90 ft.; AC 5; Damage 1d6/1d6/3d4; +3 points of damage from magical water per attack. The water dragon takes half damage from fire and acid, and double damage from lightning. While it takes no damage from cold, it is slowed (as the spell) for 1d4 rounds.
The dragon form to be summoned by this spell must be chosen at the time of memorization; it cannot be chosen at the time of casting. The material component of this spell is a sample of the relevant element, or a three-inch rock crystal, copper rod, or a 50-gp gem.