The Elder Elemental God, the Lord of All Matter

The final elemental power is the enigmatic Elder Elemental God. Imprisoned in times long past, it can still manifest to a degree on the Prime, which encourages its followers to try and feed it power and weaken its bonds still further in hopes of releasing it.

The Elder Elemental God (PDF Version)
(The Imprisoned, the Lord of All Matter, the Sire of Evil)
Greater Power of a Hidden Demiplane, NE

Portfolio:                 Elements, magic
Aliases:                     None
Domain Name:           Hidden demiplane
Superior:                   None
Allies:                       Cryonax, Imix, Ogremoch, Olhydra, Yan-C-Bin
Foes:                           Nearly all other powers
Symbol:                     Black metal triangle with an inverted Y within
Wor. Align.:             LE, NE, CE

Few powers are as mysterious as the Elder Elemental God. Little is known about it, but much is rumored; what is known is that it is a primal entity of raw magic and elemental power. Ancient beyond imagining, it has long been imprisoned, and it ever struggles for release.

So little is known about the Elder Elemental God that even its name is unknown. Scholars argue over whether it was imprisoned by the first gods, long before mortal creatures walked the Prime Material Plane, or whether its name has simply been scrubbed from existence. Some sages even speculate that it is in truth a guise created by other long-imprisoned forces of evil power, such as the Dark God or the similar Tharizdûn. No conclusion to these discussions is forthcoming, however, for no tome or tablet containing such information has ever been uncovered, even within the ruins of ancient cultic sights. Similarly, the gods themselves are silent on the matter; even the most loyal and trusted servants of the upper planar powers are refused this information, and the most greedy lower planar entity refuses to trade the information for any price. More cynical sages suggest this is because even they don’t know the truth, while others hold that such knowledge of the Elder Elemental God must be dangerous. One recurring theory that sprouts from this fertile field of the unknown is that the Elder Elemental God was the original creator god of all material existence, but it turned upon the young gods who started to craft worlds and creatures in this newly formed existence. In order to protect themselves and their creations, they imprisoned the being that brought it all forth in the first place. It is likely the only way for the truth to ever be known is to free the god; in such an eventuality that information would have no meaning, however.

What is known is that the Elder Elemental God is imprisoned, although the where is unknown, beyond that it is hidden from all divinations. It struggles against its fetters, desperate for release and has created cults to search for ways to shatter its cage and feed it power. There is clearly a weakness to the prison it finds itself in, however, for it can occasionally manifest portions of its power in avatar-like form at intervals that follow no clear pattern, and it is able to grant powers to its followers beyond other imprisoned deities. The magical fluxes that keep it in check clearly wax and wane in some inscrutable manner, but the fact that it does wane brings fervent hope to its followers who wish to one day see it freed.

As the Elder Elemental God is imprisoned, very little can be known about the relationships it has with other powers. No gods are known to work to free it, and it is widely believed that good and evil gods alike worked to imprison it. Before this imprisonment it is widely believed to have sired those beings known as the Princes of Elemental Evil: Cryonax, Imix, Ogremoch, Olhydra, and Yan-C-Bin. Whether this was just happenstance or part of a larger plan is unknown and generates much speculation among sages. Furthermore, there are many who believe the Elder Elemental God also sired the archomentals who oppose the Princes of Elemental Evil, all save Zaaman Rul. This view is held more strongly among those who hold that they all exist by happenstance. Those sages who believe there to be a plan in their birth tend to claim that the Archomentals of Good arose to oppose this plan, although they have no explanation for the Prince of Evil Ice, Cryonax, to have no opposite.

Despite its imprisonment, the Elder Elemental God is able to remain slightly active on the Prime Material Plane. It can bring forth physical manifestations on occasion, but only when the magical fluxes surrounding its prison align perfectly, aided in part by rituals of its priesthood. These physical manifestations are like avatars, but far weaker than they should be for such a powerful entity. When these manifestations appear, they act strictly for the Elder Elemental God’s benefit and are entirely indifferent to the fate of its followers. It is as likely to lash out in anger and fury at its followers as it is to attack enemies assuming they are equally close. Because of this, followers of the Elder Elemental God always take steps to ensure threats are clear and obvious when attempting to draw forth one of their deity’s manifestations.

The Elder Elemental God’s Manifestation (20 Hit Die Entity)
The physical manifestations of the Elder Elemental God can take several different forms, but two predominate. The first is a vast slug-like slime, mottled in nauseating shades of green, yellow, and purple with multiple pairs of writhing tentacles. The second common form is a huge elemental pillar of magma surrounded by a steamy, vaporous haze.

AC −2 (4 as slug); MV 15; HP 160; THAC0 1; #AT 1
Dmg 5d10+10 (physical blows, +10 Str)
MR 50%; SZ H (20 feet long or 24 feet tall)
Str 22, Dex 12, Con 22, Int 22, Wis 20, Cha 20
Spells see below
Saves PPDM 3; RSW 5; PP 4; BW 4; Sp 6

Special Att/Def: The Elder Elemental God lashes out at any nearby creatures in near-blind rage, although it does not act in an unthinking manner. It can plan and execute complex battle strategies and utilizes its magical powers in appropriate situations. However, it craves destruction and violence in revenge for its imprisonment. It strikes terrible blows with a tentacle or elemental pseudopod depending on its form up to 10 feet distant. It moves surprisingly fast in either form, oozing along on a trail of slime or by roiling its magmatic lower body.

While it has no great spellcasting power, the Elder Elemental God can cast the spells cause blindness, cause deafness, continual darkness, darkness 15’ radius, dispel magic, forcecage, and each power word spell once per day each. Furthermore, it can summon 1d3 16-HD elementals of each type once per day each. They require no concentration to maintain control, and they serve for up to 12 turns. It can substitute any para-elemental or quasi-elemental for one of these elemental summonings if it desires.

The Elder Elemental God is immune to nonmagical weapons, gas attacks, poisons, and all mind-affecting or paralyzing attacks. It is unaffected by any spell from the elemental wizard schools or priest spheres, and similar powers.

Other Manifestations
Manifestations of the Elder Elemental God are sporadic and seemingly at random, with no regard to aiding followers or furthering any fathomable interests. They can only appear in locations where the barriers between the Prime Material Plane and its prison are weak, which typically means they only appear in temples or locations where powerful ceremonies have been conducted. Besides a full manifestation as detailed above, it is also known to form a glowing, golden eye which can blind those viewing it, drive them insane (as per Table 24: Random Insanity Chart on page 88 of the Player’s Option: Spells & Magic tome), or aging them by 4d10 years. A saving throw versus spell with a −4 penalty is allowed to avoid the effect. Occasionally the eye transforms into a stone egg which hatches in 1d4 rounds to spill forth 1d4+2 salamanders that attack everything nearby in a blind rage. Finally, it can also manifest a mottled, suckered tentacle from an altar that can strike as a 20-HD monster, either draining 2 life levels from anything it strikes or drawing the creature into the altar to be irrevocably destroyed (saving throw versus petrification to break free).

The Elder Elemental God is served by few creatures due to its imprisonment, but it is widely believed by its clergy to work through elementals, elemental vermin, fundamentals, grues, paraelementals, and quasielementals. Due to its imprisonment, it is not known to display its favor or displeasure in any way, although members of the Elder Elemental God’s cult consider discovery of long-lost temples and unsanctified shrines that they can reclaim to be a sign of its favor.

The Church
Clergy:                      Clerics, specialty priests, crusaders, wizards
Clergy’s Align.:      LE, NE, CE
Turn Undead:           C: No, SP: No, Cru: No, W: No
Cmnd. Undead:         C: Yes, SP: Yes, Cru: No, W: No

All clerics, specialty priests, and crusaders of the Elder Elemental God receive religion (Elder Elemental God) as a bonus nonweapon proficiency. Long-term exposure to the divine energies of the Elder Elemental God has a detrimental impact on most creatures’ minds. Each year that a character is a priest or dwells within a sanctified site requires a saving throw vs. spell with a cumulative −1 penalty per year (modified by Wisdom); a failure indicates the creature has developed some form of high-functioning insanity or madness (see Table 24: Random Insanity Chart on page 88 of the Player’s Option: Spells & Magic tome). Such insanity will never cause them to act against other members of their cult directly but can still bring about the cult’s downfall indirectly.

Cults dedicated to the Elder Elemental God are extremely secretive and keep themselves well-hidden. Surface communities know almost nothing about these cults, and what information is available is highly dubious and more likely to be legend or rumor rather than fact. In the underdark, the Elder Elemental God’s cults are slightly less covert and as such, their existence is a little better known. Facts are still hard to come by, but a much larger percentage of the populace is aware of its existence. On both the surface and in the underdark, the orthodox faiths of the land are strongly opposed to these cults, although the reasons vary by the character of the faith. The only allies hidden cults of the Elder Elemental God ever have are other similarly secret or exiled cults, such as those of the evil archomentals, the Dark God, or Juiblex.

The Elder Elemental God’s cult is in fact composed of multiple branches who sometimes cooperate and sometimes compete with each other. Four separate branches each worship the Elder Elemental God through manifestations of the primary four elements of air, earth, fire, and water, while a fifth gives no special weight to any one element. These branches do not doctrinally hold themselves superior to the others, but in their zealotry many such branches do in fact end up holding such views, especially if the individual cults hold antagonistic relations towards other local branches. Most of the time, an individual branch is isolated and is unaware of the existence of any other cults; sometimes two or more may be found near enough to each other to be in contact. In these cases, the nature of their relations depends almost entirely on the disposition and goals of their separate leaders. However, if each of the five branches are found in proximity, the most likely relations between them are either open warfare or the generalist branch has managed to dominate the individual element branches. Local cult branches always develop a unique name for themselves, such as Omnia Elementia, the Pyre Brotherhood, the Cult of Father’s Water, etc. Sometimes the names are designed to mask their intentions while other times the names are designed to invoke fear in outsiders.

Temples and shrines dedicated to the Elder Elemental God can have wildly diverse architecture. The oldest temples feature mosaics or friezes depicting humanoids of various races willingly sacrificing themselves to tentacled monstrosities and elemental vortices. These pieces of art are accompanied by non-geometric patterns of serpentine lines and swirls carved into or painted on the walls that leave non-worshippers with queasy feelings and headaches as they seem to move slightly when seen peripherally. Newer structures may try to emulate these techniques but fail to evoke these same effects, although it is also common for such structures to be built with techniques common to the area where the temple is found. All temples are decorated with nauseatingly clashing shades of color. Further, many also contain such a variety of incongruous objects that they appear to have been decorated by a madman. Strange magical effects permeate the oldest of temples, with bizarre intelligent artifacts and even intelligent magic-using altars. No two temples ever seem to have the same magical emanations.

Novices in the service of the Elder Elemental God are called the Shrouded, while full priests are called Deliverers. Titles used by the clergy vary widely from cult branch to cult branch, often focusing on esoteric or ancient words. Five separate specialty priests exist, tied to each of the different branches of the Elder Elemental God’s church. Specialty priests within the generalist branch are known as arkhaists, while those in the air branch are known as aerists, those in the earth branch are known as terrists, those within the fire branch are known as ignists, and those within the water branch are known as aquists. Specialty priests dominate all branches of the church (75%), while clerics (mostly multi-classed demihuman clerics; 14%), crusaders (7%), and wizards (4%) fill out the rest of the ranks. Of the races drawn to the Elder Elemental God’s service, humans make up the largest contingent (56%), with drow (20%) and duergar (14%) making up the most significant secondary groups of worshippers, with the remainder consisting of other dwarves (hill, mountain, and derro; 6%), other demihumans (non-drow elves, gnomes, and halflings; 2%), and humanoids and other various creatures (2%). Only a small number of cults are mixed-race, with most drawing their members from just one local race. Males are found in somewhat higher numbers among the church (61%) as compared to females (39%).

Dogma: The Elder Elemental God is power incarnate; other gods fear its terrible might and imprisoned it to protect their petty interests. Only when the Lord of All Matter is released shall all creatures achieve their true potential. Seek out the ancient places of worship, the ancient sites of power, and use them to feed life energy to the master. Only through the sacrifice of the living can its prison be weakened. Bring it forth and bask in its rewards.

Day-to-Day Activities: Followers of the Elder Elemental God direct their whole will towards the goal of freeing their deity. They search for ancient temples to resanctify in its honor and powerful rituals that will weaken its prison or draw more of its being into the Prime Material Plane. The sacrifice of intelligent beings is integral to this goal and done at regular intervals by an elemental method relevant to the cult, with the generalist cult using any method in a rotating system. If outsiders cannot be captured for use in these sacrifices, members of the cult are called upon to sacrifice themselves instead.

Important Ceremonies/Holy Days: No special holy days are observed by the cult of the Elder Elemental God at large, but individual leaders are known to institute special ceremonies at their own whim. Regular sacrifices are made on a weekly basis, and the nature of the ceremonies themselves vary widely, but vociferous chanting and extended prayer are common.

Major Centers of Worship: Holy sites dedicated to the Elder Elemental God that become well known enough to attract the attention of far-flung sects of the cult tend not to last long, as the enemies of the church are quick to mobilize and assault them. Secrecy is the key to the survival of most such sites, and there are likely many such inhabited or abandoned locations on many cosmopolitan worlds throughout the Prime Material Plane.

Affiliated Orders: Most branches of the Elder Elemental God’s cult host a military arm of crusaders, fighter/clerics, and lay fighters dedicated to the defense and protection of temples and worshipers. They also lead attacks on enemies of the church, be they other faiths or branches of the Elder Elemental God’s faith that they have come to see as foes. These forces have no specific name, and each cult branch gives them their own unique name.

Priestly Vestments: Hooded robes of a deep, golden yellow are worn by many cults of the Elder Elemental God, trimmed with colors representing their rank and branch. However, not all branches choose this form, favoring instead black or purple robes for the generalist branch, while the single element branches favor colors based on the element; air uses robes of white, earth uses robes of greyish-brown, fire uses robes of crimson, and water uses robes of deep blue. The holy symbol used by the church is a metal triangle with an inverted Y within it. The metal used reflects the wealth of the church; most utilize iron or steel, but especially poor branches utilize bronze while wealthier branches tend to use silver or gold.

Adventuring Garb: Unless they need to travel incognito, members of the Elder Elemental God’s faith prefer to wear their robes at all times, although they may utilize garments of a stronger but lower-quality cloth for everyday activities. Armor is worn under these robes if combat is anticipated, and they make use of whatever weapons their branch chooses to favor. There is often no rhyme or reason behind such favored weapons.

Specialty Priests (Arkhaists)
Requirements:          Wisdom 9
Prime Req.:                Wisdom
Alignment:                LE, NE, CE
Weapons:                   Any
Armor:                       Any
Major Spheres:         All, astral, combat, divination, elemental (all), guardian, healing (reversed only), necromantic (reversed only), numbers, summoning, sun (reversed only)
Minor Spheres:         Weather
Magical Items:         Same as clerics
Req. Profs:                Chanting (PHBR07 Complete Bard’s Handbook)
Bonus Profs:             Ancient history or ancient languages (one relevant topic as determined by the DM)

  • Arkhaists can be of any race capable of becoming priests, although most are humans, duergar, or drow.
  • Arkhaists are not allowed to multiclass.
  • Arkhaists can cast faerie fire (as the 1st-level priest spell) once per day.
  • At 3rd level, arkhaists can cast wizard spells from all elemental schools of magic as defined in the Limited Wizard Spellcasting section of “Appendix 1: Demihuman Priests” of Demihuman Deities.
  • At 3rd level, arkhaists can cast chant (as the 2nd-level priest spell) or elemental burst (as the 1st-level priest spell) once per day.
  • At 5th level, arkhaists can cast protection from good (as the reverse of the 1st-level priest spell, protection from evil) or sense shifting (as the 2nd-level wizard spell) once per day.
  • At 7th level, arkhaists gain a +1 bonus to saves against all elemental spells.
  • At 7th level, arkhaists can cast Evard’s black tentacles (as the 4th-level wizard spell) or slime of insanity (as the 3rd-level priest spell) once per day.
  • At 10th level, arkhaists can summon an 8-HD elemental of any element once per day. The elemental remains under the control of the arkhaist for 6 turns and cannot be taken control of by another creature. If the summoner is killed or knocked unconscious, the summoned elemental goes on a rampage, attacking everyone in sight except its summoner until its time limit on the Prime Material has elapsed.
  • At 15th level, arkhaists can cast elder eye (as the 5th-level priest spell) or elemental control (as the 5th-level wizard spell) once per day.

Specialty Priests (Aerists)
Requirements:          Wisdom 9
Prime Req.:                Wisdom
Alignment:                LE, NE, CE
Weapons:                   Any
Armor:                       Any
Major Spheres:         All, astral, combat, divination, elemental (all), guardian, healing (reversed only), necromantic (reversed only), numbers, summoning, sun (reversed only)
Minor Spheres:         Weather
Magical Items:         Same as clerics
Req. Profs:                Chanting (PHBR07 Complete Bard’s Handbook)
Bonus Profs:             Ancient history or ancient languages (one relevant topic as determined by the DM)

  • Aerists can be of any race capable of becoming priests, although most are humans, duergar, or drow.
  • Aerists are not allowed to multiclass.
  • Aerists specialize in the element of air and are able to use any magic item that utilizes that element and are unable to use any items that create elemental earth effects.
  • Aerists can cast faerie fire (as the 1st-level priest spell) or wall of fog (as the 1st-level wizard spell) once per day.
  • At 3rd level, aerists can use wizard spells from the school of elemental air as defined in the Limited Wizard Spellcasting section of “Appendix 1: Demihuman Priests” of Demihuman Deities.
  • At 3rd level, aerists can cast chant (as the 2nd-level priest spell) or elemental burst (as the 1st-level priest spell) once per day.
  • At 5th level, aerists can cast protection from good (as the reverse of the 1st-level priest spell, protection from evil) or sense shifting (as the 2nd-level wizard spell) once per day.
  • At 7th level, aerists gain a +4 bonus to saves against elemental spells from the school or sphere of air, a −2 penalty against the element of earth, and a +1 bonus against all other elements.
  • At 10th level, aerists can summon a 12-HD air elemental once per day. The elemental remains under the control of the aerists for 12 turns and cannot be taken control of by another creature. If the summoner is killed or knocked unconscious, the summoned elemental goes on a rampage, attacking everyone in sight except its summoner until its time limit on the Prime Material has elapsed.
  • At 15th level, aerists can cast elder eye (as the 5th-level priest spell) or elemental control (as the 5th-level wizard spell) once per day.

Specialty Priests (Aquists)
Requirements:          Wisdom 9
Prime Req.:                Wisdom
Alignment:                LE, NE, CE
Weapons:                   Any
Armor:                       Any
Major Spheres:         All, astral, combat, divination, elemental (all), guardian, healing (reversed only), necromantic (reversed only), numbers, summoning, sun (reversed only)
Minor Spheres:         Weather
Magical Items:         Same as clerics
Req. Profs:                Chanting (PHBR07 Complete Bard’s Handbook)
Bonus Profs:             Ancient history or ancient languages (one relevant topic as determined by the DM)

  • Aquists can be of any race capable of becoming priests, although most are humans, duergar, or drow.
  • Aquists are not allowed to multiclass.
  • Aquists specialize in the element of water and are able to use any magic item that utilizes that element and are unable to use any items that create elemental fire effects.
  • Aquists can cast faerie fire (as the 1st-level priest spell) or precipitation (as the 1st-level wizard spell) once per day.
  • At 3rd level, aquists can use wizard spells from the school of elemental water as defined in the Limited Wizard Spellcasting section of “Appendix 1: Demihuman Priests” of Demihuman Deities.
  • At 3rd level, aquists can cast chant (as the 2nd-level priest spell) or elemental burst (as the 1st-level priest spell) once per day.
  • At 5th level, aquists can cast protection from good (as the reverse of the 1st-level priest spell, protection from evil) or sense shifting (as the 2nd-level wizard spell) once per day.
  • At 7th level, aquists gain a +4 bonus to saves against elemental spells from the school or sphere of water, a −2 penalty against the element of fire, and a +1 bonus against all other elements.
  • At 10th level, aquists can summon a 12-HD water elemental once per day. The elemental remains under the control of the aquist for 12 turns and cannot be taken control of by another creature. If the summoner is killed or knocked unconscious, the summoned elemental goes on a rampage, attacking everyone in sight except its summoner until its time limit on the Prime Material has elapsed.
  • At 15th level, aquists can cast elder eye (as the 5th-level priest spell) or elemental control (as the 5th-level wizard spell) once per day.

Specialty Priests (Ignists)
Requirements:          Wisdom 9
Prime Req.:                Wisdom
Alignment:                LE, NE, CE
Weapons:                   Any
Armor:                       Any
Major Spheres:         All, astral, combat, divination, elemental (all), guardian, healing (reversed only), necromantic (reversed only), numbers, summoning, sun (reversed only)
Minor Spheres:         Weather
Magical Items:         Same as clerics
Req. Profs:                Chanting (PHBR07 Complete Bard’s Handbook)
Bonus Profs:             Ancient history or ancient languages (one relevant topic as determined by the DM)

  • Ignists can be of any race capable of becoming priests, although most are humans, duergar, or drow.
  • Ignists are not allowed to multiclass.
  • Ignists specialize in the element of fire and are able to use any magic item that utilizes that element and are unable to use any items that create elemental water effects.
  • Ignists can cast faerie fire (as the 1st-level priest spell) or affect normal fires (as the 1st-level wizard spell) once per day.
  • At 3rd level, ignists can use wizard spells from the school of elemental fire as defined in the Limited Wizard Spellcasting section of “Appendix 1: Demihuman Priests” of Demihuman Deities.
  • At 3rd level, ignists can cast chant (as the 2nd-level priest spell) or elemental burst (as the 1st-level priest spell) once per day.
  • At 5th level, ignists can cast protection from good (as the reverse of the 1st-level priest spell, protection from evil) or sense shifting (as the 2nd-level wizard spell) once per day.
  • At 7th level, ignists gain a +4 bonus to saves against elemental spells from the school or sphere of fire, a −2 penalty against the element of water, and a +1 bonus against all other elements.
  • At 10th level, ignists can summon a 12-HD fire elemental once per day. The elemental remains under the control of the ignist for 12 turns and cannot be taken control of by another creature. If the summoner is killed or knocked unconscious, the summoned elemental goes on a rampage, attacking everyone in sight except its summoner until its time limit on the Prime Material has elapsed.
  • At 15th level, ignists can cast elder eye (as the 5th-level priest spell) or elemental control (as the 5th-level wizard spell) once per day.

Specialty Priests (Terrists)
Requirements:          Wisdom 9
Prime Req.:                Wisdom
Alignment:                LE, NE, CE
Weapons:                   Any
Armor:                       Any
Major Spheres:         All, astral, combat, divination, elemental (all), guardian, healing (reversed only), necromantic (reversed only), numbers, summoning, sun (reversed only)
Minor Spheres:         Weather
Magical Items:         Same as clerics
Req. Profs:                Chanting (PHBR07 Complete Bard’s Handbook)
Bonus Profs:             Ancient history or ancient languages (one relevant topic as determined by the DM)

  • Terrists can be of any race capable of becoming priests, although most are humans, duergar, or drow.
  • Terrists are not allowed to multiclass.
  • Terrists specialize in the element of earth and are able to use any magic item that utilizes that element and are unable to use any items that create elemental air effects.
  • Terrists can cast faerie fire (as the 1st-level priest spell) or fist of stone (as the 1st-level wizard spell) once per day.
  • At 3rd level, terrists can use wizard spells from the school of elemental earth as defined in the Limited Wizard Spellcasting section of “Appendix 1: Demihuman Priests” of Demihuman Deities.
  • At 3rd level, terrists can cast chant (as the 2nd-level priest spell) or elemental burst (as the 1st-level priest spell) once per day.
  • At 5th level, terrists can cast protection from good (as the reverse of the 1st-level priest spell, protection from evil) or sense shifting (as the 2nd-level wizard spell) once per day.
  • At 7th level, terrists gain a +4 bonus to saves against elemental spells from the school or sphere of earth, a −2 penalty against the element of air, and a +1 bonus against all other elements.
  • At 10th level, terrists can summon a 12-HD earth elemental once per day. The elemental remains under the control of the terrist for 12 turns and cannot be taken control of by another creature. If the summoner is killed or knocked unconscious, the summoned elemental goes on a rampage, attacking everyone in sight except its summoner until its time limit on the Prime Material has elapsed.
  • At 15th level, terrists can cast elder eye (as the 5th-level priest spell) or elemental control (as the 5th-level wizard spell) once per day.

Elder Elemental Spells
In addition to the spells listed below, priests of the Elder Elemental God can cast the 5th-level priest spell elder eye, detailed in Demihuman Deities in the entry for Ghaunadaur.

1st Level
Elemental Blast (Pr 1; Conjuration/Summoning)
Sphere:                    Elemental
Range:                     20 yds. + 5 yds./level
Components:           V, S
Duration:                 Instantaneous
Casting Time:          4
Area of Effect:         1 target
Saving Throw:        ½

When cast, this spell conjures a blast of elemental matter at a single target. When used by members of the generalist branch of the Elder Elemental God’s church, this spell conjures a blast of mixed elemental matter composed of melted stone mixed with scalding, abrasive steam. Against most targets, this deals 1d4 points of level per level of the caster, to a maximum of 10d4 damage; a save versus spell is allowed for half damage. Even against creatures immune to specific elemental attacks (air, earth, fire, or water) this spell deals half damage (a quarter if a save is successful). When cast by a member of a specialist branch of the Elder Elemental God’s church, the blast takes a specific single elemental form that deals the same basic damage as above, except same-element type elemental creatures are immune and opposite-element type creatures take double damage (the opposites are fire against water and earth against air, and vice versa). For example, a fire elemental would take no damage from this spell cast by a member of the fire branch of the church, double damage from a member of the water branch, and half damage from a member of the generalist branch. Note that the double-damage effect only applies to elemental creatures (elementals, fundamentals, genies, etc.), but not dragons that would be fire- or other element-using creatures.

3rd Level
Slime of Insanity (Pr 3; Conjuration/Summoning)
Sphere:                    Summoning
Range:                     15 yds.
Components:           V, S, M
Duration:                 Special
Casting Time:          6
Area of Effect:         Special
Saving Throw:        Special

With this spell, the caster opens a small shimmering portal in mid-air from which a slimy, mottled tentacle appears. This tentacle lashes out wildly at all creatures within a 120° cone, up to 15 feet away. It strikes as a 7-HD creature, ignoring Armor Class bonuses due to shields or armor and only taking into account those protections due to Dexterity and magic. Thus, a character wearing plate armor +1 with a shield +1 and a Dexterity of 15 would have an effective AC of 7 against the tentacle’s attack. Those struck by the tentacle suffer 1d8 points of damage, plus one point per level of the caster, and they must make a saving throw vs. spell (modified for Wisdom) or suffer some form of insanity as the slime affects their mind, as determined by Table 24: Random Insanity Chart on page 88 of the Player’s Option: Spells & Magic tome. Dungeon Masters lacking this book can use the effects of the confusion spell instead. The tentacle cannot differentiate friend from foe, and can even attack the caster if they are within the area of its attack. As soon as it has attacked, it retracts through the portal.

The material components for this spell are the priest’s holy symbol and a moonstone worth 50 gp.

6th Level
Elemental Egg (Pr 1; Conjuration/Summoning)
Sphere:                    Elemental
Range:                     30 ft.
Components:           V, S
Duration:                 Special
Casting Time:          9
Area of Effect:         1 stone egg
Saving Throw:        Special

When cast, this spell summons a large egg-shaped object in dark, mottled shades that floats in the air at a point determined by the caster until the end of the round. At that point, the “egg” cracks open and spills forth its contents; if attacked beforehand and more than 20 points of damage is inflicted, the egg explodes as a fireball, except consisting of mixed elemental matter from the planes of Air, Earth, Fire, and Water, dealing 6d6 points of damage (save vs. spell for half).

If it cracks open normally, the contents are determined by the branch of the Elder Elemental God’s church that the caster is a member of. Generalists, however, can choose which element they wish the egg to contain. An air egg contains 1d3+1 invisible stalkers, an earth egg contains 2d4 sandlings, a fire egg contains 1d3+1 salamanders, and a water egg contains 2d4 water weirds. The creatures summoned are uncontrolled and attack any nearby creatures, and the summoning is permanent; they do not return to their home plane on their own, although any spells that banish creatures back to their home plane can do so.

6 Responses to The Elder Elemental God, the Lord of All Matter

  1. Arick says:

    Been waiting for this all week! Awesome job once again! I know you said after these you may do some of the human pantheons that weren’t done very well. The Mesopotamians and the Babylonians could really use it. The Green Elf Spirits in Elves of Evermeet that don’t have Native American analogs could also be cool.

    Thanks once again for this awesome write-up!

    • AuldDragon says:

      Thanks! I do still want to do that, but I would also like to get some more non-human deities, too. There’s a lot of Spelljammer races that could use some love!

      We’ll see, though, I still have a few deities to do for this project. :)

  2. Barastir says:

    Another great entry! I second Arick, and also wait for your revised version of Tiamat, maybe along with the Babylonians… And the “missing” Egyptian deities would be very coo, as well. Besides, it’s good to see your work here, hope everything’s alright!

  3. Paul Leone says:

    Excellent work as always! The Elder Elemental God is a great big bad for a campaign.

    (No good ice archomental, eh? Someone needs to address that…)

    I’d love to see you redo some of the human pantheons, too. The Finns could use some love!

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