Achaeus’ 457th scroll of Comparative Theology of the First Epoch
Following are four new temple selections for the Templar.
Temple
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Weapons
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Special
Abilities
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Proficiency
List
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Air
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all
missile weapons and any one-handed melee weapons
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3rd
level: protection from normal missiles
once per day; each use takes 1 round, 5th
level: gust of wind once per 8
hours; each use takes 1 round, 7th level: fly once per day; each use takes 1 round
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Precise
Shooting, Running, Swashbuckling, Weapon Finesse
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Earth
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any
axes, flails, hammers, and maces and any two-handed melee weapons
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1st
level: stones fly once per hour;
each use takes 1 round, 5th level: tremor
once per 8 hours; each use takes 1 round, 9th level: earth's teeth once per day; each use takes 1 round
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Combat
Trickery (force back, knock down, overrun, wrestle)
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Fire
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battle
axe, dagger, dart, hand axe, javelin, lance, short sword, spear, sword, whip
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3rd
level: produce fire once per 8
hours; each use takes 1 round, 5th level: fiery darts once per 8 hours; each use takes 1 round, 7th level: fire shield once per week; each use
takes 1 round
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Combat
Trickery (disarm, knock down), Precise Shooting, Running
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Water
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arbalest,
crossbow, dagger, dart, javelin, lance, net, pole arm, short sword, spear
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3rd
level: water breathing once per
day; each use takes 1 round, 5th level: create
water once per day; each use takes 1 turn, 9th level: airy water once per month; each use
takes 1 round, 11th level: conjure
water elemental once per week; each use takes 1 turn
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Combat
Trickery (force back, overrun), Precise Shooting, Swashbuckling
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New Spells
Airy Water
Elemental (air, water)
Arcane 5
Range: touch
Duration: 12 turns
This spell creates a 40’ diameter sphere within which both air-breathing and water-breathing creatures may breathe normally. The sphere moves with the creature touched when the spell is cast.
Fiery Darts
Elemental (fire)
Divine 2 (Elemental Witch)
Range: 45’
Duration: see below
This spell creates a dart formed of magical fire that the spellcaster can throw like a normal dart. The fiery dart does not burn the spellcaster's hands. For every two caster levels beyond 4th, an additional fiery dart is produced – two darts at 6th, three darts at 8th, up to the maximum of six darts at 14th level. The caster may begin throwing the fiery darts on the round that the spell is cast. When more than one fiery dart is created, the remaining darts may be thrown on subsequent rounds. Unused fiery darts do not prevent the spellcaster from taking other actions, then returning to throwing darts. After 1 turn (10 minutes), any unused fiery darts disappear. Each fiery dart may strike its target for 2d6 points of fire damage. The spellcaster must make a successful attack throw against each target, using the target values for a fighter of her level. Range penalties do not apply.
Fire Shield
Elemental (fire)
Arcane 4
This spell is available in the Labyrinth Lord Advanced Edition Companion.
Stones Fly
Elemental (earth)
Divine 1 (Elemental Witch)
Range: 60’
Duration: instantaneous
When this spell is cast, one stone per level of the caster flies up from the earth to strike its target for 1d8 points of damage. All of the targets must be within a 30’ diameter area of effect, and the spellcaster must make a successful attack throw against each target, using the target values for a fighter of her level. The caster may choose which creatures in the area of effect are targeted. She may target a single creature or several creatures. A single stone can strike only one creature. Targets must be designated before any attack throws or damage is rolled.
Tremor
Elemental (earth)
Arcane 2
Range: 240’
Duration: instantaneous
When this spell is cast, a tremor resonates through a 20’ diameter area of earth. Any creatures standing on this area of effect must make a successful saving throw versus Paralysis to stay on their feet. If a creature fails its save, it immediately falls prone.