Thursday, June 21, 2012

Additional Templar Temples: The Elemental Templars

“Often mistaken for arcane warriors, the elemental templars are in fact divine warriors with a strong affinity for one of the four classic elements: air, earth, fire or water.”
Achaeus’ 457th scroll of Comparative Theology of the First Epoch

Following are four new temple selections for the Templar.



Temple
Weapons
Special Abilities
Proficiency List
Air
all missile weapons and any one-handed melee weapons
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
Precise Shooting, Running, Swashbuckling, Weapon Finesse
Earth
any axes, flails, hammers, and maces and any two-handed melee weapons
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
Combat Trickery (force back, knock down, overrun, wrestle)
Fire
battle axe, dagger, dart, hand axe, javelin, lance, short sword, spear, sword, whip
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
Combat Trickery (disarm, knock down), Precise Shooting, Running
Water
arbalest, crossbow, dagger, dart, javelin, lance, net, pole arm, short sword, spear
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
Combat Trickery (force back, overrun), Precise Shooting, Swashbuckling


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.

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