Adventures in Arcadayn
Elemental Clerics
By Tim Emrick


Priests of the Elemental Faiths.

Prerequisites include: IQ 9+, Survival (any one), Theology (with specialization). The individual cults add the following:

Elemental clerics have only two ranks, Initiate (Rank 1 [5]) and Adept (Rank 2 [10]), and have Power Investiture levels equal to rank [10/20]. A rare few Adepts are granted level 3 Investiture after performing special quests on behalf of the god and the religion [+10].

In regions where the Elemental Faiths have a strong influence, the temple will be powerful enough to act as a Patron (usually base 20). Frequency is usually 6- [10], or 9- for Adepts [20], with larger cults allowing higher chances. Clerics of such temples will have a Duty of 12- [-5] or more, while even clerics without an organized temple will have at least a Duty of frequency 9- [-2] to the faithful in his home area. This Duty is normally nonhazardous; add -5 points if it is.

All Elemental Clerics have Intolerance [-5] of the opposed element (air/earth, fire/water); this dislike extends not only to the clerics of the opposed element's god, but also to any significant manifestation of the element itself (large fires or bodies of water, travel by air, subterranean places, etc.). Other abilities depend on the cult:

Spheres of Influence: Knowledge, Meta-Spells, Protection & Warning; plus three more by cult:

All cleric-only spells from pp. R109-112 are used, except for Excommunicate. Most clerics learn Consecrate first, in order to create a Sacred Vessel (pp. R105-106). Summon Allied Entity is rare, and usually summons a powerful elemental (p. M114).

None of these cults are considered "allied powers" (p. R104) for the purposes of teaching spells.


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This page last updated 11/5/2003 by Timothy E. Emrick. | Copyright 1998-2003 Timothy E. Emrick.