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Join Date: Oct 2004
Location: Yorkshire, UK
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DF7 Clerics gives us an excellent framework to create powers and templates for Gods of different Realms, or even whole Pantheons.
One realm which I though deserved it's own coverage was that of Cold/Frost/Ice; so here is my attempt at a full DF7 Realm/Deity: Gods of Cold and Ice Cold and Ice are most commonly associated with Winter for deity figures of our world. For fantasy worlds and fiction, their powers and associations can go much further, most traditionally to the frozen northlands. Cold and Ice invoke the idea of frozen in stasis, but they are not entirely unchanging, a blizzard is very dynamic in its nature. While ice and cold might be seen as an opposite to fire and heat, there are similarities; cold can burn, just not in the same manner as fire; the cleansing aspects of healing also bare comparison. The magic of cold and ice draws from air, water and fire; mostly from the edges of these realms. The nature of slow and ice is similar to aspects of earth – solid ground, loose material, and directly useable for constructions – making the realm of cold/ice connected to all four of the basic (western) elements. Priests of a God of Cold and Ice will be hardy survivors, the aspects of cold teach patience and efficiency of action – but when they do act, like the falling of snow or movement of a glacier, they can be unstoppable. Ice Gods and Morality The frozen stasis aspect of cold makes many ice gods morally Neutral, but the hostility to life of extreme cold and ice can serve Evil; it also distances ice deities from being associated with Nature. The cleansing nature of cold and ice does make an association with Good a reasonable possibility. Elements Alongside both Air and Water, Gods of Cold and Ice may be associated with Order and Light Special Powers Frost gods may grant their priests and holy warriors Holy Might, or Unholy Might for an evil God. Holy abilities for this power are as follows: Allies (Divine servant of equal points; 12 or less; PM, -10%; Summonable, +100%) [19] or (15 or less) [29]; Blessed (PM, -10%) [9]; Damage Resistance 1 or 2 (Limited, Elemental, -20%; PM, -10%) [4 or 7]; Detect (PM, -10%) for supernatural beings [18]; Patron (Deity; 6 or less; Highly Accessible, +50%; Minimal Intervention, -50%; PM, -10%; Special Abilities, +100%) [29] or (9 or less) [57]; Spirit Empathy (PM, -10%) [9]; Temperature Control 1 to 5 (Area Effect, 16 yards, +150%, Cold only, -50%; Increased Range, 20 yards, +10%; PM, -10%) [10 per level]; Temperature Tolerance 1 to 8 (must be added to the “cold” end of the scale) (PM, -10%) [1/level]; Terrain Adaptation (Ice/Snow; PM, -10%) [5]; and True Faith (PM, -10%) [14]. Priests of Frost Use the standard cleric or evil cleric templates for an ice priest as appropriate, modified as follows: Advantages: Add Single Minded [5] and Temperature Tolerance 1 or 2 (Cold End) [1/level]; to the list of available Advantages. Disadvantages: Drop the Vows for No Edged Weapons (Ice can be sharp) and Vegetarianism. Skills: Reduce Esoteric Medicine to Per-1 [2] and add Survival (Arctic) (E) Per [2]; ● Replace Hiking in the list of background skills with Skiing (H) HT-2 [1] and/or Skating (H) HT-2 [1]. Priest Spells Clerics of ice gods have the following spells available: PI 1: Cold, Freeze, Frost (Required*); Cool, Coolness, Detect Magic, Final Rest, Ice Sphere, Icy Touch, Icy Weapon, Lend Energy, Lend Vitality, Purify Water, Recover Energy, Resist Cold, Resist Water, Seek Water, Share Vitality, Silence PI 2: Create Ice (Required), Aura, Awaken, Create Water, Extinguish Fire, Frostbite, Ice Dagger, Ice Slick, Icy Missiles, Melt Ice, Minor Healing, Purify Food, Resist Disease, Resist Pressure, Sense Spirit, Shape Water, Shield, Snow, Snow Shoes, Stop Bleeding, Summon Spirit, Turn Spirit, Vigor, Walk Through Water, Water Vision PI 3: Affect Spirits, Armor, Bravery, Breathe Water, Clouds, Command, Magic Resistance, Might, Predict Weather, Purify Air, Relieve Sickness, Repel Spirits, Resist Acid, Resist Lightning, Resist Pain, Resist Poison, Seeker, Shape Air, Snow Jet, Strengthen Will, Swim PI 4: Command Spirit, Cure Disease, Dispel Magic, Divination, Flesh to Ice, Fog, Glow, Hail, Icy Breath, Major Healing, Neutralize Poison, Oath, Preserve Food, Rain of Ice Daggers, Remove Contagion, Resist Fire, Suspend Curse, Turn Zombie, Vigil, Weather Dome, Wind, Windstorm PI 5: Astral Vision, Banish, Bless, Curse, Dispel Possession, Entrap Spirit, Rain, Relieve Madness, Remove Curse, Storm, Summon Air Elemental, Summon Water Elemental, Suspend Mana PI 6: Bind Spirit, Body of Ice, Control Air Elemental, Control Water Elemental, Drain Mana, Great Healing, Pentagram, Planar Summons (Divine Servitor), Sanctuary *At least one of Cold, Freeze or Frost is Required. Holy Warriors of Ice A warrior dedicated to the cause of an ice deity is likely to be a patient and focused individual, usually protecting the status quo. Start with the standard holy warrior template, with the following modifications. Advantages: Optionally change the mandatory Higher Purpose to ‘Protect the Status Quo’ ● Add Single Minded [5] and Temperature Tolerance 1 or 2 (Cold End) [1/level]; to the list of available Advantages. Skills: Reduce Exorcism to Will-1 [2]; and add Survival (Arctic) (E) Per [2]; ● Replace Hiking in the list of background skills with Skiing (H) HT-2 [1] and/or Skating (H) HT-2 [1]. |
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| Tags |
| dungeon fantasy |
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