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Calafax is the moon god of fire, destruction, war, rebirth and
patron of summer. He is known for his quick temper and bombastic
nature. Within the pantheon of Urovan gods, Calafax is sometimes
depicted as the lover of the water god, Sharrash. This has led to
many bards making the rather predictable observation of their "steamy
romance". Although chuckle-worthy the first time, once one
has heard the seventeenth bard blurt it out believing it to be the
most original and witty jape of the year, it begins to pale. This
may go someway to explain why clerics of Calafax are not renowned
for their sense of humour.
In his domain as god of rebirth, Calafax finds both support and
opposition within the churches of Vítaeous. The idea of giving
someone a second chance is very much in keeping with the teachings
of Lady Luck, but there are many members of the Vítaean clergy
who steadfastly oppose resurrection in any form, seeing it as an
affront to life. This opinion is shared by the Watchers of Mortis
(although they think it's an affront to death). All in all, however,
the most obvious opponent to Calafax within the pantheon is the
Earth god, Terranor. Terranor stands for all that is order and Calafax
is often represented as the father of chaos. Indeed, the Bombastic
church of Calafax is one of only two outlawed faiths in Norandor;
and they are outlawed solely on the grounds of their chaotic destructivism.
Churches of Calafax
Three main churches worship Calafax on the fractured continent.
Player characters may not belong to the Bombastics without express
permission from the DM. As a whole, the churches of Calafax tend
to be militant and warrioristic organisations, although the Church
of Fire has a little gentler outlook on life. Information on all
the churches owe a debt to the Planescape campaign setting, and
the wonderful Earth, Air, Fire and Water for Darksun (now very out
of print).
Church of Fire
The core faith, often known simply as the Church of Calafax, this
religion worships the violent and elemental nature of fire itself.
They are a church of rebirth as much as destruction. A church of
second chances, who know that difficult choices must be made to
produce a better world.
Church of Contention
The church of war, conflict and campaigns, the Church of Contention
is organised under a strict military hierarchy. There are those
who see the rules and orders placed on this church as a thin veneer
that ill-hides the chaos within. Certainly, priests of this church
never seem happier than when they are fighting.
Bombastic Church
To everyone who is not a member of this church, the bombastics
are little more than a bunch of terrorists. Operating from a secretive
cell system, the Bombastics blow things up and burn things down
in the name of Calafax. They are pure chaos and destruction.
Powers of the Priesthoods
All clerics receive the same granted powers from Calafax regardless
of their church. Each cleric selects a granted power at first level,
and then one every five levels until all five powers are gained
at level 20. There is no restriction on the order in which powers
are gained unless specifically mentioned in the text below. Remember
that the phases of the moon of Calafax will affect the use of these
powers. Please return to the section on the Moon
Gods for specific details. All granted powers are Supernatural
abilities.
Cloak of Calafax
- Normal: The cleric gains complete immunity to
all fire including magical fire and dragon breath. No degree of
heat will burn the character, although he may still fall victim
to smoke inhalation. Note that the cleric gains fire immunity
and not the Fire subtype. He experiences no particular vulnerability
to the effects of cold.
- Diminished: The effectiveness of the power is
severely reduced. Instead of complete immunity the cleric has
fire resistance 10.
- Enhanced: Exposure to fire actually heals the
priest of damage. Every two points of damage the fire should have
inflicted restores one hit point to the cleric. The cleric can
never exceed his maximum total hit points. The cleric's fiery
aura power (see below) can be used heal the cleric - effectively
giving him the power of fast healing during the full moon.
Fiery Aura
- Normal: The cleric can encase himself in a fiery
aura at will. The aura automatically burns away any clothes the
priest is wearing and affects his armour as if a heat metal spell
had been cast upon it. Anyone who touches, or is touched by, the
priest suffers 1d6 points of fire damage. This extra dice is applied
to the damage inflicted by the priest in melee combat as long
as he is using a weapon that has a reach of 5 feet or less. A
cleric successfully grappling a foe could inflict 1d6 damage for
each round he held his opponent. The flames also provide the character
with a one-half concealment bonus (20% miss chance). The flames
will still burn in a vacuum or underwater, although they will
boil away the surrounding water.
- Diminished: The damage inflicted by the flames
is reduced to 1d3. The flames no longer provide a concealment
bonus.
- Enhanced: The intensity of the aura is greatly
increase. The cleric can extend its effects out ot a maximum of
10 feet as long as he maintains concentration. Damage is increased
to 2d6.
- SPECIAL: The fiery aura will damage the cleric unless
he has the Cloak of Calafax power (above) or has appropriate protection
magicks cast upon him.
Dominion of Calafax
- Normal: The cleric can use the power of Calafax
to control creatures under his god's dominion. He can halt, drive-off
or destroy Water creatures, and rebuke or command Fire creatures.
This ability uses the turning rules presented on p159 of the PHB.
Clerics of Calafax can make use of divine feats to alter or enhance
the nature of this power.
- Diminished: The cleric takes a -4 penlty on his
turning check, and his roll for turning damage.
- Enhanced: The cleric gains a +4 bonus on his turning
check, and his roll for turning damage.
Mastery of Flame
- Normal: The cleric gains the ability to control
and animate an existing fire. He has no control of an instantaneous
fire effect (such as a fireball). The cleric can exercise
this control over a fire that has a radius of 5 feet per class
level - he can effect a portion of a larger fire. The cleric can
diminish or increase the illumination given by the fire from a
tiny flicker to full daylight without effecting the amount of
heat given off. He may automatically extinguish any natural fire
within the size limit set down by the power. The cleric may also
feed the flame making it impossible to extinguish by normal means.
Opposed caster level checks are required if one cleric of Calafax
is attempting to extinguish a fire that another is currently feeding.
Most impressively, the cleric can animate the fire into a creature
ressembling a fire elemental that will act as directed by the
cleric for as long as the cleric maintains concentration + 1 round
per class level thereafter. Use the statisitcs for animated objects
(not fire elements) on p13 of the MM. All damage inflicted
by the creature is fire damage. The size and power of the creature
is dependent on the size of the flame and the cleric's level.
Tiny fire objects can be created at 1st level from a fire of at
least a 5 foot radius; Small at 3rd from a 15 ft radius fire;
Medium at 6th from a 30 ft radius fire; Large at 9th from a 45
ft radius fire; Huge at 12th from a 60 ft radius fire; Gargantuan
at 15th from a 75 ft radius fire and Colossal at 18th from a 90
ft radius fire.
- Dimished: The cleric loses the ability to animate
the fire during the dark of the moon. The other aspects of this
power are unchanged.
- Enhanced: The cleric is considered three levels
higher when calculating the size of animated flame creature he
can create.
Unchaining the Flame
- Normal: The cleric can set objects on fire with
a glance. As a full round action the cleric must concentrate on
a particular object or creature. The cleric can only effect objects
(or creatures) that have a Hardness rating (or natural armour
bonus) of less than or equal to his class level. For example,
an 8th level cleric could use this power on stone (hardness 8),
but could not use this power on iron (hardness 10). The hardness
ratings of common substances are found on p166 of the PHB.
If the cleric can affect the object then he inflicts 1d6 damage
per round that he maintains concentration (this damage by-passes
the item's hardness rating). During this time the cleric can take
no other actions. Given sufficient time a high level cleric could
melt through a foot thick adamantine wall simply with the power
of his mind. Flammable objects (such as cloth and paper) will
continue to burn even after the cleric stops concentrating. Creatures,
attended objects and magical items can make Fortitude saving throws
at DC 10 + half cleric's class level + cleric's wisdom modifier
to avoid the effect. The range of this power is 10 feet per class
level. The cleric can either affect the equivalent of a 1×1×1
foot cube of material per level or one creature.
- Diminished: The cleric's level is halved when
determining the hardness of material this power can effect. For
example, a 10th level cleric could only affect objects with a
hardness of 5 or less.
- Enhanced: The damage inflicted by this power increases
exponentially the longer the cleric concentrates. The power deals
1d6 damage on the first round of concentration, 2d6 in the second,
3d6 in the third and so on.
Calafax Spells
The spell lists are now unique to each church. Once the masterlists
are on the site, new spell lists will be posted on individual pages
for the Church of Fire, Church of Contention and the Bombastics.
Until that happens please use the list below as a stop-gap measure.
Level 0
Level 1
- Balance of the Six
Humours
- Bane
- Bless
- Bless Fire
- Burning Hands
- Cause Fear
- Command
- Detect Chaos
- Detect Evil
- Detect Good
- Detect Law
- Divine Favour
- Endure Elements (fire or cold only)
- Fire Burst
- Fire Light
- Log of Everburning
- Mage Armour
- Magic Weapon
- Protection from Chaos
- Protection from Evil
- Protection from Good
- Protection from Law
- Shield of Faith
- Summon Monster I (fire creature only)
Level 2
- Daylight
- Clues of Ash
- Continual Flame
- Fire Trap
- Flame Blade
- Flaming Sphere
- Heat Metal
- Protection from Arrows
- Pyrotechnics
- Resist Elements (fire or cold only)
- Spiritual Weapon
- Summon Monster II (fire only)
Level 3
- Create Smoke
- Dispel Magic
- Fireball
- Flame Arrow
- Greater Magic Weapon
- Haste
- Heat Exhaustion
- Keen Edge
- Magic Vestment
- Prayer
- Protection from Elements (fire or cold only)
- Seering Light
- Summon Monster III (fire only)
Level 4
- Channel Flame
- Dismissal (fire creature only)
- Divine Power
- Fire Shield
- Lesser Planar Ally (fire creature only)
- Summon Monster IV (fire only)
- Wall of Fire
Level 5
- Atonement
- Flame Harvest
- Flame Strike
- Plane Shift (plane of fire only)
- Raise Dead
- Summon Monster V (fire only)
Level 6
Level 7
- Delayed Blast Fireball
- Fire Storm
- Fist of Flame
- Power Word: Stun
- Resurrection
- Summon Monster VII (fire only)
- Sunbeam
Level 8
- Incendiary Cloud
- Meteor Swarm
- Power Word: Blind
- Summon Monster VIII (fire only)
- Sunburst
Level 9
- Elemental Swarm
- Implosion
- Miracle
- Power Word: Kill
- Shooting Stars
- Summon Monster IX (fire only)
- True Resurrection
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