Calafax

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Iourn Home > Religions > Moon Gods > Calafax

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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