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Telluric Priest

rulescharacter-creationmagical-traditions

  • Race: Salamander only.
  • Sex: Both.

The salamanders’ world is split in two, & the halves are necessary, complementary & harmonious. Qali reigns in heaven as sky, overseeing ten thousand stellar patriarchs; Impa rests beneath as earth, enveloping ten thousand gemstone mothers — her heart gifted to the sky as the Moon.

The Telluric Priest is a teacher, oracle & pilgrim. Charitable but pragmatic; past training, they wander adrift across the plains & open skies until they find a place within the earth.

Tradition Feature

  • Telluric Priest: You are a teacher, oracle & pilgrim. You are charitable, but pragmatic. You love wisdom, revelation of secrets, the earth, air, sun, & protection; you eschew the oceans & the profane & vile.
    • Once per day, you may call upon the collective strength of your ancestors’ spirits to heal any character for HP equal to your Power.
    • You are as stable as the earth & cannot be knocked prone.
    • If you have rested in a Location before, you cannot restore SD by resting there again.

Backgrounds

1d6I was (a)…
1Oracle whose prophecies kept coming true in the worst possible way
2Rewarded for saving a Glassian Lord’s heir with my own family as slaves
3Favored servant & best friend of the Lord keeping my people
4Orchestrator of a failed salamander revolt
5Smuggler of sacred relics between mine complexes
6Last priest of a mine (1d6: 1–2 overrun / 3–4 betrayed / 5–6 abandoned)

Spells

  1. Earthworks: Tunnel through & reinforce up to [Dice] 5-foot cubes of touched soil. At 2+ SD, tunnel through and reinforce stone. At 3+ SD, tunnel through and reinforce especially hard, resilient, or magical kinds of stone, and double the amount of soil removed if the stone isn’t hard or magical. This spell can also prevent cave-ins and reinforce [Sum] 5-foot squares of loose wall or ceiling tiles. Designate a place to dump any spare material dug up within [Dice] hours, or have it dumped on your head.
  2. Earthen Sanctuary: Designate an underground or wholly stone/soil-built chamber. Those who would wish you harm & who do not know of your presence are unknowingly led away for [Dice] × [Dice] hours.
  3. Good Health: Restore [Dice] × [Dice] HP to a touched target, or grant the target a +[Dice] × [Dice] bonus to a Save for medical purposes.
  4. Draw Water: Extract pure water from a touched target object. This can dry a sponge, draw [Sum] gallons of drinkable water from swamp dirt or bog water, or instantly deal [Dice] × [Dice] Damage from dehydration to a living character, among other things.
  5. Metal Detector: Specify a metal (copper, iron, tin, silver, lead, mercury, gold, adamantine). The spell tells you if there’s any or not within a [Dice] × 200’ radius sphere, excluding a 30’ bubble centered on you. At 2+ SD, you know the vague direct direction. At 3+ SD, you get exact instructions for physically walking to it, if possible. At 4+ SD, you get continual guidance until you locate it.
  6. Strengthen: Target person or object within 30’ becomes stronger, gaining [Sum] Armor Points. Characters gain +[Dice] bonus to Saves relating to strength or endurance.
  7. Hastening: Up to [Dice] characters within 30’ have their Speed scores multiplied by [Dice] + 1 for [Sum] Rounds.
  8. Light: Touched point or object smaller than you glows with a soft light for [Dice] hours, illuminating a [Dice] × 15’ radius sphere around itself. At 4+ SD, the light has the qualities of sunlight.
  9. Gust of Wind: Summon a [Dice] × 15’ long directional wave of air in a 90° cone.
  10. Solar Flare: Call down from the sun a [Dice] × 5’ radius pillar of fire on a point in broad daylight within your line-of-sight. It deals [Sum] × [Dice] Fire Damage to everyone within its area of effect and sets them ablaze. With concentration, the pillar can be maintained & moved up to [Dice] × 5’ per round, dealing identical Damage on all following turns to everything that enters it. If maintained, the caster begins glowing brighter for each round that passes, taking [Dice] Fire Damage multiplied by the number of Rounds that the column has been maintained for.
  11. Flight: Up to [Dice] targets within 30’ gain a 120’ Fly score for [Sum] Rounds. At the end of the final Round, any moving aerial targets immediately fall in the direction of their current trajectory.
  12. Gift of the Traveler: A party of up to [Sum] characters may travel an extra [Sum] miles per day.