Jump to content

Caladra & Aurelion Home Brew


RHW

Recommended Posts

Change of pace. Here's a cult that fits in one post! Caladra & Aurelion. I know they've been gregged a few times, and maybe Caladra is actually Lodril. Or maybe not. I can't keep track. At one point, I made the twins a subcult of Vestkarthen, but then I made it a stand-alone. I'm still not entirely sure what to do with them, but here they are:

CALADRA AND AURELION
(Volcano Twins)

Caladra and Aurelion are twin gods who celebrate the natural cycle of renewal and destruction of Volcanos. Their cult is popular in Caladraland, where it often replaces the cult of their father Caladril (Vestkarthen). Runes are Fire and Earth.

The cult of Caladra and Aurelion provided soldiers and field priests for the God Learner Empire of the Second Age. As such, it is widely distrusted outside of Caladraland.

Caladra and Aurelion are unique in that they have both Priests and Rune Lords. Priests are called Children of Moray. In addition to the usual requirements, Priests must know Ignite and all three specialty cult Detect Spells.

Rune Lords are called Companions of Tessele and must have Mythology (Caladra & Aurelion) at 50%+ and have a POW of 15+. They must have 1h Axe, 2h Axe, or Spear at 90%+ and 90%+ in four of the following: Dodge, Any Parry, Thrown Weapon, Sing, Dance, Craft (Farm), Mineral Lore, World Lore, Orate, Any other Axe or Spear skill. They must know Ignite and all three specialty cult Detect Spells.

Caladra and Aurelion have no subcults.

CULT PERSONALITY SKILLS: Balanced, Protective

CULT SKILLS: Volcanic Thrust, Diamondspeech, Craft (Farm),

CULT SPELLS: Detect Obsidian, Detect Earthblood, Detect Diamond, Mindspeech. Mindspeech is also considered a Cult Specialty Spell.

CULT RUNE METALS: Iron, Gold, Copper, Obsidian

CALADRA (FIRE) RUNE MAGIC

SUMMON FIRE ELEMENTAL (S or M), 

BURN FIELD (Rune Magic, Ranged, Stackable, Duration = Special, 1 pt.) This sets fire to a field of crops, and area of brush, or any other area of vegetation with a 25m/pt of spell radius on the target point. The fire starts at the target point, burning and spreading normally until it reaches the border of the spell, at which point it spreads no further. The fire burns until the vegetation is consumed, then extinguishes itself. Areas affected by Burn Field will yield 50% more crops if planted within the next ½ year. If the last affected by the spell is later blessed with Bless Crops, the effect is cumulative.

EXPLODING JAVELIN (Rune Magic, Touch, 1 pt) Cast on a javelin or other thrown weapon. When thrown, the weapon will do 3d6 fire damage if it hits. Fire damage is matched against the target’s lowest location armor, including spells, in a resistance roll. If the resistance roll is a success, target takes full damage to total hits. If not, target takes ½ damage.

FIREDWELL (Rune Magic, Touch, 2 pts) This spell alters the metabolism of the target to enable survival in volcanic heat. Additionally the target can see through volcanic fumes and breath noxious gasses without harm. Targets take 2x damage from cold attacks, feel cold at normal temperature, suffer -3 DEX at O C, -6 DEX at -10 C, -12 DEX at -20 C. Each time this spell is used there is a cumulative 1% chance of it becoming permanent.

INCREASE FIRE (Rune Magic, Ranged, Stackable, 1 pt.) Each point of Increase Fire enlarges a fire by 1 hex or intensifies it by 1d6 damage. It may be cast on a Salamander to increase its volume. It can also be used to increase a Salamander’s fire damage by 1d6 per point, but in this case the Salamander itself also takes 1d6 damage each round per point of the spell.

LAVABLADE (Rune Magic, Touch, Stackable, 1pt.) Replaces the damage of a stone tipped spear or axe with 3d6 fire damage. Each additional point adds +1d6.

SUMMON CALADRIL (Rune Magic, Ritual, Summon, Stackable, 1 pt.) This spell must be cast on an active volcano. For each point of the spell cast, the volcano has a 1% chance of erupting. Multiple casters can pool their Summon spells to have a higher chance of eruption

AURELION (EARTH) RUNE MAGIC

BLESS CROPS, SHIELD

SUMMON EARTH ELEMENTAL (S or M)

DECREASE FIRE (Rune Magic, Ranged, Stackable, 1 pt.) Each point decreases a fire by 1 hex or reduces its damage by 1d6. If successfully cast on a Salamander, the Salamander’s damage and volume are both reduced by 1d6. This spell also reduces the damage of Fireblade, Firespear and similar spells by 1d6 per point.

DIAMONDEDGE (Rune Magic, Touch, Stackable, 1 pt.) This spell must be cast on a stone tool or obsidian or stone weapon. The tool or weapon is +1d6 to damage per point.

EARTHWARM (Rune Magic, Ranged, Duration = 12 hours, Stackable, 1 pt.) Cause an area of soil 25m in radius to increase in temperature by 5 degrees centigrade. Each extra point adds +25m to the radius or +5 degrees C.

HEAL BURN (Rune Magic, Touch, 1 pt.) If stacked with a healing spell and cast on damage caused by fire, either natural or magical, this spell provides all the necessary MP for the casting. Additionally, this spell allows healing magic to cure general hit point damage caused by fire damage even if the healing spell cannot normally do so.

PREVENT ERUPTION (Rune Magic, Ritual, Stackable, 1 pt.) This spell must be cast on an active volcano. For each point of the spell cast, the volcano has a 1% lower chance of erupting in the coming season. Multiple casters can pool their Summon spells to have a higher chance of preventing eruption. This spell can also be cast to stop an imminent eruption, with an effectiveness of 1% per point of spell cast.

CALADRA AND AURELION’S SECRET
 (FIRE OR EARTH RUNE)

MINDLINK OF THE TWINS (Rune Magic, Ritual, Permanent, 3 pts) This spell must be cast by two willing Rune Levels of Caladra and Aurelion, one Priest and one Rune Lord, nearly always one male and one female, at a ritual attended by at least 300 initiates. Both candidates must sacrifice for and cast this spell, which establishes a permanent, undispellable Mindlink between them and making them Twin Priests, the highest ranking officials in the cult. This Mindlink is unlimited in range. Morale effecting spells affect both Twins only if they overcome the POW of both. There are additional benefits and disadvantages which are beyond the scope of this write-up. Twin Priests are legally considered siblings if they were not originally related. Any sexual relations between them are considered incest and punishable by Spirits of Reprisal.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...