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DnD Immortality Wellspring Fire

Dungeons and Dragons – Mystara

Immortality – Wellspring – Fire (Tier 4)

Source: Book of Immortals (Mongoose Publishing) for D&D 3.5 converted over to 5th Edition by me.

Note: Meant for 20th level characters only

– Fire (Flame)
– Description
– Blessings and Banes
– Gifts and Challenges
– Wellsprings
– Design Changes for 5E

Fire (Flame)

Before mortals learned to harness fire they were shackled by darkness and limited to using such natural materials as they could scavenge. With fire came light and warmth, as well as the ability to transform one material into another. With the power of transformation came all of civilisation’s wonders: metal, ceramics, bricks and hardened woods. Everywhere mortals look they see the results of their mastery over flame.

In its raw state, fire provides both light and warmth. It can also loosen the bonds between the other elements, allowing objects to change their innate balance of forces. This latter property makes fire terribly destructive; uncontrolled change can as easily lead to total annihilation as to something wonderful. Fire’s destructive properties force mortals to treat it with great caution; it is both the foundation of their civilisation and the one thing that could completely consume it.

Description

Associated Check Bonus:
Channel Bonus: +1 per victory
Infuse Bonus: +2 per victory
Base DC: 8+prof+victories

Mortals both fear and worship the power of fire. Most mortals touch small, chained fires every day. They use these domesticated flames to light their homes, to bake bread and to heal wounds. Without these slaves the civilised world would cease to exist. Yet, they also know that their cities and cosy homes could vanish in an instant if a slave flame were to break free. A small mistake, an unchecked fire or an overturned fire-pot and even the greatest city of mortal man would fall in flames.

Where fire touches positive energy it gains intelligence and will. The resulting creatures, called fire elementals, have no interest in serving mortals. They wish only to be left alone in their explorations of the infinite fire. In the course of these explorations many have mingled their essence with that of other primal powers, giving rise to the salamanders, efreeti and even stranger things. These ‘mingled’ spirits have interests that sometimes intersect with the mortal world.

Immortals who tap elemental fire first gain the ability to channel bits of primal fire into the world. As they develop their powers they begin to see the role primal fire plays in the transformation of all things. They come to realise that without fire, seeds could not grow into grain nor children grow into adults.

Tap LevelVictories RequiredBaneBlessing
11Mantle of Fire or Path of Fire
23Unfettered Flames
35Phoenix Eyes or Secret Fire
47Dreams of Flame
59Fire’s Freezing Hand
Fire Wellspring Table

Blessings and Banes

When an Immortal achieves his first victory associated with elemental fire he must choose between this Mantle of Fire and Path to Fire.
Mantle of Fire: If he selects this blessing he develops the ability to ignite his Aura into flame. As a standard action he may spend one point of Aura to radiate light bright enough to illuminate a 120 foot radius for a number of rounds equal to his Charisma modifier. While using this gift the Immortal cannot use Hide to obscure his location, but does gain +2 to AC. This light, which comes from pure elemental fire, does not have the effect of sunlight on undead.
Path to Fire: If he selects this blessing he develops the ability to channel gouts of elemental fire at any target within a 120 foot radius. Channelling this fire takes a standard action. Hitting the target requires a ranged touch attack. The attack deals 1d6+2 per victory associated with the tap, fire damage. The target does not get a saving throw. If the attack targets flammable material there is a 90% chance it will ignite.
Unfettered Flames: As an Immortal achieves his third victory associated with elemental fire he begins to suffer from this bane. Whenever he uses a fire-related gift, blessing or spell/special ability with the fire descriptor he must make a Wisdom check (Base DC). If he fails the fire ‘spills’ over, dealing 1d4 per victory associated with this tap, fire damage to everyone within a 20 foot radius of the character. Characters within the area of effect may make a Reflex save (Base DC) to take half damage.

Gifts and Challenges

Gift Side Effects – Elemental fire grants a bonus equal to the total number of victories associated with it to any checks required by numen gifts that summon fire elementals.

Effect on Challenges – Elemental fire demands both creation and destruction from those who would tame it. Each stage of apotheosis involving elemental fire must involve at least one challenge of power or challenge of creation.

Wellsprings

Wellsprings Available:
– Bridge of the Sun (2, Unlimited)
– Cathedreal of the Purifying Flame (7, Limited)
– Flame in the Sea (3, Limited)

Wellsprings of magic may have any of the following effects on the surrounding countryside.
Aura of Flame: The wellspring’s aura greatly enhances any spell with the fire descriptor while unravelling other forms of magic. Spells and effects with the fire descriptor cast within the wellspring gain a +1 modifier bonus per effect level to their DC. Spells with any other descriptor (or no descriptor at all) suffer a –1 modifier penalty per effect level to their DC. Effect Level: 1 per point of modifier.
Bastion of the Consuming Fire: The might of elemental fire lies in its ability to change the form of objects. Once per lifetime a mortal may petition elemental fire at this wellspring for just such a transformation. There is a 50% chance that the element will respond. If it does not, the mortal may never petition for transformation again. If it does, the mortal is immediately affected as if he were reincarnated (as the spell). Effect Level: 4.
Scorched Earth: The presence of overwhelming elemental fire makes it so nothing can grow near the wellspring. The land within the area of effect feels dry and lifeless. Animals that do not live within the area of effect avoid the area. Characters bringing animals into the area of effect must make a Handle Animal check (DC 20) each half hour to keep the animal from panicking. The creature remains panicked until it leaves the area. Effect Level: 1 per one mile radius.
White Flame: Pure elemental fire manifests as a burning, blue-white flame. Curiously, this flame does not burn things; instead, it deals any object or creature coming into contact with it a random transmutation spell of 5th to 8th level (1d4+4). The creature that touches the flame gets no saving throw against the effect. The flame has an effective caster level of 20. Effect Level: 3.
Knights of the Flame: Spirits of elemental fire watch over the wellspring. These spirits may be a mix of fire elementals, salamanders and efreeti. The knights include 30 CR of creatures with a maximum CR of 10 per creature. Each additional effect level invested increases the total CR by 10 and the Max CR by 3. Effect Level: 1 (30 CR, Max CR 10) + 1 per 10 additional CR and +3 Max CR.

Bridge of the Sun

Maximum Victories: 2, Unimited
Primal Power: Fire
Effects: Knights of the Flame (40 CR, Max CR 13)
Location: Unknown

In the rocky lands of the desert sun there sits a wonder of the world unlike anything made by mortal hands. It is a ‘natural’ bridge of butter-coloured stone. One end has anchored itself firmly in the ground. The other reaches up towards the sky. At the bridge’s end burns a flame so bright mortals have difficulty looking upon it.

From this flame come the bridge’s protectors: a huge elder fire elemental and a small host of lesser fire spirits. These creatures will prevent mortals from approaching the bridge by any means necessary. They avoid direct conflict with powers greater than they; instead they use trickery and deception to achieve their goals.

Cathedral of the Purifying Flame

Maximum Victories: 7, Limited
Primal Power: Fire
Effects: Bastion of the Consuming Fire, White Flame
Location: Unknown

Just before she transcended the mortal world the mighty Immortal priestess Verlia Pirelli set her sword into her temple’s altar stone. The sword’s blade became a dancing white flame capable of transforming anything it touched. The entire temple became infused with elemental fire, with the flame acting as a conduit for that might. Any mortal who so desires may petition the flame for a new life. Sometimes the petition is granted. Other times, the power refuses the request without saying why.

This power to transform gave rise to a cult dedicated to finding and helping those who need a second chance in life. This cult, the Brotherhood of the Helping Flame, gives aid and sustenance to those who need it. Those unfortunate souls the Brotherhood cannot help they bring, by force if necessary, to the Cathedral for ritual purification and transformation.

Flame in the Sea

Maximum Victories: 3, Limited
Primal Power: Fire
Effects: White Flame
Location: Unknown

Sailors’ chanties tell of a place, far out to sea, where a man might look over the side of his ship and see a single star shining in the deeps. Being superstitious sorts, sailors claim this light comes from the unblinking eye of an elder god chained to the ocean floor by other gods fearful of his power. Sages know these crude men refer to one of the great wonders of the world, a foundation wellspring of elemental fire called ‘Flame in the Sea’.

This wellspring is located two hundred fathoms below the water’s surface. It looks like a man-tall candle flame attached to the seafloor. Anything that comes in contact with the flame suffers an immediate, sometimes irrevocable change to its basic nature as elemental fire unbinds its components. Some sages seek out the flame in order to test their personal hypotheses about how the gods made reality; others seek it out for the raw power it holds

Design Changes for 5E

I have moved the DC for the checks into a Base DC so the more powerful the character, and the more associated victories the harder things are to resist.

D&D Gods

The Gods: The Immortals Overview, Patrons

GM Section: Immortality Overview, Path Conqueror, Path Dragon, Path Dynast, Path Epic Hero, Path Paragon, Path Polymath, Quest Petition, Quest Meeting

Wellsprings: Fire, Magic

Energy/Fire (31): Alphatia (16), Bartziluth (24), Bemarris (3), Benekander (1), Branden 11), Coberham (18), Fire Elemaster (33), Guidarezzo (15), Heimdall (30), Iliric (8), Ilsundal (34), Ixion (36), Madarua (26), Mazikeen (27), Mahmatti (14), Matin (19), Mealiden (23), Minroth (13), Ninsun (35), Patura (10), Pflarr (25), Rad (22), Rafiel (21), Raith (12), Rathanos (28), Razud (31), Saturnius (20), The Shaper (7), The Shining One (29), Zirchev (17), Zugzul (32)

Entropy/Darkness (35): Alphaks (20), Aracne Prime (6), Arik (18), Atzanteotl (31), Bachraeus (19), Bagni (24), Brissard (10), Danel (14), Demogorgon (29), Harrow (11), Hel (36), Hircismus (12), Idris (15), Jammudaru (5), Kallala (22), Kiranjo (7), Kythria (2), Loki (30), Loup (9), Macroblan (27), Marwdyn (4), Masauwu (28), Nyx (33), Orcus (26), Ouranos (34), Pharamond (32), Qywattz (21), Ranivorus (16), Ruaidhri (3), Saasskas (23), Slizzark (17), Stodos (6), Talitha (25), Thanatos (35), Yagrai (13)

Matter/Earth (34): Atruaghin (32), Buglore (9), Chiron (6), Diamond (21), Djaea (34), Earth Elemaster (33), Faunus (11), Forsetta (7), Garl (13), Ground (19), Hattani (15), Ilmarinen (20), Infaust (16), Ka (35), Kagyar (28), Land (27), Lokena (2), Lornasen (10), Maat (30), N’grath (29), Opal (18), Paarkum (8), Polunius (25), Pearl (12), Tahkati (17), Terra (36), The Eternal General (14), The Great One (26), The Korrigans (24), The Twelve Watches (4), Utnapishtim (23), Valerias (31), Wayland (24), Wogar (5)

Thought/Air (36): Air Elemaster (32), Arnelee (8), Asterius (28), Clebard (2), Cochere (12), Cretia (16), Diulanna (18), Eiryndul (20), Frey (13), Freyja (13), Gorm (22), Halav (17), Karaash (5), Kersy (21), Korotiku (32), Koryis (10), Malinois (15), Ninfangle (27), Nob Nar (5), Noumena (34), Odin (36), Orisis (19), Palartarkan (11), Palson (4), Pax (35), Ralon (9), Sinbad (25), Soubrette (24), Ssu-Ma (23), Tarastia (30), Taroyas (6), Thalia (31), Thor (29), Turmis (1), Urtson (7), Usamigaras (27)

Time/Water (33): Al-Kalim (3), Ahmanni (14), Bastet (22), Brindorhin (14), Calitha (18), Carnelian (11), Chardastes (24), Crakkak (10), Finidel (7), Fugit (30), Gorrziok (25), Hymir (13), Khoronus (36), Liena (1), Luca (12), Malafor (15), Oleyan (6), Ordana (31), Petra (17), Protius (29), Raven (21), Sharpcrest (19), Simurgh (19), Skuld (34), Tiresias (9), Tourlain (8), Tyche (28), Urd (32), Vanya (23), Vethandi (35), Water Elemaster (33), Yav (20), Zalaj (27)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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