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Elemental Priesthoods

These priesthoods work good in a pantheon of their own. They complement each other by alignment basis. Though no elemental priesthood has very good sphere access, particular quests in your campaigns could allow them to gain spheres.
Note that these were not created with the CP System. They start off weak and through quests should be able to grow stronger. The quasielementals start off the weakest, but have the highest potential. Remember that strength is comparative; this means that if you have comparative religions game balance will be maintained, but if you allow very strong priesthoods balance will be destroyed.

All of the following priesthoods have one granted power that is the same: no elemental priest needs to concentrate on a summoned elemental of his plane to maintain control.
So, a fire priest can summon Fire Elementals and maintain control without concentration, energy priests can summon both positive and negative energy elementals without concentration, et al.

Access: M:(Major); m:(minor)
Spirit Sphere (coming soon)

Energy Planes
Positive
AL: N-G
M: All, Spirit(+), Healing; m: Protection, Guardian, Creation
1st: All Healing Spells are +2
5th: All Healing Spells are +2
8th: Raise Dead 1/day
Negative
AL: N-E
M: All, Spirit(-), Necromancy; m: Combat, War, Wards
3rd: All Cause Wounds are +2
7th: All Cause Wounds are +2
13th: Slay Living 1/day
Energy
Positive and Negative Priests may quest to become Energy Priests no earlier than 7th level. The massive energies harnessed by Energy Priests allows access to powerful summonings and alterations, including the only priesthood with access to Astral and Time. These priests are also known for their incredible powers over life and death.
M: All, Spirit, Necromancy, Healing, Astral
m: Combat, Creation, Guardian, Protection, War, Wards, Time, Summoning
7th: All Cure/Cause Wounds are at a +5 effectiveness
9th: Raise Dead/SlayLiving, 1/day
12th: Monster Summoning IV, 1/day (as wizard)
13th: Astral Spell, 1/week
15th: Monster Summoning V, 1/day (as wizard)
17th: Monster Summoning VI, 1/day (as wizard)

Elemental Planes
Air
M: All, Elemental Air, Guardian; m: Law, Protection, War, Weather
1st: Fly at 12C for 30 min/lvl/day
5th: Fly at 15B instead
9th: Fly at 18A
15th: Survive on Plane of Air, go there at will
Earth
M: All, Elemental Earth, Necromancy; m: Chaos, Summoning, Protection
1st: Can hold breath indefinitely
5th: Gain movement of Br 6
9th: Gain movement of Br 15
15: Survive and move on Plane of Earth, go there at will
Fire
M: All, Elemental Fire, Sun; m: Law, Charm, Combat, War
1st: Immune to normal fires and natural heat, +2 save vs magical fire and heat
5th: Fireball, 1/day (as wizard spell)
9th: Immune to Magical Fires and Heat
15: Survive on Plane of Fire, go there at will
Water
M: All, Elemental Water, Creation; m: Chaos, Charm, Summoning
1st: Breathe Underwater
5th: Free Action Underwater
9th: Gain movement of Sw 18
15: Survive on Plane of Water, go there at will
Elemental
And of the four element priests may aspire through questing and ordeal to become Elemental Priests no earlier than 8th level. These Priests command demanding power over every element and at higher levels are definitely forces to be reckoned with. In addition to the access below, the Priest maintains his previous Major access (but not minor). They lose previous granted powers.
M: All, Elemental, Travelers
m: Summoning, Divination, Weather, Creation
8th: Gain Movements: Sw 12, Br 12, Fl 12C
15th: Gain Movements: Sw 15, Br 15, Fl 15B
16th: Survive on Plane of Air, go there at will
17th: Survive on Planes of Earth and Water, go there at will
18th: Gain Movements: Sw 18, Br 18, Fl 18A
19th: Survive on Plane of Fire, go there at will

Paraelemental Planes
Each Paraelemental Priest gains Sage Knowledge in the field of their choice as a bonus NWP.
Magma
M: All, Combat, War; m: Elemental Fire, Elemental Earth, Thought
13th: Survive and move on Plane of Magma, go there at will
16th: Survive on Fire and Earth
Ice
M: All, Healing, Protection; m: Elemental Water, Elemental Air, Thought
13th: Survive and move on Plane of Ice, go there at will
16th: Survive on Water and Air
Ooze
M: All, Chaos, Summoning; m: Elemental Earth, Elemental Water, Charm
13th: Survive and move on Plane of Ooze, go there at will
16th: Survive on Water and Earth
Smoke
M: All, Law, Numbers; m: Elemental Fire, Elemental Air, Charm
13th: Survive and move on Plane of Smoke, go there at will
16th: Survive on Fire and Air
Paraelemental
No earlier than 8th level, a priest from the above four paraelements may quest to become a Paraelemental Priest. The priest loses all previous spell access, but gains the granted abilities of all Paraelemental Priesthoods.
M: All, Protection, Guardian, Thought, Charm
m: Elemental, Divination, Healing

Quasielemental Planes
Lightning
M: All, Weather; m: Elemental Air, Spirit(+)
Bonus NWP: Weather Knowledge
Mineral
M: All, Charm; m: Elemental Earth, Spirit(+)
Bonus NWPs: Appraising, Gem Cutting
Radiance
M: All, Sun; m: Elemental Fire, Spirit(+)
Bonus NWPs: Painting, Fire Building
Steam
M: All, Wards; m: Elemental Water, Spirit(+)
Bonus NWP: Set Snares
Vacuum
M: All, Numbers; m: Elemental Air, Spirit(-)
Bonus NWPs: Blind Fighting, Cryptography
Dust
M: All, Guardian; m: Elemental Earth, Spirit(-)
Bonus NWPs: Forgery, Disguise
Ash
M: All, Necromancy; m: Elemental Fire, Spirit(-)
Bonus NWP: Undead Lore
Salt
M: All, Thought; m: Elemental Water, Spirit(-)
Bonus NWP: Sculpting
Quasielemental
Any of the above quasielemental priests can aspire through questing to become a priest of all Quasielements no earlier than 9th level. These priests are known for the power they wield, and though the path is difficult, all those who succeed in becoming a Quasielemental Priest say it was worth the trip. When becoming Quasielemental Priests, characters retain their previous major access spheres and Bonus NWP. Their understanding of so many elements in the multiverse grants them abilities over animals and plants, a feat no other elemental group can claim.
M: All, Animal, Plant, Weather, Creation
m: Elemental, Spirit, Healing, Necromancy