Passion of the Phoenix
The Phoenix Clan was the scholars of Talinar. While the Dragon seeks to understand the Universe, the Phoenix seek to unlock it. Their incredible devotion to knowledge made the Phoenix the most powerful Shugenja in the Empire. Their shugenja can call the power of the elements to bear like no other. One shugenja of the Phoenix can easily equal a squad of samurai. But for all their power, the Phoenix are highly pacifistic, seeing war as a last resort.
Since the Fall of Talinar, the combined knowledge of the Phoenix Elemental Masters have found new ways to survive, but even in their power the Phoenix are oft-tempted. The Phoenix Clan is often courted by darker powers, and not all Phoenix are strong enough to resist. But the Clan, like its namesake, renews itself in the end, burning away corruption and arrogance. The Phoenix inevitably rises anew from the ashes, a symbol of light and hope in the Empire.
Unlike other Clans, the Phoenix are not truly led by a Champion, but by the Elemental Masters, a council of the five most powerful shugenja in the land. As the world fell into despair this council began to waver and now only 2 of the original council seats are occupied. The others remain waiting for those worthy and powerful enough to take up the seats. Though the years of corruption within Talinar the Phoenix have on a spiritual level bonded with the planet and even an untrained mind can manifest some visage of elemental mastery.
-=Clan Features=-
Elemental Channeling
Spell List
0 – Flare (Dazzles one creature)
1 - Burning Hands (1d4 fire damage/level max 5d4)
2 - Produce Flames (1d4 + 1/two levels damage, touch or thrown)
3 - Searing Light (Ray deals 1d8/two levels, more against undead)
4 – Fireball (1d6 damage per level, 20ft radius)
5 - Flame Strike (Smite foes with divine fire 1d6/level)
6 - Fires of Purity (Target burst into magical flame becoming a formidable weapon)
7 - Fire Storm (Deals 1d6 fire/level)
8 - Delayed Blast Fireball (1d6/level you can delay up to 5 rounds)
9 - Meteor Swarm (Deal 24d6 fire damage + burst)
|
Phoenix Clan Member |
Fatigue Caused by Spell Level |
||||
|
Light |
Moderate |
Heavy |
Severe |
Mortal |
|
|
1-2 |
- |
0 |
1st |
2nd |
3rd or higher |
|
3-4 |
0 |
1st |
2nd |
3rd |
4th or higher |
|
5-6 |
0 |
1st & 2nd |
3rd |
4th |
5th or higher |
|
7-8 |
1st |
2nd & 3rd |
4th |
5th |
6th or higher |
|
9-10 |
2nd |
3rd & 4th |
5th |
6th |
7th or higher |
|
11-12 |
3rd |
4th & 5th |
6th |
7th |
8th or higher |
|
13-14 |
4th |
5th & 6th |
7th |
8th |
9th |
|
15-16 |
5th |
6th & 7th |
8th |
9th |
- |
|
17-18 |
6th |
7th & 8th |
9th |
- |
- |
|
19-20 |
6th |
7th, 8th,& 9th |
- |
- |
- |
*This is mental fatigue not physical so magical healing will not remove it
Phoenix Clan Spell List
All members of the phoenix clan are able to manipulate the element of fire. This is as normal as breathing for members of the phoenix clan though some choose to expand their training (This spell is treated as an innate ability.).
Effects of Fatigue:
Naturally, fatigued characters face some significant disadvantages, as shown below. The fatigue from channeling is mental fatigue and cannot be cured by magic.
Lightly fatigued: The lightly fatigued character is unable to see well because of mental overexertion. A lightly fatigued creature takes a -1 penalty on attack rolls. This effect lasts for 10 minutes.
Moderately fatigued: A moderately fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Anything that would normally cause fatigue causes the fatigued character to become exhausted. After 2 hours, moderately fatigued characters are no longer fatigued.
Heavily fatigued: A heavily fatigued character cannot run or charge and takes a -4 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the heavily fatigued character to become severely fatigued. After 2 hours of complete rest, heavily fatigued characters are only moderately fatigued.
Severely fatigued: A severely fatigued character is exhausted. She moves at half speed and takes a -6 penalty to Strength and Dexterity. Afteeer 2 hour of complete rest, a severely fatigued character becomes heavily fatigued. A heavily fatigued character becomes severely fatigued by doing something else that would normally cause fatigue.
Mortally fatigued: Characters are incapable of attacking or effectively defending themselves and collapse into a trembling heap immediately (helpless). The character must attempt a Will Save DC 15 + Spell level; if she fails, the strain proves too much and she perishes. If she passes, she remains unconscious for 2 hours before awaking severely fatigued. Obviously, a channeller should be extremely careful when she begins to feel tired she can cause her own death if she overdoes it.