If He should take back His Spirit to Himself, and gather to Himself His breath, all flesh would perish together, and man would return to dust.The Quasi-elemental plane of Grime is a wasteland universe of crumbling dirt and debris. You may find undead in open graves. This is also known as the "great dismal delve". The Doomguard has its Citadel Alluvius at the border of the negative energy plane. Without "grime plane protection" or "negative plane protection", visitors break down into grime, and lose 2d6 hp per day; at zero hit points, the body crumbles. Magically-created objects fall apart when standard spell duration is exceeded. Visitors cannot see a thing. All fires burn out in one round. The dao genies, the most wicked of known geniekind, live here. The touch of your bare living hand does 1d6 damage to any grime creature. There is no normal air here. Elemental servants from this plane excel at missions after major earthquakes.-- Job 34: 14-15
Spell keys: Moans
Adjacent planes and good ministries: | ![]() Protection |
![]() End-of-life |
The
Ministry of Elemental Good -- Grime Ministers
From the beginning, ministers in the Judeo-Christian-Islamic
tradition have gone to the unfortunate, and to those who have
made bad decisions, and worked to make their lives better.
Grime ministers are workers, urging people
to "get their hands dirty" doing good for others.
They care for
society's rejects, and minister to ordinary laborers.
They get a free proficiency in engineering,
blacksmithing, armor-making, weaponsmithing, or
some other physical mechanical trade.
Level 2:
Chill Touch;
Magical Stone;
Resist Acid & Corrosion ("Spells & Magic");
Resist Cold;
Strength of Stone ("Spells and Magic");
Weighty Chest ("Tome of Magic");
Level 3:
Blindness;
Camouflage ("Complete Book of Elves");
Chill Metal;
Shatter Rock;
Level 4:
Enervation
Gravel Door (as "Plant Door", between piles of gravel or soil);
Meld Into Stone;
Reflecting Pool (uses dirt rather than water);
Stone Shape;
Level 5:
Adamantite Mace ("Spells and Magic");
Dig;
Emotion -- Sadness;
Hallucinatory Terrain;
Stoneskin;
Transmute Grime to Other Element / Other Element to Grime;
Level 6:
Iron Skin ("Dragon Kings");
Passwall;
Spike Stones;
Stone to Flesh;
Transport Via Gravel (as "Transport Via Plants", but between gravel piles);
Wall of Stone;
Level 7:
Disintegrate;
Finger of Death;
Flesh to Stone;
Glassee;
Land of Stability ("Tome of Magic");
Possible additional abilities for Grime ministers:
Elemental spells for Grime Ministers (Second Edition)
Level 1:
Affect Normal Dirt (spread or pile all in 5 yards/level for 2 R/L);
Destroy Earth and Stone (1 cu ft/level; powdered); Endure Cold;
Soften Earth & Stone ("Spells and Magic");
Possible additional spells for Grime ministers:
spells that shatter rock; spells that move gravel;
spells that rain gravel on opponents or encase or obstruct them;
All ministers of elemental good can use many protective and restorative
spells in addition to their elemental selection.
As they progress, they gain the ability to communicate with creatures of their element,
and gain increasing immunity to damage. See the
sect's main page for details.
Air Ash Dust Earth Fire Grime Ice |
Lightning Magma Minerals Mist Negative Ooze Positive |
Radiance Rainbows Shadows Smoke Steam Water Vacuum |
Air Ministries -- Liberation
Ash Ministries -- Penance
Dust Ministries -- Remembrance
Earth Ministries -- Protection
Fire Ministries -- Wholesome Fear
Grime Ministries -- Street Ministry
Ice Ministries -- Courage
Lightning Ministries -- the Hardened
Magma Ministries -- Disasters
Minerals Ministries -- Commerce
Mist Ministries -- Tolerance
Negative Energy Ministries -- End of Life
Ooze Ministries -- Agriculture
Positive Energy Ministries -- Beginning of Life
Radiance Ministries -- Mysticism
Rainbows Ministries -- Peacemaking
Shadows Ministries -- Ethics
Smoke Ministries -- Liturgy
Steam Ministries -- Social Justice
Water Ministries -- Purification
Vacuum Ministries -- Renunciation
The Inner Planes
The Outer Planes
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