Thursday, July 30, 2015

The Spells And Secrets Of The Hazarim

A sagely people, the Hazarim have developed many curious spells and items that could be of interest to adventurers or their enemies. This post won't make much sense unless you read the first part.

Relics Of The Faithful

Pilgrim's Conveyances

Over the years, so many Hazar corpses have required transportation to the holy city of Ummaq that they have developed a sort of cottage industry around making magical coffins. Since the dead are revived at their destination, these objects can see continuous recycled use amongst the faithful. Some even originate from inside Ummaq, where the once-dead inhabitants sometimes craft items to help their brethren. All conveyances will have unusual resistance to damage and protect their contents from harm.

Some possible variations:
  • An urn that animates the spirit of the deceased within as a ghast, but that ghast cannot venture beyond thirty feet from the the urn, nor will it seek to do aught except protect itself and those carrying it (assuming they are heading toward Ummaq).
  • A gilded sarcophagus made of insect-lacquer. Any who open it are driven dangerously, self-destructively mad for 1d4 days. We're talking "thinks they need to eat fire to live" crazy. They need to be restrained or will surely perish. Those that have been raised from the dead at least once by any means prove immune to this madness.
  • A marvelous mahogany coffin, inlaid with strange stones. If the coffin is rapped upon, it sheds a horrendous red light that strikes all within thirty feet blind for a day (save negates).
  • A humble sack stitched from the shirts of many different pilgrims who have made the sacred journey conveying others' remains to Ummaq. It and its contents are invisible save to those who truly believe in the Hazar gods and their prophets.

This used to be all the rage in Khaldok.
Over the years, Gossivam has sometimes given away some of his personal possessions to needy believers not ready to enter the sacred city. These items exhibit marvelous properties.

Gossivam's Shawl: This item imparts a +1 bonus to all saving throws. If one perishes while wearing it, raise dead and similar spells cost 25% less gold to cast upon the deceased. Gossivam has no problem getting new shawls, so he gives this item away fairly frequently (every few years).

The Prophet's Ring: This unique ring hails from Gossivam's days as a greedy false prophet. It is made in the style of the ancient Khaldo, appearing as an insect curled about one's finger. The wearer enjoys a +3 bonus to initiative and can heal another creature touched (never himself) 2d8+5 hit points, once per day. If this ability is used, the ring ceases imparting an initiative bonus until the next day.

Potions And Elixirs

Surrounded as they are by the superstitious, insectophile Khaldo people and the alkaloid-rich herbs of the drylands, the Hazar have developed some skill with alchemy.

Diviners' Draught: Concocted of powdered moon-moss and thousands of kiln-moths dissolved in a vitriolic extract, this potion allows the consumer to detect magic (as the spell) for an hour. Additionally, it allows the character to analyze anything they behold during that time as though they spent an hour studying it, even if they glimpse it for only a moment. Side effects occur after the effects wear off and include vomiting and sub-conjunctive hemorrhaging.

Natharon Oil: If one consumes even a small amount of oil from the dangerous nathar beetle, one is simultaneously rendered unintelligible to others and unable to parse language of any kind. This includes spoken, written, or even magical or telepathic methods of communication. Strangely, a natharon-consumer is able to perfectly understand others under the effects of the drug, including writing. The effects last for 1d6 hours and may cause illiteracy for weeks or more. Hazar dilute the natharon oil into short-lasting potions that can be used to write cryptographically or read the same, with minimal risk of side effects.

Potion Of Undead Detection: The wide-leafed vines that grow near Ummaq can be pulverized and fermented to make a strange potion. When consumed, it causes violent illness based on the proximity of undead creatures: if there is at least one undead within a mile, the character feels mild nausea. If there are undead within three hundred feet, they retch uncontrollably for 3d6 minutes. If undead are within a hundred feet, the character suffers 1d6 damage and retches for at least ten minutes. If undead are within twenty-five feet, the character is so ill that they are reduced to 1 hit point from partial organ failure. Strangely, these potions do not function correctly in the presence of living vines of the species from which it is derived; when consumed within a mile of them, the character always suffers as though undead were within the closest proximity.

Prayers From Exile

Some of the spells and prayers used by the Hazar date back millennia, others have been revealed to priests more recently, gifts from the gods to help protect their people. Note that Hazar culture does not distinguish between arcane and divine spellcasters. They are simply different kinds of priests to a Hazar. The spells below may be available to either or both, depending on your preferences.

The Lesser Invocation (1st level)
A short prayer traditionally recited before religious meetings, this incantation has certain uses in battle. When cast, the caster heals 1d8 hit points. If the caster hits with a melee attack within the next round, the first such attack inflicts an extra +1d8 damage.

Forefather's Curse (2nd level)
A curse pronounced in a Hazar dialect so ancient that it is barely recognizable as such. A targeted living creature within short range is thoroughly cursed for 1d6 days. During this time, food eaten by the target only provides 25% of its normal caloric value. Also, they suffer heatstroke when undertaking any labor as though they were performing said task in the middle of a sweltering desert. This makes something as simple as hammering in some pitons debilitatingly difficult. Finally, animals are automatically hostile to the target and seek to harm or avoid them if they can. Intelligent or magical animals might receive a save to resist the effect (they still hate the target and want them to die, though).

Sacred Undoing (3rd level)
The works of man are flimsy to those who perceive the world of secrets. This spell can be cast upon a building or section of building not exceeding thirty square feet. Inside that space, any unlocked and unwarded doors or obstructions are destroyed, crumbling into useless chunks. Nonmagical glass or crystal based architectural features shatter into smithereens. If there are suitably flammable materials anywhere within the structure, 1d6 small fires (campfire-sized) will be lighted that could potentially spread into something more serious. Additionally, the caster can specify one 10x10 area on the exterior of the structure that will be caved in, creating a large hole. This spell will not cause any but the most precarious structures to collapse upon casting, but could make a structural failure due to other causes more likely.

The Grimwalk (2nd level)
After a few hours of chanting over a ritually prepared corpse, it animates as a zombie with double the normal hit points and that only suffers half damage from all spells. The zombie cannot be controlled or turned, and will travel unerringly toward Ummaq of its own accord, only fighting if it is obstructed. Since the zombies created by this spell are not especially intelligent and frequently end up at the bottom of ravines or battling fearful travelers, this spell is regarded as a sort of last resort for those that do not have the luxury of personally conveying their friends' remains to Ummaq. Note that it is violence-inducingly offensive to imply or state any similarities between the state of undeath and the sacred resurrection that occurs at Ummaq.

Prepare One's End (3rd level)
Adventuring is perilous. Sensible spellcasters will take precautions regarding their own final disposition. If you should perish within three days of casting this spell, your body will animate (as the grimwalk) after 1d4 hours of being dead.

A sky-demon descends to begin ritual combat against its summoner.
Syncretic Spells

Many spells have been appropriated from the wizards of Khaldo or developed during the exile there.

Clairvoyant Ichor (1st level)
You imbibe great quantities of poisonous insects, rendering yourself weak and nearly paralyzed from poison. This state lasts for an entire day. While it persists, your blood is altered to convey sensory information: you can perceive anything that occurs in the presence of a half liter or more of your blood as though you were standing there. Producing such a large quantity of blood necessarily involves inflicting damage equal to 25% of a character's hit points. Your mostly paralyzed body can strenuously whisper any revelations to those tending it. You only perceive information from blood shed the same day you cast this spell, though it need not remain in a liquid state. However, diluting the blood or burning it will terminate your connection. Effects that cure you of your poisoned, paralyzed state also end this spell (or, in the case of protections from poison, prevent it from being cast in the first place).

Convene The Trial (4th level)
This spell summons a sky-demon to kill you. When cast, the creature lurks above you for up to an hour, then descends to perform ritual combat against you. In the old days, the priests of Crepulon would cast this spell before a crowd of people in order to prove their prowess and demonstrate the favor of their god. More recently, the Hazar have realized that the sky-demon really, really hates having the sacred formula of its ritual disrupted, to the point where the creature will actually defend the caster from other enemies. Once those enemies are dealt with, the creature will again turn its attentions to you. How you stat your sky-demon is up to me, but something along these lines might work.

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