This spell can
only be cast by pouring a vial of darkest black ink into a pond,
bath, or other small contained body of water. Trying to cast this
spell in a river or the ocean will cause the magic to be wasted, as a
large cloud of black water flows away from you. When the ink is
dripped into the pool, it corrupts the water within to become foul,
stagnant, pitch black water that causes sickness if you drink it and
discolors clothing used to wash in it. This water can also stunt the
growth of crops or plants if disposed of improperly; this is part of
the cost of summoning this being. Once brought into this world; the
Father remains in our realm for one day, nobody else can summon him
until this time is up.
This is a powerful
spirit from another realm. It is not a demon, nor is it even
malignant, despite its elemental affinity with stagnant and foul
water and love of secrets. The Father appears as a roughly humanoid
figure with no facial features except for a set of triangular gills
running up its face. These gills disconcertingly flap open and closed
when the entity speaks, but it has no need to be underwater to
breathe. It is native to a realm where all that exists is pitch black
water. From questions asked to the Father, its realm is an infinitely
deep, pitch black pool of water with boundaries made of thicker still
darkness; the only things that pass through here are deceased abyssal
creatures from the ocean and the souls of dishonored krakens; which
shrivel up into rocks that endlessly fall deeper and are crushed
harder and harder by oceanic pressure. The Father claims this realm
is quite peaceful but boring, and as such it adores being summoned
and speaking to mortals.
The first power of
the Father is that he is an absolute master of magic pertaining to
water, necromancy, decay, and darkness. It will gladly translate or
transcribe any spell of this nature by using the black water of its
pool as ink- sometimes when this spell is cast Mages will line up by
the dozens to have their spellbooks described or annotated by the
Father to help in spell research. The Father does this freely as a
favor; it simply loves to share its knowledge with others. It has no
interest in magic outside of this sphere and won't help in casting or
learning any spells outside of his domain.
The second power
of the Father is that of secrets. The Father is an old being and
knows many things from when the world was still young, and it has
learned many things from all of its masters over the years. It will
tell you some secrets if it knows them; the location of ship wrecks
for one, as well as the secrets to cure many wasting sicknesses it is
also willing to trade for. This information the Father holds in much
higher regard then his magical knowledge; it will only give up these
secrets in exchange for an artifact it holds in equal value. All the
artifacts the Father accepts in trade are taken to its magical realm
and stored there eternally.
Finally; some
summon the Father to combat it, as it cannot leave until its time is
done. If the Father is fought, it will fight back. Treat as a 8 HD
outsider with 16 AC, and powers over death, water, corruption, decay,
and capable of splashing black pool deep water (treat as 1d6+1 acid)
at you every round as an attack. It can cast powerful spells and will
do so to defend itself, even though it cannot truly be killed as long
as its realm exist. If you manage to defeat the Father, he will
dissolve into the black pool and by sticking your hand inside (save
or contract a wasting sickness) you can magically retrieve any
artifact within the Black Pool realm. Since most of the artifacts
lost within that realm are no longer known about in our dimension;
the ability to claim an artifact is tied to the character's desire.
If you desired a powerful weapon, then the pool would give up a
powerful magic sword or trident of the deep black ocean. If you
desired magic, then the pool may give up one of the Father's many
magical, waterproof spellbooks written on decayed kraken skin, and so
on.
[2]
Je-Et
The Je-Et is a
perfect commander. It is a being of the Celestial Sphere, and as all
beings of that holy realm they appear as a strange angelic
amalgamation of various animals, body parts, and flawless divine
people. The Je-Et specifically appears as a divine man in a flowing
yellow robe studded with round armor plates of holy iron woven into
the fibers. The Je-Et has a three foot long neck, its neck tied with
ribbons around it to give it the appearance of a battle standard at a
distance, and this vantage lets it see over the heads of its allies
to guide its forces on the battlefield. Instead of having normal
legs, it has two long cricket legs which give it an incredibly
jumping ability. It wears a heavy iron chestplate, but on the center
of its back is the head of a rooster which can caw loudly to announce
a charge or sound the alarm; its head is oriented backwards so it
never falters in the face of the enemy.
The Je-Et were the
divine commanders in the ancient days of the armies of heaven when
the ultimate battle decided who would rule the Earth and Heaven.
After that war was over, the Je-Et were “retired” in the realm of
ultimate peace and tranquility. They have despised the Gods ever
since and are constantly seeking ways to get out of that realm to see
some action again.
To most, the Je-Et
sounds and acts as the perfect commander for an army or warband.
Instead of needing to pay them, the Je-Et pay YOU for each month of
service you commission them. Every month its rooster mouth coughs up
4,000c worth of silver coins. However, the Je-Et is such a good
commander that it will constantly keep its men motivated, in
training, and on the march at all times. It also needs an enemy to
fight. If kept defending a fortress or on guard duty too long, it
will consider the work beneath it and either take the men away (who
will likely be more loyal to the Je-Et then their true master) off on
a campaign of its own design, or it will start to question or even
imprison its master to micromanage their life and make new enemies
and instigate conflicts so it constantly has something to fight and
lead its army again.
The Je-Et fights
as a divine being of 6 HD. It is immune to aging, disease, and level
drain but can be killed by supreme martial skill above its own. It is
summoned with +1 magic spear, shield, and armor made from heavenly
alloys but can easily swap to new weapons if they are superior. It
knows 2d6 blade arts that it can deploy with or without weapons;
heavenly spear thrusts and elemental-charged attacks, and resistances
to magical attacks, are just a few of its potential tricks. Finally,
every Je-Et carries a pigeon made of stone, once tossed over the
horizon to serve as a messenger to the Gods. Since then, the bird is
lifeless after being retired and the Je-Et can instead evoke its
stone companion to turn itself to stone in the middle of a battle.
While the Je-Et is stone, it can see and think but cannot move until
three rounds have passed. The Je-Et will use this ability
opportunistically, such as to break your sword on his stone skin
during the middle of your swing.
The main ability
of the Je-Et is that it is an incredible commander and can size up
any foe with realistic plans to defeat opponents; even those of much
greater number or superior arms. The Je-Et can treat a troop of 20
men as equivalent to a detachment (usually requiring 50 men).
Detachments use their own rules and can't be harmed by individual
soldiers, unless special area of effect weapons or super high-level
character are deployed against them. Those who train under the Je-Et
for at least one week find their old injuries and inadequacies
seemingly lessened under their commander, who always puts them in the
position where they shine the best. Every soldier under the Je-Et no
longer treats any of their negative ability score modifiers as
negative for combat rolls; a crippled veteran with a -1 Strength has
no penalty to attack rolls, since the Je-Et taught them how to fight
using the enemies momentum, and so on. Finally, the Je-Et fixes group
morale, treat soldiers under them as having a Morale of +1 or 12,
whichever would be higher for the troop.
[3]
Bath Woman
This
spell brings forth a mystical female spirit. She appears as a golden
skinned woman with a pale glow, her body made of mist underneath a
transparent silk dress. She is a spirit of healing, cleansing, and of
magic. The spirit will clean any being or object presented before
her, and is known to be able to remove the taint of dark magic, the
cursed eternally stained bloody hands of murderers, skim the foulness
from artifacts touched by doom horrors from outside of time, and all
other things filthy and unclean are made right again by the purifying
waters that pool from her hands. Additionally, she may heal someone
of one level of level drain or 2d6 points of attribute damage once
per day.
The
Bath Woman is not an aggressive spirit but is also known as a bringer
of death. Those who are cursed with immortality and wishing for
death, or those simply wanting to pass on peacefully, can find
themselves set underneath the water of her bath and drowned,
peacefully rocked into death by her gentle touch. For some, they
believe the bath woman to be a succubus or other demon who preys on
men's souls, but those who willingly die to the bath woman's touch
always have their souls reach the next life as it was intended; she
only helps those pass on who wish it.
Once
the Bath Woman has been summoned to a spring, bath, fountain, or
other place it becomes mildly holy and sacred. Demons and undead
cannot bear to feel the waters here, though they are no longer
considered holy water if removed from the bath. If someone was to
defile the place, such as by dumping waste into the water or
attacking the peaceful Bath Woman, even once, she will disappear.
Otherwise this summoning is permanent.
[4]
Quadallochi
The
Quadallochi is a mischievous spirit of death and disorder. It can
only be summoned once the magic user has constructed a totem from
three skulls bound together with copper wire, which are arranged
facing each other with a candle burning between them as closely
together as possible. The Quadallochi can only appear within 20 ft of
one of these candle totems. If the totems are destroyed or the caster
moves away from one, the Quadallochi cannot appear. Once someone has
summoned a Quadallochi it becomes quite difficult to get rid of, so
avoiding and destroying these totems is one method to mostly avoid
the spirit.
The
spirit can appear in two forms. Usually it appears in a more “casual”
form of twisting black smoke over its totem when speaking to its
summoner. Otherwise, it may appear as a dark skinned young girl with
bright red eyes, usually peaking around corners or from under
furniture. This secondary form is used when others are present, with
the Quadallochi whispering in the summoner's ear, as it is quite shy
and doesn't like to be seen by others. This secondary form can also
interact with the environment in the way a small girl could; moving
light objects around a room or blowing apart circles of salt and the
like. For this reason, the Quadallochi is extremely hard to contain
once it is summoned; this body can build new totems or take away
ritual implments when not being watched. As long as there is no totem
nearby it cannot appear, but the Quadallochi has been known to build
a totem in a wall or hide some of its primordial death energy in the
form of purple jewels that it can hid in your boots or pocket; which
give it some control over energies and matter even outside one of its
totems.
The
primary reason for summoning this spirit is so it can grant you its
blessings. The Quadallochi has four different blessings it can give
to its summoner, but it only gives these at a cost. The first
blessing you take is given for the price of a small amount of
necrotic energy; usually the amount you would get from a few
cremating corpses in an alchemical furnace. The price increases from
there; ramping up to include requiring giving the spirit hundreds of
bodies worth of energy, human sacrifice, or assassinating immortal
beings so the spirit may supp on their death essences. Everything
consumed by this spirit cannot be risen to a state of undeath, as it
has lost is undeath potential, but the soul is still intact and can
be affected by resurrection magic or pass on to the afterlife.
The
four blessings of the Quadallochi are as follows. It will grant them
to you at any order, but most conjurers do not know all four and may
simply have to ask the spirit to grant them a boon or power without
specifics, and without knowing the costs first. The spirit has no
problem granting these powers before you pay up, which is exactly why
it hounds its summoners so much who so often try to extract the
spirit's blessings without the sacrifices to keep it sated. All
powers are permanent.
- Gain the power of indestructibility to all mortal weapons, so long as you in a very dark place. The level of light must be less then that of a candle; dark umbral flames rise off your form in darkness from your indestructibility.
- Gain the power to consume the dead flesh of mortals without thought to disease or the divine curse of ghoulism (the common punishment for those who commit cannibalism). You regain +1d4 hit points for gorging yourself on as much dead flesh from a member of your own race.. As a side effect, your tongue turns bright green.
- Gain the power to cause wracking pain to anyone you see. This causes dark black scratches to form on their body, dealing 1d6+1 damage and dealing immense pain enough so that they must save or lose an action that round. You can perform this power even without using up your own combat action; it requires but a single moment's glance. You can use the power three times per day and Wizards can cast it additional times by expending 1st level spell slots without needing to prepare them in advance.
- Lose both legs. You can still stand and walk upright, but your legs are naught but ghostly shadows. You can glide around as fast as you could walk or run before. You can avoid stepping on pressure plates, avoid caltrops, float over gaps, etc. However, your legs and any tight-fitting pants appear gone so you must wear long cloaks or dresses to hide your lower body, else you'll look like a floating upper body.
Once
you have gained all four blessings, or if you take a blessing without
paying back the spirit, it will not want to leave you. Even if it has
nothing else to offer, it becomes clingly with its summoners and
wants to use them gather more deathly energies for it, as its realm
is already totally dead and nothing left in it can die fresh. It will
continually push for more sacrifices, and promises to pay them back
with future powers or by finally leaving you alone, but it never does
and keeps following you until you finally die and it can drink your
essence or it is banished by a powerful sage.
[5]
Dwarfkiller
The
Dwarfkiller is debated to be either the soul of a heroic goblinoid
ancestor to all their kind, a magical spirit created by a massive
communal goblin spell, or some kind of unknowable entity that perfect
encapsulates the war between the goblins and the dwarves. The
Dwarfkiller appears as a fidgeting green-skinned ball of enraged
goblin faces, with dark blue colored spikes poking out between them.
The ball essentially moves by sliding across the ground, capable of
retracting its points or extending them a bit, constantly in a
defensive position. These blue spikes are magically powered
armor-penetrating dwarf-killing weapons, meant to penetrate the
toughest plate armor. The Dwarfkiller ignores armor bonuses to AC,
only evasion or advanced fighting techniques help avoid its lances.
The
Dwarfkiller hates Dwarves and wants to kill them. If you summoned it
as a Dwarf, then you are stupid and it attacks you. It attacks
dwarves on sight. It will also attack non-dwarves if they either try
to defend dwarves from it or if they strike it first. It snarls and
blabbers mouthfuls of insults and cries of battle every round in
goblinish, but hardly follows orders unless given to it in goblinish
and the order doesn't take it more then a few seconds off course to
the next dwarf to kill.
Dwarfkiller
HD-
8+8
HD,
AC-
14
Morale-
N/A
Numbers-
Usually One
Attacks-
(+4 to hit, ignores armor) Three 1d8+1 damage blue spike attacks
Abilities-
Cannot be Surrounded, Goblin Faces
As
a ball of goblin faces, the Dwarfkiller cannot be flanked or snuck up
on, since it sees and attacks in every direction at once. It can
attack three times per round, either focusing all of its spikes in
one direction to kill a dwarf, or in several to fend off attacks or
kill many dwarves at once, just slower. The Dwarfkiller by default
exists in our realm for only three hours once summoned, but if
somehow brought here another way or through mass Dwarf sacrifice, it
can be kept here longer.
The
Dwarfkiller is also made up of many small goblin faces. They are the
size of a normal goblin's face, and plastered together into a ball
shape. If you use a war pik or tear one off with your hands, the face
will be removed from the ball and it will now have a gaping hole that
shows off its core. The inside of the Dwarfkiller looks like an
amorphous blue mass of stone which the spikes jut out of or recede
into when not in combat. Attacks against this blue mass deal double
damage against the creature. Secondly, the faces pulled off can
continue to speak and even bite you if you're holding on to it, but
lack any intelligence of their own. They also don't say anything
useful in goblinish except racial slurs and a desire for you to throw
them at a dwarf so the face can nibble them to death.
Also;
the blue-stone core of the Dwarfkiller is its heart and takes
additional damage. If one of the pikes is taken off or a section of
the core is chipped, it will remain in this realm even after the rest
of the goblin orb has vanished. This stone material is very heavy and
strong; and if fashioned into weapons it becomes capable of
fashioning weapon tips or spear heads out of. It requires a high
strength score (17 and up) to use a spear with a blue-stone head, but
it ignores armor and punches right through even heavy plate armor.
[6]
Bush of Ta'Ool
This
spell conjures a magical bush, which grows from the ground as though
a seed with a year's growth. It has hearty red-brown branches and
brambles, with white and light pink leaves. It smells wonderful. It
remains in a mostly dormant state where it is summoned for up to one
season, after which it rapidly loses color and dies off. This bush is
but one single seed or branch of “growth” from the true Tree of
Ta'Ool, a magical force from another realm embodying life and energy.
This spell is difficult to cast as it requires rare reagents and
magical white jade to be buried in the ground as a “seed” to cast
the spell at the first moments of it being finished.
This
bush has two primary effects. The first is that, while within the
bush, the spellcaster gains an innate sense of the natural world.
Around them, the sensations of animals and the winds become one with
the spellcaster, letting them lose their sense of self and become one
with nature and life around them. The growth of Ta'Ool also remains
in this realm for at most six hours once summoned, and as such the
danger is mitigated, but for those who find a way to increase its
time of summoning and get too lost in the sensation can lose their
mind entirely, their body disappearing from inside the brambles and
their spirit becoming one with the web of life.
While
within this advanced state of awareness; the caster may hone in on
anything natural and living within the general area around them;
focusing in and watching things as though disembodied from a
collection of sensations and energies around them. They could watch a
fox hunt for a rabbit, or see a carp splashing majestically on the
surface of a lake. Then they could shift their attention to the road,
to see humans walking along, and zoom their mind over to a volcano,
and sense its heat and how close it is to its next eruption and so
on. Consider this an advanced, totally freeform but limited in range
form of scrying. Additionally, while within this scrying state, the
caster may embody one of the natural elements or things they can
sense and see into themselves for a short time, granting advantage on
a related roll. For example, they could channel the swiftness of a
river to gain a bonus to escaping an enemy, or they could invoke the
ferocity of the tiger they had been watching in spirit-form, thus
giving them advantage on their first attack roll, and so on.
The
second power of the bush is that of the living conduit. By mystical
ritual applications, requiring the spell caster a bit more magical
knowledge then the growth spell by itself, you can embody the spirit
of the land within the bush. This magically makes the bush animate
into either a humanoid golem, a long snake made of vines and leaves,
or a magical white dove, the form of which is determined by the
spirit of the land. This spirit represents the animate spirit of life
in the area; gaining a personality based upon the land it was
spammed. The dark and stormy mountain land in the deep, lifeless
winter will probably be a cold and distant spirit, where as the
spirit of a fertile valley in the heat of summer will probably be
joyous and encouraging. Regardless of how it is created; this magic
spirit is always subservient to the desires of its maker. Once the
spirit is animate, the user can give it any number of commands or
orders that it is required to fulfill. The spirit will then use its
boundless well of life energy and the powers of nature in the land to
do its best to fulfill them. These commands must include changes or
magic to be woven into the natural world; such as “encroach the
forest back onto the arrogant human town”, an elf would say, and
the growth-spirit would try its best to do so. The spirit can
interweave life in this land to attempt to fulfill its end of
whatever it is asked; it can make species adopt unusual habits, such
as scratching the spellcaster's name out of any open books or wanted
signs they see to let them pass through unmolested. The growth spirit
can make the predators in this land more tame, or make the rivers
flow more predictably for the drought stricken land and so on. This
spell is often cast by elves, as their Ta'Ool spirits race around
their forests to make the land as sustainable and livable for their
elven masters as possible.
However,
it is important to know that after the spirit is let loose, it will
change nature that may well have unforeseen effects. It also only
lasts one season, meaning once that season is up and the spirit dies,
it will no longer be able to make any changes or reverse changes that
had unforeseen consequences. Lands affected by two or more
conflicting
spirits may well have their natural ecosystems brutally upended and
chaos reigning over the people and animals of that place. Commonly, a
magic user may use this spell to conjure a spirit and order it to
increase their power or control over the land they live, and when
that time is up the Wizard will have lost control over their own
constructs made of interwoven branches or have packs of wild animals
following them; attempting to serve their commands but killing the
magic user's followers in mistake for intruders. It is also possible
that, if the spirit is given foolish orders or is captured by evil
forces, the connection to the land could be used to drain it of all
life and goodness to create a barren or twisted wasteland. Once that
has happened, the land can no longer grow a Growth of Ta'Ool and the
spirits of this spell will no longer come here; only time can mend
the wounds wrought by this magic spell.
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