Atraz A'Zul, Mother of Spiders
Atraz A'Zul is a spider demoness of ancient lineage whose
intrigues are manifold, subtlety legendary, and cold calculation
uncompromising. She is the demon spirit of dark and quiet places and the unseen
things that creep there. To form a bond with Atraz A'Zul, one must go into the
desert and ingest the hallucinogenic spider known as the Dream Stalker. Atraz
A'Zul will appear to the dreamer who must pledge his troth to her and her
alone. Those who serve the demoness are expected to protect spiders, scorpions,
and other poisonous vermin.
Invoke Patron check results:
12-13 Atraz A'zul
answers the petitioner’s plea, but is contemplating dissymetries in her web of
control, and is distracted by other matters. The caster receives +4 to his next
attack, saving throw, skill check, or spell check.
14-17 The
caster’s touch becomes poisonous. For the next 1d5+CL rounds, targets touched
by the caster must succeed on a DC 10+CL Fortitude or take 1d5 per round of
damage for the next 1d5 rounds.
18-19 For 1d4+CL
rounds, the caster takes on the aspect of a giant spider (about the same size
as a mule). His AC and Ref saves improve by +2, and with a successful Will save
(DC 10), the caster can draw upon the essence of Atraz A'Zul gaining 2d4 hit
points. If the caster critically fails the Will save by rolling a natural 1, he
must burn 1d3 each of Strength, Agility, and Stamina.
20-23 Atraz A'Zul
grants the caster the ability to see the connections between strands of the web
of life for 1d6 rounds, during which he is able to gain a +3 to any roll.
24-27 The
caster’s weapons become venomous. For the next 1d4+CL rounds, targets struck by
the caster’s weapons must succeed on a DC 10+CL Fortitude save or fall
paralyzed for 1d6 turns. The magic is associated with the caster’s weapons not
the caster; while the magic persists, another character may attack with these
weapons to gain the same benefit.
28-29 Atraz A'Zul
grants the caster the ability to see the connections between strands of the web
of life for 1d6 hours, during which he is able to gain a +3 to any roll. His
allies may make any roll at +1.
30-31 The caster
is able to summon a 2d6+2 HD Demon Spider. For 3d3+CL rounds, the caster may
command it as if he were Atraz A'Zul herself. Demon Spider Init +4; bite +8 (1d10, poison) melee or web +8
missile (special: Ref save DC 15 or bound until released); AC 18; HD 6d12; MV 40’;
Act 2d20; SP darkness (+6 spell check), demon traits; SV Fort +6, Ref +8, Will
+6; AL L.
32+ Atraz A'Zul
recreates the caster in her image and with her powers. For 1d12+CL rounds, the
caster and five allies of his choosing receive +6 to AC and all saving throws,
+5 to all attack, spell check, and damage rolls, and the caster receives 2d12
additional hit points. He also takes on the aspect of a spider, and may bite,
cast webs as melee weapons, and make enhanced saving throws (act as Spider
Demon in result 30-31, above), and use Spider Climb and Darkness spells
at-will, with no spell check.
Patron Taint
1 – A variety of normal
spiders appear when the caster casts any spell. They crawl everywhere, infest
everything, and otherwise distract and annoy but otherwise do no harm. If this
result is rolled a second time, the effect is amplified such that a host of
spiders appears with each spell. The host is large enough to distract nearby
creatures within 10’, both friend and foe (DC 8 Will save or -1 to all rolls
for one round), though the caster is immune. If this result is rolled a third
time, the spiders follow the caster constantly, day and night, whether he is
casting spells or doing something else.
2 -- The caster
is begins to grow long, stiff hairs on the outer parts of the arms and legs,
shoulders, and back. These vary in color (1) Red (2) Grey (3) Orange (4) White
(5) Blue (6) Other—GM picks. This may affect his ability to wear armor. If this
result is rolled a second time, the caster begins to grow vestigial eyes, as a
spider. These organs are not functional. If this result is rolled a third time,
the caster's lower jaw begins to produce a pair of mandibles.
3 – The caster's
diet begins to change. He craves insects, and begins to eat them in addition to
his normal food. If this result is rolled a second time, the caster will only
eat live insects or small vermin like rats, moles, or mice for sustenance. If
the caster rolls this result a third time, he grows fangs and is able to poison
his prey with a bite, paralyzing it (DC 13 Fort save) and dissolving the prey's
innards after an hour. He may then suck out the liquefied matter.
4 – The caster
becomes more reclusive, tends to use go-betweens to conduct business outside of
his home. If this result is rolled a second time, the caster begins to
construct his lair as would a spider, with many alarms to alert him to
intruders and traps to hold them fast to be dealt with. If this result is
rolled a third time, the caster grows spinnerets, and the ability to build
webs. He is compelled to seek out a domicile where it is possible to build
them, like an old barn or an abandoned ruin.
5 -- Whenever the
caster casts a spell, his legs extend and change their joint structure. They
look unsually long and thin for a period of 1d4 rounds, at which point his legs
return to normal. (If a spell effect interacts with this, the spell effect
takes precedent.) If this result is rolled a second time, the transformation is
more complete, such that the caster’s legs truly resemble a spider’s legs for
1d4 turns. He does not gain any extraordinary climbing ability but scuttles in
a way which looks strange, and grows four large bumps on his hips and torso,
where a spiders legs might appear. If this result is rolled a third time, the
caster’s legs permanently change into spider's legs, and the bumps sprout
full-sized spider legs. He gains the ability to climb vertical surfaces at his
normal movement rate.
6 -- When the
caster casts a spell, tiny spiders emerge from his clothing. Then they scamper
off into the shadows. If this result is rolled a second time, the spiders
appear not just when the caster casts a spell but also 1d4 times randomly each
day. It may be when the caster sits down to dinner, or tries to study a
spellbook, or draws his dagger for combat: the spiders just appear. If this result
is rolled a third time, some large and venomous spiders appear at times, and
the presence of spiders becomes a permanent. They are always crawling in his
vicinity and on his person.
Patron spells
Spider's Senses
Level: 1 (Atraz A'Zul) Range: Varies Duration: Varies
Casting time: 1 round Save: None
Hidey Hole
Level: 2 (Atraz A'Zul) Range: 50 feet Duration: 1d6 rounds +
CL Casting time: 1 round Save: None
Summon the Host
Level: 3 (Atraz A'Zul) Range: 50 feet Duration: Varies
Casting time: 1 round Save: None
Spider's Senses
Level: 1 (Atraz A'Zul) Range:
Varies Duration: Varies Casting time: 1 round Save: None
General: The
caster's senses are enhanced, allowing him or her to sense even slight
vibrations and perceive heat sources.
Manifestation: Roll
1d3: (1) The caster manifests glowing spider eyes in addition to his regular
eyes; (2) the caster becomes a shadowy, spider-like figure; (3) web strands
radiate out from the caster in a radius equal to the spell's area of effect (as
rolled).
Roll
1 Lost, failure, and patron taint.
2-11 Lost, failure.
12-13 The caster can sense other creatures through
the vibrations in the soles of his feet and palms of his hands for a radius of
50 feet, and gains infravision to 25 feet. The effect lasts for 1d3 rounds.
14-17 The caster can sense other creatures through
the vibrations in the soles of his feet and palms of his hands for a radius of
100 feet, and gains infravision to 50 feet. The effect lasts for 1d4 rounds.
18-19 The caster can sense other creatures through
the vibrations in the soles of his feet and palms of his hands for a radius of
150 feet, and gains infravision to 75 feet. The effect lasts for 2d4 rounds.
20-23 The caster can sense other creatures through
the vibrations in the soles of his feet and palms of his hands for a radius of
150 feet, and gains infravision to 75 feet. In addition, the caster's keen
senses allow him to sense threats to his person, adding +3 to his AC. The
effect lasts for 2d4 rounds.
24-27 The caster literally can see through up to 5
feet of material (e.g., stone) as if through clear air. The caster can also sense
other creatures through the vibrations in the soles of his feet and palms of
his hands for a radius of 175 feet, and gains infravision to 85 feet. In
addition, the caster's keen senses allow him to sense threats to his person,
adding +4 to his AC. The effect lasts for 2d6 rounds.
28-29 The caster literally can see through up to 10
feet of material (e.g., stone) as if through clear air. The caster can also sense
other creatures through the vibrations in the soles of his feet and palms of
his hands for a radius of 200 feet, and gains infravision to 100 feet. In
addition, the caster's keen senses allow him to sense threats to his person,
adding +5 to his AC. The effect lasts for 1d4 turns.
30-31 The caster literally can see through up to 20
feet of material (e.g., stone) as if through clear air. The caster can also sense
other creatures through the vibrations in the soles of his feet and palms of
his hands for a radius of 225 feet, and gains infravision to 120 feet. In
addition, the caster's keen senses allow him to sense threats to his person,
adding +6 to his AC. The effect lasts for 1d6 turns.
32+ The caster
literally can see through up to 20 feet of material (e.g., stone) as if through
clear air. The caster can also sense other creatures through the vibrations in
the soles of his feet and palms of his hands for a radius of 225 feet, and
gains infravision to 120 feet. In addition, the caster's keen senses allow him
to sense threats to his person, adding +6 to his AC. The effect lasts for 1d6 turns.
In addition, the caster can remotely sense one person or thing of his choosing,
no matter how distant.
Hidey Hole
Level: 2 (Atraz
A'Zul) Range: 50 feet Duration: 1d6 rds. + CL Casting time: 1 round Save: None
General: The
caster may take refuge in a pocket universe.
Manifestation: Roll
1d3: (1) A large door appears in front of the caster; (2) a whirlpool of dark
energy sucks the caster into the floor; (3) the caster appears to go
two-dimensional and to fold in on himself becoming smaller and smaller until he
disappears.
Roll
1 Lost, failure, and patron taint.
2-11 Lost, failure.
12-13 The caster is transported into an unformed
space of refuge. He is safe, but cannot do anything beyond thinking, as there
are no real features to the place he inhabits. The effect lasts 1d6 rounds,
after which the manifestation reverses itself and deposits him back at his
starting point.
14-17 The caster is transported into an unformed
space of refuge. He is safe, but cannot do anything beyond thinking, as there
are no real features to the place he inhabits. The effect lasts 1d10 rounds,
after which the manifestation reverses itself. He may return to any destination
within 20 feet of his starting point.
18-19 The caster is transported into a small room
of simple design. There is a small desk in the room, and an empty chest. He is
safe, and may leave any one object in the chest for safe keeping; it will
remain until he is able to return. Alternately, he may take one item out of the
chest. (note—this chest is available in any hidey hole with defined spaces).
The effect lasts 1d4 turns, after which the manifestation reverses itself. He
may return to any destination within 50 feet of his starting point.
20-23 The caster is transported into a small,
furnished apartment. There is a sitting room with a small desk and an empty
chest. He is safe, and may leave any two objects in the chest for safe keeping;
they will remain until he is able to return. Alternately, he may take up to two
items out of the chest. (note—this chest is available in any hidey hole with
defined spaces). The effect lasts 1d4 hours, after which the manifestation
reverses itself. The caster may elect to return sooner, if he wishes. He may return
to any destination within 50 feet of his starting point.
24-27 The caster and up to 4 members of his party are
transported into a lavishly appointed suite with a sitting room, a dining room,
and a bedroom. In the sitting room is an ornate desk and an empty chest. They
are safe, and may leave any three objects in the chest for safe keeping; they
will remain until he is able to return. Alternately, he may take up to three
items out of the chest. (note—this chest is available in any hidey hole with
defined spaces). The effect lasts 2d4 hours, after which the manifestation
reverses itself. The caster may elect to return sooner, if he wishes. He may return
to any destination within 100 yards of his starting point.
28-29 The caster and up to all members of his party
are transported to a small wizard's tower with one of the following (apothecary
cabinet and potion mixing table; a copy of his grimoire and the notes he has on
the various spells he is learning; a bed in which he may rest). There is an ornate
desk and an empty chest. They are safe, and may leave up to five objects in the
chest for safe keeping; they will remain until he is able to return. Alternately,
he may take up to five items out of the chest. (note—this chest is available in
any hidey hole with defined spaces). The effect lasts 2d6 hours, after which
the manifestation reverses itself. The caster may elect to return sooner, if he
wishes. He may return to any destination within 1 mile of his starting point.
30-31 The caster and up to all members of his party
are transported to a medium-sized wizard's tower with all of the following
(apothecary cabinet and potion mixing table; a copy of his grimoire and the
notes he has on the various spells he is learning; a beds in which they may
rest; a dining room; a bathing area; a liquor cabinet). There is an ornate desk
and an empty chest. He is safe, and may leave up to ten objects in the chest
for safe keeping; they will remain until he is able to return. Alternately, he
may take up to ten items out of the chest. (note—this chest is available in any
hidey hole with defined spaces). The effect lasts 1d4 days, after which the
manifestation reverses itself. The caster may elect to return sooner, if he
wishes. He may return to any destination within 10 miles of his starting point.
32+ The caster and up to all members of his
party are transported to a small castle in the clouds (or on a lava lake, or
whatever) one of the following (apothecary cabinet and potion mixing table; a
copy of his grimoire and the notes he has on the various spells he is learning;
a bed in which he may rest). There is an ornate desk and an empty chest. He is
safe, and may leave up to five objects in the chest for safe keeping; they will
remain until he is able to return. Alternately, he may take up to three items
out of the chest. (note—this chest is available in any hidey hole with defined
spaces). The effect lasts as long as the caster wishes it to last, after which
the manifestation reverses itself on his command. He may return to any place he
has previously visited.
Summon the Host
Level: 3 (Atraz
A'Zul) Range: Varies Duration: Unlimited Casting time: 1 round Save:
None
General: The
caster summons spiders to do his bidding.
Manifestation: Roll
1d3: (1) A burst of webs spray out from the caster's fingers, each strand
leading to a spider of some sort; (2) spiders appear around the caster with a
popping sound and flashes of colored light (choose your own color); (3) the
caster vomits up spiders; (4) the caster rips a hole in space about 8 feet
above the floor and spiders stream through it.
Roll
1 Lost, failure, and patron taint.
2-11 Lost, failure.
12-13 The caster summons a rain of 1d10 small but
venomous spiders in an 4 yard radius area centered on the caster. They will
attack any creature in the area, but will not leave it. Poison requires DC 8
Fortitude save or take 1d4 damage per bite.
14-17 The caster summons a rain of 2d10 small but
venomous spiders in an 6 yard radius area centered on the caster. They will
attack any hostile creature in the area, but will not leave it. Poison requires
DC 10 Fortitude save or take 2d4 damage per bite (2 points of damage with save).
18-19 The caster summons a rain of 1d10 large,
venomous spiders in an 6 yard radius area centered on the caster. They will
attack any hostile creature in the area, but will not leave it. Poison requires
DC 10 Fortitude save or take 3d4 damage per bite (3 points of damage with save).
20-23 The caster summons a rain of 2d10 large,
venomous spiders in an 9 yard radius area centered on the caster. They may be
commanded by the caster, but will not venture more than 25 yards away from him.
Poison requires DC 10 Fortitude save or take 4d4 damage per bite (4 points of
damage with save).
24-27 The caster summons a rain of 2d10 large,
venomous spiders in an 9 yard radius area centered on the caster. They may be
commanded by the caster, but will not venture more than 25 yards away from him.
Poison requires DC 10 Fortitude save or take 4d4 damage per bite and be
paralyzed for 1 turn (4 points of damage with save).
28-29 The caster summons 1d6 monstrous spiders
(medium) into a 12 yard radius area centered on the caster. They may be
commanded by the caster, but will not venture more than 50 yards away from him.
See Hypertext d20 SRD entry: http://www.d20srd.org/srd/monsters/monstrousSpider.htm
30-31 The caster summons 1d6 monstrous spiders (large)
into a 18 yard radius area centered on the caster. They may be commanded by the
caster, but will not venture more than 75 yards away from him. See Hypertext
d20 SRD entry: http://www.d20srd.org/srd/monsters/monstrousSpider.htm
32+ The caster summons 1d6 monstrous spiders (huge)
into a 25 yard radius area centered on a point of the caster's choosing. They may
be commanded by the caster, but will not venture more than 100 yards away from
him. See Hypertext d20 SRD entry: http://www.d20srd.org/srd/monsters/monstrousSpider.htm
Spellburn
1—Atraz A'Zul
demands sustenance, supping from the caster's bodily fluids and leaving him
diminished (expressed as Stamina, Strength, and Agility loss, evenly applied)
2—The demoness
wants fresh prey. The caster may spellburn up to 10 points of ability score
loss, but must pay twice that amount later, either from his own body for from a
sacrifice.
3—The caster is
poisoned in channeling the demoness's power, and must make a DC 12 Fort save or
the spellburn costs twice as much (i.e., 2 points of attributes for 1 point
toward the spell roll).
4—The caster has
drawn the attention of his mistress. He must make a Will save (DC 15) if he
makes it, he gets spell points at half the normal cost, but must learn a secret
for the demoness (Quest for it). The spellburned attributes will not heal until
this secret is passed on to the demoness. If he fails the save, the spellburn
cost is normal, and he still must learn a secret before it is healed.
Hi Edgar -- I came over from my husband's blog. Congrats on the Newbie Award. Cheers and boogie boogie.
ReplyDeleteTim sent me, too.
ReplyDeleteThanks, people. Welcome to the blog!
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