Nasir
bin Ta'lab
Al Fahm, Nasir's Familiar
|
The bin-Ta'lab family
is one of the high aristocratic families of Taliban. Nasir is a second cousin to the
Sultan. The ancestors of Nasir were the founders of Taliban, and the
name of the city derives from the Ta'lab name. Nasir's family has prepared him for a
career as a diplomat. He has worked
as an Emissary for Taliban and the Hegemon. As is common with non-inheriting noble children, Nasir has
trained as spell caster. Early in his
career he concentrated on the summoning rituals of the Shaíir, but he has
recently surpassed his early training and become a Sand Mage (Ajami HíKarthe)
of small repute. Nasir is an emissary
sent to the Pelai from Taliban. |
Name: Nasir |
Race: Muerrin |
Class: Sha'ir / Ajami Hkarthe |
Level:Sha'ir 7/ Ajami 8 |
Age:28 |
Alignment: Evil |
Hit Dice: Sha'ir 7d4+14
|
Hit Points: 41 |
Armor: None worn |
Height: 6'1" Weigh: 247 lbs. |
Str:12 |
|
Dex:12 |
|
Con:16 |
+2hps 95% SS 96% RS |
Int:17 |
6 lang, 14 spells known
level |
Wis:12 |
|
Cha:15 |
+1 reaction |
POISON/PARALYZATION/DEATH
|
14 |
ROD/STAFF/WAND |
9 |
PETRIFICATION/POLYMORPH
|
11 |
BREATH |
13 |
SPELL |
10 |
Staff |
THAC0 = 18 |
Luck |
Journeyman |
Sixth Sense |
Journeyman |
Alertness |
Journeyman |
Demonological
bargaining |
Adept |
Tenebrous Knowledge
& Forbidden Lore |
Journeyman |
Mysticism & the
Occult |
Journeyman |
Soul Retrieval |
Journeyman |
Spellcraft, Wizard |
Journeyman |
Calligraphy |
Journeyman |
Statecraft, Rulership,
Politics, Intrigue |
Journeyman |
Crystallography &
Crystal Gazing |
Journeyman |
Weapons: |
Thaco |
Damage |
Speed |
Staff |
18 |
D6 |
4 |
Nether Robes: Provides continuous Protection from Evil, and
continuous Obscure Alignment, for self and for familiar (if familiar is
held). This item was located and
obtained through the efforts Nasir's familiar, Al-Fahm. |
Body Tattoos: The
tattoos on Nasir's body can be used to summon Nether planar allies, this
requires sacrifice, HP loss, or ability drain. |
Rod of Yolog's Sanctuary: Opens a portal that goes to a sanctuary located on the Nether planes: the Tower of Yolog, the abode of the powerful Baatezu Yolog. Yolog is a Gellugon but that is not his truename). Nasir has a bargained a non-aggression pact with Yolog, and is granted sanctuary within the tower. |
Al-Fahm. Al Fahm is
Nasir's familiar, a desert fox. The
fox is Nasir's family mascot, and Al-Fahm frequently surprises Nasir with his
abilities and astute observations. |
Cantrips |
First Level |
Second Level |
Third Level |
Fourth Level |
Fifth Level |
Chill
|
Sand
Quiet (AQ)
|
Earthy
Grasp (TOM)
|
Caustic
Dust Cloud (below)
|
Conjure
Sand Lion (AQ)
|
Conjure
Earth Elemental
|
Clean
|
Sand
Slumber (AQ)
|
Enlarge
Desert Creature (AQ)
|
Sandspray
(WSC)
|
Dimension
Door
|
Feeblemind
|
Dampen
|
Stone
Sense (HA)
|
Essence
of Natron (below)
|
Whispering
Sand (AQ)
|
Elemental
Form (WSC)
|
Hold Monster
|
Dust
|
Detect Magic
|
Sand
Shadow (AQ)
|
Dispel Magic
|
Elemental
Turning (WSC)
|
Monster Summoning 3
|
Gather
|
Identify
|
Continual Light
|
Haste
|
Stoneskin
|
|
Distract
|
Magic Missile
|
Detect Invisibility
|
Hold person;
|
Wall
of Stone
|
|
Hide
|
Pro. from Evil
|
ESP
|
Lightning Bolt
|
Improved Invisibility
|
|
Palm
|
Sleep
|
Invisibility
|
Infravision
|
Minor Globe or Invulnerability
|
|
Bluelight
|
Unseen Servant
|
Knock
|
Nondetection
|
Polymorph Self
|
|
Firefinger
|
Avert Evil Eye
|
Levitate
|
Prot./E 10íR
|
Protection from Elements
|
|
Two-D ëlusion
|
Talibanís Gentle Reminder
|
Mirror Image
|
Talibanís Mild Admonishment
|
Shout
|
|
Slash Tongue
|
Darklight
|
Entice Gift
|
Monster Summoning 1
|
Protection From Possession 10íR
|
|
Preserve Organ
|
|
|
|
Monster Summoning 2
|
|
|
|
|
|
|
|
Spells in Red type are evil spells obtained by Nasir through
nefarious means.
AJAMI CAPABILITIES
|
Source AQ=Al Quadim; WSC=Wizards Spell Compendium; TOM=Tome of Magic
Slash Tongue:
(Transformation, Evil)
Range: Close (25í+5í/2 lvl)
Components: V, S
Duration: 1 round
Casting Time: 1
Area of Effect: One living creature with a tongue
Saving Throw: Petrification ST negates,
The subjects tongue gets a thin cut. The subject takes 1 pt of damage and takes a ñ1 penalty on to-hit, saves, proficiency and ability checks during next round due to the annoying pain.
Preserve Organ: (Necromancy)Ý
Range: Touch
Components: V, S, M
Duration: 24 hours
Casting Time: 10 minutes
Area of Effect: One organ
Saving Throw: Fort Negates (harmless)
Preserves a single severed organ from decay or rot for 24 hours. Evil casters use preserved organs as material spell components. There are ritual uses for body parts as well. The organ is kept in the exact state it was in when the spell was cast. If a heart was beating and bloody, for example it will remain that way. (Book of Vile Darkness)
Bluelight
Range: 10 yards
Components: V S
Duration: Concentration
Casting Time: 1
Area of Effect: One three inch diameter sphere
Saving Throw: None
This spell causes a 3-inch diameter glowing magic sphere to
appear in the casters hand. The sphere
gives off blue colored light with the intensity of a candle for as long as the
caster concentrates. The light
illuminates a 5í radius area, it cuts off abruptly and creates no shadows
beyond this area. The light does not
ruin infravision or ultravision.
Two-D Illusion
Range: 10 yards
Components: V S
Duration: Concentration
Casting Time: 1
Area of Effect: 4 ten foot squares
Saving Throw: None
This cantrip creates an effect similar to phantasmal force in
most respects. The caster creates a 2
dimensional illusion of whatever scene he imagines.If the viewer sees it from more than a 45 degree angle
(horizontal or vertical) the nature of the illusion is immediately
apparent. It is invisible if seen from
the side or from behind. The illusion
automatically ends when touched by a living creature or when countered by
dispel magic, dispel illusion, dispel mirage and similar magics. Many casters use this spell to display a
video image of a creature, object, or location. It is a useful teaching aid and may allow others to recognize
something the caster has previously seen.
Sand Quiet (AQ)
Range: touch
Components: V, S, M
Duration: 1d4+1 round/level
Casting Time: 1
Area of Effect: One creature or item
Saving Throw: Negates
This spell eliminates all sounds emanating from the target,
including those caused by something strking it. The sounds are transmitted far away and are emitted in a random
location (defined below). Sounds
created by something that is held or attached to the target are also randomly
displaced.
Unlike the priest spell silence 15' radius the spell does not prevent the recipient from speaking activation words for magic items or verbal components for spells. The recipients ability to throw spells is unchanged unless the spell has a sound based effect, like shout.Sound based spell effects, and noise based attacks (such as the wail of a banshee) are displaced.
The material component of the spell is a handful of sand
which is sprinkled on the recipient. In
combat an attack roll may be needed to apply the sand. Unwilling recipients get a saving throw.
Sand Slumber (AQ)
Range: touch
Components: V, S, M
Duration: 3 to 6 (1d4+2) rounds
Casting Time: 1
Area of Effect: One creature
Saving Throw: Spells partial
This spell causes a magical slumber upon a single living being
of any class, species or level provided the target normally needs sleep. The spell does not affect undead or
constructs, it does affect Gen and other extraplanar beings.The target is allowed a saving throw vs.
spells.If the save fails the victim
sinks into a slumber for the duration of the spell, typically falling prone and
droping any held items. This fall never
awakens the victim, but a subsequent violent impact or attack will do so. Noise alone cannot wake the target. If the save succeeds the victim is slowed
for 1 round.
The material component is a pinch of fine sand, applied to the victims face, in combat this requires a successful attack roll.
Darklight:
Range: Touch
Components: V, S
Duration: 1 minute/level
Casting Time: 1
Area of Effect: One touched creature or object
Saving Throw: None
Subject radiates a 5' radius area of magical dark light. This enables those inside the radius to see things that are also inside the radius. Darklight does not overcome magical darkness. It is useful for moving within dark areas without attracting the attention of hostile observers looking for light sources.
Al- Ta'lab's Gentle Reminder
Range: 10 yards
Components: V
Duration: 1 round
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special,
see below
Developed to train and punish slaves, and to later adopted to assist in torture and interrogations Causes sharp agonizing pains in the victim which, if a Petrification ST is missed, immobilizes them, causes the victim to lose their next action (except movement), and take a -2 on Saving throws. The pain occurs even if the save is made, but the victim incurs no negative effects when a save is made.
Range: Touch
Components: V, S, M
Duration: 24 hours/level
Casting Time: 1
Area of Effect: 1 object and creature
Saving Throw: None
The caster touches and enchants a blue bead while stating the
protected subjects name. The bead is
then sewn into the recipient clothing and prevents the evil eye so long as the
bead remains in the recipients possession.
Stone Sense (Divination, Elemental Earth)
Range: personal
Components: V
Duration: 1 turn/level
Casting Time: 1
Area of Effect: 5 feet/level sphere
Saving Throw: None
This spell enables the caster to sense the earth or stone around
him. The caster can sense mineral
seams, objects and creatures in the stone, enchantments upon the stone, and any
gaps (such as passages) or other incongruities. The
spell is not blocked by lead or gold, but by air, water, or any
organic substance such as leather or wood.
Level 1I spells
Entice Gift: (Enchantment-Mind Affectin)
Range: 25 yards
Components: V, S
Duration: 1 round
Casting Time: 2
Area of Effect: One Creature
Saving Throw:Negates
The spell enchants a creature so that it suddenly feels compelled to give the caster what it is holding when he cast the spell. On the creatures next action, it moves as close to the caster as it can get in a single round and offers him the object. As paart of this spell the caster is allowed to act out of turn and accept the gift (provided that the creature was able to move adjacent to the caster, the caster has a hand free, and that the caster is capable of carrying the object). The subject defends itself normally while compelled, and acts normally on subsequent rounds, including trying to get the object back if desired. If the subject is prevented from following the compulsion (such as if he is held or paralyzed) then nothing happens.
Earthen Grasp (WSC, TOM as Maxmillionís Earthen Grasp)
Range: 10 yards plus 10 yards per level
Components: V, S, M
Duration: 3 rounds plus 1 round per level.
Casting Time: 2
Area of Effect: One creature
Saving Throw: Special
This spell must be cast on soil, such as turf, dirt or sand, it
causes an arm made of soil to rise from the ground. The hand attempts to grasp the targets leg. If a save vs spells is successful the hand
sinks into the ground. Each round
thereafter (unless the duration ends or the creature moves out of range) the
arm has a 5% chance per level of reappearing, grasping and causing another
saving throw.
If the save is missed, the limb holds the creature. The victim has a movement rate of zero, a
penalty to AC of -2, and an attack penalty of -2. Grasped creatures loses all dexterity bonuses. Creatures of great strength or size may be
able to pull free at the discretion of the dm.
The arm can be attacked.
It has an AC of 5, and has double the maximum (uninjured) HP of the
caster. An Earthen Hand never has more
than 40 HP. When the arm is reduced to
zero HP the spell ends. The material
component is a miniature clay hand, which crumbles to dust when the spell is
cast.
Enlarge Desert Creature Reversible (AQ) ;
Range: 10yds/level
Components: V, S, M
Duration: 1d6 rounds + 1round per level
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
This spell allows the caster to increase the size of a creature
(including an intelligent one such as the caster himself) in height, width,
volume, strength and weight. This
increase also boosts the damage inflicted by the creatureís physical attacks
proportionately. The wizard has no more
and no less control over the enlarged creature than he had prior to the
casting.
The spell works best on desert creatures, but can be cast on
others, too. Desert Creatures' refers
to animals and monsters that are normally found in desert terrain, as well as
individuals whose origins and backgrounds are in the desert. The recipients normal equipment and clothing
enlarge with him, but a mount does not resize when the spell is cast on itís
rider, nor vice versa. While a creature
is enlarged with this spell additional casting of Enlarge Desert Creature has
no effect. Growth is 10% per caster
level. Damage, movement, and melee
reach increase proportionately (round down).
The spell does not change dexterity, number of attacks, hit dice, hit
points, or saving throws. Growth from
the spell never hinders normal activities, for instance climbing and flying
movement is unrestrained. Creatures
cannot be harmed by the growth from this spell. If room constrains growth then the spell stops before it causes
damage.
Sand Shadow (AQ)
Range: Touch
Components: V, S, M
Duration: 3 hours
Casting Time: 3
Area of Effect: One creature
Saving Throw: None
The shand shadow conceals one being completely so long as the
recipient is mostly or wholly in shadow.
Only those using magical detection can see him. If the recipient moves from shadow to shadow
by crossing a well-lit area, he suddenly appears in the light, then vanishes
again, and can do this repeatedly.
Neither the caster nor the recipient can dismiss the spell
before its 3 hour duration ends. A
successful dispel magic targeted on the recipient will end the sand
shadow. A light spell will make the recipient
visible, but only while he remains within the lights area of effect. A concealed recipient can reveal his
position by picking up an object (which will remain visible). The recipient can attack and be attacked
without disrupting the sand shadow spell.
Attacks against the recipient suffer a -4 THAC0 penalty. The recipients vision is not altered by this
spell. The material component is a
pinch of dry sand and an eyelash, which are tossed into the air.
Essence of Natron (Alteration, Elemental Earth)
Range: 100 yards
Components: V, S, M
Duration: instant
Casting Time: 2
Area of Effect: 10í Radius Burst
Saving Throw: Spell 1/2
Essence of Natron is a variation on spells that were created to dry bodies in preparation to mummification. The material component, a fistful of natron or other desiccating agent, shoots forth from the caster and bursts, creating a temporary link to the Para-elemental plane of dust. The resulting circular dehydrating energy field sucks life-sustaining fluids from flesh of creatures in the area. Constructs, Incorporeal creatures, Mummies and creatures with Air, Fire and Earth descriptors are unaffected by the spell. Other creatures take 2d6 damage. For every 2 caster levels beyond third, the spell does an additional d6 of damage to a maximum of 5d6 at 9th level. This spell will not function underwater. In heavy downpours affected creature save for half or no damage. <note to gm, this spell is a rewrite of the 2nd level FR snowball storm spell. The original does cold damage and has fewer creatures that are immune to the damage>
Al-Ta'lab's Mild Admonishment: (WSC as Nybor's Mild Admonishment)
Range: 10 yards+1yd/level
Components: V, S
Duration: 2d4 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Spell Negates
Developed to train and punish slaves, and to later adopted to assist in torture and interrogations Causes acute intense agonizing pains in the victim which, if a Petrification ST is missed, immobilizes them, causes the victim to lose their actions (except movement) for 2d4 rounds, and take a -3 penalty on Saving throws. The pain occurs even if the save is made, but the victim incurs no negative effects from the pain.
Sandspray (WSC)
Range: 10 yards/level
Components: V, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: *
This spell causes a pillar of sand up to 30' high to erupt
around one creature. The blinding spray
causes 1d6 damage per 2 caster levels and requires no attack roll. The subject is allowed a save vs. spells for
half damage. All creatures, even those
that make the save are subject to blindness for 1d4+1 rounds. While blinded the creature cannot cast
spells and attacks with a -4 penalty.
The material component is a pinch of sand.
Whispering Sand (AQ) Alteration, Phantasm
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Similar to magic mouth, this spell imbues a handful of sand with
the ability to relate a message from the caster aloud. The caster picks the sand that will utter
the message, and the condition that will trigger the message. The triggering event must occur within 30 yeards
of the talking sand. When casting the
spell the wizard must voice the message that the sand will utter aloud. The maximum length of the message is 5 words
per caster level.
When the conditions are met the sand speaks. Anyone within 20' can hear the message
clearly. The sand's voice can be male
or female, but is always hoarse and throaty.
The voice mimics the casters pronunciation and tone. No lips appear when the sand is speaking.
Whispering Sand can deliver spells that are known to the caster
and have a only a verbal component.
Prior to delivering the message the sand radiates a dim alteration
aura. If the sand is set to cast a
spell the aura is extremely strong and matches the school of the spell that is
to be cast. Moving either the sand or the
container that holds it disrupts any spell held by the sand. Messages are not interrupted by moving the
sand.
Caustic Cloud of Dust (Conjuration, Elemental Earth)
(Helix)
Range: 20 yards
Components: V, S, M
Duration: 1 round plus 1 round per 2 levels over first
Casting Time: 3
Area of Effect: 30' x 30' square cloud, 20' High
Saving Throw:
Petrification-1/2
Caustic Cloud of Dust calls forth an opaque turbulent, choking cloud of powdered lye and caustic flesh burning chemicals. At the moment of first encountering the cloud, and each round thereafter, an affected creatures takes 2d4 damage plus one point of damage per caster level. While movement is possible within the cloud (at half speed) all creatures that rely on normal vision or infravision are blinded while within the cloud, and they take a -3 penalty to armor class on the round after they leave it. Creatures that don't breath air take only * damage;incorporeal creatures and creatures with Earth and Air descriptors are immune to the damage.
The cloud extinguishes open flames and fires. Speech and spell casting are 50% likely to
fail within the cloud. The cloud blocks
all sight to areas beyond. Magic can
freely pass through the cloud, but spells that require a visible target cannot
be cast on targets behind the cloud. If
cast in an enclosed area (such as a room) the cloud shrinks to fit the
available space, it will not expand thereafter. The caster can dismiss the spell at any time.Caustic Cloud of Dust will not function
underwater. Rain, fog, and magical
gusts of wind end the spell after 1 round.
The
material component is a vial of lye crystals.
Protection from Possession 10' Radius (WSC)
Range: Touch
Components: V, S, M
Duration: If mobile 2 rounds/level, if stationary 20 minutes per
level.
Casting Time: 4
Area of Effect: 10í Radius globe around the touched creature
Saving Throw: None
This spell generates a globe of protection that protects creatures within its confines from possession by spells and spell like effects. The globe is centered on and moves with the touched creature. The protection varies with the level of the caster.
At 7th level the sphere protects against the magic jar spell, including the spell like magic jar ability of ghosts and other creatures. Creatures with less than 4 hit dice or levels cannot take over or establish control over those within the area. Dead bodies (as opposed to undead) are completely protected from control.
At 9th level the protection is extended to inhibit creatures of less than 8 hit dice or levels.
At 12th level the protection is extended to all magical and psionic powers of possession and direct mind control, except effects created by artifacts or demi-deities.
At 15th level the sphere bars the area from controlled beings.Ý If a controlled being is trapped within the area, an opposed caster level check determines whether the possession or the protection fails.Ý
Conjure Sand Lion (AQ)
Range: 10 yards
Components: V, S, M
Duration: 1d4 rounds + 1 round per level
Casting Time: 4
Area of Effect: Summoned Creature.
Saving Throw: None
The wizard conjures a faithful female spotted lion. The beasts statistics are AC 6, Mv 12î (it
can leap 30 feet), 6HD+2, and THAC0 15.
It attacks with a 1d12 bite and two 1d3 foreclaws. If both foreclaws hit, it rakes with the 2
rear claws, each causing 2d4 of damage.
The creature is a Great Cat, found in monstrous compendium vol, I.
The Sand lion roars when it first appears. It attacks only at the casters
direction. The caster can see through
the lions eyes, although he gains no additional powers of vision.The caster does not have to concentrate to
control the cat, the lion will fight until death, spells expiration, or until
the caster dismisses it.The Lion will
serve as a mount (Mv 9) or pack animal (as a light horse).
Enchantment, Charm and necromancy spells donít affect the lion,
nor do divine spells of the animal, healing and necromantic spheres. Spells that have specific effects against
elemental earth creatures, such as Phase Door, always harm the Lion even if
they are from the schools or spheres listed above.
The material component is a handful of sand, which when tossed
in the air becomes the sand lion.
Elemental Form (WSC)
Range: Touch
Components: V, S, M
Duration: 1 turn plus 1 turn per level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: Neg.
This spell has 4 forms, one for each element. The element & form of the spell are decided at time of memorization. The spell enables the recipient to move (at 12) and act without hindrance in the chosen elemental environment. The recipient retains its hit points and spell casting ability.It retains its armor class (minimum in the Element form is AC 4) and magic weapons are needed to strike the creature.The recipient acquires a slam attack doing 1d8 damage. Unwilling recipients get a save vs. spell.
The material component is a vial of elemental essence. This liquid must be researched and brewed as if it were a potion, or bargained for with the genies.
Elemental Turning (WSC)
Range: Personal
Components: V, S, M
Duration: 1d4 +4 rounds
Casting Time: 5
Area of Effect: 60' Radius
Saving Throw: Negates
The caster picks an element at time of casting. All creatures of that element within the spells confines must save vs. spell or immediately flee the spells area and cannot reenter during the duration. Creatures who save are unaffected. The area centers on and moves with the caster. If the elemental is forced into a position where it cannot flee the spells area then it is forced to return to its home elemental plane.The material component is a bit of the opposing element, fire and water oppose each other, as do earth and air.