Nasir bin Ta'lab

Al Fahm, Nasir's Familiar

 

DESCRIPTION

Nasir is a tall, fat Muerrin male with a short beard and rotund body.  He hides his uncontrollable, wildly kinky, prematurely grayed hair beneath a turban, and similarly uses robes to mostly disguise the ritual tattooing of his body and face.  Nasir profoundly dislikes water but scrupulously maintains and his hygiene and grooming with of sand baths, body oiling, and colognes.  Ta'Lab is Muerrin  for "Fox", and Nasir is rarely seen without his pet desert fox Al-Fahm (Muerrin for "Coal").

 

BACKGROUND

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.

 

 

CORE FACTS

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
Ajami d4+2

Hit Points: 41

Armor: None worn

Height: 6'1" Weigh: 247 lbs.

 

ABILITY SCORES

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

 

SAVING THROWS (MU 6-10)

POISON/PARALYZATION/DEATH

14

ROD/STAFF/WAND

9

PETRIFICATION/POLYMORPH

11

BREATH

13

SPELL

10

 

WEAPON PROFICIENCIES

Staff

THAC0 = 18

 

NON-WEAPON PROFICIENCIES

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

 

COMBAT MATRIX

Weapons:

Thaco

Damage

Speed

Staff

18

D6

4

 

MAGIC

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.

 

SPELL BOOK

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 Black type are Sand Province, Ajami Hkarthe specialty spells (Elemental Earth spells)

Spells in Blue type are Universal Mage Spells

Spells in Red type are evil spells obtained by Nasir through nefarious means.

 

AJAMI CAPABILITIES

Spell points

@8th level: 125 Standard [95+30(Helix Int Bonus)] plus 35 Sand Province

@9th level: 125 Standard [95+30(Helix Int Bonus)] plus 35 Sand Province

Spell cost

1st- 4

2nd- 6

3rd- 10

4th- 15

5th- 22

Point Recovery
Per Hour

Hard exertion: None

Walking/Riding: 2% of max

Sitting/resting 4% of max

Sleeping 10% of max

Notes on Casting

A maximum of 6 spells per level of which one must be Sand Province

Provided they are in his spell book, the Ajami can pay double the spell points in order to memorize spells that are 1 or 2 levels above those normally available to a wizard of the Ajamis level.

Free magics:Provided the Ajami has not already memorized his maximum number of spells per day at the particular level he can
reserve spell points to cast any spell in his spellbook as a free magic. Free magic spells cost double the spell points of the memorized spell.

Nasir's Special Spells

Source AQ=Al Quadim; WSC=Wizards Spell Compendium; TOM=Tome of Magic

Cantrip

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.

 

Level I spells

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.

 

Avert Evil Eye

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 2

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>

 

Level 3

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.

Level IV spells:

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.