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View Full Version : D&D 3.x Class The Hathir (3.5e Base Class) PEACH



Alabenson
2020-01-21, 09:39 AM
The Hathir

In far-off desert lands lie the mortal homes of the genie, masters of magic and the elements. While many mortals may attempt to bargain with these beings, the true masters of trafficking with them are the enigmatic spellcasters known as the hathir. Through careful bargaining with the lords of the genies, hathir have mastered a form of magic unlike almost any other.

Adventures: Hathir are notorious for having a particular love of luxuries, and thus many turn to adventuring as a way to fund their lavish lifestyles. In addition, hathir who have pledged themselves to a particular genie lord will often adventure to further their patron’s interests (and, consequently, the hathir’s own power).

Characteristics: Hathir use an unusual form of magic called mysteries, granting them a wide array of magical powers similar to spellcasting. Though a hathir may lack the versatility of wizards or clerics, as a hathir’s abilities progress their abilities gradually become increasingly difficult for their opponents to counter.

Alignment: As their powers are ultimately drawn from bargains made with genies and other spirits, most hathir tend towards lawful alignments. When it comes to good and evil, however, hathir tend to lean towards each in equal measure.

Religion: While some hathir choose to venerate deities of magic, many others worship the elemental princes or the great genie lords such as the Sultan of Brass.

Background: Many hathir start out studying magic alongside wizards and other more traditional spellcasters until they discover the secrets behind the hathir’s mysteries. Unlike other spellcasters, however, hathir almost never take on apprentices as such individuals would inevitably become rivals for the attention of their genie patrons.

Races: Humans and half-elves make up the majority of hathir, with both races being prone to embracing unorthodox spellcasting methods and half-elves in particular drawn to the idea of bargaining for power. Few other races follow the path of the hathir in significant numbers, whether because they favor more traditional schools of spellcasting or due to a lack of aptitude for the deal making inherent to the class.

Other Classes: Hathir get along decently with non-spellcasters, many of whom see little distinction between the hathir’s mysteries and the spells of other arcane spellcasters. Wizards, on the other hand, tend to view hathir with disdain, viewing them as lazy and arrogant, wielding power that they haven’t properly earned.

Role: A hathir’s role is largely determined by their selection of mysteries. Depending on which paths the hathir chooses, a hathir can control the battlefield by summoning sandstorms, assault their opponents with conjured fire, or magically gather information about future threats. One role that almost all hathir are able to fill, however, is that as party face, owing to their naturally high Charisma and skill at bargaining.

GAME RULE INFORMATION
Hathir have the following game statistics
Abilities: Charisma is the most important ability for a hathir, as it powers their mysteries along with several of their key class skills. Dexterity is useful as hathir don’t typically wear armor, and Constitution provides valuable hit points.
Alignment: Any
Hit Die: D6
Starting Age: As bard
Starting Gold: As cleric

Class Skills:
Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge (arcana), Knowledge (nature), Knowledge (nobility), Knowledge (the planes), Sense Motive, Speak Language, Spellcraft
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier



LevelBABFortRefWillSpecial



1st+0+0+0+2 Fundamentals of the Genie, Apprentice Mysteries



2nd+1+0+0+3 Spirit Servant



3rd+1+1+1+3 Entreat Service 1/day



4th+2+1+1+4 Bonus Fundamental



5th+2+1+1+4 Haggler +2



6th+3+2+2+5 Entreat Service 2/day



7th+3+2+2+5 Apprentice Mysteries (spell-like), Initiate Mysteries



8th+4+2+2+6 Bonus Fundamental



9th+4 +3+3 +6 Entreat Service 3/day



10th+5+3+3+7 Conjure Portal



11th+5+3+3+7 Haggler +4



12th+6+4+4+8 Bonus Fundamental, Entreat Service 4/day



13th+6+4+4+8 Apprentice Mysteries (supernatural), Initiate Mysteries (spell-like), Master Mysteries



14th+7+4+4+9 Unlimited Fundamentals



15th+7+5+5+9 Entreat Service 5/day



16th+8+5+5+10 Bonus Fundamental



17th+8+5+5+10 Haggler +6



18th+9+6+6+11 Entreat Service 6/day



19th+9+6+6+11 Conjure Portal (other planes)



20th+10+6+6+12 Bonus Fundamental, Palace of Wonders




Class Features

Weapon and Armor Proficiency: A hathir is proficient with all simple weapons. Hathir are not proficient with any type of armor or shield. Wearing armor of any kind or using a shield incurs a chance of arcane spell failure for the hathir’s mysteries that work like spells.

Fundamentals of the Genie (Su): A hathir must master certain basic powers before proceeding to deeper secrets of the genie. These powers, known as fundamentals, function as supernatural abilities usable three times per day. The hathir begins paly with three fundementals and gain an additional at 4th level and every four additional levels beyond 4th. At 14th level, the hathir can use their fundamentals an unlimited number of times per day. The hathir can, when gaining a new level, choose a new fundamental in place of another mystery. When choosing a fundamental, the hathir can “relearn” an already known fundamental, thus gaining another set of uses of that fundamental per day. The save DC of any fundamental is equal to 10 + the hathir’s Cha modifier.

Mysteries and Paths: A hathir does not cast spells as other classes do, but instead invokes mystical secrets called mysteries. The hathir knows one mystery at 1st level and gains one additional mystery every class level. Up to 6th level, the hathir can only learn apprentice mysteries. At 7th level, the hathir gains access to initiate mysteries, and at 13th level they become able to use master mysteries. The hathir can choose his new mystery from any category they have access to (including fundamentals).
Within a category of mysteries (apprentice, initiate, master), the hathir can only learn mysteries of a new level if they have learned at least two mysteries of a previous level, however they need not know all previous mysteries within a path to select a mystery from that path.
Mysteries represent a method of manipulating magic that is far more complex and yet primal than traditional spellcasting. As the hathir progresses, their connection to the Elemental Planes grows stronger and their mysteries become more ingrained in their essence. When they are capable of casting only apprentice mysteries they cast them as though they were arcane spells. They all have somatic components, armor-based spell failure chance and are subject to interruption.
At 7th level, when you become capable of casting initiate mysteries (regardless of whether they choose to learn any), your apprentice mysteries become so much a part of them that they now function as spell-like abilities and they no longer require somatic components. Their new initiate mysteries function as arcane spells and follow the rules described above.
When the hathir reaches 13th level and become capable of casting master mysteries, another change occurs. Their master mysteries now function as arcane spells, and your initiate mysteries function as spell-like abilities. Their apprentice become supernatural abilities.
A hathir can learn mystery more than once. Each time they relearn a mystery, they gain another set of uses of that mystery per day.
A hathir can use each mystery they know a certain number of times per day depending on whether it is cast as a spell (once), a spell-like ability (two times) or a supernatural ability (three times). In addition, a hathir receives bonus mysteries per day for having a high Charisma score. Although the hathir does not prepare spells, they still must rest for 8 hours and meditate for 15 minutes each day to regain their use of mysteries just as a sorcerer or bard must rest and meditate to regain use of spell slots.
In order to cast a mystery, the hathir must have a Charisma score of at least 10 + the mystery’s level. The save DC for the hathir’s mysteries equals 10 + mystery level + the hathir’s Cha modifier. Even though a hathir does not cast spells in the traditional sense, their class levels count for the purpose of determining their overall caster level.

Spirit Servant (Su): A hathir of 2nd level or higher gains the service of a minor spirit able to perform basic tasks. The spirit functions as an unseen servant, except that it has an effective Strength score equal to the hathir’s class level and is able to withstand an amount of damage equal to three times the hathir’s class level before dissipating. In the event that the spirit servant dissipates from damage, it automatically reforms in 1d4 rounds. The spirit servant must remain within 100 ft of the hathir at all times, and is unable to enter the area of an antimagic field or similar effect.

Entreat Service (Sp): Beginning at 3rd level, a hathir develops the ability to attempt to persuade the great genie lords to grant them a minor favor once per day, potentially replicating a spell from the cleric or wizard spell list as a spell-like ability.
To use this ability, the hathir must first make a Charisma check as a free action against a DC of 10 + the level of the spell being requested. A hathir with 5 or more ranks in Diplomacy receives a +2 synergy bonus on this check. If the spell being requested has an expensive material component, the hathir must offer treasure with a value equal to the cost as part of their check. If the spell being requested would normally have an XP cost, then the hathir must offer treasure with a total value of five times the XP cost of the spell. Treasure offered in this way vanishes from the hathir’s possession should their Charisma check succeed.
If the hathir’s check fails, the attempt is wasted and the hathir loses that use of their entreat service ability for the day. If it succeeds, however, the hathir may then immediately cast the requested spell as a spell-like ability, with a caster level equal to their character level and a DC equal to 10 + the spell level + the hathir’s Charisma modifier. The hathir may only request a spell with a level less than or equal to one half the hathir’s character level.
At 6th level and every three levels after (9th, 12th, 15th, and 18th) the hathir gains an additional use of this ability per day.

Haggler (Ex): Constantly bargaining with genies and other spirits for their services enables the hathir to hone their negotiating skills in more mundane situations. At 5th level, a hathir receives a +2 competence bonus to all Appraise, Diplomacy, and Gather Information checks. At level 11 these bonuses increase to +4, and at level 17 they increase again to +6.

Conjure Portal (Sp): Once per day, a hathir of 10th level or higher can briefly open portal between two points on the same plane as a standard action. The portal appears within 30 ft. of the hathir, may be up to 20 ft in diameter, and can remain open for up to 1 round per class level. The portal’s destination must be a place on the same plane that the hathir has either visited previously (merely observing through scrying or some other divination is not sufficient) or can precisely and unambiguously identify in terms of distance and direction.
At level 19, the hathir gains the ability to create portals that reach other planes of existence or places they haven’t previously been (though they must be able to unambiguously identify their destination), and can now use this ability up to three times per day.

Palace of Wonders (Su): At level 20, a hathir gains the ability to fashion a grand extradimensional palace, similar to what would be created by Mordenkainen’s Magnificent Mansion by a CL 20 wizard, except as noted below. The hathir may conjure a portal to this palace at will as a standard action.
The food contained within the palace is magically restocked every 24 hours. Creatures who rest for at least 8 hours within the palace heal an additional 1 point of damage per HD in addition to their natural healing and are cured of any negative conditions that could be cured by the panacea spell.


Hathir Mysteries
Fundamentals
Comprehend Writing: As the spell read magic, plus comprehend languages
Ghostly Flames: Create spectral lights as the spell dancing lights, can detonate to create faerie fire effect.
Minor Wonders: As the spell prestidigitation.
Mystic Reflections:[B] As the spell detect magic.
[B]Secretive Whispers: As the spell message
Shroud of Comfort: As the spell endure elements.
Spirit Hand: As the spell mage hand but can affect heavier objects and magic items.
Stinging Sand: Ray deals 2d4 nonleathal, Fortitude save or fatigued.
Warding Spirit: As the spell resistance

Apprentice Path Mysteries

Cinders of the Efreet
1 Ember Shower: Deal 1d4+level fire damage, subjects may catch fire.
2 Incite Flames: As the spell pyrotechnics.
3 Body of the Efreet: Body heat deals damage to attackers, deal fire damage with touch.

Compelling Voice
1 Suzerain’s Demand: Subject obeys command for 1 round, is shaken afterward.
2 Commanding Presence: Captivates all within range, gain bonus to Bluff against those affected.
3 Insidious Request: As the spell suggestion.

Conjured Luxuries
1 Glorious Raiment: Create luxurious garb with grants +4 AC bonus, +1 per 5 levels.
2 Summon Carriage: Summons a carriage plus horses.
3 Sumptuous Banquet: Conjures a feast for 3 humans/level.

Deceptions of the Genie
1 Disguise Appearance: Change the appearance of a creature.
2 Cloak of the Unseen: As the spell invisibility plus bonus to Move Silently.
3 Illusory Splendors: As the spell major image.

Guardians of Stone
1 Lesser Summon Sandstone Warrior: Calls an animated statue to fight for you.
2 Summon Sandstone Warrior: Calls an animated statue to fight for you.
3 Greater Summon Sandstone Warrior: Calls an animated statue to fight for you.

Mystical Transposition
1 Locality Exchange: Swap positions of 2 willing creatures within range.
2 Teleportation Burst: Randomly change the positions of creatures in a 10 ft burst.
3 Instant Movement: Teleport a short distance once per round as an immediate action.

Winds of the Djinn
1 Buffeting Breeze: Swirling winds protect from gasses and ranged attacks
2 Cutting Sirocco: Blows or knocks down smaller creatures, deals slashing damage
3 Personal Zephyr: Fly at speed of 60 feet on small tornado

Wrath of the Wastes
1 Searing Updraft: Column of hot sand deals 1d4/level damage and -1 penalty on attacks and skill checks.
2 Grasping Dune: Sand entangles and damages creatures in 40 ft spread.
3 Wicked Sandstorm: Cone of sand deals 1d6/level damage

Initiate Path Mysteries

Arcane Recantation
4 Mystic Backlash: As the spell dispel magic, causes damage to the caster whose spells are dispelled.
5 Eldritch Consumption Field: Casting in area is difficult, gain temp hp when spells fail.
6 Thaumaturgical Dissipation: As the spell greater dispel magic.

Bulwarks of Security
4 Sheltering Cottage: As the spell leomund’s secure shelter
5 Living Barricade: As the spell wall of thorns, grapples creatures within area or adjacent.
6 Wall of Dancing Swords: As the spell blade barrier

Mastery of Adulation
4 Entice Affections: Target creature regards you or another creature as their friend
5 Rapturous Visions: One creature/level is dazed for 1 round, distracted for 1 round/level thereafter
6 Eternal Devotion: As charm monster, but permanent duration

Material Desires
4 Invoke Earthly Goods: As the spell minor creation
5 Conjury of the Craftsman: As the spell fabricate
6 Greater Invoke Earthly Goods: As the spell major creation, created vegetable matter is permanent

Pathways of the Ether
4 Astral Contortion Ward: Teleportation spells and effects into area send target to random destination
5 Instant Odyssey: As the spell teleport
6 Sojourn of the Spirits: As the spell plane shift, may travel to specific locations on the Elemental Planes.

Raging Desert
4 Bulwark of the Wastes: As the spell wall of sand
5 Conjure Sandstorm: As the spell control winds, severe or stronger winds contain blowing sand and grit.
6 Devouring Sandwrath: Area is filled with severe sandstorm, tentacles of sand grapple those within

Sight Beyond Limits
4 Far-Flung Perceptions: As the spell scrying, may choose to view location instead of person.
5 Outrider Spirits: Summons a multitude of minor spirits that spy for you as the spell prying eyes
6 Spellpiercing Gaze: As the spell true seeing

Wrath of the Sultan of Brass
4 Choking Shadowflame: Spectral flames burn and sicken those in 20 ft. spread
5 Immolating Chains: Deal 1d6/level fire damage in 20 ft. burst, creatures who fail their saves are grappled, take additional damage each round.
6 Fires of Annihilation: Ray deals 2d6/level fire damage, ignores fire resistance, deals half damage to creatures with fire immunity.

Master Path Mysteries

Boundless Transformations
7 Anysize: Grow to Huge size or greater or shrink to Tiny size or smaller
8 Transmutation of the Material: Change nonmagical objects into anything else
9 Infinite Forms: As the spell shapechange

Command of Life and Death
7 Consume Vitality: Targets in cone become exhausted, gain temporary hp for each target effected
8 Lifeforce Obliteration: Target living or undead creature is destroyed
9 Seed of Eternal Life: Create duplicate of target that awakens when target dies

Lord of the Trackless Dunes
7 Soul of the Wasteland: Gain qualities of an elemental
8 Desolation Imprisonment: Target is transformed into insubstantial wind
9 Nightmare Sandrage: Create massive sandstorm, multiple tornadoes form within area

Master of the Skies
7 Cyclonic Transformation: Take the form of a whirlwind
8 Stormlord’s Essence: As the spell stormrage
9 Elemental Army: Summon storm elementals to serve you

Opulence Unending
7 Princely Pavilion: Create a grand pavilion
8 Call Servant Staff: Call multiple genies to serve caster
9 Conjure Planar Vessel: Summon flying ship able to transverse the planes

Soul of the Inferno
7 Conflagration from Within: Kills or destroys subject
8 Reality Ignition: Area temporarily gains fire-dominant planar trait
9 Barrage of Devastation: As the spell meteor swarm

Unending Knowledge of Time and Space
7 Whispers of the Past: Allows you to learn information about a person, place or thing.
8 Boundless Visions: As the spell greater scrying, may choose to view location instead of person, receive benefits of true seeing
[B]9 Glimpse of Destiny:[B] As the spell foresight

Alabenson
2020-01-21, 09:43 AM
Anysize
Master, Boundless Transformations
Level/School: 7th/Transmutation
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

This mystery allows the hathir to either grow to Huge, Gargantuan, or Colossal size, or alternatively shrink to Tiny, Diminutive, or Fine size, depending on their caster level. The hathir’s Strength, Dexterity, Constitution, natural armor, size modifier to Armor Class and attack rolls, and space and reach all change as shown on the accompanying table. The hathir need not assume the largest or smallest size they are capable of, though they can only assume one size per casting.
All of the hathir’s equipment changes size with them, allowing them to use weapons or magic item effectively in their new form.


Caster Level Size Str Dex Con Nat. AC AC/Atk Mod Space/Reach
1st-15thHuge (20 ft.)+16-2+4+3 -2 15 ft./15 ft.
1st-15thTiny (18 in.)-8+4-2+0 +2 2-1/2 ft./0 ft.
16th-18thGargantuan (40 ft.)+24-2+8+7-4 20 ft./20 ft.
16th-18thDiminutive (9 in.)-10+6-2 +0 +4 1 ft./0 ft.
19th or higherColossal (72 ft.)+32-2+12 +12 -8 30 ft./30 ft.
19th or higherFine (3 in.)-10+8-2 +0 +8 1/2 ft./0 ft.


Astral Contortion Ward
Initiate, Pathways of the Ether
Level/School: 4th/Abjuration
Range: Close (25 ft. + 5 ft./2 levels)
Area: Two 10-ft. cubes per level (S)
Duration: 1 hour/level
Saving Throw: Will Negates
Spell Resistance: No

Any creature attempting to use a teleportation spell or effect to enter the area of this mystery or who attempts to use a teleportation spell or effect while within its area of effect must succeed on a Will save. On a successful save, the spell functions normally. However, on a failed save, the creature being teleported is instead sent to a random destination within the range of the teleportation spell or effect being used.

Barrage of Devastation
Master, Soul of the Inferno
Level/School: 9th/Evocation [Fire]
Range: Long (400 ft. + 40 ft./level)
Area: Four 40-ft. radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes

This mystery functions as the spell meteor swarm.

Body of the Efreet
Apprentice, Cinders of the Efreet
Level/School: 3rd/Transmutation [Fire]
Range: Personal
Target: You
Duration: 1 round/level (D)

This mystery infuses the hathir’s body with elemental fire, causing damage to anyone attacking them. Any creature striking the hathir with its body or a handheld weapon takes 1d8 points of fire damage. Creatures wielding weapons with exceptional reach, such as longspears, are not subject to this damage.
Furthermore, if the hathir under the effects of this mystery strikes a creature with a natural weapon or unarmed strike they may deal an additional 1d8 points of fire damage. Alternatively, the hathir may deal this fire damage as part of a melee touch attack.

Boundless Visions
Master, Unending Knowledge of Time and Space
Level/School: 8th/Divination (Scrying)
Range: See text
Effect: Magical sensor
Duration: 1 hour/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes

This mystery functions as the spell greater scrying, except as follows. The sensor created by the mystery permits both sight and hearing. Furthermore, if the hathir wishes they may elect to scry a specific location instead of an individual. In this case the mystery doesn’t allow a saving throw, however the sensor cannot be moved. Finally, the hathir receives the benefits of a true seeing spell while viewing through the scrying sensor.

Buffeting Breeze
Apprentice, Winds of the Djinn
Level/School: 1st/Transmutation [Air]
Range: Personal
Area: Cylinder (10-ft radius, 10 ft. high, centered on self)
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

The hathir surrounds themselves with a moving cyclone of whirling winds. These winds cause any ranged weapon attacks to have a 30% miss chance and prevent gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the barrier (although it does block incorporeal creatures).

Bulwark of the Wastes
Initiate, Raging Desert
Level/School: 4th/Conjuration (Creation) [Earth]
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sand wall whose area is up to one 10-ft. square/level (S)
Duration: 1 minute/level (D)
Saving Throw: See text
Spell Resistance: No

This mystery functions as the spell wall of sand.

Call Servant Staff
Master, Opulence Unending
Level/School: 8th/Conjuration (Calling)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Two or more summoned creatures, no two of which are more than 30 ft. apart
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

When the hathir casts this spell, 2d4 jann and 1d4 common djinn appear. Each creature has maximum hit points per Hit Die. Once these creatures appear, they serve the hathir for the duration of the spell.
The genies obey the hathir explicitly and never attack them, even if someone else manages to gain control over them. The hathir can dismiss them singly or in groups at any time.

Choking Shadowflame
Initiate, Wrath of the Sultan of Brass
Level/School: 4th/Conjuration [Fire]
Range: Long (400 ft. + 40 ft./level)
Area: 20 ft. radius spread
Duration: 1 round/level
Saving Throw: Fortitude partial (see text)
Spell Resistance: No

This mystery fills the area with swirling flames and noxious smoke pulled from the depths of the Elemental Plane of Fire. All creatures within the area of the mystery’s effect take 2d6 points of fire damage each round. Additionally, all living creatures within the area must succeed on a Fortitude save or be nauseated for as long as they remain within the area and for 1d4+1 rounds thereafter. On a successful save the creature is only sickened instead. Any creature that succeeds on its save but remains within the area of effect must continue to save each round on the hathir’s turn.

Cloak of the Unseen
Apprentice, Deceptions of the Genie
Level/School: 2nd/Illusion (Glamer)
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This mystery functions like as the spell invisibility, except that the sounds the target makes are also muffled, granting the target a +2 circumstance bonus on Move Silently checks for every 3 caster levels the hathir has (+4 at 6th, +6 at 9th, +8 at 12th, to a maximum of +10 at 15th).

Commanding Presence
Apprentice, Compelling Voice
Level/School: 2nd/Enchantment [Language Dependent, Mind Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: Any number of creatures
Duration: 10 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This mystery causes the hathir to project an aura of majesty that commands the attention of any creatures within the spell’s range. Creatures who fail their saves are considered fascinated as long as they remain within the spell’s range. Furthermore, the hathir receives a circumstance bonus to any Bluff checks made against affected creatures equal to their caster level.

Comprehend Writing
Fundemental
Level/School: 1st/Divination
Range: Personal
Target: You
Duration: 10 minute/level (D)

The hathir gains the ability to understand any form of written message. This does not necessarily impart insight into the material, merely its literal meaning. Written material can be read at the rate of one page (250 words) per minute.
In addition, this mystery grants the ability to read magical writing. Furthermore, once the mystery is used to read a magical inscription, the hathir is thereafter able to read that particular writing without needing a further casting.
This mystery allows the hathir to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Conflagration From Within
Master, Soul of the Inferno
Level/School: 7th/Evocation [Death, Fire]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This mystery creates a massive surge of fire inside the target, consuming it from within. The target must succeed on a Fortitude save or be utterly incinerated, killing it and completely destroying its remains. On a successful save, the target takes 15d6 points of fire damage, though its remains are not completely destroyed if this damage kills it. Creatures that are immune to fire are not affected by this spell.

Conjure Planar Vessel
Master, Opulence Unending
Level/School: 9th/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Flying ship
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

The hathir conjures into existence a fine, seaworthy ship to carry them and their companions safely and comfortably.
The ship resembles a caravel, a small, double-decked sailing ship (see Stormwrack page 98 for detail). The ship is crewed by a minimum complement of spectral deckhands, which perform the basic tasks of maintenance. These behave as unseen servants but can travel anywhere on board the ship. The spectral deckhands respond to the direction of the helmsman, reducing the number of crew necessary to control the caravel to 1. If the hathir does not provide a real helmsman, the ship will steer itself on the last course a living helmsman provided but will not be able to avoid collisions or hazards or adjust to changing conditions.
In addition to traveling on the sea like a normal ship, the caravel can be directed to fly through the air, where it can travel at a maximum speed of 20 miles per hour. Furthermore, once per day the vessel can be commanded to shift to another plane of existence, as per the spell plane shift, except that creatures on board the ship do not receive a saving throw to avoid being transported.
The ship holds a generous amount of cargo and offers cramped quarters for crew and passengers. The cabins of the ship are furnished, and the galley contains sufficient foodstuffs and preparation equipment to serve three full meals per day per person per caster level. A staff of semi-transparent pursers (up to one per caster level), liveried and obedient, wait upon all who enter. Like the deckhands, they function as unseen servant spells except that they are visible and can go anywhere onboard the ship.
Creatures onboard the vessel are magically protected from adverse weather conditions, such as wind, precipitation, and extremes of temperature, and furthermore receive the benefits of the avoid planar effects spell. Bad weather or other extreme conditions may still threaten the vessel itself, however.

Conjure Sandstorm
Initiate, Raging Desert
Level/School: 5th/Transmutation [Air]
Range: Long (400 ft. + 40 ft./level)
Area: 40 ft./level radius cylinder 40 ft. high
Duration: 10 minutes/level
Saving Throw: Fortitude Negates
Spell Resistance: No

This mystery functions as the spell control winds, except as noted above. Furthermore, if the hathir uses this mystery to create winds of severe or greater strength, the areas becomes filled with dust and sand, creating sandstorm effects (see Sandstorm, page 16).

Conjury of the Craftsman
Initiate, Material Desires
Level/School: 5th/Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This mystery functions as the spell fabricate.

Consume Vitality
Master, Command of Life and Death
Level/School: 7th/Necromancy
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous and 1 round/level (see text)
Saving Throw: Fortitude partial
Spell Resistance: Yes

This hathir draws living energy from all living creatures in the spell’s area. Creature’s within the area must succeed on a Fortitude save or become exhausted, becoming fatigued on a successful save. Additionally, for each creature that fails their save, the hathir gains 1d10 temporary hit points.

Cutting Sirocco
Apprentice, Winds of the Djinn
Level/School: 2nd/Evocation [Air]
Range: 60 ft.
Area: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

This mystery creates a strong blast of wind (as the gust of wind spell, PH 238). Any creature within the effect takes 1 point of slashing damage per caster level, regardless of whether it succeeds on the Fortitude save to avoid the gust.

Cyclonic Transformation
Master, Master of the Skies
Level/School: 7th/Transmutation
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: Reflex negates (see text)
Spell Resistance: No

This mystery allows the hathir to assume the form of a massive whirlwind. This whirlwind is 10 feet wide at the base, 30 feet wide at the top, and up to 50 feet tall. The hathir may control the exact height of their whirlwind, but it must be at least 10 feet.
While in this form, the hathir may not attack or cast spells, but they may still use spell-like or supernatural abilities. The hathir’s AC in this form becomes 8 + the hathir’s Dexterity modifier + a deflection bonus equal to the hathir’s Charisma modifier. The hathir may fly at a speed of 100 feet with perfect maneuverability, and movement in this form does not provoke attacks of opportunity, even if the hathir enters the space another creature occupies. Creatures who touch the hathir’s whirlwind form or who have the hathir enter their space risk being caught in the whirlwind.
Large or smaller creatures who come in contact with the whirlwind must succeed on a Reflex save or take 2d8 damage. Creatures who take damage in this manner must then succeed on a second save or by picked up and held suspended in the hathir’s winds, automatically taking an additional 2d8 damage each round. A creature that can fly may make a Reflex save each round to escape, with a success meaning the creature still takes damage but can then leave the hathir’s area.
Creatures trapped in the hathir’s whirlwind cannot move except to go where the hathir carries them or to escape the whirlwind. Creature caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The hathir can have only as many creature trapped within their whirlwind at one time as will fit inside the whirlwind’s volume.
The hathir can eject any carried creatures whenever they wish, depositing them wherever they happen to be.
If the hathir’s whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the hathir and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (15 + spell level) to cast a spell.

Desolation Imprisonment
Master, Lord of the Trackless Dunes
Level/School: 8th/Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 year/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This mystery transforms the target into a howling wind which blows across the land for the duration of the mystery or until the hathir dismisses the effect. The target retains knowledge of its prior existence, but has not abilities other than to howl with the wind. Because of its insubstantial nature, the subject is nearly impossible to define or specifically locate, though the DM may allow the victim to be found through special means or through powerful magic (such as limited wish). After the mystery’s duration elapses the subject returns to its original shape in the location where it was first subjected to the mystery.
If the hathir wishes, they may specify triggering conditions that can end the mystery and release the target whenever they occur. These triggers can be as simple or elaborate as the hathir desires, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice or hit points don’t qualify. Once the mystery is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC of the mystery by 2.
The hathir may cast this mystery additional times after the initial casting to prolong the effect. If the hathir does so, the target gets a saving throw at the end of the first casting’s duration. If the target succeeds on this save, all castings of desolation imprisonment it has received are broken.

Devouring Sandwrath
Initiate, Raging Desert
Level/School: 6th/Conjuration [Air, Earth]
Range: Long (400 ft. + 40 ft./level)
Area: 30-ft radius spread
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This mystery creates a devastating sandstorm within the area, filling it with swirling, hurricane-strength winds (see DMG, page 95) and flensing sand. This sand deals 1d3 points of damage per round to all creatures within the spell’s area and causes them to take a -4 penalty to all Dexterity-based skill checks, as well as Search checks, Spot checks and any other checks that rely on vision.
Furthermore, the area of the spell is filled with tendrils of animate sand that attempt to grapple and crush anyone within. Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tendrils. Treat these tendrils as a Large creature with a base attack bonus equal to the hathir’s caster level and a Strength score equal to their Charisma score. Thus, their grapple check is equal to the hathir’s caster level + their Cha modifier + 4. These tendrils are immune to all types of damage.
Once the tendrils grapple an opponent, they may make a grapple check each round on the hathir’s turn to deal 1d6 + the hathir’s Cha modifier of bludgeoning damage. The tendrils continue to crush their target until the mystery ends or the target escapes. Any creature that enters the area of the mystery is immediately attacked by the tendrils.

Disguise Appearance
Apprentice, Deceptions of the Genie
Level/School: 1st/Illusion (Glamer)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 10 minutes/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This mystery allows the hathir to make a creature - including clothing, armor, weapons, and equipment – look different. The target can seem 1 foot shorter or taller, thin, fat or in between. The mystery cannot change the target’s body type, however.
The mystery does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile or audible properties of the target or their equipment.
If this mystery is used to create a disguise, the target receives a +10 bonus on their Disguise check.
A creature that interacts with the glamer receives a Will save to recognize it as an illusion.

Eldritch Consumption Field
Initiate, Arcane Recantation
Level/School: 5th/Abjuration
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft radius spread
Duration: 1 round/level, 10 minutes (see text)
Saving Throw: Will negates (see text)
Spell Resistance: No

This mystery creates an area of disruptive magical energy that inhibits any attempts at spellcasting. Any creature other than the hathir that attempts to cast a spell or spell-like ability within the area of the mystery must succeed at a Will save or have their spell fail. Furthermore, each time a spell fails in this manner, the hathir gains an amount of temporary hp equal to the spell level of the failed spell. Temporary hp gained in this manner stack with each other, but not with other sources of temporary hp, and fade after 10 minutes.

Elemental Army
Master, Master of the Skies
Level/School: 9th/Conjuration (Summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned storm elementals, no two of which are more than 30 ft. apart
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

This mystery functions like the spell summon monster I, except as noted here. The hathir can summon on elder, two greater, four Huge, or eight Large storm elementals.

Ember Shower
Apprentice, Cinders of the Efreet
Level/School: 1st/Evocation [Fire]
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures within a 5-ft. radius burst
Duration: Instantaneous (1 round/level); see text
Saving Throw: Reflex partial
Spell Resistance: Yes

This mystery causes a burning cloud of embers to fill a 5-ft radius burst, dealing 1d4 points of fire damage per caster level to all creatures in the area (maximum 5d4). Furthermore, affected creature also catch fire, taking an additional 1d6 fire damage each round for 1 round/level. A successful Reflex saving throw halves the initial damage and prevents a creature from catching fire. Furthermore, a creature who is on fire may attempt an additional Reflex save as a move action at the start of each of their turns to extinguish themselves.

Entice Affections
Initiate, Mastery of Adulation
Level/School: 4th/Enchantment (Charm ) [Mind Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 day/level
Saving Throw: Will negates
Spell Resistance: Yes

This mystery functions as the spell charm monster, except as follows. When casting the spell, the hathir may choose to have the target regard another creature within range as its friend instead of the hathir.

Eternal Devotion
Initiate, Mastery of Adulation
Level/School: 6th/Enchantment (Charm ) [Mind Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent (see text)
Saving Throw: Will negates
Spell Resistance: Yes

This mystery functions like the spell charm monster, except that the duration of the effect is permanent. However, whenever the hathir uses this mystery to charm a creature, any creatures the hathir has already charmed by this mystery receive a new saving throw to end the effect.

Far-Flung Perceptions
Initiate, Sight Beyond Limits
Level/School: 4th/Divination (Scrying)
Range: See text
Effect: Magical sensor
Duration: 1 minute/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes

This mystery functions as the spell scrying, except as follows. The sensor created by the mystery permits both sight and hearing. Furthermore, if the hathir wishes they may elect to scry a specific location instead of an individual. In this case the mystery doesn’t allow a saving throw, however the sensor cannot be moved.

Fires of Annihilation
Initiate, Wrath of the Sultan of Brass
Level/School: 6th/Evocation [Fire]
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude half (object)
Spell Resistance: Yes

This mystery unleashes a ray of pure elemental fire. The hathir must make a successful ranged touch attack to hit. Any creature or object struck by the ray takes 2d6 points of fire damage per caster level (half damage on a successful Fortitude save). Anything reduced to 0 or fewer hit points by this mystery is entirely consumed by the fire, leaving behind only a trace of fine ash.
The fire created by this mystery is supernaturally potent, able to burn creatures normally resistant or immune to fire damage. This mystery ignores fire resistance and creature with immunity to fire still take half damage (quarter damage on a successful save).

Ghostly Flames
Fundemental
Level/School: 1st/Evocation [Light]
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within a 5-ft. radius burst (see text)
Duration: See text
Saving Throw: None
Spell Resistance: Yes (see text)

This mystery creates four glowing spheres of light that vaguely resemble will-o’-wisps. Each sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. These lights move as the hathir desires, and can move up to 60 feet per round. A light winks out if the distance between it and the hathir exceeds the spell range. These lights can remain for an amount of time equal to 10 minutes per caster level.
As a swift action at any time during the duration, the hathir can cause one of the spheres to detonate, enveloping creatures within a 5 foot radius burst in a pale glow which sheds light as a candle. Outlined creatures cannot benefit from concealment normally provided by nonmagical darkness, blur, displacement, invisibility, or similar effects. The light is too dim to have any special effects on undead or dark-dwelling creatures vulnerable to light. This glow persists for 1 round per caster level.

Glimpse of Destiny
Master, Unending Knowledge of Time and Space
Level/School: 9th/Divination
Range: Personal or touch
Target: See text
Duration: 10 minutes/level
Saving Throw: None or Will negates
Spell Resistance: No or Yes (harmless)

This mystery functions as the spell foresight.

Glorious Raiment
Apprentice, Conjured Luxuries
Level/School: 1st/Conjuration [Force]
Range: Personal
Target: You
Duration: 1 hour/level (D)

Casting this mystery garbs the hathir in what appears to be fabulous clothes of fine fabrics, fur and jewels. These adornments are actually a magical force effect and cannot be separated from the hathir, and any portion taken or given away immediately vanishes.
In addition to appearing to be immensely valuable, the clothes conjured by this mystery grant the hathir a +4 armor bonus to AC. This bonus increases by +1 for every 5 caster levels the hathir has (+5 at 5th level, +6 at 10th level, +7 at 15th level, to a maximum of +8 at 20th level). Unlike mundane armor, glorious raiment entails no armor check penalty, arcane failure chance, or speed reduction. Furthermore, since glorious raiment is a force effect incorporeal creatures can’t bypass it the way they do normal armor.

Grasping Dune
Apprentice, Wrath of the Wastes
Level/School: 2nd/Conjuration [Earth]
Range: Long (400 ft. + 40 ft./level)
Area: sand in a 40-ft radius spread
Duration: 1 minute/level
Saving Throw: Reflex partial
Spell Resistance: No

The mystery causes animate sand to cover the ground within its area, which attempts to grasp and crush any creatures in the area or those that enter the area. All creatures within the area must succeed at a Reflex save or be considered entangled. Such creatures are tethered in place and take 1d4 points of bludgeoning damage each round. An entangled creature may break free as a full round action with either a successful DC 20 Strength check or a DC 20 Escape Artist check. Creatures who manage to avoid being entangled, either by succeeding on their Reflex save or by breaking free, may move through the mystery’s area at half speed.
Any creature who begins their turn within the area must make another Reflex save to avoid entanglement.

Illusory Splendors
Apprentice, Deceptions of the Genie
Level/School: 3rd/Illusion (Figment)
Range: Long (400 ft. + 40 ft./level)
Effect: Figments that cannot extend beyond four 10-ft cubes + one 10-ft cube/level (S)
Duration: Concentration + 1 round/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This mystery functions like as the spell major image, except as noted above.

Immolating Chains
Initiate, Wrath of the Sultan of Brass
Level/School: 5th/Evocation [Fire]
Range: Long (400 ft. + 40 ft./level)
Area: 20 ft. radius burst
Duration: Instantaneous and 1 round/level (see text)
Saving Throw: Reflex half (see text)
Spell Resistance: Yes (see text)

This mystery creates an explosion of fiery chains that burn and ensnare anything within the area of effect. The initial effect deals an amount of fire damage equal to 1d6 per caster level (maximum 15d6) to all creatures within the mystery’s area, with half damage dealt on a successful Reflex save.
Any creature that fails their initial saving throw also becomes wrapped in chains of magical fire. Such targets are automatically grappled and remain so for 1 round per caster level. Creatures who are grappled may attempt a grapple or Escape Artist check once per round as a full round action against a DC equal to 10 + the hathir’s caster level + the hathir’s Cha modifier to escape. Each round the target remains grappled they take fire damage equal to 1d8 + the hathir’s Cha modifier on the hathir’s turn.
Spell resistance protects against the damage dealt by this mystery, however it does not protect against being grappled if a creature fails its initial saving throw.

Incite Flames
Apprentice, Cinders of the Efreet
Level/School: 2nd/Evocation [Fire]
Range: Long (400 ft. + 40 ft./level)
Area: See text
Duration: 1d4+1 rounds or 1d4+1 rounds after creatures leave the smoke cloud; see text
Saving Throw: Will negates or Fortitude negates; see text
Spell Resistance: No

This mystery can produce either a burst of blinding fireworks or a cloud of choking smoke, depending on the version used.
Fireworks: The fireworks are a flashing burst of glowing, colored lights. This effect causes creatures in a 120 foot burst to become blinded for 1d4+1 rounds (Will negates).
Smoke Cloud: This effect creates a choking cloud of smoke in a 20 foot spread that lasts for 1 round per caster level. All sight, including darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud.

Infinite Forms
Master, Boundless Transformations
Level/School: 9th/Transmutation
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This mystery functions as the spell shapechange.

Insidious Request
Apprentice, Compelling Voice
Level/School: 3rd/Enchantment (Compulsion) [Language Dependent, Mind Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level until completed
Saving Throw: Will negates
Spell Resistance: Yes

This mystery allows the hathir to influence the actions of the target by suggesting a course of action. This suggestion must be worded in a such a manners as to make the activity sound reasonable. Asking the target to perform an obviously and immediately harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the mystery ends when the subject finishes what it was asked to do.
Should the target of the mystery succeed on its Will save, it must then make a Wisdom check against a DC equal to the hathir’s caster level. If the subject fails this check then it is unable to perceive that the hathir attempted to magically influence its actions.

Instant Movement
Apprentice, Mystic Transposition
Level/School: 3rd/Conjuration (Teleportation)
Range: See text
Target: Self
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This mystery allows the hathir to teleport a distance of up to 5 feet per two caster levels once per round as an immediate action. The destination must be an unoccupied space within the hathir’s line of sight.

Instant Odyssey
Initiate, Pathways of the Ether
Level/School: 5th/Conjuration (Teleportation)
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will Negates (objects)
Spell Resistance: No and Yes (object)

This mystery functions as the spell teleport.

Invoke Earthly Goods
Initiate, Material Desires
Level/School: 4th/Conjuration (Creation)
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This mystery functions as the spell minor creation.

Invoke Earthly Goods, Greater
Initiate, Material Desires
Level/School: 6th/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
Duration: varies, see text
Saving Throw: None
Spell Resistance: No

This mystery functions as the spell major creation, except that vegetable matter created by the spell is permanent in duration.

Lifeforce Obliteration
Master, Command of Life and Death
Level/School: 8th/Necromancy [Death]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living or undead creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This mystery purges all animating energy from the target, utterly slaying it. If the target’s Fortitude save succeeds, it instead takes 20d6 points of damage. Because this mystery targets both positive and negative energy, it works equally well against living creatures and the undead.

Living Barricade
Initiate, Bulwarks of Security
Level/School: 5th/Conjuration (Creation)
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of thorny brush, up to one 10-ft cube/level (S)
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This mystery functions like the spell wall of thorns, except that the thorny vines created by the spell are animate and grab at those nearby. Any creature that enters the mystery’s area, or who begins their turn adjacent to it, must succeed at a successful grapple check opposed by the grapple check of the wall. The wall is treated as a Large creature with a base attack bonus equal to the hathir’s caster level and a Strength score equal to the hathir’s Charisma score. Creatures who are successfully grappled by the wall also take damage each round as if they had attempted to move through it.

Locality Exchange
Apprentice, Mystic Transposition
Level/School: 1st/Conjuration (Teleportation)
Range: Medium (100 ft. + 10 ft./level)
Target: Two willing creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This mystery functions like the spell benign transposition.

Minor Wonders
Fundemental
Level/School: 0/Universal
Range: 10 feet
Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No

This mystery functions like the spell prestidigitation.

Mystic Backlash
Initiate, Arcane Recantation
Level/School: 4th/Abjuration
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This mystery functions like the spell dispel magic, except that any creature with an active spell effect dispelled by this mystery takes 1 point of damage per level of the spell effect.

[B]Mystic Reflections[B]
Fundemental
Level/School: 0/Divination
Range: Personal
Target: You
Duration: 1 round/level (D)

This mystery functions like the spell detect magic, except as noted above. The hathir can detect magic up to 30 feet away.

Alabenson
2020-01-21, 09:44 AM
Nightmare Sandrage
Master, Lord of the Trackless Dunes
Level/School: 9th/Conjuration [Air]
Range: Long (400 ft. + 40 ft./level)
Area: 360 ft. radius spread
Duration: 1 round/level
Saving Throw: None and Reflex negates (see text)
Spell Resistance: No

This mystery creates a massive, supernaturally powerful sandstorm within the area, filling it with swirling, hurricane-strength winds (see DMG, page 95) and flensing sand. This sand deals 1d6 points of damage per round to all creatures within the spell’s area, causes them to take a -4 penalty to all Dexterity-based skill checks and Listen checks, and obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment, and creatures farther away have total concealment.
Furthermore, each round as a free action the hathir can cause a powerful cyclone, which appears anywhere within the area of the spell and lasts for 1d4 rounds. These cyclones are 10 feet wide at the base, 30 feet wide at its top, and 30 feet tall. The cyclones move in a random, uncontrolled fashion at a speed of 30 feet each round on the hathir’s turn.
Any Large or smaller creature that comes in contact with the cyclone must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its winds, taking 1d8 points of damage each round on the hathir’s turn with no save allowed.

Outrider Spirits
Initiate, Sight Beyond Limits
Level/School: 5th/Divination
Range: 1 mile
Effect: Ten or more semitangible spirits
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

This mystery creates a number of semitangible, visible spirits equal to 1d4 + the hathir’s caster level, which scout for the hathir as per the spell prying eyes, except that the spirits can rely both audio and visual information.

Personal Zephyr
Apprentice, Winds of the Djinn
Level/School: 3rd/Transmutation [Air]
Range: Personal
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This mystery wraps the lower half of the hathir’s body in a whirlwind, allowing them to fly at a speed of 60 feet (or 40 feet if the hathir is wearing medium or heavy armor, or if they carry a medium and heavy load). The hathir can ascend a half speed and descends at double speed, and their maneuverability is good. The hathir can charge but not run, and they cannot carry aloft more weight than its maximum load, plus any armor they wear.
If the hathir allows the base of the whirlwind touch the ground, it surrounds the hathir with a swirling cloud of debris. This cloud grants the hathir and any creatures adjacent to it concealment. Furthermore, any creature (other than the hathir) who attempts to cast a spell must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
Should the mystery’s duration expire while the hathir is still aloft, the magic fails slowly. The hathir floats downward 60 feet per round for 1d6 rounds. If the hathir reaches the ground in that amount of time they land safely. If not, the hathir falls the rest of the distance, taking falling damage as normal. Since dispelling a mystery effectively ends it, the hathir also descends in this way if the mystery is dispelled, but not if it is negated by an antimagic field.

Princely Pavilion
Master, Opulence Unending
Level/School: 7th/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One pavilion with food for 6 creatures/level
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No

This mystery creates a massive silk tent 60 feet across containing elaborate furnishings and sufficient food to provide a feast for six creatures per caster level. Any creature who spends at least one hour partaking in the food receives the benefits of the heroes’ feast spell. At the end of the spell’s duration, the tent and any objects associated with it (including any uneaten food) vanishes.

Rapturous Visions
Initiate, Mastery of Adulation
Level/School: 5th/Enchantment (Compulsion) [Mind Affecting]
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature/level, no two of which can be more than 40 ft. apart
Duration: 1 round plus 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This mystery causes targets who fail their saves to behold visions of their own personal paradise, leaving them dazed for 1 round. After that, the memories of what the targets saw continue to cloud their minds, causing them to take a -4 penalty on all Listen and Spot checks and a -4 penalty to initiative for an additional 1 round per caster level.

Reality Ignition
Master, Soul of the Inferno
Level/School: 8th/Transmutation [Fire]
Range: Long (400 ft. + 40 ft./level)
Area: 30-ft./level radius sphere
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

The area within this mystery takes on the fire-dominant planar trait for the duration of the effect. (DMG pg. 148).

Searing Updraft
Apprentice, Wrath of the Wastes
Level/School: 1st/Evocation [Earth]
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (5-ft. radius, 40 ft. high)
Duration: Instantaneous and 1 round/level; see text
Saving Throw: Reflex partial
Spell Resistance: Yes

This mystery causes a powerful upsurge of hot sand. This deals 1d4 points of damage per caster level (maximum 5d4), with half damage dealt on a successful Reflex save. Furthermore, any creature damaged by this mystery takes a -1 penalty to all attack rolls and skill checks for 1 round per caster level.

Seed of Eternal Life
Master, Command of Life and Death
Level/School: 9th/Necromancy
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a new body for a creature. This new form is a duplicate of the creature as a young adult. If the original individual has been slain, its soul immediately transfers to the new body, creating a replacement (provided that the soul is free and willing to return; see Bringing Back the Dead, PHB 171). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it had died of natural causes), any cloning attempt fails. Creatures returned to life in this manner suffer the loss of one level (or 2 points of Constitution if the subject had only 1 HD).
If the target of this mystery is still alive when the mystery is cast, than the duplicate body is placed in stasis as though it had been targeted by the temporal stasis spell until either the creature dies or the stasis effect is dispelled by some other means. Should this occur, the duplicate body becomes nothing more than a soulless bit of inert flesh, which rots if not preserved in some manner.

Sheltering Cottage
Initiate, Bulwarks of Security
Level/School: 4th/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20 ft-square structure
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

This mystery functions like the spell leomund’s secure shelter except as noted.

Shroud of Comfort
Fundemental
Level/School: 1st/Abjuration
Range: Personal
Target: You
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

This mystery wards the hathir from extremes of temperature. The hathir can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The hathir’s equipment is likewise protected.
Shroud of comfort doesn’t provide protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Sojourn of the Spirits
Initiate, Pathways of the Ether
Level/School: 6th/Conjuration (Teleportation)
Range: Touch
Target: Up to eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This mystery functions as the spell plane shift, except as noted above. Furthermore, should the hathir elect to travel to one of the Elemental Planes, the hathir may transport to a precise location on the plane.

Soul of the Wasteland
Master, Lord of the Trackless Dunes
Level/School: 7th/Transmutation [Air, Earth]
Range: Personal
Target: You
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

This mystery transforms the hathir’s body into the elements of the desert. They and their possessions appear to be made of a mixture of sand and wind, though in the same general shape and size as their normal appearance.
The hathir gains the following abilities when they use this mystery:

The hathir gains the benefits of avoid planar effects for air- and earth-dominant planes.
The hathir becomes immune to poison, sleep, paralysis, and stunning, and is not subject to extra damage from critical hits or flanking. They also gain darkvision out to 60 feet.
The hathir’s creature type remains unchanged, but they gain the air and earth subtypes.
The hathir gains the ability to fly at their normal speed with perfect maneuverability.
Waste mastery (the hathir gains a +1 bonus to AC and attack rolls if both they and their opponent are in a waste environment or otherwise in contact with a significant amount of sand, ash or dust.


Spectral Messenger
Fundemental
Level/School: 0/Transmutation
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

The hathir can send whispered messages and receive replies with no chance of being overheard. The hathir points their finger at each creature they want to receive the message, which is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line and can circumvent a barrier if there is an open path between the hathir and the subject and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that the hathir hears. If the hathir and the subject do not share a language then the target must succeed at a DC 15 Intelligence check to understand the message.

Spellpiercing Gaze
Initiate, Sight Beyond Limits
Level/School: 6th/Divination
Range: Personal
Target: Self
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This mystery functions as the spell true seeing, except as noted.

Spirit Hand
Fundemental
Level/School: 1st/Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One unattended object weighing up to 5 lb./level
Duration: 1 round/level (D)
Saving Throw: Will negates (object)
Spell Resistance: No

This mystery functions like the spell mage hand, except the hathir can manipulate heavier objects and magic items. Magic items are allowed a saving throw to negate the effect. The hathir need not concentrate on the effect, but the hathir must direct it with their thoughts once each round as a free action or the effect ends.

Stinging Sand
Fundemental
Level/School: 1st/Conjuration
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level (see text)
Saving Throw: Fortitude partial
Spell Resistance: No

The hathir projects a ray of burning sand which deals 2d4 nonlethal damage on a successful hit. Furthermore, if hit the target must succeed on a Fortitude save or be fatigued for 1 round per caster level.

Stormlord’s Essence
Master, Master of the Skies
Level/School: 8th/Transmutation [Electricity]
Range: Personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes (see text)

This mystery functions as the spell stormrage.


Summon Carriage
Apprentice, Conjured Luxuries
Level/School: 2nd/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One carriage and quasi-real horses and driver
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No

The hathir conjures a large, luxuriously appointed carriage along with four shadowy, quasi-real horses to pull it. When casting the mystery the hathir can also choose to create a shadowy, humanoid figure to act as the carriage’s driver.
The horses, if attacked, each have an AC of 18 and 7 hit points +1 per caster level, while the driver has an AC of 15 with 5 hit points +1 per caster level.
The carriage can hold 6 Small or Medium-sized passengers inside it, with room for an additional passenger seated next to the driver, and can also accommodate up to 1000 lbs of additional cargo. The carriage can travel at a speed of 50 ft. per round, and because the horses do not tire it can potentially cover up to 80 miles in a single day.

Summon Sandstone Warrior
Apprentice, Guardians of Stone
Level/School: 2nd/Conjuration (Summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned animated statues
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This mystery functions like lesser summon sandstone warrior, except that the hathir can summon one medium sandstone warrior or 1d3 small sandstone warriors.

Medium Sandstone Warrior
Medium Construct
Init +0; Senses darkvision 60 ft., low-light vision
AC 14, touch 10, flat-footed 14
(+4 natural)
hp 2d10+20 (31 hp); hardness 8
Immune construct traits
Fort +0, Ref +0, Will -5
Speed 40 ft. (8 squares)
Melee Slam +2 (1d6+1)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +2
Abilities Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1

Summon Sandstone Warrior, Greater
Apprentice, Guardians of Stone
Level/School: 3rd/Conjuration (Summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned animated statues
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This mystery functions like lesser summon sandstone warrior, except that the hathir can summon one large sandstone warrior, 1d3 medium sandstone warriors or 1d4+1 small sandstone warriors.

Large Sandstone Warrior
Large Construct
Init +0; Senses darkvision 60 ft., low-light vision
AC 14, touch 9, flat-footed 14
(-1 size, +5 natural)
hp 4d10+30 (52 hp); hardness 8
Immune construct traits
Fort +1, Ref +1, Will -4
Speed 30 ft. (6 squares)
Melee Slam +5 (1d8+4)
Space 10 ft.; Reach 10 ft.
Base Atk +3; Grp +10
Special Actions trample
Abilities Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1
Trample (Ex) Small or smaller creatures; 1d8+4; Ref DC 15 half

Summon Sandstone Warrior, Lesser
Apprentice, Guardians of Stone
Level/School: 1st/Conjuration (Summoning)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned animated statue
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This mystery summons an animate statue of sandstone (see below). It appears where the hathir designates and acts immediately on the hathir’s turn. It attacks the hathir’s opponents to the best of its ability. If the hathir wishes, they can mentally direct the statue to not attack, to attack particular enemies, or to perform other actions.

Small Sandstone Warrior
Small Construct
Init +1; Senses darkvision 60 ft., low-light vision
AC 14, touch 12, flat-footed 13
(+1 size, +1 Dex, +2 natural)
hp 1d10+10 (15 hp); hardness 8
Immune construct traits
Fort +0, Ref +1, Will -5
Speed 40 ft. (8 squares)
Melee Slam +1 (1d4)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -4
Abilities Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1

Sumptuous Banquet
Apprentice, Conjured Luxuries
Level/School: 3/Conjuration (Creation)
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Food and drink to sustain three humans/level for 24 hours
Duration: 24 hours; see text
Saving Throw: None
Spell Resistance: No

This mystery creates an elaborate feast, highly nourishing and delicious. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it.

Suzerain’s Demand
Apprentice, Compelling Voice
Level/School: 1st/Enchantment (Compulsion) [Language Dependent, Mind Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round plus 1d4 rounds (see text)
Saving Throw: Will partial
Spell Resistance: Yes

The hathir gives the subject a single command, as per the spell command, which it obeys to the best of its ability at its earliest opportunity for 1 round. After which, even if the target is unable to carry out the command, the affect creature is considered shaken for 1d4 rounds.
On a successful save, the target may ignore the command, but is shaken for 1 round.

Teleportation Burst
Apprentice, Mystic Transposition
Level/School: 2nd/Conjuration (Teleportation)
Range: Long (400 ft. + 40 ft./level)
Area: 10-ft. radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes

This mystery creates a distortion in space which randomly teleports those caught in its area. Any creature who fails their Will save is teleported 1d12 x 5 ft. in a random direction (use the rules for missing with a splash weapon from page 158 of the PHB to determine the direction each creature is teleported). If this would cause the target to appear in an area already occupied by a solid object then that creature takes 1d6 points of damage and appears in the nearest unoccupied space available.

Thaumaturgical Dissipation
Initiate, Arcane Recantation
Level/School: 6th/Abjuration
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This mystery functions like the spell greater dispel magic.

Transmutation of the Material
Master, Boundless Transformations
Level/School: 8th/Transmutation
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical object of up to 100 cu. ft./level
Duration: Instantaneous
Saving Throw: Fortitude negates (object)
Spell Resistance: Yes (object)

This mystery changes one object into another. The new object’s size must be within the spell’s volume limit. This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

Wall of Dancing Swords
Initiate, Bulwarks of Security
Level/School: 6th/Evocation [Force]
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of whirling blades 20 ft high and up to 20 ft. long/level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels.
Duration: 1 minute/level (D)
Saving Throw: Reflex half or Reflex negates
Spell Resistance: Yes

This mystery functions as the spell blade barrier.

Warding Spirit
Fundemental
Level/School: 0/Abjuration
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This mystery functions like the spell resistance, except as noted above.

Whispers of the Past
Master, Unending Knowledge of Time and Space
Level/School: 7th/Divination
Range: Personal
Target: Personal
Saving Throw: None
Spell Resistance: No

When cast, this mystery grants the hathir facts about a person, place, or thing. To cast the mystery, the subject must either be at hand or the hathir must otherwise be able to unambiguously identify it. The hathir may learn up to one piece of information about a given subject per caster level per casting.

Wicked Sandstorm
Apprentice, Wrath of the Wastes
Level/School: 2rd/Evocation [Earth]
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

The hathir projects out a powerful blast of raging sand, dealing 1d6 points of damage per caster level (maximum 10d6) to any creature in the area (half on a successful save). Furthermore, any creature that fails it’s save is also knocked prone.

NigelWalmsley
2020-01-21, 07:12 PM
This is a Shadowcaster riff, and it suffers from the same problem the Shadowcaster does: you don't get enough per day. Especially at low level. Giving them the bonus mysteries for high Charisma helps, you're still getting a Wizard's spell progression without the ability to specialize or the benefits of being a prepared caster. I recommend either increasing the uses per day at each level of progression by one, or tweaking it so they get two mysteries per level (or maybe just two at odd levels).

Also, I don't know what the rule is for Shadowcasters, but you should allow these guys to take Wizard PrCs. No reason not to have Hathir/Elemental Savants running around.

They should get their Fundamentals at-will sooner. At-will Read Magic and Comprehend Languages is cool, but it's not 14th level cool. I think somewhere around 8th would be fine.

You switch back and forth between "your" and "their" in the Mysteries description.

Spirit Servant is a cool little utility ability. More classes should have things like that. I do think it should scale more. I would recommend having it eventually upgrade with the effects of Unseen Crafter and Servant Horde. I would also tweak the last sentence from:


The spirit servant must remain within 100 ft of the hathir at all times, and is unable to enter the area of an antimagic field or similar effect.

To:


If the spirit servant is ever father than 100 ft from the hathir, or enters an antimagic field or similar effect, it dissipates.

Just to make it a little clearer what happens if the hathir gets bullrushed, or walks 150ft into stacked AMFs, or whatever.

I would add an intermediate bit of scaling to Conjure Portal. The 10th level version is fine, but the 19th level one is a bit lackluster. I'd give them something around 15th that gives them more uses per day (~5) and lets them reach the Elemental Planes (which is on-theme). Then at 19th open it up to everything at will.

EDIT: Oh, and I would increase the duration. The obvious use for a big freestanding portal is to march troops around, but the duration isn't really long enough to support that. Upping it to 10 mins/level or so doesn't make it any better for a party of four murder-hobos, but does make it a much more interesting strategic tool.

I wish the capstone (or something) gave them Wish or at least Limited Wish. It feels like a Genie-based class should be throwing around some wishes somewhere. It's like if the Dragon Shaman never got a breath weapon.

Finally, I would write some more mysteries, and make the mystery descriptions terser. For the former, this is all the class is ever going to get, and while it's decent enough on its own, it's a poor comparison to classes that have the full editions worth of content. You can't fix that completely, but I think the class deserves at least a dozen 1st level spell equivalents.