Ra’ziir's Test of High Sorcery - The Soulforge

8th Day of Hiddumont, 348 AC

Hours pass and Ra'ziir awakes, surrounded by a silvery mist.

Slowly, the fog begins to dissipate. He steels himself, preparing for the final trial in your Test of High Sorcery. The fog whooshes away suddenly, revealing a truly bizarre place - floating islands of uneven black rock littered with broken bones and blasted rock hang in the air. Some remain still, others slowly tumble end over end. Putrid green clouds separate these "earthbergs". Flashes of lightning and the peal of thunder fills the air.

Sixty feet or so ahead, so twisted and broken humanoid floats with his arms spread wide. It wears mage robes, and though they are vaguely humanoid, their jiggling flesh has turned slick and purple. The mutated mage’s right arm has transformed into a long, writhing green tendril, and one of their eyes bulges so far out of its socket that it looks like it could pop at any moment. The aberration moans, and their voice fills the air with the sound of madness.

"At last, you face me. A poor Aspirant who is as unnatural as I have become! Let us see what paltry magicks have been granted thee!"

The deformed mage begins to waggle his tentacle hand while the other pulls a hideous green glowing axe from behind his back. Dissonant chanting spills from his lips as he raises his arm to point at Ra’ziir.

The Eldritch Knight is in motion instantly, his reflexes honed by decades of combat. With a shout of "Volare!" he takes flight, banking left to use the floating islands as cover. As he emerges from behind the closest one he utters, "Orbem Acidum" and a small, fist-sized ball of acid appears in his free hand. He hurls it toward his opponent at the same time the tentacled mage finishes his own spell.

"Uln n'ghftdrn yeeogngk!" his foe shouts in return. 

As Ra’ziir's ball of acid strikes the enemy in the shoulder, a vulture-headed demon appears. Strange pustules, open sores, and twisting tentacles cover the screeching tanar'ri's body. It immediately dives toward the bladesinger as acid begins chewing away at the alien wizard's body.

Another enemy takes the opportunity to reveal itself. A miniature beholderkin rises from the fog and darts toward the elf and unleashes a thin freezing ray in his direction. Ra’ziir is able to dodge out of the way as the little creature drops quickly toward one of the earthbergs.

Ra'ziir rushes toward the floating, tentacled wizard. He shouts "Augue" as he flies and an orange bead streaks from his hand to impact against the vulture demon. The roar of the detonation echoes throughout the empty air as the flames engulf the fiend. He slashes at the wizard with Grumbar’s Razor, leaving a trail of ash in its wake. The blade rips easily through whatever physical defenses his enemy has, splitting the mage's chest open. Weird, goopy organs pour out of the wound but if the alien wizard's body is capable of feeling pain, it doesn't show.

At the same moment, the deformed wizard reaches for a rod hanging from his belt, grasping it with his tentacled hand. The mage's forehead splits open, revealing an eye. He snarls "K'raan f'tharl" and a blinding wedge of colour pours forth from the eye. Ra'ziir is struck by the orange and yellow beams. Lightning-infused acid tears into the bladesinger's body, causing him to convulse in pain.

The vrock closes in on Ra’ziir. Spores rain down from its wings as it slashes and rakes with clawed hands and feet. Its deadly beak stabs repeatedly, searching for an opening in the Aspirant's defenses. Ra’ziir manages to fend off most of the blows but one taloned foot makes it through, drawing a long cut down the back of one leg, narrowly missing a hamstring. The spores land all over his body and begin burrowing into his stony flesh and begin to sprout. Tiny vines burst from a score of tiny wounds, growing longer with each passing second.

The little eyeball darts around, racing back to its twisted master, buying time for its eyebeam to recharge.

Gripping Grumbar’s Razor tightly in one hand, Ra’ziir launches a quick volley of force arrows at the vulture-demon. The five force bolts pelt the fiend and it snarls in pain. The Elfemental then turns his full attention toward the tentacled mage, and launches a full assault with his obsidian blade.

The enemy wizard gurgles, "Neotrazimyy Tanets" and the floating eyeball flies out from behind its master and crashes into Ra’ziir's chest. Magic flows through the familiar, passing into the bladesinger just as Ra’ziir strikes, running his obsidian blade through the wizard's heart. Against his will, the elf's feet begin to shuffle and sweep in rhythmic arcs, in time to an unheard song. The vines continue to grow from his body as the vrock slashes with claws and talons but Ra’ziir's magical defenses keep the demon's attacks at bay. Luckily, the dancing spell doesn’t last long and after only a double handful of seconds, the compulsion ends, allowing the weed-entwined Eldritch Knight to turn his full attention on his demonic attacker.

As he turns to do just that, sword in hand and a spell of blasting on his lips and he finds himself at the top of a long set of spiraling stairs. No vines grow from his body and he bears no wounds, although the physical tolls of his Test fill him with a bone-weary ache. Massive doors shut behind him with a resounding thud. He makes his way down the steps, past pictures of mages from all three Orders, White, Black, and Red, until he reaches the bottom.

Many mages are gathered below, at their fore are the three archmages who interviewed him earlier. Some younger wizards at the back of the group applaud. The white wizard, who Ra’ziir now knows is Par-Salian, smiles. "Congratulations are in order."


"Yes," the black-robed female archmage, Ladonna, adds, “It seems that, just maybe, I underestimated your skill and resolve. I will not make that mistake again.” Ra’ziir notes that she holds a set of folded black robes cradled in her arms.

Justarius, the red archmage, steps forward, red robes draped over his arm, “Several of your solutions, I had not even considered as a possibility. I will begin making adjustments to future tests tomorrow—I might inquire about your aid in that endeavor. But, enough talk of work and tests. The newest Mage of High Sorcery has earned themselves a well-deserved sleep on a real bed.”

Par-Salian clears his throat, "The decisions you made during the Test are as much an indication of personality as competence. As you can see, their are two Orders that you would fit in with most readily. You may decide which path you wish to follow."

Ra’ziir looks to Par Salian first, a bit of disappointment appears on the Elf’s face..

He then turns his gaze to Ladonna and the folded ebony robes. Curiosity finds its way into the Eldritch Knight’s mind as he does and he wonders to himself “Who is this Takhisis, Queen of Dragons? And what is her interest in me?”

Lastly, the Elf’s eyes fall to Justarius and the crimson robes draped over his arm. A brief smile plays at the edges of Ra’ziir’s lips as a calm settles over him…

Addressing the three wizards along with the others assembled…

“In all my years of adventure, traveling my own world as well as many others, and the Planes between them, I have found that things are rarely as black and white as we may like to believe. In fact, I’ve found that many of us live our entire lives in a world of varying shades of grey… or on this world, red.

The Elf looks to the white and black robed mages, “There is a Darkness upon me that’s flooded in Light, and I’m frightened by those who don’t see it…”

“However, today that Light has faded..” Ra’ziir gestures toward the proffered Red and Black robes, drawing a stark contrast to the empty-handed Par-Salian.

“While it does sadden me to know that I am not welcomed into that Light, at least not here, not now.. it does make my decision a bit easier.”

The Elf pauses for a moment, staring at the floor before him, if only for a few heartbeats of the jewel embedded in his chest.

He looks up, again, first to Par-Salian.

“So it is, with the Light here being extinguished…”

Then to Justarius,

“And with only the Darkness providing any grace or compassion…”

Finally, the Eldritch Knight rests his gaze rest on Ladonna,

“That I will embrace the Darkness that is upon me.”

Ra’ziir Azagoth moves forward and stands before the Black Robed Ladonna to accept his robes.

Another round of applause follows Ra’ziir's decision to take the Black and soon after a grand dinner is held in the main hall.

"Well done," a tall, broad shouldered elf emerges from the crowd. He has dark-ish skin, long white hair and gray eyes. He wears the furs of an arctic bear over his heavy black robes and a gleaming sword hangs at his side. "I am Feal-Thas. I am told that you made the journey to the Wayerth from Silvanesti. It is good to see more of Our kind joining this august body. With the Dragonarmies looming on the horizon, the Order will need people of vision to guide them."

- - - - -

Oaxlpo V'agast: Human male Conjurer 5/Alienist 10/Ocular Adept 5
CR: 20    Medium Outsider (Human)     HD: 5d4 plus 10d4 plus 6 plus 5d6 (52 hp)
Init: +2     Spd: 30'     AC: 24 (Bracers of Armor +5, Ring of Protection +5, Amulet of Natural Armor +2, +2 Dex), t: 22; ff: 22 
Attacks: (BAB +10/Grap +9); +10/+5 Keen Unholy Greataxe +1: 1d12+1 plus 2d6 Unholy damage (19-20/×3)
SA: Arcane Spells (Prohibited School: Illusion; DC13 + spell level, DC14 + spell level for Conjuration spells; includes bonus spell/spell level): 0th: 5; 1st: 6; 2nd: 5; 3rd: 5; 4th: 5; 5th: 4; 6th: 4; 7th: 3; 8th: 3; Divine Spells (DC11 + spell level, DC12 + spell level for Conjuration spells; Hatred and Tyranny Domain); 0th: 5; 1st: 4+1; 2nd: 2+1; 3rd: 1+1
SQ: Acid Resistance 10, Alien Blessing, Alien Transcendence, Bonus feat (×1), DR10/magic, Extra Summoning, Eye Rays, Familiar (Pseudonatural), Fire Resistance 10, Implanted Eyeball, Insane Certainty, Mad Certainty, Metamagic Secret (×2), Summon Alien, Timeless Body
Align: NE     Saves: Fort +9 Ref +6, Will +16
Str: 8, Dex: 14, Con: 10, Int: 18, Wis: 13, Cha: 12
Skills: Read/Write and Speak Beholder (understand only) and Common; Bluff +1 (-9 w/ nonpseudonatural creatures), Concentration +23, Decipher Script +8, Diplomacy +8 (-2 w/ nonpseudonatural creatures), Disguise +1 (-3 to conceal true nature), Gather Information +11, Handle Animal +1 (-9 w/ nonpseudonatural creatures), Heal +1, Intimidate +1 (+3 vs those who are aware of abnormal nature), Knowledge (Arcana) +15, Knowledge (Dungeoneering) +14, Knowledge (the Planes) +17, Listen +11 (+13 if familiar is within arm's reach), Spellcraft +27, Spot +23 (+25 if familiar is within arm's reach); +2 bonus on Cha-based checks with those who share a predilection for study of the Far Realms
Feats: Augment Summoning, Combat Casting, Craft Ring, Craft Rod, Craft Staff, Empower Spell (b), Endurance, Improved Familiar (Aberration), Martial Weapon Proficiency (Greataxe), Scribe Scroll (b), Silent Spell (b), Spell Focus (Conjuration), Widen Spell (b)
Gear: Bracers of Armor +5, Ring of Protection +5, Amulet of Natural Armor +2, Keen Unholy Greataxe +1 (covered with 10 stylized eyes along the cutting edges, glows with a pale green light); Potion of Cure Moderate Wounds, Bead of Force (×2), Boots of Levitation
Prepared Spells: Arcane Spells: 0th: Acid Splash (×2), Daze, Detect Magic, Ray of Frost; 1st: Grease, Magic Missile, Shield, Shocking Grasp, Summon Monster I, True Strike; 2nd: Ghoul Touch, Melf's Acid Arrow, Scorching Ray, Spectral Hand, Summon Monster II; 3rd: Fireball, Lightning Bolt, Sleet Storm, Summon Monster III, Vampiric Touch; 4th: Crushing Despair, Evard's Black Tentacles, Ice Storm, Rary's Mnemonic Enhancer (Magic Missile ×3), Summon Monster IV; 5th: Cloudkill, Cone of Cold, Summon Monster V, Teleport; 6th: Chain Lightning, Disintegrate, Summon Monster VI; 7th: Power Word Blind, Prismatic Spray, Summon Monster VII; 8th: Otto's Irresistible Dance, Summon Monster VIII (×2)
     Divine Spells: 0th: Create Water, Cure Minor Wounds, Guidance, Inflict Minor Wounds, Light; 1st: Cure Light Wounds, Divine Favor, Entropic Shield, Shield of Faith + Command or Doom; 2nd: Hold Person, Sound Burst + Enthrall or Scare, 3rd: Searing Light + Bestow Curse or Discern Lies

• Alien Blessing (Ex):An alienist who attains 2nd level gains a +1 insight bonus on all saving throws, but she permanently loses 2 points of Wisdom (included above).
Alien Transcendence (Su): A 10th-level alienist, because of long association with alien entities and intense study of insane secrets, transcends his mortal form and becomes an alien creature. His type changes to outsider. Additionally, he gains damage reduction 10/magic and resistance to acid 10 and electricity 10. Upon achieving alien transcendence, an alienist undergoes a minor physical change, usually growing a small tentacle or other strange feature, such as an extra appendage, organ, eye, or enigmatic lump. An alienist can hide this abnormality in a robe or hood, but the alien growth is not under the alienist's control and sometimes moves, twitches, opens, or otherwise animates of its own accord. This applies a -4 penalty on Disguise checks an alienist makes to conceal thier true nature.
     Anyone who shares an alienist's predilection for study of the Far Realms immediately recognizes his transcendent nature, and he gains a +2 circumstance bonus on all Charisma-based skill checks and ability checks when interacting with such beings. He gains a +2 circumstance bonus on Intimidate checks involving any other creatures to whom he reveals his abnormal nature.
Extra Summoning: Gains one extra spell slot at his highest spell level. This slot can be used only for a summon monster spell. As an alienist becomes able to learn higher-level spells, the extra slot migrates up to the new highest level.
• Eye Rays (Su): Oaxlpo's implanted eye has a number of ray powers, which develop as the ocular adept advances in level. Once they have been attained, each ray may be used up to two times a day. Firing a ray from the implanted eyeball is a standard action that does not provoke attacks of opportunity. The implanted eyeball closes and must rest for the full round immediately following a round in which a ray attack is used.
     Each eye effect resembles a spell cast by a sorcerer of the adept's class level but follows the rules for a ray and only affects the target of the ray. They have a range of 100' (Save DC13).
     Oaxlpo has the following eye rays: Charm Person, Sleep, Inflict Moderate Wounds, Slow, and Fear.
• Implanted Eyeball (Su): An eyeball beholderkin has been implanted in Oaxlpo's forehead. It gives him the ability to understand the Beholder language and grants a +4 bonus to Spot checks.
Insane Certainty (Ex): At 8th level, an alienist's mad certainty crystallizes into a truly chilling mania. He gains an additional 3 hit points, but his mental faculties continue to degrade. His penalty on Bluff, Diplomacy, and Handle Animal checks made to influence non-pseudonatural creatures increases to -10.
Mad Certainty (Ex): At 4th level, an alienist's mad certainty in the power of entities beyond the reach of normal space and time lend him an unnatural fortitude, granting an additional 3 hit points. However, constantly dwelling on such beings is mentally corrosive, and the alienist's mind begins to fracture. He now takes a -4 penalty on all Bluff, Diplomacy, and Handle Animal checks made to influence non-pseudonatural creatures.
Timeless Body (Ex): At 9th level, an alienist learns the secret of perpetual youth. He no longer takes ability penalties for aging and cannot be magically aged. Ability score bonuses from aging still accrue, and any penalties the alienist might have already taken remain in place. An alienist is stolen away by horrible entities when his time is up, and he is never seen again.

Oculus; Eyeball Beholderkin Pseudonatural Familiar
CR: - -     Diminutive Outsider     HD: 1d8+14 (21 hp)
Init: +3    Spd: 5', fly 40' (good)     AC: 25 (+4 size, +3 Dex, +1 natural, +7 insight), t: 24, ff: 22
Attacks: (BAB +10/Grap -4); +7 Bite: 1d3-2 or +17 (ranged touch) Eye Ray: varies
SA: Eye Rays, True Strike
SQ: Acid Resistance 5, Alternate Form, Electrical Resistance 5, Immunities, Familiar Abilities (Improved Evasion, Perfect Recall, Share Spells, Sight Beyond Sight, Skill bonus, Speech), Flight, SR11
Align: NE     Saves: Fort +7, Ref +8, Will +16
Str: 6, Dex: 16, Con: 9, Int: 14, Wis: 12, Cha: 12
Skills: Read/Write and Speak Beholder and Common, Script +16, Hide +19, Knowledge (Arcana) +16, Knowledge (Dungeoneering) +16, Knowledge (History) +12, Knowledge (the Planes) +16, Listen +3, Search +14, Spellcraft +16, Spot +11
Feats: Alertness, Dodge, Flyby Attack, Mobility

All-Around Vision (Ex): Eyeballs are exceptionally alert. Their many small eyes give them a +4 racial bonus on Spot checks and a +8 racial bonus on Search checks. Opponents gain no flanking bonuses when attacking an eyeball. Once an eyeball has acted during an encounter, its all-around vision negates any sneak attacks.
Alternate Form (Su): As a standard action, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, its abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.
Eye Rays (Su): Unlike true beholders, which can use all their eye ray attacks the same round, eyeballs can use only one of their four rays at a time. In addition, an eyeball that fires a daze ray or a ray of frost cannot fire another daze or ray of frost for 2 rounds.
     Each eye's effect resembles a spell cast by a sorcerer (levels vary depending on the eye) but follows the rules for a ray.
     Cause Fear: As the spell, range 35 feet. The Will save DC is 11.
     Daze: As the spell, range 35 feet. The Will save DC is 11.
     Mage Hand: As the spell cast by a 4th-level sorcerer, except that the eyeball can use the ray without having to use a move-equivalent action to move an unattended object weighing no more than 5 pounds up to 15 feet a round. The ray has a range of 35 feet.
     Ray of Frost: As the spell, range 35 feet.
Immunities (Ex): Eyeballs are immune to charm and command effects.
• All-Around Vision (Ex): Eyeballs are exceptionally alert. Their many small eyes give them a +4 racial bonus on Spot checks and a +8 racial bonus on Search checks. Opponents gain no flanking bonuses when attacking an eyeball. Once an eyeball has acted during an encounter, its all-around vision negates any sneak attacks.
Flight (Ex): An eyeball's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 4O feet. This buoyancy also grants it a permanent feather fall effect with personal range.
Familiar Abilities:
     • Improved Evasion (Ex): As described in the Player’s Handbook
     • Perfect Recall (Ex): A familiar has the ability to remember a single scene perfectly, in exhaustive detail, not forgetting it until he chooses to.  This is a “frozen moment,” chosen by silent act of will, of something he sees.  It retains the focus, field of view, and lighting conditions of the viewing.  It can hold one memory per master’s caster level.  These scenes can be retained indefinitely, vanishing only upon death, retaining a new memory in the place of an old one, the physical loss of the brain, or as the result of certain spell/psionic attacks.
     • Share Spells: As described in the Player’s Handbook
     • Sight Beyond Sight (Su): A wizard can see through his familiar’s eyes.  This ability works at a range of up to 1 mile plus ½ mile per 2 caster levels and lasts for as long as the wizard concentrates.
     • Skill Bonus: A familiar grants its master a +2 circumstance bonus to all Knowledge (Arcana) and Spellcraft checks if within arms’ reach.
     • Speech (Su): A familiar can communicate via speech in its master’s native tongue.
True Strike (Su): Once per day, a pseudonatural creature can gain a +20 insight bonus on a single attack roll. In addition, the creature suffers no miss chance against a target that has concealment or total concealment when making this attack.




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