Al-Qadim Bard Cleric D&D Forgotten Realms Sorcerer Table Top Warlock Wizard

Al-Qadim Adventures: Invocations of the Genies Part 1

In my last post, I proposed a series of spells meant for the caster to call upon the power of the great genies of Zakhara to grant them blessings and transform them into something more than man. However, entering a state of exaltation is not the only benefit the genies offer. The genies of Zakhara have created a number of spells of a less personal nature, offering flashes of their power in exchange for the casters to call upon their grace and grandeur. As with the blessings, all of the spells left to mortals by the genies give clear evidence of their nature. Below are a sample of the least arcane teachings left behind by the mighty genies that turn their attentions towards the mortals of the lands of fate.

The first cantrip is heavily inspired by Harbinger of Doom’s house rule, Giving Ground. This idea doesn’t exactly match what I want out of Al-Qadim, but it is a great house rule.

Bulwark of Khem-Nefet
Conjuration cantrip
Casting Time: 1 reaction, which you take in response to you or an ally being targeted with a ranged attack
Range: 60 feet
Components: V,S
Duration: Instantaneous

When you call upon Khem-Nefet to grant you the energy to shape this spell, a glowing horse briefly flickers over your head and then fades away.

You point your finger, and a shield of crumbling earth appears to deflect a ranged attack from hitting you or an ally. The shield absorbs 1d6 damage and then explodes with force, destroying the shield and moving the protected ally back 5 feet. If the ally is unable to move, the ally must succeed at a Strength saving throw, or be knocked prone.

The spell’s absorption increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.

 

Lance of Nahas Al-Aizdira
Conjuration cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous

When you call upon Nahas Al-Aizdira to bestow a portion of her power upon you, a glowing heron briefly flickers over your head and then fades away.

You conjure a lance of smoke and flame that you may hurl at a creature or use as a melee weapon, disappearing once an attack is made. To hurl the lance, you make a ranged spell attack. On a hit, the target takes 1d6 fire damage, and is vulnerable to the next lance of Nahas Al-Aizdira that strikes it before the end of your next turn.

If you wield the lance as a melee weapon, make a melee spell attack. On a hit, the target takes 1d8 fire damage, and is vulnerable to the next lance of Nahas Al-Aizdira that strikes it before the end of your next turn.

The spell’s damage increases by 1d6 (ranged) or 1d8 (melee) when you reach 5th level (2d6 or 2d8), 11th level (3d6 or 3d8), and 17th level (4d6 or 4d8).

 

Arrow of Murat Al-Huzan
Conjuration cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous

When you call upon Murat Al-Huzn to bestow a portion of her power upon you, a glowing owl briefly flickers over your head and then fades away.

You conjure a bow and arrow made of swirling storm clouds that immediately fires the arrow and then disappears. Make a ranged spell attack against the target. If the attack hits, the target takes 1d6 lightning damage. If the target is next to another creature, that creature suffers 1d4 lightning damage.

The spell’s primary damage and secondary damage increase by 1d6 and 1d4 when you reach 5th level (2d6 and 2d4), 11th level (3d6 and 3d4), and 17th level (4d6 and 4d4).

 

Maul of Nafurat Min Al-Atham
Conjuration cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous

When you call upon Nafurat Min Al-Atham to bestow a portion of his power upon you, a glowing serpent briefly flickers over your head and then fades away.

You conjure a maul made of water and swing it in a wide arc in front of you, hitting creatures in a 5-foot cone in front of you, and then disappearing. Make a melee spell attack. If the attack hits, the targets take 1d4 cold damage, and you gain your proficiency bonus in temporary hit points.

The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

3 comments

  1. These are great. I love the flavor of the spells as well as the mechanics. I only discovered your blog recently, so you may have answered this question elsewhere, but have you considered compiling your Al-Qadim related work and making it available on the Dungeon Masters Guild?

    1. I appreciate the kind words. I have not really looked at the Dungeon Master’s Guilds at all. I’ve had it suggested to me a couple of times, but I haven’t made the time to investigate. I have kicked around the idea of compiling everything once the group I am running completes the first adventure, and put that all together as a more substantial document.

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