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Al-Qadim Adventures: Invocations of the Kahin Part 1

I haven’t spoken much regarding the kahin, the kit from Al-Qadim that was a stand in for druid, for all intents and purposes. The main reason is I felt the Circle of the Land druid did a fine job of conveying the concept of the kit. Kahin is technically a kit for priest, but it uses the druid experience table. Kahins are idol-priests, believing in the divinity of all things, but drawing power from specific places and items of power. As one might surmise, kahins seek to understand the ebb and flow of mystical power and divinity in the universe. Importantly, kahin predate the known gods of Zakhara, with the caveat that the kahin tradition is oral rather than written.

It’s not hard to see why kahin and druid are generally paired, though the kahin differ on one major philosophical issue. Kahin believe forces should be in balance, though from their perspective all of the forces are continually moving against each other. Weirdly, kahin become mystical badasses upon reaching 16th level in this kit, making it one of the few to provide such a wide array of additional power. Only the Hakima, the wise women such as Scheherazade, get similar additional powers. Technically Sha’ir do, I guess, but they are a full on class, so I don’t count it.

Upon reaching 16th level, kahins become part of the Circle of Aged Masters. I admit, the name is cool enough to make me have a little regret I opted to not create a new circle for druids. The Circle of Aged Masters get immunity to a specific weapon, immunity to an element, and immunity to one creature type, as long as the Aged Master doesn’t attack, they get to double up on one of these at 20th, and can never die of natural means. Even stranger, if you reach 20th, you are encouraged to make a new kahin, but you get starting advantages signifying your achievements in a previous life. So weird!

Anyway, it’s not hard to see that a kahin would have a different appreciation for the Land of Fate than a traditional cleric or wielder of elemental powers. It also stands to reason kahins have a different collection of invocations and beings from which to evoke. Thus, the first in a series of spell options for kahin within Zakhara. As with the genie invocations, my plan is to hand these out as treasure. Spells handed out as treasure do not count against spells known limits, or spell preparation limits. They are essentially domain/specialization setting spells. I will return to the genie spells later this week, probably.

Breath of Sham’ahlone
Conjuration cantrip
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: Instantaneous

When calling upon Sham’ahlone, your skin shimmers with the pale radiance of the moon that fades after the casting of this spell.

The target must make a Constitution saving throw as target erupts in boils, rashes, and sores. On a failed saving throw, the target suffers a 1d4 penalty on the next concentration check, intelligence saving throw, or the damage of a successful melee weapon attack it makes before the end of its next turn. If the target is poisoned, this spell deals 1d8 poison damage instead of 1d4 poison damage.

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

 

Hand of Esh’riak
Evocation cantrip
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: Instantaneous

When calling upon Esh’riak, your eyes glow with the light of the morning sun, and your hands grow radiant talons that fade after casting this spell.

Make a melee spell attack against the target. If the target is blinded, this spell deals maximum damage. On a hit, the target takes 1d6 radiant damage, and all opportunity attacks made against the creature have advantage until the end of the target’s turn.

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

 

Piercing Breath of Ha’Rabar
Necromancy cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous

When calling upon Ha’Rabar, a spear appearing as if made of the horizon flickers in the hand of the kahin before dissipating into motes as it approaches its target, disappearing entirely on impact.

You make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage, and must make a Constitution save as the target seems to age before your eye. On a failed saving throw, the target accumulates one level of exhaustion, ending at the beginning of your next turn.

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

Whispers of Janu’bonal
Abjuration cantrip
Casting Time: 1 reaction, which you take in response to you or an ally being targeted with a melee attack
Range: Touch
Components: V,S
Duration: Instantaneous

When calling upon Janu’bonal, you grow curling ram horns made of the starry night sky that fade after casting this spell.

The target must make a Charisma saving throw. If the target fails, the target takes 1d4 psychic damage and you may reduce the damage you suffer by an equal amount. A creature immune to the charmed condition is immune to this spell.

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

As with the genie invocations, the plan is to build a series of further spells based on these initial cantrips.

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