Kilibaka

Kilibaka is rather unique among his race – a goblin sorcerer. Most goblins who wish to wield magic become adepts or clerics, or sometimes wizards – inborn magical talent among their kind is rare. Kilibaka exhibited an affinity for earth and stone early in life, owing to his earth elemental heritage. Since there was no one he could learn from, he set out on his own to live alone and strengthen his ties to the earth as he practiced improving his power and accessing the power inherent in earth and stone. He soon found a nice empty cave, which he enlarged with magic and good old fashioned labor, then altered to suit his tastes. He has lived there ever since.

Kilibaka values his privacy, and prefers nothing more than to be left alone to his experiments and research. He comes out of his cave once every couple weeks for supplies and to do some trading, at which point he's willing to deal with those who are interested in buying or trading for some of his spells. He is always accompanied by a large stone golem named Rock, which he uses to carry his supplies as well as for defense (or just a deterrent against would-be thieves). He cares little for the affairs of humans (or, indeed, any other race) – he has a firm "live and let live" attitude - but is not afraid to defend himself with overwhelming force when necessary.

Kilibaka's mage sigil is a jagged mountain inside a circle.




Kilibaka's Spells

Kilibaka's Crushing Corridor. Trapped tunnel deals 8d6 crushing damage.

Kilibaka's Earthsense. Caster gains tremorsense, 1 round/level.

Kilibaka's Exploding Stones. 1 stone/3 levels imbued with explosive energy.

Kilibaka's Quickstone. Turns 5 cu. ft. of rock/level to quicksand.

Kilibaka's Sand Blaster. Spray of sand deals 1d4/level, blinds victims.

Kilibaka's Stone Bastion. Creates a stone tower, 10 ft. diameter, 20 ft. high.

Kilibaka's Stone Hands. One 5-ft. square/level sprouts stone hands.

Kilibaka's Stone Morph. Changes a stone object from one form to another.

Kilibaka's Stone Spiders. Summons 1d4 stone spiders.

Kilibaka's Stone Spray. Cone of rock shards deals 1d6/level.

Kilibaka's Stone Strengthener. Increases hardness by 4 and hit points by 4/inch for 5 cu. ft. of stone/level

Kilibaka's Stonefist. Caster's fist deals increased damage.

Kilibaka's Stoneshatter. Weakens 10 cu. ft./level of stone, or one stone construct.

Kilibaka's Stoneskin. Caster gains +4 AC, DR */adamantine, 10 minutes/level.

Kilibaka's Stony Cache. Caster conceals an object up to 1 cu. ft./level in stone.


Kilibaka's Crushing Corridor
Transmutation [Earth]
Level: Wiz 7
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Area: Corridor, up to 10 ft. x 10 ft. by 5 ft. long/level
Duration: Permanent until triggered
Saving Throw: Reflex half
Spell Resistance: No

This spell entraps a length of one corridor, passage, or tunnel up to 10 feet wide and high, and 5 feet long per caster level. If intruders cross the midpoint of the trapped area, the corridor immediately constricts, dealing 8d6 crushing damage to anyone inside it. Those within 10 feet of either end gain Reflex saves to jump free, but everyone else takes full damage. The caster can designate up to one creature per three caster levels as "safe" (i.e., they can pass freely through the area); likewise, he can instead designate a password or a charm to grant safe passage. The caster can never set off his own crushing corridor. Creatures flying through the corridor, phasing through the rock, or otherwise not in contact with the floor also do not set off the trap.

In order to cast this spell, the caster must have the help of an earth elemental (which he must summon beforehand) in order to facilitate the movement of the earth and stone. He must also draw glyphs on the ground every five feet – each glyph requires 100 gp of diamond dust. The glyphs vanish when the spell is cast and can only be seen with detect magic or similar spells. The elemental is not bound to the corridor – it is there only to aid in the casting of the spell.

Material Component: 100 gp of diamond dust per 5 feet of corridor to be trapped.

Kilibaka's Earthsense
Divination
Level: Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Caster
Duration: Concentration, up to 1 round/level (D)

By casting this spell and placing one hand on the ground, the caster can sense the presence of other beings around him or in the ground below. He gains tremorsense extending out to 30 feet, and can sense the presence of foreign objects ("foreign" meaning anything that does not normally belong there - bodies, buried treasure, entombed creatures, open spaces etc., but not burrowing or phasing creatures) up to 30 feet below the ground or in a wall, if he touches a wall. If the caster does detect something below the ground, he does not know exactly what it is, only that something is there, along with its general size, depth, and direction relative to him.

Material Component: A body part from any creature with tremorsense.

Kilibaka's Exploding Stones
Evocation
Level: Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One stone/3 levels touched
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: No

The caster imbues one stone per three levels with explosive energy. When the stones are thrown against a hard surface, they explode, dealing 2d6 points of piercing damage (from rock shards) in a 5-foot radius. Alternatively, they can be set on a hard surface; if someone or something steps on them, they also explode.

Kilibaka's Quickstone
Transmutation [Earth]
Level: Drd 5, Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 5 cu. ft. of stone/level
Duration: Permanent
Saving Throw: None
Spell Resistance: No

A volume of stone up to 5 cubic feet per level becomes soupy, much like quicksand. This spell works on worked or unworked stone, but the stone must be in the ground or floor – that is, the top of the quicksand pit must be level with the ground – and magical or enchanted stone is not affected. The stone does not change in appearance if it is left undisturbed; thus, someone could easily blunder into it and sink. The depth of the quicksand cannot exceed ten feet. Creatures unable to levitate, fly, or otherwise free themselves sink until totally submerged. Creatures who are large enough to walk on the bottom can wade through the area at a speed of 5 feet per round.

Unlike stone to mud, this spell cannot be used to collapse a cavern ceiling or a cliff face. The change is permanent until dispel magic or transmute mud to rock is cast over the area.

Kilibaka's Sand Blaster
Conjuration (Creation) [Earth]
Level: Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex partial (see below)
Spell Resistance: Yes

Upon casting this spell, a spray of sand shoots forth from the caster's hands in a 15-foot cone. All creatures in the area of effect must make a Reflex save or take 1d4 points of slashing damage (maximum 5d4) as the sand abrades their skin; those who fail the save are also blinded for 1d6 rounds from the sand in their eyes. Creatures that are blind or who don't have eyes are obviously immune to this effect. Those with a natural armor bonus of +4 or greater are also immune to the sand spray.

Kilibaka's Stone Bastion
Conjuration (Creation) [Earth]
Level: Wiz 7
Components: V, S, M
Casting Time: 3 rounds
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Tower, 10 ft. diameter, 20 ft. high
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

As the caster is casting this spell, the ground rumbles and a tower, 10 feet in diameter and 20 feet high, rises from the stone below. Any creatures in the area of effect when the tower is raised are trapped on the roof, but do not suffer harm. If there is an obstruction less than 20 feet up (the roof of a cave, e.g.), the spell fails.

The walls are 1 foot thick and pierced with arrow slits every five feet along a spiral staircase, which runs around the inside of the interior wall to the second floor, then up to a trapdoor on the roof, which is crenellated. The doorway to the tower always faces the caster when the tower is raised; the door itself is stone, three inches thick and equipped with a sliding bolt (burst DC 30).

The tower can only be created on flat, level, solid ground, otherwise the spell fails. It lasts for one hour per level, then it starts to rumble and shake; three rounds later, it collapses back into the ground. Anyone in the tower when it collapses is buried in the ground and killed, no save (anyone on the roof is deposited on the ground without harm).

Material Component: A piece of stone from a castle, tower, or other fortification.

Kilibaka's Stone Hands
Conjuration (Creation) [Earth]
Level: Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One stone hand, plus one/level (see below)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell creates one oversized stone hand and arm, plus one additional arm per level, which burst from the ground; each arm occupies one 5-foot square and has a 5-foot reach (they can appear in squares that are already occupied). The arms are Medium size and have 18 Strength if they are ordered to grasp, they make grapple attacks with a +4 bonus and hold anything they grab until ordered to release or until broken off (each arm is AC 16, has DR 5/bludgeoning, and 1 hp per caster level). If ordered to strike, they attack using the caster's base attack bonus +4; they deal 1d6+4 points of bludgeoning damage per strike. Each arm has a 5-foot reach, but a target of Small size or smaller can be grappled by only one arm; Medium targets can be grappled by two arms, and larger creatures can be grappled by one additional arm for each size category they are above Medium. There is no limit to the number of arms than can strike a target, however. The caster can also order the arms to attack certain targets, but he must be within casting range; the arms carry on the last order given until they are destroyed or the spell ends.

This spell can only be cast in an area of stone, but the squares can be in any horizontal or vertical surface, as long as they are all adjacent, and they are all stone. For instance, the caster could make hands sprout from the walls, floor, and ceiling of a cave tunnel, or lining the sides of a pit. If the spell is used as a trap, the caster must designate whether the hands will grapple or strike when casting the spell.

Kilibaka's Stone Morph
Transmutation [Earth]
Level: Wiz 4
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Stone object touched up to 10 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster can polymorph one stone object into another object of the same size. For example, he could turn a stone altar into a large throne, a chest into a table, or change the forms of a statue. He cannot add to or take away any of the object's volume, however. The caster can, instead of changing the object's form, create fine detail – carvings, facial features, (nonmagical) writing, etc., but he cannot create moving parts.

Kilibaka's Stone Spiders
Conjuration (Summoning) [Earth]
Level: Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1d4 summoned stone spiders
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

The caster summons 1d4 stone spiders, which appear where he designates and act on his turn. They attack the caster's opponents to the best of their ability until killed or dismissed. If the caster can communicate with them, he can direct them not to attack, to attack particular enemies, or to perform other actions.

Kilibaka's Stone Spray
Conjuration (Creation) [Earth]
Level: Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: 40 ft.
Area: 40 ft. cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Stone shards spray from the caster's hands in a cone, dealing 1d6 points of piercing damage (maximum 15d6) to all in the area of effect who fail a Reflex save.

Kilibaka's Stone Strengthener
Transmutation
Level: Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Up to 5 cu. ft. of stone/level, or stone construct touched
Duration: Instantaneous or 1 minute/level
Saving Throw: None
Spell Resistance: No

By use of this spell, the caster can strengthen a section of stone wall or a stone structure or object. The object in question can be up to 5 cubic feet per level in size; the spell instantly and permanently grants an additional 4 points of hardness and 4 hit points per inch.

He can also cast it on a stone construct, like a stone golem or juggernaut. In this case, it grants an additional 4 points of DR for one minute per level.

This spell can only be cast once on any given section of stone or stone object; it does not stack with fortify material. Constructs can have only one such spell active on them at any given time.

Kilibaka's Stonefist
Transmutation [Earth]
Level: Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level (D)

One of the caster's hands (his choice) gains the consistency and hardness of stone, in effect becoming a large lump of rock. The caster can make armed attacks with this hand, dealing lethal damage as a creature one size larger. Since the hand is curled into a fist, however, the caster can't use it for other things like spellcasting for the duration of the spell.

Kilibaka's Stoneshatter
Transmutation [Earth]
Level: Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Up to 10 cu. ft./level of stone, or one stone construct
Duration: Instantaneous
Saving Throw: None (Fort negates; see below)
Spell Resistance: No

This spell can be cast in one of two ways: the first version weakens up to 10 cubic feet of stone per caster level so that its hardness is instantly and permanently reduced to 0. The stone does not appear any different, but close examination reveals that it has very fine cracks running all through it.

The second version is employed against stone constructs (golems, juggernauts, etc.). The caster must make a successful touch attack; if the construct fails a Fort save, its DR is instantly reduced by half (round down). This condition remains until it receives a fortify material spell or a Kilibaka's stone strengthener (see above).

Material Component: A handful of sand.

Kilibaka's Stoneskin
Transmutation [Earth]
Level: Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 10 minutes/level

While casting this spell, the caster must touch a rock or piece of stone weighing at least one pound. He draws upon the hardness of the stone, using it to protect himself. The caster's skin gains a grayish tint and he gains a +6 natural armor bonus to Armor Class and DR equal to x/adamantine (where x = 1/3 caster level) for the duration of the spell.

Focus: A piece of stone.

Kilibaka's Stony Cache
Transmutation [Earth]
Level: Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched, up to 1 cu. ft./2 levels
Duration: 1 day/level (D)
Saving Throw: None
Spell Resistance: No

By use of this spell, the caster can conceal one object, up to 1 cubic foot per two levels in size, in a mass of stone at least twice as large. In order to do this, he must cast the spell, then touch the object to the stone; the object sinks into the stone and vanishes, safely encased inside. The caster can then remove and replace the item any number of times thereafter for up to one day per level, simply by touching the stone and willing the item forth. While the spell is in effect, the stone (or the part where the object was inserted) radiates a faint Transmutation aura. If the spell ends while the object is encased, it remains there, but another casting of this spell on the same spot will enable someone to draw it forth again, or it can be dug out normally.

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