The Brine Witch - This avatar of the Leviathan
symbolizes the deity in its union with humanity. Appearing as a brine
soaked and salt crusted hag with flaking white skin, it is largely
summoned by initiates eager to have more power over mortals. Initiation
into the mysteries of the Brine Witch require the preparation of a salt
crusted mask of white metal or porcelain (of at least 1,000 GP value)
that the initiate must wear at all times while invoking the spirit's
power.
|
Salt Monsters - they all look the same. |
Foul or Cleanse (ritual) [10] [
purify water]
Summoning
the powers of the Leviathan to cleanse or foul waters for drinking is a
boon most often happily granted by the Brine Witch. A volume of water
equal to a 10'+1' per level of the caster cube may be so effected.
Fouling waters simply turns them brackish and undrinkable, it does not
render them poisonous and will quickly dilute in larger bodies of
water. Catastrophic failure of the spell implies an intervention on the
part of elemental forces, and usually results in the creation of a
hostile water weird.
Drown [13] [
hold person]
The
Brine Witch's powers may be directed at the bodies of other humans and
humanoids, causing their lungs to fill with salt water. The Initiate
may select up to three targets who may Save vs. Spells to avoid the
effect. If afflicted the target will find themselves coughing and
spewing water in a desperate attempt to breath. Victims of the spell
will be unable to act or move in an effective manner for 5+1 rounds
after the spell is cast. Catastrophic failure of the spell will most
often result in a backlash where the initiate and up to two of her
companions will be effected by the Drowning.
Entropic Weard [13] (ritual) [
Protection from Law]
Forming
the Witch's sigil from brine crusted bones creates a powerful ward
against order that may be shattered to induce terror in all nearby.
When worn by an individual this weard, a lattice of bone, salt crystal
and string will make it impossible for creatures or agents of order to
touch the wearer. Mortal and mundane agents of order may still attack,
though at a -2 to hit, but supernatural creatures of order are limited
to ranged assault while the weard is active. The weard will last for 1
turn per level of the initiate, before greatly accelerated entropy
causes it to crumble.
Rather then wear the weard for
protection an initiate may shatter it, instantly causing terror and the
impulse for flight to grip creature within 30' that is capable of such
emotions (including the caster). All aggressive acts for the next turn
will be a -1 to hit for those effected because of timidity, and a save
vs. spells is required to avoid immediate flight for 1D12 rounds towards
any remembered place of safety.
Catastrophic failure
often results in complete chaos and entropy in the area the ritual is
performed. In addition to causing all those present to flee in terror
for 1D12 rounds, the entropic weard is likely to permanently mark the
ritual area with signs of its presence - such as rapid decay, a crusting
of salt or the presence of otherworldly murmurings.
Brine Horror (ritual) [17] [
animate dead] By performing an elaborate ritual, it's gruesome mysteries known only to the Heirophants of the Leviathan, the initiate may draw a fragment of the Brine Witch's power into the body of a water logged corpse. When this corpse dries in 1-4 days it will animate as a mummified, salt encrusted servitor ready to follow the commands of the Initiate. An initiate may only have one Brine Horror spell active at a time, but may raise multiple horrors. To raise more than one servitor the initiate simply needs to subtract 1 from their casting roll per additional corpse animated. The servitors created will be 3HD undead, AC 5 that attack last each round, either with their clawed hands (D6 damage) or with weapons provided by the initiate. Given the draconian penalties associated with necromancy in Sterntown, the cult of the Leviathan discourages the use of this spell amongst its initiates, and when Brine Horrors are created they are kept well concealed. A catastrophic failure of this spell often creates a temporary rift in the fabric of reality and draws nightmarish creatures such as shadows and wraiths from beyond.
Stagnation [17] [
dispel magic]
Through the use of this spell the initiate asks that Leviathan uproot the reality of the present and lock the universe in place around the initiate. This spell effectively disrupts and destroys the intervention of other forces, dispelling all magic within 10' as if the spell had been cast by a 10th level magic user. All magic in the area of effect will be transmuted into sprays and structures of crystalline sea salt, pale grey in color. The initiate may not choose what magic is dispelled as the thaumaturgic energy of the entire area is leeched into the Leviathan, and even friendly magic will be dampened or destroyed by this spell. A catastrophic failure of this spell will often render the initiate himself unable to cast spells or use magic for at least a day.
Dessication [21] [
death spell]
Asking for this boon is dangerous, because of the power it contains. If successfully cast, this spell will desiccate the next target of a successful melee attack by the initiate. On a successful attack the target begins to shrivel and desiccate, rapidly turning into a mummified corpse encrusted with brine. Targets may Save vs. Spells, but even with a successful save the will take the Initiates level x 1D6 points of damage. Creatures slain with the Brine Witch's dessication will rise as brine horrors within 1D4 days, but have no loyalty beyond a loathing for life. A catastrophic failure of this spell will most often cause the caster 1D6xlevel points of damage as the Witch draws the life foirce and moisture from them instead of the target. Alternatively it may simply drain a level of experience and render the caster unconscious for 1D4 hours.