Showing posts with label Kalma. Show all posts
Showing posts with label Kalma. Show all posts

Monday, September 11, 2017

Campaign Design - The Lords of Hell: Kalma

Kalma

The Exiled One; The Maiden of Misfortune; Demon Mistress of Ghosts, Spirits, and Calamity

Alignment: Chaotic Evil.
Domains: Chaos, Curse, Exile, Ghost, Haunting, Spirit.
Summon Monster: Kalma's clerics and favored souls can summon anarchic and fiendish creatures using summon monster spells.
Symbol: A single candle.
Favored Weapon: "The ghostly touch" (open hand or incorporeal touch).

Kalma is a demonic spirit so malevolent that even the other Demon Lords cannot tolerate her, so she is exiled to the vast infernal swamps where she eternally roams, silently weaving about the land, spreading misfortune and ill luck to all who cross her path with only those seeking an audience with the maddened Lyßa for occasional company. While Lódur represents the fickle and unreliable nature of good fortune, Kalma is the cruel inevitability of bad luck and misery. She is the mistress of calamity - the bad turn that is just waiting around the corner for you that will ruin your life and kill your loved ones.

Kalma is always represented as an incorporeal shade who bears a single ghostly candle and is almost completely noiseless except when she wails horrifically to send her victims running in terror. She is bound to the vile, stinking bogs of the Hells by magic that is both powerful enough to anchor a Demon Lord and completely unknown to mortals. No tale tells of the making of this enchantment, or even who bound Kalma to this place. She is able to leave, but only to travel to other swamp lands - including the bogs and swamps of the Three Worlds, or to the sites of impending disasters, usually accompanied by a fright of ghosts where their dim candles in the dark of night is seen as a harbinger of evil fortune.

Although she is not explicitly described as Lyßa's guardian, given that Lyßa's solitary hut is in the middle of the Infernal swamp, she effectively serves as such, dissuading the other Demon Lords (and others) from consulting the Maiden of Sorrows too often in order to benefit from her madness-inspired oracular powers. There are many tales in which some desperate individual seeks an audience with Lyßa and must endure a harrowing journey through the shade and specter-filled swamps of the Hells, culminating with a dramatic appearance by Kalma. Needless to say, most of these tales end in woe. Kalma has very few worshipers - even incorporeal spirits often resent her even as they acknowledge her primacy, but those worshipers she does have are often fanatical - exactly as one would expect those who worship the very spirit of misery and catastrophe to be.

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Sunday, January 2, 2011

Campaign Design - Clerical Domains: Exile

Exile Domain (adapted from Nyambe: African Adventures)
Infernal Power: Kalma.
Granted Power: You gain a +2 Competence bonus to all Hide and Move Silently checks.

Exile Domain Spells
1st: Sanctuary
2nd: Invisibility
3rd: Blink
4th: Dimensional anchor
5th: Greater invisibility
6th: Sequester
7th: Maze
8th: Trap the soul
9th: Imprisonment

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Kalma

Saturday, January 1, 2011

Campaign Design - Clerical Domains: Ghost

Ghost Domain (adapted from Secrets)
Infernal Power: Kalma.
Granted Power: You gain the spell-like ability to fatigue people you touch. This granted power functions as the touch of fatigue spell. You can use this ability once per day for every two cleric levels you have.

Ghost Spells
1st: Cause fear
2nd: Spectral hand
3rd: Blur
4th: Gaseous form
5th: Enervation
6th: Passwall
7th: Ethereal jaunt
8th: Etherealness
9th: Wail of the banshee

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Kalma

Campaign Design - Clerical Domains: Chaos

Chaos Domain (as modified by Secrets)
Infernal Power: Kalma.
Granted Power: You cast all chaos spells at +1 caster level.

Additional Granted Power: You gain the supernatural ability to smite lawful creatures. Once per day, you may attempt to smite law with one normal melee attack. You add a +4 insight bonus to you attack roll and deal 1 extra point of damage per cleric level. If you accidentally smite a creature that is not lawful, the smite has no effect, but the ability is still used up for the day.

Chaos Domain Spells
1st: Protection from law
2nd: Kalma's luck (RR), shatter
3rd: Magic circle against law
4th: Chaos hammer
5th: Dispel law
6th: Animate objects
7th: Word of chaos
8th: Cloak of chaos
9th: Summon monster IX [can only be used to summon anarchic creatures]

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Kalma

Campaign Design - Clerical Domains: Haunting

Haunting Domain (adapted from Shamans: Call of the Wild)
Divine Power: Kalma.
Granted Power: You add +2 to the DC of all fear spells you cast and fear effects you generate.

Haunting Domain Spells
1st: Cause fear
2nd: Scare
3rd: Maddening mist (Shamans)
4th: Wall of fear (Shamans)
5th: Nightmare
6th: Eyebite
7th: Insanity
8th: Energy drain
9th: Wail of the banshee

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Kalma

Campaign Design - Clerical Domains: Curse

Curse Domain (from Wrath & Rage: A Guidebook to Orcs and Half-Orcs)
Infernal Power: Kalma.
Granted Power: Add +2 to the save DC of all Curse Domain spells you cast.

Curse Domain Spells
1st: Doom
2nd: Blindness/deafness
3rd: Bestow curse (PHB and WHB)
4th: Contagion
5th: Mark of justice
6th: Bestow greater curse (W&R)
7th: Mass curse (W&R)
8th: Trap the soul
9th: Bestow malediction (W&R)

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Kalma

Campaign Design - Clerical Domains: Spirit

Spirit Domain (Corwyl: Village of the Wood Elves, Shamans: Call of the Wild, the Shaman's Handbook, the Thieves' World Player's Manual and Undead)
Divine Power: Kalma.
Granted Power: You can create an item (often a doll) that connects you to a target. The creation requires 100 shillings and a sample of the target’s hair, finger-nails, or other body part. You may cast a Touch spell on the target as long as he or she is within Long range and you have a line of effect. The target gets a +2 circumstance bonus on his or her save (if any). You may only create one “doll” per month and creating a new one renders the previous one useless.

Additional Granted Power: You cannot be attacked by allips, ghosts, nightshades, shadows, specters, or wraiths as long as another target is available.

Additional Granted Power: You gain a +3 bonus on all Charisma-based skill checks when interacting with the dead or undead.

Additional Granted Power: You can see active spirits within 60 feet with a successful DC 20 Spot check and guess at their nature and intentions. Dormant spirits can be spotted with a DC 25 Spot check.

Additional Granted Power: You may add Knowledge: Spirit World to your list of class skills for free. You may cast detect spirits as a spell-like ability once per day per cleric class level.

Additional Granted Power: You can cast spirit spells at +1 caster level.

Spirit Domain Spells
1st: Bane, detect return (TWPM), detect spirits (Shamans), invisibility to spirits (Corwyl), obscuring mist, protection from spirits (SHB)
2nd: Darkness, desecrate, detect dimensional disturbance (Shamans), identify spirit (Corwyl and SHB), scare
3rd: Bestow curse (PHB and WHB), dismissal, helping hand, magic circle against spirits (Corwyl and SHB)
4th: Air walk, death ward, ethereal projection (SHB), slay returned (TWPM), spirit wall (Corwyl)
5th: Enervation, ethereal jaunt, lesser astral projection (Corwyl and SHB), power walk (Shamans), unhallow
6th: Awaken, etherealness, harm, magic jar, slay spirit (Corwyl and SHB)
7th: Awaken the land (Shamans), eyebite, greater scrying, vision
8th: Discern location, ethereal/spiritual junction (Shamans), finger of death, greater slay returned (TWPM)
9th: Astral projection, shadow projection (Corwyl and SHB), soul bind, trap the soul

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Kalma