Mystics of Jezul (Jezulain) Profession in Alcirya | World Anvil

Mystics of Jezul (Jezulain)

A secret order of mystics established during the Age of the Iron Lords by Jezule the Nebbarite. These mages were the first to understand elements of the Spellcrux (they had access to earth and water elemental spells) and internalize its use. Jezulain believe(ed) that to use the power of the Spellcrux you had to both study (hermetic) and have faith in the "other" (gods as of yet unidentified by them). Society (the Tribe of Appellon) largely disagreed with their approach and the tribe factionalized into faith practitioners and hermetic mages. Legends say this is one of the major reasons separate tribes developed in Appollonia's early days. The Jezulain took a back seat to the politics, donned the pejorative term "mud sorcerers" (for their predilection for using earth and water elemental spells) and slipped into obscurity.

In the current era, the Mystics of Jezul have become a newly formed cult. The cult believes that the Jezulain formed a secret society, the Iron Circle, who continued their magical practices but would not confer true knowledge to new members. Knowing that their knowledge would die, they established locations (some call them "tombs") within which they could store their knowledge and, some believe, their living bodies ready to be awakened in a more enlightened age (one that would accept the practice of fused faith and hermetic magic). The new Mystics of the Jezul are searching for the "tombs" of the Jezulain and their descendants, as they are believed to be the key to accessing the knowledge in the "tombs" and resurrecting their ancient benefactors.

The Jezulain are considered enemies of the Church of Palanos and the descendants and participants have been hunted almost to extinction. In Appollonia, the Jezulain are considered abominations and are imprisoned and forced to recant or sentenced to death.

​The ancient Jezulain wizards learned to not merely channel spells through their bodies, but to actually contain the energies of those spells within their flesh. This ability allowed the Jezulain to alter their physical forms to a greater or lesser degree, though it did reduce their ability to cast spells. ​

 
Role
​The Jezulain have learned to harness magical energies to enhance their own bodies. These enhancements last for a limited time, but can have very powerful effects. During the time in which the Jezulain were a real power, they were the most feared combatant on the battlefield.
 
Distinctive Appearance
None
 
Special Benefits
The Jezulain are masters of physical magic. They have studied the nature of magical energies and have focused these energies into their body. They can cast spells, though they are limited as to the power of their spells (see below) but generally prefer to augment their bodies instead. The Jezulain spend “spells” in order to purchase special abilities, which are listed below. Each special ability costs a certain number of spells to obtain. The Jezulain mystic sacrifices the ability to learn that many spells in order to gain the ability. Higher-level spells are worth more, as each level of a spell is equivalent to a separate spell.

For example: a 4th-level Jezulain mystic has the ability to learn a total of seven levels of spells (three 1st level and two 2nd level). He may choose to learn only three spell levels worth of spells, leaving four to study new abilities.

Attribute Increases. A Jezulain may choose to increase any of their physical attributes (STR, DEX, or CON) at the expense of learning spells. Only one point may be added to a given attribute per each level the Jezulain mystic possesses (1st level, one additional point; 5th level, five additional points; etc.). The spell cost of any increase is determined by the attribute’s total after the increase is applied.

Attribute Cost 3-13 = 1 spell level/point
14-17 = 3 spell levels/point
18 = 5 spell levels/point.

The increase to the attribute is permanent, and the spell levels spent in this manner are lost to further use by the wizard (removing a 2nd-level spell to raise DEX from 5 to 6 results in the loss of that spell slot entirely). Removal of spell levels should be in full spell units (one cannot spend two levels of a 3rd-level attributes are applied as they occur, and are not retroactive (a high-level Mystic gaining a bonus from her increased CON will gain that bonus on all new Hit Dice, not on previously-rolled Hit Dice). Although an attribute can never be permanently raised above 18, it is possible to boost an attribute temporarily. An attribute can be raised above the racial maximum of a character, but the character suffers a permanent reduction of two hit points for each point over that maximum.

Fast Healing. Funnels healing magics to damaged sites, allowing wizards of this kit to increase the rate at which their body repairs itself. For every four spell levels spent on this ability, the mystic is entitled to roll 1d4 to determine the number of additional points healed in a given day. Damage is healed after the character has had at least six hours of uninterrupted rest. If the character cannot rest at least six hours, the number of points healed is halved.

Speed. Sudden speed allows the character to move very suddenly, once per day. This gives him or her a bonus of -1 to initiative for that round. The movement may be the drawing of a weapon, a quick thrust, or an actual move of up to 10 feet. The cost is three spell levels, and purchasing this ability more than once allows an additional use per day.

Hands of Stone. Allows the character to cause increased damage with his bare hands. The damage caused is equal to 1d4 plus ½ the caster’s level (round up). This ability has a base cost of five spell levels, but must be maintained by the additional expenditure of one spell level every time the character advances a level. If this maintenance cost is not paid, the character will still be able to inflict the increased damage with his hands, but will suffer 1d6 points of damage himself whenever the ability is used.

Stunning Blow. Costs three spell levels. It allows the character to stun an opponent in combat. This ability may be used once per day against a given opponent. If the character successfully strikes an opponent, he may opt to stun rather than cause damage. This attack form freezes the target for 1d4 rounds if a successful save vs. paralyzation is not made. If used in conjunction with hands of stone, the saving throw to resist a stunning blow will suffer a penalty of -2.

Silent Walk. Costs one spell level and allows the character to gain the ability to walk silently. This ability may be used once per day per level of mystic and lasts for one turn. During this time, the character will walk with a completely undetectable step. No magical or natural ability will be able to pick out the sound of the character walking.

True Target. Grants the Jezulain the ability to pick out the weaknesses in a target’s armor after one round of concentration. This reduces the target’s Armor Class by 1 for purposes of determining thrown attacks made by the Jezulain mystic. This ability is effective only for the first attack made against a target. The cost for this ability is one spell level.

Immovability. Allows a character taking no other action to remain in a spot regardless of the force brought to bear against him. The character becomes as one with the surface upon which he stands and may not be knocked down or moved by any means. This ability lasts for one round per level of the wizard using it and costs two spell levels.

Leap. Gives the wizard the ability to leap 10 feet without needing to run or otherwise prepare himself. The cost is one spell level. This distance can be increased up to 30 feet at the cost of one spell level per additional 10 feet of distance. If used as a means of closing to attack, the wizard gains a +1 attack bonus on his first attack. The leap cannot be performed if there is less than 15 feet of clearance above the wizard’s head to allow for the arc of the jump.

Steelskin. Hardens the skin of the mystic, allowing the mystic a form of natural armor. This ability may only increase the natural AC of the wizard by one point per level of the caster at the time of the casting, to a maximum of AC 2. The presence of steelskin is disrupted by any other protective devices, including bracers, rings, and cloaks. The cost is two spell levels.

Hammerblow. Costs three spell levels and gives a wizard the ability to shatter certain inanimate objects. This ability forces items to save vs. crushing blow, or be destroyed. If the item contains some harmful liquid or substance, it will be released; the wizard will suffer full damage from or the full effects of whatever was contained in the item. This ability doesn’t work against magical items.

Weapon Proficiency. Gives the wizard the ability to use another weapon. This weapon will be instinctively understood and usable without penalty, including magical versions of these weapons. Cost is one spell level for weapons commonly allowed wizards, two spell levels for weapons which are not normally available to wizards (footman’s mace or short sword, for example), and four spell levels for weapons which are not normally available to wizards and inflict a maximum of eight points of damage (or more) to man-sized targets (long sword, khopesh, or morningstar, and in this situation, bows, regardless of the type of arrow used).

These abilities are only the most common among the Jezulain. There are many more that may be devised by individual DMs.​

 
Special Hindrances
Jezulain mystics will never gain the command of spells to which other wizards aspire. No Jezulain may ever learn spells above 5th level, though they may learn spells from any school or elemental province. The cost of special abilities is also limiting to Jezulain mystics, as they may memorize fewer spells than other wizards. Finally, the Jezulain must spend at least half of his spell levels on abilities, and must maintain this balance at all times. ​
Class
​Wizard​
 
Attribute Requirements
None
 
Barred Beliefs
Jezulain mystics must be of any alignment that is not neutral. The powers they command are products of a passion and conviction that neutral-aligned characters find hard to maintain. ​
 
Race Requirement
None
 
Bonus Weapon Proficiencies
None​
 
Required Weapon Proficiencies
​The Jezulain are limited in their choice of weapons at the start of their careers. They may only use the sling, dart, staff, dagger, jambiya, and knife. As they advance in level, some will be able to use new weapons, as their control over body and magic becomes more complete. ​
 
Recommended Weapon Proficiencies
None
 
Barred Weapon Proficiencies
None
 
Bonus Non-Weapon Proficiencies
​The Jezulain mystic must choose any one of the following non-weapon proficiencies as their bonus proficiency: Dancing, Swimming, Jumping, Tightrope Walking, Tumbling, Endurance, or Running
 
Recommended Non-Weapon Proficiencies
Dancing, Swimming, Endurance, Survival, Healing, History (Ancient) (specializing in Jezulain history), Spellcraft, Jumping, Tumbling
 
Equipment
​The Jezulain may only carry a weapon, a change of clothes, and a days worth of food. Money may be carted around, but only if the wizard intends to spend the money within a week. ​
 
Wealth Options
​Jezulain start with no money and only the most basic of clothing. They have a single weapon, limited by their proficiency. ​
 
Homeland Terrain
None
 
Economic System
​None​
 
Recommended Discipline(s)
None
 
Recommended Devotion(s)
None
 
Recommended Science(s)
None
 
Barred Discipline(s)
None
 
Preferred Schools
None
 
Barred Schools
None

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