Zattaze, Demigod of Spells and Chaos.

From: Darrin E. Meade.

(contact via [email protected])

 

Zattaze was born a child with magic already in him and part of his environment, his parents being a Priestess of Bast and an Arch-mage in the city of Greyhawk on the planet Oerth. The time period this took place in is so long ago that even the greater gods have trouble remembering. All that could be said about Zattaze's age is that he is very ancient. His parents perished with his mother's church and his small school of apprentices fighting an onslought brought about by the mage that resided in the Valley of the Mage. Zattaze was taken under wing by a friend

of his father's by the name of Warr. Warr was a powerful lord in need of a magus of the court. So he took Zattaze in and paid for his training in the best schools of magic. Upon reaching the higher levels of magic, Zattaze then created many wonderful and powerful magic items for Warr, when combined with his fighting skill, made Warr one of the most powerful men on Oerth. Zattaze then took the notion to become a cleric of Thoth, rising to great levels with his strong faith and combination of intelligence and wisdom. By this time, Warr ruled a large part of Oerth, none

daring to overthrow him and his powerful mage/cleric. Warr became inflicted with Melencholy of Might, an insanity to which there is no cure. Melencholy of Might is when someone becomes so powerful there is nothing left to do, so in a fit of boredom, Warr took his life leaving everything to Zattaze.

 

 

Zattaze, not being one for rulership, let the lands he owned find their own way. He kept the castle and money and then decided to travel to the Orient, where he learned the secrets of the Shukenja, and through prayer with Thoth, learned the ways of the Shukenja. He had thus became acquainted with every spell-casting occupation there was. He traveled far and wide learning new spells and making very powerful magic items. He then went to Valley of the Mage to take over and bring revenge to his parents. He decimated the puny mage living there and sold his soul to Pazuzues (which was to become a regular thing he did to people he dispised). His love for cats and direct communication with Thoth brought about the attention of Bast, who fell deeply in love with the powerful mage. They had a fling for a few centuries in which Zattaze created Scout in her name. She eventually left him, afflicting

him with a kind of chaotic nature.

 

Not evil nor good, just supremely chaotic. This coupled with the affliction Melencholy of Might he soon acquired drove him to bring about large chaotic events which upset balance and brought about the attention of the

Gods. Instead of destroying him, Thoth asked that he be ascended into the position of demi-god status, where he could work his chaos in order to maintain balance, but also he could be supervised when needed. They all agreed, accept Set, who was overruled. Upon his ascention, Zattaze was granted his own sphere of control, and special powers granted only to him.

 

ROLEPLAYING NOTES:

 

Zattaze loves chaos, he thrives on events that make people get very confused as to what happens next. He is very egotistical, narsisisctic, cocky, and self-centered. He hardly ever obeys rules, thinking he has the right to do anything. He does not believe in good or evil, just different degress of intense chaos. He still has a love for felines and magic. Zattaze loves to intervene in mortal affairs. Much to the dismay of the Gods and mortals. He doesn't always help the mortals he intervenes for, rather, just stirs up alot of trouble and then leaves. He will send his avatar on these occaisions: the harming of a feline, 40%, the creation of a useful spell 40% (not essentially useful to him because he could just wish for things, but useful in the realms of normal magic). Upon the creation of a new spell, If the priest offers it to Zattaze as a gift, there is a 75% chance that Zattaze will share one of his peronal spells with the priest (the spell will be of equal level). However, if it is a useless spell, the mage may find himself with a minor, irrating curse. If a cleric prays for his intervention (10%), this ususally ends up causing the cleric a great deal of chaos and death is usually more worthwhile.

 

Zattaze has these objects:

 

Sphere of Annihalation, Rod of Cancellation, Orb of Wishes, Orb of Permanency

Orb of Spells (Int: 20, Wis: 19, Ego: 63. 20th level caster, can

cast every spell Zattaze can).

Orb of Sight and Sound: Int: 23, Wis 23, Ego 66. 20th level caster, can cast every spell Zattaze can). This item has the scrying abilitys of a crystal ball, with the ability to cast spells through it. Its reach is the known dimension including planes and some pocket dimensions in the known dimensions.

 

Mirror of Worlds:

This 5' x 5' circular, upright mirror acts just like the Orb of sight and sound except that it is also extra-dimensional in its viewing. Ie. Krynn, Greyhawk, Forgotten Realms, Marvel World, pocket dimensions) etc. It can cast the number of gate spells equal to the level of the caster/wk. However, the Mirror is not intelligent.

 

Ring:

Doubles the power of all spells, area of effect, damage, range, etc.

Spell Turning

Lower Resistance

 

Staff:

Doubles the power of all spells.

Any spell that requires touch have a range of at least 1'/lvl.

 

 

Circlet:

Doubles the power of all spells.

All non-detection spells

All protection spells

Psionic barricade

 

Bracers:

Doubles the power of all spells

Ability to cast 3 spells/rd.

All spells have a curse that raises the the character's saving

throw 3 points.

 

 

AoC: Spells and Chaos

Align: Chaotic

Pr.Align: Any Chaotic

Plane: Limbo

Symbol: Open Book

Wo.Align: Any Chaotic

Races: Any

Non/Weap/Prof: Normal

Granted: None

Reccomended: Spell craft and Concealed Somatics

 

Duties/Devotions: Normal prayer, spreading the faith. Acquire spells.

Marriage: No

Mission: Learn magic, teach magic, cause chaos

Vigilance: Lawfullness, stupitidy

Rights of priesthood:

Church Trial: Yes

Coronation: No

Tithes: Donations

Excommunication: Only for traitorous acts

Rule: Yes

 

Restrictions:

Armor: None

Shield: None

Celibacy: Are you insane?

Chastity: Never

Clothing: Egyptian style, either shaved head or hair below center back (no in-between), and holy symbol on necklace

or on staff.

 

Ability Scores:

Int: 16, Wis: 16

 

Prime Requisites:

Int, Wis

 

 

Spheres: (See Below)

 

POWERS OF PRIESTHOOD

 

1. Major access to all spheres of control.

2. Ability to cast any spell the priest encounters.

Including M+User, Wu-Jen, and Shukenja.

3. Can cast any spell (if level permits) off of a scroll.

4. Always allowed a saving throw versus spells.

5. Priests can do spell research just like mages, but if the new spell is successful, they have to offer it to Zattaze before he will give them the power to cast it.

 

RESTRICTIONS OF PRIESTHOOD

 

1. No armor

2. Only allowed two weapons (including weapon prof) of dagger and staff.

4. 1d4 for hit points

5. Attacks as a wizard

 

Note: Clerics of Zattaze can teach a mage any mage spells they have in their prayer books (Excluding spells that are not fitted to the mages class) because they have to inscribe their prayer books much like a wizard.

 

SCOUT, AVATAR OF ZATTAZE

 

Scout was created when Bast and Zattaze happened upon a hunter who had just shot a white jaguar. Well, upon seeing this Bast unleashed her full fury and killed the hunter. Then Zattaze captured his soul and gave it to Pazuzues as a present. Zattaze then healed the Jaguar and realized she was going to deliver kittens. So Zattaze and Bast kept this creature for a pet. The Jaguar had 5 white kittens. Zattaze released 4 kittens along with their mother, and in a vow of love made the statement if anyone finds these kittens or their mother and show them nothing

but respect and kindness, they may ask me for one favor within my power. If, however, they harm these animals, my wrath will be quick and prolonged. The other kitten Zattaze kept and used all of his powers to mutate the cat into a half-man, half-cat Jaguar (looks like a werecat). The cat had amazing intelligence and Zattaze took the newly made life as an apprentice. Scout learned quickly and became a very powerful mage\cleric. They had many adventures together and became very close, best friends. So when Thoth told Zattaze the good news about being ascended into the ranks of the Gods, Zattaze made Scout his avatar so in a way, they could still adventure together.

 

ROLE PLAYING NOTES:

 

Scout is the type who is happy to be alive (or created being the correct word). But he does not like cruelty to animals, and he does not like being challenged. He is cocky, but not as much as Zattaze (his personal joke being Zattaze is the Demi-god of Chaos and Cockiness). He is slightly chaotic, but doesn't go into cruelty chaos like

Zattaze. He loves to learn and to teach, he can be very gentle and fun loving depending upon the situation. He can also be very deadly.

 

 

 

SCOUT'S ABILITIES

MAGE: 20 CLERIC: 20*

STR: 25 DEX: 25 CON: 21 INT: 23 WIS: 24 CHR: 19

MV: 36' SZ: 6' HD: 20 HP: 140

AC: -6 MR: 40%

Algn: Chaotic Good

ATT: As Cat

 

Scout can choose to be full human, half-man & half-cat (the cat being of his choosing from cheetah to sabre tooth and all inbetween), and full cat (any cat he chooses). When in half form, he uses the attack tables as the cat he choose for that day plus strength.

 

Scout can also phase, this is not magical but a natural ability, it is the ability to have the molecules pass through any solid, liquid, or gas. Scout can be affected by certain magic in this state, but cannot be physically hurt. He cannot cast in this state, he cannot attack in this state. When performing this ability, it is the only thing he can do.

Scout is allowed a saving throw versus all magical spells and spell like effects. Scout can detect and see etheral, astral, and invisible creatures with his white eyes, which the slits are red.

 

Cat's Cradle

 

Scout has the natural ability to triple his size and speed. This gives him triple attacks he can make in one round. (Mixing this with the avatar ability to triple size you then have a X9 modifier).

 

*These include the Druid, Shukenja, and Wu-Jen spells and abilities.

 

Scout's Magic Items *

 

Circlet of the Cat:

Mind Blank is permanently up.

Allows 75% MR to spells and spell like powers.

Spell absorption up to 50 spell levels which he can then weave into his own spells.

Anti-control (stops effects of any mind control)

Prayer: which gives friends +6 to save vs. spell and spell like effects, and gives enemies a -6 to save vs. spell and spell

like effects.

Feedback: See Spell on Zattaze

Anti-scry: Allows no detection from any scrying magical or psionics

 

Bracers of Feline Grace

Allows the ability to cast three spells in one round.

Triples damage, other spell abilities, range, duration, and area of effect of all spells.

Has the In-Hand spell Zattaze created.

AC: 0

Fly: 278'

Teleport without error

 

Scout's Ankh

Heal

Regeneration 5hp/rd

Ressurection 2x/day

Cure disease

Restoration

 

 

 

Ring of Kittens

Anti-port

Stop port

Gate

Transfer (transfers spells that require touch into a green ray that only misses if user misses his save).

+3 to all saving throws.

Shield of Force

 

Can call these items from Zattaze once per day:

Orb of Sight and Sound

Orb of Annhiliation

Dimensional Mirror

Satan's Sword : +4 Vorpal, Sv. vs. Void, Sv. vs. Trap the Soul, Sv. vs. Imprisonment.

 

* Scout's Items were made with the help of Zattaze, Thoth, Isis, and Neodig. These items can only be taken away if enough dispel magic spells are cast to dispel: an anti-dispel magic, wish, ancient bless, stay, stay port, and an anti-in-hand spells, if all these prove successful, Scout would still get the benefit of a saving-throw. They cannot be yanked physically from him unless the wish, stay, and ancient bless spells are removed. Scout can send any one, or all at the same time back to at a mere thought, no matter where he or the items may be.