Spells of NgWhi
Triple ebony serpent horror might appear separate, but is still merged in the end. Many spells are common amongst its minions, though some may gain access to additional ones via the 3 Heads / Aspects of NgWhi too (see further below). Its witches and warlocks can incorporate others as well. In any case, in defiance of the Proto Indo-European Gods, NgWhi's clerics can cast the same spell more than once per day (if so prepared), and most of them are reversed. Some doom of man is sure to follow.
1st Level
Command, Create Water (reversed), Cure Light Wounds (reversible), Detect Evil (reversed), Light (reversed), Protection from Evil (reversed), Purify Food and Drink (reversed), Remove Fear (reversed)
2nd Level
Augury, Bless (reversed), Delay Poison (reversed), Know Alignment (reversed), Hold Person, Holy Chant (reversed), Reveal Charm (reversed), Snake Charm, Speak with Animal (serpents and brutes only), Spiritual Weapon (held by a phantom demon, orc, or goblinoid)
3rd Level
Animal Growth (serpents and brutes only), Continual Light (reversed), Cure Blindness (reversed), Cure Disease (reversed), Dispel Magic, Prayer (reversed), Remove Curse (reversed), Striking (the effects appear quite disturbing too)
4th Level
Create Food and Water (reversed), Cure Serious Wounds (reversible), Detect Lie (reversed), Lower Water (which is also permanently eliminated), Neutralize Poison (reversed), Sticks to Snakes (all black, some even with multiple heads)
5th Level
Cure Critical Wounds (reversible), Flame Strike (appears as a phantom avatar of NgWhi striking), Insect Plague
6th Level
Blade Barrier (appears wielded by phantom demons, orcs, and/or goblins), Heal (reversed), Part Water (which is also permanently eliminated)
7th Level
Control Weather (to cause storms and droughts), Restoration (reversed)
3 Heads / Aspects of NgWhi Spells
In addition to the general spells above, minions of NgWhi can access additional ones based on the various edicts of that demon lord. Of course, which are granted is determined at random, if at all.
Roll 1d4-1 to see how many Heads / Aspects the minion has access too. Each spell listed then has a 66% chance of being available to them if allowed by level. If so, the minion may know and can cast the spell, but must always do so in a certain way. For Magical Side-Effects, consider the corresponding Head / Aspect to be the one rolled whenever that spell is cast.
Seize the Abundance of Others
Enlarge, Find Traps, Invisibility: if cast to engage in theft (especially of cattle, water, and the like), corruption, taxes, or to destroy general prosperity.
Spread Great Disturbance
Confusion, Darkness Globe, Scare: if done to promote senseless aggression, treachery, or fear.
Let the Dark Hordes Take Over
Charm Person, Gate, or Holy Word (reversed): if used to help orcs and/or goblinoids to invade, play upon human naivety, corrupt others to the dark, create or assist abominations, or help lead to the fall of civilization.
For example, if a 5th level cleric of NgWhi had access to Seize the Abundance of Others and Let the Dark Hordes Take Over, then she might know some of the spells listed for each. If she ended up having access to Invisibility, Charm Person, and Gate, she could cast the former two, but not Gate until she was of a higher level. As for Invisibility, she will have to cast it to correspond with one or more of the ways listed, and always have Seize the Abundance of Others as the Head / Aspect when rolling for Magical Side-Effects. As for Charm Person, she would do the same, except that she would use Let the Dark Hordes Take Over.
The Foolishness of Humans
NgWhi Encounters
Even if it's not April 1st, are those too gullible or insane to save themselves worth saving?
Addendum to the Election
Continuing on the encounter from Gods & Entities of Witchcraft (link, see bottom half of page), Cavilla of Spamburg has won the contest. Esmeralda survives, though she may never have been a true adversary.
The Witch Takes Power
Now assuming rulership, Cavilla has removed her proverbial mask, showing that she doesn't in fact follow a mild demon, unless of course if one would consider the Proto Indo-European Demon Lord of Theft, Senseless Violence, & Ruin to be mild. Any traditionalists in the land are now being disempowered, losing their ability to have a vote ever again- all in the name of 'demoncracy'. Those who support the witch and such things, the Demoncrats, celebrate the conquest of this area, smirking over turning the traditionalists' faces (and lands) 'blue'.
Cavilla's Threat
For her part, the witch has grown in personal power, now having her devotion to NgWhi be more open. Perhaps it was that way before, perhaps she has debased herself further in order to secure victory, the Demon Lord has granted its vile blessings regardless (see The Witch Herself, below). Cavilla too enjoys the protection of roadwardens, not to mention her many supporters, other familiars, and orc and goblin opportunists.
The Duped Ones
The less wicked human followers of the witch and NgWhi may soon be on the receiving end of the evil too, having to lose their ability to elect someone different, or even carry defensive weapons, while at the same time having their villages and towns flooded with orcs and goblins to change them beyond all recognition, 'enriching' them with rapine and slaughter.
The Kept Opposition
Local Public Lords, a nominally rival power group, would be expected to step in to save the traditionalists, but are arguably too incompetent to do so. Many are busy parroting the greatness of demoncracy, and cheering on some senseless distant war against Persia.
Are the People Worth Saving?
The wise might wish to depart this area entirely, for a clear majority of the local folk did not rise up against the vote for this calamity, let alone they allowed traitors to freely advocate for it first. Their foolhardy compassion (especially amongst the womanfolk) is proving to be their own undoing. Unfortunately, as described in the Gods & Entities of Witchcraft encounter, the evil of NgWhi has a habit of spreading, so those who don't wish to save humans who won't save themselves may need to travel to far lands indeed, possibly other worlds. Such evil of NgWhi and similar demon lords have overtaken other lands than this one, and it will not be the last. Until stopped, slain, and all its roots pulled out and destroyed, the horrific darkness will only grow.
Drawing the Party In
Adventurers who still balk at remaining can encounter the witch's familiars, likely annoying enough to cause them to take further action, even if far too much of the common folk are too far gone.
Familiars
Align: C, MV: 40’, AC: 9, HD: 1, Atk: 1, Dmg: 1d2 slap or improvised weapon, SP: especially annoying, and somehow know just where and when to show up and harass wholesome folk and party members, SV: T1, Mor: 4 (9 when outnumbering those they harass), Items: ridiculous placard, gaudy garb, spectacles that suggest problems, small mirror for self-gazing, whistle, Appearance: demented and condescending looks on their faces, variable builds and complexions, yet upsettingly, still quite human
Fighting the Witch's Forces
Though unlikely to be battled directly herself, the witch's minions (and those of NgWhi) beyond the familiars can certainly be encountered. The party would be challenged by them for not cheering on the dispossession and replacement of the local folk, or for carrying necessary arms to protect themselves and their loved ones. Many make a return appearance from previous Proto Indo-European encounters, tying in the evil of the black demon snake.
Roadwardens
Special watchmen who likely aren't evil themselves, but are forced to serve it thanks to the need for 'following the Law'.
AL: L, Mve: 40’, AC 8, HD 1+1, Attk: 1 (club or short bow); Dmg: 1d4 or 1d6; SP: +1 to hit, damage, or AC each round when fighting in the name of the Law, can use their clubs for nonlethal damage without penalty, Sve: F1
The Church of Universal Love
Hstalkera and her henchlings come from Birchearth to bring such 'Universal Love' to the locals here too. That Birchearth has become intolerable due to her very faith has absolutely nothing to do with it of course (link- see bottom half of the page)!
Goblin Servants
Notedly fervent supporters of NgWhi now, they often cause great disturbance with their shouting in their absurd tongue, let alone stabbings and backward attempts at causing explosions. Many of them also come from 'Bitchearth' as they call it, like locusts seeking to descend upon fresh fields.
Temus Rhumba's Guards
Brought in from Lake City (link- see bottom half of the page), they helped destroy that land, and now wish to destroy this one as well, letting the dark hordes take over. The great traitor himself might make an appearance too amongst these other despicable scum. Still, they are perhaps not quite as ready to permanently flee their former homeland as Hstalkera, et al. are.
Leering Orcs
Accompanying Temus Rhumba, they drool over a new land to pillage. Especially happy to seize the abundance of others, led by a particularly loathsome, sniveling female, Ilamomar.
Gunn Hwarr
A possible ally (link- see bottom half of the page), this follower of Perkwunos may or may not have been successful in his homeland, but wishes this homeland to not be ruined in any case.
Mhatt the Whalsh
Another potential friend, likely present following those who ruined Birchearth link. Though less blessed than Gunn Hwarr in might and magic, he can be quite skilled in explaining just how dangerous NgWhi can be.
Note
Even if defeated, far too many humans have fallen under the demon lord's spell, so the witch's forces (and even the witch herself) can unfortunately easily be replaced. It is up to the party to act, but ultimately up to the Gods as to what befalls humanity next.
No matter what occurs, the witch and the other human dupes will meet their doom sooner or later by the wicked destruction of NgWhi, if not by others.
The Witch Herself
Although the party will likely never get close to her, her machinations have spread throughout the land, so it may help to understand her specific powers. Her witch abilities (link), have now become more augmented by NgWhi.
Cavilla of Spamburg, Lvl 8 witch
Align: C, MV: 40’, AC: 9, HD: 8, HP: 19, Atk: 1, Dmg: 1d4+1 (+1 dagger)
SP: demon patron, witch abilities & traits-
She's a Witch! (link- see halfway down the page)
Warlock x 4: Dark powers (link) Dark Duel: Destroy the weapon or other item held by another who meets their gaze and fails an opposed Intelligence, Wisdom, or Charisma check. Artifacts and relics may not be destroyed, but still can be dropped. Cavilla will use this on any challengers who happen to get in sight of her, past her many layers of guards. If that happens, she is also likely to put a strange, clear bag over her head.
Dark Hold: Prevent another who is up to 1d6 x 10' away from moving for as long as they fail an opposed Intelligence, Wisdom, or Charisma check each round, lasting until broken. She prefers to use this on her minions, dreaming about how NgWhi could paralyze them.
Dark Resolution: Gain a 2d4 bonus to one's initiative this round, quickened and sharp, ignoring a foe's element of surprise. It might assist the witch in outflanking the zombielike Public Lords on the political front, though their inability to take effective action generally makes it unnecessary.
Dark Talent: Gain a +6 bonus to a skill-related roll. Helping her to appear caring and insightful to dupes, the voice of 'moderation' (i.e. doom), darkness will be its ultimate end- and Cavilla (and NgWhi) are only too happy for that.
Sorceress x 4: Can cast her sorcery spells at will. In addition, they're 5 harder to save against. (link)
When casting spells: Roll on either:
- dark magic side-effects & witchcraft side-effects
- sorcery magical side-effects & witchcraft side-effects
- NgWhi magical side-effects & witchcraft side-effects
Use a different combination each time.
Also, as a witch, she has a 9 in 12 chance of being able to spontaneously cast another spell she knows instead of one she has prepared instead (link):
Spells known:
1st Level: Bless (reversed), Sanctuary (works via fear rather than sanctity, she may also use a clear bag as described above as well), Pass without Trace (D), Charm Person*, Jarring Hand*- all can be cast at will until stopped, per sorcery
2nd Level: Speak with Animal (serpents and brutes only), Warp Wood (D), Amnesia*, Arcane Lock*, Darkness Globe*, ESP* - all can be cast at will until stopped, per sorcery
3rd Level: Cure Blindness (reversed), Remove Curse (reversed), Blink*, Fly*, Haste* (reversed) - can prepare 3 (since she's only equivalent to a 4th level sorceress with regards to special abilities, she is limited in how many 3rd level and higher spells she can cast per day)
4th Level: Detect Lie (reversed), Lower Water (which is also permanently eliminated), Neutralize Poison (reversed), Sticks to Snakes (all black, some even with multiple heads), Polymorph Other* - can prepare 2
SV: M8, Mor: 9, Items: symbol of NgWhi, black robes & hat, 3538 gps, strange, clear bag
Appearance: fair skin, blond hair, slender, condescending and witchlike mien.
Next week: we begin a new series on Baltic Divinities
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