Tomb Titivator
Posts: 895
Joined: Saturday, 15th June 2013, 23:54
God: Hasheem
Various Effects
- If you learn a spell from a book, Hasheem tells you to choose wisely and burns the book once the spell is learned.
- Altar only appears in the Temple.
- Instead of invocations, Hasheem’s God given abilities have fail percentages based on the Spellcasting skill.
- Player cannot use ranged weapons(throwing-slings-bows-crossbows-evocables)
Appreciates
- Exploring with a spell under 5% fail rate. More piety gained for more spells falling under this requisite.
Deprecates
- Forgetting a spell
- Casting a spell with a failure rate above 15%
- Abandoning him
Given Abilities
Thirst - At half the rate of your hunger, your character gains a thirst due to the desert aura of Hasheem. Quenched, Parched, Thirsty, and Dehydrated. While they don’t kill you, each status has an effect. The player hits quenched by standing in water instantly in one turn.
Quenched: 2% chance of doing double damage when casting damage-causing spells.
Parched: -2 accuracy
Thirsty: -4 accuracy
Dehydrated: -6 accuracy, blurry vision 1.
* - Wild Magic 3
** - Replenish - 4 MP, 2 Piety - Take a drink of water.
*** - Build Dune - 6 MP, 4 Piety - Instantly raise a sand wall on one unoccupied tile. Nothing can go through it until it’s 50 HP is struck down to 0.
**** - Mirage of Vulnerability - 7 MP, 4 Piety - Spawns a mirage vision of yourself temporarily that follows along, cannot be controlled, and casts vulnerability each time a monster enters LOS. Does not affect the player.
***** - Sandstorm - 10 MP, 5 Piety - Hits everything with a sandstorm, destroying walls and damaging everything in sight, including you, each turn. Lasts 5 turns.
****** - Once a game upon reaching ****** Hasheem gifts you a randart hat, appearing as the wizard hat.
Punishments
Level 5 magical contamination.
Abandonment: You forget a random spell.