Teuvel'Kiira'Khilat - Kiira

From House of Khilat

This Kiira lore gem is a half inch diameter brilliant white diamond with a light blue tint, cut with facets to display a seven pointed star. Unlike typical Kiira, the spells used to create the Khilat Kiira provide an inner fire of silvery blue light that sheds a pale radiance in the dark, endless the gem is hidden.

Powers

Kiira

The Kiira has the following powers, some requiring an intelligence check to access:

  • Will inflict a feeblemind spell once per turn with a save at +4 to avoid the effect to be permanent
  • Members of the Khilat family line must make intelligence checks against to access full powers of the gem.
    • Automatically melds into the wearers forehead, disappearing unless consciously called forth or the owner dies.
    • Mind Blank against all except elves of the House of Khilat
    • Increases intelligence by 1 point, up to 19 maximum.
    • Grants +2 to proficiency checks involving intelligence or wisdom
    • Can be locked and unlocked
    • Learning spells and other knowledge based tasks are performed in half the time
    • Serves as a thaelkiira, or elven mantle gem
    • Stores up to 300 levels of spells like a spell book:
    • The gem contains extensive spell casting knowledge. Magic users possessing the gem can gain enough knowledge to advance their spell casing ability by 2 levels.
    • 10 vivid memories of up to an hour each

Memories

In addition to fragments of memories, the Kiira can store 10 vivid memories, up to an hour each. Memories are automatically recorded during periods of intense emotion, such as grief, fear, anger, or exhilaration.

  1. Lord Elian Khilat – Lord Elian claims the Moonblade.
  2. Lady Lyassa Khilat – Lady Lyassa performs a high magic ceremony while the Great Wyrm Khilat ascends and binds his spirit into Ar'Gisir'Khilat. The trapped spirit of his dragon mate Halel is freed and bound into Ar'Gisir'Khilat as well, but without the ability to manifest magic power. This ended centuries of the silver dragon's patriarchy.
  3. Lord Timmor Khilat – Lord Timmor participates in a Lythari ritual and transformations into a Lythari.
  4. Lord Elnan Khilat – Lord Elnan finds and recovers the long lost Moonblade from the den of the Lythari and is found worthy to wield it.
  5. Lord Oloros Khilat – The fall of Myth Drannor and the heroics of Josidiah Starym and those he leads into battle, including the final battle of Oloros as he was overwhelmed by daemons.

Spells

The Kiira has various memories of spells, including access to linked Kiira, so that spell casters can learn 1d6+1 spells per year. Learning a spell is somewhat like spell research, requiring the wearer to put all the memory fragments together into a working spell, but without the need to experimentation and research.

In addition to new spells, 1d4 variants of know spells can be learned per year. Variants break out as follows:

  • 50% of variants will be inferior to current know versions of spells.
  • 20% will have a personalized presentation with no functional changes that serves as a wizard's signature or calling card. Presentation variants usually have a visual nature such as mists, faerie fire glows of specific colors, or sparks, but can be based on sound, smell, temperature or other sensory perceptions.
  • 20% will trade improvements in one aspect (range, duration, speed, components) of the spell for a reduction in another aspect. For example, taking 2 segments longer to cast to increase duration for 2 additional rounds.
  • 10% will have an improved feature of the spell, typically in one of the aspects above but sometimes in the way the spell behaves.

The maximum number of spells that can be learned from the Kiira is 4d10 + 1d6 for every linked Kiira. Subsequent direct access to a linked Kiira provides it's typical 4d10 spells minus the 1d6 already gained through the link.

Once learned, spells are typically written to a spell book, including the Kira's spellbook function. Spells can be memorized directly from the Kiira, taking 1 day per spell level of the spell being memorized, during which time no other spells can be memorized.

Spellbook

The kiira can store formula for spells as a spellbook storing up to 300 spell levels. Spells can be erased and replaced by the wearer.

Spells current saved to the spellbook are as follows:

  1. Cantrip, Charm Person, Comprehend Languages, Detect Magic, Identify, Magic Missile, Phantasmal force, Read Magic.
  2. Alter Self, Continual Light, Improved Phantasmal Force, invisibility, Knock, Locate Object, Magic Mouth, Wizard Lock.
  3. Dispel Magic, Fireball, Item, non-Detection, Secret Page, Spectral force, Tongues, Wraithform.
  4. Dimension Door, Emotion, Fire Trap, Ice Storm, Improved Invisibility, Minor Globe of Invulnerability, polymorph Self, Stoneskin.
  5. Advanced Illusion, Conjure elemental, Contact Other Plane, Dream, Extension II, Fabricate, Major Creation, Teleport.
  6. Contingency, Death Spell, Enchant an Item, Legend Lore, Permanent Illusion, Programmed Illusion, Veil, True Seeing.

Skills

Kits

The kiira can teach the skills associated with any of the following kits by the next level advancement, if the wearer has an eligible class and has not taken a kit. Alternately, they may learn to mimic any of the following kits by learning the associated proficiencies, without receiving the special benefits or hinderances, except those that are purely social in nature based on perceived status.

  • Warrior
    • Elven Knight (Fighter)
    • Swashbuckler (Fighter, Thief)
    • Divinate (Paladin)
  • Wizard
    • Bladesinger (Fighter/Mage)
    • War Wizard (Fighter/Mage)
  • Priest
  • Rogue
    • Blade (Bard)
    • Minstrel (Bard)
    • Collector (Fighter/Mage/Thief)
Proficiencies

Over a period of time the wearer can learn proficiency in a fighting techniques, fighting style specializations, or sword specializations where the wearer is already proficient. Non-fighters can practice and gain weapon specialization. Time to acquire each proficiency is typically two months while actively training or using the weapons skills. If the wearer already has specialization in one of the weapons, then the next level of specialization is granted.

  • Spell Casting
    • Bladesong - the ability to cast spells with somatic components using one hand. Performing strictly defensive melee moves will not spoil the spell casting.
    • Swordcasting - the ability to cast spells without somatic components, through the sword, delivering the effects on a successful hit. The spell typically delivers a one time bonus of extra damage by touch, though other spells may enhance the blade for an extended period.
  • Combat
    • Blind Fighting, Ambidexterity.
  • Non-Weapon
    • Dancing, Etiquette, Juggling, Jumping, Singing, Spellcraft, Tumbling, Weaponsmithing.
    • Alertness, Artistic Ability, Camouflage, Engineering, Falconry, Heraldry, Land Based Riding - Horse, Musical Instrument, Religion, Rope Use, Stonemasonry, Survival, Tightrope Walking.