Hishna
Hishna or talonmagic was a form of divine magic practiced by Maztican priests of Zaltec. Hishna was the magic of claw, fang, and venomous sting.
Hishna could be used over long distances and powerful practitioners could dominate the will of another being hundreds of miles away. Hishna could also be used to create a sending to deliver messages over long distances and could be used to animate objects such as snake skins.
Hishna spells:
Ambush
This spell allowed a caster to conceal up to 30 individuals in any kind of terrain. While the spell was in effect, the individuals had to remain relatively still and silent, or else the spell would be broken. If successful, they blended perfectly into the terrain, even a flat area. This spell could only be cast outside.
In addition to verbal and somatic components, the spell required a material component.
Cat charm
Effects
This spell allowed a caster to detect the presence of any non-magical feline such as a jaguar. The spell did not summon a feline to the caster, the targeted feline had to be within sight and within at least 20 yards (18 meters) of the caster. Once successfully cast, the charmed feline was able to understand rudimentary commands and perform simple tasks. Tasks often included guarding the caster or attacking an enemy. The caster was also able to tie a message around the feline's neck and have them deliver a message. The further away the feline traveled from the caster, the greater the chance the spell would be broken. The enchantment lasted at least a week.
Components
The spell required verbal and material components.
Create talisman
Effects
This spell allowed such an artisan to create a talisman of hishna or pluma, respectively, which were both a work of art and a magic item. It was exceptional also in the long time it required: from a quarter of a year to one and a half years to create a talisman of hishna and even one year longer to create a talisman of pluma.
Components
Aside from verbal and somatic components, the artisan required the materials necessary to construct the talisman.
Uses
A talon of Zaltec was a jaguar claw enchanted with the create talisman spell.
Talon of Zaltec
A talon of Zaltec was a jaguar claw enchanted with the hishna spell create talisman.
Powers
The tip of the talon contained anywhere from 1–10 doses of a lethal venom. The talon of Zaltec could be wielded in combat like a small melee weapon. A single scratch from the talon would be enough to kill.
The base of the claw contained a dangerous powder that could be cast into the eyes of a target up to 5 feet (1.5 meters) away to blind them for many hours.
A plumastone was a piece of obsidian enchanted with the create talisman spell.
Description
A plumastone could only be created by someone skilled both in weaponsmithing and the use of pluma magic. Plumastones could be crafted into a variety of weapons including macas, daggers, spears, or arrows.
Powers
The pluma magic protected the obsidian plumastone from breaking. Additionally, it made it easier for the wielder to strike their targets, and inflict more physical harm when they did so.
Cursed image
Effects
A caster used this spell to inflict damage on a targeted individual from a distance. A caster manipulated a clay likeness of the targeted individual to either cause painful damage or immobilize the target. Punching or stabbing the likeness transmitted damage, while holding it firmly immobilized the target. The caster was unable to do both at the same time.
Casting
Casting the spell was an involved process. The caster had to mould the likeness from clay themselves. They needed to be aware of the general location and appearance of the targeted individual.
Components
In addition to verbal and somatic components, the spell required a material component, some clay. If the caster incorporated some of the target's hair or nail clippings, the spell had an even stronger effect on the target.
Darkness (hishna)
Effects
This spell created a sphere of darkness with a radius of 15 feet (5.2 m). It appeared centered around the caster, but then remained stationary independent of his or her movements.
Components
Aside from verbal and somatic components, darkness required some scales from the belly of a nightsnake.
Drought (hishna)
Effects
This spell caused an area to dry out, as if struck by a drought. If the spell was cast in an area with standing water of a depth of one foot (30 centimeters) or more, the water vanished but would be quickly replaced by water outside the spell's area of effect. The spell's effects lasted until natural or magically generated weather patterns brought rain to the affected area. Dispel magic could reverse the effects of the spell, but only if it was cast before the casting time elapsed.
Casting
Casting the spell required an hour of the caster's complete concentration, and they had to cast the spell from the centre of the area to be affected.
Components
In addition to verbal and somatic components, the spell required a material component, a dried foot from a desert rat.
Fire (spell)
Effects
When cast, this spell would cause almost any object to burst into flames. If the targeted object was flammable, it continued to burn after the spell expired. Nearby creatures suffered burns and, if close enough, any flammable clothing caught fire. The summoned fire was non-magical in nature.
Components
In addition to verbal and somatic components, the spell required a material component.
Heartsense
Effects
The spell functioned by detecting the beating of the heart of any warm-blooded creature, such as birds and mammals or warm-blooded humanoids, within 30 yards (27 meters) of the caster. This detection area increased as the caster's skill level increased. As a caster moved, the area of detection moving with them. Additionally, by means of this spell, the caster was able to estimate the approximate size of a detected creature.
Components
This spell required only a verbal component.
Huntsman's call
Effects
The spell summoned birds and mammals to the location of the caster. The spell had a very large area of effect, 1,000 yards (914 meters). While the spell summoned animals to the caster, the animals natural caution remained and would flee at the first sign of a threat or the sight of humanoids.
Components
In addition to verbal and somatic components, the spell required a material component, a whistle carved from the claw of a jaguar.
Hypnosis (hishna)
Effects
This spell was nearly identical to the charm person spell used in Faerûn. The main difference was both the caster and the targeted individual had to focus on one another for several minutes for the spell to be effective. If the caster failed to cast the spell, the targeted individual would be unaware an attempt to charm them had even occurred. The spell was able to charm semi-sentient and sentient creatures.
Components
In addition to verbal and somatic components, the spell required a material component.
Jaguar form
Effects
After the transformation was completed, the caster retained their mental faculties while in jaguar form. While polymorphed, the caster was unable to cast spells or speak or overcome other limitations of their new form. They gained the natural abilities of a jaguar.
Components
This spell required only a somatic component.
Pestilence
Effects
This spell was a less powerful version of the insect plague spell used in Faerûn. The main difference between this spell and insect plague was that pestilence had a longer duration. Like insect plague, this spell summoned all types of crawling invertebrates, such as ants, beetles, caterpillars, roaches, spiders, and others. They then infested the target area, consuming plants and causing animals to flee. The spell could clear an area of plants within a day. Any individual within the area received numerous bites and stings. Once cast, the infested area could not be moved.
Components
In addition to verbal and somatic components, the spell required material components: some venom from a spider and a dead june bug.
Protection
Effects
This spell was used to protect an individual against attack. The number of individuals that could be protected at a single casting was determined by the caster's skill level. This spell offered no protection against weapons made from metal.
Components
In addition to verbal and somatic components, the spell required a material component: the shell from a snapping turtle.
Scalesnare
Effects
This spell allowed the caster to transform snake skin into a grasping tentacle composed of hishna magic. After the casting was complete, the caster threw the snake skin at a target, who had to be within 10 feet (3 meters). The transformed snake skin then wrapped itself around the target creature, binding its arms. The target was then unable to use their arms to use a weapon or weave a spell. The grasping tentacle remained in place for up to a full day, and could not be cut by any mundane blade. Large creatures such as an ogre would be unaffected by this spell.
Components
In addition to verbal and somatic components, the spell required a material component, snake skin.
Scrollsee
Effects
When cast, this spell allowed a caster to document events they were witnessing onto a material, which was later replayed as moving images. The recording of an event could be replayed by recasting this spell onto the scroll. The moving image was realistic but had low resolution because of its small size. The quality of the image was also affected by the material component used during casting.
Casting
To cast this spell, the caster had to remain still and it required their full concentration. This spell could not be cast while riding a horse but could be cast if on a boat in calm water. During casting, the caster held the material and focused on the event to be recorded.
Components
In addition to verbal and somatic components, the spell required a material component: a blank sheet of parchment or papyrus, or smooth bark.
Sending (hishna)
Effects
A caster used this spell to transmit hishna magic over a great distance. It was generally used for two purposes. The first was as an effective means to send a message to another individual. The message was received telepathically by the recipient, and was one-way only. The second use of this spell was to augment another hishna spell being cast by another hishnashaper. The more powerful caster cast this spell, and the recipient cast another spell. The spell was then amplified in strength greater than the recipient's skill level.
Components
In addition to verbal and somatic components, the spell required a material component: a bone from the leg of a vulture.
Snake charm
Effects
When cast, this spell hypnotizes a snake. They ceased whatever activity they were doing at the time, going into a swaying sitting position. The spell can charm multiple snakes, the amount is determined by the caster's spell level. The spell is more effective against angry snakes.
A variant of this spell is used exclusively by hishnashapers in Maztica. This version allowed the caster to not only charm a snake, but also assign it tasks. It was often used as a guardian or to attack an opponent. The caster was also able to command the snake to attack a distant target, when assigning this task, the caster had to focus on the appearance and location of the targeted individual. The spell was able to charm more than one snake, and the caster did not have to see the snakes to cast the spell.
Components
This spell requires only verbal and somatic components. The variant used by hishnashapers required an additional material component: the tail of a rattlesnake. During casting it was shaken by the caster.
Talonblade
Effects
A caster used this spell to enchant a single stone weapon. It could be cast on a blade of stone or the tip of a rock. The spell increased the damage inflicted by the weapon. Additionally, any damage the weapon sustained was absorbed by the spell. When the spell expired, the absorbed damage took effect, often destroying the weapon.
Components
In addition to verbal and somatic components, the spell required a material component: a claw from a jaguar.
Hishna could be used over long distances and powerful practitioners could dominate the will of another being hundreds of miles away. Hishna could also be used to create a sending to deliver messages over long distances and could be used to animate objects such as snake skins.
Hishna spells:
Ambush
This spell allowed a caster to conceal up to 30 individuals in any kind of terrain. While the spell was in effect, the individuals had to remain relatively still and silent, or else the spell would be broken. If successful, they blended perfectly into the terrain, even a flat area. This spell could only be cast outside.
In addition to verbal and somatic components, the spell required a material component.
Cat charm
Effects
This spell allowed a caster to detect the presence of any non-magical feline such as a jaguar. The spell did not summon a feline to the caster, the targeted feline had to be within sight and within at least 20 yards (18 meters) of the caster. Once successfully cast, the charmed feline was able to understand rudimentary commands and perform simple tasks. Tasks often included guarding the caster or attacking an enemy. The caster was also able to tie a message around the feline's neck and have them deliver a message. The further away the feline traveled from the caster, the greater the chance the spell would be broken. The enchantment lasted at least a week.
Components
The spell required verbal and material components.
Create talisman
Effects
This spell allowed such an artisan to create a talisman of hishna or pluma, respectively, which were both a work of art and a magic item. It was exceptional also in the long time it required: from a quarter of a year to one and a half years to create a talisman of hishna and even one year longer to create a talisman of pluma.
Components
Aside from verbal and somatic components, the artisan required the materials necessary to construct the talisman.
Uses
A talon of Zaltec was a jaguar claw enchanted with the create talisman spell.
Talon of Zaltec
A talon of Zaltec was a jaguar claw enchanted with the hishna spell create talisman.
Powers
The tip of the talon contained anywhere from 1–10 doses of a lethal venom. The talon of Zaltec could be wielded in combat like a small melee weapon. A single scratch from the talon would be enough to kill.
The base of the claw contained a dangerous powder that could be cast into the eyes of a target up to 5 feet (1.5 meters) away to blind them for many hours.
A plumastone was a piece of obsidian enchanted with the create talisman spell.
Description
A plumastone could only be created by someone skilled both in weaponsmithing and the use of pluma magic. Plumastones could be crafted into a variety of weapons including macas, daggers, spears, or arrows.
Powers
The pluma magic protected the obsidian plumastone from breaking. Additionally, it made it easier for the wielder to strike their targets, and inflict more physical harm when they did so.
Cursed image
Effects
A caster used this spell to inflict damage on a targeted individual from a distance. A caster manipulated a clay likeness of the targeted individual to either cause painful damage or immobilize the target. Punching or stabbing the likeness transmitted damage, while holding it firmly immobilized the target. The caster was unable to do both at the same time.
Casting
Casting the spell was an involved process. The caster had to mould the likeness from clay themselves. They needed to be aware of the general location and appearance of the targeted individual.
Components
In addition to verbal and somatic components, the spell required a material component, some clay. If the caster incorporated some of the target's hair or nail clippings, the spell had an even stronger effect on the target.
Darkness (hishna)
Effects
This spell created a sphere of darkness with a radius of 15 feet (5.2 m). It appeared centered around the caster, but then remained stationary independent of his or her movements.
Components
Aside from verbal and somatic components, darkness required some scales from the belly of a nightsnake.
Drought (hishna)
Effects
This spell caused an area to dry out, as if struck by a drought. If the spell was cast in an area with standing water of a depth of one foot (30 centimeters) or more, the water vanished but would be quickly replaced by water outside the spell's area of effect. The spell's effects lasted until natural or magically generated weather patterns brought rain to the affected area. Dispel magic could reverse the effects of the spell, but only if it was cast before the casting time elapsed.
Casting
Casting the spell required an hour of the caster's complete concentration, and they had to cast the spell from the centre of the area to be affected.
Components
In addition to verbal and somatic components, the spell required a material component, a dried foot from a desert rat.
Fire (spell)
Effects
When cast, this spell would cause almost any object to burst into flames. If the targeted object was flammable, it continued to burn after the spell expired. Nearby creatures suffered burns and, if close enough, any flammable clothing caught fire. The summoned fire was non-magical in nature.
Components
In addition to verbal and somatic components, the spell required a material component.
Heartsense
Effects
The spell functioned by detecting the beating of the heart of any warm-blooded creature, such as birds and mammals or warm-blooded humanoids, within 30 yards (27 meters) of the caster. This detection area increased as the caster's skill level increased. As a caster moved, the area of detection moving with them. Additionally, by means of this spell, the caster was able to estimate the approximate size of a detected creature.
Components
This spell required only a verbal component.
Huntsman's call
Effects
The spell summoned birds and mammals to the location of the caster. The spell had a very large area of effect, 1,000 yards (914 meters). While the spell summoned animals to the caster, the animals natural caution remained and would flee at the first sign of a threat or the sight of humanoids.
Components
In addition to verbal and somatic components, the spell required a material component, a whistle carved from the claw of a jaguar.
Hypnosis (hishna)
Effects
This spell was nearly identical to the charm person spell used in Faerûn. The main difference was both the caster and the targeted individual had to focus on one another for several minutes for the spell to be effective. If the caster failed to cast the spell, the targeted individual would be unaware an attempt to charm them had even occurred. The spell was able to charm semi-sentient and sentient creatures.
Components
In addition to verbal and somatic components, the spell required a material component.
Jaguar form
Effects
After the transformation was completed, the caster retained their mental faculties while in jaguar form. While polymorphed, the caster was unable to cast spells or speak or overcome other limitations of their new form. They gained the natural abilities of a jaguar.
Components
This spell required only a somatic component.
Pestilence
Effects
This spell was a less powerful version of the insect plague spell used in Faerûn. The main difference between this spell and insect plague was that pestilence had a longer duration. Like insect plague, this spell summoned all types of crawling invertebrates, such as ants, beetles, caterpillars, roaches, spiders, and others. They then infested the target area, consuming plants and causing animals to flee. The spell could clear an area of plants within a day. Any individual within the area received numerous bites and stings. Once cast, the infested area could not be moved.
Components
In addition to verbal and somatic components, the spell required material components: some venom from a spider and a dead june bug.
Protection
Effects
This spell was used to protect an individual against attack. The number of individuals that could be protected at a single casting was determined by the caster's skill level. This spell offered no protection against weapons made from metal.
Components
In addition to verbal and somatic components, the spell required a material component: the shell from a snapping turtle.
Scalesnare
Effects
This spell allowed the caster to transform snake skin into a grasping tentacle composed of hishna magic. After the casting was complete, the caster threw the snake skin at a target, who had to be within 10 feet (3 meters). The transformed snake skin then wrapped itself around the target creature, binding its arms. The target was then unable to use their arms to use a weapon or weave a spell. The grasping tentacle remained in place for up to a full day, and could not be cut by any mundane blade. Large creatures such as an ogre would be unaffected by this spell.
Components
In addition to verbal and somatic components, the spell required a material component, snake skin.
Scrollsee
Effects
When cast, this spell allowed a caster to document events they were witnessing onto a material, which was later replayed as moving images. The recording of an event could be replayed by recasting this spell onto the scroll. The moving image was realistic but had low resolution because of its small size. The quality of the image was also affected by the material component used during casting.
Casting
To cast this spell, the caster had to remain still and it required their full concentration. This spell could not be cast while riding a horse but could be cast if on a boat in calm water. During casting, the caster held the material and focused on the event to be recorded.
Components
In addition to verbal and somatic components, the spell required a material component: a blank sheet of parchment or papyrus, or smooth bark.
Sending (hishna)
Effects
A caster used this spell to transmit hishna magic over a great distance. It was generally used for two purposes. The first was as an effective means to send a message to another individual. The message was received telepathically by the recipient, and was one-way only. The second use of this spell was to augment another hishna spell being cast by another hishnashaper. The more powerful caster cast this spell, and the recipient cast another spell. The spell was then amplified in strength greater than the recipient's skill level.
Components
In addition to verbal and somatic components, the spell required a material component: a bone from the leg of a vulture.
Snake charm
Effects
When cast, this spell hypnotizes a snake. They ceased whatever activity they were doing at the time, going into a swaying sitting position. The spell can charm multiple snakes, the amount is determined by the caster's spell level. The spell is more effective against angry snakes.
A variant of this spell is used exclusively by hishnashapers in Maztica. This version allowed the caster to not only charm a snake, but also assign it tasks. It was often used as a guardian or to attack an opponent. The caster was also able to command the snake to attack a distant target, when assigning this task, the caster had to focus on the appearance and location of the targeted individual. The spell was able to charm more than one snake, and the caster did not have to see the snakes to cast the spell.
Components
This spell requires only verbal and somatic components. The variant used by hishnashapers required an additional material component: the tail of a rattlesnake. During casting it was shaken by the caster.
Talonblade
Effects
A caster used this spell to enchant a single stone weapon. It could be cast on a blade of stone or the tip of a rock. The spell increased the damage inflicted by the weapon. Additionally, any damage the weapon sustained was absorbed by the spell. When the spell expired, the absorbed damage took effect, often destroying the weapon.
Components
In addition to verbal and somatic components, the spell required a material component: a claw from a jaguar.

Comments