You can also find some other examples in this thread.
Please help us meet our initial goal, and help us reach at least some distance into our stretch goals! If you cannot help directly, please help spread the word. I believe strongly in this project, and I really want to bring you the best patron book possible.
There will be wording in the patron book to allow Goodman Games, as well as any publication through the free Goodman Games DCC license, to use up to 2 patrons from this book in any given product, reproducing as much of the patron write-up as necessary to do so. So, it is hoped that this book will be a benefit to the entire community, and become a must-have reference book that we can all use to build our shared campaign worlds.
Without further ado, the draft version of Hecate, Goddess of Witches.
Hecate, Goddess of
Witches
|
||
Since
ancient times, the Witch-Goddess Hecate has interfered in human affairs. What Her actual interest is remains
unknown, but it is certain that She intercedes on behalf of some witches as
well as on behalf of those Wizards and Elves She patronizes.
Hecate
appears most often in one of three guises:
A young and beautiful maiden, a motherly matron, and an old
iron-toothed crone, which symbolize the three phases of the moon. She also appears betimes as the dark of the
moon – invisible save as a dark whisper and a foul breath rank with decay.
Hecate
acts as patrons for both male and female Wizards, but prefers females to
males. An Elf or Wizard who casts
Patron Bond to secure a compact with Hecate gains a +2 bonus if the subject
of the spell (herself or another) is female and a –4 penalty if the subject
is male. This same modifier is also
used whenever one of Hecate’s patron spells is cast.
The
ceremony to bond with Hecate must take place within a cemetery, or within a
cavern space dedicated to the Goddess of Witches.
|
||
Invoke Patron
check results:
|
|
|
12-13
|
Hecate
has more important concerns than the caster.
She restores one lost spell to the caster’s mind, and grants a
one-time +4 bonus on a spell check, which must be used in the next 10 minutes
or the bonus is lost.
|
|
14-17
|
Hecate
casts a magical darkness in a 100’ radius, centred on the caster, which lasts
4d8 minutes. The caster and his allies
can see through this darkness with ease, but it grants them a +2 bonus to
Armour Class against their foes (even those that can normally see in
darkness). The caster may spill her
own blood to increase the duration, gaining 10 minutes for each point of
Strength, Stamina, or Agility sacrificed.
The darkness remains centred on the caster and moves with her.
|
|
18-19
|
Witch
armour. For a brief second, crackling
black flames leap around the form of the caster. The caster’s Armour Class is increased by
+1 until the next moon rises. In
addition, the caster may sacrifice Strength, Stamina, or Agility to these
flames, and for each point sacrificed, her Armour Class is increased by +1
until the next moon rises. The black
flames last only a moment, so the choice to make a sacrifice or not must be
made quickly.
|
|
20-23
|
Witch
blade. Hecate transforms the caster’s
weapon of choice (which need not be bladed) into a magical weapon capable of
transmitting the spell power of the caster.
Until the next dawn, the caster may attempt to cast a spell and strike
with the weapon using the same Action Die (the same result applies both to
the attack and the spell check). Only
a spell whose casting time is an action or less can be so cast, and the
caster may not utilize Spellburn when doing so. If both attack and spell check are
successful, the attack does normal damage, and the spell effect takes place affecting the target of the attack only. If a natural “1” is rolled, the caster
suffers the effects of a fumble as well as possible corruption, misfire, and
patron taint, as per the description of the spell being cast.
|
|
24-27
|
A
crack opens in the ground, and 2 hell hounds leap out! These creatures remain for 1d7 minutes or
until destroyed, serving the caster as directed with uncanny
intelligence. When they expire, they
disappear into a searing puff of flame that caused 1d3 damage to any creature
within 5’. See the core rulebook, page
417, for hell hound statistics.
|
|
28-29
|
A
crack opens in the ground, and a pack of 3d3 hell hounds leap out! These creatures remain for 3d7 minutes or
until destroyed, serving the caster as directed with uncanny
intelligence. When they expire, they
disappear into a searing puff of flame that caused 1d3 damage to any creature
within 5’. See the core rulebook, page
417, for hell hound statistics.
|
|
30-31
|
A
rolling darkness spreads forth from the caster, obscuring all vision save for
that of the caster and her allies. The
darkness spreads 50’ per round until it reaches 100’ per Caster Level. As soon as the darkness reaches its maximum
size, from out of its centre leap a pack of 3d7 hell hounds. These hell hounds are obedient to the
caster’s will. The darkness moves with
the caster, and lasts 1d3 hours, or until she dismisses it. The hell hounds remain until 1d3 dawns, or
until slain, at which point they fade out of existence. See the core rulebook, page 417, for hell
hound statistics.
|
|
32+
|
As
above, but the caster’s most powerful enemy present is also cursed as follows (Will DC 20 negates
in all cases): (1) The enemy’s will is
subject to the caster’s, who can command the foe for as long as a single hell
hound from this casting remains, (2) The enemy’s reason is shattered by the
curse, and his mind is reduced to that of an animal for a period of 1d4 days,
(3) The enemy has a permanent –2 penalty to all attack rolls and saving
throws until he meets some condition set by the caster, (4) The enemy is
permanently aged 4d10 years, or (5) The curse causes the enemy to writhe in
agony, losing his next action and causing him 4d6 damage.
|
|
Patron Taint: Hecate, Goddess of Witches
|
||
|
|
|
When
a patron taint is indicated, roll 1d6 on the table below. When a caster has acquired all six taints
at all levels of effect, there is no need to continue rolling any more.
|
||
Roll
|
Result
|
|
1
|
Shun the Daylight: The Witch-Goddess is a creature of the
night, and Her creatures eventually become nocturnal as well. Each time this patron taint is rolled, the
caster gains a cumulative –1 penalty
to attack rolls, skill checks, and spell checks when these rolls are made in
full daylight. Under an overcast sky,
or under conditions of partial daylight, the caster suffers only half this
penalty, rounded up. This result can
only be gained 5 times, for a maximum –5 penalty.
|
|
2
|
Feel the Moon’s
Tide: Hecate’s magic is tied to the moon, and
this becomes true for the caster as well.
When the moon is waning, the caster has a –2 penalty to all spell
checks. If this result is gained a
second time, the caster also gains a +1 bonus to spell checks when the moon
is waxing. If this result is rolled a
third time, the caster gains a +2 bonus to spell checks on nights when the
moon is full, but cannot cast spells on nights when the moon is dark without
at least 1 point of Spellburn (which affects the spell check normally). In some worlds, there may be more than one
moon, and the judge can either choose to have all moons, or only the primary
moon, count for this purpose. If the
judge does not wish to track the moon’s phases, he can either ignore this
result or use 1d30 to determine the phase of the moon at any given time: (1-3) Dark of the moon, (4-15) Waxing moon,
(16-18) Full moon, (19-30) Waning moon.
|
|
3
|
Withered and Sere: Those who follow the Witch-Goddess seem to
age before their time. When this
result is first rolled, the caster seems to age 1d7 years and loses 1 point
of Stamina. When this result is rolled
a second time, the caster seems to age 2d7 years and loses 2 points of
Strength. When this result is rolled a
third time, the caster seems to age 3d7 years and loses 3 points of
Agility. Ignore further rolls with
this result.
|
|
4
|
Demands of Dark
Magic: In exchange for Her aid and guidance,
Hecate demands special service from the caster. Subject to the judge’s discretion, the
caster must travel 1d4 days to perform some special minor service for
Hecate. This may be to deliver a
prophesy, to aid an aspiring witch, or to perform some other minor
mischief. If this is rolled again, the
caster must make a journey of 1d4 weeks, and the service required is more
extreme. Hecate may demand that a
witch be rescued from bondage (possibly before meeting her end in a bonfire),
that a monster dangerous to women be destroyed, or that a hero be seduced and
his greatest weapon stolen. If this
result is rolled a third time, Hecate demands a great service, which may take
1d4 months to achieve. This may require
the destruction of a powerful monster or hero, or a great wickedness such as
unleashing a terrible creature, or even the destruction of a powerful
stronghold of Law. If these quests are
performed well, Hecate gives the caster a boon of +1d4, +2d4, and +3d4 hit
points respectively. Failure to
perform these quests severs the bond with Hecate.
|
|
5
|
Company of Witches: Hecate demands that the caster bond other
women to Her service. These women need
not be human, and need not be spell casters, but they must be willing,
female, and bonded using the Patron
Bond spell. When this result is
first rolled, Hecate demands but a single woman be bonded, and grants three
months’ time to do so. When this
result is rolled a second time, three women must be bonded, and Hecate grants
a year for the caster to accomplish this.
When this result is rolled a third time, nine women must be bonded in
nine months’ time. In addition, once
the first woman is bonded, all witches recognize the caster as a sister, and
will do her no harm. Failure severs
the bond between the caster and her patron.
|
|
6
|
Night’s Creatures: Natural nocturnal animals desire to be in
the presence of the caster, and will do her no harm. When this patron taint is first rolled,
small creatures, such as mice, rats, bats, and small nocturnal serpents, are
attracted to the caster and remain a while in her presence. When this taint is rolled a second time,
cats come at night to swarm at the caster’s feet in civilized areas, while owls
drop down to her shoulders and perch for a few minutes before flying off to
hunt. When this is rolled a third
time, wolves and nocturnal hunting cats are also attracted to the caster, if
they are in the area. Although these
creatures do no harm to the caster or her allies, neither are they hers to
control – the judge determines their actions, and their effects (positive and
negative) on actions the caster may attempt.
Once this taint is rolled a third time, should the caster ever lose
the patronage of Hecate, these creatures are no longer friendly, and when in
combat will attack the caster in preference to all other targets.
|
|
Patron
Spells: Hecate, Goddess of Witches
|
|
Hecate grants three unique spells, as follows:
|
|
Level 1: Hecate’s Seduction
|
Level 2: Death Curse
|
Level 3: Drink the Moon
|
Spellburn: Hecate,
Goddess of Witches
|
||
|
|
|
The
Goddess of Witches is not a kind mistress.
When a caster utilizes spellburn, roll 1d4 on the table below, or
build off the ideas presented therein to create an event specific to your
home campaign.
|
||
|
|
|
Roll
|
Spellburn Result
|
|
1
|
The
caster becomes the plaything of Hecate’s bound demons, and they are not kind
to her. Although it seems as if long
hours pass for the caster, spellburn takes place in a fraction of a second in
the real world. Her resulting
exhaustion and injuries are expressed in Strength, Stamina, and Agility loss.
|
|
2
|
Somewhere
a witch burns, and Hecate demands that the caster ease her suffering by
taking a portion of the witch’s pain upon herself. Roll 1d7 for each ability: Strength, Stamina, and Agility. The caster must pay this in
spellburn, or lose the patronage of Hecate.
In exchange, though, Hecate grants a +4 bonus to the spell check in
addition to that gained by the mandatory spellburn.
|
|
3
|
Hecate
makes a demand of the caster. She may
utilize up to 10 points of spellburn without cost now, but must meet Hecate’s
price. This may be a particular
sacrifice, a quest, or whatever else the judge desires. If the demand is not met in a timely
fashion (as determined by the judge), Hecate takes twice the cost of the
spellburn from the caster, at the moment and from whatever ability scores She
chooses, so as best to punish the caster.
|
|
4
|
Blood
oozes from the caster’s pores, forming a miniature homunculus of the
caster. The spell is cast through the
homunculus, which then immediately collapses into a puddle of blood. The blood drained to create the homunculus
must be expressed in Strength or Stamina loss.
|
|
Hecate’s Seduction
|
|||||
Level: 1 (Hecate)
|
Range: Varies
|
Duration: Varies
|
Casting
time: 1 round
|
Save: Will vs. spell check DC (see text)
|
|
General
|
Those
with Hecate as a patron are encouraged to obtain their goals through indirect
means. One of those means,
particularly beloved of Hecate, is the seduction of men to obtain that which
is desired. This spell causes the
caster to appear irresistibly young and fair to one or more human or humanoid
beings, which can be manipulated by the caster’s suggestions after one or
more nights of passion. This
transformation is illusory, and does not change how the caster truly appears
to any other save the affected target(s).
The caster must have a physical remnant from each target to be
affected (a lock of hair, fingernail parings, etc.), and must perform a
minimum of 1 point of spellburn to cast this spell. The physical remnant is destroyed in the
casting.
|
||||
Manifestation
|
See
below.
|
||||
1
|
Lost,
failure, and patron taint.
|
||||
2-11
|
Lost. Failure.
|
||||
12-15
|
The
caster appears in a fair and desirable form to one chosen target, for a
period of one hour. The target feels
no special compulsion toward the caster, although he will usually be
friendly, and may even be helpful. The
target gets no saving throw versus this effect, unless he specifically
disbelieves the illusion.
|
||||
16-17
|
The
caster appears in a fair and desirable form to one chosen target, for a
period of 2d12 hours. After contact
with the target – which may be as brief as some conversation or being within
his sight for an extended period – the target is allowed a Will save. If failed, the target finds himself
periodically thinking about the caster for the next 1d7 days, during which
time he saves at any future attempts at Hecate’s
seduction from the same caster with a –4 penalty to the roll. A successful save prevents this secondary
effect from occurring, but does not pierce the illusion.
|
||||
18-21
|
The
caster appears in a fair and desirable form to one chosen target, and to up
to 2d12 others in the immediate vicinity of the target, for a period of 1d7
days. The target gains a Will save. If failed, the target finds himself
constantly thinking about the caster over the next 2d7 days, and has a
cumulative –1 penalty to all attack rolls, skill checks, and spell checks for
each day he fails to spend at least one hour in the company of the
caster. A successful save does not
pierce the illusion. If the caster
spends a night of passion with the target during the initial 1d7 days, the
target is charmed as though by a charm
person spell with the same spell check result. See the core rulebook, pp. 131-132 for charm person results.
|
||||
22-23
|
The
caster appears in a fair and desirable form to up to three chosen targets,
and to all others in the immediate vicinity of the target(s), for a period of
1d7 days. The targets gain a Will
save. Those who fail find themselves
constantly thinking about the caster over the next 2d7 days, and have a
cumulative –2 penalty to all attack rolls, skill checks, and spell checks for
each day they fails to spend at least one hour in the company of the
caster. A successful save does not
pierce the illusion. If the caster
spends a night of passion with a target during the initial 1d7 days, that
target is charmed as though by a charm
person spell with the same spell check result. The caster may use the spell to create a
rivalry among the targets. If a
rivalry already exists, she can create enmity. If enmity already exists, she can cause it
to erupt into violence. See the core
rulebook, pp. 131-132 for charm person
results.
|
||||
24-27
|
As
above, but in addition, the caster may make one suggestion to a target after
any night of passion, and the suggestion will seem reasonable unless the
target makes a separate successful Will save.
If the save is failed, the target will act on any suggestion that is
not obviously suicidal, up to and including giving the caster a prized item,
going on a quest for her, or betraying his friends. If the suggestion would require an action
that the judge agrees is far outside the character of the target, the target
is given another chance to make a Will save when the time comes to actually
carry it out. If this extra save is
successful, the target neither carries out the action nor tells others of it,
but is troubled, and seeks out the caster at the earliest opportunity to
express his doubts.
|
||||
28-31
|
As
above, save that the target will carry out even obviously suicidal
suggestions, and only gains an additional save in the event that a suggestion
is obviously suicidal.
|
||||
32+
|
As
above. In addition, targets must make
a Will save each day they do not see the caster for at least one hour, or
lose 1 point of Stamina and Personality.
This remains in effect the full 2d7 days. It is possible for a target to die of
longing during this time, if his Stamina is reduced to 0.
|
||||
Death Curse
|
||||
Level: 2 (Hecate)
|
Range: Varies
|
Duration: Varies
|
Casting
time: 1 day
|
Save: Will vs. spell check DC
|
General
|
The
Witch-Goddess is a vengeful being, and She teaches those She patronizes how
to seek their own revenge. In a
day-long ritual, the caster formulates a curse that will automatically affect
whatever creature is responsible for her death, no matter how far away. The caster determines the specific nature
of the death curse at the time of
casting. The caster determines which
creature(s) are responsible at the time of her death, from the individual
creature that slew her, to the being that commanded her death, and even to
include her erstwhile companions who abandoned her to her fate. There is no requirement that the caster be fair
in determining who to blame. In fact,
the caster can kill herself, and
still determine which targets are the subject of her curse.
The
results of the spell check limit the death
curse’s power. The cleverness
of the curse’s wording limits its effect. Both judge and player should keep a copy of
the curse’s wording. A caster can only
have one death curse at a time;
casting this spell again negates the current death curse. A caster can
only lay a death curse to take
place upon her own death. Once the
spell is cast, the caster need do no more; the spell remains in effect until
dispelled, removed, replaced by another death curse, or the caster dies (and
the curse takes effect).
The
caster is encouraged to let the effects of her death curse be known (or at least offer dark hints), for many a
would-be witch has avoided the stake simply for fear of the effects killing
her might bring!
|
|||
Manifestation
|
The
caster must articulate the manifestation of the death curse, which can include physical changes on the part of
the target, as described below.
|
|||
1
|
Lost,
failure, and patron taint. Unlike most
spells, a new attempt cannot be made for 1 month.
|
|||
2-11
|
Lost. Failure.
Unlike most spells, a new attempt cannot be made for 1 month.
|
|||
12-15
|
Failure,
but spell is not lost.
|
|||
16-17
|
The
caster’s curse can affect a single target, causing a –2 penalty to Luck and a
–1 penalty to one other statistic (attack rolls, damage rolls, and ability
score, a saving throw, Armour Class, etc.).
The curse can affect speed, where each –1 penalty equals –5’ in
movement. The curse lasts for up to a
week, or until a specific atonement is performed. The atonement must be something that the
target can do without long travel, but it can be as dear a sacrifice as the
caster desires. It must be something
possible for the target to perform.
|
|||
18-21
|
The
caster’s curse can affect a single target, causing a –2 penalty to Luck and a
–2 penalty to one other statistic (attack rolls, damage rolls, and ability
score, a saving throw, Armour Class, etc.).
The curse can affect speed, where each –1 penalty equals –5’ in
movement. Alternatively, the caster
can invoke a specific physical or mental limitation for a week (i.e.,
preventing the target from walking, sleeping, speaking, etc.) The curse lasts for up to two weeks, or
until a specific atonement is performed.
The atonement can require travel of up to 1 week, and can require as
dear a sacrifice as the caster desires.
It must be something possible for the target to perform.
|
|||
22-23
|
The
caster’s curse can affect up to three targets, causing each a –2 penalty to
Luck and a –2 penalty to one other statistic (attack rolls, damage rolls, and
ability score, a saving throw, Armour Class, etc.). The curse can affect speed, where each –1
penalty equals –5’ in movement.
Alternatively, the caster can invoke a specific physical or mental
limitation for a month (i.e., preventing the target from walking, sleeping,
speaking, etc.) The curse lasts for up
to two months or until a specific atonement is performed. The atonement can require travel of up to 4
weeks, and can require as dear a sacrifice as the caster desires. It must be something possible for the
target to perform.
|
|||
24-26
|
The
caster’s curse can affect up to seven targets, causing each a –2 penalty to
Luck and a –2 penalty to one other statistic (attack rolls, damage rolls, and
ability score, a saving throw, Armour Class, etc.). The curse can affect speed, where each –1
penalty equals –5’ in movement. In
addition, the caster can invoke a specific physical or mental limitation
(i.e., preventing the target from walking, sleeping, speaking, etc.). The curse lasts until a specific atonement
is performed, which must be possible for the targets to perform, but has no
other limitations.
|
|||
27-31
|
The
caster’s curse can affect up to 13 targets, causing them ongoing penalties as
above, or transforming them into the shape of animals for up to three months
or until a specific atonement is performed.
The animal shape cannot be one which would be lethal to the targets
(such as being transformed into a goldfish on dry land), but is otherwise open
to the caster’s whim when the curse is devised. The targets retain their own mind and
intelligence.
|
|||
32-33
|
The
caster’s curse can affect up to 13 targets, causing them ongoing penalties as
above, or transforming them into the shape of animals as above, until a
specific atonement is performed, or can transform the targets into specific
objects for a period of up to three months.
The objects chosen cannot be ones which would be easily destroyed by
prevailing conditions (such as ice on a summer day, or parchment in a fire or
downpour), but is otherwise open to the caster’s whim when the curse is
devised. The targets retain their own
mind and intelligence, but is not animated (unless the judge deems otherwise
for some reason, such as allowing a doll limited mobility or speech). In the case of transformation to an object,
there must still exist some penance to end the curse, but the penance must be
done by another on the target’s behalf.
|
|||
34+
|
The
caster’s curse can affect a group of people:
a family, a community, a village, an adventuring group, the residents
of a castle, etc. The curse can affect
up to 50 people at once, so long as they are part of a single defined group. Each target takes a –4 penalty to Luck and
a –4 penalty that can be divided among one or more statistics (attack rolls,
damage rolls, and ability score, a saving throw, Armour Class, etc.). The curse can affect speed, where each –1
penalty equals –5’ in movement. In
addition, the caster can invoke a specific physical or mental limitation
(i.e., preventing the target from walking, sleeping, speaking, etc.) and the caster can transform up to
three of the targets into animals or objects, which are affected by the Luck
penalty, and which also can be affected by statistical penalties. The curse lasts until a specific atonement
is performed, which must be possible for the targets to perform, but has no
other limitations. In the case of
transformation to an object, there must still exist some penance to end the
curse, but the penance must be done by another on the target’s behalf.
|
|||
|
|
Drink the Moon
|
||||
Level: 3 (Hecate)
|
Range: Self
|
Duration: Varies
|
Casting
time: 1 hour
|
Save: None
|
General
|
The
caster calls upon the power of the full moon, drinking its essence into
herself to fuel later spell casting. This
ritual can only be performed on a night of the full moon, and the caster may
have only one drink the moon spell
in effect at any given time.
Depending upon the spell check result, and the time of year (which
affects the length of the night), the caster may make multiple attempts at
drinking the moon, but is always left with the final spell check result. Moon energy can be used by the caster in
the place of spellburn for any spellcasting, except that the caster need not
roll to determine the exact nature of the spellburn and there is no risk of
permanent ability score loss. Each
casting of this spell must use at least 2 points of spellburn, which add to
the spell check result normally.
|
|||
Manifestation
|
Roll
1d6. The resultant effect occurs only
as long as the caster retains moon energy, and may diminish as the moon
energy is used up, at the judge’s discretion.
(1) The caster’s eyes glow with a whitish gleam in the dark, (2) The
caster appears 1d5 years younger, (3) The caster appears 1d7 years older, (4)
The caster’s hair seems to move and wave of its own accord during the hours
of darkness, (5) The caster’s skin takes on a pearly sheen, (6) No outward
manifestation.
|
|||
1
|
Lost,
failure, and patron taint.
|
|||
2-11
|
Lost. Failure.
|
|||
12-15
|
Failure,
but the spell is not lost.
|
|||
16-17
|
The
caster is able to draw enough moon energy into her body to supply 1 point of
spellburn. This moon energy must be
used within the next 3 days, or it is lost.
|
|||
18-21
|
The
caster is able to draw enough moon energy into her body to supply 1d7 +
Personality Modifier points of spellburn.
This moon energy must be used within the next 7 days, or it is lost.
|
|||
22-23
|
The
caster is able to draw enough moon energy into her body to supply 2d5 +
Personality Modifier points of spellburn.
This moon energy must be used within the next 9 days, or it is lost.
|
|||
24-26
|
The
caster is able to draw enough moon energy into her body to supply 2d7 +
Personality Modifier points of spellburn.
This moon energy must be used within the next 13 days, or it is lost.
|
|||
27-31
|
The
caster is able to draw enough moon energy into her body to supply 3d7 +
Personality Modifier points of spellburn.
This moon energy remains until used, or until the caster casts drink the moon again.
|
|||
32-33
|
The
caster is able to draw enough moon energy into her body to supply 3d10 +
Personality Modifier points of spellburn.
This moon energy remains until used, or until the caster casts drink the moon again.
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34-35
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The
caster is able to draw enough moon energy into her body to supply 3d14 +
Personality Modifier points of spellburn.
This moon energy remains until used, or until the caster casts drink the moon again.
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36+
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The
caster is able to draw enough moon energy into her body to supply 3d20 +
Personality Modifier points of spellburn.
This moon energy remains until used, or until the caster casts drink the moon again.
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