Sunday 12 August 2012

Patrons & Projects IX: The Die is Cast!

Angels, Daemons, and Beings Between is $30 away from the mark where I said I'd throw the next die, and rather than be foresworn, I've thrown it early.  The Call of the Laundromat beats strong upon me, and Lo! I must have clean apparel for work in the morning.  So, without further ado, here is the winner of the toss:


Lavarial, Angel of the Temple

Beautiful and fierce, the Angel of the Temple seeks to protect travellers in night-haunted lands, and to overthrow the crawling legions of Chaos.  In many lands, her symbol is the red Temple Cross on a white field, symbolizing the meeting of paths, purity of purpose, and blood – both spilled in the service of Law, and saved by miraculous healing.

The judge may determine that any Lawful temple near a Chaotic wasteland has an order dedicated to Lavarial.  It is in these places alone that the ceremony to bond with the Angel may take place. 

Those who bond with Lavarial are filled with a holy flame that is visible as a halo to powerful creatures of Law and Chaos.  Such creatures may aid the bonded individual or target him, depending upon their alignment and relative strength.  A creature bonded with Lavarial gains a damage bonus equal to his character level against all demons and un-dead, as well as any other creatures the judge deems strongly bonded to Chaos.  In exchange, Lavarial demands that those who would follow her always come to the aid of innocents against such beings, protect travellers, and be willing to exchange their lives, if need be, to fulfil these demands.  Failure to act leads to a loss of Lavarial’s favour, ending her patronage.  It may also lead to more stringent chastisements, for the Angel of the Temple believes in the punishment of fallen vassals. 

There is a percentage chance equal to 5 x CL that a fallen vassal of Lavarial will be marked with a permanent sign on his hand or face, which marks him as such, and which is apparent to followers of Lavarial even through clothing or magical attempts to hide it.  Those who follow Lavarial are foresworn from associating with such an individual – indeed, they may suspect him of being an agent of Chaos.

Lawful Clerics of the Temple lead pilgrimages seeking what help they can muster.  Will you support her?  Her demands are not easy, but her aid is not to be scoffed at either.

Invoke Patron check results:

12-13
The Angel of the Temple has many folk to watch over, and can spend but a moment for you at this time.  She causes a shield of faith to surround the caster and up to five allies, increasing their Armour Class by an amount equal to 1+CL for the next seven minutes.  The caster cannot knowingly select an enemy for this protection, but if any ally selected is of Chaotic alignment, that character burns from the energies of Lavarial’s shield, taking 1 point of damage per point of AC bonus attained.
14-17
Lavarial transforms one weapon of the caster’s (or an ally that the caster designates) into a Holy Weapon.  This weapon counts as a magical weapon and does an increased damage die against all opponents.  In addition, the weapon has its critical range increased by 1 (so that a character who gains a critical hit on a 19-20 instead gains a critical hit on an 18-20) against un-dead and abominations of Chaos (per the judge’s determination).  The weapon retains this property for 3d10+CL minutes.
18-19
If outdoors, thunder rolls across the sky, forcing all un-dead and Chaos abominations to make a Will save (DC 10) or cower, losing their next 1d3 actions.  A bolt strikes down from the firmament, striking the caster’s greatest foe for 3d8+CL points of damage (Reflex save DC 15 for half).  If indoors or underground, there is no thunder, but the bolt shoots forth from the caster’s outstretched hand at a target of his choosing, and does 4d8+CL points of damage (Reflex save DC 15 half).
20-23
For reasons unknown to the caster, his person or his mission is of importance to the Angel of the Temple.  He is bathed in holy radiance, and his aspect becomes terrible to behold to all un-dead and any creatures of Chaotic alignment.  These creatures have a –2 penalty to all attack rolls within sight of the caster (even if they are allies), and must make a DC 10 Will save to attack the caster – if the save is failed, the action is lost (this does not prevent the creature from catching the caster in an area of effect attack; it only affects attacks that specifically target the caster).  The caster’s Lawful allies gain a +2 bonus to attack rolls and damage, and the caster’s Neutral allies gain a +1 bonus to the same.  These effects last for 3d10 + CL rounds.
24-27
Lavarial bathes the caster and his allies within 100’ in holy radiance from the Temple, curing Lawful creatures of 3 dice of damage and Neutral creatures of 1 die of damage (as per the Cleric’s Lay on Hands ability, core rulebook, pages xx to xx).  Chaotic allies instead suffer 1d6 points of damage as the holy radiance burns them.
28-29
Holy radiance erupts from the caster, covering a 100’ radius centred on him.  All Lawful creatures within that range are healed for 5 dice of damage (as per the Cleric’s Lay on Hands ability, core rulebook, pages xx to xx), all Neutral creatures are healed 2 dice of damage, and all Chaotic creatures (including Chaotic allies) suffer 2d8 points of damage.  Un-dead and abominations of Chaos (judge’s determination) suffer twice this damage.
30-31
The caster, or his mission, is of great importance to Lavarial, for she manifests a great column of flame to immolate the caster’s greatest enemy or the most powerful creature of Chaos present that opposes the caster (judge’s choice).  The holy flames do 8d8 damage to their target, doing full damage even against creatures that are otherwise immune to fire.  The target may make a Fort save (DC 25) for half damage.  In addition, all un-dead and creatures with a Chaotic alignment within 100’ of the target take 2d8 points of damage and must make a Will save (DC 15) or flee at their best speed for 2d8+CL rounds.  Chaotic allies are not exempted from this damage or this save.
32+
The caster, or his mission, is of paramount importance to Lavarial.  She manifests up to three great column of flame to immolate targets selected by the caster.  The holy flames do 8d8 damage to their targets, doing full damage even against creatures that are otherwise immune to fire.  The target may make a Fort save (DC 25) for half damage unless it is Chaotic or un-dead, in which case no save is allowed.  In addition, all un-dead and creatures with a Chaotic alignment within 100’ of any target take 5d8 points of damage and must make a Will save (DC 20) or flee at their best speed for 5d8+CL rounds.  Chaotic allies are not exempted from this damage or this save.

Patron Taint:  Lavarial, Angel of the Temple


For the most part, patron taint is a misnomer where Lavarial is concerned.  Apart from greater dedication to Law, and to Lavarial’s mission of protecting travellers from the creatures of Chaos, very little of what follows can be considered true taint.  Those who have Lavarial as a patron are expected to perform missions for the Temple, and the great Chaos Lords may move against them.  When patron taint is indicated for Lavarial, 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.  The caster also no longer needs to roll for corruption.

Roll
Result
1
Dedication to Law:  The caster becomes more dedicated to the cause of Law.  When this taint is first acquired, the caster may no longer knowingly associate with Chaotic beings without losing the patronage of Lavarial.  When this taint is rolled a second time, the caster learns to speak in the Lawful alignment tongue if he could not do so already.  When this taint is rolled a third time, the caster can tell if a creature is Chaotic by sight.  The caster is not required to slay all Chaotic creatures, but he must shun their company, or lose the patronage of Lavarial.
2
Mission of the Temple:  The Temple requires the character to fulfil a particular mission.  The first time this result is rolled, the mission is relatively simply, requiring no more than 1d4 days of travel, and mandating the defeat of a foe who is 1-2 levels (or Hit Dice) below the caster.  The second time this is rolled, the mission is more difficult.  It may require 1d4 weeks of travel, and the greatest foe is equal in level (or Hit Dice) to the caster.  If this result is rolled a third time, the mission requires 1d4 months of travel, and the foe has 1d4 more levels (or Hit Dice) than the caster.  Failure at a mission severs the character’s relationship with Lavarial.
3
Temptation of Chaos:  This result indicates that a Power of Chaos offers the character a tempting boon in order to weaken the Temple.  The character may accept the boon only by renouncing Lavarial and ending his relationship with her.  The first time this is rolled, the boon is equivalent to a permanent +1 increase in an ability score or the removal of a minor corruption.  The second time this is rolled, the boon is equivalent to a permanent +2 increase in an ability score or the removal of a major corruption.  The third time this is rolled, the boon is equivalent to a permanent +3 increase in an ability score or the removal of a greater corruption.  The judge should tailor the temptation to match the character.  If the character accepts the boon, his ties to Lavarial are severed.  Worse, there is a 5% chance that the Power of Chaos will not fulfil its end of the deal.
4
Un-dead Adversary:  An un-dead creature seeks to destroy the caster.  The creature need not attack directly right away; it may use its cunning and special abilities to manipulate the situation to its advantage.  When this result is first rolled, the adversary is a minor un-dead creature, generally of 1d3 fewer Hit Dice than the caster has levels.  When this result is rolled a second time, the un-dead creature has Hit Dice equal to the caster’s level.  When this result is rolled a third time, the un-dead creature has 1d4 Hit Dice more than the caster has levels.  The caster need not fear losing Lavarial’s patronage should the un-dead adversary best him, for he will be dead.
5
Beast of Chaos:  A rampaging beast of Chaos arises in the land, and the caster is called upon to slay it.  When this is first rolled, the caster has 1d4 months to slay the creature, and it is 1d3 Hit Dice weaker than the caster’s level.  When this is rolled a second time, the creature has Hit Dice equal to the caster’s level, and the caster has 1d4 weeks to slay the creature.  When this result comes up a third time, the creature has Hit Dice equal to the caster’s level +1d6, and the caster has 1d4 days to slay it.  Failure severs the caster’s relationship with Lavarial.
6
Pilgrimage Through Fallen Lands:  The caster is called upon to lead a pilgrimage through lands tainted by Chaos.  The first time this occurs, the pilgrimage consists of 2d7 persons, and it is a relatively easy adventure taking no more than 2d4 days.  The second time, the pilgrimage consists of 4d7 persons, and it is a moderately difficult adventure, taking up to 2d4 weeks.  The third time, the pilgrimage consists of 7d10 persons, and it is a difficult adventure, taking up to 4d10 weeks.  In each case, the caster must arrive at the chosen destination with at least 75% of his charges safe (round up), or his relationship with Lavarial is severed.

Patron Spells:  Lavarial, Angel of the Temple

The Angel of the Temple grants three unique spells, as follows:

Level 1:  Shield of the Heavens
Level 2:  Miraculous Healing
Level 3:  Smite the Scions of Chaos

Spellburn:  Lavarial, Angel of the Temple


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
Holy energy courses through the caster, fuelling his spell, but mortal bodies were not meant to hold the power of the heavens.  The caster is left weak and exhausted (manifested as Strength, Stamina, and Agility loss).
2
The caster does not pay the spellburn cost immediately, but instead finds himself loudly singing hosannas to the Power of the Temple as soon as the spell is cast.  This loud singing continues for 10 minutes per point of spellburn, preventing stealth or the casting of other spells (excepting those the caster need not speak to cast), but the caster loses only half the normal ability damage associated with the spellburn, rounded up.
3
The attention of Lavarial turns toward the caster.  If the caster’s desired spellburn is for a purpose that coincides with Lavarial’s cause (defeating the un-dead or creatures of Chaos, or protecting the innocent), then the caster may have the effect of up to 10 points of spellburn without cost.  However, if the caster requests spellburn for any other purpose, the cost is twice normal, so that the caster only gains a +1 bonus to his spell check for every 2 ability score points sacrificed.
4
The caster can gain up to 10 points of spellburn, and need not pay the cost immediately.  If he donates goods valued at no less than 50 gp per point of spellburn to the Temple within a month’s time, no further cost is required.  However, if he fails to do so, he must pay twice the normal cost of spellburn.

Shield of the Heavens
Level:  1 (Lavarial)

Range:  100’
Duration:  Varies
Casting time:  1 action
Save:  Varies (see text)

General

The caster calls upon the beneficence of the heavens to protect those in his charge.  This spell is used primarily to protect pilgrims in Chaos-tainted lands, but it had obvious uses in other forms of adventure and exploration as well. 

Manifestation

Roll 1d4:  (1) a gentle glow of heavenly light surrounds the area of the spell, (2) those affected by the spell all glow softly, as though by an inner light, (3) a holy fear strikes those who attack the spell’s targets, resulting in the bonuses listed, (4) angelic music can softly be heard within the range of the spell, so long as it remains in effect.


1

Lost, failure, and patron taint.
2-11
Lost.  Failure.
12-15
All non-Chaotic creatures friendly to the caster gain a +1 bonus to Armour Class and all saves for 1d4+CL minutes, so long as they remain within 100’ of the caster.  Non-Chaotic allied creatures gain this bonus even if they were not within range when the spell was cast, so long as they are within range, but protection does not extend beyond this range.
16-17
As above.  In addition, any Chaotic creature within range has a –1 penalty to all attack rolls, and a –2 penalty to all spell check rolls, for the duration of the spell (1d4+CL minutes).
18-21
As above, but all bonuses and penalties are doubled, and the spell lasts 2d4+CL minutes.
22-23
As above.  In addition, un-dead and creatures strongly tied to Chaos (judge’s determination) must make a DC 10 Will save to enter the spell area.  Once in the spell area, such a creature is uncomfortable, taking a –1 penalty to all attack rolls, skill checks, ability checks, and spell checks (which stacks with the penalties above), and must make a new Will save each minute to remain within the spell area.  If this Will save is failed, the creature can do nothing but move along the fastest route (which is not obviously suicidal) out of the spell area until it is no longer in the spell area.
24-26
As above, but the spell duration is 4d8+CL minutes and the Will save is DC 15.
27-31
As above, but the spell duration is 2d7+CL hours, and the Will save is DC 20.
32+
As above.  In addition, Lawful creatures are bolstered within the area of effect, gaining temporary hit points equal to the caster’s CL.  A creature only gains these temporary hit points once.  They are the first used and cannot be healed.  The temporary hit points disappear if a creature leaves the area of effect or the spell ends, and do not return when a creature re-enters the spell area.  A Lawful creature that enters the spell area, but which has not already been bolstered, gains this benefit, however.  The spell duration is 2d5 days.



Miraculous Healing
Level:  2 (Lavarial)

Range:  Touch
Duration:  Instantaneous
Casting time:  1 minute
Save:  None

General

The caster channels divine energy, healing one or more creatures that the caster can touch for a full minute.  This works similarly to the Cleric’s lay on hands ability (see the core rulebook, pages 30 to 31) in terms of how the number of dice healed work, but it is not as powerful, and anytime this spell is cast, the caster becomes indebted to Lavarial for a favour.  In addition, the holy energy channelled by the caster sears his mortal form for a minimum of 1 point of spellburn.


Manifestation

Roll 1d3:  (1) The caster’s hands glow as the target(s) are healed, (2) The caster takes on the appearance of the wounds to be healed, and then heals them back himself – spellburn to cast this spell may be due to residual effects of this process, (3) the Voice of the Angel of the Temple speaks through the caster’s mouth, bidding wounds to heal and flesh to knit.



1

Lost, failure, and patron taint.
2-11
Lost.  Failure.
12-15
Failure, but the spell is not lost.
16-17
The caster can affect up to one target, healing 1 die if the target is Lawful.
18-21
The caster can affect up to one target, healing 2 dice if the target is Lawful, or 1 die if the target is Neutral.
22-23
The caster can affect up to two creatures, healing 2 dice to Lawful creatures and 1 die to Neutral creatures.  If the caster unknowingly targets a Chaotic creature, that creature instead takes 1d6 points of damage.  If the caster knowingly targets a Chaotic creature, the caster also takes 1d3 damage.
24-26
As above, but the caster can affect up to three creatures,
27-31
The caster can affect up to three creatures, healing 3 dice to Lawful creatures and 1 die to Neutral creatures.  If the caster unknowingly targets a Chaotic creature, that creature instead takes 2d6 points of damage.  If the caster knowingly targets a Chaotic creature, the caster also takes 2d3 damage.
32-33
The caster can affect up to three creatures, healing 3 dice to Lawful creatures and 2 dice to Neutral creatures.  If the caster unknowingly targets a Chaotic creature, that creature instead takes 3d6 points of damage.  If the caster knowingly targets a Chaotic creature, the caster also takes 3d3 damage.
34+
The caster can affect up to three creatures, healing 3 dice to Lawful creatures and 2 dice to Neutral creatures.  If the caster unknowingly targets a Chaotic creature, that creature instead takes 3d6 points of damage.  If the caster knowingly targets a Chaotic creature, the caster also takes 3d3 damage.  In addition, the caster can heal hit points or ability damage to Lawful or Neutral targets by taking that damage upon himself.  For example, if an ally has taken 4 points of Strength damage, the caster may choose to heal 2 points of that damage – but the caster then has 2 points of Strength damage to contend with himself.



Smite the Scions of Chaos
Level:  3 (Lavarial)

Range:  200’
Duration:  Instantaneous
Casting time:  1 action
Save:  See below

General

The caster calls upon the Power of the Temple to smite one or more Chaotic creatures in range.  If the caster attempts to target any Lawful or Neutral creature, that part of the spell simply does not function (although other potential targets may be affected).

Manifestation

See below.


1

Lost, failure, and patron taint.
2-11
Lost.  Failure.
12-15
Failure, but the spell is not lost.
16-17
A bolt from the heavens strikes a single target of the caster’s choosing, doing 6d6 damage (Fort DC 10 for half).  If underground or indoors, the bolt springs forth from some close surface, with a sound like rolling thunder.
18-21
One or more bolts come from the heavens, as above.  The caster has 7d7 damage that he can do, and can divide these seven dice between seven targets, apportion them all to one target, or any combination between.  In addition to the damage dice, any creature so struck also takes damage equal to the caster’s CL.  Thus, seven creatures could take 1d7+CL damage each, one creature could take 7d7+CL damage, the bolts could be divided among two creatures for 3d7+CL and 4d7+CL damage, and so on.  Each target gets a Fort save (DC 15) for half damage.
22-23
As 18-21, above.  In addition, every creature with a Chaotic alignment within range must succeed in a DC 10 Will save or take 1 point of damage from magical backlash.
24-26
One or more bolts come from the heavens, as above.  The caster has 7d10 damage that he can do, and can divide these seven dice between seven targets, apportion them all to one target, or any combination between.  In addition to the damage dice, any creature so struck also takes damage equal to the caster’s CL.  Thus, seven creatures could take 1d10+CL damage each, one creature could take 7d10+CL damage, the bolts could be divided among two creatures for 3d10+CL and 4d10+CL damage, and so on.  Each target gets a Fort save (DC 20) for half damage.  In addition, every creature with a Chaotic alignment (including those targeted by a bolt) within range must succeed in a DC 15 Will save or take 1d3 point of damage from magical backlash.
27-31
One or more bolts come from the heavens, as above.  The caster has 7d14 damage that he can do, and can divide these seven dice between seven targets, apportion them all to one target, or any combination between.  In addition to the damage dice, any creature so struck also takes damage equal to the caster’s CL.  Thus, seven creatures could take 1d14+CL damage each, one creature could take 7d14+CL damage, the bolts could be divided among two creatures for 1d14+CL and 6d14+CL damage, and so on.  Each target gets a Fort save (DC 20) for half damage.  In addition, every creature with a Chaotic alignment within range (including those targeted by a bolt) must succeed in a DC 15 Will save or take 1d7 point of damage from magical backlash.
32-33
Up to seven bolts come from the heavens, as above.  Each bolt does 7d16 damage, and must be targeted at a separate creature.  The creature may make a Fort save (DC 20) for half damage.  In addition, all Chaotic creatures within range (including those targeted by a bolt) must make a DC 15 Will save or take 3d7 points of damage due to magical backlash.
34-35
Up to seven bolts come from the heavens, as above.  Each bolt does 7d20 damage, and must be targeted at a separate creature.  The creature may make a Fort save (DC 20) for half damage.  In addition, all Chaotic creatures within range (including those targeted by a bolt) must make a DC 15 Will save or take 5d7 points of damage from magical backlash.  Finally, the primary weapon (as determined by the judge or character) of every Lawful creature in range is imbued with the energy to smite Chaos, and does an extra +1d10 damage to the next Chaotic creature it strikes.
36+
Up to seven bolts come from the heavens, as above.  Each bolt utterly obliterates its target, unless a DC 25 Fort save is successful.  In the case of a successful save, 7d20 damage is done to the target instead.  No more than two bolts may target the same creature.  Every Chaotic creature in range (including any which survives a bolt) must make a DC 20 Will save or take 7d7 points of damage from backlash.  In addition, the energy to smite Chaos is embedded in the primary weapon of each Lawful creature in range (as determined by the judge or character), which does +1d20 damage to the next Chaotic creature it strikes.



3 comments:

  1. I hope the "page xx" don't make it into the final copy ;0)

    That taint about not being able to associate with chaotics could really screw up an adventuring party. I would modify it a bit so that the mage cannot enter into compacts or dealings with NEW chaotics.

    ReplyDelete
    Replies
    1. Please remember that this is draft copy! Every "xx" will be changed to an actual page number without fail.

      The taint about not being able to associate with Chaotics is intended to make things difficult. Working with an angel whose function is the oppose Chaos isn't going to appeal to all parties.

      Patrons can be used as far more than the means to increase your PC Wizard's magical powers. If your group contains Chaotics, a Wizard with Lavarial as a patron may well be a foe or encountered rival.

      For what it's worth, I am also working on Michuval, Angel of War, and Illuminael, Angel of Light, and they do not have the same sorts of restrictions.

      Obviously, "fear no rule" applies here as well. I think that the widest variety of patrons possible (including variety in both benefits and drawbacks) is a good kick in the creative juices. But you may do whatever you wish in your home game. Indeed, you SHOULD do whatever you wish.

      (If I had a party with Chaotics who wanted Lavarial to make an exception, though, I would make them perform a Quest for Lavarial to gain such an exemption. And I would not make it an easy Quest, either!)

      Delete
    2. Oh, and thank you not only for reading, but also for commenting!

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