The strange beings known as Snow Miser and Heat Miser are brothers, two of the many children of Mother Nature. Each views the other as his primary antagonist, so that a being bonded with one cannot be bonded with the other – indeed, their patrons will instruct them to actively work against those who bond with their rival sibling! The only thing potent enough to make the Miser Brothers work together is the chance to foil another of their siblings’ plots, such as the North Wind.
Snow Miser dwells in an arctic land, while Heat Miser lives in an active volcano. Somehow, their lands share a common border. They have divided the world between them, and although their agents make frequent forays into the territories of their opposite patrons, the Miser Brothers usually disavow active knowledge of these raids. Heat Miser seeks to frighten mortals with tales of an unending Fimbulwinter, while Snow Miser’s agents warn of global warming. In preindustrial campaign milieus, a new ice age may be a viable threat, but if the campaign takes place in a post-industrial world, it eventually becomes clear that Heat Miser is winning, and Snow Miser’s warnings about global warming are not just hot air.
In order to bond with Snow Miser, a postulant must travel to a cold location, either due to climate or season. In order to bond with Heat Miser, a postulant must travel similarly to a hot environment, such as a desert, volcano, or steaming jungle. Those bonded to Heat Miser may not cast spells creating or manipulating cold without gaining the ire of their patron. Likewise, Snow Miser forbids his devotees from magic creating or manipulating heat or flames.
Invoke Patron check results |
|
1 |
Lost,
failure, and worse! Roll 1d6 modified by Luck: (3 or less) corruption +
patron taint; (4-5) corruption; (6+) patron taint. |
2-11 |
Failure.
Unlike other spells, invoke patron
may not be lost for the day. Depending on the results of patron bond, the wizard may still be able to cast it. |
12-13 |
It
becomes noticeably colder or hotter in the immediate vicinity of the caster
as their patron’s attention is drawn to them. This change in temperature may
be harnessed by the caster, granting a +4 bonus to a spell check made in the
next Caster Level rounds. |
14-17 |
A
cloak of ice or flames surrounds the caster, providing a +4 bonus to AC for
1d5 rounds. At the end of this period, the bonus is reduced by 1 as the cloak
dissipates, until it is gone when the bonus reaches +0. |
18-19 |
All
enemies within 100’ must succeed in a Will save vs. spell result or begin to sing about how great the
caster’s patron is. This song-and-dance number lasts 1d5+CL rounds. An
enemy targeted with a spell or attack during this period (successfully or
not) is immediately freed from the enchantment. Otherwise, enemies take no
move or other action except singing and dancing. |
20-23 |
The
caster chooses 1d3+CL targets within 500’. These take 3d6 damage due to
either cold or fire (depending upon the patron). A Fort save vs. the spell
check result is allowed to reduce damage by half. |
24-27 |
The
caster is shrouded in ice or heat, which increases the caster’s AC by 1d4+CL.
Each round, the caster may send either a bolt of ice or fire (depending upon
their patron) to a range of 500’ (5d6 damage, Reflex DC 15 for half), but
doing so reduces the AC bonus by 1. The AC bonus lasts until expended or 1d5
hours have passed. Once the AC bonus is gone, the caster can no longer spend
it on attacks. |
28-29 |
A
single Miser Imp is sent to assist the caster in whatever manner the caster
commands. The Miser Imp remains until reduced to 0 hp or until the next dawn. Miser Imp: Init +2; Atk touch
+2 melee (1d6 cold or heat); AC 12; HD 3d6; MV 30’; Act 1d20; SP
transform/melt objects, death throes; SV Fort +4; Ref +5; Will +7; AL N. |
30-31 |
The
temperature within 500’ of the caster immediately raises/lowers by 1d4 x 10
degrees Fahrenheit. In addition, enemies of the caster within this range are
chilled/heated even more, taking 1d8+CL damage each round they remain within
this area (no save). The damage remains in effect for 1d5+CL turns, but does
not move with the caster. The change in ambient temperature remains until
natural (or supernatural) conditions cause it to change (as determined by the
judge). |
32+ |
For
the next 1d6+CL hours, any non-magical weapon striking the caster melts or
turns to snow (no save), doing only half damage. Further, the caster is
charged with heat or cold, and all their physical or magical attacks do an
additional 1d14 damage during this period as this power is conducted by, or
embodied within, them. |
Spellburn
The Miser brothers can lend aid to their supplicants
when requested. If a supplicant is casting a spell related to their patron
(such as control ice for Snow Miser or fireball for Heat Miser), they gain an
additional +2 bonus to the spell check when performing spellburn. When a caster
utilizes spellburn, roll 1d4 and consult the table below or build off
suggestions to create an event specific to your campaign.
Roll |
Spellburn Result |
1 |
Casting
the spell causes uncontrolled shivering or sweating, which manifests as
Strength, Agility, or Stamina loss. The shivering or sweating subsides as
this damage is healed. |
2 |
As
part of the casting, the caster must perform an elaborate song-and-dance
routine praising their patron. This temporarily drains part of the caster’s
soul, manifesting as Strength, Stamina, or Agility loss until it is
recovered. |
3 |
Conflict
with the other Miser Brother prevents the patron from devoting full energy to
the caster. Regardless of the amount of spellburn, the caster only receives
the benefit of 1d4 points, and any remaining amount is lost. |
4 |
In
a moment of magnanimity, the patron offers to double the bonus from the
caster’s spellburn, if the caster will agree to undertake a quest sabotaging
some scheme of the other Miser Brother’s. The nature of this task is left to
the judge to detail, but if not completed in a reasonable time (as determined
by the judge), the patron removes all access to spells save those used in
direct support of the quest. |