In the triple realm of King's Point, Queen's Coast, and Prince's Spit, there are four major supernatural forces that many call upon. I got a bit distracted thinking about the d e e p l o r e for my new campaign so by all means scroll down to the big numbered lists, but this is a doozy of a post either way.
Our Lady of Gardens is the goddess of, roughly speaking, the agricultural revolution and city-based society. Her domain is over the commonly domesticated animals such as goats, sheep, cattle, chickens, peasants, and so on(dogs included but they have their own canid deity), and she grew in power considerably after the Horse God of Yuba perished and horses fell (for the most part) under her protection, and again when the dominant sun-god Riikhus perished and the Stone Sun pantheon that she was part of collapsed, leaving her as sole guardian of the Tripartite Realm. Additionally, she is the one who, back in wilder days of antiquity, tamed the wild plants into orderly grain and vegetables, and while the harvest is determined by the will of the slavering moons beyond the reach of the sun, here in the Daylands it is by her grace the crops grow healthy and fruitful.
The Lady has a plan for humanity, just as a farmer has plans for a farm. She values social acumen, symmetry(an anti-chaos measure), health and skill, and so seeks to matchmake families, spinning a web of relationships in the hopes of raising individuals and institutions that are optimally suited to keep civilization intact through the regular cataclysms that wrack the world. Each of the three realms takes a slightly different approach, though whether this is cultural and clergical drift or the actual will of the goddess to test alternate models is most unclear. Anathema to her are mutations and disease and mutilations, monstrous chimera and moonspawn, undead and fell sorcery, for she enjoys things to be clearly defined and in top form, able to live lives and die deaths in harmony with established society. The living labor according to their roles, and reap the rewards in the expansive afterlife of Our Lady, an arrangement that for the most part satisfies those within the three monarchies and keeps the dead quiet.
Her counterpart is Murulu, Lord of Calamities, who has leashed the flood and the famine, the earthquake and the hurricane, drought and pestilence, and many other disasters that strain and bay at their leashes, and are set upon those who have lived without suffering too long, to remind them of the fate of all flesh. But Murulu is not a wicked goddess, per se- true, mutation and blight and disaster are directed by her to some degree, but without Murulu there would be no karmic justice to these events, only a meaningless grinding of the bones of mortals and shedding of their blood to feed the elements from whence they came. Murulu lurks at the edge of the world, able to direct disaster but not prevent it. Those who worship Murulu are not spared misfortune, but they may pick their poisons. Under Murulu, the famine stuck lands will be spared the next plague. The blind man may trade a leg to the legless woman for an eye, and those who are hideous monsters can find peace at the side of those who see with their hearts. Murulu says 'It is easier to change your self than the world' and encourages a view of change not being something to fear, but to adapt to and see the good in. Murulu has only a 'waiting room' style afterlife for the faithful as they await reincarnation in a future generation, as her followers are fewer.
The two approaches, civilization vs anarchy, planning vs adaptation, order vs chaos, classical beauty vs unique charm, humanism vs transhumanism have lead to great conflict between the goddesses, and so too their peoples. Murulu champions a reincarnation of the Dark Lord every century to march forth with hordes of mutants and monsters to showcase the futility of Our Lady's Garden, and Our Lady assembles the usual legions of warriors, shining knights, and roguish chevaliers to counterargue via steel that it is Murulu who is in the wrong for allowing the world to develop as it pleases rather than nipping problems in the bud and pruning deviations from stability. Once upon a time they each served the Tyrant-Sun Riikhus alongside each other, and perhaps the conflict between the two is from coming to different conclusions about how to withstand the entropic attentions of reality from the experience.
Heleognostics, safely sequestered away from the wars on their island, say the conflict itself serves humanities interests in the long run. We humans are mortals after all- if we must die, why not die and contribute to this aeons old 'discussion?' (Though on the subject of 'discussions,' as an aside, the goddess M'shesh who questions death itself is rather too radical and is not endemic to this region). The Tripartite Realm has an enemy to humble it when it grows too proud, and to unite against behind a single goal when it grows too fractious. The directed calamities fall upon those who are most prepared to blunt their effects, or those villains who deserve every gust of portentous storms, and each side gets to make their point most pointedly. Those who have tired of the Tripartite Realm's societal strictures may go to the Wurderlands and Murulu under the Dark Lord's banner and get freaky, and those who long for order and non-mutant chickens can settle in the Tripartite Realm and swear fealty to Our Lady of Gardens and be cleansed, and round and round it goes.
Set apart from the endless struggle is the Queen of Fairie, once called Flora, and her Alvish Courts that live within the dreams of trees, Elfland (A more populated Ynn is how I'll run it I expect). The Alves respect the gods for their power, but smile with eyes only and remember days of ash and ruin where the Alves were, and the gods were not. Those humans who forsake the human gods and swear to serve the dreaming woods over the armies and cities of humans (or mutants) may find favor with the elves, for good or ill, if they seek Elfland in the Queenswood or atop icy Mount Celephais(or was it Aran? It matters not). There are two courts- Summer and Winter, Seelie and Unseelie, and each is inhuman and glamorous in their own way. Time treads lightly in Elfland, and the elves, goblins, fairies, and what have you have forever to do all the nothing they so enjoy, and it serves as an alluring dream for humans to retire to even before their time in the waking world is up.
And finally is Zaba, a big fat frog god who hid in the form of a legless tadpole after being defeated by the snake goddess Yg in times so ancient even the elves know nothing of them. There are froggy folk in the bogs, not quite part of the Tripartite Realm, and not quite part of the Wurderlands, and they seem happy enough in their soggy logs. Perhaps they're the ones who have the right idea, and you should beseech Zaba to become as they. Ah, Lord Zaba! Grant us flies!
|Zaba is just Bobugbubilz, the default DCC frog god, with a name from Lungfungus's own frog cult and lore from my world, so I am too lazy to repost the book info here (Plus it might be illegal, idk)|
OUR LADY OF GARDENS
Quick Priest Info
May turn mutants, monsters that have at least one part being from a real animal, undead, and killer plants.
Sacrifices to reduce disapproval are monster sacrifices or finely bred animals who go to the altar ready to be reborn again, and of course gold. All gods hunger for gold.
Opposed alignments are pretty much anyone who tries to use chaotic powers for personal benefit, and anyone chivalrous is likely good enough to count as a similar alignment.
She does sponsor wizards who work as court sorcerers and protectors of the realm, rather than the usual power-mad lunatics though.
Invoke Patron Results.
12-13- Our Lady is otherwise engaged, but sends a horde of cooing doves to provide concealment to the caster and bafflement to the enemy that lasts 1d6 rounds and acts mostly helpfully to the caster. If falling petals or leaves, wheat chaff, etc would serve just as well, that will be the manifestation instead.
14-17- A faithful but otherwise unremarkable animal arrives to assist the caster, having been in the vicinity thanks to Our Lady's foresight. Though free of societal obligations, they will wish to return to their farm sooner or later.
1-Donkey 2-Cow 3-Sheep 4-Pig 5-Goat 6- Rooster
18-19- The Lady, having foreseen these events, sends forth a 3HD lowborn Knight Errant, Royal Forester, Masked Knight, Steel Nun, Hellknight, or whichever mighty devotee of the lady is most appropriate. They arrive as soon as plausible and aid for about an hour (though as a living being, this is subject to their own discretion)
20-23- The Lady dispatches an Animal Saint from the netherworld to aid the invoker. These beings are the platonic ideal of their species, essentially creatures with all 18's in their stats, max HP, etc etc.
1-Horse 2- Cow 3-Sheep 4-Pig 5-Goat- 6-Dove. These creatures will serve the faithful as best they can, with no fear of death
24-27- An ancient hero is temporarily awakened, arriving in spirit form with 5HD, similar ghost-gear to those of the 18-19 result, and similar terms of aid (though limited to sunrise or sundown, whichever is sooner).
28-29- A Pseudodryad is temporarily awakened from nearby plant life, which is miraculously domesticated. All small nearby animals will take the side of the dryad, and the dryad may cause small plants to trip and entangle the casters foes, while larger trees may be capable of bludgeoning them. After 2d6 rounds, the plants will return to their default state, but the small creature (if any) will remain friendly and aid the caster by guiding them to safety as best they can.
If the terrain does not support this, use the lower result.
30-31- A Winged Matchmaker (Converted Foocubus) descends from the sky clad in white and green silk veils and robes if the crisis is social (or best served by a hasty aerial extraction), and wielding a cannon in one hand and silver scythe in the other if the crisis is best served by reducing the forces of chaos to bloody ruination.
|Nintendo can't sue me for this abominable image edit because my flatmate bought fire emblem!|
32+ Whispers in the clergy and the dreams of nobles grants the petitioner one favor from the highest Liege of the realm, and a Foocubus is dispatched as above to ensure the petitioners's request reaches the High Queen (or whoever), and that they survive to hear back from their liege.
Patron Taint-As Our Lady is against mutation and corruption, this is more akin to the Three Fates patron taints in DCC, but distinct enough (due to Our Lady also not approving of self-mutilation) that they must be described here. Once a caster has performed all three levels of all 6 'taints' no further patron taint need be rolled, and they become immune to mutation as a Cleric of Our Lady.
Upon completing all 3 stages of any one result, the caster is cured of 1d3 mutations as a show of thanks from Our Lady.
So long as something remains uncompleted, Our Lady may restrict access to invocations and patron spells at her discretion to remind the wizard of their unfulfilled bargain.
1- The Quest-The caster believes they are mentally falling into corruption and perversity, and must work harder to beat back chaos lest their principles become compromised. The first quest is to find a tainted chaos-relic within 1d4 days travel time and destroy it (if any such items are owned by the party, they may be the most eligible targets). If rolled again, the quest is to hunt a chaos-beast of fell renown within 1d4 weeks travel. At the final roll, the quest is to slay or convert the current Dark Lord.
2- The Mirror- The caster becomes aware that their 2nd order reflection (their reflection's reflection) has crossed over into the waking world to destroy them. It is 1d4 days distant and driven to slay the caster, and has a mutation the caster does not.
When rolled again, it will be a 3rd order reflection, be 1d4 weeks distant and working to undermine the casters reputation, and be 1d3 levels and mutations mightier than the caster.
If rolled for a final time, it will be a Champion of Lumar* and will have established a corrupt mirror-verse citadel populated by fiends and be 1d6 levels and mutations advanced beyond the casters feeble powers, and it will seek to corrupt the caster by showing them the power they have denied themselves by following Our Lady, and destroy all they love to prove their superiority.
*Not the prime lumar though, but a higher-order reflection of her, sometimes called Dark Lumar
3-Tenet of Generosity- The caster feels obliged to atone for the various crimes they have probably either been part of or begrudgingly overlooked while part of a party of adventurers. They will offer all obviously stolen goods to the nearest temple, and a 20% tithe of their monetary worth besides.
If rolled again, they will once more offer all indubitably wrongfully obtained goods to the temple for redistribution, and furthermore offer up a third of their magic items.
The final roll will require the mage to return all wrongfully obtained items to their original owners (or their graves) personally, and donate another 30% of monetary worth to the temple for good measure, as well as
the item the GM wants to get rid of the most- I mean, their most prized possession.
4- Tenet of Humility- The caster will forsake a random spell forever, deeming it some combination of too dangerous to exist in civilized society and/or a bad influence on them due to its eldritch and probably corrupting nature. This may repeat up to three times, after which the caster deems themselves disciplined enough to handle any suspicious spells remaining in their pool of knowledge.
5-Tenet of Selflessness- The caster feels obliged to seek out a worthy mortal and grant them their hearts desire, as a way of showing their study of magic does indeed benefit others. If rolled again, they will, in adopted Saresaren custom, grant three wishes to the next person they meet upon a paved road of the Tripartite Realm (they are free to do dickass genie moves to ensure the wishes are not dangerous to society of course). The final task is to swear themselves to an appropriate noble court as court sorcerer and work from a place of high renown to watch over and protect society.
6-Matchmaker- To ensure people find their One True Love (and maintain good deific relations with the Foocubi and Saint Bridget) the wizard must solve the difficulties plaguing a couple so that they may live happily ever after.
The first issue is a simple affair, likely between peasants of a village no more than 1d4 days away.
The second issue is a tangled affair, likely between differing social classes or rival families, no more than 1d4 weeks away.
The final issue is a thorny mess involving competing Foocubi trying to maintain defunct bloodlines, issues of succession, and multiple noble families, and will require a trip to the capital.
1- The caster must briefly justify the use of these chaotic sorcerous powers to Our Lady. While 'self-preservation' is usually satisfying in many adventuring scenarios, good reasons that protect society at large may grant an extra +1 bonus to the spellcheck, and bad reasons and worse excuses may cause Our Lady to negate the benefits of the spellburn entirely.
2- The caster's spellburn is aided by a Winged Matchmaker, and agrees to go on a date with an eligible suitor at the next opportunity, or if the caster is already satisfying this, agrees to set up an acquaintance on such a date.
3-The caster's spellburn is aided by the lingering covenant with a past Sun(Riikhus), and gains +1 to the spellcheck if an appropriate sun is visible and overhead, but -1 otherwise.
4- The caster's attempt to call on further power goes unheard, and fails (expending no burn but wasting the turn) unless they resort to a forbidden chaos ritual. The stat damage is guilt and shame mostly, and doing this in front of the faithful of Our Lady would surely merit severe punishment regardless of circumstance.
Level:4 Range: Touch Duration:Permanent Save: Yes
Our Lady of Gardens offers a covenant to wild creatures to trade the freedom of the wild for the security of living among human society. If the creature accepts(fails its save), it will change in form and thought as Our Lady wills and become a domesticated version of itself. This is a spell that channels Our Lady directly, and is usually reserved for great rituals. Clerics who serve Our Lady may learn it too.
1- The caster kneels and extends a hand to the beast in question- if it places a paw or head upon the hand, the deed is done. 2- The caster offers a leash for the beast to bind itself and waits. 3- The caster speaks in the unintelligible tongue of the divine as Our Lady speaks through them to the beast directly 4-The caster and target's eyes glow white-green as they have discourse in the spirit realm with Our Lady.
Corruption- n/a, always Patron Taint
Nat 1-Lost, Failure, Patron Taint
2-11- Lost, Failure
12-17- Failure, but not lost.
18-19- If the beast fails its save, it will not be domesticated, but will be pacified and leave the caster and associates be.
20-23- The beast is soothed, though not tamed or domesticated, and may aid the caster so long as it need not go outside its normal life excessively.
24-25- The beast is domesticated, but not trained. Its natural attacks decrease by 1 die stage and it loses chaos mutations and so on and becomes fluffier and friendlier and generally more appealing. It may aid the caster and even follow them back to civilization, but it is more like a cat doing its own thing than a trained dog.
26-28- The beast is tamed and domesticated. It will aid the caster outside the scope of its usual life (such as acting as a beast of burden or a steed) but will require constant training and will take up a retainer slot, or two if it has more HD than the caster.
29-33- The beast is trained, tamed, and domesticated on the spot. It requires only amateur maintenance training to keep it able to carry, sic, stay, and so on.
34-35- As above, but the beast is also fond of the caster, essentially becoming a pet.
36-37- All beasts directly related to the target beast are tamed as well, and other beasts present will be soothed as per 20-23.
38+ The entire local population of the beast's species comes into the fold of Our Lady at varying levels of training, and becomes part of human society in short order.
Lady's Scythe-(Variant Blade of Atropos)
The scythe is an uncouth peasants tool, yes, but it is also a symbol of harvesting and cutting down Our Lady's enemies. Various other tools appear at lower levels of casting, but all serve the same purpose
Level:1 Range: Self Duration:Varies Save:n/a
Manifestation- 1- The caster pulls the weapon from thin air 2- An existing item transforms into Our Lady's Scythe 3-Light bends to create the weapon of shining energy 4- An existing item crackles with white and green lightning, with spectral force extending from it to shape the weapon
Nat 1- Lost, Failure, Patron Taint
2-11- Lost, Failure
12-13- A shining silver set of pruning shears appears. It is a magical weapon that strikes at +1 to hit (+3 vs chaos monsters) and 2d4+Caster Level damage, and things like small tentacles, horns, claws, eyestalks, etc may be clipped through upon each hit. Lasts 1d3+Caster Level Rounds.
14-17- As above, but a silver sickle with +2 to hit (+4 vs anathema) and dealing 2d6+CL damage, lasting 1d4+CL rounds, and able to slice off larger monstrous appendages (never limbs though- the idea is to prune dangerous/mutant features, not maim)
18-19- As above, but a full scythe with +3 to hit (+5 vs anathema) dealing 2d8+CL damage and lasting 1d6+CL rounds.
20-23- As above, but two such weapons appear and the caster may dual-wield them without penalty, and the duration is 1d8+CL rounds.
24-27- As above, but a third weapon may be wielded in the caster's mouth, the duration is 1d10+CL rounds, and they inflict 2d10+CL damage, and they attack at +4, +6 vs anathema to hit.
28-29- As above, but the weapons attack at +5, +7 vs anathema, deal 2d12+CL, and last 1d12+CL rounds. Anathema may now have limbs severed if they fail Will saves.
30-31- As above, but attacking at +6, +8 vs anathema, dealing 2d14+CL and lasting 1d14+CL rounds, and anathema may be cut out of their armor or away from their shadows or enchantments if they fail a will save when struck
32+As above, but attacking at +7, +9 against anathema, dealing 2d16+CL and lasting 1d16+CL rounds, and slaying (via decapitation or bisection) anathema struck who fail a will save.
Magical Transformation Rabbit Guardian Ronya- This patron spell is shared by all the patrons described here (Even Zaba, due to the results of a Log-Hopping contest in ages past) and has its own section at the end due to its lore being shared by the gods, but ultimately more of a realm-based thing.
|The head of Murulu, ever changing, gazes over Wyrdton, the rest of the body buried in the earth, at the center of the strangest (and therefore holiest) parts of town.|
MURULU, LORD OF CALAMITIES
Quick Cleric Info
May turn humans, elementals, disease spirits, and domestic animals.
Sacrifices to reduce disapproval are offerings ones own body (a finger being one point, an eye being 5 an entire limb being 10) which may result in the offered body part either being cut loose, horribly and permanently diseased, or mutated beyond recognition and function. Causing a calamity may reduce disapproval but is more likely to be an undertaking as payment for intervention. All gods hunger for gold.
Though the Calamitous Lord is open to all manner of things others find terrible, it is worth clarifying that the monsters Murulu likes are the sorts of things that are different beings trying to live in the world, sometimes conflicting with humanity, but NOT things like nightmare entities which only exist to be horrible things to torment people and have no place in the sane world.
Her chaotic energies are offered quite freely to those who accept transforming themselves, making her a popular patron for rogue sorcerers.
Invoke Patron Results. Calamities are not really dogs (or they would be the purview of the Jackal God of Yuba) but the metaphor of them being baying hounds leashed by Murulu is well-established. While Murulu has dominion over other calamities (locust swarms, plague, mutilation and mutation) these elemental wraths are the ones most suitable for saving an invoker's bacon.
If not mentioned, the duration goes on as long as Murulu cares to allow it, regardless of the caster's wishes.
12-13- The dread gaze of Murulu falls upon the area briefly. For 1d6 rounds, ill-luck plagues the invokers enemies, causing new wounds received to fester and attract disease spirits, limbs and more to be mangled on critical hits, and crumbling cliff faces, sucking mud, or collapsing roofs all become very likely.
14-17- Pup Tremor sniffs and strains at the leash, knocking the caster's enemies prone and overturning buckets, lanterns, etc, possibly collapsing already compromised structures.
18-19- Fog creeps into the area, limiting visibility to about 5 feet and stifling scent and sound.
20-23- Playful Whirlwind is unleashed to bedevil the land, blinding those
within the tiny tornado (30' radius and 1000' tall) blocking flight and missile fire
through the winds so long as the caster concentrates, but no longer
than 13 rounds (as well as the other expected effects of dust devil). Those inside may be buffeted by swirling objects each round (1d4 for assorted rubbish but increases with larger/sharper/harder things)
24-27- Younger Flood is unleashed, drowning the local area in 2d6 feet of
water, washing enemies who fail to save prone and drowning and washing
them away until they can get out of the current. Aboveground this takes
the form of a torrential downpour, underground, a sudden gushing spring.
28-29- Storm, the grey hound, arrives howling, rain and hail nearly horizontal
with the force of the wind, sand and anything loose blown away. Hearing
and missile fire is impossible, and those outside will only bear the lashings of the storm if their morale is nigh-unbreakable, and even then they will be battered and bruised if not heavily armored, and risk lightning strikes if they are clad in metal.
30-31- The barely-leashed she-wolf Earthquake barks, and one of her pups answers the call- if there is a slope nearby or underground, Avalanche, Rockslide, Mudslide , or Cave-in buries the casters enemies until they can make a DC20 save to escape. If there is no slope, Sinkhole answers, casting the casters enemies into a pit 30' deep, and on the ocean, dread Tsunami answers, overturning ships that fail their save and flooding towns.
As usual, once each result is gained 3 times, further patron taint is ignored.
1- Random mutation. Upon rolling this result a third time, the caster is no longer vulnerable to monsterization from too many mutations.
2-The caster becomes a veritable lightning rod for natural disasters- there is a 1% chance upon spell casts that a random disaster will strike the area soon after. Increase this chance to 3%, then 5% when re-rolled.
3- Random disease. Upon the third roll, the caster becomes unable to die from disease/parasite, but also is automatically infected by any exposure to diseases. They also gain +1 to spellchecks while diseased (possibly per disease).
4-Random curse (I don't have a good go-to for curses yet). Upon the third result, +1 to spellchecks while cursed (possibly per curse)
5-Each time rolled, choose one you have not chosen before- Lose a limb. Lose all conventional beauty standards, lose a sense. Once all three are rolled, you will be visited by the three fellow murulu disciples who received these lost gifts, and they will bear either gifts or a favor to you for your donations.
6-Add a Mercurial Magic/Spell Mutation to the spell cast. You gain +1 to spellchecks with these doubly-mutated spells.
- Collapse (cavern or architecture)
- Sand Storm
1- The caster cuts, burns, etc themselves deeply, harming physical stats and leaving a thick scar, marking them as glorified to Murulu.
2- The caster snips off part of themselves- an earlobe, a fingernail, a toe joint, etc, the minor but permanent mutilation
3- The caster is called upon to host a random disease spirit in addition to the usual spellburn results
4- The caster is called upon to trade an existing mutation for a new random one in addition to the usual spellburn results.
Murulu cares not at all for the standardized forms of so called 'species,' and allows casters to assume monstrous and unique forms that allow them to do things they could only dream of before. As with most polymorph style spells, mutations and mutilations remain (a one-eyed, lizard tailed human turns into a one-eyed, lizard tailed wolf if they were turned into a wolf, for example) but they are enhanced (in the above example, the transformation would result in a wolf with a single powerful eye rather than be 'missing' an eye, and the tail would provide lizardlike advantages rather than just being a hairless scaly wolf tail).
The transformation does nothing to those who have no wounds or mutations, and requires some back-and-forth discussion and pre-emptive work to determine what the precise outcome is, (and this updates with each new mutation or mutilation) but the outcome should be pleasing to the transformed person and has broad tweaks available. Items may remain worn, or be shed depending on the details of the transformation and preferences of the wearer.
Level:3 Range: Touch Duration:Varies Save:Willing Only
1-The transformed twists and boils like molten clay shaping itself into the form
2- The transformed hatches from their own body like a butterfly from a chrysalis
3- The transformed turns inside out, with the inside being the outside of the new form
4- The transformed becomes a spinning, glowing pastel silhouette, which resolves into the transcended form.
Nat 1- Lost, Failure, Patron Taint
2-11- Lost, Failure
12-15- Failure, but spell is not lost
16-17- The caster or target briefly transforms into a monstrous form for Caster Level rounds. Though the transformation is largely cosmetic and unstable and grants no added benefits, it removes penalties from mutation/mutilation while active ands heals HP=CL as wounds close and will end bleeding effects. This healing and all associated healing effects of later results only apply once per day.
18-20- The target transforms for a full CL minutes, healing HP as above and gaining a power related to their favorite mutilation/mutation, as well as any obvious changes to locomotion and environmental survival (such as a fish tail allowing swimming and underwater breathing).
21-24-The target transforms for a turn(10min) per CL and gains up to half the extraordinary capabilities from enhanced mutations and mutilations, as well as the benefits stated above.
25-29- The target transforms for 1 hour per CL, and gains all the blessings from the marks of Murulu and above entries they bear so long as they are transformed, but heal HP=CLx2
30-32- The transformation lasts for either 24 hours or until the transformed wishes to end it prematurely, but is otherwise as the above entry with healing equal to HP=CLx3
33-35- As above, but the HP of the transformed heals entirely to full.
36+ The change is permanent. Further mutations and mutilations will warp the form to accommodate and enhance the form.
Level:1 Range: Touch Duration: Permanent Save: None Allowed
Called most small-mindedly by most people 'Corrupt' or 'The Vile Touch' this spell channels the powers of Murulu into the caster and allows them to spread mutation, mutilation, disease and calamity with just a touch. To the faithful of murulu it is a blessing and enhancement, to those who cling to their transient forms, it is among the most menacing and terrifying of powers.
1-The caster's hand (or hand-analogue) becomes shrouded in pulsing dark purple energy with flashing lightning within.
2- The casters primary touching appendage temporarily morphs into a knobbly, pustule laden tentacle dripping with slime.
3- The caster's tongue turns to a scorpion's tail, laden with a mutagenic sting.
4- The caster's entire body becomes slick with rainbow slime to flow onto and reshape those who are held.
1- Failure, lost, Patron Taint
2-11- Failure, lost
12-13- The caster may touch one living target and grant it a blessing or curse from Murulu, the difference being a matter of perspective. This requires a to-hit as usual.
14-15- The caster may touch one living or nonliving target and grant it a blessing from Murulu.This requires a to-hit as usual. Inanimate objects afflicted by disease act as a living creature would, grow mutations, or lose roughly equivalent parts according to on-the spot rulings.
16-18- The channelled energies persist within the caster for 1d3+CL rounds, allowing for multiple blessings to be given out.
19-20- The channelled energies persist within the caster for 1d6+CL rounds, allowing for multiple blessings to be distributed.
21-23- The channelled energies persist within the caster for 1d8+CL rounds, and may distribute them 2 per round, with no penalty for 'dual wielding' their unarmed touches.
24-27- The channelled energies persist within the caster for 1d10+CL rounds, and may distribute them 2 per round, with no penalty for 'dual wielding' their unarmed touches. Furthermore, anyone touching or even striking the caster with weapons without great reach will be granted a blessing as well.
28-31-The channelled energies persist within the caster for 1d12+CL rounds, and radiate out both via physical touch and unspeakable energies such that, if the caster is taking action to deliver blessings, all who come within 5' will receive one.
32+ The caster is entrusted by Murulu herself with the decision of what blessings to deliver, and may pick specific mutations, mutilations, diseases, etc to dispense for 1d20+CL rounds with direct touches (2 per round) and those who are within 5' will be affected as well.
Blessings of Murulu
Roll 1d4 for the enemies of Murulu, 1d6 for most targets, and 1d8 for the faithful of Murulu.
1-Mutilation- lose eye, ear, nose, mouth and associated senses, or a limb, or something else. This is painless and inflicts no damage for the faithful, but does inflict damage to the enemies of Murulu equal to CLd4 due to morale loss and fear. Inanimate targets just suffer rust, cracks, and other destruction.
2-Disease- Disease spirit or corporeal parasite comes to co-habitate for a while, immediately inflicting one instance of its effects. Ghul fever not included.
3-Curse! A tenacious and hard to get rid of spellwisp with an odd effect comes to haunt the target.
4- Negative Mutation
5- Random Mutation.
6+ Positive Mutation
Magical Transformation Rabbit Guardian Ronya- This patron spell is shared by all the patrons described here (Even Zaba, due to the results of a Log-Hopping contest in ages past) and has its own section at the end due to its lore being shared by the gods, but ultimately more of a realm-based thing.
THE FAIRY QUEEN
In winter, the spell Forest Walk becomes Ice Walk and some minor changes to patron taint that are indeed so minor I don't think they're worth getting into here, and of course has the final spell.
|But with a shield, not a sword, innit|
Magical Transformation Rabbit Guardian Ronya
A rabbit heroine of past ages (and player character of past campaign) whose heroic spirit lives on, not in the temples of the nobility, but in the land itself, possessing any who are good of heart to battle wickedness in all its forms. Many of the Chosen of Ronya are often not intentional, but incidental champions who answer the call to fight villainy in the moment, but find their own skills and strength lacking, and so they may transform into an avatar of the rabbit to do battle
The enemies of Ronya
are criminals of both the cruel brigand and heartless noble variety
alike, and monsters of the truest sense of the word- nightmare things
that have no place in the waking world. Only a single avatar of Ronya exists at a given time, and in the event opposing sides both attempt to call upon this spell, only the most worthy will be answered, though in the cases of morally grey circumstance, sometimes Ronya's invocation appears only to put an end more to the conflict itself than to win it for either side.
Anyone who has stood up for the weak and brought tyrants low may earn a point of favor and be able to call upon this transformation, but certain prayers(cleric versions), ghost-calling rituals, and so on are used by the powers of the Tripartite Realm and beyond to invoke the power of this peasant's hero. As Ronya is the true patron of the spell, it comes with its own misfires and corruptions and is subject to the ancient warrior's will alone, so it cannot be abused for wickedness.
Level: 2 Range: Self Duration: 1 conflict Save: n/a
1- The caster's body morphs into that of 3 foot tall bipedal rabbit-woman, and their gear to plate armor and a shield.
2-The caster vanishes in a swirling pastel tornado of sparkles, and Ronya emerges.
3- The caster slaps the ghost-hand of Ronya and tag-teams out of the material realm as Ronya enters the wrestling ring. I mean, the scene.
4- The caster has a ghostly appearance of Ronya standing behind them, and they and the shadow act as Ronya would, imbued with the strength of myth both physically and spiritually.
1- Caster craves carrots as if addicted, unable to perform tasks longer than a minute due to looking for carrots until either 1d6 hours pass or carrots are had.
2- Random nearby animal's behavior becomes that of a rabbit for 1d6 hours.
3- Rabbits attracted to caster and follow them in increasing hordes for a night and a day.
4- Nearest weapon transformed into shield. Magical items get a saving throw, but transformation is permanent.
1-Caster must attempt to cast this spell whenever they are exposed to carrots or are tempted by a character flaw that Ronya is trying to break them away from.
2-Caster becomes female if previously male.
3-Caster loses one foot of height, down to minimum size of a rabbit.
4-Caster sprouts rabbit ears, tail, fur. Eating rabbit counts as cannibalism from now on and will deny use of this spell (and you're on very thin ice before hand if you know this spell and be eating rabbit).
5-Caster's memories become muddled with that of Ronya and all those who have gotten this corruption.
6-Caster stalked by the Rabbit(less) Moon, or more precisely but less concisely, inherits an ancient meta-grudge from something from Beyond
Nat 1- Failure, Lost, and Misfire or Corruption. 1-2 corruption, 4-6 Misfire
2-11- Failure, Lost
12-13- Failure, not lost
14-15- Brief transformation allows the caster to take a hit targeted against an ally to themselves this round, reducing damage dealt by 12 and preventing associated effects (poison, etc) if the damage is reduced to 0.
16-19- Caster transforms into Ronya until the crisis is averted, fighting with +CL to hit, a shield bash that deals 1d6+CL subdual damage, AC as plate+shield, movement as unarmored human+leaping, and the ability to take hits aimed at a single guarded ally and reduce the damage of these hits by 1d12
20-22- As above, but Ronya's personality and experience shines through more, inflicting double damage and doubling the guard damage reduction against the following foes- Dragons, Thieves, Wizards, Clockwork Automata, Wolves, and Nobles.
23-26- As above, but the shield bash increases to 1d8+CL, the AC to Plate +3, the move to 150% human speed, and gaining an extra 10 bonus HP which are taken by Ronya and damage to this buffer HP will not be lost by the caster at the end of the transformation.
27-29- As above, but the shield bash increases to 1d10+CL, the move to 200% human speed, 15 bonus HP, and all adjacent to Ronya may be guarded simultaneously.
30-33- As above, with a 1d12+CL shieldbash, AC as plate +5, 20 bonus HP, and a guarded damage reduction of 1d20.
34+ As above, but with a 1d12+CL shieldbash, 30 bonus HP, and all allied with Ronya may be guarded simultaneously regardless of distance. Additionally, with this state of transformation, anything may be leapt over with a round of preparation, though the leap itself may take longer to complete.
I think future posts better be limited to a single patron...