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PostPosted: Tue Dec 30, 2014 9:04 am 
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Far-Sighted Wanderer

Joined: Tue Dec 17, 2013 2:17 pm
Posts: 22
Somewhat in the mold of The Three Fates...this is not done yet and I still have to work on the 2nd and 3rd spells.

Pater Tempus

In a place out of time, outside the domain of man and God, Pater Tempus upholds Law and ensures the steady flow of time on all worlds, all dimensions. Pater Tempus has three aspects and appears, when he does appear, in an ever shifting identity, always dresses in a flowing white toga and bearing an hourglass: the Child, a handsome, blond boy of 5 years; The Man, a spry, athletic man of perhaps 25; and the Ancient, an impossibly ancient man with flowing white hair and long beard, bent backed, and skin weathered. Always, his eyes are impossibly old and wise, and kind. However, he is the ultimate adherent and guarantor of Law, ensuring that one second follows the next, one season follows the last, and a man’s course of year pass in turn, without exception.
Those who swear themselves to Pater Tempus as a Patron are always Lawful/Good. The most powerful adherents are usually Wizards, and at higher levels they are known to be eccentric and forgetful, as the powerful time based magic of Pater Tempus has its effect. Whether Paladin, Fighter, Thief or Halfling, followers tend to be compassionate towards others, as the lessons of time and experience are most keenly felt by followers of Pater Tempus. They are stalwart against agents of Chaos and often freely offer to assist against such forces. Against mundale threats, they, like Pater Tempus, are not motivated to intervene, as Time will and must always take its course.

Invoke Patron spell check results:
1 Loss, failure, Patron Taint
2-11 Loss, failure.
12-13: Tempus bends time to the caster’s favor, allowing the caster to re-roll three (3) of the caster’s rolls of any kind within the next 24 hours. The caster MUST take the re-roll, unless he uses another replacement roll. The replaced roll has literally no effect, as if it never happened.
14-17: Tempus bends time to the caster’s favor, allowing the caster to re-roll six (6) of the caster’s rolls of any kind within the next 24 hours. The caster MUST take the re-roll, unless he uses another replacement roll. The replaced roll has literally no effect, as if it never happened.
18-19: Tempus bends time to the caster’s favor, allowing the caster to re-roll nine (9) rolls of the caster’s rolls of any kind within the next 24 hours. The caster MUST take the re-roll, unless he uses another replacement roll. The replaced roll has literally no effect, as if it never happened.
20-23: Tempus gives the caster a glimpse into the future to allow the caster to protect himself from physical harm. For the next 24 hours, the caster can see the effect of any opponent’s attack before it lands. He can completely avoid damage and negative effects of CL number of attacks and additionally gains a Reflex Save to avoid the effects of CL number of additional attacks.
24-27: Tempus gives the caster a glimpse into the future to allow the caster to protect himself from physical harm. For the next 24 hours, the caster can see the effect of any opponent’s attack before it lands. The caster can completely avoid damage and negative effects of CL plus 1d4 number of attacks. The caster can avoid an attack against himself OR any Party member who is within 60 feet. Additionally the caster gains a Reflex Save to avoid the effects of CL number of additional attacks to himself or to any Party member within 100’.
28-29: As above, but the Caster gains an additional action in each of the next for the next 1d6 combat rounds. The spell expires in 24 hours. There is a 50% chance that this result will require some quest or boon to Pater Tempus.
30-31: As above, but the Caster gains an additional 1d3 actions each round for the next 1d6 combat rounds. The spell expires in 24 hours. There is a 75% chance that this result will require some quest or boon to Pater Tempus.
32+: As above, but the Caster and all allies within 100 feet at the time of casting gain the extra actions. Further, the Caster and all allies each roll a d12 and are instantly healed or restored as if they had fully bed rested for that time. This applies for regular healing and spell burn effects, as well as fatigue, starvation, etc. This spell result will require some great service or boon to Pater Tempus.

Patron Taint
1 The nature of time based magic causes the caster to become unfocused and confused. The first time this result is rolled, the caster suffers a -3 to all spellchecks until he mediates without interruption or action in a quiet environment for 6 hours. The second time the caster suffers a -5 to spell checks until he meditates as above for 10 hours. The third time this is rolled, -7/24 hours; fourth, -9/7 days without food resulting in a -1d4 to Strength and Stamina.
2 The taint of time based magic causes the caster to take on the early onset of the reduction of attributes, with the loss of one attribute point determined per d6 roll: (1) Strength; (2) Agility; (3) Stamina; (4) Personality; (5) Intelligence; (6) Luck.
3 The caster’s distance from Pater Tempus requires an immediate quest, per d6: (1) defeat Chaos beast; (2) Defeat Chaos demon; (3) defeat Chaos Champion: (4) recover stolen magic item in possession of agent of Chaos; (5) destroy Chaos relic in possession of agent of Chaos; (6) Sacrifice one point of any attribute in a one week long ceremony as the caster rededicates himself to Pater Tempus. The caster suffers an immediate -2 to all spell checks and additional -1 per day the quest is not undertaken.
4 The taint of time based magic dramatically ages a part of the caster’s body out of proportion to the balance, per d6 roll: (1) eyes go pale white and sunken with dark circles and wrinkles under eyes; (2) Hair - loss of hair, or hair goes white, or hair goes wiry gray; (3) Caster becomes emaciated and skeletal with a sunken chest; (4) Caster becomes forgetful/suffers short term memory problems, -2 to short term memory.

Spellburn
Performing Spellburn as a scion of Pater Tempus has variable effects. Each time the caster spellburns, he must roll a d4 and consult the following table:
1 Time bends in the caster’s favor. The spellburn works normally and the caster gains another action this round after the casting.
2 Spellburn works normally.
3 The casting requires an extra action to complete.
4 The caster must strive to understand the intricacies of the flow of time. The caster must attempt a DC 15 Save. If he succeeds, the caster gets a +2 to the spell check for free; failure results in a -2 spellcheck.

Spells

The Edge of Time

The Edge of Time
Level: 1 Range: Variable Duration: Varies
Casting Time: One round Save: Will Save 15+ CL when appropriate
General: The Caster touches his own or the weapon of another and Pater Tempus
grants a boon upon the weapon – for the duration, attacks with the weapon are replaced
with the hardest and finest swings of that weapon which have ever been made, whether in
past or future combat or training.. This results in variable to hit and damage bonuses
accompanied by a bright flash a light microseconds before each blow so effected lands.

The casting of this spell requires the destruction/consumption of 10 gp of diamond dust. Sacrificing 100 gb of diamond dust grants a +2 to the spell roll; 1000 gp, +4; 10,000 gp; +6, and so on.

Manifestation: The Caster’s left palm glows with a unearthly blue light that sears into a blinding white light as the diamond dust is consumed, and his right hand confers a now-shimmering intense blue-white light onto the effected weapon(s).

1 Loss, failure, Patron Taint
2-11 Loss, failure.
12-13: The affected weapon is +d3 to hit and does normal plus d10 plus CL damage for 1d3 plus CL rounds.
14-17: The affected weapon is +d5 to hit and does normal plus d12 plus CL damage for 1d5 plus CL rounds and grants an additional +1 to hit and damage against Demons and Chaos-aligned forces.
18-19: The affected weapon is +d6 to hit and does normal plus d14 plus CL for 1d6 plus CL rounds, and grants an additional +2 to hit and damage against Demons and Chaos-aligned forces.
20-23: Tempus Pater grants the caster the ability to imbue TWO weapons in one casting round as above. These can be weapons wielded by other(s) or the wizard can dual-wield. Each weapon rolls effects separately.
24-27: Tempus grants the caster the ability to affect CL+1d4 weapons of his choice as above without touching them if they are within 30’ of the caster. Each weapons rolls effects separately.
28-29: As above, but if the caster wields an imbued weapons(s), for the duration of the enchantment, the caster gains an extra action solely for attacking with the weapon, and other imbued weapons users gain a single extra attack their first round using the imbued weapon.
30-31: As above, but the enchantment lasts for 1d10 plus CL rounds; the to-hit bonus is d8 plus CL; and normal damage for the weapon is maximum for the die type. (For example, an imbued long sword with a normal damage die would strike at +d8 plus CL to hit; and damage would be the full 8 points for the long sword without having to roll the d8, plus d14 plus CL plus any other damage bonuses, magical weapon bonuses, etc. Finally, the critical threat range for the weapon/attacker is doubled. Against Chaos-aligned enemies, the user of the imbued weapon receives an additional +4 to hit and damage.
32+: As above, but the caster can affect up to d10 plus CL weapons of the caster’s choice; the caster gains two extra attacks on the first round of his weapons use and one extra thereafter for the duration of the spell; each other user of the imbued weapon gains an extra attack for the duration of the spell. Critical threat range is tripled. (20 becomes 18, 19, 20; 19-20 becomes 15, 16,17, 18,19, 20 and so forth.)

The End of Time

Level: 2 Range: Touch Duration: Varies
Casting Time: One round Save: Will versus spell check where appropriate
General: The Caster touches his foe, and accelerated decrepitude and perhaps even death descends upon the foe.
The casting does d3 damage to the caster, and the caster can gain a +2 to the spellcheck by
enduring a d6 of damage. This does not count as spellburn.

Manifestation: A harsh, cold wind blows and chills the caster until his teeth chatter. The
the caster’s hand turns black while white steam rises violently from the palm of the hand
used to bestow the touch, causing excruciating pain to the Caster, and d3 points of
damage.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The target suffers a -2 penalty to all saving throws, AC, and attacks against the caster and his allies for the next 1d4+CL rounds. The target takes an additional 1d4 damage each time it is struck for damage during the spell’s duration.
16-19 The target suffers a -4 penalty to all saving throws, AC, and attacks against the caster and his allies for the next 1d6+CL rounds. The target takes an additional 1d6 damage each time it is struck for damage during the spell’s duration.
20-21 The target suffers a -6 penalty to all saving throws, AC, and attacks against the caster and his allies for the next 1d8+CL rounds. The target takes an additional 1d8 damage each time it is struck for damage during the spell’s duration.
22-25 The target suffers a -8 penalty to all saving throws, AC, and attacks against the caster and his allies for the next 1d10+CL rounds. The target takes an additional 1d10 damage each time it is struck for damage during the spell’s duration.
26-29 The target suffers a -10 penalty to all saving throws, AC, and attacks against the caster and his allies for the next 1d12+CL rounds. The target takes an additional 1d12 damage each time it is struck for damage during the spell’s duration.
30-31 The target suffers a -10 penalty to all saving throws, AC, and attacks against the caster and his allies for
the next 1d12+CL rounds. The target takes an additional 1d14 damage each time it is struck for damage during the spell’s duration.
32-33 The target suffers a -10 penalty to all saving throws, AC, and attacks against the caster and his allies for the next 1d12+CL rounds. The target takes an additional 1d16 damage each time it is struck for damage during the spell’s duration. Finally, the target will die of natural causes (at the judge’s discretion) at the end of 24 hours. This final curse is lifted if the target succeeds on a Fort save (DC 15+CL) or if the caster is slain before the spell reaches its grisly end.
34+ The target suffers a -10 penalty to all saving throws, AC, and attacks against the caster and his allies for the next 1d12+CL rounds. The target takes an additional 1d20 damage each time it is struck for damage during the spell’s duration. Finally, the target will die of natural causes (at the judge’s discretion) at the end of the next hour. This final curse is lifted if the target succeeds on a Fort save (DC 15+CL), but even slaying the caster does not bring the spell to an end.


Time Warp

Level: 3 Range: Touch Duration: Varies
Casting Time: One round Save: Will versus spell check where appropriate
General: The Caster touches his foe, and accelerated decrepitude and perhaps even death descends upon the foe.
The casting does d3 damage to the caster, and the caster can gain a +2 to the spellcheck by
enduring a d6 of damage. This does not count as spellburn.

Manifestation: A harsh, cold wind blows and chills the caster until his teeth chatter. The
the caster’s hand turns black while white steam rises violently from the palm of the hand
used to bestow the touch, causing excruciating pain to the Caster, and d3 points of
damage.

1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 The caster can alter a single saving throw, ensuring that a failed save is successful or a successful save is failed.
18-21 The caster can alter 1d3 savings throws or attack rolls, making failed rolls successful or vice versa.
22-23 The caster can alter 1d5 savings throws, attack rolls, or damage rolls. He
Can make failed rolls successful or vice versa or ensure maximum or
minimum damage on damage rolls.
24-26 The caster can alter 1d7 savings throws, attack rolls, spell checks, skill checks (including thief skills), or
damage rolls. He can make failed checks successful or vice versa or ensure maximum or minimum results
on damage rolls. Altered spells succeed at the lowest possible spell check result, or fail, but are not lost.
27-31 As result 24-26 above or the caster can cause 1d3 targets to suffer critical failures or successes to attack
rolls or spell checks.
32-33 As result 24-26 above or the caster can cause 1d5 targets to suffer critical failures or successes to attack
rolls or spell checks.
34-35 As result 24-26 above and the caster can cause 1d7 targets to suffer critical failures or successes to attack
rolls or spell checks.
36+ The caster can alter 1d7 savings throws, attack rolls, spell checks, skill checks (including thief skills), or damage rolls, and cause 1d7 targets to suffer critical failures or successes to attack rolls or spell checks. Alternatively,
for 1d5+CL rounds, the caster determines the failure or success of every die rolled within the spell’s radius. This includes attacks, saving throws, spell checks, skill checks (including thief skills), and damage rolls. Damage rolls can be maximized or minimized. Altered spells succeed at the lowest possible
check result, or fail, but are not lost. The caster’s control of fate is not fine enough to determine critical failures or successes for attacks and spell checks (though such results can still be generated naturally). There is a 5% cumulative chance per round that the Fates reject the caster’s intervention, ending the spell and inflicting 1d20 damage to all creatures within the spell radius.


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