|
Here's how I tweaked this stuff for my game/patron, plus the different 2nd level spell. 3rd level spell is going to be something along the lines of summon elemental / control water, but haven't worked it out just yet.
Wang Liping An ancient elven sorcerer and philosopher, Wang Liping lived millenia ago and, some say, ascended to demi-godhood. Stridently neutral, Wang Liping requires any elf or wizard choosing him as a patron to maintain a neutral alignment; failure results in dire consequences, most likely abandonment at the worst possible time for the character. He is a hard master to please, but the diligent and the dedicated will find him to be generous with his aid. His magical powers center around martial arts and hand-to-hand combat, traditionally the sphere of the ancient mystics.
Wang Liping teaches that “wu ji is the limitless, the infinite. Know whiteness, maintain blackness, and be a model of motionless action for all under Heaven. By so doing, eternal integrity will not err. If eternal integrity does not err, you will return to infinity. Returning to infinity is the only escape from the prison of existence.” But he also cautions his followers, saying “the powers are dangerous, and care must be taken to ensure that the eternal integrity is not compromised. Through wu wei, you will be cleansed.”
Invoke Patron results: 12-13 = Wang Liping grants +3 to the caster’s AC and all saving throws for 1d7 rounds. 14-17 = As above, plus the first two hits each round are reflected back on the attacker. 18-19 = As above, except all hits are reflected, and the caster receives a free melee attack back on each attacker as normal. 20-23 = As above, plus insight: the caster learns one secret Truth. 24-27 = As above, except duration is 1d14 rounds. 28-29 = As above, plus all of the caster’s attacks are at +1d3 to hit and +1d3 damage. 30-31 = As above, plus the caster may fly (60’) as the spell at will for the duration. 32+ = As above, plus the caster may use dim mak – the death touch – enemies struck by the caster’s hands or feet must make a DC 20 Fortitude save or die instantly, even if undead or otherwise immune to critical hits.
Spellburn: 1 = Wang Liping requires that the caster provide part of his spirit for some unknown purpose on the Astral Plane. As a result of the stat loss, the caster’s physical appearance is permanently altered: hair becomes grayer, then finally white, wrinkles appear on the skin, etc. 2 = The caster is required to sacrifice material possessions in addition to his physical energies for the spellburn to be effective. For each point of spellburn, the caster must donate (not to other characters!) a valuable good (judge’s discretion) of some kind. Failure means the spellburn is not effective. 3 = The blackness of the void dilates the caster’s pupils to an extreme degree, and he suffers a penalty of -2 to all actions in bright light for the next 1d5 days. 4 = The caster is struck blind by the spellburn. The stats recover as normal, but the blindness lasts for 1d7 days, followed by 1d3 days of difficulty seeing in normal conditions (-2 to all actions, -10 in dim light).
Patron taint: 1 = The caster believes that he has acquired an unclean taint from some of his other magics. Before the next sunset, he must begin to meditate motionless upon the eternal Way for 1d24 hours, during which time he must neither eat nor drink and is, for all purposes, completely vulnerable to a physical attack. After the meditation is completed, this taint plus one other taint or corruption is cleansed. If this result is rolled a second time, the meditation time is increased to 2d24 hours, and then 3d24 hours. After each 24 hours of no food, water, or sleep, the caster suffers a temporary -1 to Strength, Agility, and Stamina. 2 = Wang Liping’s voice booms in the caster’s ears and demands that he cease his frivolous activities and journey to some location 1d5 weeks distant and consult with a great monk who lives there. Of course, the monk is a powerful student of Wang Liping, and decorum requires that they engage in a fight to determine who is superior. If the caster wins, he is cleansed of this taint and one other corruption effect and receives +1 Luck. If the caster loses, he is humbled, but loses nothing other than the time (and potential danger!) of the journey. The monk may also take pity on a losing student and offer to instruct the caster further. If this result is rolled a second time, the journey takes 1d12 weeks, and then 1d24 weeks. The opportunity for many adventures along the way is obvious... 3 = The caster’s spirit is severed temporarily from his physical form, and he floats freely on the Astral Plane. The body falls to the ground, comatose, though obviously not dead. The spirit returns to the body in 1d3 days, but the caster’s physical form is completely helpless during this time and must be protected by comrades. If the body dies, the spirit is forever stuck on the Astral Plane. Many disciples of Wang Liping have met their end to this insidious corruption. Subsequent rolls of this result increase the duration to 1d5 days and finally 1d7 days, but if the caster survives all three, he is cleansed immediately of this taint and 1d10 corruption effects. Wang Liping himself has been known to visit particularly important disciples who have fallen prey to this taint, typically to express his displeasure at the weakness and failure of his disciple... 4 = The caster is immediately aware that a shadow-self is at work somewhere nearby (within the same area or dungeon, or at most, 1d3 days distant). The shadow-self is invisible to all others and acts in opposition to the caster, and must be engaged and defeated. The shadow-self also is magically aware of the caster and will actively hunt him or her down, seeking an opportune time to strike. If this result is rolled a second time, the shadow-self is 1d3 levels higher than the caster, and if the result is rolled a third time, there are 1d4 such shadow-selves acting in concert. 5 = The constant whirling of the motionless void overcomes the caster’s mind and he finds it incredibly difficult to concentrate. For all spells known by the caster (although not any other actions), the caster must succeed on a DC 8 Will save to complete the casting, otherwise the spell fails and is lost for the day. If this result is rolled a second time, the Will save is DC 10, and then DC 12. This taint may only be cleansed by one of the other cleansing effects on this table. 6 = The caster’s spirit is in constant movement within the caster, which creates a magnetic field around the caster and causes iron and steel objects to be attracted to him. For elves, this is potentially a deadly problem. Any iron or steel object within 1’ of the caster will move slowly toward them at a rate of 6” per 10 seconds. The objects can easily be stopped, and if held by another creature, the effect is noticeable but may be resisted. Any iron or steel weapon striking the caster does double damage while this taint is in effect, in addition to any normal critical results. This taint may only be cleansed by a month of long meditation and sacred exercise at a remote location. Subsequent results increase the duration of the mediation to 2 months, then 3.
Level 1: Jeet Kune Do Range: Self, Duration: Varies, Casting time: 1 round, Save: None Wang Liping imparts the knowledge of sacred martial artists of an ancient time to his disciple. By utilizing quick movements and channeling the powerful innate forces present within the caster’s fists and feet, the disciple makes powerful strikes that can inflict severe damage on his foes. Manifestation = Roll 1d4: (1) the caster is surrounded by a slight reddish glow when they move, making it appear as if they are moving faster than possible; (2) the caster becomes blurry and shimmering, like a heat mirage; (3) the caster seems to blink in and out of existence when he moves, jerky and quick like a stop motion movie; (4) the caster’s eyes glow with fiery light and audible explosive sounds are heard when he connects on an attack. 1 = Lost, failure, and patron taint. 2-11 = Lost and failure. 12-13 = The disciple’s hands and feet become deadly weapons! For a number of rounds equal to (1d3 + caster level), unarmed attacks inflict 1d3 + Strength damage, and the damage may be lethal instead of subdual. 14-17 = The disciple’s hands and feet become deadly weapons! For a number of rounds equal to (1d4 + caster level), unarmed attacks are at +1 to hit and inflict 1d4 + Strength damage, and the damage may be lethal instead of subdual. 18-19 = The disciple’s hands and feet become deadly weapons! For a number of rounds equal to (1d4 + caster level), unarmed attacks are at +2 to hit and inflict 1d6+1 + Strength damage, and the damage may be lethal instead of subdual. 20-23 = The disciple’s hands and feet become magical weapons! For a number of rounds equal to (1d6 + caster level), unarmed attacks are at +3 to hit, considered magical in nature, inflict 2d4+1 + Strength damage, and the damage may be lethal instead of subdual. 24-27 = The disciple’s hands and feet become magical weapons! For a number of turns equal to (1d3 + caster level), unarmed attacks are at +4 to hit, considered magical in nature, inflict 3d4+2 + Strength damage, and the damage may be lethal instead of subdual. 28-29 = The disciple’s hands and feet become magical weapons! For a number of turns equal to (1d5 + caster level), unarmed attacks are at +5 to hit, considered magical in nature, inflict 3d6+3 + Strength damage, and the damage may be lethal instead of subdual. 30-31 = The disciple’s hands and feet become magical weapons! For a number of turns equal to (1d7 + caster level), unarmed attacks are at +7 to hit, considered magical in nature, inflict 3d8+4 + Strength damage, and the damage may be lethal instead of subdual. 32+ = The disciple’s hands and feet become magical weapons! For a number of hours equal to (1d12 + caster level), unarmed attacks are at +7 to hit, considered magical in nature, inflict 3d12 + Strength damage, and the damage may be lethal instead of subdual. Opponents struck by the caster must make a DC 20 Will save or flee in terror.
Level 2: Qigong (“life energy cultivation”) Range: Self, Duration: Varies, Casting time: 1 hour, Save: None By practicing slow movements and breathing, the caster gains magical immunities, powerful healing abilities, and additional meditative insights that could be significant for both the caster and others. Manifestation = Roll 1d4: (1) a strange sound, as of a gong being struck, echoes loudly from nearby; (2) low, throaty chanting in a strange tongue is heard by everyone within 100’; (3) the sound of a rushing river overpowers conversation and prevents communication by sound within 100’ of the caster for the casting time duration; (4) the caster sings loudly to himself in a strange language for the duration of the spell. 1 = Lost, failure, and patron taint. 2-11 = Lost and failure. 12-13 = For 1d12 hours, the caster becomes resistant to heat, cold, and poison, though not completely immune. All damage is halved even if no save is allowed, and if a save is allowed, no damage is taken on a successful save. 14-15 = As above, except it also affects electricity and drowning/air attacks, and lasts for 1d16 hours. 16-19 = As above, but all damage is quartered, and a successful save results in no damage. 20-21 = As above for 1d24 hours, and the caster is able to survive for 1d3 turns without breathing. 22-25 = As above, and the caster regenerates 1 hp per turn. 26-29 = As above, but the caster is completely immune to damage from heat, cold, poison, electrical, and lack of oxygen for the entire duration. 30-31 = As above, and the caster is able to project themselves onto the Astral Plane for 1d3 turns. 32-33 = As above, and the caster gains a mystical insight into the nature of 1d5 obscure items held by the party or some other secret pertinent to the dungeon or campaign. 34+ = As above, except the duration is permanent, and the caster rolls three times on the patron taint table.
|