Sorcery: Pact Magic
And here goes the last magical subsystem from Tome of Magic converted into Sorcery. This one is much more different than the others, as the spell consist solely out of various Alternate Forms. The basic idea was taken from the Spirit Vessels section in GURPS Thaumatology. I list every single D&D 3.5 vestige ever printed, but with no fluff. Better get Tome of Magic and read it, because the fluff is superb (and the implementation too, if you're interested in the mechanics).
Entities,
that should not exist, reside in a place that cannot be. These entities –
feared by the mortals and cursed by the gods – exist beyond life, death, and
afterlife. Even the greatest deities cannot affect them, but they can be
summoned and used by the weakest mortals. A user of pact magic, called “a binder”, contacts these alien entities,
called “vestiges”, using special symbols and rituals. After summoning it, he
makes a pact with it to gain some of its supernatural abilities. Pact magic is
banned in almost all civilized societies.
To be able
to bind vestiges, the binder must have the following advantage:
Vestige Binding: Morph (Fickle (No abilities
on a failed roll), -15%; Immediate Preparation Required, 1 minute, -30%;
Limited, Vestiges Only, -40%; Magical, -10%; Maximum Duration, 1 day, +0%; No
Memorization Required, +50%; Requires IQ Roll, -10%) [45].
Technically,
this ability does not allow the character to bind any vestiges, because they
all cost more than 0 points. To actually bind vestiges, add the maximum vestige
template cost to the base 45 points. For instance, a human who can take on any vestige
template worth up to 75 points would pay 120 points for Vestige Binding. This limit
may be improved with earned character points.
To bind a
vestige the character must draw the vestige’s seal. Any surface and drawing method
will do, but special requirements of some vestiges may change this. This
process takes 1 minute and requires a successful Symbol Drawing (Binding) skill
roll. Next, the character summons the vestige’s illusory image by calling out
its name and title and performing whatever actions specified in the vestige’s
special requirements, if there are any. After the image appears, the vestige
makes a reaction roll to determine its reaction towards the binder. Binder’s
margin of victory on the Symbol Drawing (Binding) roll is applied to this
reaction roll as a bonus. No other reaction modifiers are applied (such as
Appearance, Charisma, Reputation, etc.) On neutral or better reaction, the pact
is successful and the vestige grants the binder its powers for 24 hours. On a
worse reaction, the vestige’s image disappears and the binder loses the ability
to bind this vestige for 24 hours. Vestige’s transference into the binder’s
body (the activation of the Morph advantage) takes 10 seconds. If the traits of
the vestige’s template conflict with the character’s traits, then the vestige’s
traits override the character’s traits while the pact is active. If the traits are
identical, then they stack, if possible. These and some other notions may alter
the cost of the vestige’s template.
The binder
can ignore the vestige’s special requirements by taking a -2 penalty to his
Symbol Drawing (Binding) skill, but this penalty can be bought off with the
following technique.
Ignore Special Requirements
Hard
Defaults: Symbol
Drawing (Binding)-2.
Prerequisite:
Symbol Drawing (Binding); cannot exceed prerequisite skill.
This technique allows the binder to
buy off the -2 penalty for ignoring special requirements. You must specialize in
one particular vestige.
Additionally,
the binder can bind multiple vestiges, gaining all their abilities, if their
combined point cost is within the limit of the binder’s abilities, by taking a
-10 penalty to his Symbol Drawing (Binding) skill. This penalty can be bought
off with the following technique.
Bind Multiple Vestiges
Hard
Defaults: Symbol
Drawing (Binding)-10.
Prerequisite:
Symbol Drawing (Binding); cannot exceed prerequisite skill.
This technique allows the binder to
buy off the -10 penalty for binding multiple vestiges. You must specialize in
one particular vestige combination (two or more vestiges).
Abysm, the Schismed (Mind’s Eye article)
Template
66 points
Advantages: Astral Construct [11]; Beast Control 2 [18]; ER 1
(Psi) [3]; Projected Senses 1 [7]; Telereceive (Shallow) 3 [24].
Disadvantages: Disturbing Voice [-10]; Unnatural Features (Your nails
become crystal and you “sweat” gem dust, like a maenad) [-2].
Quirks: Can’t use extrnal Psi ER sources [-1].
Skills: Astral Construct (H) IQ+0 [4]; Beast Control (H) IQ+0
[4]; Projected Senses (H) IQ+0 [4]; Telereceive (H) IQ+0 [4].
Acererak, the Devourer (ToM)
Special Requirement: You must place a
gem about the size of a human tooth or eye in the center of Acererak’s seal. This
gem is not used up in the summoning process, nor does it move from where you
placed it, despite the manner in which Acererak manifests.
Sign: A gem replaces one of your teeth. If removed, the gem reverts
to a normal tooth, and a new gem appears in its place.
Template
59 points
Advantages: DR 5 (Force Field, +20%; Limited, Cold, Electricity, -35%; Magical, -10%) [19].
Paralyzing Touch: Affliction 1 (HT; Magical,
-10%; Melee Attack, Reach C, -30%; Paralysis, +150%; Takes Recharge, 5 seconds,
-10%; Reduced Duration, 1/60, -35%) [17].
Detect Undead: Detect (Undead; Magical,
-10%) [5].
Invisibility to Undead: Invisibility (Accessibility,
Only to undead, -50%; Can Carry Objects, Light Encumbrance, +20%; Magical,
-10%) [24].
Disadvantages: Obsession (Need for power) [-5]; Unnatural Features 1 (Gem tooth) [-1].
Features: Affected
by magic as if were undead [0].
Agares, Truth Betrayed (ToM)
Special Requirement: You must draw
Agares’ seal on dirt or unworked stone.
Sign: You cough violently, spewing out rock dust.
Template
22 points
Advantages: DR 1 (Force Field, +20%; Limited, Airborne Creatures, -60%; Magical, -10%)
[3]; Fearlessness 4
(Magical, -10%) [8].
Tremor Step: Crushing
Attack 4d (Area Effect, 2 yards, +50%; Double Knockback, +20%; Environmental,
Touching the ground, -20%; Emanation, -20%; Magical, -10%; No Wounding, -50%;
Takes Recharge, 5 seconds, -10%) [4].
Earth Elemental Ally: Ally (Constantly;
50% points total; Earth Elemental; Conjured, +100%; Magical, -10%) [19].
Borrow Language: Modular Abilities
(Cosmic Power, 4 points; Languages Only, -50%; Magical, -10%) [16].
Disadvantages: Noisy 4 (Coughing) [-8]; Stuttering (Coughing) [-10]; Truthfulness (6)
[-10].
Ahazu, the Seizer (Dungeon #148)
Special Requirement: You must draw
Ahazu’s seal on the surface of one of the Pools of Darkness, found at the
bottom of the Wells of Darkness on the seventy-third layer of the Abyss.
Sign: Your skin becomes cold to the touch and the inside of your mouth is
cloaked in absolute darkness and periodically expels clouds of black smoke.
Template
91 points
Advantages: Vibration Sense (Air; Magical, -10%) [9].
Ahazu’s Abduction: Affliction 1 (Will; Advantage, Jumper (Limited
Access, Nonexistence, -20%; Magical, -10%), +700%; Based on Will, +20%; Costs 1
FP, -5%; Maximum Duration (Returns back), 5 seconds, -75%; Magical, -10%; Takes
Recharge, 5 seconds, -10%) [72].
Touch of Ahazu: Toxic Attack 2d (Melee Attack, Reach C, -30%; Takes
Recharge, 5 seconds, -10%; Only on non-unholy beings, -10%; Magical, -10%) [4].
Mind of the Void [27]: Immunity to Mind Control (Costs 1 FP, -5%;
Magical, -10%) [26] + Can’t be resurrected if death happened when this ability
was active [-1].
Disadvantages:
Kleptomania (12) [-15]; Supernatural Features (No Body Heat) [-5]; Unnatural Features
1 (Mouth of Darkness) [-1].
Amon, the Void before the Altar (ToM)
Special Requirement: Amon particularly
despises four other vestiges: Chupoclops, Eurynome, Karsus, and Leraje. If you
have hosted one of these spirits within the last 24 hours, Amon refuses to
answer your call.
Template
3 points
Advantages: Infravision (Magical, -10%) [9]; Striker (Horns; Crushing; Cannot Parry, -40%; Magical, -10%) [3].
Flame Breath: Burning Attack 1d+1 (Jet,
+0%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [6].
Disadvantages: Bad Temper (12) [-10]; Intolerance (Deities and clerics of sun, law and
fire) [-5].
Amun-her Khepeshef, Desecrated Scion (Epic Vestiges
article)
Special Requirement: You cannot bind Amun-her
Khepeshef if you are suffering from any ill supernatural necromantic effects. Only
living creatures can bind Amun-her Khepeshef.
Template
222 points
Advantages: DR 5 (Force Field, +20%; Limited, Undead, -60%; Magical, -10%) [13]; Imbue 1 (Magical; Ghostly Weapon
only, -80%) [2]; Immunity to Necromancy (Magical,
-10%) [27]; Unkillable 1 (Magical, -10%) [45].
Scion of War: Affliction 1 (Will; Advantage, Combat Reflexes, +150%; Area Effect, 4
yards, +100%; Based on Will, +20%; Emanation, -20%; Magical, -10%; Selective
Area, +20%) [36].
Life Burst [121]: Burning
Attack 2d (Emanation, -20%; Takes Recharge, 15 seconds, -20%; Only on undead,
-20%; Link, +10%; Magical, -10%; No Incendiary, -10%) [3] + Affliction 1 (HT;
Emanation, -20%; Area Effect, 4 yards, +100%; Advantage, Regeneration (Very
Fast; Magical, -10%), +900%; Only on living creatures, -5%; Link, +10%;
Magical, -10%) [108].
Disadvantages: Intolerance (Total; Undead and Necromancers) [-10]; Supernatural
Features (Pallor) [-10].
Skills:
Ghostly Weapon (VH) DX+0 [8].
Andras, the Gray Knight (ToM)
Template
10 points
Advantages: Animal Friend 1 (Magical, -10%) [5].
Create Mount: Ally (Constantly; 25% points total; Horse;
Conjured, +100%; Magical, -10%) [8].
Smite Good or Evil: Crushing Attack 2d (Accessibility, Only on
unholy or holy beings, -30%; Follow-Up, Universal, +50%; Takes Recharge, 5
seconds, -10%; Magical, -10%) [10].
Discord: Affliction 1 (Will; Based on
Will, +20%; Disadvantage, Berserk (6) (Battle Rage), +30%; Malediction 2,
+150%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [28].
Disadvantages: Divine Curse (You must drop anything you hold after 1 minute of combat
and retreat; You can’t do anything offensive for 4d seconds after that) [-10];
Incurious (9) [-7]; Low Empathy [-20]; Unnatural Features 4 (Useless vestigial
wings) [-4].
Andromalius, the Repentant Rogue (ToM)
Special Requirement: You must obtain
two different nonmagical items similar to those that Andromalius holds in his
hands when he manifests (a belt purse, a silver key, a gold ring, a pair of
dice, a copper coin, a dagger, an apple, an arm bone, a scroll, a comb, a
whistle, a fish hook, a mirror, an egg, a potion, a dead spider, an oak leaf, a
human skull, a lock, a closed black book, a bell, a dove, a set of lock picks,
and a mouse) and place them within the confines of his seal when you summon
him. These items vanish as soon as Andromalius appears.
Sign: You gain an extra digit on each limb. This appendage prevents
you from wearing normal gloves or gauntlets.
Template
35 points
Advantages: Impersonator 1 (Magical, -10%) [5]; See Invisible (Magical, -10%) [14];
Talker 1 (Magical, -10%) [5].
Hideous Laughter: Affliction 1 (Will;
Based on Will, +20%; Laughing (Coughing), +20%; Magical, -10%; Malediction 2,
+150%; Takes Recharge, 5 seconds, -10%) [27].
Seeker: Super-Memorization 1 (5)
(Limited Trait, Detect, -50%; Requires Per Roll, -10%; Magical, -10%) [6].
Disadvantages: Code of Honor (No thievery, looting and using stolen items) [-5];
Trickster (12) [-15]; Unnatural Features 2 (Extra Digits) [-2].
Ansitif, the Befouler (Dragon #357)
Special Requirement: Ansitif requires
that his seal be drawn using the broken remnants of a true deity’s holy symbol.
Template
39 points
Advantages: Blessed (Any demon-lord chosen at the beginning of the pact; Heroic Feats;
Magical, -10%) [9]; DR 5
(Force Field, +20%; Limited, Fire, -40%; Magical, -10%) [18]; DR 5 (Force
Field, +20%; Limited, Divine, -20%; Magical, -10%) [23].
Disadvantages: Obsession (Destroy or steal all divine relics) [-10]; Unnatural
Features 1 (Charred hair) [-1].
Arete, the First Elan (Mind’s Eye article)
Special Requirement: Arete does not
like to be reminded that the elan are considered abominations by some, and he
does not answer your summons if you are already bound to Chupoclops or
Eurynome.
Sign: Your body's colors alter to become slightly off. Blonde hair becomes too
golden, green eyes become too emerald green, and your skin becomes faultless
and has no pores.
Template
43 points
Advantages: DR 10 (Force Field, +20%; Ablative,
-80%; Psi, -10%) [15]; ER 3 (Psi) [9]; Mind Shield 2 (Psi, -10%) [8]; Resistant
to Poison (+3) (Psi, -10%) [5].
Sustenance: Doesn’t Eat or Drink (Must pay 1 point from
ER to sustain for 24 hours, -10%; Psi, -10%) [8].
Disadvantages: Unnatural Features 1 (Sign, see text) [-1].
Quirks: When
researching something you should search information about Arete and his
immortality [-1].
Ashardalon, Pyre of the Unborn (Dragon Magic)
Sign: A patch of skin over your heart is marked by a deep-hued crimson sigil of
a curled red dragon.
Template
47 points
Advantages: DR 10 (Force Field, +20%; Ablative,
-80%; Magical, -10%) [15]; DR 5 (Force Field, +20%; Limited, Fire, -40%;
Magical, -10%) [18].
Ashardalon’s Presence: Terror (Sight;
Your sign shows burning over any clothing or armor when you use this ability;
Active, +0%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [24].
Seeker: Super-Memorization 1 (5) (Limited Trait,
Detect, -50%; Requires Per Roll, -10%; Magical, -10%) [6].
Disadvantages: Code of Honor (Always avenge an insult or harm) [-5]; Unnatural Features
1 (Sign, see text) [-1]; Vulnerability (Cold Iron, x2) [-10].
Astaroth, the Unjustly Fallen (Cityscape WE)
Influence: Astaroth's influence renders you incapable of taking
responsibility for your own actions. You cannot admit any fault, acknowledge
any mistake, or make reparations or apologies for any wrong, no matter the consequences
or the evidence against you.
Template
36 points
Advantages: Artificer 1 (Magical, -10%) [9]; Charisma 1 (Magical, -10%) [5]; Racial Memory (Astaroth’s; Passive;
Magical, -10%) [14].
Astaroth’s Breath: Affliction 1 (HT;
Cone, 5 yards, +100%; Reduced Range, 1/10, -30%; Nauseated, +30%; Takes
Recharge, 5 seconds, -10%; Magical, -10%) [18].
Suggestion: Mind Control (Suggestion, -40%; Takes
Recharge, 5 seconds, -10%; Magical, -10%) [20].
Disadvantages:
Bad Smell [-10]; Delusions (Influence, see text) [-10]; Supernatural Features
(Pallor) [-10].
Astaroth, Diabolus of Baator (Dragon #357)
Special Requirement: Astaroth requires
that his seal be drawn on an area of stone that has recently been burned and
then doused with cold water.
Sign: You acquire the stench of brimstone and a cloudy film covers your eyes.
Template
51 points
Advantages: Charisma 1 (Magical, -10%) [5]; Precognition (Magical, -10%) [23].
Black Flame: Burning Attack 3d (Armor Divisor, (2), +50%; Magical,
-10%; Takes Recharge, 5 seconds, -10%) [20].
Suggestion: Mind Control (Suggestion, -40%; Takes Recharge,
5 seconds, -10%; Magical, -10%) [20].
Disadvantages:
Bad Smell [-10]; Intolerance (Devils) [-5]; Unnatural Features 1 (Misty Eyes)
[-1].
Quirks:
Gloom and fatalistic [-1].
Aym, Queen Avarice (ToM)
Sign: While you host Aym, you bear a star-shaped brand on the palm of your left
hand or on your forehead, as you choose at the time you make the pact.
Influence: Aym requires that you give a coin (copper, silver, electrum,
gold, or platinum, as you choose) to every dwarf you meet within 1 minute of learning
his name, if possible.
Template
2 points
Advantages: DR 3 (Force Field, +20%; Limited, Fire,
-40%; Magical, -10%) [11]; Lifting ST+3 (Magical, -10%) [9].
Destructive Punch: Crushing Attack 1d (Follow-Up, Punch, +0%; Only against objects, -30%;
Magical, -10%) [3].
Flaming Halo: Burning Attack 1d-2 (Aura, +80%; Melee Attack, Reach C, -30%; Magical,
-10%) [3].
Disadvantages: Greed (9) [-22].
Quirks: Influence
(see text) [-1], Unnatural Features (Sign, see text) [-1].
Knowing Your Own Strength [12]
Replace Lifting ST+3 (Magical, -10%)
[9] with Lifting ST+3 (Magical, -10%) [19]
|
Balam, the Bitter Angel (ToM)
Special Requirement: Balam requires a
sacrifice of her summoner. In the process of calling her, you must deal 1 point
of cutting damage to yourself or another sentient creature (one with IQ 6 or
higher) and place a drop of blood from the wound within Balam’s completed seal.
Sign: Your voice gains a peculiar quality, becoming both hollow and
guttural.
Influence: Whenever you enter a temple or some other holy or unholy
site, Balam requires that you spit on the floor and utter an invective about
the place.
Template
18 points
Advantages: Combat Reflexes (Magical, -10%) [14];
Luck (Game Time, +0%; Magical, -10%) [14].
Cold Stare: Burning Attack 1d (No
Incendiary Effect, -10%; Malediction 2, +150%; Takes Recharge, 5 seconds, -10%;
Vision-Based, -20%; Magical, -10%) [10].
Disadvantages: Code of Honor (Influence, see text) [-5]; Disturbing Voice [-10];
Intolerance (Divine Servitors) [-5].
Buer, Grandmother Huntress (ToM)
Special Requirement: Buer requires that
her seal be drawn outdoors.
Sign: Your feet turn into satyr’s hooves, giving you a curious tip-toeing gait.
These hooves prevent you from wearing normal boots or shoes.
Template
65 points
Advantages: Acute Taste and Smell 2 (Magical, -10%) [4]; Healer 1 (Magical, -10%)
[10]; Healing (Magical, -10%) [27]; Hooves (Magical, -10%) [3]; Immunity to
Disease (Magical, -10%) [9]; Immunity to Poison (Magical, -10%) [14]; Regeneration (Regular; Magical,
-10%) [23].
Disadvantages: Absent-Mindedness [-15]; Pacifism (Cannot Harm Innocents) [-10].
Cabiri, the Watching Master (Dragon #357)
Special Requirement: Cabiri requires
that his seal be drawn with blood, outside at night or during a solar eclipse.
Sign: An additional eye appears on your forehead, equidistant from your other
eyes.
Template
55 points
Advantages: Clairsentience (Magical, -10%) [45];
Infravision (Magical, -10%) [9].
Phantasmal Killer: Toxic Attack 1d
(Malediction 2, +150%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [10].
Disadvantages: Curious (9) [-7]; Unnatural Features 2 (Third Eye) [-2].
Chupoclops, Harbinger of Forever (ToM)
Special Requirement: You must draw
Chupoclops’s seal with a handful of soil from a grave or tomb. Alternatively,
you can place the dead body of a sentient creature (one with IQ 6 or higher)
over its seal before the summoning begins. In addition, Chupoclops hates Amon
for some unknown reason and will not answer your call if you are already bound
to him.
Sign: Your lower jaw increases in size, and two long, sharply pointed tusks
grow upward from it.
Influence: While under the infl uence of Chupoclops, you can’t help
but be pessimistic. At best, you are quietly resigned to your own failure, and
at worst, you spread your doubts to others, trying to convince them of the
hopelessness of their goals.
Template
97 points
Advantages: Detect (Living Creatures; Precise,
+100%; Magical, -10%) [57]; Fangs (Magical, -10%) [2]; Imbue 1 (Magical;
Ghostly Weapon only, -80%) [2]; Terror (Presence, +25%; Magical, -10%) [35].
Poison: Toxic Attack 1d-1 (Cyclic, 1
hour, 3 cycles, Resistible, +20%; Follow-Up, Bite, +0%; Magical, -10%; Resistible,
HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [4].
Disadvantages: Divine Curse (Influence, see text) [-5]; Fearfulness 3 [-6].
Skills:
Ghostly Weapon (VH) DX+0 [8].
Dahlver-Nar, the Tortured One (ToM)
Sign: Several teeth grow from your scalp. Though they are small
enough to be hidden by a large quantity of hair or a hat, a touch reveals them immediately.
Template
31 points
Advantages: DR 2 (Magical, -10%; Tough Skin, -40%) [5]; Immunity to Madness and Confusion (Magical,
-10%) [9].
Maddening Wail: Affliction 1 (Will;
Based on Will, +20%; Area Effect, 4 yards, +100%; Emanation, -20%;
Hearing-Based, +150%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [33].
Disadvantages: Absent-Mindedness [-15].
Quirks: Sign
(see text) [-1].
Dantalion, the Star Emperor (ToM)
Sign: One of Dantalion’s faces appears on your torso, as though it were a
vestigial conjoined twin. It seems lifeless most of the time, but when you
activate an ability granted by Dantalion, it opens its eyes and mouth,
revealing a starry void within.
Influence: Dantalion’s infl uence causes you to be aloof and use
stately gestures. Dantalion can’t help but be curious about the leaders of the
day, so anytime you are within 30 yards of someone who clearly is (or professes
to be) a leader of others, Dantalion requires that you try to read that
person’s thoughts. Once you have made the attempt, regardless of success or
failure, you need not try to read that person’s thoughts again.
Template
63 points
Advantages: Academic 1 (Magical, -10%) [5]; Mind Reading (Magical, -10%) [27]; Terror (Awe; Sight; Active, +0%;
Takes Recharge, -20%; Magical, -10%) [21]; Warp (Only places you can see, -10%;
Range Limit, 10 yards, -50%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [30].
Disadvantages: Megalomania [-10]; Supernatural Features (Face on your body) [-5]; Vow
(Influence, see text) [-5].
Desharis, the Sprawling Soul
(Cityscape WE)
Special Requirement: If you have gone
more than a day without binding Desharis, you may only draw his seal in a
village or larger city. Attempts to do so elsewhere fail outright. You can,
however, "carry" Desharis into the wild; this is why you may continue
to summon him, even outside the urban environment, if you have not allowed more
than a day to lapse since you last did so.
Sign: While hosting Desharis, your eyes turn to glass. Anyone meeting your gaze
sees the movement of multiple silhouettes behind them, as though looking
through a window at a busy street.
Template
45 points
Advantages:
Smite Nature Soul: Toxic Attack 2d (Accessibility, Only on
animals, elementals, fey and plants, -30%; Follow-Up, Universal, +50%; Takes
Recharge, 5 seconds, -10%; Magical, -10%) [10].
Infinite Doors: Warp (Special Portal, doorframe leading
outside, the two doors must both be set in buildings made of similar materials,
-30%; Range Limit, 3,000 yards, -30%; Magical, -10%) [30].
Borrow Language: Modular Abilities (Cosmic Power, 4 points;
Languages Only, -50%; Magical, -10%) [16].
Disadvantages: Gregarious [-10]; Unnatural Features 1 (Sign, see text) [-1].
Eligor, Dragon’s Slayer (ToM)
Sign: One of your hands becomes thickly scaled.
Influence: You feel pity for all outcasts, particularly half-elves and
half-orcs, and you make every effort to befriend any such beings you meet.
Because Eligor desires revenge on the deities who abandoned him, he requires
that you attack a human, elf, or dragon foe in preference to all others whenever
you enter combat.
Template
29 points
Advantages: DR 3 (Magical, -10%; Tough Skin, -40%) [8]; Striking ST+3 (Magical, -10%)
[14].
Chromatic Strike (Alternative Abilities)
[19]:
Cold Strike [6/5=2]: Burning Attack 1d
(No Incendiary Effect, -10%; Follow-Up, Universal, +50%; Takes Recharge, 5
seconds, -10%; Magical, -10%) [6].
Fire Strike [7/5=2]: Burning Attack 1d
(Follow-Up, Universal, +50%; Takes Recharge, 5 seconds, -10%; Magical, -10%)
[7].
Lightning Strike [8/5=2]: Burning Attack
1d (Surge, +20%; Follow-Up, Universal, +50%; Takes Recharge, 5 seconds, -10%; Magical,
-10%) [8].
Acidic Strike [13]: Corrosion Attack 1d
(Follow-Up, Universal, +50%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [13].
Disadvantages: Code of Honor (Influence, see text) [-10]; Unnatural Features 2 (Scaled
Arm) [-2].
Knowing Your Own Strength [18]
Replace Striking ST+3 (Magical,
-10%) [14] with Striking ST+3 (Magical, -10%) [3]
|
Eurynome, Mother of the Material (ToM)
Special Requirement: Eurynome hates
Amon for some unknown reason and will not answer your call if you are already
bound to him.
Sign: Your skin becomes clammy, and you leave moist prints on any
object your body touches, even if clothing blocks direct contact. These marks
evaporate after about 1 minute.
Template
28 points
Advantages: Animal Friend 1 (Magical, -10%) [5]; DR 1 (Magical, -10%; Not vs. lawful
attacks, -15%) [4]; Walk
on Liquid (Magical, -10%) [14].
Acidic Blood: Corrosion Attack 1d-3 (Always On, -20%; Aura,
+80%; Blood Agent, Reversed, -40%; Cyclic, 1 second, 10 cycles, +900%; Magical,
-10%; Melee Attack, -30%) [10]. Notes: Someone with this ability seeps acid if
he suffers any cutting, impaling, or piercing injury. He bleeds on the weapon
that wounded him – or his foe, if attacked with Claws, Teeth, etc. – which
immediately begins to corrode. Until he stops bleeding (see Bleeding, p. B420), the acid drips on
everything nearby. This works like any other Aura, and the user can
deliberately attack others by flicking his blood around.
Hammer of Eurynome: Crushing Attack 1d-1
(ST-Based, +100%; Melee Attack, Reach 1, -25%; Magical, -10%) [7].
Disadvantages: Paranoia [-10]; Supernatural Features (Sign, see text) [-2].
Focalor, Prince of Tears (ToM)
Special Requirement: Focalor’s seal
must be drawn with a liquid medium.
Sign: While you serve as host to Focalor, your eyes constantly weep, regardless
of your mood or thoughts.
Influence: While influenced by Focalor, you feel some of his
inestimable grief and act morose, rarely smiling or finding cause to laugh.
Whenever you kill a creature, Focalor demands that as soon as you have a
peaceful moment, you take a round to say a few words of sorrow and regret for
the life cut short by your actions.
Template
25 points
Advantages: Doesn’t Breathe (Gills; Magical,
-10%) [9].
Focalor’s Breath: Affliction 1 (HT;
Disadvantage, Blindness, +50%; Reduced Duration, 1/60, -35%; Takes Recharge, 5
seconds, -10%; Magical, -10%) [10].
Lightning: Burning
Attack 1d (Nuisance Effect, Behaves erratically around conductors, -5%; Surge,
Arcing, +100%; Side Effect, Stunning, +50%; Takes Recharge, 5 seconds, -10%; Magical,
-10%) [12].
Disadvantages: Divine Curse (Influence, see text) [-5]; Unnatural Features 1 (Constant
Tears) [-1].
Gaia, Soul of the Land (Epic Vestiges article)
Special Requirement: To learn to bind
Gaia, an epic binder must find and decipher the Tome of Continental Lore, an
ancient gith text of geological science and history. You must summon Gaia
outdoors. She does not answer your call if you cannot see the sky.
Sign: The hair on your face, head, and body takes on a greenish
hue, as do the eyes and skin.
Influence: Never allow cruelty toward living creatures to occur in
your presence. Seek out every opportunity to destroy aberrations, constructs,
oozes, and undead.
Template
242 points
Advantages: Acute Taste and Smell 3 (Magical, -10%) [6]; Charisma 3 (Magical, -10%) [14];
DR 8 (Force Field, +20%; Limited, Energy, -20%; Magical, -10%) [36]; DR 5
(Force Field, +20%; Only vs. aberrations, constructs, ooze and undead, -20%;
Magical, -10%) [23]; Dark Vision (Hypersensory, +40%; Magical, -10%) [33];
Speak with Animals (Magical, -10%) [23]; Speak with Plants (Magical, -10%) [14];
Vibration Sense (Ground only, -10%; Magical, -10%) [8].
Planetary Regeneration: Affliction 1 (HT; Melee Attack,
Reach C, -30%; Advantage, Regeneration (Very Fast; Magical, -10%), +900%; Only
on living creatures, -5%; Only on a planet, -5%; Magical, -10%) [95].
Rage of the Land: Crushing Attack 2d (Accessibility, Only on
aberrations, constructs, ooze and undead, -30%; Follow-Up, Universal, +50%; Takes
Recharge, 5 seconds, -10%; Magical, -10%) [10].
Disadvantages: Unnatural Features 5 (Green Hair, Eyes and Skin) [-5]; Vow (Influence,
see text) [-15].
Geryon, the Deposed Lord (ToM)
Special Requirement: Geryon answers the
calls of only those summoners who show an understanding of the relationship between
souls and the planes. Thus, you must have at least a point spent on Theology and
Expert Knowledge (Cosmology) each to summon him.
Sign: Two extra pairs of devilish eyes with green lids and yellow, catlike
irises open on your head. Located at the level of your own eyes and equidistant
from them, these bloodshot orbs grant you the ability to see all around
yourself. Your own eyes take on the same appearance as the new ones.
Template
57 points
Advantages: 360° Vision (Magical, -10%) [23]; Dark Vision (Magical, -10%) [23].
Acidic Stare: Corrosion Attack 1d
(Malediction 2, +150%; Vision-Based, -20%; Takes Recharge, 5 seconds, -10%; Magical,
-10%) [15].
Quick Flight: Flight (Maximum Duration,
5 seconds, -75%; Magical, -10%) [8].
Disadvantages: Gullibility (12) [-10]; Unnatural Features 2 (Demonic Eyes) [-2].
Haagenti, Mother of Minotaurs (ToM)
Special Requirement: To summon
Haagenti, you must have either SM+1 or more or able to speak Giant at Accented
or Native level.
Influence: You feel ashamed and occasionally bashful in the
presence of beautiful creatures. In addition, Haagenti requires that you give
deference to any creature you perceive as more attractive or charismatic than
yourself. This deference might take the form of a bow, a salute, opening a door
for the creature in question, not speaking until spoken to, or any other
gesture that acknowledges the creature as superior to you. In any case, you must
constantly treat any such creature with respect.
Template
4 points
Advantages: Immunity to Form-Altering (Magical,
-10%) [9].
Confusing Touch: Affliction 1 (Will;
Based on Will, +20%; Hallucinating, +50%; Reduced Duration, 1/60, -35%; Melee
Attack, Reach C, -30%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [9].
Disadvantages: Appearance (one step worse than initial) [-4]; Code of Honor (Influence,
see text) [-5]; Shyness (Mild) [-5].
Halphax, the Angel in the Angle (ToM)
Special Requirement: Halphax’s sign
must be drawn inside a building, in a corner of the structure.
Sign: Your body takes on the appearance of cracked stone.
Influence: In his time as a vestige, Halphax seems to have lost all
memory of his life as well as any feeling of guilt or shame for his actions. Thus,
when you are under his influence, you lose any normal sense of shame or
embarrassment. However, if someone threatens a hostage you care about—be it a
creature or an item—Halphax requires that you accede to the hostage taker’s
demands.
Template
41 points
Advantages: DR 3 (Magical, -10%; Not vs.
adamantine, -15%) [12].
Wall of Iron: Crushing Attack 2d (Area Effect, 8 yards,
+150%; Wall, Shapeable, Rigid, +60%; Maximum Duration, 1 minute, -65%; Magical,
-10%) [24].
Imprisonment: Affliction 1 (HT; Takes Recharge, 5 seconds,
-10%; Melee Attack, Reach C, -30%; Paralysis, +150%; Entombs underground (depth
5 yards), +0%; Magical, -10%) [20].
Disadvantages: Divine Curse (Influence, see text) [-10]; Supernatural Features (Sign,
see text) [-5].
Haures, the Dreaming Duke (ToM)
Sign: While you are bound to Haures, your palms are where the backs of your
hands should be, just as they are on a rakshasa. If you flip over your hands so
that the backs are up, your thumbs end up on the wrong sides of your hands.
This rearrangement has no effect on your DX, spellcasting, ability to wield
objects, or use of skills.
Influence: When influenced by Haures, you become an eccentric,
often speaking to yourself and to imaginary friends. In addition, Haures
requires that if you encounter and disbelieve an illusion not of your own
making, you must not voluntarily enter its area.
Template
68 points
Advantages: Immunity to Mind Control (Magical,
-10%) [27].
Phantasmal Killer: Toxic Attack 1d
(Malediction 2, +150%; Takes Recharge, 5 seconds, -10%; Magical, -10%) [10].
Complex Illusion: Illusion
(Independence, +40%; Ranged, +40%; Magical, ‑10%) [43].
Disadvantages: Divine Curse (Influence, see text) [-10]; Unnatural Features 2 (Reverse
Hands) [-2].
Ipos, Prince of Fools (ToM)
Special Requirement: Ipos refuses to
answer the call of any summoner who, in his judgment, has not taken a serious enough
interest in occult studies. Anyone wishing to bind Ipos must have at least a
point spent on Thaumatology, Theology, or Expert Skill (Cosmology).
Sign: You grow long, black, clawlike nails.
Influence: You think highly of your intellect and show contempt
toward those who question your assumptions or conclusions. If you encounter a
creature that shows interest in a topic about which you have knowledge, Ipos
requires that you truthfully edify that individual.
Template
37 points
Advantages: Immunity to Planar Effects (Magical, -10%) [27]; See Invisibe (Magical;
True Sight, +50%; Maximum Duration, 5 seconds, -75%; Magical, -10%) [10]; Sharp Claws (Magical, -10%) [5].
Disadvantages: Code of Honor (Influence, see text) [-5].
Karsus, Hubris in the Blood (ToM)
Special Requirement: Karsus refuses to
answer the call of a binder who attempts to summon him within the area of an
active spell. In addition, he appears only to a summoner who has at least a
point spent on Thaumatology. He also hates Amon for some unknown reason and
will not answer your call if you are already bound to that vestige.
Sign: You bleed more than normal from wounds. Even a small scratch releases a
sanguine flood. This effect does not deal extra damage.
Template
38 points
Advantages: Neutralize (Magic; Magical, -10%; Takes
Recharge, 5 seconds, -10%) [40].
Disadvantages: Proud [-1]; Supernatural Features (Sign, see text) [-1].
Kas, the Bloody Handed (Dragon #341)
Sign: When a binder makes a pact with Kas, an angry catlike eye opens in the
palm of each of his hands. These eyes don’t provide the binder with any
extraordinary sight, nor do they inhibit the use of the binder’s hands. When
the binder uses any power granted by Kas, the eyes weep small amounts of blood
for 1 minute.
Influence: Kas’s influence makes a binder act warm and affectionate
toward those with whome she speaks. Kas further requires his host to kill any
follower of Vecna or undear creature encountered. In addition, Kas requires
that the binder betray some friend or ally in some manner during the first hour
after being summoned and bound. This betrayal might be as small as breaking a promise
to meet at a specific time or as great as murder, but it must be unexpected,
and the ally or friend must realize that a deliberate betrayal occurred.
Template
22 points
Advantages: Injury Tolerance (Unliving; Magical,
-10%) [18].
Blinding Strike: Affliction 1 (HT;
Disadvantage, Blindness, +50%; Reduced Duration, 1/60, -35%; Takes Recharge, 5
seconds, -10%; Follow-Up, Universal, +50%; Magical, -10%) [15].
Undead Reaper: Crushing Attack 1d
(Follow-Up, Universal, +50%; Only vs. undead, -30%; Magical, -10%) [6].
Disadvantages: Code of Honor (Influence, see text) [-15]; Unnatural Features 2 (Sign,
see text) [-2].
Leraje, the Green Herald (ToM)
Special Requirement: To summon Leraje,
you must break an arrow crafted by an elf while calling out Leraje’s name and
title. In addition, Leraje hates Amon for some unknown reason and will not
answer your call if you are already bound to him.
Sign: You look sickly and diseased, and your skin becomes sallow and pockmarked.
Template
10 points
Advantages: Heroic Archer (Magical, -10%) [18];
Night Vision 5 (Magical, -10%) [5]; Silence 1 (Magical, -10%) [5].
Disadvantages: Guilt Complex (Elves only, -40%) [-3]; Shyness (Mild) [-5]; Supernatural
Features (Pallor) [-10].
Malphas, the Turnfeather (ToM)
Sign: Your teeth and tongue turn black.
Template
65 points
Advantages: Ally (Dove or raven; Built on 25%; No roll required; Conjured, +100%;
Magical, -10%) [8]; Immunity
to Poison (Magical, -10%) [14]; Mind Reading (Accessibility, Only with the dove
or raven, -80%; Magical, -10%; Sensory Only, -20%) [6].
Invisibility: Invisibility (Can Carry Objects, Light
Encumbrance, +20%; Switchable, +10%; Affects Machines, +50%; Magical, -10%;
Dispels after an attack, -20%) [60].
Disadvantages: Lecherousness (9) [-22]; Unnatural Features 1 (Sign, see text) [-1].
Marchosias, King of Killers (ToM)
Special Requirement: To summon
Marchosias, you must at some point in your life have committed an evil act for
which you have not apologized, atoned, or made reparations. Lying or breaking a
confidence doesn’t count, but other small acts of evil—such as theft, infidelity,
or vandalism— do fulfill the requirement.
Sign: While you are bound to Marchosias, the pupils of your eyes
glow with a red-orange light. Anyone looking at your face can make Per roll
each second to notice this effect. This light is not strong enough to
illuminate the area, and it does not make you any easier to see in the dark,
but it can be disturbing to look upon.
Influence: Marchosias’s infl uence makes you debonair and sly, as
though you have some trick up your sleeve and the knowledge of it makes you
confi dent. In addition, Marchosias requires that you use the death attack he
grants you against any foe you catch unawares.
Template
110 points
Advantages: Insubstantiality (Takes Recharge, 5
seconds, -10%; Costs Fatigue, 2 FP, -10%; Magical, -10%) [56]; Silence 4 (Magical, -10%) [18].
Fiery Vengeance: Burning Attack 1d (Follow-Up, Universal, +50%;
Only vs. assassins and rogues, -30%; Magical, -10%) [6].
Death Strike: Affliction 1 (HT; Heart Attack, +300%; Immediate Preparation
Required, 1 minute, -30%; Follow-Up, Universal, +50%; Magical, -10%) [41].
Disadvantages: Code of Honor (Influence, see text) [-10]; Unnatural Features 1 (Sign,
see text) [-1].
Naberius, the Grinning Hound (ToM)
Special Requirement: Naberius values
knowledge, industry, and the willingness to deceive. He manifests only for a summoner
with at least a point in Acting, Fast-Talk, Hidden Lore or Professional Skill.
Sign: Your voice deepens and acquires a gravelly, growling tone.
Influence: While you are infl uenced by Naberius, you love the
sound of your own voice and are constantly pleased by your cleverness. Whenever
you are presented with a pulpit, a stage, a talking stick, or any other place
or object designed to give a speaker the fl oor, Naberius requires that you
immediately seize the opportunity to speak. Any topic will do, but since
Naberius resents others taking control of the discourse, he requires that you
either shout them down or mock them. Your speech must last at least 10 seconds.
Template
43 points
Advantages: Morph (Cosmetic, -50%; Retains Shape, -20%; Magical, -10%) [20]; Versatile
(Magical, -10%) [5]; Voice (Magical, -10%) [9].
Suggestion: Mind Control (Suggestion, -40%; Takes Recharge,
5 seconds, -10%; Magical, -10%) [20].
Disadvantages: Divine Curse (Influence, see text) [-10].
Quirks: Sign
(see text) [-1].
Orthos, Sovereign of the Howling Dark (ToM)
Special Requirement: You must summon
Orthos within an area of bright illumination.
Sign: You always seem to be buffeted by a breeze that no one else can feel,
even when you’re indoors. The eerie wind makes no noise, but it tousles your
hair and belongings, frequently changing direction.
Template
40 points
Advantages: Vibration Sense (Air; Magical, -10%) [9].
Displacement: Obscure 5 (Vision; Defensive, +50%; Extended,
Infravision, +20%; Stealthy, +100%; Magical, -10%) [26].
Whirlwind Breath: Crushing Attack 6d (Cone, 5 yards, +100%; Double
Knockback, +20%; No Wounding, -50%; Reduced Range, x1/5, -20%; Takes Recharge, 5
seconds, -10%; Magical, -10%) [39].
Wispering Wind: Telecommunication (Directional Sound) (Magical,
-10%) [5].
Disadvantages: Phobia (9) (Darkness) [-22]; Phobia (9) (Loud Noises) [-15];
Supernatural Features (Sign, see text) [-2].
Otiax, the Key to the Gate (ToM)
Sign: While bound to Otiax, you are surrounded by thin wisps of light blue fog
even in the strongest wind.
Influence: Otiax’s motives remain a mystery, but its influence is
clear. When confronted with unopened doors or gates, you become agitated and
nervous. This emotional state lasts until the door or gate is opened, or until
you can no longer see it. Furthermore, Otiax cannot abide a lock remaining secured.
Thus, whenever you see a key, Otiax requires that you use it to open the
corresponding lock.
Template
56 points
Advantages: Combat Reflexes (Magical, -10%) [14]; Telekinesis 4 (Only to pick locks
and open containers and doors, -50%; Magical, -10%) [8].
Concussion: Crushing Attack 3d (Explosion 1, +50%; Takes Recharge, 5
seconds, -10%; Magical, -10%) [20].
Mist Shell: Obscure 5 (Vision; Defensive, +50%; Extended,
Infravision, +20%; Stealthy, +100%; Magical, -10%) [26].
Disadvantages: Divine Curse (Influence, see text) [-10]; Supernatural Features (Sign,
see text) [-2].
Paimon, the Dancer (ToM)
Sign: One side of your mouth becomes wider than the other, as
though it were being stretched or pulled. That side of your mouth has a
tendency to remain slightly open, causing you to drool.
Influence: Paimon’s influence makes you lascivious and bold. In
addition, Paimon requires that you dance (moving at half speed) whenever you
hear music.
Template
38 points
Advantages: Combat Reflexes (Magical, -10%) [14]; Daredevil (Magical, -10%) [14];
Enhanced Dodge 1 (Magical, -10%) [14]; Enhanced Parry 1 (Magical, -10%) [9].
Disadvantages: Divine Curse (Influence, see text) [-5]; Overconfidence (9) [-7];
Unnatural Features 1 (Sign, see text) [-1].
Primus, the One and the Prime (Dragon #341)
Special Requirement: Primus refuses to
appear before a binder already bound to Tenebrous. If the binder has bound to
Tenebrous at any point in the past, Primus knows and requires that its sign be
drawn in conditions of bright light.
Sign: Dozens of small patches of skin on the binder’s legs and arms become
gold, silver, and bronze. These randomly placed metal plates take the shape of
well-formed squares, equilateral triangles, hexagons, and other geometrical
shapes. These pieces of metal do not offer any bonus or inhibit the character
in any way. Of removed, they revert to bloody flaps of flesh.
Influence: Primus shows its influence by making a binder ruthlessly
practical. Thebinder evaluates all activities with an eye toward its ultimate
goals, brooking no frivolity or distraction. Every action becomes a calculated
one. In addition, Primus requires that the binder not knowingly break any law
or disobey the direct order of any lawful authority.
Template
1 point
Advantages:
Lawful Attack: Crushing Attack 1d (Follow-Up, Universal, +50%; Only
vs. chaotic creatures, -30%; Magical, -10%) [6].
Order of Primus [18]: Mind Control (Maximum Duration, 10 seconds,
-75%; Suggestion, -40%; Link, +10%; Magical, -10%) [10] + Invisibility (Maximum
Duration, 10 seconds, -75%; Link, +10%; Only against the target of this
ability, -40%; Dispels after attacking, -20%; Magical, -10%) [8].
Disadvantages: Hidebound [-5]; Honesty (9)
[-15]; Unnatural Features 3 (Sign, see text) [-3].
Ronove, the Iron Maiden (ToM)
Special Requirement: Ronove’s seal must
be drawn in the soil under the sky.
Sign: The flesh of your face settles into a frown or a smile (50% chance) and
retains that general expression regardless of your actual feelings.
Influence: Ronove’s influence makes you think that others doubt your
abilities and competence. Despite what anyone says, you feel the constant need
to prove your worth. In addition, Ronove requires that you consume neither food
nor beverages (including potions) for the entire time you remain bound to her.
Template 43
points
Advantages: Catfall (Magical, -10%) [9]; Enhanced Move 1/2 (Ground; Magical, -10%) [9];
Telekinesis 8 (Magical, -10%) [36].
Disadvantages: Divine Curse (Influence, see text) [-10]; Supernatural Features (Sign,
see text) [-1].
Savnok, the Instigator (ToM)
Special Requirement: To summon Savnok,
you must have stolen something and made neither reparations nor apology for
that act.
Sign: A piece of an arrow appears under your skin somewhere on your body. It
looks as though your skin has healed over a broken-off arrow that had
previously wounded you. The arrow deals no damage, but at times it causes you
some discomfort. If removed, it disintegrates immediately, and another appears
somewhere else on your body.
Template
34 points
Advantages: DR 7 (Magical, -10%; Switchable, +10%) [35]; DR 4 (Limited, Impaling, -40%;
Magical, -10%) [10].
Disadvantages: Stubbornness [-5]; Supernatural Features (Sign, see text) [-1].
Shax, Sea Sister (ToM)
Special Requirement: You must draw
Shax’s seal within sight of a pond, stream, or larger body of water.
Sign: A scar appears around the circumference of your neck, as though your head
had been lopped off and then returned to your body to heal.
Influence: While under Shax’s influence, you become possessive and stingy,
particularly about territory—be it actual land or simply a room in an inn. In
addition, her influence requires you to demand compensation for any service rendered
and to tax any use of your territory. However, you can accept nearly any item
of value—be it material goods or a service—as payment.
Template
41 points
Advantages: Amphibious (Magical, -10%) [9]; DR 10
(Force Field, +20%; Limited, Electricity, -40%; Magical, -10%) [35];
Double-Jointed (Magical, -10%) [14].
Storm Strike [6]: Burning Attack 1d-1
(No Incendiary Effect (Sound), -10%; Follow-Up, Universal, +50%; Link, +10%;
Takes Recharge, 5 seconds, -10%; Magical, -10%) [5] + Burning Attack 1d-1
(Surge, +20%; Follow-Up, Universal, +50%; Link, +10%; Takes Recharge, 5
seconds, -10%; Magical, -10%) [6].
Disadvantages: Code of Honor (Influence, see text) [-5]; Greed (9) [-22]; Unnatural
Features 1 (Neck Scar) [-1].
Tenebrous, the Shadow That Was (ToM)
Special Requirement: You must draw Tenebrous’s
seal at night or in an area of deep shadow with little or no daylight exposure.
Sign: You seem to be standing in shadow even on the brightest day. Furthermore,
your own shadow never extends more than a few feet from your body, even if the
ambient light suggests that it should be much longer.
Template
34 points
Advantages: Dark Vision (Magical, -10%) [23].
Touch of the Void: Burning Attack 1d (No
Incendiary Effect, -10%; Takes Recharge, 5 seconds, -10%; Follow-Up, Universal,
+50%; Magical, -10%) [6].
Turn/Rebuke Undead: Terror (Accessibility,
Undead Only, -20%; Active, +0%; Cosmic, Works on any undead, +50%; Takes
Recharge, 5 seconds, -10%; Magical, -10%) [33].
Disadvantages: Absent-Mindedness [-15]; Indecisive (12) [-10]; Supernatural Features
(Sign, see text) [-3].
The Triad (Mind’s Eye article)
Special Requirement: The Triad will not
bind with someone with any connection to the Plane of Shadow, whether that's by
an ability, or any other association.
Sign: Your facial features alter slightly each hour you are bound to the Triad;
they shift from a young man's inquisitive face to a woman's concerned features
to a bearded masculine face and back again.
Influence: Your mental aspect shifts to match the face that is
currently your sign. As Gorn, you are inquisitive and use many words -- some
would say too many. As Rujsha, you are caring and motherly, speaking to others
as if they were children. As Mintar, you are honor-bound and slightly combative
in manner. When your path crosses that of one influenced by shadow, the gestalt
insists that you either face that being first when in combat or avoid that
being (and any effects or assistance the being may wish to provide) outside of
combat.
Template
56 points
Advantages: ER 2 (Psi) [6].
Influence (Alternative Abilities) [55]:
Gorn [33]: Racial Memory (Active; Costs
1 FP, -5%; Psi, -10%) [34] + Influence (see text) [-1].
Rujsha [28/5=6]: Charisma 1 (Psi, -10%) [5] + Crushing
Attack 2d (Accessibility, Only on unholy beings, -30%; Follow-Up, Universal,
+50%; Takes Recharge, 5 seconds, -10%; Psi, -10%) [10] + Empathy (Psi, -10%) [14]
+ Influence (see text) [-1].
Mintar [27/5=6]: Danger Sense (Magical,
-10%) [14] + Combat Reflexes (Magical, -10%) [14] + Influence (see text) [-1].
Disadvantages: Supernatural Features (Sign, see text) [-5].
Tkhaluuljin, the Cephalopocalypse (Epic Vestiges
article)
Sign: Your veins appear spidery and more pronounced, emitting a
pulsing magenta light.
Template
184 points
Advantages: Enhanced Move 1 (Air; Magical, -10%) [18]; Flight (Magical, -10%) [36].
Aura of Madness: Terror (Confusion; Sight; Magical, -10%) [27].
Mind Blast: Affliction 1 (Based on Will,
+20%; Cone (15 yard length and width), +200%; Malediction 2, +150%; Secondary
Paralysis, +30%; Visible, -10%; Magical, -10%) [48].
Sphere of Annihilation: Corrosion Attack
5d (Area Effect, 2 yards, +50%; Takes Recharge, 5 seconds, -10%; Persistent,
+40%; Magical, -10%) [85].
Disadvantages: Gluttony (9) [-7]; Increased Consumption 2 [-20]; Supernatural Features
(Sign, see text) [-3].
Vanus, the Reviled One (Design and Development
article)
Special Requirement: Vanus will not
appear before a binder if his seal is drawn within sight of a doorway or window
of any kind. If such apertures can be hidden from view, Vanus submits to being
summoned, but the moment Vanus sees a door or window, he shrieks and vanishes
in a gout of blue flame. Should the binding attempt be aborted in this manner,
Vanus will not appear before the binder for three days.
Sign: When a binder makes a pact with the Reviled One, a boil appears on his
body. Within the ruddy fluid in this boil swims a maggot. Should the boil be
broken, the maggot slides swiftly across the binder’s body, eluding any attempt
to catch it, and digs again beneath the skin. Before the original boil can scab
over, another grows and the maggot appears within. Only by ending the pact with
Vanus can the binder be rid of the foul insect and the disgusting homes it
makes for itself.
Template
61 points
Advantages: Acute Hearing 3 (Magical, -10%) [6];
Terror (Magical, -10%; Presence, +25%) [35].
Free Ally: Affliction 1 (Will; Based on
Will, +20%; Advantage, Warp (Range Limit, 10 yards, -50%; Only to teleport from
restraints, -40%; Magical, -10%), +200%; Takes Recharge, 5 seconds, -10%;
Cannot use on yourself, -20%; Magical, -10%) [28].
Disadvantages: Compulsive Carousing (9) [-7].
Quirks: Sign
(see text) [-1].
Zagan, Duke of Disappointment (ToM)
Special Requirement: You must kowtow
before Zagan’s seal, prostrating yourself and addressing him as a deity.
Sign: You gain a lisp and can’t help but speak in a sibilant manner.
Influence: While infl uenced by Zagan, you become domineering and
aggressive. Zagan requires that you slay any snake or snakelike being you meet,
and deface any representations of snakes or snakelike beings other than Zagan
that you find.
Template
20 points
Advantages: Acute Taste and Smell 3 (Magical,
-10%) [6].
Aversion: Affliction 1 (Will;
Disadvantage, Dread (You, snakes and yuan-ti; 6 yard radius; Cannot be Trapped,
-50%), +7%; Based on Will, +20%; Malediction 1, +100%; Takes Recharge, 5
seconds, -10%; Magical, -10%) [21].
Snake Slayer: Toxic Attack 1d-1
(Follow-Up, Universal, +50%; Only vs. snakes or yuan-ti, -30%; Magical, -10%)
[4].
Disadvantages: Code of Honor (Influence, see text) [-10].
Quirks: Hissing
[-1].
Zceryll, the Star Spawn (Class Chronicles article)
Sign: Your eyes appear as circular mirrors. In your peripheral vision, all
other living creatures appear twisted, covered in tentacles, extra eyes, and
vestigial organs.
Template
153 points
Advantages: DR 3 (Force Field, +20%; Limited, Acid, Electricity, -35%; Magical, -10%) [12]; DR 3 (Magical, -10%; Not vs. magic, -15%) [12];
Extra-Sensory Awareness (Magical, -10%) [18]; Magic Resistance 1 (Improved,
+150%; Magical, -10%) [5]; Mind Shield 1 (Magical, -10%) [4]; Telesend (Universal,
+50%; Magical, -10%) [42].
Terror Form: Terror (-2) (Sight;
Magical, -10%) [45].
Bolt of Insanity: Affliction 1 (Will;
Based on Will, +20%; Daze, +50%; Reduced Duration, 1/60, -35%; Takes Recharge, 5
seconds, -10%; Magical, -10%) [12].
Far Realm Ally: Ally (No roll; 50% points total;
Pseudonatural Creature; Conjured, +100%; Magical, -10%) [19].
Disadvantages: Intolerance (Young women and sorcerers) [-5], Megalomania [-10].
Quirks: Sign
(see text) [-1].
Zuriel, the Bronze God (Epic Vestiges article)
Special Requirement: You cannot bind
Zuriel if you are an unholy creature.
Sign: Your skin takes on a bronze sheen, your muscles expand and
tighten, you appear more athletic overall, and your posture changes as you hold
your carriage proud and upright.
Template
23 points
Advantages: DR 4 (Magical, -10%; Tough Skin, -40%) [10]; Healing (Empathic, -50%; Magical, -10%) [12].
Entangling Force: Binding 12 (Affects Insubstantial, +20%;
Unbreakable, +40%; One-Shot, -10%; Magical, -10%) [34].
Force Missile: Crushing Attack 1d-1 (Affects Insubstantial,
+20%; Reduced Range, x1/5, -20%; Increased 1/2D, 2x, +5%; Magical, -10%) [4].
Disadvantages: Charitable (9) [-22]; Intolerance (Githyanki) [-5]; Selfless (9) [-7];
Unnatural Features 3 (Sign, see text) [-3].
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