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Servants of Firmament and Aether

The caster makes contact with one of Urhatta’s servants who may or may not be able to help the caster by giving insight into a particular problem. The spell check result effects the significance of the servant’s aid, as well as how long it takes to explain the situation to the servant. The caster may elect to take a lower spell check result if desired.

Effect

1 Lost, failure and patron taint.
2 - 11 Lost. Failure.
12 - 13 Failure, but spell is not lost.
14 - 17 The servant has difficulty understanding the situation (2d3 rounds to explain) and ultimately doesn’t know quite what to do, so it gives the caster a +2 to all rolls for the next 2d3 turns.
18 - 19 The servant has difficulty understanding the situation (2d3 rounds to explain), but finally grasps the caster’s request. It can grant the caster a +4 on his next spellcheck, a +1 to the caster and all his allies for the next 2d4 turns, or heal the caster 2d6 hit points, whichever is more beneficial.
20 - 23 The servant understands the situation quickly (1 round to explain). It can grant the caster a +4 on his next spellcheck, a +1 on all actions to the caster and all his allies for the next 2d4 turns, or heal the caster 3d6 hit points, whichever is more beneficial.
24 - 27 The servant takes some time to grasp the situation (1d4 rounds to explain), but ultimately realizes the seriousness of the situation. It grants the caster an improvement in the die chain on his next 3 spell checks as well as double the effectiveness of any spellburn for 1d4 rounds. In addition, the spirit can answer one quick question of minor usefulness to the caster.
28 - 29 The servant understands the situation quickly (1 round to explain). It can grant the caster a +6 on his next spellcheck, a +3 on all actions to the caster and all his allies for the next 2d4 turns, or heal the caster and all of his allies 2d6 hit points and give them a bonus of +4 to all saves or 2d3 turns, whichever is more beneficial. In addition, the spirit can answer one quick question of moderate usefulness to the caster.
30 - 31 The servant understands the casters dilemma immediately and takes swift action. It teleports the caster, and any familiars or personal hirelings and henchmen, to a safe(r) location up to 1 mile away. Afterward, the spirit can answer a lengthy question of moderate usefulness to the caster.
32 - 33 The servant understands the casters dilemma after some explanation (2 rounds). It then takes one of the following actions, whichever is most beneficial to the caster at the time; (1) teleport the caster and up to 5 companions 1 mile away to a safe location; (2) grant the caster a +10 to his next spell check as well as one improvement on the die chain; (3) instantly heal the caster and up to 10 companions for 3d6 points of damage. In addition, the spirit can answer one quick lengthy question of substantial usefulness to the caster.
34+ The servant arrives with a plan already in place. It instantly takes one of the following actions, whichever is most beneficial to the caster at the time; (1) teleport the caster and up to 10 companions up to 5 miles away to a safe(r) location; (2) grant the caster a +10 to his next 3 spell checks as well as one improvement on the die chain; (3) instantly heal the caster and up to 10 companions for 4d6 points of damage. Additionally, the spirit can answer two lengthy questions of substantial usefulness to the caster.

Manifestation

Roll 1d6: (1) A horned skull, wreathed in blue and green flame hovers 5’ in the air and speaks with a refined, educated, and posh manner; (2) a purple and pink slug crawls out of the caster’s ear and communicates telepathically; (3) a warm wind blows for the duration of the spell and moans in a random language the caster can understand; (4) a short creature wearing red robes, with a bald crown and long white hair on the sides and back appears from a behind a convenient rock and speaks in an overly cheery tone; (5) a booming voice answers the caster brusquely and with great annoyance; (6) one of the caster’s companions (chosen at random) becomes possessed by a spirit for the duration of the spell. The companion can attempt to resist by making a Willpower save. If the save is successful the spell will be cancelled. If the save is declined or failed, the possessed companion will be able to take no actions for the duration of the spell.
Related Discipline
Arcane (Urhatta)
Effect Duration
Varies
Effect Casting Time
1 Round
Range
Varies
Level
2

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