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The Three Fates

Beholden to neither god nor man, the Three Fates weave the collective destinies of the universe upon the loom of time. As wardens of order, they strive against the diabolic powers, wicked gods, and forces of the outer dark that seek to undo the work of creation. Their anathemas are fell magics and the chaos-born corruption these magics unleash; supplicants of the Three Fates must exercise great discipline lest they become the monsters they seek to vanquish. Those that align themselves with the Three Fates tend to one of two archetypes: either the wizened arch-paladin, marshaling white magic against the forces of chaos, or the fiercely paranoid witch-hunter, seeking—and often finding— corruption behind the illusive masks of the world.   Invoke Patron spell check results: Note: These spell check results reference the judge rolling a randomly chosen die to determine when bonuses take effect. The die roll is the number of rounds from now when the bonus will take effect, or the number of consecutive rounds, starting now, that a bonus will last. For example, the judge reaches into his dice bag and retrieves a 6-sided die, rolling a 3. On the 3rd round following the casting of invoke patron, the indicated bonus takes effect. Or, depending on the result, the indicated bonus lasts three rounds.
12 - 13 The Fates twist the destiny of the world slightly in the caster’s favor. They grant a +10 bonus to a single check, but the caster has no knowledge of when the bonus will take effect. The judge should secretly roll a randomly chosen die; the result is the round when the bonus takes effect.
14 - 17 The Fates warp destiny in the caster’s favor. They grant a +10 bonus to three checks, but the caster has no knowledge of when the bonuses will take effect. The judge should secretly roll three randomly chosen dice to determine when the bonuses take effect.
18 - 19 The Fates weave destiny in the caster’s favor. They grant a +10 bonus to five checks, but the caster has no knowledge of when the bonuses will take effect. The judge should secretly roll five randomly chosen dice to determine when the bonuses take effect.
20 - 23 The Fates work to protect the caster from physical harm. The judge should secretly roll a randomly determined die. The result is the number of rounds that the caster somehow evades significant damage, taking only 1 point of damage per each “successful” attack.
24 - 27 The Fates intervene directly on the caster’s behalf. The judge should secretly roll two randomly selected dice. The first die is the number of consecutive rounds the caster somehow evades attacks, taking only 1 point of damage per successful attack. The second die is the number of consecutive rounds the caster receives a +3 bonus to all his actions. Critical failures still result on a natural 1.
28 - 29 The Fates grant the caster and his allies a boon (that must later be paid in full, to balance the eternal scales). The judge should secretly roll two randomly selected dice. The first die is the number of consecutive rounds that the caster and his allies somehow evade attacks, taking only 1 point of damage per successful attack. The second die is the number of consecutive rounds the caster and his allies receive a +5 bonus to all their actions. Critical failures still result on a natural 1.
30 - 31 The Fates grant the caster and his allies a great boon (that must later be repaid with a quest of the judge’s choosing). The judge should secretly roll three randomly selected dice. The first die is the number of consecutive rounds that the caster and his allies somehow evade attacks, taking only 1 point of damage per successful attack. The second die is the number of consecutive rounds the caster and his allies receive a +5 bonus to all their actions (critical failures still resulting on a natural 1). The third die is the number of consecutive rounds during which no affected character can die, with fate somehow intervening to prevent death. (A character can still be reduced to 1 hit point and be knocked unconscious or even crippled—but during this time, he narrowly avoids a final death.)
32+ As 30 above, except all three dice are rolled in the open.

Patron Taint: The Three Fates

Patron taint is a misnomer when referring to supplicants of the Three Fates. Rather, the caster believes that he has  acquired a taint, real or imagined, from another, unclean source of magic (likely the residual chaos taint from a non-patron  spell). As a result, the caster is driven to cleanse himself of the taint. Should the caster fail to excise the taint, he  immediately loses all benefits of his patronage, including unique spells. When patron taint is indicated, roll 1d6 on the  table below. When a caster has excised all six taints at all levels of effect, there is no need to continue rolling any more.  Additionally, the caster is freed from all future corruption rolls.  
Roll Result
1 The caster perceives that his blood has been tainted with chaos magic. Before the next dawn, he must undertake a ritual bloodletting, reducing his Strength, Stamina and Agility by -1 for 1d3 days. If the result is a rolled a second time, the caster must go to even greater lengths, applying sanctified leeches to his veins within the next 24 hours. For the rite to achieve efficacy, the leeches must stay in place for one week, during which time the caster’s Strength, Stamina and Agility are reduced by -3. If the result is rolled a third time, the caster submits his body to the Rite of Hooks and Needles, reducing his Strength, Stamina and Agility to 3 for the next month. Completing all three levels of effect cures the caster of 1d3 corruptions.
2 In horror, the caster perceives that his soul has been tainted in his battle against chaos magic. The caster redoubles his efforts to rid the world of corruption, undertaking a mission at the behest of his masters. Subject to the judge’s discretion, the caster must adventure to destroy a fell relic of chaos located within 1d4 days of travel. The caster has a clear vision of the item, but only a rough sense of its location and wards. If the result is rolled a second time, the caster ventures to destroy a chaos-monster some 1d4 weeks distant. If the result is rolled a third time, the caster must venture to a capital city and slay a prominent citizen who has secretly sworn his soul to chaos. Completing all three quests cures the caster of 1d3 corruptions.
3 One of the caster’s own limbs has become infected with chaos magic. The caster removes his own finger (inflicting 1d2 points of damage), praying he acts quickly enough to stem the spread of corruption. If the result is rolled a second time, the caster recognizes that his eyes have been tainted from witnessing the horrors of chaos and takes out his own eye (inflicting 1d3 points of damage). If the result is rolled a third time, the caster believes that an entire limb has fallen prey to chaos. The caster subjects himself to a horrifying ritual, stripping key veins and muscles from his own limb, inflicting 4d8 damage upon himself in the process. If the caster survives the rite, he may attempt a DC 15 Fort save; on a failed check, the limb is lost to necrosis.
4 The caster perceives that his battle against chaos has released a shadow-self upon the plane. Subject to the judge’s discretion, the caster must travel 1d4 days to discover and slay his mirror image. Both the caster and the shadow-self have a clear sense of the other’s location, and are driven to slay one another. If the result is rolled a second time, the caster’s doppelganger is some 1d4 weeks distant, 1d3 levels higher than the caster, and protected by the appropriate wards and minions. If the result is rolled a third time, the shadow-self is 1d3 months distant, 1d5 levels higher than the caster, and resides within a fell citadel defended by an army of fiends.
5 Having witnessed the horrors of chaos, the caster’s own thoughts are irrevocably stained by chaos. The caster is driven to regain mastery of his own mind by submitting himself to meditation for the next 1d3 hours. If the result is rolled a second time, the caster must meditate until he succeeds on a DC 20 Will save, or 1 month has passed. The caster may attempt a Will save per day. If the result is rolled a third time, the caster must withdraw into meditation until he succeeds on a DC 25 Will save or one year has passed. The caster may attempt one Will save per day. Completing all three levels of effect grants the caster total mastery of his mind, mentally curing himself of 1d3 corruptions and receiving a +2 bonus to all future Will saves.
6 Believing himself to be the mortal hand of Fate, the CASTER loses all fear of death, accepting its role in the dance of worlds. If the caster dies, he is permitted a DC 15 Fort save; on a successful save, the caster miraculously survives, living on to serve the Three Fates. If the result is rolled a second time, the caster again grows to believe he has a role in the designs of the Fates, and a DC 20 Fort save permits him to escape death a second time. If the result is rolled a third time, a DC 25 Fort save permits the caster to escape death a third and final time.

Patron Spells: The Three Fates

Agents of the Three Fates learn three unique spells, as follows: Level 1: Blade of Atropos Level 2: Curse of Moirae Level 3: Warp & Weft  

Spellburn: The Three Fates

While the universe can seem cold and uncaring, agents of the Fates understand that it is simply resolving toward a preordained destiny and that too much chaos threatens to tear the skein of creation. Thus spellburning in the name of the Three Fates most often manifests as an orderly rite, the caster petitioning the Fates for inner wisdom on the workings of the spheres. This, in turn, grants the caster’s spells extra potency. When a caster utilizes spellburn, roll 1d4 and consult the table below or build off the suggestions to create an event specific to your home campaign.  
Roll Spellburn Result
1 Apprehending the majesty of his role in the ordered universe exhausts the caster (expressed as Stamina, Strength, or Agility loss). The caster must succeed on a DC 15 Will save or lose all benefits of the spellburn. If the caster succeeds on the save, his hard-won wisdom grants him a +1 bonus to all future attempts at the spell. (Such a bonus can only be gained once per spell.)
2 The caster draws upon the latent power of ley lines and telluric currents, utilizing the native forces to empower his spell. On a successful Int check (DC 15+spell level), the caster gains +3 to his spell check without expending any stats. (The caster is then free to spellburn stats to further augment the casting.)
3 The caster submits himself to the will of the Fates, who drain the caster of stat points according to their own, unknowable plan. Roll 1d4 to determine the stat drained in the spellburn: (1) Strength, (2) Agility, (3) Stamina, (4) the caster suffers no drain but still receives the spellburn bonus.
4 The caster cannot spellburn without resorting to a fell chaos rite. His oppressive guilt and the spell’s grim requirements are expressed as Stamina, Strength, or Agility loss. Should the caster ever spellburn in the presence of other agents of the Fates, his life would surely be forfeit.

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