Van den Danderclanden
One hundred years hence, in the most exalted of the parallel worlds, the great wizard Van den Danderclanden has at last attained the highest rank of his order: Supernal Archmage of Empyreal Aptitude! His sorcerous knowledge is legendary! The corruption he has suffered is profound! And yet, unsatisfied with the ceaseless praise of his legions of admirers and sycophants, the master enchanter endeavors a new enterprise. Employing the arcane arts passed down to him from Nyarlathotep itself, Van den Danderclanden reaches back through time and the multitude of parallel manifestations to contact his previous selves and their followers. He seeks to manipulate the paths of their lives in order to synchronize them to an existential resonance; the vibrations of such an alignment will serve to amplify his magical endowments and bestow upon him the mantle of godhood. The means of the awesome magician’s manipulations are capricious, however. Though the interventions are usually of ultimate benefit to the past self, the Future Master will often command his pawn to ruin, as befits his unfathomable design.
Invoke Patron check results:12 - 14 | Shining Path. The Unholy Patron unveils the proper course of actions and right decisions for his acolyte. All spent luck is restored. Additionally, 1d6 luck points are temporarily bestowed. If unspent, these points will expire at midnight of the current day |
15 - 17 | Whispered Secrets. For the next 1d4 hours, the Invisible Shepherd murmurs quietly into his apostle’s ear, informing the listener of the hidden names of things and the forgotten utterances of power that unlock the potential of his spellcraft. All spellchecks made during this period use one die higher (e.g. If the spell check is usually a d20, the check will be made with a d24 instead.) |
18 - 19 | Slow Time. The wizard is thrown out of phase with time. His actions appear greatly sped up. From the wizard’s perspective, everything moves glacially. This effect will last for 1 turn (in objective time). During this period, the wizard always wins initiative, may perform one extra action per round, and enjoys a +5 bonus to armor class and Reflex saves. |
20 - 23 | Transdimensional Assistance. 1d4 adjacent parallel dimensions are merged suddenly, resulting in duplicate invokers. The extras will have the same stats as the caster at the time of invocation. All of the conjured wizards are under the player’s control, and none are given “preference” as the original. If an extra dies, its body and all of its accessories vanish, collapsing into the present plane. The extras remain manifest until they are killed. The effect persists until only a single wizard remains. |
24 - 27 | Hidden Sanctuary. The wizard and his entourage are whisked away to Van den Danderclanden’s ancient manse, located in a tiny, extra dimensional paradise. The party are received as honored guests and may stay as long as they wish, being well fed and entertained by various amusing demons and spirits. The past self is given access to Van den Danderclanden’s personal library, where he may memorize a single exotic spell of the highest level he may cast. When the group decides to leave the house - and they must do so in unison - they reappear in the exact place they departed, a single round later. |
28 - 29 | Channeled Sorcery. Van den Danderclanden possesses the caster’s body, casting a spell of magnificent power, appropriate to the situation at hand. The possession lasts for 1d6 rounds. |
30 - 31 | Unholy Bodyguard. The invoker is sent an ethereal protector, who appears to any observer as the most terrifying monster imaginable. It radiates icy fear to all within 100 feet (Save vs. Will or flee, screaming like a child for 2d4 turns). It viciously attacks anything that threatens the nascent demigod. Init +2; Atk deathray +4 (2d8 AC 18; HD 8; hp 50; MV 30’; Act 1d20; SP harmed only by magical weapons; SV Fort +4, Ref +2, Will +5; AL N. If unslain, it will return to the void following 2d4 turns of service. |
32+ | Direct Intercession. Holy shit. The Great Sorcerer projects himself into the present space-time stream to sort out whatever obstacles stand in the way of the true path of his ward. This manifestation is not the true sorcerer, only a reflection of him, and as such performs merely as a 10th level wizard. He will remain until the present peril is dealt with. If (somehow), the apparition is slain, Van den Danderclanden is not killed, but is wounded so deeply that he will likely abandon the self in this parallel as lost to his own fate. |
Patron Taint
As the frequency with which the wizard solicits help from the Great and Future Despot increases, he will begin to experience subtle fluctuations in his identity and the reality of his circumstances. Van den Danderclanden will focus his attentions on the supplicant, and will tinker with the variables of his existence, often to the extent that the wizard’s existence becomes ill defined and tangled with adjacent realities. When patron taint is indicated for Van den Danderclanden, roll 1d6 on the table below. Taints rolled more than once become more advanced conditions.
1 | Identity Fluctuation. First taint: At the beginning of each session, one random Ability score will change 1d4-1d4, permanently. His physique and face will be subtly changed, but still recognizable. Second taint: In addition to the previous taint, every time the wizard casts a spell, there is a 10% chance that his memorized spells will swap for unmemorized ones. His appearance each day is completely unrecognizable. Third taint: Every day, an entirely different person. Looks completely different, different background, etc. Still a wizard (or Elf), with the same name, but that’s about all that persists from day to day. |
2 | Ghosts. First taint: When the wizard assists in the slaying of a creature or person, there is a 10% chance that the “ghost” of that being follows the wizard for 1d4 turns, behaving as if it hadn’t died at all. It can effect nothing as it is merely an echo of a parallel in which the creature did not perish. Although it is spectral and at times barely visible, still it may potentially make a lot of racket. Second taint: The chance is reduced to 5%, but the ghost will remain all day. It looks quite real, although still ineffectual. It so unnerves the companions of the wizard that all actions are performed with a -2 penalty. Third taint: As above. Fallen companions will now appear from time to time to accompany the party for a day or so. Because the companion is actually operating in an adjacent universe, his or her actions may be subtly inappropriate for present circumstances. |
3 | Blinking. First taint: During combat (and other similarly stressful situations), the wizard may suddenly teleport a very short distance away (1 in 8 chance per round). He is not in control of this ability: it is caused by an abrupt change in the proximate past that places him in a slightly different position. The teleport is in a random direction, up to 10 feet away. During rounds that he blinks, his armor class is increased by 5, but spellchecks and other action rolls are reduced by 5. Second taint: Same as above but he now switches places with another person/ monster in the area. The other person suffers the same disorienting effect and AC bonus. Third taint: As above, except the blinking pair no longer switch places. One of them will teleport to the safest place in the room, the other to the most dangerous place in the room. (If the target location is so dangerous that instant death results, a saving throw is allowed) |
4 | Insubstantiation. First taint: The wizard becomes indistinct, hazy. His armor class is improved by 1. Second taint: The wizard is now becoming transparent. His AC is improved by a further +3 and he may now Move Silently as a thief of the same level. Melee engagement is becoming ineffectual, however, as his attacks often pass right through the intended target. He consequently suffers a -3 for melee. Third taint: The wizard is now nearly immaterial. AC is further increased by +3. Non-magical weapons cause half damage. The wizard may freely pass through nonmetal objects, but has nearly lost the ability to manipulate material objects, e.g. door handles, sacks of gold, etc. To do so requires a dexterity test against a DC of the judge’s discretion. Melee attacks are made at a -8 penalty. |
5 | Lost & Found. First taint: Items come and go from the magicians pockets. Any time he tries to make use of a held item, roll a d20. On a 4 or less, the item is not there. (Roll again the next time the item is requested. It may be there this time.) If a 1 is rolled, a foreign item is found in its place. Second taint: As above but it now it happens with his companions. Third taint: Lost items are permanently lost. On the other hand, the things that show up are really really good. |
6 | Mental Illness: First taint: Acute paranoia. Second taint: Delusions of Grandeur. Third taint: Hallucinations. |
Spellburn: Van den Danderclanden
Van den Danderclanden enjoys the stinging and whirling winds of chaos. His multiple selves and servants express their glee by randomly sacrificing their minds and bodies to gain power and corruption. When a past self or peon exercises spellburn, roll a 1d4 to determine a possible sacrifice or come up with something similar to express the caster’s joy in chaos.Roll | Spellburn Result |
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1 | Van den Danderclanden occasionally appears in dreams and visions in a skeletal form. The caster feels compelled to emulate this by filleting his own skin to expose bones (expressed as Stamina, Strength or Agility loss.) The caster must succeed on a DC 10 Fort save or suffer a permanent stat point loss from the mutilation. Failure and success will result in a partial skeletal form granting a maximum +1 AC bonus for the duration of the spellburn stat loss. |
2 | The chaotic master will randomly corrupt the mental facilities of his peon. For each point of spellburn, another point will be lost from Intelligence or Personality (determined randomly.) This point will be worth twice its value but the stat loss will last for 1d4 days. |
3 | The Supernal One loves pranks. He will pull them on his former self and servants by swapping their hands for feet or vice versa (determined randomly.) One hand or foot will be swapped for every 1 or 2 points spent. This effect happens instead of stat loss, but lasts for the equivalent amount of time. |
4 | The Immortal Archmage’s discordian nature can be reflected in the cacophony of disorientating communication. For any points spent, the caster makes a DC 15 Will save. Failure means the caster loses the ability to construct a complete sentence. Words come out backwards, out of order or as gibberish. The caster may hear and cast spells as normal, but no one will understand a word being said. The effect happens instead of stat loss, but lasts for the same amount of time. |
Patron Spells of the Supernal Archmage
Van den Danderclanden’s previous selves and peon followers are granted three unique, but chaotic, spells as follows:
Level 1: Van den Danderclanden’s Hateful Blemish
Level 2: Snafufubar
Level 3: Elastic Reality
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