I'm currently having a blast with my first DCC RPG table. We returned to our first campaign (started in 2013!). Right now we're playing a heavily modified version of Intrigue at the Court of Chaos, pumped up to 3rd level and using a hack based on Godbound, so my players can feel what is like to be "special agents" for the Court of Chaos and (literally) sacking the Heavens.
So, our Warlock just got his first familiar. My favorite rules for familiars these days are those that focus on the familiar's role in the adventure instead of keeping my time managing stats (good examples are the familiar rules for 13th Age and Trailblazer). For this DCC RPG I'm using Goblin Punch's awesome faustian familiar rules. Rolling on Arnold's crazy tables we discovered that the Warlock's familiar main goal is "destruction of the self through dissolution, dissociative drugs, anomie, and constant exposure to danger". When I got that result I instantly thought about Kill Six Billion Demons' great black flame devils. So I proposed such demon as the familiar and the player loved it. After one game session, the Warlock was already negotiating with his familiar for a new spell and decided to offer some that is more in line with the spirit's agenda. The result is below. No, this spell is not playtested (and it is my first DCC RPG spell! Yey!) and I'm still waiting to see how it goes on the table. I hope you like it!
I BECOME THE VOID
Wizard/Elf
Level: 2
Range:
Varies
Duration:
Varies
Casting
Time: Varies
Save:
Will
General:
This dangerous dweomer, offered by the Demons of the Black Flame, allows the
caster to briefly cease her own existence for a brief period. By carefully
manipulating the Void the caster can affect other targets.
Playing
with the Void is not safe and there is always the chance that a part of the
caster is lost forever. Many just disappear forever. There is some debate if
Demons of the Black Flames are former casters of this spell. This is
represented by the Void Number. When you first learn this spell, choose a
number between 2 and 19. This becomes your Void Number. See below for more
information.
If
you succeed in your spellcasting roll, you can always choose a lower result.
Manifestation:
Roll 1d4. (1) The caster’s eye becomes orbs of darkness and dark stars. (2) Light
and sound dims, with temperature around the caster dropping suddenly. Everyone’s
ear pops as if from the lack of pressure (no damage). (3) Ghostly blue flames
leave the caster’s mouth and dance around him. (4) The caster flicks in and out
of existence while casting.
Corruption:
Roll 1d7. (1) The caster’s skin become deadly cold and covered in frost. When
the caster moves it constantly cracks as if frozen. (2) The caster’s eyes are
replaced by empty sockets from which blue flames sometimes flicker. (3) Gravity
is just wrong around the caster. His clothes and hair sometimes float to unseen
winds and small objects are constantly ejected from him. (4) Caster’s grows
black veins around hands and feet, and small vestigial claws. Caster can now be
wounded by holy water and turned as a demon. (5) Caster pops in and out of
reality when nervous, constantly letting any hand item or weapon to fall. (6)
Caster will slowly levitate up unless chained with something heavy to the
ground. (7) major.
Misfire:
Roll 1d4. (1) Caster falls prone in pain after being destroyed and recreated.
Select an additional Void Number. (2) Caster comes back wrong from the Void,
reroll his Agility or Stamina using 2d6. This represents a stunted demonic arm
or leg. (3) Caster opens a rift to the Void, suffering 2d4 points of damage.
The caster and everyone at 30 ft. must roll Refl save (DC 15) or they will be
caught by the rift and suffer 2d4 points of damage. (4) The caster starts ingleak
magic to the Void. For the next 1d4 hours all his spellcasting requires 1d6
points of spellburn.
Spellcasting:
1
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption +
patron taint + misfire; (1-3) corruption; (4) patron taint (or corruption if no
patron); (5+) misfire.
2-11
Lost. Failure.
12-13
Failure, but spell is not lost.
14-15
You cease to exist for 1d3 rounds. You can cast this spell as a reaction to an
attack (to completely evade it).
16-19
You cease to exist for 1d6 minutes or you can make a touched target cease to
exist for 1d6 rounds (Will negates). This last option cost you an action. The
target can make a new Will save to try to return every round.
20-21
You or a touched target cease to exist for 1d6 hours (Will negates). This level
of the spell always requires an action. The target can make a new Will save to
try to return every hour. When you return, any spell with a duration affecting
you is cancelled. Roll a Fort save and a Will save (both DC 20). If you succeed
at the Fort save you heal 2d4 of damage but the healed wounds look strange
(black veins, white cold scars etc.). If you succeed at the Will save you
recover 1d2 Luck points but a white cold and harmless flame follows your head
for the next 1d3 days, shinning as a torch and bringing unwanted attention.
22-25
You or a touched target cease to exist for 2d6 hours and this level of the
spell always requires an action (Will negates). The target can make a new Will
save to try to return every hour. When you return, roll a Fort save and a Will
save (both DC 15). If you succeed at the Fort save you heal 4d4 of damage but
the healed wounds look wrong (black veins, white cold scars etc.). If you
succeed at the Will save you recover 1d3 Luck points or remove a minor curse,
but you return with a mask covering your face. You must keep the mask for
7 days and 7 nights, never letting it be removed or you will be dragged back to
the Void for 1d6 hours (and must roll just to see if a Void Number comes up).
26-29
You or a target on sight cease to exist for 1d4 days and this level of the
spell always requires an action (Will negates). When you return, roll a Fort
save and a Will save (both DC 15). If you succeed at the Fort save you heal 6d4
of damage but the healed wounds look wrong (black veins, white cold scars etc.)
or you regenerate a lost member (but it looks inhuman). If you succeed at the
Will save you recover 1d4 Luck points or remove a middle curse, but you're
faceless. Your face is now a flat void, as if your skull was empty (your senses
and voice are the same). You remain thus for 7 days and 7 nights. Every time someone
uncovers your face you lose 1 Luck (usually 1 per minute if exposed).
30-31
As above, but everyone who saw your disappear must roll a Will save or forget
that you were there (if it is the first time they saw, they usually completely
forget about you). Also, if not cast on you, you can now choose 1d3 targets.
32-33
As above, but choose 2d3 targets. Any target sent to the Void must roll a
second Will save when their time of return comes. If they fail, they never
return.
34+
As an action you can cease to exist. No one remember your deeds, which remain a
mystery. Nor even the gods can reach you. You become the Void. If that sublime
fate is not your goal, choose one target one sight to become the Void (Will
negates). If the target fails the save they disappear forever. Select one
action made by the target. That action never happened and its consequences are
undone (Judge's call, but usually this can be used to "undone", for
example, that one strike that killed a member of the party). Every time this
result is cast, the caster must select a new Void number.
Void Number (between 2 and 19). If you roll that number on the die the Void takes something from you. The first time it take something minor, like the color of your eyes (you might also lose the capacity to see that color or just your eye sockets) or your hair might now be white and float to the winds of the Void, or you might lose your voice (just whispers) or emotions (if your emotion left is humor, you might laugh when said or angry). The second time, it takes your Name (no coming back from the dead), Alignment (roll another one) or even one of your deeds (chose a previous adventure, you didn't take part on it... you still remember it, but reality rewrites itself and another adventurer accomplished your deeds). The third time, you disappear, one with the glorious Void.
A wizard playing with the Void. |