The Alexandrian

Three Animals - Franz Marc

Go to Dream Pacts (Part 1)


FACE OF STARS, GREATER

Those who peer deep into the sky of the Dreaming can discover higher orders of understanding and hidden constellations hidden amongst its stars.

Spirit Circle: 7th

Pact Check DC: 30

Physical Sign: In darkness you glow as if illuminated with faint starlight (providing dim illumination within 5 feet).

Influence:

  • Dislike going indoors.
  • Linger in old and historic locales.

Granted Powers:

  • Detect Scrying: At all times while bound to the Greater Face of Stars, you immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect, as per a detect scrying spell.
  • Lore of the Stars: At will you can attempt to consult the Greater Face of the Stars through its cryptic whispers (see below) to discern legends about an important person, place, or thing. This ability works as per a legend lore spell. If it would normally take more than 1 day to complete the casting of legend lore, you must form a pact with the Greater Facer of the Stars each day in order to continue your consultation of the lore of the stars.
  • Reflected Starsight: As a standard action, if you become aware that you are being scried you can immediately begin scrying the scrier as if you had successfully used your starsight ability. You can do so even if you know nothing about the scrier, and you can continue to scry him even if he ends his own scry. This reversal does not end the original scry.
  • Resist Scrying: Your connection with the Faces of Stars places part of you above the normal constraints of reality. At all times while bound to the Face of Stars, you gain a +5 bonus on saving throws to resist scrying attempts.
  • Starsight: At will you can see and hear a creature at any distance, as per a scrying spell.
  • Starsight Blast: As a standard action you can channel a blast of destructive energy through your starsight at its subject. The energy inflicts 1d4 points of damage per two effective binding levels (maximum 10d4). If the target succeeds on a Reflex save, however, the blast reflects back through the scry link and strikes you (you may attempt a Reflex save to negate the damage). In either case, the starsight blast ends the starsight.
  • Whisper of the Stars: While bound to it, the Greater Face of Stars murmurs constantly into your ears, allowing you at will as a free action to make a bardic knowledge check with a bonus equal to your effective binding level + Intelligence modifier.
  • Window to Elsewhere: Using your connection to the Face of Stars you can spend one hour creating a window-like aperture through which you can view another location, as per the window to elsewhere spell.

WINDOW TO ELSEWHERE
Divination
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: One hour
Range: See text
Effect: A one-way windowlike aperture
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell creates a windowlike aperture through which you view another location. Unlike scrying, the window allows you to view a specific location, not a specific person. Thus, it uses a different means to determine success, more like teleporting than scrying.

The window is a vertical oval 4 feet tall. This one-way magical hole allows you to look into the desired location and observe all that transpires there, but not interact with or affect it normally. You cannot choose or change the position, orientation, or angle of the window, but if you successfully create the window to view the desired locale, it always provides a good view of the place (unless new obstructions arise in the locale).

You can use any spell that affects scrying through a window to elsewhere just as if it were a scrying spell. Any creature in the viewed location with an Intelligence of 12 or higher can notice the window by making an Intelligence check (DC 20). Even if the creature notices the window, however, it remains a one-way view, so the creature cannot look back in—he merely knows someone might be viewing him.

When creating the window, choose a place known to you for the window to look into — somewhere you have been or had described to you. To determine whether the window looks out upon the place you want it to, roll on the table on the next page.

Familiarity: “Very familiar” refers to a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you’ve been there often or because you have used other means (such as scrying) to study the place. “Seen casually” is a place you have seen more than once but with which you are not very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps even from a precise map.

“False destination” is a place that doesn’t exist, such as if you have mistranslated an ancient tome and tried to look into a nonexistent treasure vault that you believe you read about, or if a traitorous guide has carefully described an enemy’s sanctum to you wholly inaccurately. When looking into a false destination, roll 1d20+80 to obtain results on the table, rather than rolling percentile dice, since there is no real location for you to hope to see or even be off target from.

On Target: The window looks into the place you want.

Off Target: The window looks into a location a random distance away from the desired location in a random direction. Distance off target measures 1d10 × 1d10 percent of the distance between you and the original location. If the door goes to another plane, the off-target location is another plane.

Similar Area: The window looks into a location that’s visually or thematically similar to the target area. Generally, you look into the closest similar place, but since the spell has no range limit, you could conceivably look into somewhere else across the globe.

Mishap: The window’s energy explodes around you, inflicting 3d6 points of damage to you and all within 10 feet of you.

Material Component: An oval pane of quality glass with a silver frame, worth at least 500 gp

FamiliarityOn TargetOff TargetSimilar AreaMishap
Very familiar01-9708-99100-
Studied carefully01-9495-9798-99100
Seen casually01-8889-9495-9899-100
Viewed once01-7677-8889-9697-100
Description01-5253-7677-9293-100
False destination (1d20+80)--81-9293-100

JELADORA, THE PRISMED WITCH

Jeladora dances through the Dreaming, wearing a flowing gown of jagged, ever-shifting light. She rules over the dappled forest light; the icy glare of the frozen snow; the umber beams of sunset; the soft glow of the campfire. She is quick and subtle; rarely seen save for a glimpse at a time.

Spirit Circle: 8th

Pact Check DC: 35

Physical Sign:A prismatic vortex which swirls around the body.

Influence

  • Laugh at inappropriate times.
  • Cannot willingly enter areas of darkness or shadow.

Granted Powers:

  • Blindsight: At all times while bound to Jeladora, out to 30 feet.
  • Displacement: At will, you can bend the light around you, creating an effect identical to a displacement spell.
  • Prismatic Spray: As a standard action, emitted from the eyes as per the spell.
  • Prismatic Sending: As a standard action, you can send either a single image, a message of no more than twenty-five words, or a single burst of colored light which appears in the air at a spot you designate within 1 mile per effective binding level. The message is refracted into many different beams of light until it is refocused at its destination, and cannot be perceived in its passage. You can cause the message to move as slowly as 1 mile per hour or as quickly as 1 mile per round.

MURMAUTH, THE MAELSTROM

Lightning and Thunder at Night - Charles Burchfield (partial)

A primordial storm cloud of roiling elemental forces. Murmauth is a rageful, destructive force within the Dreaming. A destroyer of imagined worlds, endlessly seeking to unmake a realm without substance.

Spirit Circle: 7th

Pact Check DC: 30

Physical Sign: Veins glow brightly through the skin in a cascade of colors according to the most recent element invoked (green for acid; blue for cold; purple for electricity; red for fire). If elemental strikes are rapidly invoked in succession, a roiling storm cloud will begin to gather around the binder’s head.

Influence:

  • Quick to anger. Tempestuous.
  • Must seek revenge for any perceived slight or insult.

Granted Powers:

  • Elemental Cascade: If you use your elemental strike to charge two separate weapons with different energy types and strike a single opponent with both attacks in the same round, the target must succeed at a Fortitude save or become shaken by the elemental cascade for 1 round for every two effective binding levels.
  • Elemental Strike: As a free action, you can infuse a melee weapon (or melee touch attack) with acid, cold, electricity, or fire. Your next melee attack deals an extra 1d6 points of the chosen energy type.
  • Maelstrom’s Might: At all times while bound to Murmauth, you gain a +4 bonus to Strength.
  • Shield of Earth: At all times while bound to Murmauth, you gain a +3 enhancement bonus to natural armor. This bonus improves to +4 at 16th level and +5 at 20th level.

URAGOG, THE KNIGHT OF SCYTHES

The skeletal, undead Knight of the Dreaming is marked by the midnight-black armor he wears and the grim, cackling laugh which echoes through the night behind him. He is the personification of broken honor.

Spirit Circle: 7th

Pact Check DC: 30

Physical Sign: Those who look closely at your eyes seem to see empty, skeletal eyesockets.

Influence:

  • Cannot make any promise or oath.
  • Must kill those who beg for mercy.

Granted Powers:

  • Aura of Fear: At all times while bound to Uragog, living creatures within 5 feet must succeed at a Will save or become frightened. Creatures that make their saving throw are shaken for 1d6 rounds.
  • Death Attack: At all times while bound to Uragog, you can perform a death attack by studying a target for 3 rounds and then making a sneak attack with a melee weapon. (Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds. If you do not possess the ability to make sneak attacks, you can still make a death attack as long as you meet the normal criteria for sneak attacks.) If the attack deals damage, the victim must succeed at a Fortitude saving throw or suffer the additional effect of either paralysis or death (your choice). The victim of a paralysis effect is paralyzed for 1d6 rounds plus 1 round per effective binding level. The victim of a death effect dies.
  • Death Knight’s Grace: At all times while bound to Uragog, you gain a +16 competence bonus to Hide and Move Silently checks.
  • Smoke Form: As a standard action, per the gaseous form spell. (You do not lose your ability to assume smoke form even though you lose all other supernatural abilities while in gaseous form.)
  • Summon Nightmare: As a standard action, you can a summon a nightmare as per a summon monster spell to serve as your mount.
  • Warrior’s Proficiencies: At all times while bound to Terrior, you are considered proficient with all simple and martial weapons, all armor (heavy, medium, and light), and all shields (including tower shields).

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