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Friday, January 16, 2015

Taint nothing like the Real Thing, Baby.

Sorry! I couldn't resist!

According the DCC RPG rule book, patron taint is decribed as "The spells cast by patron-based wizards eventually take on the aspect of the wizard’s patron." In a nutshell, this is the magical bond between the wizard and the patron bleeding over into the physical world. Usually manifesting when the wizard fails a spell check or similar, representing him failing to control the energies unleashed and having them act on his spell, or himself, in ways defined at least in part by the nature of his patron.

Since Elbaphraxis is a chthonic cloud of eyes, I decided to -aheh- focus on those aspects for the table results. Here goes:

Patron Taint

D4 Result
1 The wizard periodically shifts “out of phase” to onlookers’ eyes. He turns momentarily ghostlike or two-dimensional in appearance as a portion of his being harmonizes with another dimension. This bizarre manifestation is brief enough to dismissed as a trick of the eye, but is still unsettling enough to result in a -1 to Personality. If the result is rolled a second time, it happens with enough frequency to give a -2 to Personality.

2 During spellcasting, shadowy form appears nearby. It appears as an amorphous blob covered in eyes. The eyes look in all different directions and blink lazily. Some are bestial, others are human. If rolled a second time, the acquires 1d6 spectral eyes that float ghostlike around him. They cannot be harmed and convey no useful information to the caster. 

3 The wizard’s dreams are haunted by strange visions of terrifying worlds. He can recall no specifics upon waking but is left greatly unsettled in his mind and feeling poorly rested. He must make a Will Save (DC 10) or his natural healing rate is halved. If the result is rolled a second time, a failed save means no healing occurs from that night’s (or day’s) rest.

4 Elbaphraxis transcends our notions of time and space. One tainted by his essence begins to find their existence less rooted in “reality.” Once a week, the wizard find himself “slipping” from his proper spot. A Will Save (DC 15) resists. A failure indicates the wizard has (Roll 1d3): 1) Teleported 1d100 feet in a random direction (he will not materialize in solid matter, but he can appear up in the air); 2) Moves d20 minutes forward or backwards in time (determine randomly); or 3) plane shift  to the ethereal plane for 1d6 turns. A second roll of this result causes this to happen daily. 

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