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Kraan

Patron

DCC DE IA · p.12

Open source p.12

Invoke Patron

12–13The supplicant briefly catches the ear of Kraan while his focus is elsewhere. He grants the caster a +3 bonus to their next spell check before summarily dismissing them with a psychic wave of his hand.
14–17Reaching in to adjust the caster’s medulla, Kraan places a powerful string of magical failsafe instructions. For the next 24 hours, if the caster begins to bleed out, a number of vital functions within their body will slow, allowing double the time to render aid or for the rolling of the body.
18–19So great is the accumulated knowledge of Kraan that it can often resemble precognition. With a cursory analysis of the caster’s circumstances, the demon offers advice on how to avoid strategic missteps. The caster gains a single re-roll, usable during the next turn.
20–23The staggering intellect of Kraan is turned toward the petitioner’s plight and forecasting probable outcomes. With the benefit of Kraan’s psychic guidance, the caster—or, should they choose to advise a companion, the chosen beneficiary—gains two re-rolls, usable during the next half hour.
24–27Kraan hears the cries of the petitioner and responds by transferring mystical energies directly into the caster’s cerebral cortex. Because of this heightened activity, the caster gains double movement and actions for 2d3 rounds. The brain is not meant to function under such stresses, and the more powerful the mind, the more easily it may be damaged. This power inflicts 1 + Intelligence modifier of hit point damage each round.
28–29Kraan impatiently thrusts rote-learned knowledge of a random level 1 spell into the mind of the caster. The limited exposure to the ancient magical formulae grants a spell check result of 15+CL. Kraan will want some small favor in the future in return for this benevolent gift, such as collecting the brain of several erbs, or a temporary sacrifice of intelligence to further Kraan’s desires.
30–31Kraan studies the circumstances and inserts a single instance of appropriate (judge’s discretion), rote-learned knowledge of a level 1 or 2 spell into the mind of the caster. The focused spell knowledge grants a spell check result of 20+CL. In return for this great and prescient gift, Kraan will demand the beneficiary perform some major task for him in the next year, such as offering him the mind of a specific wizard.
32+Something about the current situation has garnered Kraan’s full, undivided attention. The demon devotes the fullness of his intellect to the needs of his petitioner and forces pertinent information into the mind of the caster granting a +2d bonus to all rolls for one turn. Such wisdom comes at a price however, and when Kraan withdraws from the caster’s mind, 1 point of permanent Intelligence goes with him.

Dice chain — spell effects (duration, corruption, misfire, …)

Patron Taint

1The caster’s brain swells, forcing their eyes to grotesquely bulge in their sockets. If the result is rolled a second time, veins on the side of the magician’s temples enlarge to provide greater blood flow to the brain—all the while pulsing in a discomforting fashion. This greater disfigurement causes the caster to suffer a -1 penalty to all Personality checks. If the result is rolled a third and final time, the brain growth cracks and distends the magician’s skull, inflicting chronic headaches and increasing the penalty to Personality related tests to -1d.
2Kraan’s thirst for knowledge infects the caster. When confronted by a book or scroll, the caster must make a DC 12 Will save or be forced to immediately spend the next turn in studious contemplation of the newly found information. If the result is rolled a second time, the DC increases to 15. If the result is rolled for a final time, the DC increases to 20 while the duration of study increases to thirty minutes.
3Repeated exposure to the whispering of Kraan fills the caster with self-doubt and hesitation. The caster rolls twice for initiative and uses the lower result. If the result is rolled a second time, the caster acts at the lower result minus 1. If the result is rolled a third time, the caster suffers a -1d penalty to initiative rolls.
4The caster forms a bond with Kraan and the demon begins to correspond directly with the caster’s mind, constantly second-guessing decisions and giving curt instructions. Each time the magician casts a spell, the distraction causes a -1 penalty to the spellcasting check. With each additional result, the “advice” becomes more frequent, insistent, and distracting (increasing the penalty by an additional -1 to a maximum of -5).
5Perception, daydreams, and experiences roil together in the caster’s mind and alter their memories of their pre-adventuring occupation. The caster’s memories prior to taking up adventuring are changed, leaving them the delusion of having led a different professional life (roll a new random occupation to overwrite the original occupation). With no memory of prior experiences, and no experiences within the caster’s current memories, all professional skill-based checks are treated as untrained and are rolled using 1d10. Each additional rolling of this result grants a +1d bonus for the skill checks based upon this delusionary profession, to a maximum of 1d24.
6The caster’s senses extend to, and are blended with, input of another reality. Their senses are afflicted in the following order: (1) smell: caster cannot perceive airborne poisons, smell smoke, or clearly taste food; (2) touch: caster loses the ability to feel pain and is oblivious to harm to themself if said harm is unseen; (3) taste: caster suffers a -1d penalty to Fort saves vs. ingested poisons; (4) hearing: caster gains a +1d bonus to saves against sonic attacks but is now unable to hear conversations at a volume below shouting; (5) sight: the caster’s vision becomes too occluded to clearly perceive anything at a distance greater than 10’.

Spellburn

1The caster is granted the spellburn bonus, but at mental cost. The caster is drained of all knowledge of the last hour, increasing by an hour for each additional point of spellburn. The caster must succeed on a Will save (DC 10 + amount of spellburn) or be stunned in bewilderment for 2d3 rounds.
2The caster surrenders their will to the machinations of Kraan, who drains the caster of vitality according to his own cosmic stratagem. Roll 1d5 to determine the stat drained in the spellburn: (1) Strength; (2) Agility; (3) Stamina; (4) Personality; (5) the caster suffers no drain but still receives the spellburn bonus to the casting.
3The caster’s soul is bared to the perception-warping questioning of Kraan, challenging their accepted belief of what is real and what is mere illusion. Being so affected requires a DC 12 Will save. Upon success, the caster’s mind remains closed and they receive the spellburn bonus as normal. Failure indicates the doors of perception are thrown wide and the caster sees the strings behind the weaving of reality. Instead of the expected spellburn bonus, the caster instead receives a +5 bonus to all saves for a number of rounds equal to their caster level.
4Cerebrospinal fluid erupts from the caster’s eyes, nose, and mouth (expressed as Stamina, Strength, or Agility loss). The geyser of cranial effluvia sprays over everything within 5’.

T he Encephalitic Fiend is a powerful demon lord whose ambition to collect intelligence is quite literal. Known for stealing the minds of those he has conquered, Kraan stores the brains in jars of unhallowed acids. The brains liquefy during a decades-long process until the demon quaffs the remaining sludge, boosting his own mental prowess as well as his understanding of the mutable boundaries of perception and reality. His adumbrated form is human-like, but absorbent of all light, appearing as a void in even the darkest of nights. Kraan’s name falls only from the lips of the most corrupt or the most desperate. Favored among his supplicants are witches, who call upon him when wreaking powerful curses against their foes. So widespread is this practice among witches that it has even been taken up by common folk, who unknowingly invoke Kraan as a form of epithet. Though the demon lord does nothing to encourage this spreading usage of his name, Kraan becomes aware of the surroundings of those who utter his cognomen.