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Pandelume

Patron

DCC DE IA · p.4

Open source p.4

Invoke Patron

12–13Pandelume grants the caster a glimpse of the underlying symmetry and beauty of the universe. The caster receives a +4 bonus to Will saves for the next hour.
14–17Pandelume is too busy to provide a response, but sends a piece of Embelyon to the caster in the form of a perfectly formed gem. The shifting prismatic light cast from the jewel can be used to detect enchantments and invisible beings in a 10’ radius. The gem will crack and break into dull facets after 1 turn.
18–19The caster hears the voice of Pandelume offering a bargain: Pandelume will imprison one of the caster’s enemies in a pocket universe for 1d6 rounds, but the caster must immediately spellburn 5 points of Stamina, Strength, or Agility. The caster can designate any target within 100’. After returning, the target suffers a -4 penalty to all rolls for the same number of rounds which it was imprisoned.
20–23Pandelume sends a perfectly shaped vat-creature imbued with limited intelligence to fight alongside the caster. After 1d6+CL rounds, the vat-creature dissolves into an iridescent formless mass that leaches into the ground. Vat-creature: Init +1; Atk fist +4 melee (1d6+2); AC 12; HD 4d10; hp 30; MV 30’; Act 1d20; SV Fort +4, Ref +4, Will +4; AL N; Crit III/d10.
24–27Pandelume recognizes the urgent need of the caster and temporarily imbues the knowledge of a random level 3 arcane spell into the caster’s mind as if memorized with a spell check result of 22. Knowledge of the spell will last until it is successfully cast or for one day, whichever comes first.
28–29Pandelume grants an audience with the caster. A violent cloud carries the caster to Embelyon, where they are summoned before Pandelume in his manse. There Pandelume will accept the caster into an apprenticeship and spend the next several months teaching the caster of the underlying patterns of magic. Afterward the caster is returned to Earth where only a few moments have passed, receiving a +2 bonus to all spell checks or memorized spells for the next hour.
30–31The caster and all allies within 30’ are whisked away to the safety of Embelyon where they may spend up to 1d6 days idling among its peaceful glens and dells. Afterward they are returned to the space and time from whence they were summoned. For each day spent in Embelyon, characters must make a DC 5 Will save or lose all desire to return to the real Earth.
32+With a shocked intensity, Pandelume appears before the caster’s enemies, revealing himself to them and driving madness into their souls. All creatures within 100’ must make a DC 20 Will save or attempt to claw the vision from their sight for the next 1d6 rounds by fleeing, throwing themselves prone, gouging out their own eyes, etc. Sightless creatures or those covering their eyes, such as the caster’s allies if properly warned, are not affected.

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

Patron Taint

1Pandelume requires part of the caster—a finger, a toe, an ear, etc. —for use in his experiments as he slowly creates a clone of the caster in one of his vats. If the result is rolled a second time, the caster must relinquish an organ or limb. If the result is rolled a third time, they must surrender their brain to the vat. A vat-creature emerges 1d4 days later as a clone of the caster, re-rolling all attributes and hit points.
2The caster’s form takes on aspects of Pandelume’s disturbing appearance. They become difficult to gaze upon, permanently losing 2 points of Personality. If the result is rolled a second time, they take on further aspects, altering their appearance in such a way to force those who view them to turn away in disgust, further reducing their Personality by the same amount and imparting a -2 penalty to all rolls made against the caster. If the result is rolled a third time, their appearance is significantly altered and their abilities are inhibited in such a way to permanently lower their Personality score to 3, but those who see this true form are penalized by -1d in all rolls against the caster.
3The caster has a longing to leave the ruined pavilions of Earth and spends more and more of their time in isolation away from society. If the result is rolled a second time, they begin withdrawing further from the world, losing interest in the affairs of humanity and material riches. If the result is rolled a third time, the caster abandons friends and family and devotes all waking time seeking a way to Embelyon.
4The caster becomes increasingly focused on ensuring the balance of all things. If the result is rolled a second time, they feel compelled to restore their own actions to an equilibrium: if eating a fruit, a seed must be planted; if a creature is killed, the caster must save another from death. If the result is rolled a third time, the caster has become so paralyzed with the consequences of their actions that they suffer a -1d penalty to all initiative rolls.
5The caster is impelled to recover an object located within 1d4 days of travel. Until the object is retrieved for Pandelume, the caster is haunted by the muffled sounds of a screeching creature hunting them seemingly across space and time. Only the caster can hear it, and it seems to get closer each day. Subject to the judge’s discretion, if the caster fails to recover the item within the set time, a formidable demon (type IV) will seek until it finds and destroys the caster. If the result is rolled a second time, the item is guarded by a powerful enemy of Pandelume and some 1d4 weeks distant. If the result is rolled a third time, the item is a relic stolen by a demi-god or powerful demon from a sub-world, requiring 1d4 months of dangerous travel.
6The caster becomes obsessed with understanding the underlying mathematical patterns of magic. If they pursue this compulsion and spend the next 1d4 days in uninterrupted feverish study, they are granted a +1 bonus to the spell checks or rote learning result for one random spell. This result can be rolled up to three times.

Spellburn

1An intricate pattern of magical energy appears on the ground before the caster, through which they must strain to navigate, drawing out the chosen ability scores (expressed as Stamina, Strength, or Agility loss).
2The caster is transported to Embelyon where Pandelume weighs their need in unseen judgment. If the caster is judged worthy, they are sent back weakened by the effort (expressed as Stamina, Strength, or Agility loss).
3The equipoise of the universe requires the caster to take the spellburn equally from each ability: Strength, Stamina, and Agility (divided equally, rounded up). If refused, the spellburn cost is doubled.
4Pandelume offers the caster the ability to spellburn up to 10 points without any ability damage. Instead, the spellburn is randomly drawn from the ability scores of one of their companions in the caster’s stead.

P andelume is a vastly powerful magician who lives in Embelyon, a land of his creation both of and not of Earth. He is a master mathematician, the first since Phandaal, and knows all spells that were ever wrenched and molded from space. By his own law, no one may gaze upon him, and he always keeps his face and form hidden—to see Pandelume is to go mad. He appears to supplicants as an unseen man who speaks with a mellow voice of illimitable melancholy. Pandelume believes the universe is methodized by symmetry and balance; and in that every aspect of existence is this equipoise observed. Consequently, as a patron, he deals fairly with those who seek his aid, but always requires an equal service in return from them. Even in the most trivial of dealings, this equivalence must be maintained.