Shayl, the Celestial Radiance
PatronDCC BFG · p.24
Open source p.24Invoke Patron
| 30–31 | In 1d3 rounds, something which almost approaches the searing beauty of Shayl’s radiance erupts from the caster. Those who witness the light find that it takes forms which seem beautiful at first, but the beauty is so painfully poignant that all within |
| 100 | ’ take 10d10 damage unless they are unseeing. A sighted creature with eyes open may attempt a DC 20 Reflex save to close their eyes swiftly, taking only half damage. The power of the radiance is so great that it burns away bonds, evil sigils are obliterated, and creatures slain by the radiance literally melt in its searing light. The caster and allies can be affected if they look at the light. |
| 32+ | The smallest fragment of Shayl’s true being manifests through the caster. The caster immediately gains a pool of 1d100 HD. These may be granted to creatures as healing, or given as damage, so long as the targets are within 500’ of the caster. The caster has a number of turns equal to the HD granted to spend them. At the end of this period, or when the last HD is spent, the effort of controlling even so small a portion of the power of Shayl potentially obliterates the caster and everything they are carrying. Unless they succeed in a Luck check, the caster simply disappears from the multiverse. |
Dice chain — spell effects (duration, corruption, misfire, …)
Patron Taint
| 1 | Self-mortification: Association with Shayl, no matter how fractional, makes the caster aware of their own imperfections. When this taint is first rolled, the caster begins to scourge (or otherwise damage) themselves, so they begin each adventure with 1d4 hp of damage. When rolled a second and third time, the effects become more extreme, so that the caster begins each adventure with 2d4 or 4d4 damage respectively. |
| 2 | Righteousness: The caster becomes more closely allied to Shayl’s concept of righteousness. Each time this is rolled, the caster’s alignment moves one step closer to Lawful (if it is not Lawful already). In addition, the second time this is rolled, the caster loses the ability to lie, cheat, or steal. If the caster acts in an ignoble manner (judge’s discretion), they immediately take 1d6 points of subdual damage (DCC RPG rulebook, p. 96). If rolled a third time, the caster can no longer forego undertaking righteous quests if asked by the honorable or downtrodden (as determined by the judge). Doing so immediately and permanently reduces their total maximum hit points by 1d4. |
| 3 | Compensation of Chaos: The multiverse attempts to compensate for the intrusion of Shayl’s radiance, like an oyster creating a pearl around an irritant. When this taint is first rolled, the caster gains a minor corruption. A second and third occurrence cause a major and greater corruption respectively. |
| 4 | Burned by the Light: A caster bound to Shayl comes into greater contact with the Celestial Radiance than living creatures can bear. Casters find their bodies becoming thin and worn, as though they are melting into the ultra-cosmic radiance. When this taint is first rolled, the caster permanently loses 1 point of Stamina. When it is rolled a second time, the caster permanently loses 1d3 points of Stamina. When rolled a third and final time, the caster permanently loses 1 point each of Strength, Agility, and Stamina. 5 Radiance: The caster begins to take on some of the Celestial Radiance themselves. When this taint is first rolled, the glow is invisible, but undead creatures feel it at a range of 60’, targeting the character by preference. When this is rolled a second time, the caster visibly glows in the darkness, with a blue radiance akin to candlelight. When rolled a third and final time, the azure luminosity is such that visibility is created within a 60’ radius around the caster, and it is impossible to conceal this nimbus even in the brightest light. 6 The Quest for Perfection: Nothing, mortal or immortal, is worthy of Shayl’s perfection. When this taint is rolled, the quest for perfection make everything harder for the caster, who would rather fail than achieve an imperfect success. When this taint is rolled the first time, the caster takes a -1 penalty to all skill checks, spell checks, and attack rolls. When rolled a second and third time, these penalties increase to -2 and -3 respectively. |
Shayl is the brilliance that dwells in every soul. It is the potential of the righteous and the possibility of redemption for the wicked. It is the first and last light of the multiverse, the spark of life found in all things from amoeba to god. Shayl cannot be destroyed or denied. Many fear the call of Shayl and pray they never feel it manifest in their lives, for they know they can never measure up to its demands.
No depiction of Shayl can do the Un-God justice. Eyes cannot comprehend its majestic perfection; the greatest masterworks are not even the shadows of a shadow of Shayl’s glory. Its manifestations are felt, but not seen. In its abundance, Shayl’s full presence is intolerable even to the gods. Seeing Shayl would cause blindness, as the being’s eyes refuse to see aught else. Those unfortunates who feel Shayl’s full presence die soon thereafter, tortured by their comparative crude unworthiness. It is whispered in some circles that the festering darkness which corrupts living beings and their magic—the forces of un-death and entropy themselves—arose to soothe the multiverse’s inability to endure Shayl undiluted.
Those wishing to bond with Shayl often travel to places of great natural beauty or unusual fecundity to forge the bond. Others seek the presence of great works of art, or perform deeds intended to redeem themselves before bonding. None of these matter; no place in the multiverse, and no act of any being mortal or immortal, approaches worthiness to invoke Shayl. If Shayl chooses, the bond will be successful even in the meanest hovel, and to the vilest of practitioners.