The Ianthinian
PatronDCC BFG · p.8
Open source p.8Invoke Patron
| 12–13 | The Ianthinian grants the devotee the ability to sneak silently, hide in shadows, and disguise self all per the thief’s abilities of the same name. The devotee is granted a skill check bonus equal to their caster level. The abilities last for 1 turn per CL. |
| 14–17 | The Ianthinian grants the devotee a hidden and unknowable secret about one adversary in line of sight, that if spoken to the subject causes them shock and confusion. Examples of the cryptic and shocking secret can be anything from, “ was her own” to “Your father forgives you, as you have long forgiven him is disclosed, the subject falls to their knees gasping in awe and is unable to act for 1 round (Willpower save vs. spell check result to avoid). |
| 18–19 | The Ianthinian brings the devotee’s shadow to life as an insidious spy that can slip under doors, between shutters, and through even the narrowest of cracks. For the next 1d3+CL turns the devotee can move their shadow up to 50’ per CL and can spy through their shadow’s eyes and ears as if it were their own. |
| 20–23 | The devotee sows confusion and chaos within the mind of a single creature within line of sight, forcing it to make a Willpower save vs. the spell check result. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on a success. Whenever the affected creature chooses a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. The confusion lasts for 1 round per CL or until a successful saving throw is made. |
| 24–27 | The devotee blasts the mind of a single target, resulting in an agonizing headache that destroys the intellect. Any creature of the caster’s choosing within line of sight must make a Willpower save vs. the spell check result. A failed save results in 2d3+CL Intelligence damage. If the creature’s Intelligence falls to zero, it is reduced to a vegetative state and considered brain dead. If a target does not have a defined Intelligence score, assume 10 for normal humans and sentient humanoids. The Intelligence damage heals normally. |
| 28–29 | The Ianthinian dispatches a venomous, purple spider that can be used against a single enemy of the devotee’s choosing within 100’ per CL. The spider magically appears upon the subject’s person in 2d3 rounds, and automatically bites them before dying. The victim must make a DC 10+CL Fortitude save or take on the appearance of death, with pallor upon their cheeks and a stillness in the blood that cannot be distinguished from the likeness of the grave. The false death lasts for 1 day per CL. On a successful save the victim is not affected by the false death but takes 1d6 per CL damage instead. Page 8Page 8 Your mother does not blame you. Your sister’s decision .” Once the revelation |
| 30–31 | The devotee’s whispers become as poison, filling the victim’s mind telepathically with painful revelations that bring madness and death. The devotee may choose a creature within 60’ that must make a DC 10+CL Willpower save each round so long as the devotee maintains their poisonous whisper. Failed saves result in 1d8 per CL damage each round. The devotee may continue the toxic whisper for 1 round per CL so long as they partake of no other action, including movement. Any damage inflicted upon the caster also ends the spell. |
| 32+ | With only a few simple words the caster speaks the secrets and hidden desires of the heart, thereby dominating up to 5 HD x CL worth of creatures; controlling their actions for 1d4+CL rounds. Creatures need not understand the caster’s language to be affected. Dominated creatures commanded to perform suicidal actions receive an additional Willpower save vs. the spell check result to break the spell’s hold. PATRON TAINT: THE IANTHINIAN The blessings of the Purple Prince can bring riches, fame, and empire. But the cost of such power can be great indeed. When a patron taint is indicated, roll 1d6 on the table be- low. When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling anymore. Roll Result 1 The devotee’s countless dealings within the shad- ows has left them with an unnatural and unsettling aura. The first time this taint is rolled, the devotee’s shadow seems to move strangely and inconsistent with their own movements. The second time this taint is rolled, not only does the devotee’s shadow seem to move of its own volition, but their face is continuously obscured in gloom despite any light source. This results in a 3 point loss to Personality score. The third time this taint is rolled, an unnatu- ral aura of darkness seems to follow the devotee. Candles flicker, torches dim and even sunlight seems to fade causing them to always appear ob- scured by shadows. This results in a 6 point loss to Personality score along with a +2 bonus to any intimidation rolls. 2 The Ianthinian has damned the devotee to become a creature of the night. The first time this taint is rolled, the devotee becomes weary in sunlight, and prefers to stay indoors during the day or cover themselves up if forced to go outside. The second Page 9Page 9 |
Dice chain — spell effects (duration, corruption, misfire, …)
Patron Taint
| 1 | The devotee’s countless dealings within the shadows has left them with an unnatural and unsettling aura. The first time this taint is rolled, the devotee’s shadow seems to move strangely and inconsistent with their own movements. The second time this taint is rolled, not only does the devotee’s shadow seem to move of its own volition, but their face is continuously obscured in gloom despite any light source. This results in a 3 point loss to Personality score. The third time this taint is rolled, an unnatural aura of darkness seems to follow the devotee. Candles flicker, torches dim and even sunlight seems to fade causing them to always appear obscured by shadows. This results in a 6 point loss to Personality score along with a +2 bonus to any intimidation rolls. |
| 2 | The Ianthinian has damned the devotee to become a creature of the night. The first time this taint is rolled, the devotee becomes weary in sunlight, and prefers to stay indoors during the day or cover themselves up if forced to go outside. The second time this taint is rolled, the devotee suffers a -1d penalty to all skill checks and attack rolls during daylight hours. The third time this taint is rolled, the devotee loses 1d5 points of Stamina each turn spent in direct sunlight. Note that the devotee may mitigate the Stamina loss by wearing heavy clothing that covers their entire body, thereby reducing the loss to 1 point of Stamina per hour spent in sunlight. Any lost Stamina heals normally. |
| 3 | The devotee must prove their ardor toward the Ianthinian by secretly spreading hurtful and embarrassing gossip about a member of their own party. The second time this taint is rolled, the devotee must secretly slander a member of their own party to the point it causes them public defamation and a loss of prestige and influence. The third time this taint is rolled, the devotee must double cross a member of their own party (e.g., framing them for murder or planting a stolen item in their possession). This act must result in calamity for the victim. Note that a devotee can no longer advance in level, and losses one randomly determined spell per month until each task is completed. |
| 4 | The devotee’s desire to gain secrets and listen to the hidden whispers of others has resulted in an unnatural increase in auditory range. The first time the taint is rolled, the devotee gains a +1 to all hearing based checks but is also overcome by debilitating migraines that result in a permanent -1 penalty to all other Intelligence-based checks. The second time the taint is rolled, the devotee gains a +3 to all hearing based checks but the migraines increase in intensity resulting in a -1d penalty to all other Intelligencebased checks. The third time the taint is rolled, the devotee’s hearing is so acute, they are bombarded by a continuous and excruciating litany of piercing whispers that rise in pitch bursting the devotee’s eardrums and leaving them permanently deaf. |
| 5 | The Ianthinian is displeased and seeks to punish the devotee by stealing their very voice. The first time the taint is rolled, the devotee can no longer make any sound above a normal talking voice. This includes yelling, grunting, or screaming. The second time the taint is rolled, the devotee can only speak in whispered tones. The third time the taint is rolled, the devotee permanently loses the ability to make any sound at all and in effect becomes mute. Note that a mute spellcaster suffers a -1d penalty to all spell checks. |
| 6 | The Ianthinian is vexed by the devotee’s blunders, and as punishment turns their joys to ashes. The first time this taint is rolled, the devotee’s touch turns to ash any precious metal (e.g., gold, silver, platinum, etc.) that is not acquired through means of treachery, treason, blackmail, or similar methods the patron would approve of. The second time the taint is rolled, the devotee’s decaying touch also includes jewels and precious stones. The third time the taint is rolled, the devotee’s decaying touch also destroys magical items (e.g., scrolls, weapons, wands, etc.). |
The Ianthinian is the power behind a billion thrones. It is the honeyed tongue that seals treaties and the dagger in the back that starts coups. Kings, queens, warlords, and despots alike all crave the Ianthinian’s blessing, but few know the price they must eventually pay to receive it.
The Ianthinian is but whisper and shadow, for none know its true form save that it lurks behind every poisoned blade and within the desirous hearts of all usurpers. Often represented as a purple spider or a faceless purple robed prince, devotees of the Ianthinian desire nothing more than the accumulation of wealth and power, infiltrating the highest levels of nobility and influence, whereby they steer politics, incite wars, and even topple empires, all in service of their shadowed liege.
Individuals seeking a bond with the Ianthinian must first seek to sow strife within any chosen organization, be it a merchant’s guild, town council, church parish or even city militia. All manner of underhanded dealings are in play, such as foul gossip, the uncovering of secrets, blackmail, deception or even framing for murder. Once the deed has been done in the Ianthinian’s honor, the individual will be granted the poisoned promises of the Purple Prince.