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The Pragmatica

Patron

DCC DE IA · p.20

Open source p.20

Invoke Patron

12–13The Pragmatica grants its disciple impermanent perspicacity regarding the pattern’s subtleties. The caster gains a +1d bonus to their next spell check. If the result is a failure, but not a fumble (natural 1), then it may be re-rolled until success is obtained. The caster may choose any result less than or equal to the check, regardless of the spell’s particulars.
14–17Ripples in the pattern appear around the caster’s opponents, unveiling methods to reduce their puissance and offensive efficacy. For 2d3 rounds, once per round, the caster may impose a -1d penalty to one of the judge’s rolls. The caster may apply the bane at any time within the round, but it must be announced before the roll.
18–19The pattern’s keeper temporarily disimpedes the means to shape the future. The caster may choose the exact results of their next 1d4 rolls (e. g. , a 17 on a d20). However, the 1d4 is secretly rolled by the judge. If the caster chooses more results than specified by the d4, then those are treated as fumbles. For example, if the judge rolls a two, then the caster’s third attempt at naming their roll is a fumble. Note that results chosen which would normally qualify as critical successes, such as a natural 20 on a d20, do not qualify as crits and lack the associated benefits.
20–23The Pragmatica immures one target within their own two-dimensional mental maze (Will save vs. spell check to resist). The victim loses sight of all environs, sees only the labyrinth, and is irresistibly compelled to move through it. Each round, the target must move their full movement rate, and the judge rolls 1d4 to determine the direction: (1) north; (2) east; (3) south; (4) west. Although one mentally sees the maze, their body remains in the physical world, and may walk into a wall, off a cliff, into a group of enemies, etc. The victim does not defend themself, and is treated as helpless (opponents gain a +1d bonus to attacks). The target is chosen by the caster and must be within 200’. The effect lasts 3d6 rounds.
24–27The voyant gains temporary insight to warp the magical designs surrounding them. For 1d4+CL rounds, they save vs. all spells and magical effects from items using 1d100.
28–29The Pragmatica alters the torsions of causality surrounding the caster and any allies within 20’. Any attacker inflicting damage suffers twice that damage from a similar, but more grievous wound than its antecedent. The effect lasts for 2d4 rounds and applies only to attacks resulting in hit point or ability loss.
30–31The caster comprehends their magic’s patterns with profundity. They gain a +2d bonus to spell checks for the next 2d3 rounds. If the result is a failure, but not a fumble (natural 1), then it may be re-rolled until success is obtained. The caster may choose any result less than or equal to the spell check, regardless of the spell’s particulars.
32+The Pragmatica considers the caster’s opponent to be a damaged portion of the pattern. A single target within line of sight is ripped from the current reality and placed in another place and time. How this reparation affects the PCs’ pasts and potential futures is determined by the judge’s desire for the suprapullulation of unintended consequences.

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

Patron Taint

1Staring too hard at the pattern blinds the eyes. The caster suffers a -1d penalty to all checks that require vision. If the result is rolled a second time, the penalty becomes -2d. If the result is rolled a third time, the caster is irrevocably blind.
2Striving to mimic to the Pragmatica, the caster avoids needless dialogues, and eschews their emotions for colder, more rational behaviors. Non-party members avoid prolonged conversations with them, and the caster acquires an extreme emotional reticence which effectuates a -1d penalty to Personality checks that call for passion, empathy, etc. If the result is rolled a second time, the penalty is increased to -2d. If the result is rolled a third time, most people refuse to speak to them, and suspect them of being a machine. The caster makes all such Personality checks with a d3 (success is but a dream), and permanently loses 1 point of Personality.
3The Pragmatica transfigures the caster by replacing portions of skin with a fine metallic mesh. If the result is rolled a second time, the mesh thickens and covers the entire body, implementing a +1 bonus to AC and a -1 penalty to Reflex saves; spell casting is not affected. If the result is rolled a third time, the caster’s entire skin is replaced with porous metallic plates, granting a +3 bonus to AC but imparting a -3 penalty to Reflex saves, and the caster now suffers double damage from electrical or shock-based attacks.
4The caster begins to confuse present, past, and future. In speech, they consistently use the wrong tenses for verbs, and mistakes what has happened with what will happen. If the result is rolled a second time, the caster becomes chary of doing things and must pass a DC 14 Will save for each non-movement action; if failed, then they must spend one action hesitating before taking the action. Any change in the action, or a new action, requires a new Will save. If the result is rolled a third time, the caster additionally suffers a -4 penalty to all initiative checks.
5The caster gains the ability to alter the metamagical pattern but cannot control it. At the start of each gaming session, the player must re-roll their PC’s spell provenance (or mercurial magic) effects. If the result is rolled a second time, they inadvertently change the outcome of their spells. With each casting, they must make a DC 14 Will save or decrease their spell check by 2d3. If the result is rolled a third time, they accidentally alter the spell checks of allies. The caster must make a DC 14 Will save when allies cast spells within 100’, or those spell checks are degraded by 2d3.
6Increased awareness of the pattern’s higher dimensions distorts three-dimensional vision and depth perception. The caster has trouble judging exact distances to things, and treats all missile attacks as if they are long range, suffering a -1d penalty to the attack. If the result is rolled a second time, the problem becomes more severe with straight objects appearing curved, and vice versa. They suffer a -10’ penalty to movement. If the result is rolled a third time, space sometimes appears like an inflating and deflating balloon, making it difficult to estimate the motion of things approaching them. The caster suffers a -2 penalty to AC.

Spellburn

1The pattern’s flexion warps to the limits of control. The caster must make a Will save vs. DC 10 + points burned (e. g. , DC 18 for 8 points of spellburn). If failed, then all points are taken from a single randomly determined physical ability (Stamina, Strength, or Agility) rather than the caster’s intended allocation.
2The caster perceives future experiences though the pain of spellburn. This insight grants a number of points of additional spellburn equal to the caster’s level that are not deducted from any ability score.
3The spellburn causes random undulations in the pattern which threaten to vitiate the Law of Equivalences. The caster must make a Luck check. If they fail, they only receive 1 point of spellburn for every 2 points of Ability score loss (round down). Thus, 7 points of ability loss increases the spell check by 3. Furthermore, a failed Luck check damages the pattern, and the PC must fulfill a quest for the Pragmatica to repair it. The caster must go to a specified location within 1d4 days travel and invoke the Pragmatica with a spell check of 20 or higher. Instead of manifesting the associated invoke patron result, the caster repairs the pattern. Until the caster fulfills this quest, spellburn does not heal. If they fail to complete it within the required time, the ability loss is permanent.
4The caster’s blood drips onto the ground and outlines a projection of the pattern’s magical manifestation. If the caster succeeds in a DC 18 Intelligence check, they discern the blood’s message, and may restore 1d3 points of ability damage for each point by which they succeeded (ergo, 18 = 1d3, 19 = 2d3, etc. ).

T he Pragmatica is the keeper of the pattern. A metallic, silicon-based lifeform of unknown origin, some believe that it traverses the 11-dimensional multiverse, sending paths of time-light across the chronic continuum and altering worldvolumes based on preprogrammed acausal connecting principles. Consequently, some societies, such as the people of Sfere, interpret the Pragmatica as a godfigure. Since it is a higher dimensional being, it is only partially comprehensible to those constrained by space and time. Nonetheless, empirical evidence suggests consistency in the following behaviors. The Keeper is fluent in all languages, but prefers to communicate using an abstract lore termed “Mathematics,” although very few understand it. It promotes logic and seeks to eliminate the irrational. Indeed, devoted followers of the Pragmatica seem to have replaced portions of their humanity with something mechanical, anti-social, and lacking emotion. The Pragmatica alters both organic and inorganic realities by compactifying portions of the underlying pattern governing magic and physical law; it perceives localized regions of the immanent structure with absolute clarity. This enables it to find and repair areas where the pattern has suffered perturbations arising from erroneous time-travel, spell misfires, phlogistonic ruptures, etc. Those wizards, magicians, and witches who seek the power derived from the Pragmatica are typically aligned with law; others have difficulty understanding the pattern’s order, and thus those non-lawful disciples of lesser intelligence are less adept in utilizing its ensorcelments (see below). In return for its gifts, the Pragmatica requires its disciples to assist in finding and repairing the pattern’s damaged areas, which are inherently insalubrious and may be damaged more in the process. The week-long patron bond ceremony should culminate with an intricately-drawn maze without entrance or exit. The judge is encouraged to reward enthusiastic role players who create such a drawing with up to a +1d bonus to their PC’s bonding ritual spell check, as deemed appropriate.