Secret Antiquities 01 (DCC)
Secret Antiquities 01 (DCC)
Secret Antiquities 01 (DCC)
Patrons
Contents
Introduction---------------------------------------------------------------3
Esoteric American Patrons---------------------------------------------6
Uncle Sam, Patron of the United States of America-------8
The Anti-Sam, Patron of the American Nightmare------25
The Old Man of the Mountain, Patron of Knowledge-------40
Stagger Lee, Patron of Badasses------------------------------------54
The Dead Rock Star, Patron of Fame and Excess--------------71
Emperor Norton I, Patron of the Benevolently Mad---------85
Mrs. O’Leary’s Cow, Patron of Arsonists------------------------89
Credits
Concept and Writing: Michael Curtis
Art: Michael Curtis, François Le Douarin, Bradley K
McDevitt, Jacob A. Riis, and WikiCommons
2
Introduction
Everything you’ve heard is true.
Witches practiced black masses in the woods around Salem. Frozen alien
bodies are stored in clandestine government installations. Washington
D.C. was designed by geomancers to harness ley lines. The shot that killed
President Kennedy was a magic bullet. Phantom hitchhikers travel the
country’s highways, bound for a location no living soul should ever see. A
secret war is being waged for the soul of the country. And without you
even knowing it, you’re caught in the crossfire.
3
Esoteric America and the materials provided for it in the pages of
this and future issues of Secret Antiquities is focused primarily on
the geographical and cultural region comprising the United States
of America, simply because this is what the author is most familiar
with. We may jump across borders both north and south on
occasion, much as the peoples who make up the USA have done
both in the past and the present, but I’m content to limit the focus
on the fifty states.
Much as the pulp sword & sorcery writers felt little need to stick to
a strict timeline with their characters, instead telling stories as
inspiration demanded, Secret Antiquities and the Esoteric America
material will not be presented in any shape, sense, or order. If
you’re looking for a “read and run” campaign sourcebook, this isn’t
it. Instead, much like the original inhabitants and the later settlers of
this country, we’re going on a journey. This highway runs through
the occult underworld and the mythic borderlands of the nation, so
there’s no telling where we’ll end up or when we will get there. If
you’re the kind of person who enjoys the journey more than the
destination, climb aboard! Otherwise, you may want to wait until
we’ve come back with a stack of pictures and postcards
documenting this strange trip.
Michael Curtis
October 7, 2016
5
Esoteric American Patrons
America is a land filled with mythic figures, both real and
imagined. Stories of these legends are told in schoolhouses,
backlots, barrooms, and around campfires. With each telling, the
legends grow a little more. Some have observed that America itself
is a legendary land, a place where everything lacking elsewhere
could be imagined to exist. It is no wonder that Esoteric America is
a placed rife with supernatural patrons.
First Manifestation is the time period or date when the patron first
came into existence. This is helpful for judges looking to determine
if the patron is available during the timeline of their individual
campaigns.
Status indicates whether the patron is still active in the 21st century.
Some patrons have been destroyed or lost their power due to a lack
of belief, while the fate of others is unknown. This is simply a
6
guideline and the judge is free to revive or destroy patrons as the
campaign requires.
Demands are the primary directives and tasks the patron places on
its servants. When the patron wants its servant to repay the aid it
has granted them, they will almost always be tasked to perform
some service that meets one of the patron’s demands.
7
Uncle Sam, Patron of the United States of America
8
The patron of America is widely known as “Uncle Sam,” a lanky,
lean figure, white-haired and whiskered, dressed in a swallow-tail
coat, stripped trousers, and a tall hat. His cheeks are red with either
mirth or anger, and, while Uncle Sam is kindly to those he defends,
his righteous wrath falls unflinchingly on those who would oppose
his nieces and nephews both at home and abroad. Uncle Sam is
both kindly and stern, bestowing gifts and comfort on those that
require it and striking out furiously at the enemies of his servants.
Uncle Sam is the patron of those who desire to serve the noble aims
of America, providing a haven to those enslaved, either bodily,
economically, or socially, defending its shores against enemies at
home and abroad, and striving to remain a beacon of hope and
prosperity around the world. The servants of Uncle Sam include
soldiers, social activists, clergy, Boy Scouts, traditionalists, and
statesmen.
Demands: Uncle Sam desires his servants to defend the true spirit
of the United States of America, the golden vision of a nation where
anyone can seek escape from persecution, to live their lives free
from tyranny, and be granted the opportunity to make the best
possible life for themselves and their loved one. He commands his
servants to oppose anyone who would thwart this American
Dream, especially combating the desires of his foul twin, the Anti-
Sam.
9
Other Campaign Settings: Uncle Sam can be used to represent a
patron devoted to the welfare of any nation, realm, or other ruled
region. He can be the patron saint of a kingdom or the spirit of the
realm’s founder who has pledged to return in times of great need.
This profile can also be for guardians of freedom or defenders of the
downtrodden, making it a good basis for the head of knightly
orders or heroic paladins of old.
Roll Result
1 The caster’s head hair, whiskers, and eyebrows turn white if
not already that hue. If this taint is rolled a second time, the
caster’s hair and whiskers grow longer, becoming identical
to the locks and beard of Uncle Sam. If this result is rolled a
third time, the caster’s body becomes tall and spindly,
completing his resemblance to Uncle Sam.
2 The caster’s blood becomes a bright and unnatural shade of
red, leaving his skin with a ruddy complexion. If this result
occurs a second time, his blood becomes two-toned,
acquiring both red and blue colorations. The hues remain
separate and do not mix together under any circumstances.
12
If this result is rolled yet again, the caster’s blood gains a
third coloration: brilliant white. He truly bleeds red, white,
and blue from now on.
3 The caster gains a faint streak of zealotry towards his
homeland, believing it to be the greatest nation in the world.
He never fails to remind foreign nationals of America’s
greatness whenever the opportunity presents itself. If this
taint is rolled a second time, the zealotry increases and the
caster cannot stand idle when another American is insulted
or attacked. He must leap to their aid immediately. If he
cannot, he suffers a -2 penalty to all attack, saving throws,
and spell checks until he can provide assistance to the target
or otherwise make amends (judge’s discretion). If this result
is rolled a third time, the penalty increases to -4.
4 The caster develops a love for weaponry and has a
compulsion to collect arms of all types. He must spend at
least 5 gp each month to acquire a new weapon for his
collection. Failure to do so results in a cumulative -1 penalty
to spell checks for each month a new weapon goes
unpurchased. If this taint is rolled a second time, the caster
must spend at least 20 gp per month on new weapons and
the penalty for failing to do so increases to a cumulative -2.
If this taint occurs a third time, the caster must make a DC
10 Will save whenever confronted with a situation that can
be resolved with violence. If failed, the caster immediately
attacks the opposition instead of communicating.
5 The caster is compelled to speak the truth whenever
questioned. He can only lie (even by omission) if he
succeeds in a DC 10 Will save. If this result is rolled a second
time, the DC increased to 15. If this taint occurs a third time,
the caster becomes incapable of lying under any
circumstances, including magical compulsion.
6 The caster’s association with Uncle Sam becomes
discernable by his enemies, marking him as a true Son (or
Daughter) of America. When this taint is first rolled, the
association is only noticeable by those who serve the Anti-
Sam. Servants of Uncle Sam’s dark twin automatically notice
the caster if within 50’ regardless of magical or mundane
disguises or obfuscation. If this taint is rolled a second time,
mundane opponents of America (Nazis, Communists,
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Martians, etc. as the judge deems fitting) notice the caster as
above. If this result occurs a third time, the caster cannot
hide from anyone within range as he seems to exude a red,
white, and blue aura. As a small benefit, however, the caster
imparts a +1 bonus to attack and saves vs. fear to all
American allies within 50’ so long as he remains conscious.
15
finite scope. Pledging to defeat “everyone and
everything that dares attempt to harm me” is not
an appropriate pledge, but swearing to “protect
the President from all enemies until he escapes
the city” might be.
Manifestation Roll 1d4: 1) an eagle’s cry resounds through the
immediate area once the spell is completed; 2) a
faint, ghostly banner of red, white, and blue
appears behind those under the effects of the
spell; 3) a brass band fanfare worthy of John
Phillip Sousa blasts the air; 4) an ethereal Uncle
Sam appears to place a blessing on each affected
creature before vanishing.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 The caster gains a +1 bonus to attack rolls,
damage rolls, and spell checks for CL rounds.
14-17 The caster gains a +2 bonus to attack rolls,
damage rolls, and spell checks for CL+1d4
rounds.
18-19 The caster gains a +2 bonus to attack rolls,
damage rolls, and spell checks, plus a +1 bonus to
AC for 1 turn.
20-23 The caster gains a +3 bonus to attack and damage
rolls, plus a +2 AC bonus for 1 turn OR the caster
can choose a number of creatures (including
himself) equal to his CL. These chosen targets
gain a +2 bonus to attack rolls, damage rolls, and
spell checks, and a +1 AC bonus for 1 turn.
24-27 The caster gains a +4 bonus to attack and damage
rolls, plus a +3 AC bonus for 1 turn OR the caster
can choose a number of creatures (including
himself) equal to his CL+1d3. These chosen
targets gain a +3 bonus to attack rolls, damage
rolls, and spell checks, and a +2 AC bonus for 1
turn. Additionally, the ground in a 10’ radius
around the caster is treated as American soil for
the purpose of an invoke patron (Uncle Sam) spell
check result of 18-19
16
28-29 The caster gains a +5 bonus to attack and damage
rolls, plus a +4 AC bonus for 3 turns OR the
caster can choose a number of creatures
(including himself) equal to his CL+1d4. These
chosen targets gain a +4 bonus to attack rolls,
damage rolls, and spell checks, and a +3 AC
bonus for 3 turns. Additionally, the ground in a
15’ radius around the caster is treated as
American soil for the purpose of an invoke patron
(Uncle Sam) spell check result of 18-19
30-31 The caster plus a number of allies equal to his
CL+1d6 gain a +6 bonus to attack and damage
rolls, plus a +5 AC bonus for 1 hour.
Additionally, the ground in a 20’ radius around
the caster is treated as American soil for the
purpose of an invoke patron (Uncle Sam) spell
check result of 18-19
32+ The caster plus a number of allies equal to his
CL+1d8 gain a +6 bonus to attack and damage
rolls, plus a +5 AC bonus for as long as they
strive to uphold their pledge. The benefits are lost
as soon as they either succeed or fail in their
sworn pledge or if magically dispelled. In
additional, those under the spell’s effects also
receive the benefits of an invoke patron (Uncle Sam)
spell check result of 18-19 for as long as the
pledge remains in effect. All ground the effected
subjects stand upon is treated as American soil.
17
Spell Rockets’ Red Glare
Level 2 (Uncle Sam)
Range 100’
Duration Instantaneous
Casting Time 1 action
Save See below
General The caster creates a number of magical
pyrotechnic effects to dazzle, blind, or injure his
enemies. They can also be directed safely away
from living creatures to produce fantastic
firework displays.
Manifestation Roll 1d5 to determine the appearance of the
pyrotechnic burst: 1) Orange and red sparkles; 2)
blue and green sizzling flowers; 3) red, white, and
blue stars; 4) particolored flames; 5) silver and
gold exploding orbs.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster creates a blossom of pyrotechnic fire
that inflicts 2d3+CL damage to a single target.
18
The target must make a Reflex save vs. check
result or catch fire, inflicting another 1d3 damage
each round until extinguished with a DC 15
Reflex save. Additionally, the target and all others
within 10’ must make a Will save vs. the check
result or be blinded for 1 round.
16-19 The caster creates a blossom of pyrotechnic fire
that inflicts 2d4+CL damage to a single target.
The target must make a Reflex save vs. check
result or catch fire, inflicting another 1d4 damage
each round until extinguished with a DC 15
Reflex save. Additionally, the target and all others
within 10’ must make a Will save vs. the check
result or be blinded for 1d3 rounds.
20-21 The caster creates a large pyrotechnic blossom
that affects all creatures in a 20’ diameter area.
Affected targets suffer 2d5+CL damage and must
make a Reflex save vs. check result or catch fire,
suffering another 1d5 damage each round until
extinguished with a DC 15 Reflex save.
Additionally, they and all within 20’ of the burst
must make a Will save vs. check result or be
blinded for 1d4 rounds.
22-25 As 20-21 above, but the caster creates two large
pyrotechnic blossoms. These bursts cannot
overlap, but may otherwise be placed where the
caster desires within the spell’s range,
26-29 The caster creates an explosive pyrotechnic
display in 30’ square area directly in front of
himself (no further than 10’ away). All creatures
within the area of effect suffer 2d6+CL damage
and must make a Reflex save vs. check result or
catch fire, suffering another 1d6 damage each
round until extinguished with a DC 15 Reflex
save. The display culminates with a massive
boom that knocks prone any creature in the area
of effect failing a DC 15 Strength check. Creatures
and objects vulnerable to sonic energy (judge’s
discretion) suffer 1d6 damage from the
thunderous blast.
19
30-31 The caster blankets the area with exploding
pyrotechnic blossoms, creating up to 2d6+CL
blasts. Each blossom covers a 20’ diameter area
and can overlap to catch targets in multiple areas
of effect. Each blossom inflicts 2d8+CL damage to
all inside it. Each victim must make a Reflex save
vs. check result or catch fire, suffering another
1d8 damage each round until extinguished with a
DC 15 Reflex save. Targets inside the fiery blooms
are automatically blinded for 2d4 rounds.
32-33 The caster blankets the area with exploding
pyrotechnic blossoms, creating up to 2d6+CL
blasts. Each blossom covers a 30’ diameter area
and can overlap to catch targets in multiple areas
of effect. Each blossom inflicts 2d10+CL damage
to all inside it and each victim must make a
Reflex save vs. check result or catch fire, suffering
another 1d8 damage each round until
extinguished with a DC 15 Reflex save. Targets
inside the fiery blooms are automatically blinded
for 2d6 rounds.
34+ The caster creates a pyrotechnic firestorm
centered on himself and extending in a 40’ radius
around him. All creatures inside the firestorm
(except for the caster) suffer 3d20+CL damage
and must make a Reflex save vs. check result or
catch fire, suffering another 1d10 damage each
round until extinguished with a DC 15 Reflex
save. The thunderous booms of the pyrotechnic
display knock creatures inside the area of effect
prone if they fail a DC 20 Strength check. All
except the caster inside the blast are also
automatically blinded and deafened for 1d6
hours. Deafened creatures suffer a -1d to spell
checks and their spells automatically misfire if
their spell checks fail. They are also easily
surprised and any creature attempting to sneak
up on them gains a +2d bonus to their stealth
efforts.
20
Spell Uncle Sam’s Magical Champions
Level 3 (Uncle Sam)
Range 30’
Duration Varies
Casting Time 1 round
Save None
General This spell summons up magically-created
defenders to serve the caster and the cause of
Uncle Sam. These strange warriors appear
dressed in heavy sage green cotton uniforms with
a steel helmet (often covered in a mesh netting
adorned with greenery for camouflage). The
magical champions are adorned in camouflage
war paint that covers their faces and carry M1
Garand rifles with bayonets. Magical champions
never run out of ammunition for their weapons.
Any gear and armaments they carry disappears
once their tour of duty is over or they are slain.
21
combatant is equivalent to a 2nd level warrior
with 20 hit points and AC 13, +2 to all saves and
ability checks, and attacks with either bayonet +2
melee (1d8) or rifle +2 ranged (1d10 damage;
range 100/200/300). The champion serves for two
hours or until slain before vanishing.
18-21 Two magical champions appear. These
combatants are equivalent to 2nd level warriors
with 20 hit points and AC 13 each, +2 to all saves
and ability checks, and attack with either
bayonets +2 melee (1d8) or rifles +2 ranged (1d10
damage; range 100/200/300). The champions
serve for two hours or until slain.
22-23 Two magical champions led by a sergeant
champion appear. The magical champions are
equivalent to 2nd level warriors with 20 hit points
each and AC 13, +2 to all saves and ability checks,
and attack with either bayonets +2 melee (1d8) or
rifles +2 ranged (1d10 damage; range
100/200/300). The sergeant champion is treated
as a 3rd level warrior with 30 hit points and AC
14, +3 to all saves and ability checks, and attacks
with either bayonet +3 melee (1d8) or rifle +3
ranged (1d10 damage; range 100/200/300). These
champions serve for four hours or until slain.
24-26 Three magical champions led by a sergeant
champion appear. The magical champions are
equivalent to 2nd level warriors with 20 hit points
and AC 13 each, +2 to all saves and ability checks,
and attack with either bayonets +2 melee (1d8) or
rifles +2 ranged (1d10 damage; range
100/200/300). The sergeant champion is treated
as a 3rd level warrior with 30 hit points and AC
14, +3 to all saves and ability checks, and attacks
with either bayonet +3 melee (1d8) or rifle +3
ranged (1d10 damage; range 100/200/300). These
champions serve for four hours or until slain.
27-31 Four magical champions led by a sergeant
champion appear. The magical champions are
equivalent to 2nd level warriors with 20 hit points
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and AC 13 each, +2 to all saves and ability checks,
and attack with either bayonets +2 melee (1d8) or
rifles +2 ranged (1d10 damage; range
100/200/300). The sergeant champion is treated
as a 3rd level warrior with 30 hit points and AC
14, +3 to all saves and ability checks, and attacks
with either bayonet +3 melee (1d8) or rifle +3
ranged (1d10 damage; range 100/200/300). These
champions serve for six hours or until slain.
32-33 Five magical champions led by two sergeant
champions appear. The magical champions are
equivalent to 2nd level warriors with 20 hit points
and AC 13 each, +2 to all saves and ability checks,
and attack with either bayonets +2 melee (1d8) or
rifles +2 ranged (1d10 damage; range
100/200/300). The sergeant champions are
treated as 3rd level warriors with 30 hit points and
AC 14 each, +3 to all saves and ability checks, and
attack with either bayonets +3 melee (1d8) or
rifles +3 ranged (1d10 damage; range
100/200/300). These champions serve for six
hours or until slain.
34-35 Five magical champions led by two sergeant
champions and commanded by a lieutenant
champion appear. The magical champions are
equivalent to 2nd level warriors with 20 hit points
and AC 13 each, +2 to all saves and ability checks,
and attack with either bayonets +2 melee (1d8) or
rifles +2 ranged (1d10 damage; range
100/200/300). The sergeant champions are
treated as 3rd level warriors with 30 hit points and
AC 14 each, +3 to all saves and ability checks, and
attack with either bayonets +3 melee (1d8) or
rifles +3 ranged (1d10 damage; range
100/200/300). The lieutenant champion is a 5 th
level warrior with 50 hit points and AC 15, +5 to
all saves and ability checks, and attacks with
either bayonet +5 melee (1d8) or rifle +5 ranged
(1d10 damage; range 100/200/300). These
champions serve for eight hours or until slain.
23
36+ The ground rumbles as a magical champion in
the form of an M4 Sherman tank appears. The
tank champion has 100 hp and an AC of 20. It
moves at a Speed of 50’. It has Fort +10, Ref -10,
and Will N.A. saves and adds +20 to Strength
checks to break down doors, breach barriers, and
similar applications of brute strength. The tank
has four weapons: its main gun, a turret-mounted
.50 caliber machine gun, and two .30-06 machine
guns. The main gun is a +8 ranged attack (6d6 to
all targets in a 30’ diameter area; DC 15 Fort save
for half; range 300/600/900) that can fire every
other round. The turret-mounted .50 caliber
machine gun is a +6 ranged attack (3d6; attacks
all targets in a 15’ square area; range
100/200/300). The twin .30-06 machine guns are
+5 ranged attacks (3d6; attacks all targets in a 10’
square area; range 100/200/300). The tank is a
solid magical construction and cannot be entered,
but can be ridden atop by up to twelve man-sized
creatures. The tank serves the caster for ten hours
or until destroyed.
24
The Anti-Sam, Patron of the American Nightmare
This patron seeks the destruction of his twin, Uncle Sam, so that he
may assume the reign of America’s sovereign patriarch. The two are
locked in a constant battle that pits their servants and agents against
one another in a shadowy war for the soul of the country. The
conflict’s collateral damage spills over into the lives of millions of
Americans, leaving them wondering why their nation is splitting
itself at the seams and feeling unable to prevent its ruin. At the
moment, the Anti-Sam is winning, much to the misfortune of
millions. Should he triumph in the conflict, only those who bend
their knee to his reign will profit in the years ahead—assuming he
doesn’t destroy the nation in his quest to control it.
32
2-11 Lost. Failure.
12-13 The caster causes a single creature within 20’ to
forget meeting the caster unless the subject
succeeds in a Will save. The caster modifies the
target’s memory of the last ten minutes (1 turn),
effectively editing himself out of it. The subject
may recall interacting with someone during the
altered time period, but has no clear recollection
of the caster’s name, appearance, any discussion
that occurred, or other details of the encounter.
Physical evidence of the caster’s presence (tire
tracks, cigarette butts, recorded audio and video,
etc.) are unaffected and careful inspection may
lead to clues about the caster’s identity.
14-17 As above, but the subject can be up to 40’ away
from the caster and be affected, and the spell edits
the subject’s memory for the past hour.
18-19 The caster can affect the memories of multiple
subjects within 60’ of him. The memories of up to
CL+1d6 subjects are edited as described in 12-13
above, and the caster can remove himself from
the subjects’ memories for a period of up to two
hours. Alternately, the caster can affect a single
non-living recording medium (video recording,
audio recording, computer hard drive) and erase
all evidence of himself on that medium. The
recorded information is not edited, but
completely removed, appearing to be the result of
faulty equipment or other natural failure. Non-
living medium is automatically affected unless
protected by magical warding or other defenses
capable of resisting spells.
20-23 As 18-19 above, but the range is increased to 100’
and the spell affects up to three hours of memory
from CL+2d6 subjects. Alternately, the caster can
affect up to three non-living recording media
sources in the area (video, computer records, etc.)
and remove all evidence of his presence.
24-27 The caster can remove all evidence of his
33
presence at a single location, removing signs of
him being there for up to 1 hour. The caster can
affect an area up to 100’ square from a distance of
500’ away. People present at that location fail to
remember him unless they make a successful Will
save. Physical evidence such as tire tracks,
audio/video recordings, credit card transactions,
spent shell casings, and even spilled blood,
vanish without a trace.
28-29 As 24-27 above, but the caster can also obfuscate
the presence of a number of additional creatures
equal to his CL. The time frame affected is
extended to 2 hours.
30-31 The caster removes all evidence of himself from a
single repository of his choosing within a one
mile range. Any stored medium or person present
at the affected location loses all memory of the
caster’s existence. Physical evidence is
permanently misplaced. Entire databases erase
the caster’s records, civil servants “accidentally”
shred records of the caster and forget interacting
with him, and the caster’s form and voice vanish
from recorded medium while leaving the rest of
the recording intact. There is no time limit to the
information affected, but only the information
stored at a single location (judge’s discretion as
what constitutes as single location) is erased.
32+ At this level of effect, the caster effectively
become a ghost in the machine. All records of his
life disappear from their repositories,
photographs of him spontaneously combust or
fade, and even his fingerprints vanish. Everyone
he ever met forgets the caster unless he chooses to
allow an individual to recall him. People meeting
the caster forget him within ten minutes of him
departing the area. Even magical attempts to
locate or scry upon him suffer a -20 penalty to the
spell check. This effect is permanent until
dispelled by magic cancellation effects that
exceed the original spell check.
34
Spell Biological Warfare
Level 2 (The Anti-Sam)
Range 60’ or more
Duration See below
Casting Time 1 action
Save Fort vs. spell check
General The caster infects one or more people with a
magical disease, hampering them or even killing
them. The disease resists natural healing
(imparting a -5 penalty to skill checks to treat the
disease), but can be cured with magical healing if
the spell check for the healing spell or lay on hands
exceeds the spell check of the infecting
incantation.
Manifestation Roll 1d4: 1) Myriad tiny flying insects emerge
from the caster’s mouth and fly about the
target(s); 2) the caster coughs up strands of vile
phlegm that strike the target(s); 3) ghostly Army-
issued blankets wrap themselves around the
victims and then dissipate; 4) miasmic, ill-
seeming vapor streams from the caster’s mouth
and nose to touch the spell’s victims.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster chooses a single target within 60’ to
infect with disease. Unless the subject
successfully saves against the spell check, he
becomes infected. The disease imposes a -2
penalty to all attack, damage, saving throws, skill
checks, and spell checks made by the victim. The
disease lasts for CL+1 days or until cured.
16-19 The caster chooses a single target within 60’ to
infect with disease. Unless the subject
successfully saves against the spell check, he
becomes infected. The disease imposes a -4
penalty to all attacks, damage, saving throws,
skill checks, and spell checks made by the victim
and inflicts 1 point of temporary Stamina damage
35
each day the subject is infected. The disease lasts
for 1d4+CL days or until cured.
20-21 The caster chooses a single target within 60’ to
infect with disease. Unless the subject
successfully saves against the spell check, he
becomes infected. The disease imposes a -4
penalty to all attacks, damage, saving throws,
skill checks, and spell checks made by the victim
and inflicts 2 point of temporary Stamina damage
each day the subject is infected. The disease lasts
for 1d7+CL days or until cured.
22-25 The caster infects 1d4+CL targets within 100’ with
disease if they fail their saving throws. The
disease causes an immediate 2d6 damage to the
victims and imposes a -4 penalty to all attacks,
damage, saving throws, skill checks, and spell
checks. The infected creatures move at half speed
as well. The subjects also lose 2 Stamina points
each day the disease persists. The disease lasts for
1d10+CL days or until cured.
26-29 The caster infects 1d6+CL targets within 150’ with
disease if they fail their saving throws. The
disease causes an immediate 2d6 damage to the
victims and imposes a -4 penalty to all attacks,
damage, saving throws, skill checks, and spell
checks. The infected creatures move at half speed
as well. The subjects also lose 1 point of Strength,
1 point of Agility, and 2 Stamina points each day
the disease persists. The disease lasts for 2d6+CL
days or until cured.
30-31 The caster infects 1d8+CL targets within 200’ with
disease if they fail their saving throws. The
disease causes an immediate 2d6+3 damage to the
victims and imposes a -4 penalty to all attacks,
damage, saving throws, skill checks, and spell
checks. The infected creatures move at half speed
as well. The subjects also lose 1 point of Strength,
1 point of Agility, and 2 Stamina points each day
the disease persists. The disease lasts for 2d8+CL
days or until cured.
36
32-33 The caster infects 1d12+CL targets within 200’
with disease if they fail their saving throws. The
disease causes an immediate 2d6+6 damage to the
victims and imposes a -4 penalty to all attacks,
damage, saving throws, skill checks, and spell
checks. The infected creatures are incapacitated,
too weak to move under their own power. The
subjects also lose 1d3 point of Strength, 1d3 point
of Agility, and 1d3+1 Stamina points each day the
disease persists. The disease lasts for 2d10+CL
days or until cured.
34+ The caster infects the region with a terrible
plague. A locale up to the size of a small town is
exposed to a magical disease that swiftly strikes
down anyone not making a Fort save vs. the spell
check. This disease immediately inflicts 3d8
points of damage. Assuming the victim survives,
they are incapacitated for the duration of the
disease. Each day they are infected they lose 1d6
points of Strength, Agility, and Stamina. Anyone
coming into close proximity of the infected must
make a Fort save vs. a DC equal to half the
original spell check or become infected. The
disease is so deadly that even magical healing has
only a 75% chance of successfully treating the
plague. The disease lasts for 2d14+CL days or
until all the infected are dead.
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Spell Accidental Death
Level 3 (The Anti-Sam)
Range 160’
Duration See below
Casting Time 1 hour
Save Fort vs. spell check
General This spell causes the death of a single victim. The
caster must have a specimen of the subject’s
physical body (blood, hair, fingernail parings,
etc.) to enact this spell. If the victim recovers the
stolen physical matter before the spell runs its
course, he can destroy the link and prevent his
death. Otherwise only a successful remove curse
that exceeds the spell check will save the victim’s
life.
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16-17 The caster dooms a single creature with 1 or less
Hit Dice to death.
18-21 The caster dooms a single creature with 2 or less
Hit Dice to death.
22-23 The caster dooms a single creature with 3 or less
Hit Dice to death.
24-26 The caster dooms a single creature with 4 or less
Hit Dice to death.
27-31 The caster dooms a single creature with 5 or less
Hit Dice to death.
32-33 The caster dooms a single creature with 6 or less
Hit Dice to death.
34-35 The caster dooms a single creature with 7 or less
Hit Dice to death.
36+ The caster dooms a single creature with 8 or less
Hit Dice to death.
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The Old Man of the Mountain (a.k.a The Great Stone
Face), Patron of Knowledge and the Land
For millennia, men, first those of the indigenous tribes and later
European settlers, would ascend into the White Mountains in search
of a fantastical landmark. Adorning the side of Cannon Mountain
was the profile of a tremendous, wise-looking man who looked
down upon land. Daniel Webster wrote of the Great Stone Face:
“Men hang out their signs indicative of their respective trades; shoe
40
makers hang out a gigantic shoe; jewelers a monster watch, and the
dentist hangs out a gold tooth; but up in the Mountains of New
Hampshire, God Almighty has hung out a sign to show that there
He makes men." Whether the Old Man of the Mountain was
divinely fashioned and imbued with sentience by the Almighty or
perhaps willed into being by the imaginations of those who looked
upon its countenance, the Great Stone Face was a powerful and
wise entity that possessed the potency of the mountains and the
wisdom of the ages.
Demands: If still active, the Old Man of the Mountain places few
conditions on its servants. It asks only that they develop patience
and seek knowledge. When it has tasks for its agents, they are
usually ones that lead to self-improvement rather than to advance a
cause or agenda.
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Other Campaign Settings: The Old Man of the Mountain can
represent any eternal (or nigh-eternal) spirit of the land, a powerful
primordial earth elemental, the ghost of a legendary wise mountain
hermit, or the spiritus loci of a dwarven mountain.
42
ground or atop an object or creature resting on the land, or
discern the location of a missing item if it is earthbound.
He could not, however, ascertain the veracity of a
statement spoken by someone or know their thoughts, as
these are not concrete subjects directly connected to the
land. There is no range limit to this effect and only
extremely powerful magic that somehow blocks the
subject’s connection with the land can foil this power.
28-29 The caster draws upon the Great Stone Face’s vast
storehouse of wisdom to glean a single esoteric piece of
lore. The question is answered truthfully with the
following limitations: 1) the question must concern
something that occurred between 5000 BC and the current
year (or May 3rd, 2003 if the campaign is set in the modern
period); 2) the question must pertain to something that
occurred on Earth (or the campaign world if not Earth-
based); and 3) the answer is limited to fifteen words or less.
The Old Man of the Mountain always answers to the best
of its ability given the limitations above, but the response
may be cryptic due to limitation in speech. The Great Stone
Face speaks slowly and it takes 12 hours for the mountain
to reply in full. Anything interrupting the Old Man’s reply
could result in the caster receiving only a partial answer to
her question.
30-31 The caster taps into the Old Man of the Mountain’s
mystical wisdom to learn a new magical formulae. The
Great Stone Face teaches one spell of his choosing and the
wizard automatically adds the spell to her repertoire. The
caster can do this even if she is not normally qualified to
learn a spell (such as in between gaining levels). The spell
need not be one the caster can currently invoke, and
gaining knowledge of a spell does not impart the ability to
cast it. In such cases, she must wait until she reaches the
proper level in order to work the spell successfully. The
instruction period from the Great Stone Face takes one day
per level of the spell learned. During this time, the caster
can do nothing but meditate under the gaze of the Face. If
the caster is interrupted, she fails to learn the spell and the
instruction attempt still counts against the number of times
she can invoke this effect.
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A caster can attempt to learn a spell from the Great Stone
Face a number of times equal to her Intelligence modifier
(minimum once). After that number is attempted—
successful or not—the Great Stone Face no longer grants a
new spell on a spellcheck of 30-31. Instead, the patron
grants the caster a +10 spellcheck bonus on the next spell
she casts within CL hours of achieving this invoke patron
result.
32+ The caster merges with the Old Man of the Mountain,
removing herself from the world to enter a state of long
hibernation and instruction. The caster must be standing
atop bare stone to begin this hibernation. If not, the spell
check produces no effect and the invoke patron fails.
Otherwise, she is drawn into the stone and transported to
Cannon Mountain, where her body enters a long sleep.
Roll 1d14 to determine the length of the hibernation: 1)
One year; 2-3) 10 years; 4-6) 50 years; 7-11) 100 years; 12-13)
500 years; 14) 1,000 years. The caster automatically
emerges from her hibernation at the base of Cannon
Mountain once this time has elapsed.
Roll Result
1 The caster becomes reticent to speak, talking to others only
when spoken to first. If the result is rolled a second time, the
caster’s reply to a single question cannot exceed her
Intelligence score in number of words. Her speech ends
abruptly after reaching that word limit and she cannot speak
again until spoken to anew. If this result occurs a third time,
the caster cannot speak more words than her CL in any
given exchange. This limitation does not apply to or affect
her spell casting, only social exchanges.
2 The caster’s skin becomes hard and calloused, and is rough
to the touch. If this result is rolled a second time, small
patches of blue-green lichen appear on her skin. If this taint
occurs a third time, her flesh cracks like old stone, imparting
a permanent 1 point loss of Stamina and Personality.
However, some dwarf and gnome clans see this as a blessing
and they are automatically friendly to the caster when she is
first met.
3 The caster becomes hesitant to travel far from her home
territory. At first, this taint manifests as an enduring
homesickness when the caster is travelling. If this result is
rolled a second time, the caster will return to her home
region whenever circumstances allow, eschewing
opportunities for wealth, employment, and similar material
rewards for the comforts of home. If this result occurs a
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third time, she cannot travel more than five miles from her
home without suffering physical harm. Doing so inflicts 1
point of temporary Stamina damage each day she is away
from her home territory.
4 The caster weeps tiny pebbles instead of tears. If this result
occurs a second time, the pebbles increase in size and cause
temporary blindness as they aggravate the caster’s eyes. She
is blind for 1d10 minutes after shedding tears of sorrow or
pain. If this result is rolled a third time, the caster’s eyes turn
to stone orbs, permanently blinding her.
5 The caster’s movements grow slow and ponderous. At first,
she merely lags behind and her allies must constantly wait
for her to catch up. If this result is rolled a second time, the
caster suffers a -1d penalty to initiative rolls. If this taint
occurs a third time, her speed is reduced by -10’.
6 The caster develops an allergy to water. Initially, she suffers
minor discomfort when wet and avoids bathing for as long
as she can. If this result is rolled a second time, she suffers
double damage from any water- or ice-based attack. If this
result is rolled a third time, she suffers 1 point of damage
any time she is splashed with water. If she is immersed in
water, 1d6 damage is suffered each round.
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Roll Spellburn Result
1 The Old Man of the Mountain is patient and rewards those
who share his restraint. If the caster doubles the casting time
of her spell, the Great Stone Face grants her a spellburn
boost equal to her Intelligence or Personality modifier
(caster’s choice).
2 The caster’s search for knowledge is rewarded by the Old
Man of the Mountain. If the caster’s spell is one that imparts
knowledge (detect magic, read magic, consult spirit, etc.)
spellburning 2 points automatically bumps the spell check
result to the next highest bracket. This form of spellburn can
only be done once per day.
3 The Great Stone Face eschews violence for wisdom and
expects his servants to do the same. For each level of
experience possessed by the caster, she can permanently
relinquish an offensive spell from her spellbook, vowing
never to cast it again. In exchange, she may choose one
divination or information-gathering spell in her repertoire
and permanently double the benefit of any spellburn made
when casting that spell. For example, a caster vows to never
cast magic missile again and now gain 2:1 spellburn when she
casts detect invisible. If the caster ever breaks her vow, she
cannot spellburn until she performs an act of contrition as
determined by the judge.
4 Shards of brittle stone emerge from the caster’s body, then
shatter to release the Old Man of the Mountain’s power. The
torn flesh and thunderous report inflict stat damage.
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Spell Stone Ward
Level 1 (The Old Man of the Mountain)
Range 30’ or more
Duration 1 round or more
Casting Time 1 action
Save See below
General The caster turns the very ground against her
enemies, making it difficult or even dangerous to
stand upon the warded area. This spell must be
cast on open ground, exposed soil, bare rock, or
earth-connected material. It has no effect if cast on
wood, metal or other substances.
Manifestation Roll 1d4: 1) The ground rumbles as if in the grips
of a small earthquake; 2) a great booming voice
echoes about the area, causing the ground to
ripple; 3) the caster thrusts her hands into the
earth and the ground undulates at her touch; 4) a
shadowy silhouette of the Great Stone Face
appears on the affected area then vanishes.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 The ground in a 10’ square area within the spell’s
range grows 1” long stone spikes. Any creature in
the area of effect or entering it while this spell is
active must make a Reflex save or suffer 1d3
damage. The effect lasts 1 round.
14-17 The ground in a 15’ square area within the spell’s
range grows 2” long stone spikes. Any creature in
the area of effect or entering it while this spell is
active must make a Reflex save or suffer 1d6
damage. Moving while inside the spikey area
requires another Ref save to avoid damage. This
effects last 2d3 rounds.
18-19 The ground in a 20’ square area within the spell’s
range grows 3” long stone spikes. Any creature in
the area of effect or entering it while this spell is
active must make a Reflex save or suffer 1d8+CL
damage. Moving while inside the spikey area
requires another Ref save to avoid damage. This
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effects last 2d4 rounds.
20-23 As 18-19 above, but the damage increases to
1d10+CL. Additionally, the caster can choose one
type of creature (humans, goblins, Deep Ones,
etc.). Creatures of that type must make a Will
save vs. the spell check to voluntarily enter the
area of effect. Those inside the area of effect when
the spell takes place must make their save or be
expelled from the warded section of ground.
Expelled creatures must make a DC 10 Agility
check or be knocked prone outside the warded
area. This effect lasts 2d5 rounds.
24-27 The ground in a 30’ square area within the spell’s
range grows 4” long stone spikes. Any creature in
the area of effect or entering it while this spell is
active must make a Reflex save or suffer 1d12+CL
damage. Moving while inside the spikey area
requires another Ref save to avoid damage.
Additionally, the caster can ward the area against
one type of creature as described in 20-23 above.
This effect last 3d6 rounds.
28-29 The ground in a 40’ square area within the spell’s
range becomes dangerous to all creatures not
granted protection by the caster at the time of the
spell’s casting. The caster can choose a number of
creatures equal to 1+CL to be immune to the
ward’s effects. Any non-protected creature inside
the area must make a Fort save vs. the spell check
or spontaneously combust, suffering 1d6+CL
damage each round until they exit the warded
area and make a DC 10 Reflex save to extinguish
the flames. Unprotected creatures outside the
ward must make a Will save vs. the spell check to
willingly enter the area of effect. This effect lasts
for 3d10 rounds.
30-31 The ground in a 50’ square area within the spell’s
range becomes dangerous to all creatures not
granted protection by the caster at the time of the
spell’s casting. The caster can choose a number of
creatures equal to 3+CL to be immune to the
49
ward’s effects. Any non-protected creature inside
the area must make a Fort save vs. the spell check
or spontaneously combust, suffering 1d8+CL
damage each round until they exit the warded
area and make a DC 10 Reflex save to extinguish
the flames. Unprotected creatures outside the
ward must make a Will save vs. the spell check to
willingly enter the area of effect. This effect lasts
for 3d12 rounds.
32+ The caster wards a 100’ square foot area of
ground. Any creature not specifically granted
permission by the caster at the time of the spell’s
casting who enters or is inside the area of effect
suffers (CL)d6 damage. In addition, the affected
creatures must make a DC 20 Fort save or
spontaneously combust, taking 1d8+CL fire
damage each round until they exit the warded
area and extinguish the flames with a DC 10
Reflex save. Lastly, conjured or summoned
creatures cannot appear in the warded area
unless the conjuring or summoning spell’s spell
check exceeds the stone ward spell check. This
effect last for 1 hour per CL.
50
Spell Endurance of the Mountain
Level 2 (The Old Man of the Mountain)
Range Touch
Duration 1 round or more
Casting Time 1 action
Save See below
General The caster calls up the strength of the mountain to
infuse her mortal form with improved resilience.
Manifestation Roll 1d4: 1) the caster’s flesh assumes a rocky
gray hue; 2) crystalline lattices rises from the
ground and wrap themselves around the caster’s
body; 3) the sound of an avalanche echoes from
the caster’s mouth as she finishes casting the
spell; 4) the caster’s face briefly assumes the
appearance of the Old Man of the Mountain.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster gains a +2 bonus to AC and a +1 bonus
to Fort saves for 1d6+CL rounds.
16-19 The caster gains a +3 bonus to AC and a +2 bonus
to Fort saves for 1d8+CL rounds.
20-21 The caster gains a +4 bonus to AC and a +3 bonus
to Fort saves for 1 turn.
22-25 The caster gains a +4 bonus to AC and a +3 bonus
to Fort saves. She also suffers half damage from
fire and lightning attacks. If the attack allows for
a saving throw for half damage, a successful save
reduces the damage to 1/4th. This effect lasts for 3
turns.
26-29 The caster gains a +6 bonus to AC and a +4 bonus
to Fort saves. She also suffers half damage from
fire and lightning attacks. If the attack allows for
a saving throw for half damage, a successful save
reduces the damage to 1/4th. This effect lasts for 1
hour.
30-31 The caster gains a +6 bonus to AC and a +4 bonus
to Fort saves. She also suffers one-quarter damage
from fire and lightning attacks. If the attack
51
allows for a saving throw for half damage, a
successful save negates all damage. This effect
lasts for 3 hours.
32-33 The caster gains a +8 bonus to AC and a +5 bonus
to Fort saves. She also is immune to fire and
lighting attacks, and suffers only half-damage
from non-magical weapons. This effect lasts for 6
hours.
34+ The caster gains a +10 bonus to AC and a +8
bonus to Fort saves. She is immune to harm from
fire, lighting, and all non-magical attacks. Magical
weapons inflict only half-damage to her unless
they possess a bane against earth elementals.
Additionally, the caster heals 1 die of damage
every turn if she is standing on bare rock or soil.
This effect lasts for 12 hours.
52
attack by 1d3 points. The caster can expend a
number of lucky stones equal to her CL each
round and can act out of initiative order to assist
another or reduce damage.
Manifestation See spell description
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 The caster creates 1d3+1 lucky stones. These
follow her until used or 2d4 rounds elapse.
18-21 The caster creates 1d5+1 lucky stones. These
follow her until used or 1 turn elapses.
22-23 The caster creates 1d6+2 lucky stones. These
follow her until used or 3 turns elapse.
24-26 The caster creates 1d7+2 lucky stones. These
follow her until used or 1 hour elapses.
27-31 The caster creates 1d8+3 lucky stones. These
follow her until used or 2 hours elapse.
32-33 The caster creates 1d12+4 lucky stones. These
follow her until used or 3 hours elapse.
34-35 The caster creates 1d14+5 lucky stones. These
follow her until used or 6 hours elapse.
36+ The caster creates 1d20+8 lucky stones. These
follow her until used or 8 hours elapse.
53
Stagger Lee (A.K.A. Stackalee, Stack-o-Lee, or
Stagolee), Patron of Badasses
Stagger Lee is the patron of badasses, the one growled prayers are
made to before violence ensues. He is the One Who Walks Free, the
Mack, and the Original Bad Ass Who Threw Satan off His Throne.
According to legend, the entity that is Stagger Lee was born in Bill
Curtis’ saloon in St. Louis, Missouri on Christmas Day of 1895,
birthed in a cloud of gun smoke, a pool of spilled blood, and a
mangled Stetson hat. He is said to carry a .44 pistol that never
misses, has the power to assume to form of animals, and was born
with a caul over his face, granting him the power to see ghosts.
Legend holds that Stagger Lee soul his soul to the Devil and
received an oxblood Stetson hat with uncanny powers in return. It’s
further said that the Devil came to regret that bargain. When
Stagger Lee died in 1912, he came straight down to Hell and kicked
54
Satan off his throne, turning the Pit into a paradise for murderers,
pimps, and badasses.
Those who serve Stagger Lee often adopt his trademark .44 pistol
and Stetson hat, and dress in finery current to their era
supplemented with gold jewelry.
Demands: Stagger Lee has no respect for his servants that are not
respected in turn. As such, the patron requires they avenge any
slight or disrespect directed towards them, even going so far as to
withhold his aid until the insult is addressed. Stagger Lee also
demands his servants keep his memory alive in the minds of the
living. This can be done by spreading his legend through song and
story, or by committing violent acts in remembrance of him.
56
power lasts for 1d5+CL hours.
32+ Stagger Lee gifts the caster with a shard of his original
badass soul, granting him a number of supernatural powers.
While in possession of part of Stagger Lee’s soul, the caster
is immune to non-magical attacks. He gains +8 to attacks,
damage, saving throws, spell checks, and AC. He also gains
+30 temporary hit points. These points are lost first when
the caster is injured. The caster becomes capable of striking
creatures normally only affected by magical attacks and
inflicts double damage to all infernal and demonic entities.
Additionally, the caster automatically inflicts a critical hit
when he strikes a divine or holy creature. The caster can
impart fear with a glance. Any creature with HD or levels
less than the caster’s level flees his presence for 1d8 rounds.
Creature with HD or levels equal to or greater than the
caster’s level must make a DC 15 Will save or flee for 1d4
rounds. This invoke patron result lasts for CL turns.
Roll Result
1 The caster acquires a dark birthmark high on his forehead.
The blemish is oxblood is coloration and about the size of a
dime. While noticeable, it does not affect the caster’s overall
appearance. When this taint is rolled a second time, the
birthmark becomes a bullet hole surrounded by singed flesh.
The wound does not bleed, but is obviously a gunshot
wound and alarms those noticing it. If this result is rolled a
third time, the wound constantly bleeds. This endless gore
never stains the caster’s hat if he wears one, but cannot be
staunched or otherwise prevented from flowing down his
face.
2 A permanent odor of gunpowder accompanies the caster’s
presence. At first, this smell is very faint and only noticeable
by those in close proximity to the caster. When this result is
rolled a second time, the stench increases in potency and is
detectable by everyone within 10’ of the caster. If rolled a
57
third time, the smell is overwhelming, quickly filling
enclosed spaces and noticeable from up to 60’ away. The
caster can no longer hide from creatures with exceptional
senses of smell and can always be tracked by scent.
3 The caster becomes supernaturally attached to his
headwear. At first, the caster cannot rest unless his hat is
with him. Normal sleep becomes impossible without the hat
within arm’s reach. If this result is rolled a second time, the
caster becomes enraged if his hat is lost or stolen, lashing out
at either the culprit or a random target of his rage if no
deserving target is present. The caster must attack the target
until he or the caster is slain or incapacitated. If rolled a
third time, the caster becomes intrinsically linked with his
hat. Should the headpiece ever be destroyed, the caster must
immediately make a DC 20 Fort save or die.
4 The caster develops an oral fixation for bullets. At first, the
caster find comfort in sucking on or chewing live rounds of
ammunition, but this taint has no detrimental impact. If
rolled a second time, the caster has difficulty concentrating,
suffering a -2 penalty to all rolls unless he has a bullet in his
mouth. If this result occurs a third time, the caster must
physically consume 1d5 bullets each day or suffer 1 die of
damage that cannot be healed until he eats the requisite
number of live rounds.
5 The caster’s hands become discolored as if stained with
dried blood. If this result is rolled a second time, the caster’s
hands become bright red in coloration. If this result occurs a
third time, his hands are constantly wet with fresh blood
and he leaves gory handprints wherever he goes.
6 The caster develops an irrational desire for finery, choosing
to purchase the best clothes available whenever possible. If
this result is rolled a second time, the caster is compelled to
purchase new, well-tailored clothing at least once per
month. Failing to do so imparts a -1 die penalty to his spell
checks until he visits a haberdashery and acquires new
threads. If this result occurs a third time, the caster must buy
new finery every week or suffer the -1 die penalty to spell
checks. Additionally, if the caster’s clothes become soiled
while wearing them, a -2 penalty to his spell checks and
attack rolls is incurred until he changes into clean clothes.
58
Patron Spells: Stagger Lee
Those acolytes of the gun who serve Stackolee are given access to
the following spells:
59
in the case of multiple points of spellburn) and wets his
bullets with his own fresh blood. The injuries manifest as
ability damage.
61
is in effect.
30-31 The caster gains an additional d20 action die
during his next CL+1d6 number of rounds. This
die can only be used to make an attack with a
ranged weapon. In addition, the caster gains a +3
bonus to all ranged attacks made while this spell
is in effect.
32+ The caster gains an additional d20 action die
during his next CL+2d4 number of rounds. This
die can only be used to make an attack with a
ranged weapon. In addition, the caster gains a +4
bonus to all ranged attacks made while this spell
is in effect. The caster is also granted a single d24
action die that can be rolled once during any
round the spell is in effect. This die can either be
used to gain one additional ranged attack or
“cashed in” to turn a single successful ranged
attack into a critical hit. The caster must cash in
his bonus d24 before damage is rolled for the
successful attack and determines the results of the
critical hit as normal for his level and class.
62
Spell Hell is Home
Level 2 (Stagger Lee)
Range 100’
Duration 1 turn or longer
Casting Time 1 action
Save See below
General It’s been said that Stagger Lee could walk
barefoot over hot slag and eat fire without harm.
His imperviousness against superhot substances
only increased when he took up residency in
Hell. This spell grants the caster a portion of
Stagger Lee’s fiery endurance and allows him to
tap into the eternal infernal fires that ring
Stackolee’s throne.
Manifestation Roll 1d4: 1) The smell of brimstone fills the air
around the caster; 2) the caster’s eyes take on a
hellish glow as if reflecting the fires of Perdition;
3) the caster’s flesh becomes dark and charred,
crisscrossed with runnels of fire; 4) the caster’s
footprint blaze with hellfire as he walks about.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster gains a slight resistance to fire-based
damage. He takes 1 less hit point per damage die
from fiery attacks for 1 turn.
16-19 The caster gains a +2 bonus to saving throws vs.
fire-based attacks. He takes 2 less hit point per
damage die from fiery attacks for 1 turn.
20-21 The caster gains a +3 bonus to saving throws vs.
fire-based attacks. He takes 3 less hit point per
damage die from fiery attacks for 1 turn. The
caster can also conjure up a blast of hellfire once
per round. This is a +3 ranged attack (1d8+CL
damage) with a range of 100’. A target struck by
the blast catches fire unless she succeeds in a
Reflex save vs. check result, suffering another 1d6
damage each round until extinguished with a DC
10 Reflex save.
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22-25 As 20-21 above, but the duration is increased to
two turns.
26-29 The caster becomes immune to non-magical fire
and can walk through infernos without damage
to himself or his belongings. The caster gains a +5
bonus to saves vs. magical fire and ignores the
first 20 points of magical flame-based damage
suffered while this spell is in effect. The caster can
also conjure up a blast of hellfire once per round.
This is a +4 ranged attack (1d10+CL damage)
with a range of 100’. A target struck by the blast
catches fire unless she succeeds in a Reflex save
vs. check result, suffering another 1d6 damage
each round until extinguished with a DC 10
Reflex save. This spell effect lasts for CL turns.
30-31 As 26-29 above, but the duration is increased to
1d6+CL turns.
32-33 The caster is immune to non-magical fire and
suffers only half-damage from magical fire. If the
magical fire allows a saving throw, the caster
gains a +8 bonus to that save and he suffers no
damage on a successful save. The caster can also
conjure up two blasts of hellfire each round. This
is a +6 ranged attack (2d10+CL damage) with a
range of 150’. A target struck by the blasts catches
fire unless she succeeds in a Reflex save vs. check
result, suffering another 1d6 damage each round
until extinguished with a DC 10 Reflex save. This
spell effect lasts for 1d6+CL turns.
34+ The caster becomes a living pillar of hellfire. He is
immune to all fire damage regardless of source
and can hurl hellfire three times a round. This is a
+8 ranged attack (2d10+CL damage) with a range
of 150’. A target struck by the blasts catches fire
unless she succeeds in a Reflex save vs. check
result, suffering another 1d6 damage each round
until extinguished with a DC 10 Reflex save. The
caster can also hellwalk, instantly transporting
himself to Hell and back. The denizens of Hell
may welcome the caster’s presence or seek him
64
harm, so hellwalking is not without its risks. This
spell effect lasts for CL hours.
65
enchantment process proceed.
69
during the enchantment process (see above).
27-31 Caster can imbue the hat with two 2nd level spells
that can each be activated by the wearer three
times per day OR one 3rd level spell that can be
activated by the wearer once per day. The spell(s)
takes effect using the spellcaster’s original CL and
highest spell check result rolled during the
enchantment process (see above).
32-33 Caster can imbue the hat with one 3rd level spell
that can be activated by the wearer twice per day.
The spell takes effect using the spellcaster’s
original CL and highest spell check result rolled
during the enchantment process (see above).
34-35 Caster can imbue the hat with two 3rd level spells
that can each be activated by the wearer three
times per day OR one 4th level spell that can be
activated by the wearer once per day. The spell(s)
takes effect using the spellcaster’s original CL and
highest spell check result rolled during the
enchantment process (see above).
36+ Caster can imbue the hat with one 4th level spell
that can be activated by the wearer twice per day.
The spell takes effect using the spellcaster’s
original CL and highest spell check result rolled
during the enchantment process (see above).
70
The Dead Rock Star, Patron of Fame and Excess
The Dead Rock Star goes by many names and incarnations. It has
been known as Buddy, Elvis, Janis, Jimi, and Kurt. It appears in one
of its many guises in lonely strip malls or dining at sidewalk cafes
where rabid fans who always doubted their icon’s death can
glimpse them and renew their faith. Makeshift shrines are erected to
its many incarnations in the green rooms of seedy clubs and its
power is conjured in marijuana smoke-filled dorm rooms. So long
as someone, somewhere, believes in the trasmutative power of rock
n’ roll, the Dead Rock Star persists.
71
on a cold, stormy night in 1959 when a plane crash claimed the lives
of Buddy Holly, Ritchie Valens, and J.P. Richardson (aka The Big
Bopper). The magical energy released by their deaths and the
massive outpouring of woe by their fans created the necessary
mystical conditions for the Dead Rock Star to assume its mantle and
power.
The Dead Rock Star is served by those who seek fame, idolize one of
the patron’s various guises, or engage in self-destructive behavior in
pursuit of the “rock and roll lifestyle.” The Dead Rock Star takes
them all, feeding off their power like a vampire and reveling in their
adulation. The patron ultimately cares only for itself, but is willing
to assist those who desire to serve it to keep the adoration flowing
and its hunger satiated.
The longevity of the Dead Rock Star’s power has come into question
over the last few decades. As the fans of its original incarnations
grow old and die, it seeks new masks to wear, but it is discovering
that—despite proclamations otherwise—rock and roll may indeed
one day die. Rumors in occult circles speak of a rising supernatural
entity to rival the Dead Rock Star’s throne—the Slain Hip-Hop Star.
However, this may simply be a new face or incarnation of the
patron of fame and excess.
72
Invoke Patron check results
12-13 Glamour of Stardom. The patron touches its servant with
some of its stage presence. The caster gains a +2 bonus to
Personality for CL turns.
14-17 High Tolerance. The caster gains some of the Dead Rock
Star’s legendary tolerance for harmful substances. He
enjoys a +4 bonus to Fort saves vs. poison, drugs, and
similar substances. On a failed save, the caster takes half-
damage from the poison and/or the effects only last half as
long. This power persists for CL hours.
18-19 Star Power. The patron touches its servant with some of its
stage presence. The caster gains a +4 bonus to Personality
for CL turns.
20-23 Mesmerizing Voice. The caster can sing for a 1d3+CL
rounds. During that time, all creatures capable of hearing
his voice must make a Will save vs. the spell check or be
immobilized with rapture until the singing ceases.
Creatures who successfully make their save are immune to
the caster’s voice for 1 hour. If a creature is attacked while
mesmerized, he can make a second DC 10 Will save to
snap out of the effect and defend itself normally.
24-27 Legendary Tolerance. The caster gains a +8 bonus on Fort
saves vs. poisons, drugs, and other toxins. If the save is
successful, he suffers no ill effects even if complications
normally ensue on a successful save. Even on a failed save,
the caster only takes half-damage and/or suffers the
toxin’s effects for half its normal duration.
28-29 Call the Dead Guise. The Dead Rock Star sends a spirit in the
form of one of its deceased incarnations to aid the caster.
This spirt has the stats of a ghost (see DCC RPG p. 413)
with the banshee scream, paralyzing touch, draining touch,
and telekinesis powers. The spirit has no rest condition,
but can be dissipated with magical weapons and spells. It
can be turned only if a cleric exceeds the invoke patron spell
check with his turn attempt. The spirit serves the caster
until either dissipated or 30 minutes per CL have elapsed.
This spirit is not actually the ghost of the deceased mortal,
only a spirit that assumes its guise.
30-31 The Party Never Ends. The caster gains supernatural
73
endurance, able to shrug off effects that would incapacitate
or kill a lesser creature…up to a point. The caster gains +30
temporary hit points. These points are the first lost when
the caster takes damage. He is also immune to sleep,
paralysis, and other magical effects that incapacitate or
render him motionless. He enjoys a +10 bonus to Fort saves
as well. However, should he ever be reduced to half his
normal hit point total (not counting the temporary hit
points), he begins taking double damage from all wounds
as the lavish lifestyle begins to take its toll. This effect lasts
for CL turns or until the caster is reduced to zero hit points.
32+ Rock and Roll Heaven. The caster temporary ascends to an
extradimensional space or alternate dimension, vanishing
from the physical world for a number of days up to his CL.
He reappears after this time elapses or can choose to return
earlier. While in this alternate dimension, he enjoys a
hedonistic experience unlike any he has ever known. The
carousing restores all his hit points and temporary stat
damage, as well as curing any diseases, poisons, paralysis,
or other detrimental conditions. The caster returns to Earth
at a place he is familiar with at the end of this debauchery.
He finds he is unable to convey what occurred during his
sojourn to Rock and Roll Heaven, but he adopts a wistful
grin whenever asked about it.
74
Roll Result
1 The caster desires the praise of others. If he doesn’t receive
complements or the adulation of others at least once per
day, he sulks and is in a poor mood until someone
complements him on his achievements. If this result is rolled
a second time, the caster suffers a -1 penalty to all his spell
checks until he receives praise. If this result occurs a third
time, he also permanently loses 1 point of Personality each
day he fails to be idolized by others.
2 The caster acquires a faint physical trait or manifestation
corresponding to the death of one of the patron’s many
guises. He might develop faded needle marks on his arm,
appear to have a bloody head wound when glimpsed out of
the corner of the eye, smell slightly of vomit and pills, or
some other manifestation of the judge’s choosing. If this
result occurs a second time, he either acquires another trait
or manifestation or his existing one becomes more
pronounced. If this result is rolled a third time, another trait
manifests or the existing one becomes so prominent it is
impossible to overlook. The judge decides whether the
caster’s existing trait becomes more noticeable or another
one is acquired as she deems fit.
3 The caster becomes very free with his money, often
spending it on whimsical extravagances with little thought
of the future. If something that can conceivable be
purchased catches his eye, he must make a DC 5 Will save to
avoid spending money on the extravagance, going so far as
to borrow money or sell existing goods to acquire it. If this
result is rolled a second time, the Will save DC becomes 10.
If this result occurs a third time, the DC is increased to 15
and the caster is willing to steal and otherwise defraud (but
not murder) others to gain the money he needs for his
whims. The judge decides what catches the caster’s eye, but
should do so with input from the player when determining
the PC’s wants and desires.
4 The caster develops a slight resemblance to one of the Dead
Rock Star’s incarnations. When first acquired, the
resemblance is minor (same hair style, nose, eyes, laugh,
etc.) and is easily ignored. If this result occurs a second time,
the resemblance is more pronounced, causing passers-by to
75
do a double-take or resulting in strangers approaching the
caster with the phrase “Did anyone ever tell you that you
look just like…” on their lips. If this result occurs a third
time, the resemblance is uncanny. While it’s difficult for the
caster to benefit from the resemblance (passing himself off
as the deceased entertainer when the majority of the world
knows he’s dead), negative consequences abound. He is
easily remembered and identified when seeking anonymity,
rabid and likely crazy fans accost him, and other potentially
hindering setbacks of the judge’s devising occur. Physical or
magical disguises can obscure the resemblance.
5 The caster acquires a dependence on a pleasurable activity
or substance, suffering withdrawal when this appetite isn’t
appeased. Roll 1d5 to determine the dependence: 1)
pleasures of the flesh; 2) narcotics; 3) alcohol; 4) exotic or
unhealthy foods (judge’s choice); 5) self-mutilation (1d4
damage per day). Failing to indulge in this vice at least once
per day imparts a -2 penalty to all spell checks. If this result
is rolled a second time, the vice must be indulged twice per
day and the penalty increases to -4. If this result occurs a
third time, the vice must be indulged three times per day
and the penalty become -1d.
6 The caster’s writing becomes an Achilles’ heel. Enemies
possessing any scrap of paper containing words written by
the caster gain a bonus against him. When this taint first
manifest, opponents possessing examples of the caster’s
writing enjoy a +2 bonus to attack and spell check rolls
made against him. If this result occurs a second time, the
bonus increases to +4. If it is rolled a third time, enemies
have a +1d bonus to attacks and spell checks. The caster
should beware autograph-seekers!
76
Spellburn: The Dead Rock Star
The Dead Rock Star respects decadence and theatrics, rewarding
those who display a commitment to rock and roll by granting them
additional power. When a caster utilizes spellburn, roll 1d4 on the
table or build off the ideas below to create an event specific to your
home campaign.
77
mental domination.
Manifestation Roll 1d4: 1) The caster’s body seems to glow with
a healthy, golden light; 2) a diffused spotlight
beam passes over the caster’s face, illuminating
his features with theatrical lighting; 3) the caster’s
eyes sparkle with a mesmerizing brilliance; 4) the
faint cheer of a crowd is heard around the caster.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 The caster can ask one creature within hearing
range capable of understanding him to perform a
single action. The creature must perform the
action if it is able to do so and fails a Will save vs.
the spell check. The action cannot take more than
one round to perform and is generally limited to
short commands (“Abase yourself,” “leave me,”
or “give me what you have in your hand” are all
acceptable commands). The command cannot be
inherently dangerous to the subject or else the
creature automatically resists the spell’s effect.
14-17 As 12-13 above, but the caster’s command can
require up to CL rounds to complete.
18-19 The caster can compel a number of creatures
equal to his CL who fail their Will saves vs. the
spell check to perform minor tasks for his benefit.
These tasks cannot be inherently dangerous and
must be possible to complete in two hours or less.
Affected creatures won’t attack others at the
caster’s command, but could be compelled to
help him escape a dangerous situation by causing
a diversion or forming a human barricade. The
judge has final say over whether a command is
reasonably safe for the affected creature. A
compelled creature who suffers harm while
assisting the caster can make another Will save
with a +4 bonus to shake off the compulsion.
20-23 The caster effectively charms a single creature
who fails his Will save vs spell check. At this level
of compulsion, the creature will risk his life
78
willingly for the caster, but will not perform
suicidal acts. The magical compulsion lasts for
3d6+CL turns.
24-27 As 20-23 above, but the compulsion affects CL
number of creatures. In addition, the caster gains
a +2 Personality bonus. Both effects last for
3d6+CL turns.
28-29 As 20-23 above, but the compulsion affects
1d6+CL number of creatures. In addition, the
caster gains a +4 Personality bonus. Both effects
last for 3d8+CL turns.
30-31 At this level of effect, the compulsion over
2d6+CL creatures is absolute. The subjects revere
the caster as a god and willingly lay down their
lives if so commanded. The caster also gains a +6
Personality bonus and becomes immune to mind-
affecting magic of 2nd level power or less. The
compulsion and the stat bonus persist for
3d10+CL turns.
32+ The caster can affect all creatures within his line
of sight, compelling them to serve him
unreservedly. They gladly sacrifice themselves to
fulfill his desires if so commanded. The caster
gains a +8 Personality bonus and become
immune to mind-affecting magic of 3rd level
power or less. This compulsion and stat bonus
last for 30×CL minutes.
79
Spell Conjure the Fan Eternal
Level 2 (The Dead Rock Star)
Range 30’ or more
Duration 1 turn or more
Casting Time 1 turn
Save None
General The caster conjures one or more magical entities
to serve and guard him. These entities are ghostly
and translucent at low levels of effect, but become
more real at higher spell checks. The fan(s)
eternal are under the caster’s command and
perform their given tasks without hesitation. Fans
eternal are affected by spells and wards that
protect against summoned creatures. They cannot
be turned as un-dead, but are affected by the
banish spell. Fans eternal are immune to sleep and
charm effects. Fans eternal otherwise save as the
caster who summoned them.
Manifestation Roll 1d4: 1) The fan(s) appear from a cloud of
acrid smoke; 2) the sound of stadium doors
clanging open resounds through the air as the
fan(s) manifest around the caster; 3) faint
chanting “We want the show!” grows in volume
80
until the fan(s) manifest suddenly; 4) the fan(s)
emerge from a mundane doorway or other
entrance near the caster’s position.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster summons a single ghostly fan eternal
to aid him for up to 1 turn or until dismissed or
destroyed. The eternal fan must remain within 30’
of the caster and can carry up to 20 lbs. in weight.
It cannot physically attack others. It has AC 10
and 1 hp, but can only be harmed by silver, cold
iron, and magical attacks.
16-19 The caster summons a single ghostly fan eternal
to aid him for up to 3 turns or until dismissed or
destroyed. The eternal fan must remain within
100’ of the caster and can carry up to 50 lbs. in
weight. It cannot physically attack others. It has
AC 12 and 5 hp, but can only be harmed by silver,
cold iron, and magical attacks.
20-21 The caster summons a single somewhat solid fan
eternal to assist him for up to 1 hour. The fan
eternal can travel up to 200’ away from the caster
and can bear up to 100 lbs. in weight. It has a
punch +1 melee (1d3) attack, AC 12, and 6 hp.
The summoned fan is comprised of thicken
ectoplasm and it is affected by physical attacks,
but takes half damage from non-magical, non-
silver, or non-cold iron weapons.
22-25 The caster summons a single solid fan eternal to
assist him for up to 2 hours. The fan eternal can
travel up to 300’ away from the caster and can
bear up to 200 lbs. in weight. It has a punch +3
melee (1d4) attack, AC 13, and 10 hp. It is affected
by physical attacks, but takes half damage from
non-magical, non-silver, or non-cold iron
weapons.
26-29 As 22-25 above, but the caster summons two fans
eternal to aid him for up to 3 hours.
81
30-31 As 22-25 above, but the caster summons CL fans
eternal to aid him for up to 3 hours.
32-33 As 22-25 above, but the caster summons 1d4+CL
fans eternal to aid him for up to 3 hours.
34+ The caster summons 10+CL fans eternal to serve
him for CL+3 hours. These solid entities can
travel up to 500’ away from the caster and carry
up to 500 lbs. in weight. They have a punch +4
melee (1d6) attack, AC 15, and 20 hp each. They
are affected by physical attacks, but take half
damage from non-magical, non-silver, or non-
cold iron weapons. The fans eternal can be
commanded to form a “wall of death,” locking
arms and rushing the caster’s enemies. The wall
of death affects a 3’ wide area per fan eternal
comprising it and attacks all creatures caught in
its rush with a slam attack. This attack is made at
+1 per fan eternal in the wall (ten fan eternals
would be a +10 slam melee attack) and inflicts
1d4 damage per fan eternal. Additionally, the
victims of a wall of death must make a Fort save
vs a DC equal to 2 per fan eternal in the wall to
avoid being knocked prone and trampled for an
additional 2d6 damage. The wall of death can
contain up to the caster’s full cadre of fans
eternal, but space limitations may limit the
number that can physically form the wall (only
three fans eternal abreast could form a wall of
death in a 10’ wide corridor for example).
82
Spell Marshall Power
Level 3 (The Dead Rock Star)
Range 30’ or more
Duration See below
Casting Time 1 action
Save Fort vs. spell check
General The caster creates one or more powerful blasts of
sonic energy that decimate flesh and bone, and
deafen those in its wake. Deafened creatures
suffer a -1d penalty to spell checks and
automatically fail any skill or ability checks
requiring hearing.
Manifestation Roll 1d4: 1) The sound of a power chord being
struck immediately precedes the sonic blast; 2) a
stack of translucent black amplifiers appears
behind the caster; 3) the caster’s hands briefly
transform into amplifier speakers before
unleashing the blast; 4) thunderous drumming
precedes the blast.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 The single blast of sound fills a 30’ long and 10’
wide area directly in front of the caster. The sonic
blast inflicts 2d6 damage and anyone in the area
of effect is deafened for 1d6+CL rounds. A
successful Fort save reduces the damage by half
and the victim’s hearing is unaffected.
18-21 The single blast of sound fills a 40’ long and 10’
wide area directly in front of the caster. The sonic
blast inflicts 3d6 damage and anyone in the area
of effect is deafened for 1d6+CL rounds. A
successful Fort save reduces the damage by half
and the victim’s hearing is unaffected.
22-23 The single blast of sound fills a 50’ long and 15’
wide area directly in front of the caster. The sonic
blast inflicts 4d6 damage and anyone in the area
of effect is deafened for 1d6+CL rounds. A
successful Fort save reduces the damage by half
83
and the victim’s hearing is unaffected.
24-26 The caster creates a blast of sound that affects a
60’ long and 10’ wide area every round for CL
rounds. The blast inflicts 3d6 damage and anyone
in the area of effect is deafened for 1d6+CL
rounds.
27-31 The caster creates a blast of sound that affects a
60’ long and 10’ wide area every round for
1d3+CL rounds. The blast inflicts 3d6 damage
and anyone in the area of effect is deafened for
1d6+CL rounds.
32-33 The caster creates a blast of sound that affects a
60’ long and 10’ wide area every round for
1d5+CL rounds. The blast inflicts 3d6 damage
and anyone in the area of effect is deafened for
1d6+CL rounds.
34-35 The caster fills an area 50’ square with
thunderous noise. All creatures within that area
suffer 10d6 damage and are deafened for 1 hour.
The vibrations are powerful enough to shatter
non-magical glass and ceramic items; flimsy
structures have a 50% chance of collapsing.
Anyone standing in the affected area must make
a DC 10 Reflex save or be knocked prone.
36+ As 34-35 above, but the blast fills a 100’ square
area. All within the affected area suffer 15d6
damage and are permanently deafened. The
vibrations destroy non-magical glass and
ceramics, and collapses flimsy structures. Anyone
within the blast with less than 3 HD is knocked
prone automatically. Other creatures must make
a DC 15 Reflex save to remain standing.
84
Emperor Norton I, Patron of the Benevolently Mad and
Those Enslaved by Circumstance
During his lifetime, Joshua Norton, the first and only self-declared
“Emperor of the United States and Protector of Mexico,” was a
beloved madman who lived in the bustling city of San Francisco.
Dressed in his blue uniform adorned with gold epaulettes, his head
crowned with a beaver fur hat decorated with a rosette and ostrich
plume, Emperor Norton I was a colorful character in the City by the
Bay. Mark Twain wrote about him, the populace loved him, police
85
saluted him, and he dined freely in many of the city’s
establishments. Rumors persisted that he was both the grandson of
Napoleon and courted Queen Victoria’s hand in marriage. He even
issued currency in his name which was accepted by local
businesses. When Emperor Norton I died abruptly on January 8 th,
1880, the city of San Francisco mourned his passing.
88
Mrs. O’Leary’s Cow, Patron of Arsonists
The baleful bovine is the patron of those who destroy with fire,
whether for pleasure, revenge, or monetary gain—Mrs. O’Leary’s
Cow cares not so long as the fires burn. It extends its hoofed reach
across the land, showing no favorites. Nascent serial killers whisper
unwitting prayers to the chaotic cow when they light their first fires,
while greedy landlords find themselves drawing horned figures in
spilled kerosene as they prepare to torch a ramshackle tenement
filled with residents.
89
Mrs. O’Leary’s Cow is not an immensely powerful patron and is
seldom sought out by those desiring temporal or magical might.
Instead, those drawn to the Cow usually suffer from pyromania or
similar mental disorders that drive them to destruction.
90
within 100’ of his location. If placed directly upon a living
creature, the fires inflict 1d6+1 damage and the victim
takes an additional 1d6+1 damage each round until he
extinguishes the flames with a DC 10 Reflex save. No more
than one fire can be directed at a single creature, but the
caster can combine up to three of the fires to create a larger
blaze that inflicts 3d6+CL damage to all within its 15’
diameter.
28-29 The caster creates a single instantaneous conflagration that
causes a 30’ square area up to 200’ away to burst into
flames. All creatures within this space (except the caster
should he choose to be within the area of effect) suffer 5d6
damage. These creatures can make a Reflex save vs. the
spell check for half damage. Combustible materials inside
the area of effect catch fire; otherwise the conflagration’s
flames vanish immediately after taking effect. Creatures
wearing combustible clothing continue to suffer 1d6+1
damage each round after the blast until they extinguish the
flames with a DC 10 Reflex save.
30-31 As 28-29 above, but the conflagration affects a 50’ square
area up to 500’ away. Creatures within the area of affect
suffer 8d6 damage if they fail their Reflex saves for half
damage. Combustible materials and clothing catch fire as
described above.
32+ The caster causes a massive fire storm to rain down upon
the area the size of a city block (100’ square) up to a mile
away. The raining flame inflicts 10d10 damage to all in the
area of effect and touches off 1d100+100 small fires at
random locations. Living creature automatically catch fire
and must make a DC 15 Reflex save to extinguish
themselves. Burning creatures suffer 1d10 damage each
round until the fire is put out.
91
This printing of Secret Antiquities #1 is done under version 1.0 of the Open Gaming
License and the System Reference Document by permission from Wizards of the Coast, Inc.
Designation of Product Identity: The following items are hereby designated as Product Identity
in accordance with Section 1(e) of the Open Game License, version 1.0: Secret Antiquities: A
Journal of Esoteric America, The Anti-Sam, and Esoteric America campaign setting.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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You are copying, modifying or distributing, and You must add the title, the copyright date, and
the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content
you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent Agreement
with the owner of each element of that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another, independent Agreement
with the owner of such Trademark or Registered Trademark. The use of any Product Identity in
Open Game Content does not constitute a challenge to the ownership of that Product Identity.
The owner of any Product Identity used in Open Game Content shall retain all rights, title and
interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the Contributor to
do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such
provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave
Arneson.
DCC RPG, copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-
games.com or contact [email protected]
Secret Antiquities #1, Copyright 2017, Michael Curtis. Author Michael Curtis
END OF LICENSE
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