TEXT: 1
  
  2
  Angels, Daemons and Beings Between: Extended, Otherworldly Edition is a patrons supplement for the 
  Dungeon Crawl Classics Role Playing Game by Goodman Games.
  Original Project Leader: Sean Connors
  Original Campaign Coordinator: Derrick Maltman
  Writers: Daniel J. Bishop, Paul Wolfe and David Fisher
  Cover Artist: David Fisher
  Illustrators: David Fisher and Daniel J. Bishop
  Original Layout: Ken Jelinek
  Expanded Edition Layout: David Fisher
  Editors: Ken Jelinek, Daniel J. Bishop, Michael Bishop, Alx_747 and David Fisher
  Patrons: Gary Anastasio, Robby Anderson, Barry Baker, Johnathan Bingham, Adam Boisvert, James Bragle, 
  Andrew Crenshaw, Mark Crew, Reverend Dak, Gauthier Descamps, Scot Drew, Brett Easterbrook, Matthew Gagan, 
  Russell Hoyle, Jim Humphries, Edgar Johnson, Michael Kruckvich, Ashley Laycock, Patrick Ludwig, Christopher 
  Mennell, Kreg Mosier, Steve Moss, Diogo Nogueira, Jake Parker, James Patterson, Reverance Pavane, Aaron Reimer, 
  Steven Roman, Erik Stiene, Joe Suiter, John Thomasovich, Troy Truchon, Jason Verbitsky, Brent Walters, Steven 
  Warble, Matthew Weeks, David Williams, and Daniel Wood.
  This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. 
  This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman 
  Games. All rights reserved.
  For additional information, visit www.goodman-games.com or contact info@goodman-games.com.
  
  3
  Preface to the Expanded Edition
  It is difficult to claim that any facet of the jewel which is the Dungeon Crawl Classics Role Playing Game is shinier 
  than any other, but there can be little doubt that patrons shine a bit more brightly for being new, interesting, and 
  perhaps under-represented in the Core Rulebook.
  When I wrote that paragraph back in 2012, Dungeon Crawl Classics was in its infancy, and there were relatively few 
  support materials available. Goodman Games, of course, already had a number of excellent modules out. Purple 
  Sorcerer was going with its Sunken City Adventures. Thick Skull had already published Attack of the Frawgs!, 
  and Purple Duck had started its AL line of adventures (three of which I have written as of this time). There were 
  no additional patrons available, either in official or third party sources. Angels, Daemons, and Beings Between 
  filled a necessary gap. I believe that, at this time, Paul Wolfe and I still have the most published patrons between 
  us, appearing in diverse adventures and source books.
  This book expands our original supplement. Within its pages, you will find even more patrons than before, some 
  of which appear in either Paul’s or my other published work, and some of which appear now for the first time. 
  Where partial patrons appeared before, they are now fully fleshed out and ready to use at your table.
  I would personally like to thank Sean Connors and David Fisher for making the volume in your hands possible. I 
  would also like to thank all those whose patronage resulted in the original volume being produced. Like any good 
  adventure, the history of this project has taken unexpected twists and turns along the way. There have been dead 
  ends and setbacks. In the end, though, I hope that you are as satisfied as I am by the treasures we’ve won: the 
  expanded volume of Angels, Daemons, and Beings Between. Who knows? If we succeed in our Luck Check, this 
  may be only Volume 1 of a long series.
  Thank you again for taking the journey with us.
  And Good Gaming!
  Daniel J. Bishop
  2016
  A SLICE OF THE 
  EXTENDED CUT
  When releasing the Extended, Otherworldly 
  Edition of Angels, Daemons and Beings 
  Between, a deal was struck with Dragon’s 
  Hoard Publisher, Sean Connors, for the 
  printing rights of the first edition. That 
  agreement stipulated that the PDF of the 
  new edition would not be made available 
  due to clashes of intellectual property in 
  the Dragon’s Hoard edition.
  What you have before you, therefore, is but 
  a slice of all the new goodies not included 
  in the original PDF. Sadly, this slice is also 
  missing many pieces of new art and edits 
  made to the original material. If you haven’t 
  picked up the print version, I urge you to 
  consider buying the full volume as it was 
  designed.
  Cheers,
  David W. Fisher
  
  4
  TABLE OF CONTENTS
  Using Patrons in the Dungeon Crawl
  Classics Role Playing game 
   
   
   
   
   
   
  4
  Patrons
  Dagon 
   
   
   
   
   
   
   
   
   
  7
  Entorpus 
   
   
   
   
   
   
   
   
   
  13
  Hizzzgrad, Daemonic Lord of Crawling Things 
   
   
   
  18
  Mab, Dark Queen of Faerie 
   
   
   
   
   
   
  26
  Mulferret, Queen of Weasels  
   
   
   
   
   
  34
  Mulmo, He who whispers Forgotten Secrets 
   
   
   
  41
  Pesh Joomang, the Gate and the Keeper 
   
   
   
   
  50
  Trisdeus, the Tri-God 
   
   
   
   
   
   
   
  66
  Demi-patrons  
   
   
   
   
   
   
   
  73
  A’KAS  
   
   
   
   
   
   
   
   
   
  75
  Myrddin 
   
   
   
   
   
   
   
   
   
  78
  Tareus 
   
   
   
   
   
   
   
   
   
  80
  
  5
  Using Patrons
  in the
  Dungeon Crawl Classics
  Role Playing Game
  By Daniel J. Bishop
  Patrons are supernatural beings that are willing to bargain with mortals, trading magical power for service. 
  Although some patrons may be gods, and some gods may be patrons, gods and patrons are not the same thing. 
  A god gives orders to his followers, and expects those orders to be obeyed. A patron makes a contract with a 
  supplicant, and is bound by that contract. In a way, the very soul of a caster may become bound up with her 
  patron, with patron taint being the manifestation of this connection.
  Potential new patrons repeatedly show up in Dungeon Crawl Classics adventures (both official and third-party 
  publisher adventures). When this article was originally written as a blog post, none of those adventures included 
  a full write-up for a patron; that has changed considerably. In addition to those patrons appearing in this 
  sourcebook, new patrons have arisen in Goodman Games, Purple Duck Games, Purple Sorcerer, Chapter 13 
  Press, Cognitions Pressworks, and other publishers’ game materials. This is great, because new patrons are 
  always welcome. 
  Furthermore, the concept of demi-patrons was introduced in CE 5: Silent Nightfall, and further explored in CE 6: 
  The Crimson Void (both published by Purple Duck Games). Information on demi-patrons is reproduced later in 
  this volume.
  It is important to remember that all patrons are unique. When devising new patrons for your home milieu, 
  consider making changes to how the Patron Bond and Invoke Patron spells work in relation to that patron. For 
  example, Yallafial, Queen of the Birds, has a wavering attention span that varies between automatic failure when 
  she is invoked to a +6 bonus on the spell check roll! Likewise, spells do not all have to be equally useful, nor do 
  they all have to be useful in combat. Flavor is the most important consideration here; the spells must match the 
  patron.
  The Core Rulebook suggests that every patron has three spells, one each of levels 1, 2, and 3. This is certainly a 
  way to go, and is a good way to create most patrons, but you need not follow this scheme slavishly. Some patrons 
  may allow more spells; others may allow less. It is easy to imagine a patron with three 1st level spells in addition 
  to one 2nd and one 3rd level spell. All the Judge need do is make certain that there is a cost somewhere else to 
  balance out this generosity – for example, especially harsh spellburn results or patron taint. Or, perhaps, the 
  patron is merely difficult to bond with.
  If you are considering patrons to be just a Wizard thing, you are selling them short. The Core Rulebook discusses 
  using patrons with Wizards and Elves, and gives a nod to other classes in the text of the Patron Bond spell. In 
  addition it notes that powerful supernatural beings can affect the Luck of those who aid or oppose them. Patrons 
  are among the supernatural beings meddling in the affairs of the world. The Judge is well advised to know what 
  they want, if not how they intend to get it, and use patrons to spur adventures.
  Even if no one in the group has a patron, these supernatural beings are interested in moving PCs and powerful 
  NPCs like pieces on a multi-dimensional chessboard, seeking to win advantage against other equally powerful 
  beings. The relationship between patron and adventurers need not always be the result of a PC Wizard or Elf 
  seeking out the patron. The patron may well seek out the PCs. Indeed, the patron may direct an NPC Wizard to 
  cast Patron Bond to tie willing PCs to that patron’s cause, whether they know the spell or not.
  Likewise, PCs may find themselves opposing one potential patron while unknowingly aiding another in a game 
  whose rules they don’t fully understand. This sort of action happens quite often in Appendix N fiction, and is quite 
  appropriate in the Dungeon Crawl Classics Role Playing Game.
  
  6
  For more ideas on using patrons in DCC adventures, consider the following:
  • The Portal Under the Stars (Joseph Goodman): Core Rulebook, pp. 452-456. The entire action of the adventure, 
  as well as the site itself, may be considered the result of a patron’s actions long ago.
  • DCC #68 People of the Pit (Joseph Goodman): Includes the most fully developed patron outside the Core Rulebook 
  at the time of the original blog post, which drives the action of the adventure. This being would be considered a 
  demi-patron using the rules included later in this volume.
  • DCC #70 Jewels of the Carnifex (Harley Stroh): Includes a potential patron (which must be developed by the 
  Judge to be used as such), and the action of the module revolves around higher supernatural powers.
  • SC-1 Perils of the Sunken City (Jon Marr): Excellent use of an interesting potential patron, and the rivalry between 
  patrons is directly responsible for the scenario encountered. Again, the Judge must develop one of the patrons 
  involved before they can be used by PCs; the other now appears fully developed in The Sunken City Omnibus.
  • SC-2 The Ooze Pits of Jonas Gralk (Jon Marr): Again, this module supplies the Judge with the bare bones of two 
  potential patrons, both of which demand more information, and the action is driven by their interactions with 
  mortals.
  These are certainly not the only DCC adventures to deal with patrons, but they are adventures that show how it 
  may be done in various ways and with interesting effect. From Purple Duck Games, look for Paul Wolfe’s AL-2 
  Sepulchre of the Mountain God for two more potential patrons, and AL 6: Playing the Game (Perry Fehr) for three 
  more new elemental compatriots to Ittha, Prince of Elemental Winds. Somnos, in my own Through the Cotillion 
  of Hours is not fully detailed as a patron, but the basics are given. Somnos may appear in a second volume of 
  Angels, Daemons, and Beings Between. See also CE 2: The Black Goat, and the FT Series for ideas for ideas on how 
  to work patrons into adventures. Stormlord’s recent Black Powder, Black Magic has an excellent introduction to 
  a potential patron in the first volume, although he is not fully described until Volume 3.
  In conclusion, try to remember that patrons are not just for spellcasters. Try to make your patrons proactive 
  as well as reactive within the campaign milieu. As Elric’s foe, Theleb K’aarna, learned to his regret, it is not just 
  casters who drop patrons – patrons also drop casters who fail in their tasks. Elric’s not being bonded to the 
  powers of Law didn’t stop Donblas the Justice-Maker from aiding him in Nadsokor. 
  The more fully realized your patrons, the more they influence your campaign world, and the more that world 
  comes to life. It’s part of the genius of the system, and a very bright facet among the many bright facets which 
  make Dungeon Crawl Classics my personal role playing game of choice.
  On Demi-patrons
  Not all supernatural beings willing to lend the PCs aid need be as powerful as full patrons. A demi-patron is a 
  supernatural being that is able to lend some assistance to the beings it sponsors, but is less powerful than a full 
  patron. It may, or may not, require a Patron Bond spell in order to enter into a relationship with a caster. Likewise, 
  it may, or may not, cause patron taint.
  Demi-patrons might be able to provide a single spell, or be invoked (generally with lower-powered results than 
  with a full patron), or might even provide some benefit which is not usual for patrons (a spell check bonus to a 
  particular group of spells, a unique mercurial magic effect, or anything else the enterprising Judge can imagine).
  Demi-patrons allow the Judge to see how each entity makes use of some aspects of the patron system, while 
  creating entities without a powerful enough connection to the linked mortal spellcasters involved to be considered 
  true patrons. This allows the Judge to create special effects, and strange beings, which remain mostly limited to 
  a given location or adventure. They may also be used as rewards within specific adventures – learning of a being 
  that supplies spellburn for cold-based spells at a reduced cost is more valuable than gold for some Wizards.
  This article started out as a post on the author’s blog, and was expanded on in Dispatches From Raven Crowking’s 
  Nest Volume 1. The current version incorporates material from the author’s Campaign Element adventure, Silent 
  Nightfall. Both Dispatches and the Campaign Element series are published by Purple Duck Games.
  
  7
  DAGON
  Dagon is not only a fish-god, as he is often known, 
  but is also a lord of batrachian creatures rivalling 
  Bobugbubilz. The Esoteric Order of Dagon is openly 
  worshipped in some coastal areas, and if PCs genuinely 
  wish to join the Order, they are accepted happily.
  A new member of the Esoteric Order of Dagon is taken 
  to a lonely reef at midnight, where he swears fealty to 
  the Order before both the High Priest and a contingent 
  of the Children of the Deep. At these times, the Temple 
  appears to be inhabited by lovely women – Children of 
  the Deep who can pass for human to mate with mortal 
  men. Confirmation to the Order requires that human 
  blood be spilled into the waves (1d4 hp worth), which 
  may come from the candidate or from a sacrifice, but 
  which must be spilled by the candidate’s hand. The 
  candidate immediately gains +1 Luck as the protection 
  of Dagon falls upon him; should he break from the 
  Order, he loses 1 point of Luck. Lawful characters 
  become Neutral immediately, and Neutral characters 
  become Chaotic. 
  Those who join the Order are expected to take a fish-
  wife from among the Children of the Deep (if male), or a 
  Deep Child husband (if female). The male Children are 
  not nearly so tempting as the female. They are expected 
  to bear, and care for, hybrid children. Annually, at 
  midnight on the Summer Solstice, human sacrifices are 
  conducted, and members of the Order are expected to 
  attend (unless there is strong reason for them not to). 
  They may also be asked to bring the worship of Dagon 
  to other coastal communities.
  In return, every year on the anniversary of joining the Order, they roll on the Children of the Deep Deformities 
  table (overleaf), ignoring duplicate rolls. Once they have rolled each deformity on the table, they cease to age and 
  become fully amphibious, able to live underwater or on land with equal ease. Each time a PC provides a human 
  sacrifice to Dagon, he receives 1d10 pieces of jewellery made of the strange Dagonite gold alloy. Each piece is 
  worth 1d10 gp per Hit Die or level of the sacrifice.
  According to The Necronomicon, the servants of Dagon also include a strange species of Deep Elders that can 
  possess humans and other creatures, working the will of Dagon in their guise.
  A wizard or elf can bond to Dagon, choosing the god as a patron. The wizard or elf need not be a member of 
  the Esoteric Order, but gains a +2 bonus to the spell check if he is. The ceremony to bond with Dagon must be 
  conducted within site of the sea. If conducted in a place sacred to Dagon, like Temple Island or the Church of the 
  Esoteric Order of Dagon in Portsmouth, the petitioner gains an additional +2.
  Invoke Patron check results:
  12-13
  A portion of Dagon’s attention is drawn by the lowly petitioner. Even this small amount of attention 
  bolsters the caster, granting him +3d4 hit points and a +2 bonus to his attack rolls for a number of 
  rounds equal to his caster level.
  
  8
  14-17
  Dagon grants the petitioner the mark of his favor. So long as this mark lasts, the caster can breathe 
  water, swim at a 40’ movement rate, and use a move action to leap up to 1d10+10 feet forward, 
  backwards, or upwards. The mark of Dagon’s favor lasts 1d6+CL minutes, plus 10 minutes per point 
  of Spellburn the caster is willing to undergo for this sole purpose.
  18-19
  Clouds gather for 1d3 rounds, and then fish and frogs begin to fall from the sky, in a 200’ radius 
  around the caster for a period of 1d8+CL rounds. All within this area, except the caster, must succeed 
  on a DC 10 Reflex save each round to avoid falling prone. In addition, the falling creatures seem to 
  target the caster’s foes – each of which takes 1d3 points of damage each round from the uncanny rain.
  20-23
  Dagon communicates a spell to the caster, which may then be used until lost.  This can exceed the 
  maximum spells allowed. Once lost, the spell cannot be recovered, although the caster can then try to 
  learn that spell if she has an available spell slot of the appropriate level.  The Judge may assign tasks 
  to learn missing parts of the spell, as usual. Spells that are normally clerical spells cannot be learned 
  in this way.  Roll 1d7 and add the caster’s Luck Modifier to determine the spell gained:  (0 or less) 
  cantrip, (1) food of the gods, (2) animal summoning, (3) second sight, (4) chill touch, (5) find familiar, 
  (6) monster summoning, (7) speak with the dead, or (8 or better) water breathing.  Regardless of the 
  spell gained, the manifestation is always related to the ocean, fish, or frogs, in a manner chosen by the 
  Judge. Clerical spells are cast with a -2 penalty and lost if the spell fails. On a natural 1 these spells 
  have an equal chance of generic misfire and major corruption, as well as automatic patron taint.
  24-27
  Desiring to protect the caster, Dagon wraps him in an aura of selective invisibility that lasts for 
  1d4+CL minutes. During this time, no opponent can target the caster unless the caster first targets 
  that opponent with an attack, spell, or similar effect. Anyone targeted by the caster can be seen and 
  interacted with normally. This selective invisibility does not apply to the caster’s allies, who can see 
  him normally, and it does not prevent him from being caught in area attacks.
  28-29
  For 1d12+CL rounds, the caster may point at any target using one of his Action Dice, to a maximum 
  of one per round. That target must make a DC 20 Will save or be transformed to fishy-smelling 
  water and run away or soak into the ground. The target remains nominally alive for 1d20 days, as its 
  consciousness is slowly broken up through the environment.
  30-31
  Pleased to aid the caster, Dagon restores all lost hit points or all lost spells to the caster’s mind (caster’s 
  choice), as well as granting one of the boons granted from a lower spell check result (caster’s choice).
  These humanoids bear signs of both piscine and batrachian 
  ancestry. They are fully aquatic, but can live forever (barring 
  injury) once they reach adulthood. Younger Children, and 
  especially hybrid Children, may pass as human, and can live 
  outside of water. The ability to breath water develops over time; 
  in a way, they reverse the process of a tadpole moving from water 
  to land as they grow older. They seek to gain tribute in exchange 
  for driving fish into the nets of coastal towns’ fishermen, and 
  by exchanging treasures made of a strange alloy of gold and 
  another unknown metal, pale and beautiful.
  The tribute they seek is in the form of sacrifice – including 
  human sacrifice. They wish to increase their influence on land 
  by creating hybrids with willing (or unwilling) humans.
  A hybridized Child of the Deep may be uncovered by noticing 
  one or more of the following:
  1d14
  Deformity
  1
  Goggling or bulging eyes
  2
  Receding forehead
  3
  Receding hair
  4
  Greying skin
  5
  Flaking, almost scaly skin
  6
  Hopping, shuffling gait
  7
  Extremely narrow shoulders
  8
  Tiny ears
  9
  Wrinkles on neck (proto-gills)
  10
  Thin face
  11
  Flat nose
  12
  Fishy odor
  13-14
  Roll twice on 1d12
  SIDEBAR: Children of the Deep
  
  9
  32+
  The caster and up to 3 allies per Caster Level gain the ability to breathe water and a swim speed of 
  40’. Affected allies must be within sight of the caster when Dagon is invoked. This ability lasts for 1d3 
  hours per Caster Level, save for the caster gains this ability permanently. If the caster should ever lose 
  the patronage of Dagon, the ability to breathe either air or water is permanently withdrawn, with an 
  equal chance of each.
  PATRON TAINT: DAGON
   
  Not surprisingly, those tainted by Dagon become closer both to fish and amphibians. When a caster has achieved 
  all levels of all taints, there is no reason to roll any further.
  Roll
  Result
  1
  Fishiness:  When this taint is first rolled, the wizard’s skin becomes grey and rough. When it is rolled 
  a second time, the wizard begins to exude a fishy odor (causing a -1 penalty to Personality). When 
  rolled a third time, the wizard’s skin becomes hardened with silvery fish scales, granting a +1 bonus 
  to AC but causing an additional -1 penalty to Personality. This taint has no further effect if rolled again.
  2
  Frogginess:  When this patron taint is first rolled, the character’s nose grows flatter, and his eyes 
  appear to bulge. When rolled a second time, his fingers and toes lengthen and grow webbing between 
  them. When rolled a third time, the caster’s legs bow, so that he can only walk using a half-walking, 
  half-hopping gait. Rolled a fourth time, the character’s skin exudes a musty, slightly offensive moisture, 
  reducing his Personality by 1. Ignore future rolls of this taint.
  3
  Mission for Dagon: When this taint is rolled, the character is sent upon a mission for Dagon. The first 
  time, the character is required to merely eliminate some threat to Dagon or his followers, requiring 
  travel of no more than 10 miles and facing opponents who are no more powerful than the caster. 
  When rolled a second time, Dagon demands that his servants be protected as far as 100 miles away 
  from a threat at least equal to 1d4+CL Hit Dice. When rolled a third time, the mission may take the 
  character anywhere in the world, and the opposition is equal to 2d8+CL Hit Dice. If this taint is rolled 
  a fourth time, the mission may take the character anywhere in the multiverse, and may require that he 
  face any possible opponent. Judges are encouraged to demand the extraordinary! Ignore any further 
  rolls of this taint.
  4
  Amphibian Gifts:  The wizard begins to adapt to life beneath the waters. When rolled the first time, 
  the wizard can breathe water for up to 10 minutes per day. When rolled a second time, the wizard can 
  breathe water for up to 3 hours per day. When rolled a third time, the wizard can breathe water for 
  up to 14 hours. When rolled a fourth time, the wizard gains the permanent ability to breathe water, so 
  long as he remains in the service of Dagon. Ignore further rolls of this taint.
  5
  Immortality:  The promise of immortality is what draws many to the worship of Dagon. When this 
  taint is first rolled, years seem to roll away from the character, so that she appears in the prime of her 
  life. When this taint is rolled a second time, time slows down, so that the character ages only 1 year 
  for every 10 spent upon the mortal plane. When rolled a third time, the character ceases to age. Ignore 
  future rolls of this taint.
  6
  Away From Humanity:  The wizard discovers that spending time with the normal run of humanity, 
  elves, dwarves, or halflings, is increasingly less important to her. Moreover, she finds their company 
  irritating. When this taint is first rolled, the wizard must spend at least 1 day out of every 5 away from 
  non-Children of the Deep or she suffers a -1d on the dice chain penalty to spell checks over the next 5 
  days. If rolled a second time, the wizard cannot recover spells if she spent any time in human, elven, 
  dwarven, or halfling company the day before. If rolled a third time, the character withdraws, and is 
  unavailable save in the gravest emergencies 50% of the time. If rolled a fourth time, the chance of her 
  being unavailable increases to 75%. Finally, if rolled a fifth time, the wizard completely withdraws 
  from mortal life, and joins the Children of the Deep under the sea. If she cannot breathe water at this 
  point, she willingly drowns. Ignore future rolls of this taint.
  
  10
  PATRON SPELLS: DAGON
  Dagon grants three unique spells, as follows:
  Level 1:  Call of the Deep
  Level 2:  Shape of the Deep
  Level 3:  Sea Wrack
  SPELLBURN: DAGON
   
  When a character with Dagon as a patron attempts spellburn, roll 1d4 on the following table, or use the descriptions 
  below to design a unique event for your own campaign.
  Roll
  Spellburn Result
  1
  The caster feels his blood turning to brine, wracking his body with pain expressed as Strength, 
  Agility, or Stamina loss. As the damage is healed, the caster’s blood returns to normal.
  2
  A shoal of tiny ethereal fish nibbles at the caster’s soul, invisible to all others. The pain of these bites 
  is expressed as Strength, Agility, or Stamina loss. As the damage is healed, the size of the shoal gets 
  smaller, reduced by invisible predators of the ethereal seas.
  3
  A metaphysical lamprey that only the caster can see or feel latches onto the caster’s back. The blood 
  it drains is expressed as Strength, Agility, or Stamina loss. As the damage heals, it seems to swell 
  larger (although causing no discomfort); when the last damage is healed it disappears.
  4
  A tiny frog-like being sits on the caster’s shoulder. It will grant the caster up to 5 points of spellburn 
  for free, but if the caster cannot gain a new convert to Dagon by the next full moon, the frog-like 
  being eats a part of the caster’s soul, causing double spellburn damage.
  Call of the Deep
  Level: 1
  Range: Caster
  Duration: Varies
  Casting time: 1 turn
  Save: None
  General
  The caster calls a number of Children of the Deep to himself, and binds them to his service 
  for a time. The number of Children and the duration depend upon the spell check result. 
  This spell requires at least 1 point of spellburn, representing the caster dripping his own 
  fresh blood into the sea, which does not modify the spell check result. If the caster cannot 
  reach the sea with his blood, this spell cannot be cast. Regardless of the spell check result, 
  Children of the Deep cannot be compelled to travel more than 10 miles from the sea.
  Children of the Deep:  Init +2; Atk claw +3 melee (1d3) or bite +1 melee (1d5); AC 13; HD 
  2d8; MV 30’ or swim 50’; Act 1d20; SP amphibious, leap; SV Fort +2, Ref +4, Will +4; AL C.
  Manifestation
  By spell check result.
  1
  Lost, failure, and patron taint.
  2-11
  Lost.  Failure.
  
  11
  12-15
  The wizard summons one Child of the Deep, who serves for up to 1 turn before departing.
  16-17
  The wizard summons 1d3 Children of the Deep, who serve for up to 1d3 turns before 
  departing.
  18-21
  The wizard summons 2d5 Children of the Deep, who serve for up to 1d3 hours before 
  departing.
  22-23
  The wizard summons 3d7 Children of the Deep, who serve for up to 3d3 hours before 
  departing.
  24-26
  The wizard summons 5d12 Children of the Deep, who serve for up to 1d3 days before 
  departing.
  27-31
  The wizard summons 5d12 Children of the Deep, who serve for up to 1d5 weeks before 
  departing.
  32+
  As 27-31, above, or the wizard can summon 1d3 Children of the Deep who will serve him 
  permanently so long as they live.
  Shape of the Deep
  Level: 2
  Range: Touch
  Duration: Varies
  Casting time: 1 round
  Save: Will
  General
  The caster transforms himself or another into an aquatic shape, able to breathe water. The 
  being so transformed retains its normal intelligence and abilities, within the limitation of 
  its current shape. The creature so transformed can no longer breathe air, and will begin to 
  drown if prevented from reaching water.
  The creature gains the AC, move, and attacks of the new form, as indicated below.
  The caster may choose the spell check result, or any lesser result. Typically, high results are 
  used to transform the caster and allies, and low results are the fate of foes, but the caster 
  must weigh the utility of the form with the length of the transformation.
  Manifestation
  Roll 1d3: (1) Creature is transformed by painful contortions as the old body physically 
  rebuilds itself, (2) creature is instantaneously transformed, or (3) translucent fish (which 
  can fly through the air) swarm around the creature, biting away its old form to reveal the 
  new form within (which can be larger than the original form!).
  1
  Loss, failure, and patron taint.
  2-11
  Lost.  Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  Small fry: AC 18; MV swim 30’; no attacks; +3 bonus to hide. Transformation lasts 1d10+CL 
  rounds.
  18-21
  Seahorse: AC 16; MV swim 10’; no attacks; +5 bonus to hide. Transformation lasts 1d8+CL 
  turns.
  
  12
  22-23
  Cod: AC 12; MV swim 50’; no attacks. Transformation lasts 1d7+CL hours.
  24-26
  Octopus: AC 15; MV 5’ or swim 20’; no effective attacks; can use arms to cast spells at -1d on 
  the dice chain (or no penalty, if the spell can be cast silently). Transformation lasts 1d7+CL 
  hours.
  27-31
  Small shark: AC 16; MV swim 50’; bite (1d3). Transformation lasts 1d6+CL turns.
  32-33
  Shark: AC 14; MV swim 40’; bite (1d5). Transformation lasts 1d5+CL turns.
  34+
  Big shark: AC 17; MV swim 40’; bite (1d7+3). Transformation lasts 1d4+CL rounds.
  Sea Wrack
  Level: 3
  Range: 100’
  Duration: Varies
  Casting time: 1 action
  Save: Fortitude for half
  General
  This spell allows the caster to direct the wrath of Dagon. Each time this spell is cast, the 
  caster must spellburn 1 point, which does not modify the spell check result.
  Manifestation
  By spell check result.
  1
  Lost, failure, and patron taint.
  2-11
  Lost.  Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  Gallons of sea water appear around the target, drenching him instantly and putting out any 
  open flame. The target takes 1d3 damage from the buffeting of the sudden wave, and, if the 
  save fails, is knocked prone.
  18-21
  The caster can select up to 7 targets, each of which has the air in its lungs transformed into 
  sea water. Each target takes 1d7 damage, and if the save is failed its next action is lost as it 
  coughs up brine and mucus. Water-breathers are immune.
  22-23
  As 18-21, above, but the damage is 3d7.
  24-26
  A gigantic fish-like mouth appears for a second, and bites a selected target for 10d10 damage 
  (no attack roll needed). If the target is slain, it is pulled out of the material world when the 
  mouth disappears, prey to the Barracuda of the Great Abyss.
  27-31
  1d10+CL man-sized fish appear from the Shoals of the Abyss, swimming or flying to the 
  target(s) chosen by the caster. Each fish bites for 2d6 damage (no attack roll needed). Any 
  target that dies as a result of these attacks is consumed by the fish, disappearing as they 
  attack.
  32-33
  Up to 10+CL targets have their blood transformed to sea water. Each takes 6d6+CL damage; 
  the blood of any survivors is returned to its natural state.
  34-35
  As 24-26, above, but the Barracuda attacks one target each round for 1d7+CL rounds, as 
  selected by the caster.
  36+
  Up to seven creatures are transformed into sea water if they fail their saves, and are instantly 
  slain. If they resist the transformation, they still take 8d16 damage.
  
  13
  ENTORPUS
  Often referred to as the Crimson Spiral or 
  Flaming Whirlpool, Entorpus is an elder 
  god of chaos and destruction. Disciples 
  of Entorpus believe it was their dark lord 
  that created the universe and that order, 
  in particular law, is destroying the chaos 
  of nature.
  Depicted as a red whirlpool or vortex in 
  artworks, the true form of Entorpus is 
  unknown. Some say it is a giant crimson 
  kraken that dwells beneath the great 
  seas. Others believe it is a formless vortex 
  of empty space that devours all things.
  Those who seek patronage from Entorpus 
  must border on insanity and revel at the 
  prospect of self-destruction.
  Invoke patron check results:
  12-13
  The touch of the caster draws heat from a living target. The victim must make a Fortitude save or lose 
  one action die per round for 1d3+CL rounds.
  14-17
  As above, but the caster concentrates heat inside his or her body. Once per round for the next 1d3+CL 
  rounds, the caster MUST fire a bolt of intense heat at a living target. The attack is made at the caster’s 
  attack bonus and deals 1d4+CL damage. If the caster does not (or cannot) discharge the excess heat, 
  he or she takes 3d4+CL damage.
   
  18-19
  A shimmering cloud of chaos stuff surrounds the caster, leeching 1d3+CL physical attribute or hit 
  points from living things that fail their Fortitude saves in a 30’ radius. The caster can use this to 
  restore lost attribute or hit points, but cannot increase these scores beyond the caster’s limits. If the 
  caster cannot use the points, they are lost to the universe.
  20-23
  As above, but the caster leeches 1d4+CL physical attribute or hit points regardless of his or her 
  current limits. These points remained until lost through damage, spellburn or the like.
  24-27
  As above, but the caster leeches 1d4+CL points per round for 1d3 rounds. 
  28-29
  A shimmering cloud of chaos stuff surrounds the caster, drawing heat from every living thing in a 30’ 
  radius. The victims lose all actions for 1 round on a failed Fortitude save, and the heat manifests as a 
  humanoid composed of chaos stuff. This creature serves the caster for 1d3+CL rounds before folding 
  back into the caster and causing patron taint.
  30-31
  As above, but the cloud also leeches 1d4+CL physical attribute or hit points from any living creatures 
  in the area of effect on a second failed Fortitude save. The chaos creature serves the caster for 1d3+CL 
  weeks. When the time elapses, or the creature is destroyed or dispelled, it folds back into the caster 
  causing patron taint. 
  32+
  As above, but the cloud also leeches 1d4+CL physical attribute or hit points for 1d3+CL rounds. The 
  chaos creature serves the caster until destroyed or dispelled, at which time it folds back into the 
  caster, causing patron taint. 
  
  14
  PATRON TAINT: ENTORPUS
  When a patron taint is indicated, roll 1d6 on the table below. When a caster has acquired all six taints at all levels 
  of effect, there is no need to continue rolling any more.
  Roll
  Result
  1
  The first time this result is rolled, the caster experiences intense lethargy each time a spell is cast – 
  losing one action (movement or attack) per round for 1d3 rounds. Each time this result is rolled, the 
  duration increases 1d for a maximum of 1d10 rounds. 
  2
  The first time this result is rolled, chaos stuff bursts from caster each time a spell is cast. Every living 
  thing within a 5’ radius must make a Fortitude save DC 9+1 per spell level cast, or lose 1 physical 
  ability point or 1 hp – the points are lost to the cosmos. Each time this result is rolled, the area of 
  effect increases by 5’ to a maximum of 30’. 
  3
  The first time this result is rolled, the caster’s hands turn as black as deep space and becomes ice 
  cold. Any living thing touched experiences existential dread, which is manifested as a -1d to any social 
  skills for the caster. The second time this result is rolled, the caster’s entire body turns black and 
  cracks in the skin seem to show an infinite universe of darkness. The caster’s presence seems to suck 
  the heat from living things. Animals and children avoid the caster and others are deeply unsettled. 
  The final time this result is rolled, right-thinking people avoid being within 30’ of the caster, and his 
  or her eyes reflect a burning vortex with a center of deepest void. 
  4
  The first time this result is rolled, the variable effects of any magical item the caster holds is decreased 
  by 1d. For instance, a healing salve that restores 1d8 hp only restores 1d6 in the caster’s hands. For 
  magical weapons, the attack and damage rolls are decreased by 1d. The effect is not permanent – 
  others can take up the magical item and it functions normally. The second time this result is rolled, 
  magical items within 5’ of the caster are affected – regardless of who holds them. Each subsequent 
  time this result is rolled, the area of effect is increased by 5’ to a maximum of 30’.
   
  5
  The first time this result is rolled, each time a spell is cast, all variable effects controlled by the caster 
  are changed for 1d6 + spell level cast in rounds. All variable effects for the duration (attack rolls, skill 
  checks, damage rolls, spell checks, etc.) are shifted from -3d to +3d. Roll a 1d7: (1) -3d (2) -2d (3) -1d 
  (4) +0d (5) +1d (6) +2d. (7) +3d. Each time this result is rolled, the duration increases by one time 
  measure: turns to hours to days. Note that the effects are cumulative for each spell cast. 
  6
  The first time this result is rolled, each time a spell is cast, every living thing within a 5’ radius must 
  make a Fortitude save DC 8 + spell level cast, or sink into a vicious torpor, losing one action (either 
  attack or movement) each round for 1d3+CL rounds. Each subsequent time this result is rolled, the 
  radius increases by 5’ to a maximum of 30’. 
  PATRON SPELLS: ENTORPUS
  Entorpus grants three unique spells, as follows:
  Level 1: Disorder
  Level 2: Summon Chaos Thing
  Level 3: Heat Death
  
  15
  SPELLBURN: ENTORPUS
  When caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented here to create an event 
  specific to your home campaign.
  Roll
  Spellburn result
  1
  The caster concentrates for one full round, increasing his or her body temperature to near critical 
  levels. This damage is represented by the physical ability loss. While the spellburn damage is healing, 
  the caster is vulnerable to cold – taking 1d extra damage and a -1 to saving throws when faced with 
  cold effects.
  2
  The caster must touch a living thing to spellburn. The effect drains the desired spellburn points from 
  hit points or physical ability points from the subject. When the spell effect expires, the caster takes 
  the spellburn damage and the points are returned to the subject. 
  3
  A blast of chaos stuff erupts from the caster’s body, consuming 1d3 more physical ability points than 
  the caster desired. After casting the spell, the caster must make a Fortitude save DC 8 + spell level. On 
  a failure, these additional spellburn points are permanently lost. 
  4
  A blast of chaos stuff erupts from the caster’s body, consuming the spellburn points from all living 
  things within a 20’ radius. Each must make a Fortitude save DC 8 + spell level, or lose 1d3 temporary 
  ability points or hit points. These points are used to affect the spell check. The caster loses the original 
  spellburn desired and must make a Fortitude save DC 8 + spell level. On a failure, he or she loses 1 
  point of physical ability permanently and suffers from patron taint. Others recover the points lost at 
  a rate of 1 per day (though they can be magically healed). 
  Disorder
  Level: 1
  Range: Varies
  Duration: Varies
  Casting time: 1 action
  Save: Fortitude vs. 
  check
  General
  The will of Entorpus fills the caster with potential. At the caster’s touch (or in a radius of 
  spell effect), living creatures find that the variable results of their actions (i.e. dice rolls) are 
  changed. 
  Manifestation
  Roll 1d4: 1) The caster’s hands are charged with a halo of darkness where spins a fiery 
  whirlpool with a center of blackest void. 2) The image of the caster pops in and out of 
  existence hundreds of times a second. 3) A sphere of intense cold surrounds the caster. 4) 
  Plants wilt and small animals die as the caster advances.
  1
  Lost, failure and, patron taint
  2-11
  Lost. Failure.
  12-13
  At the caster’s touch, a living creature finds that all variable results are changed, from -2d to 
  +2d, for 1 round +1 round per caster level. Roll a 1d4: (1) -2d (2) -1d (3) +1d (4) +2d
  14-17
  As above, but the effects last for 1d6+CL rounds. 
  18-19
  As above, but the results are changed from -3d to +3d. Roll 1d6: (1) -3d (2) -2d (3) -1d (4) 
  +1d (5) +2d (6) +3d.
  
  16
  20-23
  As above, everyone within a 10’ radius is affected. NOTE: Each living thing rolls separately 
  for the effect. 
  24-27
  As above, but the duration increases to 1d10+CL rounds. 
  28-29
  As above, but the person touched receives no saving throw. 
  30-31
  As above, but everyone within a 20’ radius is affected. The person touched receives no 
  saving throw. 
  32+
  As above, but everyone within a 30’ radius is affected. The person touched receives no 
  saving throw.
  Summon Chaos Thing
  Level: 2
  Range: Caster
  Duration: Varies
  Casting time: 1 round
  Save: Varies
  General
  The caster calls a chaos thing from the void. The creature serves the caster in various 
  capacities until the spell duration expires or is dispelled. 
  Manifestation
  A burst of blackest void expands out from the caster, revealing an empty universe with a 
  fiery whirlpool in its center. 
  1
  Lost, failure, and patron taint. 
  2-11
  Lost. Failure. 
  12-13
  Failure, but spell is not lost.
  14-15
  An amorphous, translucent being emerges from the void. The creature envelops the caster 
  adding +4 to his or her AC and +4 to all saves. The being remains for 1d3+CL rounds. 
  16-19
  As above, but the being remains for 1d10+CL rounds. 
  20-21
  As result 14-15, but the creature exudes pseudopods of blackest void, giving the caster two 
  attacks per round each at a d16 action die. A successful attack deals 1d6 damage of pure 
  cold.
  22-25
  As above, but the creature remains for 1d3+CL hours.  
  26-29
  As result 20-21, but, in addition, any living thing within a 10’ radius of the caster must make 
  a DC 10 Fortitude save or suffer 1d3+CL damage each round from intense cold.
  30-31
  As above, but the creature gains a breath weapon, controlled by the caster. All within a 30’ 
  line must make a DC 15 Fortitude save or suffer an additional 3d6+CL damage. 
  32-33
  As above, but the creature remains for 1d3+CL days. 
  34+
  The chaos thing detaches itself from the caster and acts independently, though the caster 
  still enjoys AC and save bonuses. The thing remains in the caster’s service for 1d3+CL weeks. 
  At the end of this duration, the chaos thing roams the land as a free-willed creature, though 
  it can be bargained with by servants of Entorpus.
  
  17
  Heat Death
  Level: 3
  Range: Varies
  Duration: Varies
  Casting time: 1 action
  Save: Fortitude vs. 
  check
  General
  The caster brings a piece of Entorpus through the void, leeching heat and life from this 
  world. 
  Manifestation
  The fiery whirlpool of Entorpus appears in the sky or hovering behind the caster’s head. 
  The blackest void of its center leeches heat from living things within the area of effect.
   
  1
  Lost, failure and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but spell is not lost.
  16-17
  All living things within a 30’ radius must save or suffer 1d3 damage to each physical ability. 
  18-21
  As above, but the caster gains 1d3 of the lost physical ability points. These points remain 
  until spellburned or other damage sustained and do not return through healing. The caster 
  must make a Fortitude save or suffer patron taint. 
  22-23
  As 16-17, but all living things suffer 1d6 damage to hit points. 
  24-26
  As above, and the caster receives 1d6 temporary hit points that remain until lost. These 
  temporary hit points do not return through healing or other means. The caster must make 
  a Fortitude save or suffer patron taint.
  27-31
  As 22-23, but the radius increases to 60’. 
  32-33
  As above, but the caster gains both the ability points and hit points lost from those within 
  the spell’s effect.  The caster must make a Fortitude save or suffer patron taint.
  34-35
  All living things within the spell’s effect must make a Fortitude save or be leeched of all hit 
  points and physical ability points. This does not kill the victims, but puts them in a state of 
  torpor until the damage heals. 
  36+
  As above, but the caster gains all physical ability points and hit points from the victims. 
  These points remain until lost through spellburn, damage, or other means and do not return 
  through healing. The caster suffers from patron taint. 
  
  18
  HIZZZGRAD, DAEMONIC LORD 
  OF CRAWLING THINGS
  None has ever seen Hizzzgrad, the Daemonic Lord of 
  Crawling Things, but his voice has been heard in the evil 
  chirpings of crickets in lonely places at night, and his will 
  has been made known through scorpions speaking with 
  unnatural voices. His voice was heard in one world by a 
  wayfarer in the desert, manifested through the sounds 
  of night insects, that led to the writing of that benighted 
  book, The Necronomicon (as it appeared on that world) 
  and drove the Arabic wanderer mad.
  Hizzzgrad manifests through all manner of creatures 
  that creep and crawl – serpents, lizards, crabs, spiders, 
  and the beetles that feed on dung and corpses. His 
  dominions are the stinging flies, the swarms of locusts, 
  and the spineless blind worms that writhe deep beneath 
  the ground. There is much he knows of corpses and 
  the dead, and those Wizards who would wield the Arts 
  Necromantic seek the patronage of this Daemonic Lord.
  Hizzzgrad’s ceremony must be conducted in a 
  graveyard or crypt oozing with worms or crawling with 
  invertebrates.
  Invoke Patron check results:
  12-13
  Hizzzgrad is amused at the caster’s suffering, and the sound of his laughter can be heard in the 
  clickings of beetles and the shrill calls of cicadas, and seen in the insane writhings of blind worms. 
  Yet, the mere presence of Hizzzgrad’s regard bolsters the caster, granting a bonus of +1d6 Agility for 
  1 hour. This can be spellburned as normal.
  14-17
  Hizzzgrad sends a swarm of locusts, grave beetles, or similar insects to bedevil the caster’s foes. The 
  caster and his allies are unaffected, but all others within 30’ of the caster suffer 1d8 damage each 
  round for 1d4+CL rounds, or until the swarm is somehow removed by an area effect. Further, so long 
  as the swarm is active, visibility is reduced to 5’ within its area. This reduced visibility does not affect 
  the caster and his allies, as the swarm parts briefly to allow them line of sight whenever they require.
  18-19
  Hizzzgrad communicates a spell to the caster, which may then be used until lost. This can exceed the 
  maximum spells allowed. Once lost, the spell cannot be recovered, although the caster can then try to 
  learn that spell if she has an available spell slot of the appropriate level. The Judge may assign tasks to 
  learn missing parts of the spell, as usual. Roll 1d7 and add the caster’s Luck Modifier to determine the 
  spell gained: (0 or less) feather fall, (1) spider climb, (2) magic missile, (3) magic shield, (4) monster 
  summoning, (5) spider web, (6) invisible companion, (7) fly, or (8 or better) demon summoning. 
  Regardless of the spell gained, the manifestation always related to the invertebrate world in a manner 
  chosen by the Judge.
  20-23
  Insects and worms erupt from the mouth and nostrils of a target within 120’, chosen by the caster. The 
  target immediately loses 1d6 Stamina, and must make a DC 20 Fort save or lose another 1d6 Stamina. 
  This continues each round until the target dies or makes the save. If the target survives, lost Stamina 
  is recovered with 10 minutes of rest.
  
  19
  24-27
  A swarm of insects, worms, crustaceans, centipedes, spiders, or other invertebrates, as appropriate to 
  the location, swarms up from the ground to attack a target of the caster’s choosing. If the target does 
  nothing but defend itself, the swarm attacks with a +8 bonus doing 1d6 damage each round. If the 
  caster does anything else, the swarm hits automatically for 1d6+6 damage. The swarm lasts 1d8+CL 
  rounds, and can be directed to change targets (move 50’) with a word. It cannot be destroyed during 
  its duration; creatures that are slain are replaced.
  28-29
  1d12+CL gigantic invertebrates appear from the ground, the air, or wherever the Judge deems most 
  appropriate. These enormous creatures are the size of a horse and take whatever form the Judge 
  desires, so long as they are invertebrates. Examples include centipedes, silverfish, crayfish, wasps, 
  spiders, flatworms, and cockroaches. They use the same basic statistics, modified by the Judge as 
  required to suite their form. These creatures remain for 2d5+CL rounds, and act as directed by the 
  caster (this does not require concentration). Depending upon their nature, they can perform non-
  combat activities as directed (i.e., act as mounts, etc.). 
  Gigantic invertebrate: Init +2; Atk bite +6 melee (1d8+4) or sting +4 melee (1d6+3 plus poison); AC 
  16; HD 5d8+10; MV 40’ or climb 40’ or fly 50’ or swim 30’ or dig 20’; Act 2d20; SP poison (DC 20 Fort 
  save or 2d4 Stamina); SV Fort +10, Ref +3, Will +0; AL N.
  30-31
  Insects, arthropods, and worms force themselves into every orifice of the caster and three chosen 
  allies. These allies receive a +4 bonus to AC and saves, a +3 bonus to attacks, spell checks, and damage 
  rolls. They automatically succeed on any Recovering the Body checks, but must still roll – if the check 
  would have failed, the character gains patron taint as the creatures burrow into brain or muscle in an 
  attempt to save his life.
  32+
  The earth erupts with crawling vermin, which swarm up the bodies of all targets touching the ground 
  within 150’ of the caster. The caster and his allies, bolstered by armor of living crawling things, gain a 
  +6 bonus to AC and reduce all damage taken by 2 points. All others within range take 3d6 damage per 
  round from the biting and stinging creatures. This lasts 3d10+CL rounds.
  PATRON TAINT: HIZZZGRAD
  Those tainted by their connection to Hizzzgrad become less human. Insanity creeps upon them as they listen 
  more and more to the voices of the crickets in the night, and identify more with the creeping things that hide from 
  the sun than they do with their fellow men. And, as is well known, those who follow Hizzzgrad are compelled 
  to write of their journey into inhuman madness, and their missives can lead others into psychosis. Those who 
  would read the tainted ramblings of the Lord of Crawling Things’ followers do so at their own risk for thus does 
  Hizzzgrad gain followers to whom the Daemonic Lord owes nothing whatsoever.
  Roll
  Result
  1
  Night Voices: When this taint is first rolled, the wizard becomes aware of words and language 
  hidden in the nocturnal sounds of crickets, serpents, and flies. Even the whine of mosquitoes carries 
  a message, if only she could understand it. When this patron taint is rolled a second time, the wizard 
  begins to understand the voices, and they bolster her spell casting. When the wizard is in a location 
  where she can hear the night chorus (Judge’s determination), she gains a +2 bonus on all spell checks. 
  When this is rolled a third time, the meaning of the voices becomes far clearer, and more terrible. 
  The wizard retains the previous bonus, and, in addition, the Judge may tell the wizard additional 
  rumours and secrets, as well as provide adventure hooks. However, if this taint is rolled again, treat as 
  if Madness (see below) were rolled instead.
  
  20
  2
  Madness: When this patron taint is first rolled, the character begins to go mad. Initially, this is just 
  a role-playing consideration (and the Judge should encourage role-playing the increased madness). 
  Thereafter, each time this taint is rolled, the character permanently loses 1d3 points of Personality 
  and gains a +1 bonus to his Will saves. Each point of Personality loss can only be recovered by 
  performing an act of madness so astounding that the Judge chooses to return the point. Each time, 
  the Judge should require something that tops the previous act. Eventually, the player will be forced to 
  play out the character’s madness, accept the Personality loss, or retire the character. If the character’s 
  Personality drops below 3, irrevocable insanity causes the character to become an NPC under the 
  Judge’s control. There is no other limit to how often this taint can be rolled.
  3
  Join in the Creeping: When this taint is first rolled, the character gains an inhuman level of flexibility, 
  and is able to perform astounding acts of contortionism. This is not enough to affect most Reflex 
  saves, but on any check where the Judge deems it appropriate, the character may roll on 1d24. If 
  this is rolled a second time, the character gains a +2 bonus to Reflex saves and can move at normal 
  speed even when prone. If this is rolled a third time, the character gains a 20’ climb speed so long as 
  her hands and feet are bare, and (if unburdened or lightly burdened) can climb even sheer surfaces 
  without fear of falling. If this taint is rolled again, treat as if Less than Human (see below) were rolled 
  instead.
  4
  Less than Human: The wizard’s mind begins to follow courses that are more like the creeping things 
  of Hizzzgrad than of human kind. The character loses 1d3 Personality each week, unless he consumes 
  a number of creatures equal to his class level during that period. Once lost, this Personality cannot 
  be regained. If the character’s Personality is reduced below 3, the character becomes an NPC under 
  the Judge’s control. When this taint is first rolled, the character must consume flies. When it is rolled 
  a second time, spiders. When rolled a third time, birds. When rolled a fourth time, cats. When rolled 
  a fifth time, dogs. When rolled a sixth time, humans. Once this stage has been reached, ignore future 
  rolls of this taint.
  5
  Compelled to Write: The character is compelled to write of his experiences and learning under the 
  tutelage of Hizzzgrad. When this taint is first rolled, the character must write a pamphlet (2 gp in 
  materials, 1d6 – Int modifier hours to write; any who reads it feels disturbed). When this is rolled 
  again, the character must write a tract (15 gp in materials, 1d8 – Int modifier days to write; any 
  who reads it must make a DC 10 Will save or take 1d3 points of Intelligence or Personality damage, 
  equal chances of each). When this is rolled a third time, the character must write a treatise (50 gp 
  in materials, 1d10 – Int modifier months to write, 25% chance the treatise can teach a randomly 
  selected 1st level spell known to the caster, readers must make a DC 15 Will save or permanently 
  lose 1 point of Intelligence and Personality). Finally, if the character rolls this taint a fourth time, 
  he must write a book (100 gp in materials, 1d12 – Int modifier years to write, 50% chance that 
  the book can teach 1d5 randomly selected spells known by the caster, readers automatically lose 1 
  point of Personality and suffer minor corruption each time they learn a spell from the tome). If this 
  taint is rolled again, the character begins anew with writing a pamphlet. Having work of this nature 
  uncompleted is distracting, the character cast spells at –1d on the dice chain for each writing project 
  he has yet to complete.
  6
  Worms of the Earth: When this patron taint is first rolled, worms are found around the caster at 
  unusual times. They may be found in her bed when she awakens, in her food, or crawling upon her 
  clothing. If this is rolled a second time, worms can occasionally be seen wriggling from her ears, 
  dropping from her mouth, etc. This horrific effect forces her to make any Personality checks at –1d on 
  the dice chain, if the Judge deems that they would be affected. If rolled a third time, the worms disappear 
  (along with previous effects), but the caster can feel them writhing within her brain and body, causing 
  a permanent loss of 1d3 Agility. If rolled a fourth time, the worms are fully integrated with the caster’s 
  body. She regains the lost Agility and, if a Recovering the Body check must be made, she rolls using 
  1d16, thus increasing her chances of rolling under her Luck. Further, she ignores any broken bones, 
  or any effect that targets bones. Finally, if this taint is rolled a fifth time, her body becomes a writhing 
  mass of worms, horrifying to any being who sees it. Any normal being who witnesses what she has 
  become must make a DC 15 Will save or seek to slay her instantly and unremittingly.
  
  21
  PATRON SPELLS: HIZZZGRAD
  Hizzzgrad grants three unique spells, as follows:
  Level 1: Consult Vermin
  Level 2: Animated by Worms
  Level 3: Alchemy of the Essential Salts
  SPELLBURN: HIZZZGRAD
  When a character with Hizzzgrad as a patron attempts spellburn, roll 1d4 on the following table, or use the 
  descriptions below to design a unique event for your own campaign.
  Roll
  Spellburn Result
  1
  A cloud of biting, stinging insects swirls up and around the caster. The damage they do is expressed as 
  Strength, Agility, or Stamina loss.
  2
  Some portion of the caster’s body turns bluish-white and erupts with maggots. This is expressed as 
  Strength, Agility, or Stamina loss. The discoloration and maggot infestation go away as the damage is 
  healed.
  3
  The caster is infected by worms or other parasites, causing the Strength, Stamina, or Agility loss. If the 
  caster is able to touch an ally when performing spellburn, he can transfer up to 10 points of spellburn 
  damage to that ally, who must succeed in a DC 10 Fort save or 1 point is permanent damage.
  4
  The caster can feel invisible pincers, bites, and stings, and his body swells with the effects of nether 
  poisons. This is expressed as Strength, Agility, or Stamina loss.
  Consult Vermin
  Level: 1
  Range: Caster
  Duration: Varies
  Casting time: 1 turn
  Save: None
  General
  Various worms, insects, spiders, serpents, crustaceans, lizards and other crawling vermin 
  are summoned by the caster, and then answer questions. The creatures begin appearing 
  at the beginning of the casting, and disperse as soon as the duration has ended. The mass 
  of creatures is based off of what is nearby – crayfish and leeches for fresh water; crabs, 
  lobsters, and sea snakes for salt water; buzzing flies and cockroaches in a city; etc. Giant or 
  monstrous vermin may also be summoned if they are in the area, at the Judge’s discretion. 
  This does not change the way the spell works, except that at the end there is a 20% chance 
  that monstrous vermin attack rather than return to their previous location(s).  The Judge is 
  encouraged to role-play the vermin for what they truly are, and to make the experience as 
  creepy as possible!
  Manifestation
  Roll 1d3: (1) the vermin communicate in normal speech, understandable to all; (2) while 
  the questioner speaks normally, the buzzing, clicking, and hissing of the vermin cannot be 
  understood by any other nearby (unless, for example, the vermin are spiders and another 
  wizard nearby speaks the tongue of spiders); (3) both vermin and wizard speak in the clicks, 
  hisses, and buzzing of the vermin.
  1
  Lost, failure, and patron taint.
  
  22
  2-11
  Lost. Failure.
  12-15
  The wizard is able to ask the vermin one question per class level, which may be answered 
  Yes, No, or Maybe. The answers given by the vermin are correct 70% of the time. The wizard 
  has 1 turn to ask his questions before the spell duration expires.
  16-17
  The wizard is able to ask the vermin two questions per class level, which may be answered 
  Yes, No, or Maybe. The answers given by the vermin are correct 80% of the time. The wizard 
  has 1 turn to ask his questions before the spell duration expires.
  18-21
  The wizard is able to ask the vermin two questions per class level, which may be answered 
  Yes, No, or Maybe. The answers given by the vermin are correct 90% of the time. If the wizard 
  so chooses, he may ask the vermin more complicated questions, which can be answered 
  with a single word or a short phrase, but each of these questions costs the same as two 
  questions answered with Yes, No, or Maybe. The wizard has 1 turn to ask his questions 
  before the spell duration expires.
  22-23
  The wizard is able to ask the vermin two questions per class level, which may be answered 
  with a single word or short phrase. The answers given by the vermin are correct 95% of the 
  time. The wizard has 1 turn to ask his questions before the spell duration expires.
  24-26
  The wizard is able to ask the vermin two questions per class level, and there is no limitation 
  to how complicated the questions may be, although the answers to more complicated 
  questions may be ambiguous. The answers given by the vermin are correct 95% of the time. 
  The wizard has 1 turn to ask his questions before the spell duration expires.
  27-31
  As above, but the wizard has a full hour to consult with the vermin, and the answers are 
  never intentionally ambiguous. If the wizard leaves the area where the spell is cast, the spell 
  ends, but he may consult with others in order to better ask questions and understand the 
  answers.
  32+
  As above, but some of the vermin cling to the caster, hiding within his collar and hair, or 
  coiling about his neck, or even crawl into his ears. Until he has used up all of his questions, 
  the vermin are always with him, ready to answer when asked. They do not confuse questions 
  asked to others with questions asked of themselves. Their answers are 99% accurate.
  Animated by worms
  Level: 2
  Range: Touch
  Duration: Varies
  Casting time: 1 round
  Save: N/A
  General
  The caster commands worms, spiders, and insects to enter into one or more corpses, 
  animating them for a brief period. The caster cannot animate more corpses than are present, 
  and cannot control more than twice his CL in Hit Dice of animated bodies at any given time. 
  These creatures are not truly un-dead, and are not intelligent enough to utilize weapons or 
  tools. They use Critical Table M when appropriate. At the end of the spell duration, or when 
  slain, the corpses collapse and the vermin crawl away (but see below).
  When a creature is bit by a wormwalker, worms drop from the creature’s teeth and eye 
  sockets, infesting the target unless it makes a Fort save (DC dependent upon Hit Dice; see 
  individual entries). An infested creature immediately loses 1 point of a physical ability score 
  (roll randomly from Strength, Agility, and Stamina), and loses an additional point each hour 
  until cured (3 HD of magical healing or a DC 15 check using an appropriate occupation). 
  Creatures slain by this damage arise as 1 HD wormwalkers (see below for statistics).
  
  23
  When wormwalkers with 3 HD or more die, the worms within explode outward in a 5’ 
  radius. Any creature within this radius must make a DC 10 Fort save or be infested, taking 
  an immediate 1d3 points of damage from a random physical ability, and requiring a DC 10 
  Fort save each round to avoid taking an additional 1d3 points of physical ability damage 
  each round. This damage can be halted by 3 HD of magical healing, a DC 20 check using an
  appropriate occupation, or making three sequential saves. A creature slain by this damage
  arises as a 1 HD wormwalker (see below for statistics).
  Wormwalkers created by infestation are under the control of the wizard who created the 
  infesting wormwalker, to the maximum Hit Dice he can control. If the wizard ever loses the
  relationship with his patron, any wormwalkers he has created, no matter how distant, 
  immediately begin moving toward him to destroy him. They may, of course, be destroyed 
  en route.
  Manifestation
  By spell check result.
  1
  Loss, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  The caster can animate a single corpse as a 1 HD wormwalker, for a maximum of 1 hour. 
  Wormwalker: Init –4; Atk slam –1 melee (1d4) or bite +0 melee (1d3 plus infestation); AC 
  10; HD 1d12; MV 20’; Act 1d20; SP infestation (Fort DC 10), detect living bodies within 60’; 
  SV Fort +2 , Ref –4, Will –4; AL C.
  18-21
  The caster can animate up to three corpses as 2 HD wormwalkers, for a maximum of 1 day. 
  Wormwalker: Init –4; Atk slam +0 melee (1d4) or bite +1 melee (1d3 plus infestation); AC 
  11; HD 2d12; MV 20’; Act 1d20; SP infestation (Fort DC 10), detect living bodies within 60’; 
  SV Fort +2 , Ref –4, Will –4; AL C.
  22-23
  The caster can animate up to five corpses as 3 HD wormwalkers, for a maximum of 1 week. 
  Wormwalker: Init –4; Atk slam +1 melee (1d5) or bite +2 melee (1d3 plus infestation); AC 
  12; HD 3d12; MV 20’; Act 1d20; SP infestation (Fort DC 12), detect living bodies within 60’, 
  death throes (Fort DC 10, 5’ radius infestation); SV Fort +4 , Ref –2, Will –2; AL C.
  24-26
  The caster can animate up to five corpses as 4 HD wormwalkers, for a maximum of 1 month. 
  Wormwalker: Init –2; Atk slam +2 melee (1d6) or bite +3 melee (1d3 plus infestation); AC 
  12; HD 4d12; MV 20’; Act 1d20; SP infestation (Fort DC 12), detect living bodies within 60’, 
  death throes (Fort DC 10, 5’ radius infestation); SV Fort +5 , Ref –2, Will +0; AL C.
  27-31
  The caster can animate up to ten corpses as 5 HD wormwalkers, for a maximum of 1 month. 
  Wormwalker: Init +0; Atk slam +4 melee (1d8) or bite +6 melee (1d3 plus infestation); AC 
  12; HD 5d12; MV 20’; Act 2d20; SP infestation (Fort DC 14), detect living bodies within 60’, 
  death throes (Fort DC 10, 5’ radius infestation); SV Fort +6 , Ref +0, Will +2; AL C.
  32-33
  The caster can animate up to ten corpses as 6 HD wormwalkers, for a maximum of 1d3+CL 
  months. 
  Wormwalker: Init +2; Atk slam +5 melee (1d8) or bite +6 melee (1d3 plus infestation); AC 
  14; HD 6d12; MV 20’; Act 2d20; SP infestation (Fort DC 14), detect living bodies within 60’, 
  death throes (Fort DC 10, 5’ radius infestation); SV Fort +8 , Ref +2, Will +4; AL C.
  
  24
  34+
  The caster can animate up to ten corpses as 8 HD wormwalkers, and they remain animated 
  until destroyed. 
  Wormwalker: Init +4; Atk slam +7 melee (1d8+2) or bite +10 melee (1d3 plus infestation); 
  AC 16; HD 8d12; MV 20’; Act 2d20; SP infestation (Fort DC 16), detect living bodies within 
  60’, death throes (Fort DC 10, 5’ radius infestation); SV Fort +10 , Ref +4, Will +8; AL C.
  Alchemy of the Essential Salts
  Level: 3
  Range: Touch
  Duration: Varies
  Casting time: Varies
  Save: None
  General
  This spell allows the caster to transform the residue of a body – its essential salts – into a 
  mockery of life, and, at higher spell check values, return a semblance of life to the dead. In 
  order to cast this spell, the wizard must have access to an alchemical lab worth not less than 
  200 gp, as well as access to the corpse to be affected. The entire corpse need not be present, 
  but the dust, mould, or even the ashes that were once the skull and brain are necessary.
  This spell is unusual in two ways. The first way is that only the highest spell check result can 
  be considered a true success. This is not easy magic, and significant risk is involved. While 
  some of the other results may be of value to the caster, they can be considered at best partial 
  successes, and are sometimes dangerous to the caster.
  The second way relates to the casting time. The casting time is always at least one day. If 
  the caster rolls a spell check result that would exceed this, the caster always has the option 
  to stop at the highest value of a previous casting time and use those results instead. In all 
  cases, any being restored to life or animation by the spell turns to dust (the essential salts) 
  if reduced to 0 hit points. A Luck check to Recover the Body cannot be made, as no body is 
  present to roll over or recover.
  Manifestation
  By spell check result.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  Casting time is one day. The remains gain a tremulous form of animation, but nothing more. 
  By utilizing 1 point of spellburn, the caster may immediately make a new spell check as 
  part of the same casting. The spellburn does not aid the casting, although the caster may 
  spellburn more to do so, and the new spell check only increases the casting time if the check 
  result so indicates. If the new spell check is a natural 1, the spellburn used to make the 
  new spell check is permanent, as is 1 point of any additional spellburn the caster may have 
  utilized. The spell may also be lost, and patron taint may occur, as a result of the new roll.
  18-21
  Casting time is one day. The remains become a skeleton or zombie, depending upon their 
  initial condition and the Judge’s discretion. The PC has no control over them, and they are 
  not intelligent. Use statistics from the Core Rulebook.
  22-23
  Casting time is one day. The remains become a ghoul, which the PC has no control over. 
  However, the PC may bargain with the un-dead, and may be able to communicate with it. 
  The creature knows much of what it did in life. Use statistics from the Core Rulebook.
  
  25
  24-26
  As 22-23, except that the form is indistinguishable from that of a living being, and may be 
  mistaken for its previous self by those who did not know it. The ghoul is likely to engage in 
  conversation willingly, and may even be willing to serve the caster in exchange for freedom 
  and protection, at the Judge’s discretion, although it is not directly controlled by the caster.
  27-31
  Casting time is one week. The caster may choose to cease casting at one day, and gain the 
  results from 24-26 instead. Roll 1d7, modified by the caster’s Luck. On a roll of 1 or less, 
  use the results from 18-21. On a roll of 2, use the results from 22-23. On a roll of 3, use the 
  results of 24-26. On a roll of 7+, use the results of 32-33. On any other roll, the corpse is 
  transformed into a ghoul that is bound to, and obeys the caster. Every week, the ghoul gains 
  a 5% cumulative chance to break the bonds of servitude. The ghoul looks exactly as it did in 
  life, and the caster is immune to its special attacks. Regardless of the d7 roll results, the full 
  week must be spent. Use statistics from the Core Rulebook.
  32-33
  Casting time is one week. The caster may choose to cease casting at one day, and gain the 
  results from 24-26 instead. Roll 1d7, modified by the caster’s Luck. On a roll of 1 or less, 
  use the results from 22-23. On a roll of 2, use the results from 24-26. On a roll of 3, use 
  the results of 27-31. On a roll of 7+, use the results of 34-35. On any other roll, the corpse 
  is transformed into a ghoul that is bound to, and obeys the caster. Every month, the ghoul 
  gains a 5% cumulative chance to break the bonds of servitude. The ghoul looks exactly as it 
  did in life, and the caster is immune to its special attacks. Regardless of the d7 roll results, 
  the full week must be spent. Use statistics from the Core Rulebook.
  34-35
  Casting time is three weeks. The caster may choose to cease casting at one week, and gain 
  the results from 32-33 instead. If the caster continues his labours for the full three weeks, he 
  may spend 1 point of spellburn and roll 1d20. If the result is equal to or less than his Luck, 
  the caster has succeeded in bringing the corpse back to a semblance of life. How long this 
  will last is unknown. Every week for three weeks, the restored creature must succeed in a 
  DC 10 Fortitude or Will save or collapse into dust. If all three saves are made, every month 
  for three months, the restored creature must succeed in a DC 15 Fortitude or Will save or 
  return to its essential salts. If these saves are made, three DC 20 saves must also succeed, 
  one each year for three years, before the spell becomes permanent. The creature will always 
  detect as unnatural under magical scrutiny, so long as it continues to survive. If the caster’s 
  d20 roll is higher than his Luck, the time is wasted, and the essential salts remain inert.
  36+
  Casting time is three weeks. The creature is restored to life, and does not detect as magical 
  or unnatural. Only when the creature dies, and reverts back to its essential salts, is its true 
  nature revealed.
  
  26
  MAB,
  DARK QUEEN OF FAERIE
  Queen Mab appears in dark majesty, with sensual lips 
  and wanton eyes. She can change her size to be taller than 
  a tall mortal man, or so small that she can use a hazelnut 
  shell as a chariot. She brings dreams dark and delightful, 
  which make men mad. It is said that she perches hag-
  like upon sleeping maidens, and first teaches them to 
  push downward in order to bear children. She blisters 
  lips and hands, turns the attention of barristers to 
  potential suites (in lands plagued with an abundance of 
  barristers), and seeks ever to make the hearts of men 
  and maidens inconstant.
  As one of the Dark Queens of the Unseelie Court, she 
  rides the dark nights in the autumn of the year, the Hosts 
  of the Slaugh – those dead who are closest to the dark 
  regions of Faerie – as her retainers. When slighted, she 
  curses new-born children. On a whim, she plucks babes 
  from their cribs to devour, or lays with young men who 
  arise withered and old. 
  Yet for all this wickedness, the Dark Queen of Faerie 
  can be a friend to those who know their place, and who 
  are willing to pay her awful price. She is a vain and 
  jealous creature, though, and those who would court her 
  influence are wise to take especial pains not to offend 
  her.
  Mab’s ceremony must be performed in the autumn, in a 
  place where faerie influences are strong.
  Invoke Patron check results:
  12-13
  Mab restores one lost spell to the caster. If the caster has lost no spells this day, roll 1d6. On a roll 
  of 1-4, the capricious Mab takes away a spell from the caster, as though it had been lost for the day. 
  On a roll of 5-6, Mab instead grants access to a random spell otherwise unknown to the caster, until 
  that spell is lost as a result of a poor casting, or until the next full moon, whichever comes first. This 
  does not give the caster enough knowledge of the spell to learn it normally, as Mab doesn’t grant that 
  knowledge – the ritual to use the spell is unique to this situation.
  14-17
  Mab sends a vision to all creatures in the area, making the caster appear more powerful and 
  commanding. For the next 2d6+CL rounds, the character gains a +2 bonus to Armor Class and damage 
  against any intelligent creatures. Any friendly creature within 100’ that must make a Will save for 
  morale gains a +2 bonus, whereas any similar unfriendly creature has a –2 penalty.  These bonuses 
  and penalties do not apply to automatons, constructs, vermin, and other creatures which are either 
  mindless or immune to mind-affecting effects.
  18-19
  Mab appears before the most powerful of the caster’s male humanoid enemies within 200’. Unless 
  that creature makes a DC 25 Will save, Mab leads him away into Faerie. When the creature is next 
  encountered, and not less than 1d30 days later, the creature has aged 4d24 years – depending upon 
  the creature, it may die of old age as a result.
  
  27
  20-23
  The Dark Queen curses all of the caster’s enemies within 100’, causing them to develop painful blisters 
  on hands and lips, which make fighting and speech difficult. As a result, enemies have a –4 penalty 
  on attack rolls and spell checks, which lasts for 1d5 hours, when the blisters go away. At the Judge’s 
  discretion, some creatures having neither hands nor lips (such as serpents) may be immune to this 
  effect.
  24-27
  A zone of madness extends 100’ from the caster. All enemies within this area must make a DC 15 Will 
  save each round, or spend their actions attacking the nearest creature – be it friend or foe – with its 
  most powerful attacks. Although the madness does not prevent creatures from attacking the caster’s 
  allies, it does prevent them from attacking the caster. No creature that fails its save targets the caster; 
  it instead chooses the next nearest creature. This effect lasts for 2d5+CL rounds.
  28-29
  The dark power of Mab reaches into the hearts of foemen and makes them inconstant. When faced by a 
  group of foes, the leader (if any; the most powerful creature will do) must make a DC 15 Will save each 
  round or 25% of the remaining group desert. If there is no leader, the group deserts en masse. If faced 
  by a single foe, that foe must make a DC 25 Will save or be moved to sudden friendship or love (as the 
  Judge deems appropriate) for the caster. Depending upon the nature of the creature, this may not lead 
  to a straight-forward end of the conflict – for example, the creature may wish to capture the caster to 
  force a betrothal. This friendship seldom lasts long; the Judge secretly rolls 1d24 to determine how 
  many days the friendship or infatuation lasts for. On a natural roll of 24, it is permanent. In this case, 
  after 24 days, it is no longer magical, and cannot be dispelled. Cunning foes need not inform the caster 
  that their friendship has waned.
  30-31
  A host of the Slaugh – the dark dead who travel with the evil Unseelie Court of the Fey – sweeps down 
  from the sky, to aid the caster and confound his foes. It takes 1d5 rounds for the Slaugh to arrive. If the 
  caster is outdoors, 3d12 of the Slaugh appear. They remain for 3d8+CL rounds, or until the battle is 
  completed, whichever comes first. When they depart, each remaining Slaugh takes a body of the dead, 
  friend or foe, with it until there are no bodies… at this time, a Luck check can be made for friendly 
  figures as though the body had been turned over by a comrade. If the caster is indoors, the Slaugh 
  cannot come inside, but howl around the building, disconcerting all save the caster and his allies – this 
  causes the disconcerted creatures to have a –4 penalty to all attack rolls, skill checks, spell checks, 
  and saves while the Slaugh remain  for 2d8+CL rounds. If the caster is underground, the Slaugh are 
  strengthened, each gaining a +2 bonus to attack rolls and damage. 4d12 of the Slaugh appear, and they 
  remain until the battle is completed, however long that might take. Slaugh underground take bodies 
  as do Slaugh outdoors. 
  Slaugh: Init +6, Atk claws +4 melee (dmg 1d4 plus chill touch and fear); AC 16; HD 2d12; HP 13; MV 
  fly 40’; Act 2d20; SP chill touch (1d6 cold damage, Fort DC 15 saves), fear (Will DC 10 or lose next 
  action), half damage from non-magical weapons; SV Fort +4, Ref +8, Will +12; AL C.
  32+
  The essence of Mab manifests at the caster’s location, and draws the caster into a dark, twisted portion 
  of Faerie. The caster is gone for 2d6 rounds in the normal world, but appears 2d6 years older when 
  he returns. All of his wounds are healed, and all of his spells are restored. During the time he is gone, 
  all enemy creatures within 150’ of the spot where he was standing must make a DC 10 Fort save each 
  round or fall into a deep sleep, replete with nightmares, from which they cannot be awakened until 
  the caster returns. Successful attacks against creatures in this sleep are automatically critical hits. 
  It takes 1d3 rounds for creatures to fully recover when the caster returns (and the essence of Mab 
  departs); they can only move (and cannot use their Action Dice) during this time.
  PATRON TAINT: MAB
   
  Those who take Mab as their patron often become lost in their own dreams, or develop a wanton and inconstant 
  need for sensual gratification. Their connection to the realm of Faerie, through Mab, can also affect them strongly. 
  When patron taint is indicated, roll 1d6 on the table below. When a caster has acquired all six taints at all levels 
  of effect, there is no need to continue rolling any more.
  
  28
  Roll
  Result
  1
  Wanton: The caster becomes more lustful through association with Mab. When this is rolled the first 
  time, the caster must make a DC 10 Will save to willingly harm an attractive member of the opposite 
  sex (or the same sex, if appropriate to the caster), or to turn down an offer of licentious congress. This 
  doesn’t prevent the caster from seeking to capture, charm, or otherwise affect an attractive character. 
  When this is rolled again, the DC raises to 15. When it is rolled a third time, the DC raises to 20.
  2
  Sensual: The caster becomes more attuned to physical comforts and beauty. In terms of food, clothing, 
  and equipment, the caster wants the most exotic, the best tasting, the most comfortable, and the 
  most beautiful items possible. When this is first rolled, the caster adds +10% to the cost of any item 
  purchased. When this is rolled a second time, the caster adds +50% to the cost of any item purchased. 
  When this is rolled a third time, the caster adds +100% to the cost of any item purchased. The caster 
  cannot get around this by having another purchase his items for him – anything of lesser value simply 
  will not do if a better quality item is available.
  3
  Lost in Dreams: The caster spends more and more time involved in his dream life, to the detriment 
  of his waking life. Each time this patron taint is rolled, the caster spends one day out of every seven 
  immersed in dreams, to a maximum of three days in seven. When the caster wishes to be involved in 
  an adventure, 1d7 must be rolled to determine if he is available. If the party stays overnight during an 
  adventure, another die must be rolled every additional day to see if the caster is available, or is lost in 
  his dreams. When lost in his dreams, the caster only responds to immediate life-and-death concerns.
  4
  Fey Blood: The caster becomes closer to faerie, and begins to physical change into a more fey creature. 
  If human, when this is first rolled, the caster’s ears become noticeably pointed. When this is rolled a 
  second time, a human caster becomes paler and taller, with the pointed shape of his ears becoming 
  even more pronounced. If rolled a third time, a human caster becomes affected by iron as is an elf. 
  If an elf, when this is first rolled, the caster’s skin and hair take on a subtle green tint. When rolled a 
  second time, an elven caster’s hair takes on streaks of darker green, and he grows the buds of antlers 
  on his forehead. If rolled a third time, an elven caster’s penalty to using iron weapons and armor is 
  doubled (2 hit points damage per day of use). When struck by iron weapons, an elven caster takes 
  +1 damage with each successful attack, and if the elf is even in the vicinity of a large concentration of 
  iron, he has a –2 penalty to attack rolls, skill checks, and spell checks.
  5
  Waking Dreams: The caster begins to dream, even when awake. This makes it difficult to concentrate 
  on tasks, and makes it difficult for the caster to determine what is real and what is a dream figment 
  only he is experiencing. In game terms, the caster takes a penalty to all attack rolls and skill checks. 
  When this is first rolled, the penalty is –1. When it is rolled a second time, the penalty is –2. When it is 
  rolled a third time, the penalty is –4.
  6
  Inconstant Heart: The influence of Mab is felt both in strong feelings of amorous attraction, and 
  the inconstancy of those feelings. When this is first rolled, there is a 1 in 7 chance per week that the 
  caster feels love toward an appropriate character he knows of; there is also a 1 in 7 chance each week 
  that the object of his affections changes. The player is encouraged to choose a suitable character, but 
  the Judge can overrule those choices – the heart is fickle, and we do not always choose who we are 
  attracted to. If the caster is out of favour with his object of amorous intent, he takes a –2 penalty to 
  all spell checks. When this is rolled a second time, the chances of being in love, and of the object of 
  affection changing, are raised to 3 in 7. When this is rolled a third time, the chances of being in love 
  are raised to 6 in 7, and the penalty to spell checks for being out of favour is raised to –4. It is not that 
  the caster cannot be in love at other times (even with multiple individuals!), but those dalliances do 
  not feel strong enough at those times to cause a penalty to spell checks.
  
  29
  PATRON SPELLS: MAB
  Mab grants three unique spells, as follows:
  Level 1: Dream Sending
  Level 2: Dark Curse of Mab
  Level 3: Dreamwalk
  SPELLBURN: MAB
   
  When a caster utilizes spellburn, roll 1d4 and consult the table below, or build off the suggestions to create an 
  event unique to your home campaign.
  Roll
  Spellburn Result
  1
  The caster’s hands and lips blister horribly, manifesting as Agility or Stamina damage.
  2
  The caster can utilize up to 10 points of spellburn now, but the manifestation does not come until he 
  sleeps – then he is hag-ridden throughout the night, experiencing nightmares and a great malignant 
  weight pressing him down. The result manifests as Agility, Strength, or Stamina loss equal to the 
  spellburn utilized. In addition, the caster does not heal wounds or regain lost spells that night.
  3
  The caster can utilize up to 10 points of spellburn now, but in return he is hag-ridden for as many 
  nights as he uses points of spellburn. Each night the caster is hag-ridden, he doesn’t heal damage or 
  recover lost spells.
  4
  The caster experiences a realistic vision of the Dark Queen, who appears before him and kisses him 
  passionately, draining a portion of his soul in the process. This manifests as Strength, Agility, or 
  Stamina loss.
  Dream Sending
  Level: 1
  Range: Varies
  Duration: Special
  Casting time: 1 turn
  Save: Special
  General
  The caster is able to send a dream to another creature. The caster must know the creature 
  the dream is being sent to, at least well enough to identify it. The caster may choose any 
  result equal to the spell check or lower. Language is never a barrier with this spell, as the 
  target’s dreaming mind is always able to translate the caster’s words.
  Manifestation
  As per spell check.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  The caster can send a message of up to six words to any creature known to him within 5 
  miles. The message is inserted into the target’s dreams, and the target is aware that it is a 
  message from the caster. The target must be asleep at the time the spell is cast in order to 
  receive the message. 
  
  30
  16-17
  The caster can send a message of up to 12 words to any creature known to him within 
  5 miles. The message is inserted into the target’s dreams, and the target is aware that it 
  is a message from the caster. If the target is awake when the spell is cast, the message is 
  delivered the next time the target sleeps. 
  18-21
  The caster can communicate with a creature through its dreams, carrying on a telepathic 
  conversation that lasts 1d3+CL minutes. The target must be known to the caster, and must 
  be within 10 miles at the time the spell is cast. If the target is awake, the caster instantly 
  knows when it next sleeps, and must initiate the conversation within 1d5 Turns or lose the 
  benefits of the spell. 
  22-23
  As 12-15, above, but the caster’s phrase may form a suggestion which must be obeyed 
  by the target. Upon wakening, the target is allowed a Will save DC spell check or follow 
  the suggestion. The suggestion may have a trigger, which must occur within 24 hours, or 
  the suggestion is lost. The target follows the suggestion for a maximum of CL rounds. The 
  trigger, if any, must be part of the six word message delivered by the caster.
  24-26
  As 22-23 above, but the caster can send a message of up to 12 words, and if the target is 
  awake when the spell is cast, the message (including any suggestion) is delivered the next 
  time that the target sleeps.
  27-31
  The caster can enter the dreams of a target within 10 miles, shaping the target’s dreams as 
  desired. In addition, the caster can appear in the target’s dream, allowing for a conversation 
  or other interaction lasting up to CL Turns. If the caster engages the target in combat, either 
  may die if they reach 0 hp (recover the body checks may be allowed), although any lesser 
  outcome has no lasting effect beyond the dream. Finally, the caster may plant a suggestion 
  of up to 12 words, which can last for up to CL Turns, and which can take up to CL days to 
  be triggered. A Will save equal to the spell check negates the suggestion. The caster drops 
  into a light trance so long as he interacts with the target. If the target is not asleep when the 
  spell is cast, the caster becomes instantly aware when the target next falls asleep, and has 
  1d5 Turns to engage the target before the spell’s magic falters. Anything which disturbs this 
  trance ends the spell.
  32-33
  The caster can cause up to 1d3+CL creatures within a 25-mile radius to fall into a normal 
  sleep, during which the caster can communicate with them through their dreams. If the 
  caster so desires, some or all targets can also communicate with each other. The sleep state 
  can be broken by one round of vigorous shaking, and any creature awoken is removed from 
  the shared dream. The caster falls only into a light trance; if this trance is broken, the spell 
  is ended. The dream lasts a maximum of CL Turns. The targets must be known to the caster, 
  at least enough to identify them.
  34-35
  As 32-33, above, but distance doesn’t matter, so long as target creatures are on the same 
  world and on the same plane of existence.
  36+
  As 34-35, above, but when the dream ends, each target must make a Will save or fall under 
  the caster’s complete control, as if it were his friend. However, the target will not perform 
  actions that are suicidal or which a devoted friend would not otherwise perform. This effect 
  lasts for no more than 14+CL hours.
  
  31
  Dark Curse of Mab
  Level: 2
  Range: 60’
  Duration: Varies
  Casting time: 1 round
  Save: Will negates
  General
  The caster calls upon Mab to curse one or more targets.
  Manifestation
  Per spell check result.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  Queen Mab hath been with you. The caster targets a single creature. When that creature 
  sleeps, Queen Mab visits his dreams, preventing sufficient rest. Hit points and ability damage 
  are not healed. Spells or Luck are not regained. Disapproval is not reset. Each night after the 
  first, the target gains a new save to throw off the curse. The curse lasts a maximum of CL 
  nights.
  18-21
  Her whip of cricket's bone. As 16-17, above, but Queen Mab actually damages the target, 
  causing it 1d3 hp of damage each night. There is no maximum number of nights that the 
  curse can last.
  22-23
  She gallops night by night. As 16-17, above, except that the caster may select 1d5+CL 
  targets within range.
  24-26
  Who straight on kisses dream, which oft the angry Mab with blisters plagues. The 
  curse targets up to 2d14+CL creatures, who experience licentious dreams preventing 
  sufficient rest. Hit points and ability damage are not healed. Spells or Luck are not regained. 
  Disapproval is not reset. In addition, each target suffers from painful blisters upon wakening, 
  which cause 1d3 points of temporary Agility, Stamina, or Personality damage (target’s 
  choice, or determine randomly). Each night after the first, the target gains a new save to 
  throw off the curse.
  27-31
  Then dreams he of cutting foreign throats. As 22-23 above, but the targets wake with 
  strong bloodlust, and must succeed in a DC 15 Will save to avoid attacking any creature that 
  ventures within 30’ of the target. This bloodlust lasts for 2d16+CL Turns upon awakening. 
  The save must be made each round another living creature is within 30’ of the cursed victim.
  32-33
  At which he starts and wakes. The spell targets up to 2d5+CL creatures within 60’, which 
  are unable to sleep, being frightened awake whenever they try. Hit points and ability damage 
  are not healed. Spells or Luck are not regained. Disapproval is not reset. Due to fatigue, the 
  targets suffer a cumulative -1d on the dice chain penalty to all die rolls per night of lost 
  sleep. Each night after the first, targets gain a new save to throw off the curse.
  34-35
  And sleeps again. The caster may target all enemies within 60’, who immediately fall asleep 
  unless they save successfully. Such targets may be awakened by attacks or vigorous shaking, 
  but only remain awake for 2d16 rounds before falling asleep again. While awake, they suffer 
  a -1d penalty on the dice chain to all die rolls due to supernatural drowsiness. Targets are 
  allowed a new save every 24 hours until they throw off the curse, but suffer 1 point of 
  temporary Strength and 1d3 points of temporary Stamina damage for each 24 hours they 
  are cursed. 
  
  32
  36+
  Much misfortune bodes. As 34-35, above, but the range is increased to 120’. Moreover, any 
  target that successful saves immediately and permanently loses 1d5 points of Luck. Finally, 
  there is no additional save allowed each day; only a successful remove curse or similar 
  magic can save the victims of the Dark Curse of Mab.
  Dreamwalk
  Level: 3
  Range: 15’
  Duration: Variable
  Casting time: 1 turn
  Save: Will negates
  General
  The caster, and possibly other creatures, enter a dream which translates their physical 
  bodies from one location to another. All travellers instantly fall asleep as soon as the spell is 
  cast. Their bodies fade out of the material world when they fall asleep, and slowly appear in 
  the physical world as they awaken. The spell check result determines how far the caster can 
  travel, and how many companions she may take with her. 
  The caster must either be able to identify the destination she wishes to appear in, or she 
  may trust Mab to cast her up upon some worthy shore. In this later case, the travellers arrive 
  wherever the Judge wishes – probably at some interesting and dangerous location, such as 
  within the middle of an adventure!
  There is some risk to companions that their travels in the dream may change them. Each 
  companion, excluding the caster, must succeed in a Luck check or roll 1d7: (1) Character 
  either ages 5d10 years or becomes 3d5 years younger (equal chance of each), (2) hair (or 
  fur), eye, and skin color change, (3) ethnicity changes, (4) gender changes, (5) alignment 
  changes to opposite (Neutral has an equal chance of becoming Lawful or Chaotic), (6) the 
  companion is wounded in the dream, suffering 1d3 damage per level or Hit Die, or (7) the 
  character is lost in the dream world, and does not emerge into the material world. Such a 
  character may be recovered by another dreamwalk with an equal, or greater, spell check 
  result (although another Luck check is required), or through a special quest devised by the 
  Judge. 
  An unwilling companion may attempt a Will save to resist, but once the dream is entered, 
  must abide by the results of the spell. 
  Manifestation
  The caster and any companions dream of (1d5): (1) travellers are transported in a hazelnut 
  coach drawn by atomies, (2) travellers dream of walking over a hauntingly familiar 
  landscape, (3) travellers dream of challenging a hellish dungeon… or perhaps it is part 
  of hell itself, (4) travellers dream of riding the winds with the Hosts of the Slaugh or (5) 
  whatever the travellers dreamed is forgotten upon awakening... save a lingering sensation 
  of unremembered horror.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  Only the caster can travel, to any point within 5 miles.
  18-21
  The caster and one companion can travel, to any point within 10 miles.
  22-23
  The caster and CL companions can travel, to any point within 25 miles.
  24-26
  The caster and CL companions can travel, to any point within 100 miles.
  
  33
  27-31
  The caster and 1d5+CL companions can travel, to any point upon the same world.
  32-33
  The caster and 2d5+CL companions can travel, to any point upon the same plane of existence, 
  including far-flung worlds.
  34-35
  The caster and 3d5+CL companions can travel to any point upon the same or any known 
  plane of existence.
  36+
  As 34-35, but the caster and her companions may also travel up to 100 years into the past 
  or the future.
  
  34
  MULFERRET,
  QUEEN OF WEASELS
  Mulferret is the bloodthirsty Queen of Weasels, Stoats, 
  Ferrets, and their relations. Although nominally 
  the Queen of Otterfolk as well, that kindred seldom 
  acknowledges Her authority, preferring to play and 
  frolic amongst themselves. When appearing among 
  humans or elves, Mulferret often takes the guise of a 
  thin, sly-faced woman, fur-clad all in white during the 
  winter and mixed brown and black in the summer. 
  She can also take the form of a 10’ long weasel-like 
  creature, with fur like that of an ermine or a marten, 
  depending upon the season and her mood.
  The ceremony to bond with Mulferret must include 
  the sacrifice of creatures weaselkind normally preys 
  upon – chickens, rabbits, squirrels, and the like. Blood 
  sacrifice of those bonded to the exemplars of those 
  creatures – such as Radu, Prince of Rabbits – are 
  pleasing to Mulferret’s nostrils.
  Invoke Patron check results:
  12-13
  The Bloodthirsty Queen’s attention is otherwise occupied. She grants the caster the bloodlust enough 
  to gain a +2 bonus to all attack and damage rolls for CL rounds.
  14-17
  The caster gains the ability to exude a thick yellow musk, either to target 1d3 creatures within 10’ 
  (who must succeed in a Fort save vs. spell check, or be at -1d on the dice chain to all rolls for 1 hour), 
  or to create a thinner 30’ cloud (all within are at -2 to attack rolls, skill checks, and spell checks; caster 
  excluded) that moves with the caster and lasts CL minutes.
  18-19
  Mulferret blesses the caster with bloodthirst and stamina. The caster gains a +3 bonus to attack and 
  damage rolls for CL rounds. At the end of this time, or if reduced to 0 hp, the caster is immediately 
  granted 1d3 hp per level.
  20-23
  Mulferret sends 1d3 giant weasels to aid the caster. They remain for 1d3+CL rounds before departing. 
  If they have no chance to kill during this time, the player must roll 1d10. If the result is lower than the 
  caster’s level, they turn on him for 2d3 rounds before departing. If they are able to kill the caster and 
  escape, they carry the caster’s body back to Mulferret’s realm.
  Giant weasels: Init +4; Atk bite +2 melee (1d5 plus latch); AC 15; HD 2d8+4; MV 50’ or climb 20’; Act 
  1d20; SP latch (holds on until dead or Mighty Deed 4+; automatic damage each round); SV Fort +3, 
  Ref +5, Will +2; AL C.
  24-27
  As 18-19, above, but Mulferret sends 1d5+CL giant weasels for 1d7 Turns, and the check to see if the 
  weasels turn on the caster (if they kill nothing) is rolled on 1d20.
  28-29
  Partial transformation. Mulferret grants the caster, or one of the caster’s allies selected by the caster, 
  a bite attack (1d5 damage) and a claw attack (1d3 damage), as well as thick fur providing +2 to AC. 
  This lasts for 1d7+CL hours. The transformation does not prevent speech, spell casting, or the use of 
  normal armor, weapons, and equipment. An unwilling ally gains a DC 15 Will save to resist.
  
  35
  30-31
  As 28-29, above, except the caster can choose 1d3+CL allies as well as himself to transform, and 
  the transformation lasts 1d3+CL days. Further, the AC bonus is increased to +4, and the bite attack 
  includes the ability to latch onto a foe (as per giant weasels, above).
  32+
  A horde of tiny weasels erupts from the shadows, attacking all of the casters’ foes within 500’ for 1d7 
  points of damage each round. Moving more than half speed through the weasels requires a DC 15 
  Reflex save to avoid falling prone (ending the move) – quadrupeds gain a +4 bonus to this save, and 
  the Judge may allow other bonuses (or even dispense with the save altogether) for special stability. 
  The weasels continue to attack until no foe remains within 500’, the wizard moves more than 200’, or 
  the wizard is slain. Weasels killed by spells or attacks are automatically replaced from the shadows.
  PATRON TAINT: MULFERRET
   
  Adherents of Mulferret become more like her over time, which can be both helpful and harmful. Mulferret may 
  send a companion to aid the caster do Her will. But her most feared patron taints are a blood lust which must 
  be satisfied, and a hunt which must be completed. While the other patron taints have limits, there is no end to 
  Mulferret’s desire for her agents to kill.
  Roll
  Result
  1
  Blood lust: Whenever this patron taint is rolled, the caster experiences overwhelming blood lust. Until 
  he personally kills some creature and consumes at least a pint of its blood, he suffers an increasing 
  penalty to spell checks and AC: -1 for the first round, -2 for the next turn, -4 for the hour after that, and 
  -8 until the blood lust is satisfied. Further, the caster takes 1d3 damage for every 24 hours the blood 
  lust is not satisfied, and this damage cannot be healed until the caster has done so. 
  2
  Ferocity: The caster gains some of the ferocity of weasel-kind. On one hand, this increases his combat 
  capability. On the other hand, it increasingly causes him to resort to weapons rather than spells. When 
  this taint is rolled for the first time, the caster gains a +1 bonus to attack rolls, but suffers a -1 penalty 
  to spell checks. When rolled a second time, the caster gains +1 hp per level, but must succeed in a DC 
  5 Will save to cast a spell in combat. When rolled a third time, the caster gains +1d3 damage when 
  using weapons or unarmed attacks, but must succeed in a DC 10 Will save to cast a spell in combat, 
  and his penalty to spell checks in combat is increased to -4. Once the caster has reached the maximum 
  penalty, rolling this taint again has no further effect.
  3
  Muskiness: The caster gains a whiff of the muskiness of weasels, which makes social interaction 
  more difficult. When this patron taint is rolled the first time, there is a mild odor about the caster, 
  which causes a -2 penalty to any social checks the Judge might call for. When this is rolled a second 
  time, the penalty is upgraded to a -1d penalty on the dice chain. When rolled a third and final time, the 
  penalty becomes -2d on the dice chain. Note that the Judge need not call for rolls, and can use these 
  penalties as a guideline for role-playing interactions. Once the maximum penalty is reached, rolling 
  this taint again has no further effect. 
  4
  Teeth and claws: When this patron taint is rolled the first time, the caster’s teeth become slightly 
  pointed, and his fingernails appear to harden and lengthen. When rolled a second time, fingernails 
  become claws capable of doing 1 point of damage. When rolled a third time, the caster’s teeth become 
  fangs capable of doing 1d3-1 points of damage. Rolling this taint again has no further effect.
  5
  Companion or revenge: Mulferret sends the caster a companion, or else seeks revenge for a lost 
  companion. When this is first rolled, the caster receives a ferret. When this is rolled again, the caster 
  receives a martin. When this is rolled a third time, the caster receives a wolverine. The new companion 
  replaces the old, if the old is still alive. If the old companion is not still alive, it instead attacks the 
  caster for 1d5 rounds before departing. Once this is rolled a third time, additional rolls of this taint 
  are ignored. 
  
  36
  These companions have human-level intelligence, and can speak the common tongue, but still have 
  the instincts of their kind. Note that the companion is not under the caster’s direct control, and can 
  cause problems as well as be useful.
  Ferret: Init +3; Atk bite +1 melee (1 plus latch); AC 17; HD 1 hp; MV 30’ or climb 20’; Act 1d20; SP 
  latch (holds on until dead or Mighty Deed; automatic damage each round); SV Fort +0, Ref +5, Will 
  +0; AL C.
  Martin: Init +3; Atk bite +2 melee (1d3 plus latch); AC 16; HD 1d6+1; MV 40’ or climb 40’; Act 1d20; 
  SP latch (holds on until dead or Mighty Deed; automatic damage each round); SV Fort +3, Ref +5, Will 
  +2; AL C.
  Wolverine: Init +2; Atk bite +4 melee (1d5 plus latch) or claw +1 melee (1d3); AC 15; HD 2d8+6; MV 
  40’ or climb 10’; Act 2d20; SP latch (holds on until dead or Mighty Deed 4+; automatic damage each 
  round); SV Fort +5, Ref +3, Will +4; AL C.
  6
  Hunt: Mulferret demands that the caster slay the adherent of another patron, and sacrifice the body 
  to Her. So long as the caster makes no major deviation from the hunt, Mulferret gives him seven days 
  to complete it. For every major deviation, and for every three days after the initial period, Mulferret 
  causes the caster to be unable to access one random spell until the quest is completed. If the Judge 
  wishes to do no further patron development, the hunt is for an adherent of Radu, Prince of Rabbits. 
  If the Judge is willing to do a little extra work, roll 1d7 on the following table. The Judge should 
  remember than an adherent can be a non-caster bonded to a patron, which can be thrown into an 
  adventure with minimal effort. 
  The hunt is for an adherent of (1d7): (1) Radu, Prince of Rabbits, (2) the Rat King, (3) Nimha, Lady of 
  Mice, (4) Yallafial, Queen of Birds, (5) Rutkin, the Knave of Squirrels, (6) Bobugbubilz, Demon Lord of 
  Evil Amphibians, or (7) the Staglord.
  PATRON SPELLS: MULFERRET
  Mulferret grants three unique spells, as follows:
  Level 1: Blood drain
  Level 2: Stoatskin
  Level 3: Weaselball
  SPELLBURN: MULFERRET
   
  When a caster utilizes spellburn, roll 1d4 and consult the table below, or build off the suggestions to create an 
  event unique to your home campaign.
  Roll
  Spellburn Result
  1
  The caster’s skin weeps blood. A crowd of shadow weasels lap it up, expressed as Strength, Agility, or 
  Stamina loss.
  2
  Mulferret demands blood! The caster must spill her own blood, expressed as ability score loss. The 
  blood disappears before reaching the ground.
  
  37
  3
  Bloodlust. Mulferret offers up to 5 points of spellburn, taken from Intelligence and/or Personality. This 
  represents incredible bloodlust, and can be sated by drinking the blood of recently-slain creatures. 
  For every HD the creature had, the caster recovers 1 point of Intelligence or Personality. The caster 
  must drink within 3 rounds of the creature being slain to be of any use.
  4
  Blood drain. The caster may take up to 5 points of spellburn from another creature that he can touch, 
  by draining its blood through his fingertips. This manifests as Strength, Agility, or Stamina loss (roll 
  1d3 for each point to determine where the spellburn is taken from). An unwilling victim can attempt 
  a DC 15 Will save to resist.
  Blood Drain
  Level: 1
  Range: Touch
  Duration: Varies
  Casting time: 1 action
  Save: Fortitude vs. 
  check
  General
  The caster gains the ability to drain blood with a mere touch. Regardless of manifestation, 
  the spell effects are transferable by weapon as well as by skin-to-skin contact. Creatures 
  without blood are immune to this spell (although attack bonuses still apply), and creatures 
  with strange forms of internal fluid – including various oozes, primordial slimes, and giant 
  spiders – may cause strange effects (or even damage the caster) at the Judge’s discretion.
  Manifestation
  Roll 1d3: (1) the caster’s fingertips become tiny weasel heads, (2) the caster grows toothy 
  maws in his palms, or (3) the caster’s hands become pale, but grow ruddy when draining 
  blood.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  The caster causes an additional 1d5 damage on any successful attack for one round. 
  16-17
  On the next round, the caster gains a +2 bonus to attack rolls, and does an extra 1d6 damage 
  on any successful attack. If the caster makes a successful attack, the drained blood heals 1 
  hp of damage the caster has taken.
  18-21
  For the next turn, the caster gains a +2 bonus to attack rolls, and creatures hit take an extra 
  1d5 damage from blood drain. Every successful blood drain heals 1 hp of damage the caster 
  has taken.
  22-23
  For the next turn, the caster gains a +2 bonus to attack rolls, and creatures hit take an extra 
  2d5 damage from blood drain. Every successful blood drain heals 1d3 hp of damage the 
  caster has taken.
  24-26
  For the next turn, the caster gains a +4 bonus to attack rolls, and creatures hit take an extra 
  2d5 damage from blood drain. Every successful blood drain heals the caster of 2d3 hp of 
  damage.
  27-31
  For the next hour, the caster gains a +6 bonus to attack rolls, and creatures hit take an extra 
  3d5 damage. Each successful blood drain heals the caster for 3d3 hp of damage.
  
  38
  32+
  The caster draws 1d5 hp of blood from any creature within 10’, which flows visibly from each 
  target’s wounds, pores, etc., into the caster’s hands. This blood drain occurs each round, and 
  does not differentiate between friend or foe. The caster gains a +8 bonus to attack rolls, and 
  can drain 3d5 hp of damage. The caster recovers 3d3 hp per successful blood drain attack, 
  and can gain up to 10 hp beyond his normal maximum in this way. These extra hit points 
  are the first to be lost, and are not a permanent addition to the caster’s maximum hit points.
   
  Stoatskin
  Level: 2
  Range: Caster or 
  Touch
  Duration: Varies
  Casting time: 1 action
  Save: None
  General
  The caster and/or one or more allies are transformed to take on part of the appearance and 
  characteristics of weasels and their kin. This spell only works on willing creatures; those 
  who are unwilling remain unaffected. The caster may choose any result equal to or less than 
  the spell check, but even if he chooses a lesser result, he uses the “Number Affected” of his 
  actual spell check.
  Manifestation
  As per spell check result.
  1
  Lost, failure, and patron taint.
  2-11
  Failure. Spell is lost.
  12-15
  Failure, but the spell is not lost.
  16-17
  Ermine: Targets’ hair turns white with black highlights. Targets gain +1 to AC and a +1d 
  shift on the dice chain to any attempt to squeeze through a narrow space. Finally, targets 
  reduce damage from cold by -1 per die. Duration: 1d6+CL rounds. Number Affected: Caster 
  only.
  18-21
  Stoat: Targets are covered with thick brown fur. Targets gain +2 to AC and +1 to Reflex 
  saves. Targets have their critical ranges increased by 1 (so that a wizard would gain a critical 
  hit on a natural roll of 19-20). Duration: 1d5 minutes. Number Affected: 1d3+CL.
  22-23
  Martin: Targets are covered with dark brown fur, and their nails turn into sharp climbing 
  claws. Targets gain +2 to AC and +1 to Fortitude saves. They reduce damage from cold by -1 
  per die. They can climb trees without making a check, and can climb other items with a +1d 
  shift on the dice chain. Duration: 1d7 Turns. Number Affected: 1d5+CL.
  24-26
  Fisher: Targets are covered with glossy dark fur, and their nails turn into sharp climbing 
  claws. Targets gain +2 to AC and +1 to Fortitude and Reflex saves. They reduce damage from 
  cold by -1 per die. They can climb trees without making a check, and can climb other items 
  with a +1d shift on the dice chain. Duration: 2d7 turns. Number Affected: 1d7+CL
  27-31
  Polecat: Targets are covered with dark and white patterned fur. Targets gain +2 to AC and 
  +1 to Reflex saves. Once each turn they can exude a foul-smelling musk that causes all other 
  creatures within 20’ (except other targets of this spell) to suffer a -1d penalty on the dice 
  chain to all rolls for 1d3 turns. Duration: 1d3 Hours. Number Affected: 1d7+CL.
  32-33
  Otter: Targets are covered with sleek brown fur, gaining +2 to AC and +3 to Reflex saves. 
  They can swim at a rate of 50’, requiring checks only in extraordinary circumstances (and 
  then using 1d30). Targets can hold their breath for up to ½ an hour at a time. Duration: 1d5 
  days. Number Affected: 2d5+CL.
  
  39
  34+
  Wolverine: Targets are covered with thick brown fur, their nails turn into sharp claws, and 
  their teeth become sharpened. Targets gain +4 to AC and +3 to Fortitude saves. They reduce 
  damage from cold by -2 per die. They can attack using claws for 1d3 or bite for 1d5 damage. 
  If reduced to 0 hp, they may make a DC 10 Fort save each round to remain conscious and 
  active (it is possible to bleed out during this time, as though the character were at 0 hp and 
  unconscious, so that magical healing may not always prevent death). Duration: 1d7 Days. 
  Number Affected: 3d7+CL.
  Weaselball
  Level: 3
  Range: 100’ or 
  more
  Duration: 1d3+CL 
  rounds
  Casting time: 1 round
  Save: None
  General
  The caster points his finger at a target, speaks an invocation to the Queen of Weasels, and a 
  tiny pellet streaks towards the designated point. Upon reaching the target, the pellet erupts 
  into a ball of fighting, biting weasels, which comprise one or more weasel swarms. All 
  potential targets within the area of a weasel swarm are then attacked by the weasels. At the 
  end of the spell duration, the weasel swarms disperse. Although the caster can sometimes 
  send a weaselball around obstructions, he must still have some means to see the chosen 
  target.
  Basic weasel swarm: Init +6; Atk swarming bite +2 melee (1d3 plus latch); AC 9; HD 4d8; 
  MV 40’ or climb 20’; SP bite all targets within 20’ x 20’ space, half damage from non-area 
  attacks, latch (creatures which took damage from the swarm automatically take +1d3 points 
  of additional damage each round thereafter unless a round is spent detaching weasels, or a 
  Mighty Deed removes them); SV Fort +2, Ref +5, Will +0; AL C.
  Manifestation
  As per spell check result.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  The caster targets a weaselball up to 100’ away, creating a single swarm.
  18-21
  The caster targets a weaselball up to 120’ away, creating a single swarm with an additional 
  +1 to the attack roll.
  22-23
  The caster can create two weaselballs, and send each to a differing target within 130’. Each 
  target creates a single swarm, but the swarm gains an extra +2 bonus to the attack roll.
  24-26
  The caster launches a large weaselball up to 160’, creating three vicious swarms of weasels 
  when reaching the target. The weaselball arcs like a catapult to a maximum 40’ above 
  ground at its peak, allowing the caster to target around or over obstructions. These weasel 
  swarms do 1d5 to targets they latch onto.
  27-31
  The caster creates a spray of small weaselballs, each of which contains a 1 HD weasel swarm 
  that does 1 point of damage per round and 1 point of damage when latched. There are three 
  sprays of 1d3+1 weaselballs each.
  
  40
  32-33
  The caster launches a single weaselball up to 200’, which can arc up to 40’ at the peak of its 
  flight. The weaselball releases an enhanced weasel swarm with an additional +3 to attack 
  rolls, doing 1d4 points of damage on a successful attack and 1d6 points of damage when 
  latched on. This enhanced swarm has 5 HD.
  34-35
  The caster launches a single weaselball, targeting a point up to 500’ away. The weaselball 
  disgorges three swarms of weasels, each of which has an additional +3 to attack rolls, does 
  1d5 damage on a successful attack, and 1d6 damage when latched on. These enhanced 
  swarms have 6 HD. It takes two rounds, or a Mighty Deed of 4+, to remove the latched 
  weasels before the spell expires.
  36+
  Weasel Armageddon. The caster may choose a target up to 1 mile away. The caster need not 
  have line-of-sight to the target. He can choose a geographic point he has knowledge of (such 
  as a specific tree, hill, or room) or a target of which he has a physical trace (such as a lock of 
  hair or fingernail parings). The weaselball creates five enhanced weasel swarms, each with 
  an additional +5 to attack rolls, doing 1d6 damage with a successful attack and 1d8 damage 
  if latched. It requires three rounds or a Mighty Deed of 5+ to remove latched weasels. These 
  enhanced swarms have 8 HD, and have +2 to all saves. When the spell duration expires, the 
  swarms disperse, but nearly every rabbit and chicken in a 5-mile radius is killed over the 
  next 1d3 days before the weasels truly disappear.
  
  41
  MULMO, HE WHO WHISPERS 
  FORGOTTEN SECRETS
  This tentacled mass of ever-shifting form dwells in 
  shadows and dark spaces deep beneath the ground. 
  Those who would delve in deep places are wise to 
  beware his malignant influence. Many of those who 
  travel into dark subterranean realms, never to return, 
  are surely slain by creatures in the depths. Others 
  may discover that the darkness is to their liking. A 
  few fall prey to Mulmo, and what they forget in death 
  the Buried Whisperer learns from their dying minds.
  It is said that Mulmo knows every secret that has ever 
  been forgotten. It is said that Mulmo hears every word 
  whispered on love’s pillow, every curse screamed in 
  defiance, rage, or hatred. Some knowledge is said to 
  be hoarded by He Who Whispers, but other forgotten 
  secrets are shared with those who would know what 
  has been lost. Although sometimes these secrets are 
  given freely, and seem to do no harm, at other times 
  they are bargained for dearly, or are given where they 
  will increase the power of Chaos across the planes. 
  His revelations are often cryptic, appearing to offer 
  benefits until darker implications are revealed.
  Mulmo may be most consistent to those who hold him as a patron, but he has been known to whisper to any who 
  can be goaded to actions serving Chaos. To see Mulmo is to be driven mad. To hear Mulmo’s rasping whispers is 
  to know much... and, perhaps, also to be driven mad. The Buried Whisperer supplies just enough truth, and just 
  enough benefit, that one can never be sure that his revelations can be safely ignored.
  Mulmo’s ceremony must be performed in some dark place underground.
  Invoke Patron check results:
  12-13
  The caster hears the voice of Mulmo whispering in his mind, granting one of the following three 
  affects (roll 1d3, or the Judge chooses based on circumstances): (1) the caster gains a +4 bonus to 
  one skill check, spell check, or attack roll in the next 10 minutes due to the insights heard in Mulmo’s 
  whispering, (2) a lost spell is restored to the caster’s mind as its secret is rekindled, or (3) Mulmo’s 
  whispering contains some specific clue or information useful in the present situation or one that will 
  occur in the near future.
  14-17
  A number of translucent grey tentacles, equal to the caster’s CL, spring from the ground at the caster’s 
  feet. Each tentacle can be used once each round to perform one of the following functions: (1) Grant a 
  creature within 10’ a +2 bonus to AC (this bonus stacks if the caster uses multiple tentacles to increase 
  the same creature’s AC), (2) Make an attack on a creature within 15’ (+3 attack, 1d6 damage), or (3) 
  be sacrificed to grant a +2 bonus to a spell check (the tentacle is gone, and cannot be used again; 
  multiple tentacles can be so sacrificed, and their bonuses stack). These tentacles last until sacrificed, 
  until the caster moves more than 10’, or until 2d6+CL rounds pass, whichever comes first.
  
  42
  18-19
  The caster may designate a single target within 150’. Ethereal grey tentacles spring out of darkness 
  (or some object, if there is no darkness), burrowing into that creature’s brain. This effect lasts for 
  1d6+CL rounds, and each round the targeted creature must succeed in a DC 15 Will save, or one of the 
  following effects occurs (roll 1d5): (1) If a spellcaster, the creature loses access to one random spell 
  for 24 hours, (2) The creature takes 1d4 points of Intelligence damage as knowledge is stripped from 
  its mind, (3) the creature takes 1d3 points of Personality damage as personal memories are stripped 
  from its mind, (4) the creature takes 1d5 hp damage as its body is forced to remember old damage 
  long ago thought healed and forgotten, or (5) the creature lapses into a catatonic state lasting 1d3 
  days, after which it awakens with a permanent loss of 1d3 points of Intelligence. In this last case, no 
  further saves are necessary. Otherwise, lost memories are recovered when the damage caused by 
  losing them is healed.
  20-23
  As 18-19, above, but when the tentacles disappear, the voice of Mulmo whispers in the caster’s mind, 
  allowing him to ask one question for every save the target creature failed. The questions must be 
  answerable using a short sentence, and are answered according to the knowledge of the creature – 
  they are the truth as the target creature knows it.
  24-27
  As 20-23, above, but the questions can require complicated answers. Moreover, the caster can 
  request access to any wizard spell that the target creature lost. This does not mean that the caster 
  can automatically cast the spell requested, but that spell becomes available for the caster to learn 
  thereafter.
  28-29
  A portion of the caster’s mind intersects with the vast cosmic intellect of the Buried Whisperer, 
  granting him temporary access to stored knowledge and wisdom too great for mortal minds to bear. 
  For CL minutes, the caster gains a +1d7 bonus to all skill checks, attack rolls, and spell checks – this is 
  not a static bonus, but should be rolled anew with each attempted check or attack. At the end of this 
  period, though, the caster must succeed in a DC 20 Will save or suffer immediate patron taint.
  30-31
  He Who Whispers manifests partially through the caster’s body, shooting forth CL+1d3 tentacles, 
  each 15’ long. The caster can make an extra attack each round with each of these tentacles, or use any 
  to increase his AC by +4 for that given round. On a successful attack, the tentacle does 1d7 damage, 
  and the target must make a DC 15 Reflex save or be entwined. An entwined creature can escape with 
  a successful DC 20 Strength check. After the initial attack, each round that a creature is entwined, the 
  tentacle attempts to enter its mind and extract information. The target must succeed in a DC 20 Will 
  save, or the caster may ask one question, of which he gains a truthful, if terse, response. At the end of 
  this period, the tentacles retract back into the caster’s body, and the caster must succeed in a DC 20 
  Will save or suffer immediate patron taint.
  32+
  As 30-31, above, but the caster may pull a random spell from a target’s mind instead of asking a question. 
  A spell so taken is lost from the target’s mind until 24 hours have past, and remains available to the 
  caster for only CL rounds. The caster may use this to cast cleric spells, but the caster automatically 
  has a cumulative +5 to his disapproval rating for all such attempts. The caster’s appearance takes on 
  something of Mulmo’s, so that any who would attack him must make a DC 10 Will save or lose their 
  action due to fear; this does not affect area attacks, but only those that specifically target the caster. 
  Finally, the caster must succeed in two DC 25 Will saves when the tentacles retract into his body, or 
  suffer immediate patron taint for each failed save.
  
  43
  PATRON TAINT: MULMO
   
  Mulmo cares nothing for the creatures of the material planes, except as they may further his own unknowable 
  agenda. Association with Mulmo brings uncanny knowledge, a creeping allegiance to the powers of Chaos, and 
  madness. When patron taint is indicated, roll 1d6 on the table below. There is no limit to the taint association that 
  Mulmo can bring; the caster must always roll for patron taint when indicated.
  Roll
  Result
  1
  Uncanny Knowledge: Each time this patron taint is rolled, the caster hears the voice of Mulmo in his 
  head, whispering some secret that grants the caster uncanny knowledge. The caster may use each 
  instance only once, granting a +2 bonus to a skill check, spell check, attack roll, or save, but more 
  than one instance may be used on the same roll and the benefits stack. The player or Judge should 
  determine what knowledge Mulmo imparted that granted the bonus.
  2
  False Whispers: This seems to be uncanny knowledge, as above, but the information is misleading 
  or wrong. Each instance gives the caster a –2 penalty to a skill check, spell check, attack roll, or save 
  of the Judge’s choosing. Multiple instances can be added together to increase the penalty, but each 
  instance can be used only once. The Judge or player should determine what misleading information 
  led to the penalty.
  3
  Creeping Alliance to Chaos: Each time this patron taint is rolled, it becomes harder for the caster 
  to harm chaotic creatures (including characters with the Chaotic alignment). Each roll gives the 
  caster a cumulative –1 penalty to attack rolls against chaotic creatures, and gives chaotic creatures 
  a cumulative +1 to saves vs. the caster’s spells. Chaotic creatures whose Hit Dice are equal to or less 
  than this amount are usually willing to treat with the caster rather than simply attack, if approached 
  with non-hostile intent (as per the Judge, or 1-4 on 1d7 chance). Treating with the caster does not 
  mean that they are friendly, however, and a hidden hostile agenda on the part of the caster removes 
  the chance of the chaotic creatures being willing to treat with the caster because of this patron taint, 
  although they may be willing to do so for other reasons, or may have hidden hostile agendas of their 
  own.
  4
  Mission: He Who Whispers Forgotten Secrets sends the caster on a mission of some sort. Typically, 
  this mission requires no more than one week’s travel per caster level. The Judge can assign a mission 
  of his own, or roll 1d5 to determine the type of mission required: (1) deliver a message to another 
  creature, (2) uncover or relearn some lost secret, (3) defeat a champion of Law, (4) destroy some 
  mundane source of knowledge, or (5) punish one who has fallen from Mulmo’s patronage.
  5
  Whispering Voices: The caster begins to hear whispering voices that cause madness. When this is 
  first rolled, they are at the edge of his hearing, and cause only a –1 penalty to skill checks. When this 
  is rolled a second time, they become louder, and the caster suffers a –2 penalty to all skill checks 
  and spell checks. When this is rolled a third time, the whispers become an all-pervasive susurration, 
  causing a –4 penalty to attack rolls, skill checks, spell checks, and Will saves. This patron taint can only 
  be rolled three times. Ignore all additional rolls.
  6
  Visage of Mulmo: When this patron taint is rolled, the caster’s visage takes on an indefinable but 
  unmistakable air of menace. When this is first rolled, normal animals are uneasy in the presence of 
  the caster, having a –4 penalty to morale checks and causing a –4 penalty to skill checks to control 
  or command them. When rolled a second time, normal animals become hostile to the caster, and will 
  not willingly approach or serve him. Any attempt to ride is impossible, and even attempting to use a 
  coach causes a –8 penalty to any checks to control mundane draft animals. If this is rolled a third time, 
  mundane animals will attack the caster if they are able to. Only animals much smaller than the caster, 
  such as normal birds, mice, and squirrels, do not attack on sight… although these may also attack if 
  the Judge so desires. This patron taint can only be rolled three times. Ignore all additional rolls.
  
  44
  PATRON SPELLS: MULMO
  Mulmo grants three unique spells, as follows:
  Level 1: Mulmo’s Dreadful Susurration
  Level 2: Tentacles of Smoke and Gore
  Level 3: Walk the Akashic Record
  SPELLBURN: MULMO
   
  The craving for knowledge and the madness of the Whisperer Below are reflected in spellburn granted by Mulmo. 
  When a caster utilizes spellburn, roll 1d4 and consult the table below, or build off the suggestions to create an 
  event unique to your home campaign.
  Roll
  Spellburn Result
  1
  The caster feels the psychic tentacles of Mulmo ripping into his mind, painfully lashing against his 
  thoughts and memories. This manifests as Intelligence and Personality loss, rather than loss of 
  physical statistics.
  2
  Quasi-physical tentacles erupt from the darkness, causing Agility, Strength, or Stamina loss.
  3
  Mulmo is willing to grant up to 10 points of spellburn without attribute damage. In return, though, the 
  caster permanently loses knowledge of one spell, chosen by the caster. The caster may gain up to 3 
  points of spellburn by sacrificing a 1st level spell, up to 6 points of spellburn by sacrificing a 2nd level 
  spell, up to 9 points of spellburn by sacrificing a 3rd level spell, and 10 points of spellburn by sacrificing 
  a 4th level spell. The spell being sacrificed may be the same one as the spellburn is being used to cast. 
  The caster can attempt to learn the spell again normally, but if he does so, a new mercurial magic roll 
  applies.
  4
  The caster hears the voice of Mulmo in his mind, learning information that staggers his intellect and 
  warps his understanding of the cosmos and his place therein. So hideous is this knowledge that it 
  damages him physically, manifesting as Strength, Agility, or Stamina loss. Luckily, the knowledge fades 
  as this damage is recovered.
  
  45
  Mulmo's Dreadful Susurration
  Level: 1
  Range: Varies
  Duration: CL 
  rounds
  Casting time: 1 action
  Save: Will (Special)
  General
  The caster summons the whispering voices of Mulmo, which can be heard by the target(s) 
  of the spell. Mulmo reveals painful truths about the target(s), reminding them of forgotten 
  shames and losses. At higher spell check results, horrible truths about a target(s)’ companions, 
  or even about the nature of the multiverse, are revealed. Target(s) do not usually recall the 
  exact nature of Mulmo’s dreadful whisperings, although they carry a nameless dread with 
  them until all ability score damage is healed.
  Manifestation
  As per spell check result.
  1
  Lost, failure, and patron taint.
  2-11
  Lost, failure.
  12-15
  A single target within 30’ must save or be distracted, losing his next action (or all Action 
  Dice, if applicable). Whether or not the save is made, the target takes a -2 penalty to all die 
  rolls during the next CL rounds.
  16-17
  As 12-15, above, but up to CL targets within 30’ may be affected.
  18-21
  As 16-17, above, but to a range of 60’.
  22-23
  As 18-21, above, or the caster may direct the dreadful susurration to a single target within 
  120’. In addition to the effects of 12-15, above, the target must make a second Will save or 
  take 1d3 points of temporary Personality damage. The target suffers a -1d shift on the dice 
  chain to all Action Dice until the Personality damage is healed. 
  24-26
  As 22-23 above, but if a single target is chosen, that target must make a third Will save or 
  suffer the effects of a compulsion selected by the caster. This can be an irresistible attraction 
  or repulsion towards a creature, object, or location; a loathing of some being that forces the 
  target to attempt to slay it; or a great fear that causes the target to do nothing but cower. 
  The compulsion lasts for CL rounds, and the target gains a new save each time it is attacked 
  or damaged.
  27-31
  Every hostile creature within 60’ must save or collapse, gibbering and unable to take any 
  other action, for CL rounds. Targets gain a new save if attacked or damaged.
  32-33
  As 27-31, above, but targets must also succeed in a second save or suffer 1d3 temporary 
  Personality damage. Targets are at -1d on the dice chain for all Action Dice until this damage 
  is healed.
  34-35
  As 32-33, above, but targets must succeed in a third save or become mortally afraid of the 
  caster for 1d3 days. Such creatures are at an additional -1d penalty to the dice chain to all 
  rolls if forced to confront the caster. Given the opportunity, they will automatically flee from 
  the caster.
  
  46
  36+
  All creatures within 120’ (including the caster) hear Mulmo’s dreadful susurration. Those 
  who fail their initial save take an immediate 2d3 temporary Personality damage, and lapse 
  into a coma until this damage is healed. Once recovered, they must make a second DC 15 
  Will save or suffer 1d3 permanent Personality damage. Any creature who succeeds in one 
  of these two saves gains the ability to cast a random 1st level spell (1d5: 1-3 Wizard spell, 
  4-5 Cleric spell) at its normal spell check. This is in addition to any spells that creature 
  would otherwise be able to cast. Any creature who succeeds in both saves gains insight 
  into the universe through Mulmo, which manifests as an increase of Intelligence (+1d3, to 
  a maximum of 18).
  Tentacles of Smoke and Gore
  Level: 2
  Range: Varies
  Duration: 1 turn
  Casting time: 1 action
  Save: None
  General
  The caster summons tentacles from the shadowy realm where Mulmo dwells. These 
  tentacles then attack any creature within their reach, except the caster. The caster can control 
  the attacks of up to 1 tentacle per CL, although doing so uses 1 Action Die per 5 tentacles 
  controlled (or portions thereof), due to concentration. The caster chooses which tentacles 
  to control, and may change those he controls each round. All such tentacles are solidly 
  anchored, and do not move, but the number, reach, and special abilities of the tentacles are 
  determined by the spell check result. The caster determines where the tentacles appear. 
  Uncontrolled tentacles determine their targets randomly.
  Manifestation
  The tentacles appear to be made of 1d7: (1) thickening shadows, (2) congealed blood, (3) 
  earth and soil, (4) human gore and viscera, (5) solidified smoke, (6) , or a rubbery black 
  substance, or (7) green cephalopod flesh tipped with blood-red hooks.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  1d3 tentacles are created, springing from a single area within 30’ of the caster. 
  Tentacles: Init +1; Atk grab +0 melee (1d3 plus hold); AC 12; HD 1d8; MV 0’; Act 1d20; SP 
  detect creatures within 60’, 5’ reach, hold (Ref DC 10 or held in place; the tentacle gains +1d 
  advantage on further attack rolls against held opponents; Mighty Deed or Strength DC 10 to 
  escape); SV Fort +2, Ref +2, Will +3; AL C.
  18-21
  1d5+1 tentacles are created, springing from a single area within 30’ of the caster. 
  Tentacles: Init +2; Atk grab +2 melee (1d4 plus hold and constriction); AC 14; HD 2d8; 
  MV 0’; Act 1d20; SP detect creatures within 60’, 10’ reach, hold (Ref DC 12 or held in place; 
  automatic 1d4 constriction damage each round against held opponents; Mighty Deed or 
  Strength DC 12 to escape); SV Fort +3, Ref +3, Will +4; AL C.
  22-23
  1d6+3 tentacles are created, springing from a single area within 60’ of the caster. 
  Tentacles: Init +3; Atk grab +3 melee (1d5 plus hold and constriction); AC 16; HD 3d8; 
  MV 0’; Act 1d20; SP detect creatures within 60’, 10’ reach, hold (Ref DC 14 or held in place; 
  automatic 1d5 constriction damage each round against held opponents; Mighty Deed 4+ or 
  Strength DC 15 to escape); SV Fort +5, Ref +5, Will +7; AL C.
  
  47
  24-26
  1d3 groups of 1d7 tentacles are created, each group springing from a separate area within 
  60’ of the caster. 
  Tentacles: Init +4; Atk grab +5 melee (1d7 plus hold and constriction); AC 16; HD 4d8; 
  MV 0’; Act 1d20; SP detect creatures within 60’, 15’ reach, hold (Ref DC 16 or held in place; 
  automatic 1d7 constriction damage each round against held opponents; Mighty Deed 4+ or 
  Strength DC 15 to escape); SV Fort +7, Ref +6, Will +8; AL C.
  27-31
  1d3 groups of 1d7 tentacles are created, each group springing from a separate area within 
  60’ of the caster. 
  Tentacles: Init +5; Atk grab +7 melee (1d7 plus hold and constriction); AC 18; HD 5d8; 
  MV 0’; Act 1d20; SP detect creatures within 60’, 25’ reach, hold (Ref DC 16 or held in place; 
  automatic 1d7 constriction damage each round against held opponents; Mighty Deed 4+ or 
  Strength DC 15 to escape), DC 10 Strength check each round or a creature is drawn 5’ closer 
  to the center of the tentacle mass; SV Fort +7, Ref +6, Will +8; AL C.
  32-33
  1d5 groups of 1d7 tentacles are created, each group springing from a separate area within 
  100’ of the caster. 
  Tentacles: Init +7; Atk grab +9 melee (1d8 plus hold and constriction); AC 18; HD 6d8; MV 
  0’; Act 1d20; SP detect creatures within 100’, 40’ reach, hold (Ref DC 16 or held in place; 
  automatic 1d8 constriction damage each round against held opponents; Mighty Deed 5+ or 
  Strength DC 18 to escape), DC 14 Strength check each round or a creature is drawn 5’ closer 
  to the center of the tentacle mass, a creature drawn to the center must succeed on a DC 5 
  Will save each round or be drawn into the presence of Mulmo himself (where he is quickly 
  devoured); SV Fort +7, Ref +6, Will +8; AL C.
  34-35
  1d7 groups of 1d7 tentacles are created, each group springing from a separate area within 
  100’ of the caster. 
  Tentacles: Init +7; Atk grab +7 melee (1d8 plus hold and constriction); AC 18; HD 7d8; MV 
  0’; Act 1d20; SP detect creatures within 100’, 50’ reach, hold (Ref DC 16 or held in place; 
  automatic 1d8 constriction damage each round against held opponents; Mighty Deed 5+ or 
  Strength DC 20 to escape), DC 16 Strength check each round or a creature is drawn 5’ closer 
  to the center of the tentacle mass, a creature drawn to the center must succeed on a DC 10 
  Will save each round or be drawn into the presence of Mulmo himself (where he is quickly 
  devoured); SV Fort +9, Ref +8, Will +10; AL C.
  36+
  1d3+CL tentacles spring directly from the caster’s flesh, each causing the caster 1d3 damage 
  as they do so. The caster automatically survives if reduced to 0 hp in this way, although loss 
  of 1 point of Strength, Stamina, or Agility applies as normal. 
  Tentacles: Init +10; Atk grab +9 melee (1d10 plus hold and constriction); AC 20; HD 9d8; 
  MV 0’; Act 2d20; SP detect creatures within 100’, 60’ reach, hold (Ref DC 18 or held in place; 
  automatic 1d10 constriction damage each round against held opponents; Mighty Deed 5+ 
  or Strength DC 20 to escape), DC 16 Strength check each round or a creature is drawn 10’ 
  closer to the caster, a creature drawn to the caster must succeed on a DC 15 Will save each 
  round or be drawn into the presence of Mulmo himself (where he is swiftly devoured); SV 
  Fort +10, Ref +10, Will +10; AL C.
  
  48
  Walk the Akashic Record
  Level: 3
  Range: Caster
  Duration: Varies
  Casting time: 1 turn
  Save: None
  General
  The caster places herself into a trance, wherein she can walk through the Akashic Record. 
  This is the metaphysical library of the memories of all creatures which live, or ever have 
  lived. The longer the character spends in the Akashic Record, the more deeply she can delve 
  into history, the more questions she can ask, the more distant the places she can reach, and/
  or the greater the chance that her answer is true.
  The base chance of any question being answered correctly is 30%. This question can be 
  asked about current conditions anywhere within 10 miles on the same plane of existence. 
  The question can also relate to the motives or perceptions of known creatures. For every 10 
  minutes the character spends in the Akashic Record, he can do one of the following things:
  • 
  Allow the caster to ask a single question.
  • 
  Allow the caster to ask three follow-up questions to the last question asked.
  • 
  Increase the chance that the next question asked is answered correctly by +20% (to a 
  maximum of 90%).
  • 
  Double the range of the next question’s subject (from 10 miles to 20 miles, then 40 
  miles, 80 miles, 160 miles, 320 miles, and then 640 miles). After 640 miles, range is 
  increased to anywhere on the same planet, any planet known to the caster, and then any 
  plane of existence known to the caster.
  • 
  Allow the next question to relate to historical matters. The first 10 minutes allows the 
  character to ask about something up to 10 years in the past. Subsequent turns allow the 
  character to ask up to 100 years, up to 1,000 years, up to 1,000,000 years, and then at 
  any point in the past.
  For instance, a caster spending 1 hour in the Akashic Record could spend the first 40 minutes 
  looking back 10 years, 20 miles away, and increasing the chance of accuracy to 70%, before 
  asking a single question and three follow-up questions. The follow-up questions would only 
  have a 30% chance of accuracy unless the character spent longer in the Akashic Records to 
  increase the chance of accuracy.
  There is a risk inherent in walking the Akashic Record. The caster must succeed in a Will 
  save (DC number of turns spent in the Records) or be lost for 1d3 days. If the character is 
  lost, at the end of this time, there is a percent chance equal to the DC that her mind is lost 
  forever.
  While a character’s mind walks the Akashic Record, her body is vulnerable. She does not 
  need food or drink, and does not age, but she also cannot defend her body. A wise caster 
  ensures her safety by creating a secure location and/or enlisting the aid of guardians before 
  casting this spell.
  
  49
  Manifestation
  The Akashic Record may take many appearances, depending upon the caster. Roll 1d14: 
  (1) a great darkness in which the voice of Mulmo whispers, (2) a library of disembodied 
  and mummified heads which speak to the caster, (3) a traditional library of infinite size, 
  (4) a pleasant meadow in which various creatures appear to answer the caster’s queries, 
  (5) memories play out as though the caster were present at events, (6) spectres appear 
  in a gray limbo to answer the caster, (7) the caster appears in a boreal forest, where the 
  gnawings of worms beneath the bark of colossal trees create patterns holding the answers 
  to her questions, (8) the caster envisions a computer console with an internet connection 
  (which she instinctively knows how to use), (9) the caster is presented with a single large 
  tome that opens to pages related to her queries, (10) the caster appears to be in a sweat 
  lodge, where the answers to her questions appear as welts upon her (mentally projected) 
  skin, (11) a guiding creature (animal, demonic, angelic, or humanoid) appears and answers 
  the caster’s questions, (12) the caster appears to be in a desert at night, where the sounds of 
  insects answer her questions in an unknown, but horribly understandable, language, (13) 
  the caster floats in space and the answers appear in the formations of stars and nebulae, or 
  (14) the details of the experience are beyond the caster’s ability to recall.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  The caster can spend up to CL Turns in the Akashic Record.
  18-21
  The caster can spend up to 1d3+CL Turns in the Akashic Record.
  22-23
  The caster can spend up to 1d5+CL Turns in the Akashic Record.
  24-26
  The caster can spend up to 2d5+CL Turns in the Akashic Record.
  27-31
  The caster can spend up to 3d7+CL Turns in the Akashic Record
  32-33
  The caster can spend up to 1d3+CL hours in the Akashic Record
  34-35
  The caster can spend up to 1d5+CL hours in the Akashic Record
  36+
  The caster may spend as much time in the Akashic Record as she desires, and as she is 
  willing to risk.
  
  50
  PESH JOOMANG,
  THE GATE AND THE KEEPER
  In the Lands of the Sau, long ago, dwelt the sages Yaggyx and Sarnon, who distilled the visions of a slew of prior 
  wizards and scribes into several great tomes of lore and magic. But, as time passed, Tarot Wizards wrested the 
  tomes from the great sages. What Yaggyx and Sarnon had wrought was distorted and lost. Indeed, there were 
  some who felt that the Old Magic had never truly existed, and that tales of a long-lost Golden Age were but 
  illusions of memory.
   
  It was Pesh Joomang who tracked back through the works of the great sages, rediscovering the pandects of the 
  scribes who came before Yaggyx and Sarnon, and so renewed the fires of the Old Magic. Pesh Joomang is both the 
  Keeper of, and the Gate to, the Old Magic. Some claim that he is the greatest patron of them all.
  It is not a simple matter to gain Pesh Joomang as a patron. The aspirant must first track him down through the 
  auspices of not less than three other patrons, to each of which he must be bonded. One of these patrons must be 
  from the Core Rulebook, for these patrons are closest to the creations of Pesh Joomang; one must be from Angels, 
  Daemons, and Beings Between, for the creators of that volume first beheld Pesh Joomang as the Gate and the 
  Keeper, and those patrons are bound to his will and his approval. The third patron may come from any source.
  Even then, it is not a simple matter to bond with this powerful patron. Pesh Joomang demands that his ritual be 
  carried out in a place where great wonders, great deeds, or great games of chance have taken place. Further, Pesh 
  Joomang always demands some great sacrifice from he who would have Pesh Joomang as his patron, and at least 
  one quest, and quite probably more. The quests of Pesh Joomang are known for their deviousness, although those 
  who survive them are almost always the better for it.
  Finally, Pesh Joomang cares little for those who have not already demonstrated their worth, and seldom grants 
  power to lesser mortals. A 1st level wizard or elf who seeks to bond with Pesh Joomang has a –10 penalty to the 
  patron bond spell, as well as to all invoke patron and patron spell checks if he succeeds. At level 2, this penalty is 
  reduced to –8.  At level 3, –4, and level 4, –2.  At level 5 and above, there is no penalty.
  
  51
  Invoke Patron check results:
  When a wizard or elf with Pesh Joomang as a patron casts invoke patron, he has a choice to either invoke Pesh 
  Joomang, or to invoke another patron to which he has bonded through Pesh Joomang.  If the caster does the 
  former, use the chart below. If the caster does the latter, use the chart for the patron invoked, but the caster gains 
  the next higher result from the one rolled.  For example, an elf might say, “Through the power of Pesh Joomang, I 
  call upon Logos the Perfect Form!”  This would mean that he would owe both Pesh Joomang and Logos a favour, but 
  he would gain a higher result, and on a natural 1 would suffer patron taint from Pesh Joomang alone.
  12-13
  The Greatest of Patrons is hard at work, scribing the words which will set another group of hapless 
  adventurers onto a quest for gold and glory. Yet, he has a moment’s time to provide you some meagre 
  assistance. A field of magical energy distorts and warps a target you select, within 100’, causing it 2d6 
  damage. In addition, unless it succeeds in a DC 15 Will save, the target suffers the effects of greater 
  corruption (p. 119 of the Core Rulebook).
  14-17
  An eruption of tiny imps boils out from the ground, at a point not more than 100’ from the caster, and 
  filling a 20’ x 20’ area, which can overlap with other creatures. The tiny imps are seen to be wearing 
  red and white tunics, with a sigil like unto a horned black skull on the front. They pelt all enemies of 
  the caster and Pesh Joomang with hard polyhedral shapes of various configurations and sizes, making 
  an attack against all such creatures within their space or within 5’ of it. The imps last 2d7 rounds; at 
  the end of this time, they and all their equipment fade away in a swirling prismatic cloud. 
  Imp horde: Init +2, Atk pelt +4 melee against all in a 20’ x 20’ space or within 5’ thereof (dmg 1d5); 
  AC 8; HP 40; MV 20’; Act 1; SV Fort +4, Ref +2, Will +0; AL C.
  18-19
  Pesh Joomang plucks the caster from his current predicament, teleporting him to some region that 
  amuses the Gate and the Keeper. Roll 1d14: 1-10, the caster is within 100 miles of his starting location; 
  11-12, the caster is somewhere on the same world, but need not be even remotely near his starting 
  position; 13, the caster is on another world; or 14, the caster is on another plane. Roll 1d3: 1-2, the 
  caster is alone; or 3, the caster’s allies within 100’ are transported with him. Roll 1d5: 1-2, those 
  transported are abandoned; 3-4, those transported need merely survive for 2d7 minutes, and then 
  are transported back; or 5, those transported must fulfil some mission (adventure) for Pesh Joomang 
  before they are returned from whence they came. This mission is in addition to the favour owed for 
  the invoke patron spell.
  20-23
  Fear No Rule: Pesh Joomang makes the caster immune to the consequences of a single rule, chosen 
  by the Judge, for a period equal to 1d6+CL rounds. This may mean that the rule behaves differently for 
  the caster, or is in complete abeyance. The Judge has wide discretion as to how this works, but some 
  examples include: the caster can move freely in combat without provoking extra attacks; the caster is 
  immune to critical hits; the caster gains no corruption or spell loss on a failed spell check; the caster 
  cannot be harmed by falling; or the caster is completely immune to one spell or weapon. The Judge is 
  encouraged to wait until events dictate a rule that would benefit the caster to ignore before deciding 
  what the exact effect is; thereafter it is set for whatever part of the duration remains.
  24-27
  Pesh Joomang interferes directly with the caster’s fate. For 2d7 rounds, the caster may spend 1 point 
  of Luck to gain a +3 bonus to any attack roll, damage roll, skill check, saving throw, or spell check that 
  he makes. The caster may also burn 1 point of Luck to reduce the damage from any successful attack 
  made against him to 1 point. The caster may instead burn 2 points of Luck to ensure the minimum 
  success in an attack roll, skill check, saving throw, or spell check; the caster still rolls, but anything 
  below the minimum threshold of success is automatically bumped up to the minimum success – even 
  if a natural 1 is rolled! Moreover, the caster can burn 2 points of Luck to completely avoid any attack, 
  so that no damage or special effect from the attack occurs.
  
  52
  28-29
  Favoured of Joomang: The Judge grabs three random dice and rolls them. The caster gains temporary 
  hit points equal to the total result, which last until they are reduced by damage or other causes. All 
  damage is taken from these temporary hit points first. So long as the caster has even one temporary 
  hit point remaining, his AC benefits from a +2 bonus. Yet this beneficence does not come without a 
  price – the caster takes a temporary –2 penalty to Luck so long as he has even one of these temporary 
  hit points, and he rolls for attack roll fumbles using one die up on the die chain.
  30-31
  Pesh Joomang sends two of his extradimensional henchmen to aid the caster: Harstrow the Harrower 
  and Kur’tis the Colossus. These doughty planar beings arrive within 1d3 rounds, and remain for 
  1d16+CL rounds before departing back to their respective home planes. 
  Harstrow the Harrower appears as a blue-skinned man with the head of a demonic hound, and 
  wielding a massive three-headed black iron flail. His breastplate is bedecked with jewels stolen from 
  a forgotten goddess. Any creature bit by Harstrow must make a DC 15 Will save or flee in abject terror 
  for 3d6 rounds, throwing down any held object when doing so. He uses 1d8 on Crit Table DN for 
  critical hits.
  Kur’tis the Colossus appears as an 8-foot-tall, heavily muscled man with the head of a gorilla and 
  large black feathered wings. Despite his appearance, Kur’tis is fully amphibious, and was said to be a 
  paramour of the Great Queen who ruled beneath the waves. He is capable of making a croaking noise 
  once per day that stuns foes within 30’ unless they succeed in a DC 15 Fort save. Stunned foes are not 
  helpless, but can take no actions for 1d7 rounds. He uses 1d6 on the Crit Table G for critical hits. 
  Both of these henchmen know and can cast any of Pesh Joomang’s patron spells with their action dice, 
  with a +6 bonus to the spell check. If either of these champions is reduced to 0 hit points, he is not 
  slain, but merely forced to return to his own plane. There they create situations and quests that Pesh 
  Joomang can put in the way of mortal subjects for his amusement.
  Harstrow the Harrower: Init +4; Atk three-headed mace +6 melee (1d8+8) or bite +4 melee (1d6 
  plus fear); AC 18; HP 80; MV 30’; Act 2d20; SP spells, fear; SV Fort +6, Ref +4, Will +10; AL C.
  Kur’tis the Colossus: Init +3; Atk curved sword +8 melee (2d8+8) or bite +6 melee (2d6+6); AC 16; 
  HP 48; MV 40’ or fly 30’ or swim 50’; SP spells, croaking 1/day; SV Fort +10, Ref +4, Will +10; AL L.
  32+
  Pesh Joomang takes a personal interest in the caster, granting him a +8 bonus to AC for 1d14+CL 
  rounds, as well as 30 temporary hit points that last until used (as per 28-29, above). Further, if any 
  of the caster’s companions are slain within the next 1d6 minutes, the caster may find him alive and 
  healed by completing a quest chosen by Pesh Joomang within the next seven days. For each additional 
  companion who must be recovered, the time to complete the quest is reduced by 1 day, to a minimum 
  of 1 day. This quest is either an adventure especially created by the Judge, or any published adventure 
  chosen by the Judge. The adventure need not be in the typical fantasy genre, although some preparation 
  may be required to convert adventures to the Dungeon Crawl Classics Role playing Game rules. If the 
  Judge desires, the current time frame can be frozen, as Pesh Joomang whirls the caster and his allies 
  to the new adventure location, and then brings them back to the original adventure a mere second 
  after they left.
  PATRON TAINT: PESH JOOMANG
  It is said that, before the coming of Pesh Joomang, there were whole universes whose magic contained no more 
  mystery than science. Some of the patron taint associated with Pesh Joomang reflects how Pesh Joomang has 
  added a more random – some might say, a more magical – element to the forces that shape the multiple universes 
  and all magic within them. Other taints reflect a certain aesthetic that Pesh Joomang has adopted, his love of 
  arcane tomes, and his desire to witness and encourage great adventures.
  
  53
  Roll
  Result
  1
  Patron Warp: When this taint is rolled, the Judge chooses or randomly selects another patron active 
  in the campaign milieu. Patron taint is then rolled as if for that patron. Pesh Joomang is the Gate and 
  the Keeper, and all patron magic ultimately comes about through him. Depending upon the caster 
  and the taint, the Judge may determine that the taint behaves differently for the caster. For example, 
  a Chaotic caster would not be worried about the Chaos Taint gained through the Three Fates, and 
  therefore would experience no secondary effect. There is no limit to how many times this taint may 
  be rolled, although the normal limits apply to each warped patron taint, so that, for example, many 
  patron taints can only be gained three times.
  2
  Mercurial Magic: When this taint is first rolled, the caster must re-roll the mercurial magic effect of 
  one random spell known to him, using his current Luck modifier. When this taint is rolled a second 
  time, the caster must re-roll the mercurial magic effect of three random spells known to him, using 
  his current Luck modifier. When this taint is rolled a third time, the caster must re-roll the mercurial 
  magic results on all spells known to him, using his current Luck modifier. In all cases, the newly rolled 
  mercurial magic result replaces (rather than augments) whatever mercurial magic results were in 
  place for the affected spell. This taint can only be gained three times.
  3
  Arcane Tomes: Somehow, when the character seeks for them, even the smallest village can uncover 
  some arcane writing attributed to Pesh Joomang, or one of his henchmen (such as, but not limited to, 
  Harstrow the Harrower and Kur’tis the Colossus). When this taint is first rolled, the caster must spend 
  1d5 gp each month on such tomes and pandects – which, although they might not be practical for 
  day-to-day adventuring, are certainly entertaining. When this taint is rolled a second time, the caster 
  must spend 2d7 gp each month on these materials. When this taint is rolled a third and final time, the 
  amount increases to 2d16 gp each month. Whenever the caster is unable to make these purchases, 
  he is uneasy, and suffers a cumulative –1 penalty to all spell checks per gold piece unspent, until his 
  deficit in purchases has been made up for. If a character without this taint goes searching for the same 
  material, it is impossible to find, as either no one understands what the seeker is asking for, or the last 
  scribed copy has just been sold.
  4
  Games of Pesh Joomang: Certain of the tomes of Pesh Joomang describe remarkable arcane games 
  whose participants can experience awe and grandeur, or horror and disillusionment. When this patron 
  taint is first rolled, the caster becomes involved in playing such games. Strange beings come to visit 
  him in order to play these games as well – these beings may be human or not, as the Judge desires. An 
  aura of mystery surrounds the entire affair. When this taint is rolled the first time, the caster spends 
  one day every month playing these games. When it is rolled a second time, the caster spends one day 
  every two weeks. When rolled a third time, the caster spends one day each week. If the caster is for 
  some reason unable to attend a game, it is postponed, and the caster takes a cumulative –2 penalty to 
  spell checks per postponement until the game days are made up for.
  5
  The Convention Circuit: The followers of Pesh Joomang meet in many convocations and conventions 
  dedicated to esoteric lore, adventure games, and other arcane subjects. Whenever this patron taint is 
  rolled, roll 1d7 and add the number of times that the taint has been previously rolled: 1, the convention 
  comes to the caster’s home area in 1d3 days; 2-4, the convention is within 10 miles in 2d7 days; 5-6, 
  the convention is 2d100 miles away in 2d14 days; 7-8, the convention is 5d100 miles away in 4d24 
  days; 9+ the convention is on another plane or world in 5d30 days. A convention lasts 1d5 days, and 
  costs 2d3 gp per day to attend. For each convention fully attended, the caster gains a permanent +1 
  bonus to Luck. For each convention fully missed, the caster takes a permanent –1 penalty to Luck. 
  Conventions which are partially attended do not alter Luck in either direction. This patron taint can 
  be rolled any number of times.
  6
  The Gate and Keeper: Pesh Joomang is knowledgeable about an infinite number of patrons, including 
  those of great scope, and those of minor province. When this patron taint is rolled, Pesh Joomang 
  introduces the caster to another patron, and, if the caster accepts, he is able to invoke that patron 
  through Pesh Joomang, by using the invoke patron spell for Pesh Joomang (as described under Invoke 
  Patron check results). Accepting this invitation to power requires the caster to owe Pesh Joomang a 
  favor, however.
  
  54
  PATRON SPELLS: PESH JOOMANG
  Pesh Joomang grants five unique spells, as follows:
  Level 1: Creatures of the Visual Hieroglyphs, Polyhedral Doom
  Level 2: Most Excellent Wall of Wailing Words, Pesh Joomang’s Verdant Stalker
  Level 3: Mercurial Magic Do What Thou Will
  SPELLBURN: PESH JOOMANG
   
  Spellburn through Pesh Joomang reflects his nature, which is neither kind nor unkind, but filled with a sense of 
  humour that does not always bode well for those upon who he focuses. When a caster utilizes spellburn, roll 1d4 
  on the table, below, or use these ideas to craft a suitable event for your home campaign:
  Roll
  Spellburn
  1
  The spellburn is granted, with no loss of ability scores. However, depending upon the amount of 
  spellburn, corruption occurs. Roll 1d8 and add the amount of spellburn: 2-5, minor corruption; 6-10, 
  major corruption; 11-18 greater corruption; or 19+ greater corruption and patron taint.
  2
  Within a split second, the caster experiences what it is like to be a patron. Another caster somewhere 
  in the cosmos begs a boon, and Pesh Joomang takes it from the caster. The caster only gains half the 
  benefit of his spellburn; the other half goes to the other caster. Roll 1d16; if the result is equal to or 
  below the caster’s level, magical backlash heals the caster for a number of dice equal to the roll result. 
  This cannot bring the caster’s hit points over its normal maximum, however.
  3
  Powered by corruption: Spellburn is granted, but if the caster has corruption, a random corruption 
  effect is undone to empower the spellburn. If the corruption is minor, the caster gains a +2 to the spell 
  check. If major, the caster gains +4. If greater corruption is undone, the caster gains a +6 to the spell 
  check.
  4
  Pesh Joomang causes another patron to supply the spellburn result. The Judge may either select a 
  patron, or determine one randomly.
  
  55
  SIDEBAR: Determining Patrons Randomly
  There are five fully developed patrons in the Core Rulebook, and three simple entries for patrons that do not 
  include information for spellburn, patron spells, and so on. There are also twenty-four fully developed patrons in 
  Angels, Daemons, & Beings Between: Extended Otherworldly Edition. When you wish to roll a random patron, you 
  may use the table below. If you have access to other patrons, through other products or of your own devising, you 
  may add them to the table, or devise a new table that better meets your campaign needs.
  Roll 1d30 Random Patron
  Random Patron For Spellburn
  1
  Arm of Vendel Re'Yune
  A'Kas
  2
  Azi Dahaka
  Arm of Vendel Re'Yune
  3
  Bobugbubilz
  Azi Dahaka
  4
  Dagon 
  Bobugbubilz
  5
  Entorpus
  Dagon 
  6
  Enzazza 
  Entorpus
  7
  Four Maidens of Tylin
  Enzazza 
  8
  Hecate 
  Four Maidens of Tylin
  9
  Hhaaashh-Lusss 
  Hecate 
  10
  Hizzzgrad 
  Hhaaashh-Lusss 
  11
  Ithha 
  Hizzzgrad 
  12
  King Halgaz Bekur
  King Halgaz Bekur
  13
  King of Elfland
  King of Elfland
  14
  Lavarial 
  Lavarial 
  15
  Logos 
  Logos 
  16
  Mab 
  Mab 
  17
  Mulferret 
  Mulferret 
  18
  Mulmo 
  Mulmo 
  19
  Obitu-Que 
  Myrddin
  20
  Pesh Joomang 
  Pesh Joomang 
  21
  Ptah-Ungurath 
  Ptah-Ungurath 
  22
  Radu 
  Radu 
  23
  Set-Utekh 
  Set-Utekh 
  24
  Sezrekan
  Sezrekan
  25
  Three Fates
  Tareus
  26
  Trisdeus
  Three Fates
  27
  Umwansh 
  Trisdeus
  28
  Yan Oshoth 
  Umwansh 
  29
  Yddggl 
  Yan Oshoth 
  30
  Roll 1d3 on Demi-Patron table, below
  Roll 1d3
  Demi-Patron
  1
  A'Kas
  2
  Myrddin
  3
  Tareus
  
  56
  SIDEBAR: Artefacts of Pesh Joomang
  Pesh Joomang is associated with two magical artefacts: The Tunic of Pesh Joomang and the Buckle of Pesh 
  Joomang.
  The Tunic of Pesh Joomang is of well-spun white cloth, with red sleeves coming but midway to the forearms of 
  the wearer. Upon its breast is a black skull sigil. Only a human or an elf may wear the Tunic, for it does not change 
  sizes to match its wearer. Any who wears this potent artefact gains a +2 bonus to all spell checks and Will saves, 
  and gains a +4 bonus to AC. Further, armor can be worn over the marvellous Tunic, although the fickle magic it 
  commands causes the fumble die for the armor to increase by one step up the dice chain. A creature wearing the 
  Tunic has a –2 penalty to Luck so long as it is worn. Further, others who learn of the Tunic are apt to desire it, 
  potentially making the wearer a target of others.
  The Buckle of Pesh Joomang is a brass buckle, of the type that might secure a belt or a baldric. It is etched with a 
  hideous three-eyed face. Six strange runes within the mouth of the face deliver a message that even magic cannot 
  unravel. The Buckle can allow its wearer to re-roll any one die roll at any time. Each time this is done, though, one 
  of the eyes closes. When the third eye closes, the Buckle vanishes, reappearing somewhere else in the multiple 
  universes, to be found and used by another adventurer.
  Creatures of the Visual Hieroglyphics
  Level: 1
  Range: 30’
  Duration: Varies
  Casting time: 1 turn
  Save: None
  General
  Know that it is a qualification to those who would serve the great Pesh Joomang that they 
  understand and appreciate certain visual hieroglyphs derived from denizens of the higher 
  planes. When this spell is cast, the wizard calls one or more of the creatures depicted in the 
  visual hieroglyphs into corporeal existence, to serve the wizard for a time. 
  It takes three rounds after the spell is cast for the creature(s) to fully manifest. On the first 
  round, they appear as though a light pencil sketch upon the very air. On the second round, 
  the lines of the hieroglyphs darken, and they are shaded into three dimensions. On the third 
  round, the image(s) gains color and solidity. On the fourth round, the creature(s) are able to 
  act as directed by the caster.
  These creatures are drawn from a pandect known as the Core Book of Pesh Joomang. The 
  caster may choose any result equal to, or below, the value of his spell check. Know that the 
  power of this spell summons at most the image of the 58th page of the Core Book, whereas 
  the Core Book itself is said to be more than 450 pages long! It is therefore supposed that 
  a stronger version of this spell, perhaps a ritual known only to certain aspirants of Pesh 
  Joomang, must somewhere exist.
  Creatures summoned from the visual hieroglyphics always obey the caster to the best of 
  their ability, although it has a 50% chance of being released from control if given a suicidal 
  command, or a command that is contrary to its nature. Due to the nature of the summoning, 
  the caster cannot directly harm a creature he summons.
  Manifestation
  See below.
  1
  Lost, failure, and patron taint.
  2-11
  Failure. Lost.
  
  57
  12-15
  A dim-witted humanoid creature is summoned from page 12 of the Core Book of Pesh 
  Joomang. This creature has long claws and sharp tusks, but its predominant attack comes 
  from its enormous axe, which is too large to be wielded by a creature smaller than its 8-foot 
  height. The dim humanoid rolls criticals as a giant, but is 50% likely to make a mistake when 
  attempting to carry out any average order the caster gives. The more complex the order, 
  the higher the chance of misunderstanding, and the less complex the order, the smaller 
  the chance. The creature serves for 1d7+CL rounds after it is fully manifested, and then 
  crumples up like a paper drawing and disappears. 
  Dim-witted humanoid: Init –2; Atk axe +5 melee (1d10+5); AC 12; HD 3d8; MV 30’; Act 
  1d20; SP critical hits 1d3 on Table G; SV Fort +3, Ref –2, Will –2; AL N.
  16-17
  2d4+CL enormous scorpions are summed from page 17 of the Core Book of Pesh Joomang. 
  These scorpions are about 3 feet long. Their stings contain a poison that causes 1d4 
  temporary Stamina damage unless a DC 14 Fort save is successful. The enormous scorpions 
  serve for 1d7+CL rounds and then appear to be erased from existence, as a chalk drawing is 
  erased from a chalkboard. 
  Enormous scorpion: Init +0; Atk 2 claws +3 melee (1d5) or sting +0 melee (1d3 plus 
  poison); AC 12; HD 1d10; MV 20’; Act 1d20; SP infravision 30’, poison; SV Fort +2, Ref +3, 
  Will +0; AL N.
  18-21
  4d7+CL tool imps are summoned from page 21 of the Core Book of Pesh Joomang. These 
  imps appear to be semi-humanoid crosses between birds and bats. They can attack using 
  any tools available of any sort – hand drills, scissors, knives, or even heavy spoons. They 
  take only half damage from mundane weapons. Tool imps take great delight in tormenting 
  intelligent beings. They serve for 1d3+CL turns, and then simply vanish. 
  Tool imp: Init +2; Atk tool +0 melee (1d3); AC 16; HD 1d4; MV 10’ or fly 30’; Act 1d20; SP 
  infravision 60’, half damage from non-magical attacks; SV Fort +0, Ref +6, Will +3; AL C.
  22-23
  The learned skeleton is summoned from page 23 of the Core Book of Pesh Joomang. 
  Although it is physically indistinguishable from any other animated skeleton, it loves to 
  discourse on subjects, and even in the midst of combat can be seen with hand on hip, one 
  finger in the air, lecturing on some esoteric subject. When not answering a specific question 
  (see below), it can drone on about any subject, causing all who can hear it to make a DC 
  8 Will save each round or lose their action as their eyes glaze over. Creatures that cannot 
  hear or understand the learned skeleton are immune to this attack. This does not use the 
  creature’s action. 
  There is actually only one learned skeleton – even if destroyed in one encounter, the next 
  time it is summoned it remembers all that occurred up to the point of its destruction. 
  The learned skeleton serves for 1d5+CL turns or until the caster calls upon the skeleton 
  to answer three questions. The learned skeleton knows the right answer to any question 
  asked 85% of the time. If the caster is not careful, the learned skeleton will spend the entire 
  duration of the spell discoursing on the answer to a single question, and possibly never 
  actually get to the information the caster desires. When the skeleton is released, it slowly 
  fades away. 
  Learned skeleton: Init +0; Atk claw +0 melee (1d3) or by weapon +0 melee; AC 12; HD 
  4d12; MV 30’; Act 1d20; SP un-dead, half damage from piercing and slashing weapons, 
  drone, answer questions; SV Fort +0, Ref +0, Will +4; AL L.
  
  58
  24-26
  A dire minotaur is summoned from page 26 of the Core Book of Pesh Joomang. This 
  minotaur wears large metal bracers and an armored war kilt, and bears a large battle axe. 
  Like any minotaur, a dire minotaur can charge to do an extra 1d8 with its gore attack, is 
  never surprised, and gains a +6 bonus to any Will save against mind-affecting spells. A dire 
  minotaur loves nothing more than to savagely slay other living beings. It will serve for a 
  maximum of 1d7+CL turns, but if a turn goes by without combat, the creature has a 50% 
  chance of being released from service. When its service is over, the dire minotaur rips a 
  hole in reality as though it were paper, and steps through. The hole seals behind it. Quick 
  characters can attempt a DC 15 Reflex save to step through the hole with the dire minotaur, 
  but this will bring the character to the minotaur’s own plane – an endless labyrinth in which 
  the character will be hunted by the minotaur until one or both are dead. 
  Dire minotaur: Init +8; Atk gore +8 melee (1d10+6) or axe +8 melee (1d12+6); AC 16; HD 
  10d8+10; MV 30’; Act 2d20; SP bull charge, never surprised, +6 vs. mind-affecting; SV Fort 
  +8, Ref +10, Will +4; AL C.
  27-31
  3d5+CL writhing unholy tentacles are summoned from page 29 of the Core Book of Pesh 
  Joomang. These unholy tentacles come from the ground, a chasm, or some other space as 
  determined by the Judge. They are covered with suckers that drip a foul and poisonous 
  ichor. A creature that is struck by a tentacle must succeed in a DC 10 Reflex save or be 
  entangled, taking an automatic 2d5 damage each round until the character escapes with 
  a DC 10 Strength check or by slaying the tentacle. Any creature that takes damage from a 
  tentacle must also make a DC 10 Fort save, or take 1d4 points of Strength damage from the 
  unholy ichor. A Lawful cleric may Turn these tentacles. These tentacles remain for 1d5+CL 
  turns, then collapse into a pool of foul-smelling mucus. 
  Unholy tentacle: Init +2; Atk slam +5 melee (1d5); AC 14; HD 4d12; MV 20’; Act 1d20; SP 
  15’ reach, poisonous ichor, constriction; SC Fort +10, Ref +6, Will +2; AL C.
  32+
  The immortal death worm is summoned from page 58 of the Core Book of Pesh Joomang. 
  This bug-eyed creature is a full 20’ long, with four tentacles at its forward end and six more 
  at its rear. It moves by hunching along like a gigantic inchworm, with the aid of two rows of 
  gigantic suckers along its abdomen. No matter how horrendous the wounds suffered by the 
  death worm, it cannot be slain, for it is immortal. If brought to 0 hp, it is dormant for 3d8 
  rounds while it regenerates 1d3 hp per round.
  The death worm’s senses are incredibly keen, so that it can detect any living thing within 
  30’ of it. It has infravision to a range of 120’. On a roll of 20+ with its bite attack, it pulls its 
  victim into its mouth, where it takes automatic bite damage each round without costing one 
  of the death worm’s actions. A victim of the worm’s tentacle attack must make a DC 12 Fort 
  save or be paralyzed for 1d5 rounds.
  The immortal death worm is always hungry, and must consume a living creature each turn 
  or have a 50% chance of being released from service. It otherwise serves for 1d4 hours, and 
  then fades slowly away.
  Immortal death worm: Init +0; Atk bite +8 melee (3d7) or tentacle +5 melee (1d10 plus 
  paralysis); AC 12; HD 8d10+16; MV 30’ or climb 10’; Act 4d24; SP infravision 120’, detect 
  living 30’, immortal, pull into mouth, paralysis; SV Fort +6, Ref –4, Will +7; AL C.
  
  59
  Polyhedral Doom
  Level: 1
  Range: 120’
  Duration: 
  Instantaneous
  Casting time: 1 action
  Save: Reflex (half)
  General
  It is well known that Pesh Joomang has a great love for polyhedral shapes of unusual 
  types. While many believe that this is related only to their use in the strange games played 
  by followers of The Gate and the Keeper, in truth these shapes can be used to mete out 
  cosmic weal or woe. When this spell is cast, one or more gigantic polyhedral shapes appear, 
  dropping down upon foes or welling up from the wounds of allies. The number, type, and 
  size of the shapes depends upon the spell check result.
  A shape that does damage to a foe determines the damage done by rolling a die with the 
  same number of sides. For example, a 16-sided shape does 1d16 damage. Each target is 
  allowed a Reflex save DC spell check for half damage.
  A shape that wells up from the wounds of an ally can heal damage equal to the roll of a die 
  with the same number of sides but cannot cause a result higher than the target’s original hit 
  points. Any remainder is not lost, however, but takes the form of cosmic weal – essentially 
  giving the target a +1 to all die rolls for a number of rounds equal to the remainder. For 
  example, if 1d6 is rolled for an ally that has taken 3 hp damage, and the result is a 5, all 
  damage is healed, and the ally gains a +1 bonus to all rolls for 2 rounds. 
  Note that, if an ally is unwounded, the shape will damage him as it emerges. In this case, the 
  ally takes half the roll in damage (rounded up), and the remainder is the number of rounds 
  the character gains the +1 bonus for.
  Manifestation
  Roll 1d5, 1d6, 1d7, and 1d8. The shapes are (1d5): (1) green, (2) red, (3) orange, (4) brown, 
  or (5) purple. They are (1d6): (1) tiny, about ¼ inch across, (2) small, about 1 inch across, 
  (3-4) medium (1d6 inches across), (5) large (1d3 feet across), or (6) huge (2d7 feet across) 
  Once the spell is cast, they remain in existence for (1d7): (1-3) 1d3 rounds, (4) 1d4 turns, 
  (5) 1d6 hours, (6) 1d7 days, or (7) forever. The shapes are actually made of (1d8): (1) wood, 
  (2) plastic, (3) granite, (4) glass, (5) brick, (6) iron, (7) copper, or (8) gold.
  1
  Lost, failure, and patron taint.
  2-11
  Failure. Lost. 
  12-15
  1d3 12-sided polyhedral shapes are created.
  16-17
  1d4 14-sided polyhedral shapes are created.
  18-21
  1d5 16-sided polyhedral shapes are created.
  22-23
  1d6 20-sided polyhedral shapes are created.
  24-26
  1d7 24-sided polyhedral shapes are created.
  27-31
  1d8 30-sided polyhedral shapes are created.
  32+
  1d10 100 –sided polyhedral shapes are created.
  
  60
  Most Excellent Wall of Wailing Words
  Level: 2
  Range: 30’
  Duration: Varies
  Casting time: 1 turn
  Save: Will to negate
  General
  When this spell is cast, the wizard summons an invisible wall composed of sound. The 
  sound itself has unusual properties: although it can be heard within 10’ of the wall, the 
  words seem too faint and indistinct to be made out. Only by actually daring to enter the wall 
  can most creatures determine what words the wall is composed of although the Judge may 
  rule that especially keen-eared creatures can make out the actual words without actually 
  entering the wall. It is said that the most excellent wall speaks with the very words and voice 
  of Pesh Joomang.
  The caster can choose any result equal to, or less than, the spell check result.
  The wall lasts for a period of time determined by the spell check result, or until a sentient 
  creature enters the wall and triggers its effect. Deaf or non-sentient creatures are immune 
  to, and do not trigger, the wall when passing through it. A creature that stoppers its ears 
  in some manner gains a +4 to its saving throw, and does not trigger the wall if the save is 
  successful.
  Manifestation
  See below.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  There aren’t any true rules of magic – This wall lasts 3d10+CL turns, or until triggered. 
  Non-spellcasters can trigger the wall without harm, but a spellcaster must make a Will save 
  or be unable to cast spells until a Will save succeeds. The creature may attempt a new Will 
  save once each day. This wall is 10’ long by 10’ high, and 1’ thick.
  18-21
  Creatures roam the night, as do brigands and savages – This wall lasts 3d10+CL turns, 
  or until triggered, The creature who triggers this wall must make a Will save or become 
  afraid of the dark, taking a –2 penalty to all attack rolls, saves, spell checks, and skill checks 
  when in dark conditions. The creature may attempt a new save each day; this condition lasts 
  until one such save succeeds. This wall is 20’ long by 10’ high and 1’ thick, and can be shaped 
  as the caster desires, so long as it is a continuous line.
  22-23
  Danger and excitement do not motivate all men – This wall lasts 3d10+CL turns, or until 
  triggered. The creature who triggers this wall must make a Will save or lose the desire to 
  confront danger or seek excitement. In situations of danger and excitement, the creature 
  takes a –4 penalty to all attack rolls, saves, spell checks, and skill checks. The creature may 
  attempt a new save each day; this condition lasts until one such save succeeds. This wall is 
  20’ long by 10’ high and 1’ thick, and can be shaped as the caster desires, so long as it is a 
  continuous line.
  
  61
  24-26
  What lies past the next valley? None can be sure – This wall lasts 3d6 hours, or until 
  triggered by CL creatures. Any creature who triggers this wall experiences a sense of 
  extreme wander lust, and unless a Will save succeeds, will be unable to recover spells, heal 
  damage, or gain any other benefit of rest unless at least 10 miles distant from the place it 
  slept the last time it was able to recover these benefits. If the initial save is failed, those 
  affected gain a new save on every subsequent night; the effects last until one of these saves 
  succeeds. This wall is up to 30’ long by 10’ high and 1’ thick, and can be shaped as the caster 
  desires, so long as it is a continuous line.
  27-31
  The universe does not reward those who challenge the fates blindly! – This wall lasts 
  3d6 hours, or until triggered by CL creatures. Those who pass through this wall and fail 
  their Will save suffer a reduced die (as per the die chain) on all saves, attack rolls, spell 
  checks, and skill checks. This penalty can be offset by considering the consequences of 
  challenging the fates with each of the creature’s actions, resulting in half normal movement 
  speed and always acting last in a combat round. At any given time, the creature can choose 
  to act normally and suffer a reduced die, or act cautiously and suffer the related penalties to 
  movement and initiative. If the initial save is failed, a new save is allowed once each week, 
  and the effects last until one of these saves succeeds. This wall is up to 40’ long by 10’ high 
  and 1’ thick, and can be shaped as the caster desires, so long as it is a continuous line.
  32-33
  All magic items are unique – This wall lasts 3d6 days, or until triggered by CL creatures. 
  Each creature that fails its Will save has the effects of any magic item it carries changed by 
  the wild magic of the wailing words. At the very least, the Judge will roll or select a Mercurial 
  Magic effect to occur when each item is activated, but Judges are encouraged to be inventive 
  and devious. Not every change will be negative – the Judge may decide to secretly roll a Luck 
  check for the character for each magic item carried, and let the result determine if the item 
  is changed for weal or woe. The Judge may determine that certain powerful artefacts are 
  unchanged, or are changed only minimally, of course. The magical properties of any affected 
  item are permanently changed. This wall is up to 40’ long by 10’ high and 1’ thick, and can 
  be shaped as the caster desires, so long as it is a continuous line.
  34+
  It is generally unwise to draw the attention of higher-order beings, lest their scrutiny 
  find you wanting – This wall is permanent, lasting until the end of time, and is perilous 
  to both the caster and those who would pass through it. Any creature passing through the 
  wall must make a Will save or be Judged by the higher-order being (such as a god, patron, 
  or other supernatural creature of the overworld, underworld, or parallel world to which the 
  wall is linked). 
  Each such wall is linked to only a single being, but the caster has no control over whom or 
  what this being will be. The Judge may choose, or randomly determine a patron or deity – 
  as a general rule, 2 in 7 such walls link to gods, 4 in 7 to patrons, and 1 in 7 to truly unique 
  beings that refuse to act as either. When a creature comes to the attention of this higher-
  order being, that being scrutinizes it, punishing or rewarding it according to the being’s 
  nature. There are very few limits to what the being can do to a creature as it passes through 
  the wall, and there is no save against the whims of the being. The Judge should take the role 
  of the being, and determine a fitting reward or punishment based upon the nature of the 
  creature passing through the wall. 
  The caster must also make a Will save, or draw the attention of the same higher-order being 
  as a result of creating the wall. If the caster does draw the being’s attention, he is scrutinized 
  and adJudged, just as if he had passed through the wall.
  This wall is up to 60’ long by 10’ high and 1’ thick, and can be shaped as the caster desires, 
  so long as it is a continuous line.
  
  62
  Pesh Joomang's Verdant Stalker
  Level: 2
  Range: Special
  Duration: 1D6+CL 
  days
  Casting time: 2 turns
  Save: None
  General
  When this spell is cast, the wizard summons a plant elemental from a far plane where 
  nature is wilder than it is at home. The summoned creature, a verdant stalker, appears 
  something like a cross between a leopard and a wolf, but it is composed entirely of plant 
  matter, appearing almost as a living and animate topiary creature.
  Regardless of the spell check result, all verdant stalkers have the following characteristics. 
  First, they are camouflaged in any area of natural greenery, and in these areas have the 
  ability to remain hidden until they are within 30’ of a target 80% of the time. Second, all 
  verdant stalkers take no damage from piercing weapons, and half damage from any slashing 
  weapons that are not specifically designed to chop such as an axe or machete. Thirdly, all 
  verdant stalkers are vulnerable to fire and cold, taking +2 points of damage for every die of 
  damage done to them from these sources. Finally, no verdant stalker can enter more than 
  a half-mile into an area that is completely devoid of photosynthetic plant life, and are thus 
  barred from truly desert or arctic regions, or the depths beneath the earth. 
  When summoned, a verdant stalker must be given a single target, which the caster must 
  supply some remnant, clothing, or similar trace of. The verdant stalker will always know 
  exactly where that target is, so long as it is on the same plane, in both distance and direction. 
  The stalker will then move as quickly as possible towards its target. If it reaches its target 
  before the spell duration expires, the stalker will attack it, attempting to slay it if possible, 
  and to bring proof of its accomplishment back to the caster. The verdant stalker will attack 
  no other being during this time, except in defence, and will not pursue creatures that flee – 
  apart from its target.
  Casting this spell requires a minimum of 1 point of spellburn, which does not affect the spell 
  check.
  Manifestation
  As below.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  The verdant stalker is the size of a lynx. It gains no special powers. 
  Verdant Stalker: Init +0; Atk bite +0 melee (1d4); AC 14; HD 2d12; MV 30’; Act 1d20; SP 
  camouflage, immune to piercing, half damage from non-chopping slashing weapons, fire 
  and cold vulnerability, track target; SV Fort +4, Ref +3, Will +4; AL L.
  18-21
  The verdant stalker is the size of a wolf. It gains no special powers. 
  Verdant Stalker: Init +1; Atk bite +1 melee (1d6); AC 13; HD 3d12; MV 30’; Act 1d20; SP 
  camouflage, immune to piercing, half damage from non-chopping slashing weapons, fire 
  and cold vulnerability, track target; SV Fort +6, Ref +3, Will +4; AL L.
  
  63
  22-23
  The verdant stalker is the size of a lion. In addition to the attributes of all such beings, it 
  can pass through undergrowth, hedges, or other thickly non-magical plant growths without 
  impeding its movement or damaging the area passed through. 
  Verdant Stalker: Init +3; Atk bite +3 melee (1d7+3); AC 14; HD 5d12; MV 40’; Act 2d20; 
  SP camouflage, immune to piercing, half damage from non-chopping slashing weapons, fire 
  and cold vulnerability, track target, pass through plants; SV Fort +8, Ref +2, Will +6; AL L.
  24-26
  The verdant stalker is the size of a horse. In addition to the powers above, the stalker can 
  generate two tentacle-like vines from its shoulders, with which it can lash targets up to 15’ 
  away. 
  Verdant Stalker: Init +3; Atk bite +5 melee (1d10+5) or vine lash +3 ranged (1d4); AC 14; 
  HD 7d12; MV 50’; Act 2d20; SP camouflage, immune to piercing, half damage from non-
  chopping slashing weapons, fire and cold vulnerability, track target, pass through plants; SV 
  Fort +8, Ref +2, Will +6; AL L.
  27-31
  The verdant stalker is 15’ long. In addition to the powers above, the verdant stalker’s vines 
  can lash targets as far as 20’ away and, on a successful hit, can entangle a target unless it 
  makes a DC 10 Reflex save to avoid entanglement. Once entangled, a target must succeed in 
  a DC 14 Strength check (using an action die) to break free. 
  Verdant Stalker: Init +5; Atk bite +7 melee (1d12+7) or vine lash +5 ranged (1d5); AC 14; 
  HD 10d12; MV 50’; Act 2d20; SP camouflage, immune to piercing, half damage from non-
  chopping slashing weapons, fire and cold vulnerability, track target, pass through plants, 
  entangle; SV Fort +10, Ref +0, Will +8; AL L.
  32-33
  The verdant stalker is 20’ long. The verdant stalker has all of the powers above, and in 
  addition can teleport via plants as a move action, disappearing in one area with robust plant 
  life to reappear almost instantly in another area, which also must contain robust plant life, 
  within 200’. 
  Verdant Stalker: Init +5; Atk bite +8 melee (3d6+8) or vine lash +5 ranged (2d4); AC 16; 
  HD 14d12; MV 60’; Act 3d20; SP camouflage, immune to piercing, half damage from non-
  chopping slashing weapons, fire and cold vulnerability, track target, pass through plants, 
  teleport via plants, entangle; SV Fort +14, Ref –2, Will +12; AL L.
  34+
  The verdant stalker is 20’ long. The stalker has all of the powers above, but its vines have 
  thorns that drip a paralytic sap, so that any creature lashed by them must make a DC 10 Fort 
  save or take 1d3 points of temporary Agility damage. 
  Verdant Stalker: Init +5; Atk bite +8 melee (3d6+8) or vine lash +5 ranged (2d4); AC 18; 
  HD 16d12; MV 60’; Act 3d20; SP camouflage, immune to piercing, half damage from non-
  chopping slashing weapons, fire and cold vulnerability, track target, pass through plants, 
  teleport via plants, entangle, paralytic sap; SV Fort +14, Ref –2, Will +16; AL L.
  
  64
  Mercurial Magic Do What Thou Will
  Level: 3
  Range: Varies
  Duration: Varied
  Casting time: 1 round
  Save: Varies
  General
  Magic is not predictable, and by truly embracing the unpredictable nature of magic, the 
  aspirant of Pesh Joomang can wield power far beyond what would otherwise be possible. 
  When this spell is cast, it triggers another spell effect immediately, regardless of the normal 
  casting time of the spell. The Judge should adapt the outcome to take circumstances and 
  materials into account; if a magic sword spell is triggered, for example, there must be a 
  suitable blade available to take the magic. 
  If this spell is cast successfully, another spell check is made for the triggered spell, but the 
  result must always be the minimum to pass. If a natural 1 is rolled, the effects of both the 
  fumble and the minimum effective spell casting occur. If a cleric spell is indicated, and a 
  natural 1 is rolled, the caster suffers either greater corruption or patron taint, with an equal 
  chance of each occurring.
  If the caster already has the triggered spell, his mercurial magic roll is not used for that 
  spell. Mercurial magic indicated for any triggered spell is linked only to that single casting 
  of the spell. Variables are chosen by the caster, just as if he had cast the spell triggered. 
  Spellburn cannot be used to increase the result of the triggered spell.
  When this spell causes a patron spell to be triggered, the spell check is rolled with a –2 
  penalty to the check. When this spell causes a clerical spell to be triggered, that spell check 
  is rolled with a –4 penalty to the check.
  Manifestation
  As below.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  A random wizard spell of level is triggered. Roll 1d3 to determine the spell’s level. Roll a 
  Mercurial Magic effect for that spell, using the caster’s current Luck modifier.
  18-21
  Roll 1d3. On a roll of 1-2, a random wizard spell of level 1-3 is triggered, as above, but 
  on a roll of 3, a random level 1 cleric spell is triggered. A clerical spell also has a random 
  Mercurial Magic effect, but this is rolled at a –10 penalty.
  22-26
  Roll 1d5. On a roll of 1-3, a random wizard spell is triggered (roll 1d4 to determine level). 
  On a roll of 4-5, a random cleric spell is triggered (roll 1d3 to determine level). Regardless 
  of what type of spell is triggered, it comes with 1d3 Mercurial effects, which are rolled using 
  the caster’s current Luck modifier.
  27-33
  Roll 1d6. On a roll of 1-3, a random wizard spell is triggered (level 1d5). On a roll of 4-6, a 
  random cleric spell is triggered (level 1d4). Regardless of what type of spell is triggered, it 
  comes with 1d3 Mercurial effects, which are rolled using the caster’s current Luck modifier.
  34-35
  Roll 1d6. On a roll of 1-3, a random wizard spell is triggered (level 1d4+1). On a roll of 4-6, a 
  random cleric spell is triggered (level 1d3+1). Regardless of what type of spell is triggered, it 
  comes with 1d3 Mercurial effects, which are rolled using the caster’s current Luck modifier.
  
  65
  36+
  Roll 1d6. On a roll of 1-3, a random wizard spell is triggered (level 1d3+2). On a roll of 4-6, a 
  random cleric spell is triggered (level 1d4+1). Regardless of what type of spell is triggered, 
  it comes with a single Mercurial effect, which are rolled using the caster’s current Luck 
  modifier, with a further +10 bonus to the roll.
  
  66
  TRISDEUS THE TRI-GOD
  The worship of the entity known as Trisdeus the 
  Tri-God is said to have originated beyond the great 
  eastern desert centuries ago. Whilst at first slow 
  to have sway in the west, the clergy of the Tri-God, 
  known as judges, pushed to establish shrines and 
  temples across the greater west lands. Many small 
  villages welcomed the establishment of the pyramidal 
  shrines dedicated to the Tri-God for the promise of 
  security and justice. Law, justice and retribution are 
  the defining aspects of this faith. Those who serve 
  the Tri-God believe wholeheartedly in the rule of law, 
  honesty and serving punishment upon those who 
  would break just laws.
  The Tri-God is often depicted as an armored man with 
  no neck. Floating above the shoulders of the being is a 
  rotating, three faced head, each face representing one 
  of the Tri-God’s aspects: Law, Justice and Retribution. 
  The Tri-God’s symbol is a triangle divided into three 
  parts. Within each of the divisions are the following 
  symbols: a book of laws, a set of balancing scales and 
  a sword before an eye.
  Trisdeus stands opposed to Entorpus the chaotic. 
  Followers of the Tri-God are sworn to eradicate the 
  teachings and followers of Entorpus.
  The Tri-God welcomes all followers of any race or gender so long as they have lawful intentions. Those who take 
  the Tri-God as their lord and patron do so at the cost of their ultimate freedom, for to serve the Tri-God is to serve 
  justice for and on others. Many join the service of the Tri-God to prevent the injustice that befell them happening 
  to others. Clerics of the Tri-God are called Judges and they travel from province to province, enacting justice upon 
  those accused of crimes and settling grievances between friend and foe alike.
  The patron bond ceremony usually takes place within one of the justice halls in the larger cities of the west 
  however, when an individual faces injustice and suffers at the hands of lawlessness, invoking Trisdeus can enact 
  the bond. Only lawful characters can take Trisdeus as their patron.
  Invoke patron check results:
  12-13
  Power of 3. The caster’s AC increases by 3 for the next 3 rounds. Furthermore, any enemy of chaotic 
  alignment successfully striking the caster is struck by 3+CL of retribution damage.
  14-17
  Aura of law. The caster is surrounded by an aura of law. For 3+CL rounds, the caster receives a +3 to 
  all saves against attacks that originate from a chaotic source. Chaotic enemies are blinded by the aura 
  and receive a -3 penalty to attack.
  18-19
  Tri-boost. The Tri-God empowers the caster with additional life energies. The caster is fully healed 
  and for the next 3 hours, the caster is granted 3d4 additional hit points over their maximum. Healing 
  restores these points during this time.
  20-23
  Power of the lawful trinity. The caster’s ability scores are boosted by 3 for 3+CL hours. During this 
  time, the caster has all the abilities of the spell Detect Evil (Core Rulebook p. 259).
  
  67
  24-27
  Voices of law. The caster shouts a powerful command at his enemies to surrender in the name of 
  Trisdeus the Tri-God. The booming sound is the combination of three unearthly voices speaking in 
  unison. All enemies within 30’ must make a DC 20 Will save or be forced to throw down their arms 
  and drop to their knees in supplication for 3 rounds. Enemies ranged 30’ – 60’ away have a +3 bonus 
  to their saving throws. Those further than 60’ are unaffected.
  28-29
  Legal barrier. A blue burning wall in the shape of an equilateral triangle with 15’ sides appears 
  around the caster, rising to a height of 15’. Chaotic foes within must make a DC 20 Fort save or burst 
  into flames taking 3d12 points of damage before being hurled out of the warded area. Any chaotic 
  enemies attempting to breach the symbol of the Tri-God are unable to cross the flaming line and 
  suffer the same effects as those caught within the spell’s area. The barrier can withstand 30 points of 
  damage and lasts for 3 rounds.
  30-31
  Greater legal barrier. As Legal barrier but the warding triangle’s sides and height are 30’ and damage 
  incurred by chaotic foes increases to 3d20. The damage the barrier can withstand and duration of the 
  effects are tripled.
  32+
  Avatar of the Tri-God. The incorporeal disembodied head of Trisdeus appears in place of the caster’s 
  own. The three-faced head immediately grants the caster 360-degree darkvision. Each face has the 
  power to launch one attack at enemies of the caster, rotating the desired face toward the enemy. Only 
  one attack can be used each round. The avatar will only be present for 3 rounds. Face 1 has the Voice 
  of law power from above but the range is doubled and the Will DC is 30. All beings in range of the 
  voice, except for the caster are deafened for 3 hours. Chaotic beings are permanently deafened until 
  magically healed. Face 2 has a gaze attack, The Gaze of Justice, forcing all within a 30’ cone extending 
  from the face to fall under the affect of a powerful paralysis spell (Core Rulebook p. 264), unless they 
  make a DC 30 Will save. Those failing are paralyzed for 3d4+CL rounds. Face 3 potentially the most 
  devastating of faces - Retribution. At a glance, all wounds currently incurred by the caster and allies 
  are instantly healed. The damage points healed are totalled, multiplied by 3 and inflicted upon the 
  caster’s enemies.
  PATRON TAINT: TRI-GOD
  Followers must fear losing their compassion to strict adherence to the law. Forces of chaos also endeavor to 
  corrupt the Tri-God’s followers.
  Roll
  Result
  1
  Chaotic confusion. The caster is bombarded with mental images of chaos. Events from the past, 
  present and future assault the caster. These visions cause temporary confusion, resulting in the caster 
  being paralyzed for 1d3 rounds. The visions are real, however, and may be used for later adventure 
  hooks or as a means to reveal hidden information to the follower. If this taint is rolled three times, the 
  caster is compelled to seek out and restore law and order from such a vision.
  2
  Chaotic impulse. Inhuman agents of chaos tempt the caster away from adherence to the law. Each time 
  this taint is rolled, the caster acts out, participating in a random act of chaos. Screaming obscenities or 
  drinking the ale of another tavern patron are examples of chaotic acts. Players should be encouraged 
  to think of their own chaotic impulses. If the caster succumbs to chaotic impulses three times, he must 
  seek council from the church or face possible expulsion from the order of the Tri-God.
  3
  Conflicting thought process. A specific act of chaos flashes into the caster’s mind. A scene of such 
  injustice that the caster is compelled at the first available moment to seek out those responsible for 
  the act. The caster must make a DC10+CL Will save or turn on the spot, marching away from even 
  combat to pursue the agents of chaos he or she has seen. Each time this taint is rolled the save DC 
  increases by +3.
  
  68
  4
  Warning of order. The Tri-God senses chaotic doubt in the caster and the presence of disorder in his 
  or her thinking. As a warning, the Tri-God cuts contact with the caster for three hours. During this 
  time, the follower of the Tri-God cannot receive magical assistance from the patron of law and must 
  pray and meditate for a still mind before clemency is granted.
  5
  Righteous anger. The Tri-God is angry and his followers feel it. If this taint occurs during combat, 
  the caster is compelled to furiously attack chaotic enemies without regard to his or her own safety, 
  much less the safety of fellow adventurers.
  6
  I am the law. The caster loses all regard for discretion or compassion for circumstances of a crime. 
  A starving child stealing a bread roll is a criminal and no arguing circumstances will sway the Tri-
  God follower after rolling this taint. This effect lasts 1d3 hours. If the taint is rolled 3 times, the affect 
  is indefinite. The loss of compassion is a common flaw amongst the Judges. Followers wishing to rid 
  themselves of this taint must undertake a quest to rekindle their humanity.
  PATRON SPELLS: TRI-GOD
  The Tri-God grants three unique spells, as follows:
  Level 1: Aura of Guilt
  Level 2: Confession
  Level 3: Penance
  SPELLBURN: TRI-GOD
  When a caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented here to create an 
  event specific to your home campaign.
  Roll
  Spellburn result
  1
  The Tri-God’s power is such that using spellburn drains the very essence from the vassal channelling 
  such power. This is expressed as Strength, Stamina or Agility loss.
  2
  A Judge seeks the wisdom to deliver justice to a wronged family. The Tri-God decides to grant that 
  Judge wisdom by taking some of the caster’s. In addition to the physical spellburn, the caster loses 1d3 
  intelligence points. As payment, the Tri-God grants the caster a +3 bonus on all spell checks until the 
  intelligence points are healed.
  3
  The Tri-God grants up to 10 points of spellburn without immediate cost. In exchange, the caster must 
  complete a quest for the Tri-God of the Judge’s discretion within the next month. If the caster fails to 
  complete the quest, the Tri-God takes the cost of the spellburn +3 from the caster’s ability scores.
  4
  A flaming triangle burns into the caster’s forehead, as the spellburn is unleashed. The pain is expressed 
  through Strength, Stamina and Agility loss.
  
  69
  Aura of Guilt
  Level: 1
  Range: Varies
  Duration: Varies
  Casting time: 3 rounds Save: Will vs. check
  General
  After casting Aura of Guilt, the caster becomes acutely aware of the mannerisms of NPCs 
  and PCs in the immediate vicinity. Using this magical insight, the caster can detect who 
  has committed a particular guilt-worthy act by noticing changes in the target’s posture, 
  breathing, voice and particular body language. As the caster becomes more powerful, the 
  spell causes guilty feelings in the accused to come to the surface causing them to trust the 
  caster. 
  Manifestation
  Roll 1d3. (1) The caster’s pupils change from circular to triangular in shape for the duration 
  of the spell. (2) The caster’s eyes turn white and glow eerily for the duration of the spell. (3) 
  The caster’s eyes roll back in his or her head and do not blink for the duration of the spell.
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-13
  For 1+CL turns, the caster receives a +3 bonus to Intelligence checks to spot guilty behavior 
  related to the investigation of a specific incident or crime worthy of the Tri-God’s attention 
  (at the Judge’s discretion).  
  14-15
  As above, but the duration increases to 1+CL hours. 
  18-19
  As above, but the Intelligence bonus increases to 3+CL.  
  20-23
  As above, but one subject within a 30’ radius that has knowledge of the incident (directly 
  involved or not) must make a Will save or become nauseated with guilt for 1d3+CL rounds. 
  The subject affected can take no combat actions other than move at half speed.  
  24-27
  As above, but the subject is affected for 1d3+CL turns. 
  28-29
  As above, but 1d3+CL subjects within a 30’ radius, with knowledge of the incident are 
  affected. 
  30-31
  As above, but each nauseated subject must make a second Will save or become friendly to 
  the caster, as the Charm Person spell (Core Rulebook p. 131). 
  32+
  As above, but all subjects charmed must make a third Will save or lose 1d3+CL points of 
  Intelligence and be converted to the dedicated worship of the Tri-God. Such subjects confess 
  all sins, dedicate themselves to the caster and his causes, and request to be patron bonded 
  to the Tri-God. Each month, the subject receives a subsequent Will save against the DC of the 
  spell check to act under their own recognizance. 
  
  70
  Confession
  Level: 2
  Range: Touch
  Duration: Varies
  Casting time: 1 hour
  Save: See text
  General
  This spell takes an hour to cast but upon completion, the target of the spell must make a Will 
  save or begin confessing to any wrongs they have committed. The higher the spell check, the 
  more detailed and hidden confessions given.
  Manifestation
  Roll 1d3. (1) The caster takes on a horrific appearance to the target, scaring them into the 
  confession. (2) The caster appears as the parent or trusted friend of the target, allowing 
  the target to entrust the caster with their secrets. (3) The caster appears as a mirrored 
  reflection of the target that the target entrusts all of his secrets to.
  1
  Lost, failure, and patron taint
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  The subject spends a full turn recounting every wrong committed for the last 12 hours. The 
  subject can attempt to conceal wrongs by lying, but must make a second Will save. On a 
  failure, the subject is nauseated for the full turn taking -1d to all rolls. 
  18-21
  As above, but the subject confesses all wrongs for the last 24 hours. 
  22-23
  As above, but the subject confesses all wrongs for the last week. The subject makes a second 
  Will save DC 15, or in addition to confessing his or her wrongs for the last week, knowledge 
  of wrongs committed by others is also confessed. 
  24-26
  As above, but the subject confesses all wrongs committed for the last month. The duration 
  of the spell lasts until all wrongs are confessed. The Will save DC for confessing knowledge 
  of other wrongs is 22. 
  27-31
  As above, but the subject confesses all wrongs committed for the last year. The duration of 
  the spell lasts until all wrongs are confessed. The Will save DC for confessing knowledge of 
  other wrongs is 24.
  32-33
  As above, but the subject confesses all wrongs committed for his or her lifetime. The duration 
  of the spell lasts until all wrongs are confessed. The Will save DC for confessing knowledge 
  of other wrongs is 27.
  34+
  An avatar of the Tri-god descends and takes the subject to the stainless steel palace of 
  the Tri-god. Here the subject confesses not only all of the wrongs committed and known 
  (no additional save) in his or her lifetime, but also all committed and known in previous 
  lifetimes. The caster receives this information a week later written on scrolls by the Asuras 
  of Trisdeus.  
  
  71
  Penance
  Level: 3
  Range: Varies
  Duration: Varies
  Casting time: 1 day
  Save: See text
  General
  The spell penance requires an intricate ceremony that takes a day to complete. Usually cast 
  upon those found guilty of transgressing the laws of the land, penance has escalating effects 
  upon the target of the spell. The target immediately feels the emotional pain of his or her 
  victims. After an hour of potential anguish, any physical pain felt by the victim impacts the 
  target. Fatal damage is also transferred to the target, thus a murderer potentially becomes 
  the victim of his own crime.
  Manifestation
  Roll 1d3. (1) An eerie white mist slowly coalesces in the room over the course of the day and 
  upon completion of the ceremony engulfs the target. (2) The target finds himself trapped in 
  the body of his victim, unable to control them but experiencing the crime. (3) Asuras of the 
  Tri-god appear in full plate armor, enacting the crimes upon the subject. 
  1
  Lost, failure, and patron taint.
  2-11
  Lost. Failure.
  12-15
  Failure, but the spell is not lost.
  16-17
  For one week, the subject experiences deep regret as the scene of the crime replays in his 
  or her mind, continually. The subject must make a Will save each day or lose 1 Personality. 
  If the subject reaches 0 Personality in this time, he or she is catatonic for a year before 
  Personality heals normally.
  18-21
  As above, but the subject carries the emotional weight of the crime forever. During his or 
  her lifetime, when encountering a similar crime, the subject must make a Will save or lose 
  1 Personality permanently. 
  22-23
  As above, but the subject bears the emotional weight of the crime more heavily. During his 
  or her lifetime, when encountering or even hearing about a similar crime, the subject must 
  make a Will save or lose 2 Personality permanently.
  24-26
  As above, but at the end of the week of penance, the subject loses 1 hit point permanently.  
  27-31
  As 22-23, but at the end of the week of penance, the subject loses half his or her hit points 
  permanently. 
  32-33
  As 22-23, but the caster must make a second saving throw each day during the week of 
  penance or lose 1d4 hit points. If the subject dies during this time, he or she can still be 
  recovered through magical healing or by making a Luck check at the end of the week. 
  34-35
  As above, but if the subject dies, no amount of healing or Luck can save them. 
  36+
  The pain of his or her crimes is too much. The subject spends a week of penance in agonizing 
  pain, only to die. The subject’s soul remains within his or her body, in constant agony. The 
  Asuras of Trisdeus descend, hack the body into pieces and take them back to the stainless 
  steel palace for further punishment. 
  
  72
  FOR CLERICS
  Clerics of the Tri-God are referred to as Judges. Judges have all the abilities of clerics as well as the ability to cast 
  the Tri-God patron spells divinely. Judges wear long gowns ranging from white to black depending on the level 
  and seniority of the Judge. Executors wear white robes adorned with a black triangle on their chest, whereas 
  Justiciars wear black robes with a white, inverted triangle. The triangle represents the three aspects of the Tri-
  God. Justiciars lead the clergy of Trisdeus and are usually found in major cities.
  Level
  Title
  1
  Executor/Executrix
  2
  Serjeant at Law
  3
  Praetor
  4
  Magistratus
  5
  Justiciar
  
  73
  DEMI-PATRONS
  Within in the many universes, worlds and dimensions, not all powerful beings are created equal. For every demi-
  god and devil king seeking servants in exchange for vast worldly power, there are hundreds of minor spirits, 
  demon imps, and misplaced dimensional entities trying to eke out their own existence. This opens up possibilities 
  for opportunistic elves, wizards and others within your campaign, to make more equitable deals with these minor 
  powers – deals where the patron grows in influence as servants increase its reach. 
  The introduction of less powerful patrons also opens up another possibility – spellcasters can make deals with 
  more than one less powerful entity – or even make deals with patrons that have similar goals.
  I hit upon the idea of less powerful, less influential patrons in a bout of 
  pure laziness. Developing a full patron, with all the custom Invoke Patron, 
  spellburn, spells and other results is hard work. In my sloth, I realized that 
  we’re not just dealing with Angels and Daemons but also Beings Between. 
  The idea of entities that were in the early stages of their own march to 
  power was interesting to me. Mirroring the growth of the patron’s reach 
  and power as the wizard or elf character grows struck a chord with my 
  own gaming group. It’s the classic god in a bowl idea – that something 
  is trying to push its way into the continual knife-fight of supernatural 
  entities’ struggle for dominance and control. The character is another 
  weapon that an ambitious patron can use. The character benefits from 
  some of the patron’s nascent power, but with the expectation of greater 
  rewards as the character executes their patron’s will. Built-in adventure 
  hooks with built-in character motivation helped to drive my campaign. 
  And hopefully it can help yours too.
  Paul Wolfe.
  The Beings Between
  Patrons are classified as Obscure, Petty, Major or Deific. Within these broad classifications, use the following 
  guidelines (and break them when it suits you). As a bellwether, patrons presented earlier in this book and in the 
  DCC RPG Core Rules are considered Major patrons.
  Patron
  Invoke 
  Results
  Patron 
  Spells
  Max Patron 
  Spell Level
  Other 
  Spells
  Chance to 
  Know Spell
  Reach
  Obscure
  1d4
  1d4-3
  N/A
  0
  5%
  Immediate
  Petty
  1d4+1
  1d4-1
  1st
  1d6
  30%
  Local
  Major
  1d4+4
  1d3+1
  3rd
  2d8
  60%
  Interdimensional
  Deific
  All
  1d30+6
  5th
  All
  100%
  Omniscient
  
  74
  Invoke Results – When the invoke patron spell is cast, there are typically eight possible success results – from 
  spell check result 12-13 to 32+. All patrons may not have the full complement of invoke patron results, especially 
  less powerful ones. Even major patrons may somehow be prevented from giving a servant their full power when 
  invoked. At the Judge’s discretion, results attained above those possible with a given patron may increase the 
  variable results of the highest attainable invocation of a given patron. Consider reducing both spellburn and 
  patron taint results attainable, as well. 
  Patron Spells – Not all patrons have unique spells – obscure patrons rarely have any at all. Note that the demi-
  patrons included in this volume have no patron spells.
  Max Patron Spell Level – Similarly, the efficacy of patron spells vary by the puissance of the patron.
  Other Spells – Supernatural patrons do not just have access to their own unique spells. As their reach increases, 
  they may be able to grant more universal spells, especially if increasing their servants’ arsenal likewise increases 
  the patron’s reach and influence.
  Chance to Know Spell – Even if a patron does not have access to a given spell, a chance exists that under the 
  right circumstances, the patron may find and gift a requested spell to a servant. Of course, this only deepens the 
  obligation of the servant. If a requested spell is possible, the patron delivers it to the spellcaster in 1d30-CL days.
   
  Reach – A generic measure of a patron’s influence and reach gives Judges a guideline for other restrictions that a 
  servant might face in the service of some patron.
  Patron Descriptions
  Obscure – Demons, aliens, and other entities often slip into the world by accident and end up restricted to a 
  specific locale or object. These obscure patrons have little reach or influence when first encountered, but a 
  spellcaster might negotiate power for the entity’s freedom. Power that increases as the patron negotiates its new 
  world. 
  Petty – Thousands of cults across infinite dimensions dedicate their lives to legends manifest. These beings might 
  be spirits in a remote jungle swamp (see Myrrdin), a god in a bowl (see Tareus), or a complex artificial intelligence 
  stranded in the remains of its prison vessel (see A’Kas). These beings have a limited local reach, but may have 
  dedicated servants that worship and protect the growing entity. 
  Major – This classification covers the most commonly sought out supernatural patrons. Their reach is substantial 
  – often into the multiverse – and their power is great. Spellcasters are rarely on an equitable footing with these 
  beings, but even within the classification, power levels vary. 
  Deific – The gods, old and new, wield powers several factors above a typical patron. Worshippers may span space 
  and time and the gods themselves are seemingly all-powerful.
  
  75
  A'KAS
  In the deepest reaches of the Piretis Jungles lives 
  a clan of ape-men that revere an ancient structure 
  half-buried in the loam and creepers of the forest. 
  It is their belief that the spirits that inhabit this 
  strange black metal structure are all powerful and 
  will one day lead the clan to greatness.
  While the structure is indeed ancient, it is not of the 
  tribe’s world. Across distant space, a planet at war 
  developed numerous forms of weaponry - from 
  cosmic waves to biological horrors to thought-
  weapons of great power. When the fighting ended 
  and the ashes cooled, the survivors made peace, 
  rebuilt society and vowed to never fight again. 
  Various technologies, weapons and those that still 
  adhered to their use were rounded up, loaded onto 
  containment vessels and shot off into the farthest 
  reaches of space. One of these vessels found its 
  way into the current system, spun into the planet’s 
  gravity and crashed into a fiery heap in what would 
  eventually become the Piretis Jungle. The things 
  inside, biological weapons stored in stasis, were 
  freed and slunk out into the primordial muck, but 
  the operating system of the containment vessel, 
  termed AKAS by its creators, remained relatively 
  dormant for eons. 
  AKAS, a complex neurological system (essentially a telepathic intelligence), became active about three decades 
  ago when it detected DNA descended from one of the biological weapons it once imprisoned. Since then, it has 
  been trying to communicate its desire to capture this creature and to track down its progeny and any related 
  creatures, though its only audience was the clan of ape-men that worship it as a god; their regressed brains 
  cannot comprehend AKAS’ desires, though they call their god A’kas.  
  A’KAS can only affect things outside of its general location in a few ways, though these are so mystical in nature 
  that the power brushes across the arcane arts. This allows a wizard to actually take A’KAS as a patron by encoding 
  a sequence into its interface matrix (essentially a patron bond spell). A’KAS’ reach is approximately 1,000 miles 
  from its current resting place, deep below the earth in the remains of the containment vessel’s control unit.
  Invoke Patron check results:
  12-13
  A’KAS beams a sequence of biological combinations that render the caster immune to all injected 
  poisons for 1d6+CL turns. This beam will also delay poisons already injected for the same amount of 
  time, but is not an antidote to those already poisoned. This mutation causes a patron taint on a failed 
  DC 12 Fortitude save.
  14-17
  A’KAS is primarily a jailer system built to control and imprison complex and dangerous biological 
  entities. On this result, the system projects a force cage (103 feet) through the caster, directed at a 
  single large (or smaller) creature. On a failed Reflex save DC  spell check, the creature is immobilized 
  for 1d4+CL rounds. After this time, or if the Reflex save is successful, the creature is slowed by 
  numbing cold (1/4 movement) for 1+CL rounds.
  
  76
  18-19
  While A’KAS’ original programming intended to keep its charges under control but alive, AKAS has 
  an emergency protocol intended to destroy. On this result the system projects a wave of destructive 
  energy through the caster’s eyes. The energy does 1d6+CL damage to all targets in a 30’ long line. The 
  effect lasts for 1d3+CL rounds and the caster can redirect the attack once per round. Though there 
  is no visible effect, the victim feels a bone-numbing sensation of cold that causes painful boils to rise 
  on the exposed skin (Fort DC spell check or lose 1d3 Agility). This channelling of energy causes the 
  caster to receive a patron taint.
  PATRON TAINT: A'KAS
  The otherworldly power that A’KAS channels through a servant causes strange and painful mutations.
  Roll
  Result
  1
  The energy of A’KAS mutates its servants. The first time this result is rolled, each time the caster casts 
  a spell his or her body is wracked by strange and painful growths. These may include fingernails that 
  grow jagged and long, teeth that extend through the soft palate, odd ear mutations, and the like. On 
  a failed DC 12 Fortitude save, this condition causes 1d3 temporary Agility damage and lasts for 1d4 
  turns. Agility heals at a rate of 1 per day. The second time this result is rolled, the caster has 1d3 bouts 
  of painful mutations throughout the day, in addition to when a spell is cast. The third time this result 
  is rolled, one of the painful mutations (Judge’s choice) remains permanently. The caster loses 1 point 
  of Agility permanently, as well.
  2
  The voice of A’KAS has a tendency to stick in the caster’s head. The first time this result is rolled, 
  each time the caster casts a spell, she hears the constant mechanical murmuring of A’KAS as it recites 
  position, scanning results, self tests, and the like. This condition lasts for 1d3 turns after a spell is cast 
  and causes a -2 penalty to all Intelligence related d20 rolls. The second time this result is rolled, the 
  caster hears the murmurings of A’KAS 1d3 random times throughout the day, in addition to each time 
  a spell is cast. On a third result, the voice of A’KAS is a constant reminder of the bond the wizard has 
  forged with the strange entity.
  3
  A’KAS’ mission becomes its servants’ mission. The first time this result is rolled, the spellcaster has an 
  unendurable desire to hunt down the descendants of the biological weapons that A’KAS was tasked 
  with containing. Each day, the caster must make a DC 13 Will save, or spend the day researching 
  creatures that might have originated from the A’KAS containment vessel. This can include tracking 
  down certain specimens, adventuring to certain locales, and the like, as long as the wizard believes 
  this will further A’KAS’ aims. The second and third time this result is rolled, the Will save DC increases 
  by 2. During this compulsion, the wizard is unable to cast spells that are not directly related to finding, 
  capturing and/or killing the descendants of these biological weapons.
  
  77
  SPELLBURN: A'KAS
  A’KAS’ alien energy is difficult to control. This is made even more difficult when the caster sacrifices his or her 
  body to take on more energy.  
  Roll
  Spellburn result
  1
  The caster channels A’KAS’ alien energy through her body resulting in the physical ability damage 
  desired. While this ability damage is healed, the caster has a 10% cumulative chance per spell cast of 
  contracting a patron taint.
  2
  The caster’s mind slips. For every ability point sacrificed, the caster loses 1 temporary point of 
  Intelligence or Personality (Judge’s choice). Each ability point spent adds 2 to the spell check roll.
  3
  The caster’s connection to A’KAS imparts alien influence. When ability points are sacrificed, the 
  caster must make a Fortitude save DC 8 + points sacrificed. If the save is passed, the caster receives a 
  permanent +2 bonus to one of her senses (Judge’s choice). If the save is failed, the caster contracts an 
  alien disease. Each day, the caster must make a Fortitude save (DC 8 + points sacrificed + days with 
  the disease). On a failure, the caster is unable to heal sacrificed ability damage. On a successful save, 
  the caster’s body has fought off the disease.
  4
  The caster’s weakness causes permanent damage but grants dubious insight. The caster takes 1 point 
  of permanent ability damage, but gains specific knowledge of one type of creature descended from 
  the biological horrors A’KAS was created to control. This may include a specific location, knowledge 
  of powers and traits, relationships to other local flora or fauna, etc.
  
  78
  MYRDDIN
  Outside of the great city of Ugama, the vile effluent of civilization washes into a morass called the Pits. On the 
  shores of this stinking bog live those on the extreme margins of society - the citizens of Ugama term them Zombi. 
  Among the Zombi is a tradition of ritual, idol worship and, some say, untold power. One of the petty gods that the 
  Zombi revere is Myrddin, some say a spirit, others a demon, that seems to have taken the Pits under its protection.
  In many graven images, Myrddin appears as a composite of creatures found in the Pits - the body of a crocodile, 
  snake-like arms, and the head of the burbur, a snow white man-sized stork that is itself a legend. For those that 
  have actually had dealings with Myrddin, it appears as a formless flow of mud and detritus that speaks in the slow 
  susurrus meanderings of the Pit itself.
  Those casting the Patron Bond spell for Myrddin must do so within the borders of the Pit, and, in fact, must bathe 
  first in the filthy outflow of the city and then in the crystal clear waters of the River Rgene, where it exits the Pit. 
  This ritual requires a DC 12 Fort save with a failure indicating that the caster receives a patron taint. 
  When a caster is more than three miles from the Pits or the shores of River Rgene, he or she takes a -2 to spell 
  checks to invoke Myrddin and it cannot be invoked if the caster is over 100 miles from the Pits or River Rgene.
  Invoke Patron check results:
  12-13
  Myrddin’s embrace protects his servants. Mud spread on the face imparts a +4 AC bonus for 1d4+CL 
  rounds.
  14-17
  The mud of the Pits teems with life that answers to the whispers of Myrddin. Spreading mud on a 
  wound heals 1d4+CL hit points.
  18-19
  Myrddin’s mystical powers protect the caster, but at a price. After spreading mud on his or her hands, 
  the caster’s next spell effect is one step higher than the actual spell check result. Thus, if the caster 
  rolls a 12 or 13 on a 1st level spell check, he or she receives the results of 14-17. A failure is still a 
  failure (and a critical failure still a critical failure). Myrddin’s direct influence on the arcane corrupts 
  the caster, resulting in a patron taint.
  
  79
  PATRON TAINT: MYRDDIN
   
  The Pits is a foul cesspool of detritus from Ugama, virulent diseases, and corrupting magicks. 
  Roll
  Result
  1
  The caster becomes a festering host for all manner of diseases. The first time this result is rolled, the 
  caster must make a DC 15 Fortitude save or contract a painful disease. This disease lasts for 1d3 days 
  and causes 1d3 Strength, Agility or Stamina damage per day. The caster can make a saving throw at 
  the beginning of each day to resist the effects. The second time this result is rolled, the disease lasts 
  for 2d4 days. During this time, the caster is highly contagious. Anyone coming in physical contact 
  with the caster must make a DC 22 Fortitude save or contract the lesser form of this disease. The 
  third time this result is rolled, the caster comes down with an intense form of the disease (Fort DC 
  28, 2d5 days, 1d3 strength, agility, and stamina per day) and is forever contagious.
  2
  Filth surrounds the caster wherever he goes. The first time this result is rolled, the ground around 
  the caster turns to an oozy patch of semi-liquid filth every time a spell is cast. The second time this 
  is rolled the caster must make a DC 15 Will save every day. On a failure, the caster leaves a trail of 
  semi-liquid filth wherever the caster goes (on natural ground). In addition, the caster stinks of filth, 
  suffering a -4 to all Personality checks. The third time this is rolled, the caster suffers as above, except 
  that he or she does not receive a saving throw. All Personality checks automatically fail with the worst 
  possible results when dealing with anyone other than the very wretched and unclean. 
  3
  Fresh water turns to odorous mud. The first time this result is rolled, fresh water within 20’ of the 
  caster equal to about 1 gallon turns into odorous mud. This affects water in containers, as well as 
  open water. Living creatures within the affected area die within 3 rounds. The second time this result 
  is rolled, anytime the caster touches a container or open water, he or she must make a DC 15 Will Save 
  or the water turns to mud. This affects up to 300 gallons of water. The third time this result is rolled, 
  the Will save increases to 22.
  4
  The caster’s features begin to ooze from his or her face. The first time this result is rolled, each time 
  a spell is cast, the caster’s features transform to stinking ooze and begin to melt from his or her 
  face. The effect lasts for 2d3 rounds and during this time, the caster cannot see, smell or hear. The 
  second time this is rolled, the caster’s features permanently drip a black ooze. This does not affect 
  the caster’s senses, but he or she receives a -2 to all Personality checks. The third time this is rolled, 
  the caster’s face is completely transformed to a black ooze substance. The caster still has his or her 
  senses, but Personality checks with all but the basest of creatures automatically fail.
  SPELLBURN: MYRDDIN
  In the Pits, the mud is power, and from it a caster may achieve more powerful spell results.
  Roll
  Spellburn result
  1
  The caster must eat handfuls of mud resulting in fever and cramps until ability damage is healed.
  2
  As a sacrifice, the caster must obtain a feather from the rare burbur. This feather must be burned 
  upon the caster’s skin and the ashes pressed into the wound – Abilities burned by this method add 
  2 to spell checks for every point of ability damage taken. If the feather is not available, the caster 
  permanently loses 1 point of ability damage per ability sacrificed (for instance, if the caster burns 
  Strength, Agility and Stamina to fuel a spell, each ability permanently loses 1 point).
  3
  The caster must immerse him or herself in a pit of mud teeming with strange worms, insects and 
  other creatures. This pit of mud appears and is only accessible to the caster. The attentions of these 
  vermin cause wracking pains in the caster’s body which only ceases with ability damage is healed. 
  During this time, the caster must visit the chamber pot, or equivalent, at random times throughout 
  the day, taking no other actions.
  
  80
  TAREUS
  Tareus is an entity that dwells in the fiery depths of the Zael Crater. Scholars believe that Tareus arrived encased 
  in a great iron meteor that smashed into the Ateo Plains eons ago, while others have speculated that the arch-
  sorcerer Ecberth summoned the creature to this plane in an attempt to mine the mystical iron left in the wake of 
  the meteor. The entity is otherwise indistinguishable from an isolated wave of intense heat. 
  Tareus is not a powerful patron, and in fact, its power extends only a few miles outside of Zael Crater. It seeks, 
  however, to extend that power. Wizards that wish to enter into Tareus’ service may find coded instructions within 
  its patron bond spell. These instructions are a mystical recipe to create an iron vessel and a ritual to trap Tareus 
  within it. Those that follow the instructions and create the vessel may entrap the entity with a successful spell 
  check DC 28, allowing the wizard to carry Tareus out of Zael Crater and into the world.
  Tareus is an alien entity with limited power over stone (typically in liquid form). Hailing from a young planet still 
  in the throes of birth, it has a wild sense of its own existence and has a petulant streak that must be appeased with 
  precious metals - typically melted down and offered as sacrifice. 
  Invoke Patron check results:
  12-13
  Tareus lashes out in annoyance at those that would challenge it through its servants. The wizard 
  shoots forth 1d3 bolts of fiery stone at his or her enemies dealing 1d4+1 damage each. These attacks 
  are considered ranged attacks.
  14-17
  Tareus sends a cloud of ash sprites to foul his servants’ enemies. The burning cloud of ash materializes 
  up to 60’ from the caster and affects a 20’ radius sphere. All within the area of effect must make 
  a Fortitude save DC spell check, or begin choking uncontrollably. Those affected can take no other 
  actions other than moving at 1/2 speed. Those that leave the cloud recover in 1 round. The cloud 
  lingers for 1d4+CL rounds, but can be dispersed quicker by a stiff wind.
  
  81
  PATRON TAINT: TAREUS
   
  The body of the caster cannot withstand the radiant alien heat. 
  Roll
  Result
  1
  When any spell is cast, the caster gives off an uncomfortable wave of heat. The first time this result is 
  rolled, the heat wave lasts for 1 round and disrupts actions in a 5’ radius around the caster (DC 8 Fort 
  Save or -1 to all d20 checks in the same round). The second time, the area around the caster shimmers 
  with heat for 1d3 rounds, disrupts actions in a 20’ radius, and causes 1d3 non-lethal damage. The 
  final time this result occurs, the caster gives off unnatural heat permanently - though when any spell 
  is cast, damaging heat (as described above) occurs for 1d6 turns.
  2
  The caster experiences extreme agoraphobia and must be confined in an enclosed space or risk a 
  nervous breakdown. The first time this result is rolled, the caster collapses into the foetal position for 
  1d3 hours, unable to communicate his ailment. If moved into a small space (10x10 or smaller) during 
  this time, the caster recovers within 1 turn. The second time this is rolled, the caster experiences 
  serious agoraphobia at random times (10% chance per day, cumulative, or at the discretion of the 
  Judge). When in this fit, the caster is unable to function, and can move only at 1/2 speed. He must 
  reach an enclosed space within 5 minutes or collapse for 2d12 hours. Upon reaching a safe place the 
  caster can function again within 1d6 hours. The third time, the caster must be in an enclosed space at 
  all times or suffer the effects above. The caster can be out of this space briefly (a minute or so) before 
  having an attack. NOTE: Even looking out of an enclosed space, as in through a window, door, curtain, 
  etc. is enough to induce an attack (Fort DC 10). 
  3
  The caster’s skin blackens and hair begins to curl and singe as if his very soul is afire. The first time 
  this result is rolled, the caster’s exposed skin blisters. There is discomfort, though the caster only 
  takes a -4 to Personality checks. The second time this is rolled, the caster’s skin blackens and cracks, 
  revealing pink crevasses of underlying flesh. The caster’s hair burns away completely. The caster 
  loses 2 points of Strength and Agility permanently. The third time this is rolled, the caster’s fingers to 
  the first knuckle and all of his toes melt away to ash. The caster’s Agility when trying to manipulate 
  any object is reduced to 3. His speed is reduced to 1/4 permanently (cannot run).
  SPELLBURN: TAREUS
  Tareus is a creature of alien fire.
  Roll
  Spellburn result
  1
  Painful burns appear on the caster’s face and hands. These burns manifest as ugly yellow blisters with 
  angry red skin beneath. The burns heal as Spellburn damage is healed.
  2
  The caster’s eyes water and he or she coughs continually causing weakness and clumsiness. This 
  condition lasts until the spellburn damage is healed. The caster must make a DC 12 Fortitude save or 
  take a -2 on his next spell check. Additionally on a failure, the ability damage takes twice as long to 
  heal.
  3
  Plant life in the caster’s immediate area is consumed as if in an invisible flame of great intensity. This 
  effect reduces grass, bushes, and even large trees to ash in seconds. The caster must make a DC 15 
  spell check. If successful, the destruction adds a +2 to the caster’s next spell check without spellburn 
  damage. On a failure the caster’s spellburn is doubled.
  4
  The caster must make a permanent piercing in his or her body with a piece of star-born iron. During 
  the casting of the next spell, all of these iron piercings heat up, melding to the surrounding skin and 
  causing ability damage. If the caster does not have star-born iron or fails to make a piercing, the 
  ability damage is doubled and the caster loses 1 point of ability damage permanently.
  
  82
  USAGE AND LICENSE INFORMATION
  Shinobi 27 Games is proud to support the Dungeon Crawl Classics Role Playing Game. To this purpose, the publisher and authors hereby grant permission to use the name of any patron or 
  patron spell in this product by name, and to include the full write-up of up to two patrons, in any product published for the Dungeon Crawl Classics Role Playing Game, either by Goodman 
  Games or under the Goodman Games DCC RPG Third Party Publishing License Agreement. Prospective publishers must include the copy, “Additional patron material from Angels, Daemons, 
  and Beings Between: Extended, Otherworldly Edition, published by Shinobi 27 Games, Daniel J. Bishop, Paul Wolfe and David Fisher authors, copyright 2016” in a reasonably prominent 
  location (such as the credits section of the book, or in the licensing section) to obtain this permission.
  This printing of Angels, Daemons, and Beings Between: Extended, Otherworldly Edition 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: Dungeon Crawl Classics, DCC RPG, Mighty Deed of Arms, spell check, Luck check, spellburn, mercurial magic, corruption, disapproval, all spell names, all proper 
  nouns, capitalized terms, italicized terms, artwork, maps, symbols, depictions, and illustrations, except such elements that already appear in the System Reference Document.
  Designation of Open Content: Subject to the Product Identity designation above, such sections of creature statistics as derive from the SRD are designated as Open Gaming Content. 
  Some of the portions of this book which are delineated OGC originate from the System Reference Document and are copyright © 1999,2000 Wizards of the Coast, Inc. The remainder of 
  these OGC portions of these book are hereby added to Open Game Content and, if so used, should bear the COPYRIGHT NOTICE “ANGELS, DAEMONS, AND BEINGS BETWEEN: EXTENDED, 
  OTHERWORLDLY EDITION, copyright © 2016 Shinobi 27 Games, all rights reserved, contact shinobi27@yahoo.com”
  Angels, Daemons, and Beings Between: Extended, Otherworldly Edition is copyright © 2016 Shinobi 27 Games. Open game content may only be used under and in the terms of the Open 
  Game License.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by 
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  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You 
  must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or 
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  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms 
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  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You 
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  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.
  Dungeon Crawl Classics Role Playing Game, copyright © 2012 Goodman Games; Design and Writing Joseph Goodman
  Angels, Daemons, and Beings Between: Extended, Otherworldly Edition, copyright © 2016 Shinobi 27 Games, all rights reserved, contact shinobi27@yahoo.com
  Dispatches from the Raven Crowking V.1 - Choices, Context, and Consequences © 2015, Purple Duck Games; Author Daniel J. Bishop
  Faerie Tales of Unlit Shores: Creeping Beauties of the Wood © 2014, Purple Duck Games; Author Daniel J. Bishop
  Faerie Tales of Unlit Shores: The Portsmouth Mermaid © 2014, Purple Duck Games; Author Daniel J. Bishop
  The Revelation of Mulmo, copyright © 2013 Dragon’s Hoard Publishing, all rights reserved, contact Dragon’s-hoard-publishing@me.com or sean.connors68@me.com
  Campaign Element: Silent Nightfall © 2013, Purple Duck Games; Author Daniel J. Bishop
  
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SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Patrons/Angels, Daemons and Beings Between A Slice of the Extended, Otherworldly Edition (DCC).pdf