GLOG Warlock Patron: The Archive

Inspired by the Accursed Archive in The Compendium of Forgotten Secrets: Awakening for 5e D&D by Genuine Fantasy Press, I present to you: The Archive patron for the Warlock!

The Accursed Archive

Patron: The Archive

Goals

Growth of knowledge and information is the Archive’s only goal. Expand, protect, and learn. The Archive views learning as a new experience, whether good or bad. Archivists seek anything unique and noteworthy.

Boon

You may visit the Archive by performing a 10 minute ritual, where you are transported into the Archive. Within the Archive, you may ask the Archive as many questions as you wish, with the following addendums: If you ask a question that is Forbidden (as determined by the GM), you get an answer to a related question, but not the one you asked. For every 2 questions you ask, roll Luck. On a success, you may keep going. On a failure, you stumble upon information you weren’t supposed to see. Gain 1 debt, and be kicked out of the archive back into reality, not being able to come back for 1 day, your remaining questions going unanswered. Each question you ask you must spend 1 day in the Archive, although only 1 minute passes in reality. You do not need to eat, drink, or sleep in the Archive.

Favors

·         You can levitate and magically move books.

·         You can forget a language you know temporarily, replacing it with a language you wish to know.

·         You can magnify your vision up to 5 times.

Obligations (d8)

1. Read [Debt]*3 books
2. Recover [Debt] artifacts
3. Learn [Debt] new things about a field of knowledge
4. Find something completely unique
5. Gift [Debt] books to the Archive
6. Write [Debt] scrolls-worth of information you’ve learned.
7. Do [Debt] things you’ve never done before.
8. Teach something you deeply know about to at least [Debt]*2 people.

Patron’s Gift

You gain a third eye, which is always open. Not only can you see out of this eye, even while you are asleep, this third eye can see the very fabric of reality itself. Through this eye, you can see exactly the best way to take something apart, put something together, or repurpose an object. You can think of something you know the name of and the third eye’s pupil will point towards it.

Spells

1. Wizard Vision
Range: touch
Target: sighted creature
Duration: 10 min / permanent

If you invest one [die]: Target can see invisible things. Target can see through illusions. Non-magical disguises are not penetrated. If you invest two or more [dice]: This can only be cast on yourself. As above, except you can also see through magical darkness, and see the true forms of shapeshifters. There are also some permanent effects:

(a) You can forever see invisible things as a slight warping or lensing of light. You know “there's something over there” and what size it roughly is, but nothing else.

(b) You can tell if someone else is a spellcaster by looking them in the eyes. The price for this gift is your mind. You suffer a permanent loss of 1d6 Spirit (as you reject the true nature of the world and go slightly mad, and as you accept the true nature of the world and alienate yourself from your peers).

 

2. Package Neatly
Range: 20 ft.
Target: Objects
Duration: Concentration / permanent

Up to [dice]x500lbs of nonliving objects, as you designate, are packed neatly. You must name the objects or their general category when you cast the spell ("those coins", "the contents of that room") If no packing materials are provided, the objects will be stacked into compact cubes, with the largest and most stable objects at the bottom. If chests, paper and twine, sacks, carts, etc. are provided, the spell will use them as you direct. The packages created will take up the minimum space possible, and will be remarkably sturdy. The spell will continue to pack objects for as long as you maintain concentration. The objects must be able to move freely. You could not use this spell to pack clothes someone was wearing. The objects will not lift more than 10' off the ground during the packing process.

 

3. Aphasia
Range: 120’
Target: Creature
Duration: [sum] minutes

Target rolls Luck with penalty equal to [dice]. On failure, they cannot speak or comprehend any language, written or spoken, for the duration.


4. Befuddle
Range: 50’ 
Target: [sum] creatures
Duration: [dice] minutes

For the duration, a target cannot form any new short-term memories. They are always surprised, and will forget anything they have seen the moment it goes out of sight.

 

5. Call Object
Range: 100’ *[dice]
Target: Object
Duration: Instant

Summon an object you’ve touched within the last 10 minutes to your hand. (It must fit in your hand to be eligible.)

 

6. Create Portal
Range: 10’ *[dice]
Target: Wall
Duration: [dice] minutes

Create a door on a wall, which creates a hole that goes through the wall, up to your range.

 

7. Embed Memory
Range: Touch
Target: Creature
Duration: Varies

You pull a single memory out of your head and transfer it to another creature. Unwilling creatures may roll Luck to negate. The memory must be short, and it must be distinct. The memory is perfectly vivid for [sum] days but begins to fade after that. If [sum] is greater than 12, the memory will never fade, even if the target loses all other memories.

 

8. Dispel Magic
Range: 30 ft.
Target: 1 magical effect
Duration: Instant

Removes one magical effect, or counters one magical spell, with invested [dice] less than or equal to the [dice] invested in this spell.

 

9. Spell Glyph
Range: Touch
Target: Area
Duration: Permanent

When casting this spell, cast another spell at the same time (whose effect is absorbed by the Spell Glyph), and choose a trigger. When a creature activates the prerequisites of your trigger while within [dice]*5’ of the Spell Glyph, the other spell is cast, targeting the creature. Once the trigger is met [dice] times, the Spell Glyph ends.

 

10. Astral Prison
Range: 10 ft.
Target: Object or creature
Duration: [sum] rounds

Target must save or be trapped out of phase with reality for the duration. While trapped, it cannot take any actions or talk, but also can't be affected by the real world. This spell can be reversed to have the opposite effect on ghosts.

 

11. Identify Owner
Range: Touch
Target: Object
Duration: 1 minute

Letters appear over the object you Touch, spelling out the name of the object's owner or owners. If the object has no owners, the spell fails. If you invest 2 [dice] the spell will also show if the ownership is disputed. Dead people cannot dispute ownership. If you invest 3 [dice], arrows will appear pointing in the approximate direction of the owner (or a skull will appear if they are deceased). The name revealed will be name the owner used when they purchased or acquired the object. For example, if Tabitha Winklewort was using her alias "Jane Crow" when she bought her boots, the name listed would be Jane Crow. If you targeted a ring she stole and invested 2 [dice] or more, the names listed would be Jane Crow and Baron Summerland. If you invest 4 [dice], true names will be listed alongside aliases, provided the owners are mortal. This spell also works on slaves and domesticated animals.

 

12. Augury
Range: Self
Target: Self
Duration: Instant

Consult the gods to learn whether an action will result in weal or woe. The chance of a meaningful answer is equal to 50% + [sum]%, rolled in secret. State the course of action; the answer will be either weal, woe, or uncertain. If the % roll is failed, the answer will always be uncertain.

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