Friday, September 29, 2017

Spells I Want to Cast - The Horned King's "Name of the Quarry"

In Dungeon Crawl Classics #72: Beyond the Black Gate, author Harley Stroh introduces a patron called The Horned King, the king of the Wild Hunt. Stroh writes "The Horned King rules from the Thrice-Tenth Kingdom, venturing across the multiverse on his Wild Hunts. A solemn and grim lord, he delights only in the hunt, testing his martial prowess against the deadliest foes. A patron of the old ways, the Horned King bestows his blessing on heathen witches, barbarian shamans, and warriors that exalt the wild savage hidden within."

Beyond the Black Gate includes the Horned King's Invoke patron results, his patron taint, and his 1st level spell, Slaying strike. Stroh also gives the name of the Horned King's next two spells, Name of the quarry and Call of the wild hunt.

Below, I've written a possible version of Name of the quarry. I wrote it awhile ago after reading about the legend of Actaeon, and after reading about the victims of a certain roving internet auto-de-fé, about how they all reported that every time they tried to speak online after being targeted, someone showed up to harass them back into silence, about how they all came to feel that remaining silent was their only defense from having themselves and their family members attacked both online and in person. I have no intention of making light of their experience by writing this; instead it made me think what Actaeon would have felt if his legend had been true.

I think this is a truly evil spell. It's not a spell that kills the target; it's a spell that ruins their life. Refereeing the results of this spell requires the judge to develop an outline of the target's plan for the duration of the spell. Once per day within the game, the judge should make a saving throw on the target's behalf, and if the save fails, report a vision of the target's plight to the caster.



NAME OF THE QUARRY

Level: 2 (Horned King)
Range: Varies
Duration: Varies
Casting time: 1 turn
Save: Will vs. spell check

General: The caster invokes the Wild Hunt to blaspheme the name of a specific creature, her quarry. The caster speaks a litany of complaint against her quarry, destroying its reputation and turning everyone it meets against it. Rumors begin to spread about the quarry and its location, and the caster's words find their way onto the gossipers' lips when they speak of it. At higher levels of success, the spell begins to transform the quarry into a deer-like creature, brands it with a new true name created by the caster's indictment, and turns even the quarry's closest friends and allies into accomplices of the caster and her hunt. This spell's curse becomes especially acute each time the quarry speaks; its only defenses are to remain silent or to flee beyond the range of the spell.

This powerful spell requires at least 1 point of spellburn to cast. Additionally, the caster must select a worthy target as her quarry; the Horned King has no tolerance for cowards who waste his wrath on small game. The caster must select a target with HD at least equal to her current level, or the spellcheck is automatically treated as a result of 1, and this result cannot be altered by spending spellburn or luck.

Manifestation: Roll 1d4: (1) The entire text of the caster's indictment is burned into nearby stone, a permanent monument available for any visitor to read; (2) all the birds in the forest begin singing and tweeting the caster's complaint, her words echo in the local birdsong for the duration of the spell; (3) the air fills with the scent of blood and all the predators of the wood howl and cry, for the duration of the spell their eyes turn red and they gather in the open as proud and unafraid as if they were rabid; (4) a vision of a ghostly white deer appears before the caster and flees at top speed, for the duration of the spell, wherever the caster looks, she will see a vision of the ghostly hind fleeing from the corner of her eye.

Mifire: Roll 1d6: (1) The party immediately encounters a local wild animal which attacks the caster, and any tame animals in the party join for one attack against the caster each; (2) for the rest of the day, any strangers the party encounters will be automatically hostile, and will automatically attack if the caster speaks to them; (3) for the next week, whenever the party hears rumors, at least one will be about the caster, accusing her of cowardice and weakness; (4) for the next week, whenever the party hears rumors, at least one will be about the intended target, praising its virtues; (5) 1d6 men-at-arms (DCC434) and 1d6 wolves (DCC431) appear before the intended target and swear their fealty to help it track and slay the caster; (6) the intended target learns the caster's current location and a lesser secret name for the caster, granting it the benefits described in result 30-31 below.

1    Failure! Lost, misfire, and patron taint. Unlike normal spells, this spell may not be attempted against the same target for at least one month, or against a different target for at least a week.

2-11    Failure, lost. Unlike normal spells, this spell may not be attempted against the same target for at least one week, or against a different target for at least a day.

12-13    Failure, but spell is not lost. However, unlike normal spells, this spell may not be attempted against the same target for at least one day.

14-15    For the next day, every time the quarry speaks, it must save or strangers become hostile to it and nearby strange animals become restive and anxious in its presence. The caster receives a faint premonition each time the quarry fails a save. This effect is only active in the immediate geographic region around the casting location (a castle, a dungeon level, a village, a neighborhood within a city.)

16-19    For the next week, every time the quarry speaks, it must save or strangers become hostile to it, acquaintances become indifferent, nearby strange animals attack it, and nearby familiar animals become restive and anxious. The caster receives a faint premonition each time the quarry fails a save. During this week, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect is active in the close geographic region around the casting location (a castle or village and the surrounding countryside, a dungeon level or city neighborhood as well as the adjacent levels and neighborhoods.)

20-21    For the next week, every time the quarry speaks, it must save or strangers and strange animals attack it, acquaintances and familiar animals become hostile to it, and even close friends become uncomfortable and indifferent toward it. The caster receives a definite impression of the result each time the quarry fails a save. During this week, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect is active in the entire geographic region around the casting location (an entire countryside, on every level of a dungeon, throughout a city and its metropolitan area.)

22-25    The quarry permanently grows the stub antlers of a fawn deer. For the next month, every time the quarry speaks, strangers and strange animals attack it with no save allowed, and it must save or acquaintances and familiar animals attack it, and even close friends become hostile to it. The caster receives a definite impression of the result each time the quarry is attacked. During this month, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect is active in the entire geographic region around the casting location, and along the borders of the neighboring regions.

26-29    The quarry permanently grows the antlers of an adult deer. For the next month, every time the quarry speaks, strangers, acquaintances, and any nearby animals attack it with no save allowed, and it must save or even close friends attack as well. The caster hears the sounds of combat each time the quarry is attacked. During this month, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect remains active throughout the entire kingdom or country where the spell was cast, as well as along the borders of neighboring principalities.

30-31    The caster brands her quarry with a new lesser secret name. The quarry gains a -1 penalty to saving throws against all spells sent by the caster and anyone else who knows their new name, and all attempts to magically influence the quarry by using this new name gain a +1 to the spell check result. The quarry permanently grows the antlers of an adult deer, and its ears reshape to become deer-like. For the next year, every time the quarry speaks, everyone nearby attacks it with no save allowed. The caster hears the sounds of combat each time the quarry is attacked. During this year, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect remains active in every land and kingdom of the empire where the spell was cast.

32-33    The caster brands her quarry with a new greater secret name. The quarry gains a -2 penalty to saving throws against all spells sent by the caster and anyone else who knows their new name, and all attempts to magically influence the quarry by using this new name gain a +2 to the spell check result. The quarry permanently grows the antlers of an adult deer, its ears reshape to become deer-like, its hind feet become cloven hooves, and it becomes an obligate vegetarian unable to consume meat. For the next year, every time the quarry speaks, everyone nearby attacks it with no save allowed. The caster receives a vision through the eyes of an attacker every time the quarry is attacked. During this year, every time the caster and her companions hear rumors, at least one will be about the quarry. This effect remains active throughout the empire where the spell was cast, as well as its imperial neighbors.

34+    The caster brands her quarry with a new true secret name. The quarry gains a -4 penalty to saving throws against all spells sent by the caster and anyone else who knows their new name, and all attempts to magically influence the quarry by using this new name gain a +4 to the spell check result. The quarry permanently grows the antlers and furry coat of an adult deer, its ears and entire face reshape to become deer-like, its hind legs become back-bending and its hind feet become cloven hooves, and it becomes an obligate vegetarian unable to consume meat. For the rest of the target's life, every time it speaks, everyone nearby attacks it with no save allowed. The caster receives a vision through the eyes of an attacker every time the quarry is attacked. For the next generation, every time the caster and her companions hear rumors, at least one will be about the quarry, whose infamy will be still spoken of by today's children until their old age. This effect remains active anywhere in the world; the quarry can only escape by fleeing to another planet or plane of existence.

Sunday, September 10, 2017

Book Cover Trends - White Face Dark Background

Cuckoo Song by Frances Hardinge (released May 2015)

The Traitor Baru Cormorant by Seth Dickinson (released September 2015)

The Last Painting of Sara de Vos by Dominic Smith (released April 2016)