we are always watching |
Except for one.
The Pyramid looms in their minds, whispering commands. It has lived forever and back again, existing at all points in space and time. Listen to it.
Let it speak through you.
Template A: +1 Credit, Debt, Obligations, Boon, Favors
Template B: +1 Credit, Combat Meditation
Template C: +1 Credit, Beseech
Template D: +1 Credit, Pinnacle Spells, Patron's Gift
Boon: Your mind cannot be read. You look vaguely plastic and perfectly symmetrical.
Favors
Hover exactly 3.1415926 feet above the ground for 1d4 minutes.
Automatically know the statistics (HP, AC, etc.) of anyone you can see.
Clean, smooth, and polish anything you touch.
Hover exactly 3.1415926 feet above the ground for 1d4 minutes.
Automatically know the statistics (HP, AC, etc.) of anyone you can see.
Clean, smooth, and polish anything you touch.
Obligations
Prevent [debt] Psychics or Ynnbringers from casting again. Ever.
Enter Ynn and set it aflame.
Kill [debt] enemies of the Pyramid.
Recover [debt] supernatural artifacts.
Destroy 1 supernatural artifact.
Erase the memories of [debt] people who know too much.
Combat Meditation
Deal 4, 8, 12, or 16 damage to yourself to cast dispel magic with [dice] equal to 1/4 of the damage taken (1, 2, 3, or 4).
Beseech
Beg the Pyramid for assistance. Roll 1d6 over your accumulated Debt. If you succeed, the Pyramid will assist you - teleporting you away, summoning OSIRIS agents, giving you back some Credit, etc. No matter what, you gain +3 Debt.
Prevent [debt] Psychics or Ynnbringers from casting again. Ever.
Enter Ynn and set it aflame.
Kill [debt] enemies of the Pyramid.
Recover [debt] supernatural artifacts.
Destroy 1 supernatural artifact.
Erase the memories of [debt] people who know too much.
Combat Meditation
Deal 4, 8, 12, or 16 damage to yourself to cast dispel magic with [dice] equal to 1/4 of the damage taken (1, 2, 3, or 4).
Beseech
Beg the Pyramid for assistance. Roll 1d6 over your accumulated Debt. If you succeed, the Pyramid will assist you - teleporting you away, summoning OSIRIS agents, giving you back some Credit, etc. No matter what, you gain +3 Debt.
Patron's Gift: The Pyramid is placed inside of your heart. You are omniscient within 1 mile of you.
Spells
1. Squared Missile*
R: 100’ T: one creature or object D: n/a
An outstretched finger releases a shining black projectile, turning in perfect right angles as it travels. A single target takes [dice] squared damage.
2. Numerical Polymorph
R: touch T: one creature D: [sum] minutes
A single creature you touch has 2 of its stats switched. Unwilling targets can make a WIS save to protect themselves.
3. Simplify Object
R: touch T: one object D: n/a
A single object you touch is condensed into a small cube. The cube contains all the material of the object, but no air.
The amount of [dice] added to the spell decides the size of object that can be targeted.
1 die - a cup, toothbrush, or knife.
2 dice - a sword, set of armor or door
3 dice - a wagon or table
4 dice - a house or car
If this would crush a creature or creatures, it kills an amount of creatures until the total HD reaches the [dice] of the spell.
4. Non-Euclidian Geometry**
R: line of sight T: self D: [sum] rounds
You are adjacent to everything within your line of sight. You are treated as if you were in all of these locations at once, and everything interacts with you as if it were adjacent to you. You do not suffer multiple effects from the same object or entity (if you are standing in every part of a fire, you only take its damage once). You can choose not to be adjacent to up to [dice] things.
5. Sacred Numbers
R: 500' radius T: 500' radius D: [sum] minutes
Choose [sum] numbers. For [sum] minutes, every time one of those numbers is rolled, you regain 1 HP.
6. Prime Attack
R: 100' T: one creature D: [sum] minutes
For [sum] minutes, every time the target rolls a prime number on their damage roll (in standard combat systems) or deals a prime number of damage (in Let There be Blood), they deal double damage.
7. Laplace Transformation**
R: touch T: [sum] creatures or objects D: [sum] minutes
The target loses up to [dice] dimensions of your choice (with a WIS save if unwilling). If you remove length, width, or height, they become 2D (allowing them to fit through gaps that are large enough in the other 2 dimensions, be rolled up like paper, and be invisible when viewed from the removed side) but cannot manipulate items with more dimensions than them.
If you remove 2 spatial dimensions, they deal [dice]d6 damage to anything they try to pass through. If you remove 3 spatial dimensions, they become a single point and cannot be detected in any way.
If you remove time, they vanish, and reappear at the end of the duration as if no time had passed.
8. Irreality
R: self T: self D: [dice] minutes
For [dice] minutes, you can walk through walls. You also cannot be directly targeted by any effect, but cannot attack or cast any spell.
9. Simplify Person
R: 100' T: one person or creature D: [sum] minutes
Remove a single stat from a person or creature. They cannot use it for any checks. If Health is removed, the creature begins to take a Wound every time it is damaged. If AC is removed, it is automatically hit by 50% of attacks.
10. Erase Memory***
R: touch T: one creature D: permanent
Erase the last [sum] (minutes/hours/days/weeks, 1/2/3/4 dice) from the target's memory.
* - stolen from Arnold K's Modron Mathmetician
** - stolen from Velexiraptor's Fake Math Wizard
*** - stolen from Velexiraptor's Baleful Star Warlock
Pinnacle Spells
11. Simplify TerrainR: one mile radius T: the earth D: [dice] hours
The world itself is shaped to the Pyramid's wishes. Everything becomes flatly colored and angular.
It's just like home.
While in this terrain, your movement speed is doubled and you can freely manipulate the ground (as a 4-dice casting of control earth).
R: touch T: self + [dice] creatures D: [sum] seconds
You and [dice] creatures you are touching vanish completely into the Astral Plane. The Pyramid looms overhead. You may remain here for as long as you want - only [sum] seconds pass in the real world.
While inside the Astral Plane, you may ask the Pyramid [dice] questions. It knows everything, and will answer honestly.