Wednesday, December 27, 2017

Sorcerers of Krampus, Parts I & II

Krampus
Neutral Germanic True Spirit of Yule
Tenets of Krampus
* Punish those who have been naughty
* Give practical things to those who have been good
* Destroy gaudy baubles and silly ornamentation!
* Dwell alone and grim, especially on Yule

Sorcerers of Krampus
Special: Krampus bans clerics from his service for being too prone to merriment, allowing only sorcerers and some shamans to follow him.
Allowed Weapons: Staff, mace, spear, whip (for the naughty)
Allowed Armor: Hides, furs
Holy Symbol: Broken Ornament, Chains, Horned Old Man
Can Turn: the Naughty (per Referee), the Merry, and Purveyors of baubles and ornamentation
Krampus Sorcery: Being a true spirit rather than a divinity, his followers practice sorcery which can be quite unpredictable. Krampus sorcerers must achieve one higher level to cast spells than clerics of other gods do (for 2nd level spells and above). For example, if using Labyrinth Lord rules, they need to be 4th level in order to cast 2nd level spells (rather than 3rd), 6th level to cast 3rd level spells (rather than 5th), etc.

In return, they have a 50% chance of being able to cast each of their spells an extra time each day (roll after a spell is cast to see).

What is more, a Krampus sorcerer’s spells might even go off when he doesn’t wish them to! Whenever under stress- whenever he sees something overly merry, garish, or the naughty not getting their just desserts- there is a base 5% chance of one of his spells being cast on a random target in range. If this occurs, treat it as if the sorcerer cast it himself.

Krampus shamans will experience the same, though they have different spell selections, even requiring communion with the land to access specific terrain spells (if using Ukko’s rules). Otherwise, see Divinities and Cults: Volume II for other guidelines for  that class.

  
Magical Side-Effects (Krampus)
The magic of Krampus is grim and not at all jolly. Roll 1d12 to see what might happen whenever a Krampus sorcerer casts a spell.

1. Walking in a Krampus Wonderland... Chill winds blow and trampling, phantom reindeer abound, causing all non-followers of Krampus within 30’ of the spell’s casting 1d4 damage, double if they are particularly merry or are drunken grandmothers.

2.  Merry is Very, Very... Wrong! Krampus requires immediate placation. 1d4 presents must be taken away from those who have been naughty or who otherwise peddle nonsensical Yule baubles and ridiculously priced greeting cards and be burned in sacrifice, either before the spell is cast or soon after! Those being so punished likely won’t appreciate it (a base 85% chance). If no such presents are available, then the sorcerer will simply whip the next person he sees for 1d3 damage instead.

3. Wreck Your Halls: The magic will work, but only if it is used to punish the naughty, destroy ornamentation, or silence irritating mirth.

4. It’s the Most Grimmest Time of the Year! Where people got the idea to be jolly in the dead of winter and make nonsensical purchases all for the benefit of tinsel obsessed and crooked merchants is beyond Krampus. In any case, the spell needs to be cast when it’s cold, dark, and/or generally grim. Otherwise, it only has 50% of its normal potency.

5-9. No Side-Effect: The spell works normally.

10. Sinister Bells: You better watch out! Krampus’s disturbing chains jangle, causing all within 60’ to save vs. spell or flee in righteous Yuletide fear. If the spell’s target then remains, he or she experiences 50% extra effect from it.

11-12. Krampus Cheer: The target experiences the spell’s full effects (a save can still apply though). In addition, if it would be used to punish those who have been naughty or who are being ‘merry’, then the spell has twice the effect!


This is a special Yuletide double posting. Next week: Sorcerers of Krampus, Part III!