Wednesday, August 6, 2025

Gods of Dark Magic, Part II


Dark Tests
That which is taken may not be so easily returned. Rolling a 1 as a dark magic side-effect (and choosing to proceed) or rolling the same side-effect number thrice can trigger such ruinous trials.

1-9. A greater cost is required. The one undergoing the test suffers permanently until another test might change the curse. Roll 1d6, compounding any results that are incurred repeatedly.
   1. Health: Become sensitive to some common substance or situation, taking -1d6 to all rolls when exposed to it for the next 1d6 hours. It will likely be something related or in opposition to the warlock's god, whether some foodstuff, plant, beast, time of day, weather pattern, mortal triviality, or the like.
   2. Wealth: Must toil for some master for at least 2d6 hours a day, being generally bound to the place. How else to earn one's keep?
   3. Fortune: What one most values is taken from them 33% of the time. Whenever they reach to enjoy it, it may inevitably be lost again. Few would be surprised.
   4. Fame: Those who encounter the one undergoing the test must save vs. death/ make a Will save DC 10 or either strive to flee them (if weaker) or strive to harm them (if of similar might or stronger) for a minimum of 1d6 rounds. Gaining power over others is thereby encouraged.