Unleashing the Terror: Introducing the "Pact of Whispers" for Kal-Arath
Mind control and manipulative whispers: The Pact of Whispers Explained
So, I've been diving deep into the chaotic world of Kal-Arath for my solo plays campaigns, and let me tell you, the ideas are flowing like a bard after a few too many drinks! From new spells to setting details, I've got a treasure chest full of crazy concepts to share. Buckle up, because I’ll be spilling the beans on these wild ideas through different blog entries, and trust me, you won't want to miss them.
But first, if you're still in the dark about Kal-Arath, do yourself a favor and check out my previous post.
The Magic System: A Brief Overview
In Kal-Arath, spells revolve around various "Pacts." You cast spells by rolling an Intelligence (INT) check against the spell’s difficulty. Score a success? Congrats! You’ve successfully cast your spell (and a critical success doubles its effect). But fail? You take 1 point of damage and can’t use spells again until you take a rest. And if you critically fail, well, let’s just say you might want to start writing your will, because an Arcane Disaster is coming for you.
What makes this system so exhilarating is the vast spell roster at your fingertips. You can choose from 5 spells right away, each with its own unique flair and function. However, the catch is that the more powerful the spell, the greater the risk involved. Do you dare to unleash a devastating high-level spell, knowing it could backfire spectacularly? That balance of risk and reward adds a thrilling twist to gameplay, making each spell casting moment feel like a high stakes gamble. It’s all fun and games until someone rolls a critical fail, right?
Ohh and don't forget about the Dooms! These little penalties can turn your character’s life into an absolute nightmare if you don’t uphold your end of the bargain with your pact, but these small characteristics make your characters unique, drawing you even deeper into the story.
Pact of Whispers
Now, let’s get to the juicy part: the Pact of Whispers. This pact is all about control and manipulation, perfect for anyone who’s ever wanted to be the puppet master in their gaming group. Plus, I’ve whipped up a nifty table with six new Dooms specifically tailored for this new pact.
I. Whispering Suggestion - Implant a suggestion in a target’s mind (within 5 meters). They must roll an INT check (difficulty 8) or follow your suggestion for a round. Simple ideas only, no harm suggestions allowed. They get disadvantage on anything that goes against your suggestion.
II. Echoing Sorrow - Makes your target relive a traumatic memory through your whispers, dealing 1d4 psychic damage. They must pass a PRE check (difficulty 10) or be incapacitated for a round.
III. Mind Command - Give a command that echoes in the minds of nearby targets, causing confusion and disadvantage on their next action.
IV. Puppet Master - Take control of a target’s actions for a round. They must roll an INT check (difficulty 12) or follow your commands.
V. Cacophony of Pain - Unleash a storm of whispers that deal 3d6 psychic damage to all enemies in an area. If they fail a PRE check (difficulty 10), they’re stunned for 2 rounds and lose their hearing.
Dooms: The Price of Power
Of course, with great power comes... well, a lot of headaches. Here are the Dooms that come with the Pact of Whispers:
After successfully casting a spell, the caster loses their hearing for a number of rounds equal to the spell's level.
Each day a spell from the Pact of Whispers is used, the caster takes 1 damage at the end of the day and their tongue bleeds.
The caster can only whisper, he can not speak in a normal voice level.
The caster must maintain a blood-stained list of those they’ve successfully cast a Pact of Whispers spell on, written in their own tongue blood.
No clothes or armor can cover the caster's mouth. The caster can not cast any spell from the Pact of Whispers if his mouth is full or if he’s underwater.
The caster needs to eat a soup preparation made by animal tongues at the end of the day whenever he has successfully casted any Pact of Whisper spells, if he doesn’t, he cant cast any spells the next day.
Wrapping Up
The Pact of Whispers is all set to spice up your Kal-Arath gaming experience. With its mind-bending spells and delightfully twisted Dooms, it's guaranteed to keep your players on their toes and your campaign filled with chaos and manipulation.
But hold your horses! I’m still in the testing phase with this pact, and I want to hear from you. Got ideas, suggestions, or maybe even a horror story about using these spells? Drop your thoughts in the comments! Stay tuned for more of my wild ideas, and remember, keep your blades sharp and your shields up!
-Miroku (Codex Gigas)
Very cool pact and Dooms to match.