You either are, or were taught by, one of the ancient Night Hags of the Lower Planes.
Perk:
- You start with a Heartstone, a shiny black gem made from carbonised Larvae (metamorphosed souls).
- You can ‘store’ a Magic Dice in a large cauldron, which you can use later, in any spell cast when touching the cauldron. You accomplish this by bleeding into the cauldron - the blood so spilled glows a fiery orange and issues stinking smoke.
Drawback:
- You cannot cast without either a Heartstone, or a large cauldron nearby. If you attempt to, you instead take 2d6 Damage as your skin splits and burns in the shape of Hadean runes.
- Holy water burns you like acid.
Cantrips:
1. Learn how much of a creature's natural lifespan is remaining, in years. Circumstance, such as murder, ascension to lichdom, apotheosis, etc. can alter your prediction.
2.
Change your face to any face you’ve seen. (Not the rest of your body).
3. Identify any poison by smell alone.
Spells:
1. Fires of Transformation
R: touch T: your hands D: [sum] rounds
Your hands flare with cyan-black Hellfire.
You can exert great heat and pressure with your flaming hands, and can undertake
a number of arcane processes, allowing you to:
- Turn wood into coal.
- Turn stone into iron.
- Turn gold into soot.
- Leave indelible, glowing marks with your fingertips.
- Deal [Sum]+[Dice] damage to a creature, with an attack roll, upon which the spell ends.
- Compress a Larva into a Heartstone.
2. Enfeeble
R: 10’ T: Creature D: [dice] Hours
A target that fails a save loses
[sum] points from their strength score, becoming sickly and shrivelled. If this
reduces their strength to 0, they can’t move at all for the duration of the
spell.
3. Extract
R: Touch T: Creature D: Permanent
You extract [dice] feelings, memories, emotions or ideas from a creature, and bottle them. An unwilling creature can save. The missing thought, memory, idea, or emotion regrows over [sum] days, unless you used four or more Dice to cast Extract, then it’s permanent. Anyone that drinks the liquid in the bottle will immediately gain that feeling, memory, emotion or idea for [sum] days, or permanently if you used four Dice.
4. Night Terrors
R: Same Plane T: Sleeping Creature D: [Dice] Nights.
A sleeping creature of your choice is
terrorised by screaming nightmares, awakening bruised and bloody. They take
[sum]/[dice] damage each night, and gain no benefits from the rest. Creatures
killed by this spell suffer a heart attack.
5. Hag’s Eye
R: Touch T: An Eyeball D: Permanent
You touch an eyeball, turning it
glassy. At any time, you may expend MD to look through any eyeballs you’ve
affected with this spell. You can look through up to [dice] eyeballs at once,
but must shut your own eyes to do so. This sight lasts for [sum] rounds. The eyeball
will never decay if afflicted with this spell, and can be anywhere – in a head
or not.
6. Hellhound Pack
R: Within Shouting Distance T: Any Open Fire, Furnace or Crucible D: [Dice] days.
You summon
[dice] huge, sleek 1HD Hellhounds with smoking jaws and glowing eyes. They’re
perfectly loyal, albeit no more intelligent or talkative than an ordinary dog.
Their bites deal 1d6 Damage, and they can perfectly track a creature by scent
if you have an item that belonged to that creature. Your Hellhounds are terrifying
and vicious with everyone except you – with you, they are friendly and
protective.
7. Hordlings
R: Within Shouting Distance T: Any Patch of Soil, Mud or Shit D: [Dice] days.
You summon a
chittering mass of [sum] 1HD Hordlings, which boil up from the target area and
chitter-chatter around. They’re small, mutable fiends, entirely loyal and quite
chatty, but tragically stupid, comically greedy and totally cowardly.
They can accomplish anything that [sum] idiots could accomplish
in [dice] days.
One of the Hordlings is their Boss, with 2HD, and [dice] of
the following adjectives, your choice:
- Tough, +1 HD
- Invisible
- Booming Voice
- Brave, the Boss will actually fight, unlike the other Hordlings.
8. Grandmother’s Iron Sword
R: Self T: Your dominant hand. D: Permanent until MD reclaimed.
They say the eldest three Hags, Malagard, Zhelamiss, and Cegilune, each wielded an impossibly heavy longsword made only of beaten black iron. This spell summons an aspect of one such blade by investing MD – the MD do not return until you dismiss the sword.
The blade is ridiculously heavy, except when it is held in
your hand, upon which it’s the weight of a normal sword. Use it for anything a
very heavy metal weight is useful for.
Furthermore, it’s a magic sword, with +[dice] to hit and damage.
When you dismiss the sword, it explodes into a cloud of rust
and flies, and the invested MD return to your pool.
9. Ethereal Passage
R: Touch T: [dice] creatures D: [Dice] hours
Target creatures become as ghosts,
faintly visible but totally unable to interact with the world around them. Unwilling
creatures can make a save. Ethereal creatures can move in three
dimensions. Being inside an object when the etherealness ends causes you to be
shunted to the nearest free space and take damage as if you’d fallen that distance.
10. Cloak of Flies
R: Touch T: A Creature D: [Sum] rounds
For the duration, the target creature is completely surrounded by a buzzing mass of fiendish flies.
Unwilling creatures get a save. The cloud of insects also covers anyone
adjacent to the creature. Anyone in the cloud that the Hag considers an enemy
takes [dice] damage each round they remain in it. Water, a strong breeze, or a particularly
loud noise will disperse the flies.
11. Summon Yugoloth
R: Within Shouting Distance T: A Door, Gateway or Opening. D: [Dice] days.
You summon a mercenary Yugoloth of
[Dice] HD, who will undertake tasks such as murder, robbery, cleaning, or
standing there holding the ingredients while you brew, so long as you can pay
it [sum] pieces of gold. The Yugoloth has 2 attacks per round, which each deal
1d6+[Dice] damage.
Yugoloths with 2 HD or more are capable of telepathy.
Yugoloths with 3 HD or more are capable of flight.
Yugoloths with 4 HD or more can cast one the following spells. They have [HD-3] Magic Dice:
1. Telekinesis, 2. Flesh to Gold, 3. Fireball, 4. Summon
Yugoloth
12. Soul Bag
R: 100’ T: Dying or Recently Deceased Creature D: Permanent
By expending an MD, you may catch the soul of a dying or recently deceased (within the last minute) creature and trap it in a bag. It is now stored in that bag indefinitely, and remains so until you use it. You can choose to:
- Make it into a Larvae (huge grub with a human face) which you can question, sell on to other Night Hags, or use for Fires of Transformation.
- Drink it to add 10 years to your lifespan and gain +1 Max HP.
- Or burn it to add +1 MD to any spell you can see being cast.
A soul bag takes up an inventory slot.
Mishaps:
1.
MD
only return to your pool on a 1 for 24 hours
2.
Take
1d6 damage as smoky shadows lash at your flesh.
3.
Random
mutation for 1d6 rounds, then make a save. Permanent if you fail.
4.
Blind
for 1d6 rounds. Smoke pours from your eyes.
5.
Agony
for 1d6 rounds. Smoke boils up from your skin.
6.
Vomiting
for 1d6 rounds. Smoke in your innards.
Dooms:
The First Doom of the Hag: Dally Not with Hell
For the next 24 hours, all fiends, including your Hellhounds,
Hordlings and Yugoloth, are hostile to you.
The Second Doom of the Hag: Blood Boils Up from The Pit
For the next week, all fiends, including your Hellhounds,
Hordlings and Yugoloth, are hostile to you. At the end of the week, a 6HD Nycaloth
comes and attempts to drag you back to Hades to face trial in front of an unknown
master.
The Third Doom of the Hag: Just Rewards
Fiends are all permanently hostile to you. Very soon, a 12HD Baernaloth
will come to drag you to Hades for meddling in powers beyond your ken.