Grimoires of the Pact Insidious by James A. Smith Upon discov ery, these will appear to be a very handsome set ofblank Spellbooks, of the sort Magic-U sers use to permanently record spells and research. Also known as The Key to Darkest Destiny, the set will number from 9 to 12 identical volumes. Each will have a locking clasp on the side, and the set will come with a matching Key . If some means of checking for magic is utilized, the set will evinceAlteration , Divination, Conjuration, and Summoning. Possession, if used as a type of magic in the GM's milieu, will be present, but not detectable. If an attempt to analyze the magic is made, the caster may discover that the Key , which is attached to a gold chain and intended to be worn as a necklace, will grant a +1 bonus to all of the MU's Saves and doubles his capacity to memorize 1st level spells. Also, that the Key's magic will not activate until the MU has inscribed at least one spell into the Grimoires. Nothing else may be discovered by the more usual magical means, as the Grimoires are a Cursed item. The Key, which is where the true power of the item resides, cannot be destroyed by anything short of a Wish. If the character opts to use the Grimoires, the next t ime he gains a level, any unused slots in his Maximum Number of Spells bank will be f illed and the new spells will be inscribed into the Grimoires, independent of the MU’s actions or wishes. This will be for the slots up to and including those gained by his level increase. There will be no need to determine whether or not the MU is capable of learning these spells and so long as the Grimoires are in his possession, he will always have and be able to utilize the maximum number of spells, which his Intelligence allows. During the MU's initial experience with the Grimoires, the spells which begin to appear within (to be chosen by the DM) will be comprised of some of t he more popular choices, some utility spells and one or two of a dark or evil nature. Furthermore, research entries will begin appearing, apparently written in the Character’ s hand, which will include information on some of the darker aspects of the art. The MU will also discover, that any spellbooks that were previously in his possession, as well as any obtained from this point onward, transform, so as to conform to the Grimoires in all respects. If any or all of the Grimoires are destroyed, the replacements will also t ransform and so long as the Key is intact, 70% -90% of any spells lost and nearly all of the research notes, will re-appear in the new book, as if he had set about to reconstruct the lost data. At this time, the MU may be ri d of the Grimoir es, by availing himself of a Remo ve Curse. If he does so, it 1
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Upon discovery, these will appear to be a very handsome set of
blank Spellbooks, of the sort Magic-Users use to permanentlyrecord spells and research.
Also known as The Key to Darkest Destiny, the set will number
from 9 to 12 identical volumes. Each will have a locking clasp on
the side, and the set will come with a matching Key. If some means
of checking for magic is utilized, the set will evince Alteration,
Divination, Conjuration, and Summoning. Possession , if used as a
type of magic in the GM's milieu, will be present, but not
detectable.
If an attempt to analyze the magic is made, the caster may discover that the Key, which is attached to agold chain and intended to be worn as a necklace, will grant a +1 bonus to all of the MU's Saves and doubles
his capacity to memorize 1st level spells. Also, that the Key's magic will not activate until the MU has
inscribed at least one spell into the Grimoires. Nothing else may be discovered by the more usual magical
means, as the Grimoires are a Cursed item.
The Key, which is where the true power of the item resides, cannot be destroyed by anything short of a
Wish.
If the character opts to use the Grimoires, the next time he gains a level, any unused slots in his Maximum
Number of Spells bank will be filled and the new spells will be inscribed into the Grimoires, independent
of the MU’s actions or wishes. This will be for the slots up to and including those gained by his level
increase. There will be no need to determine whether or not the MU is capable of learning these spells and
so long as the Grimoires are in his possession, he will always have and be able to utilize the maximum
number of spells, which his Intelligence allows.
During the MU's initial experience with the Grimoires, the spells which begin to appear within (to be
chosen by the DM) will be comprised of some of the more popular choices, some utility spells and one or
two of a dark or evil nature. Furthermore, research entries will begin appearing, apparently written in the
Character’s hand, which will include information on some of the darker aspects of the art.
The MU will also discover, that any spellbooks that were previously in his possession, as well as anyobtained from this point onward, transform, so as to conform to the Grimoires in all respects. If any or all
of the Grimoires are destroyed, the replacements will also transform and so long as the Key is intact, 70%
-90% of any spells lost and nearly all of the research notes, will re-appear in the new book, as if he had set
about to reconstruct the lost data.
At this time, the MU may be rid of the Grimoires, by availing himself of a Remove Curse. If he does so, it
will be as if he never saw or attempted to inscribe, know, etc., any of the spells from the Grimoires, save for
in the case of those spells which the MU memorized at least once. All other phenomenon associated with
the books will cease. Otherwise…
When the MU again, gains a new level:
1. A higher percentage of evil spells will begin appearing. Necromancy, conjuration/summoning spells,bindings, etc. The strange research notes will take an even darker turn.
2. A weird Augury like experience will assail him up to once a day, wherein profitable, albeit unscrupulous
opportunities will be made known. Such as, he might suddenly become aware that the local Lord's wife is
adulterous and with whom she is cavorting. Or, the location of that Lord's hidden treasure vault, along
with information on what's guarding his wealth.
3. The MU will begin sensing the presence of another consciousness while he is studying his spells. Once
per week the MU may communicate with this entity. It will have the knowledge and experience of a 16th
level MU. The Other Awareness will not answer any questions regarding its origin or identity, nor will it
reveal anything about the Grimoires. It will promise a great destiny, wealth, power and proffer usefuladvice to this end.
There is a 1% cumulative chance that instead of the usual communication, the MU will suddenly be
assailed by a feeling of dread and a desire to destroy the Key. This impulse will seem to come from both
himself and the Other Awareness, and the MU may make a Saving Throw at -3, with the penalty decreasing
by one for each time the dreadful experience has previously occurred. If successful, he will instantly know
the nature of both the Grimoires and the awareness with which he has been in communication. Otherwise,
the chance for this occurring resets back to 1%
4. There is a 5% per day, that the MU will spontaneously recall a spell to memory that was cast within the
past 24 hours. This will only happen once, but afterwards, one time per day, the MU may try to recall a
spell of his choice, with a 10% chance of success.
5. If a Teacher is necessary for level advancement, then the information garnered from the Other
Awareness will suffice. Much of this will begin occurring in the dream state, or as entries in the Grimoires.
Also, any costs associated with level advancement will be halved.
Images and Dreams of attaining great wealth and power will assail the MU constantly and specific, usually
wicked ways of attaining power will be revealed, via the Auguries and aforementioned communications, as
well as other avenues. As the MU continues to gain levels, the following additional phenomenon will
occur:
1. The new spells which appear will be of the sort a truly evil magician would prefer and choose.
Disturbing spells of the GM’s creation or taken from appropriately themed RPG supplements areencouraged. The notes appearing in the Grimoires will feature such items as formulae for Lichdom, Devil's
Talismans and True Names of demons.
2. Strange coincidences and synchronicities will bring potential henchman, followers, associates, lovers,
etc., across the MU's path. These will, of course, be rather nasty people. Some will be fanatically loyal.
Weird priests of obscure sects might try to cast the character as a figure of prominence in their prophetic
scriptures, seeking to aid or destroy the MU. Powerful Wizards serving the cause of Good, Paladins,
Priests, etc., will begin hunting the MU, claiming him to be a champion of evil forces.
If the MU still retains the Grimoires when he reaches 12th level, he will be stuck with the spells known,
regardless of what he does with the key. His memories will begin to alter, accounting for the discovery of the spells within the book, the research, etc. The MU may make a Saving Throw, to notice this happening.
If the MU hasn’t figured things out yet, the DM should offer enough clues to insure that he does. The Other
Awareness is an evil, probable variant of the Character, one possible version of the MU amongst many.
This consciousness exists in the future, in a parallel dimension, in the realms of potentiality and within
the timeless psyche of the MU (all of which are true, from differing perspectives.)
The Character has slowly been transforming into this future version of himself. By this point, the MU has
no doubt started performing in a rather vile manner, considering that most of his spell options are rather
unwholesome. The auguries will still be useful, if less frequent. The communications will provide little
new information, as the MU now has much of the knowledge and experience his future self was sharing.