Pandem Spellbook

In order to use pandem you must take Adept: Pandem. Pandem casting does not use spells per day and technically provides unlimited casting. However, at the end of each day the GM rolls for the caster, if they achieve critical failure a planar rift causes all sorts of trouble. Whether that be possession of the caster, explosions, or simply an actual rift appearing and things popping out to say hi, is at the discretion of the GM or whatever the GM rolls on the d100 for the situation table (you don't get to see it). Critical failure is determined by your corruption level.

A pandem caster may cast freely with the only restraint being that they know the ability.

Pandem Corruption

Pandem corruption is the primary problem with pandem magic, because of its cheap use and the channeler's need to be a conduit for it they are quickly tainted with planar activity. Upon casting pandem, even just a small spell when you were thirteen, you become forever corrupted as does your bloodline until the corrupted blood is only 5% or less of your own genetics, then its still a 50/50 chance that child will still be corrupted.

The corruption changes your appearence slightly over time and the deeper it runs. If escalated far enough it can turn creatures into tieflings or cause their offspring to be tieflings. Several species are naturally connected to their own planes in various ways that allow them to become stronger pandem users. Tieflings and demons are innately stronger at channeling pandem from Finsir whereas the spirits of Necrosi can channel the deathly powers with natural ease.

Appearence and genetics aside, the further your corruption the harder it becomes to perform magic of any other type. The tier of abilities you have access too also indicates your corruption tier, by the time you can cast tier 5 pandem magic you will not be able to cast any other type of magic at all, this includes using magical devices. Zankou being the exception. When you take the talent to be able to cast higher tiers of pandem spells, your corruption moves to the appropriate tier.

Tier 1: You gain changes to your appearance based on the plane your bind is from (if you have no bind then nothing happens)
Tier 2: You lose -1 from your 3 highest base attributes
Tier 3: You can no longer use Ethi slot items from the inventory list
Tier 4: You lose -2 from your single highest base attribute. If two are even, pick one.
Tier 5: You cannot cast spells from any other magic or use Ethi technology (this includes from the gear list as well as common things such as cars, ships, and automatic doors. You will likely need an assistant to just get around the modern world)
Tier 6: At will, both you and your bind can summon yourself to each other, whether or not you or they want that to happen.

*Zankou magic does not apply to any of the above.

Pandem Binds

One very unique ability of pandem is to acquire a pandem binding. This is a pact between two or more beings to share their power, emotions, thoughts, and bodies across planes of existence. The inherit risk is losing one's self to a stronger power, as such entering into a bind should be done carefully. A bind of similar species and planar origin results in all members of the bind gaining a portion of each others highest ability scores and skills.

These are carefully done considering they will share all thoughts, emotions, and be able to move through each others bodies. This also causes corruption to grow much faster then normal. Sometimes people bind with another being on equal footing to themselves, but others often prefer to enter into a bind with much more powerful creatures. Doing so with beings of another plane results in a planar rift existing permanently in the caster's body, massively accelerating corruption (your corruption tier is a tier higher then the spells you can cast).

In this case the stat bonuses are often stronger depending on the type of entity they have bound with, and allows for special pandem abilities such as summoning their bind. This is most popularly done with abyssal and finsir demons. The benefit for the entity is a connection to other planes, and their own power increases moderately as well.

The bound entity seperate from the pandem caster (unless both are pandem casters) can haunt it's new host at will. In doing this the pandem caster is constantly aware of the entity's presence and it can be sensed by others that are perceptive enough. However, the entity's spirit cannot perceive things from it's position that the caster cannot (it can't see around the corner for you, but it can see right behind you).

In general pandem casters are known to use powerful creatures of another plane (namely demons, monsters, or elementals). While technically binding with smaller creatures would keep pandem casters in strong control of themselves (binding with a squirrel gives a good boost to dex and base speed and allows the pandem caster to crush the will of the squirrel should there be a mental dispute) they often bind with the big demons because well, hey we're already selling our body for power why stop now?

Spells

Upon taking Adept: Pandem you may choose from the tier 1 spells below. If you acquire a pandem binding you will immediately gain permanent stat benefits depending on the entity you bind with. You automatically gain the following spells upon acquiring a bind but must be able to cast that tier of spell.

Envision Bind, T2
An illusion spell creates an image in the likeness of your bound entity that it controls and speaks through. This allows your bind to communicate to others or simply allows you to distract and/or scare people.

Embody Bind, T3
You and the entity fuse in your material body, contorting and massively corrupting your body temporarily to share form as you take on traits of its appearence along with traits of its power. While embodied you gain large bonuses to your scores and skills and possibly acess to unique abilities only useable when embodying your entity.

Summon Bind, T4
You summon a material form for your bind to inhabit that perfectly mirrors its own. Bringing its full power to bear against your enemies while you cackle with unadulterated evil glee in the wake of its destruction. Unless your entity is a small woodland critter...then you just look stupid.

Unleash, T5
Your body itself creates the material form of your entity. Bringing the full power of your entity into your world, but with you being the one in control of all the strength and power your entity possesses.

Spells that mention an attribute mean the modifier not the base stat.

Tier 1

Name Description xp cost
Hell Spark A small spark from Finsir ignites at your desire, dealing 1d6+will fire damage to all within 1 meter of the explosion point. 10m +1m per will range. If your pandem bind is with a demon, it does 1d8+will fire damage instead. This can be used without direct line of sight. 10
Void Rift A rift from the void unleashes the hostile darkness within. What appears to be a tear in reality darkening everything within 3m, anything touching the darkness is assaulted by unseen creatures. Darkvision and nightvision do not penetrate this. The rift lasts 3 rounds. Those within (friend or foe, even the caster themselves) take 1d4+2 physical melee damage per round. If your bind is from the void, they instead take damage as if your bind was attacking them. 15
Touch of the Abyss A touch attack that deals 2d4+will magic damage to the target. 10
Summon Monster I Summon a monster from another plane to aid you. You may choose the plane but the monster is always random and limited to the size class of the created rift. Summon Monster I is limited to the size of about a dog (or the small category). You can only have one summoned monster at a time. It lasts until you dismiss it, though be wary of its natural behaviors. 15
Intensify Gravity A channel from Kari begins to apply intense gravity to a 3m+will radius blast area of your choosing up to 5m+ will away. This slows all creatures to half their move speed for 2+will rounds. Alternatively you can place the center above or to the side of your targets and they will be restricted to one action per turn instead of half move speed and shift 1 meter towards the epicenter when it is cast. 15
Unstabilize Object Charges an object until it is unstable in the cosmos. Upon impact with anything other then the caster it will trigger and release an abyssal explosion for 2d6 damage in a 1m blast. Also destroying the object. 15
Holy Light A beam of light fired as a ray deals 1d8+will damage. If your bind is a celestial creature then it does 1d10+will instead.  
Elemental Chaos By creating a rift to the elemental plane you deal 1d4 damage of a random damage type twice. If the damage type is relevant roll a d4, 1:Fire 2:Cold 3:Electric 4:Blunt. If your bind is an elemental, deal an additional flat damage equal to your will modifier.  

 

Tier 2

Name Description xp cost
Blight Warping the area around an object you can force it to age and decay rapidly. Slow decaying materials like concrete and most metals will be barely affected. Organisms suffer -2 to strength, dexterity, and constitution attributes per round this is applied. Lasts 1+will rounds. 15
Hellfire A piece of hellfire from Finsir ignites at your desire up to 10 meters away. Deals 1d6+will fire damage to all within 3 meters of the explosion point. If your bind is demonic it instead deals 1d8+will fire damage. This can be used without direct line of sight. 25
Necromantic Summon Breaking open a rift to Necrosi, d6 mindless undead creatures with 12 health and 1d4+2 damage attacks will appear and attack anything nearby (friend, foe, and caster alike). 20
Holy Fire A column of bright white flaming light erupts on target dealing 1d10+will damage. If your bind is a celestial being then it deals 1d12+will damage instead.  
Planar Binding Traps target from leaving the current plane. 20
Elemental Barrier Gain 6 damage reduction from fire, cold, electric, and blunt damage.  
     
     

 

 

Binds

The following are some easily attainable binds that a pandem caster can acquire at almost any time due to how common they are. As well as providing a baseline of choices so you don't have to hassle your DM with the whole monster manual. They all have their own benefits, hindrances, and quirks that should be noted by the caster. If you want to use a custom bind to a specific creature not found here, ask your DM. Typically you gain their 3 highest statmodifiers added to your base stats and some of their personality rubs off on you. As well as getting an upgraded version of spells that involve their plane. In the event that they have an odd numbered modifier, round up.

In the case of the binds section, attribute increases are noted to be added to the base attribute not modifier.

Greater Demon, native to Finsir
A demon ruler in its own right. Greater demon entities are clearly dominant in the relationship between themselves and a pandem, which means the pandem caster must work for the demon in exchange for using its power. Otherwise the greater demon can simply sever the bind itself or kill the pandem caster at any given moment, except in the case of very strong pandem casters this is the general expected relationship.

-+4 strength, +6 will, +2 Con, +4 deception, +4 intimidate, +2 diplomacy
-Hell spark, Hellfire, Hell's fury, hell inferno, and Hell's armageddon all gain 1 die type (d6 to d8 etc.)
-Summon and envision bind not available unless the greater demon is in the mood for it. This is effectively random, flip a coin unless the GM is specifically tracking what your bind is up to.
-You may be asked to complete a task for the demon if it has something it wants done, you cannot say no because it can kill you at will.
-If summoned, its combat tactics tend to favor immediately crushing its foes with grandoise displays of power.

Voidic Monstrosity, Native to The Void
Unintelligent beasts of great ferocity and power. Due to their lack of intelligence they are easier to deal with then demons as far as bargaining goes, but their natural emotional drive and savage behavior leaves the pandem caster to struggle with their bloodlust at almost all times. Forcing will saves to avoid mindlessly attacking things, on the flip side if the pandem caster submits to the blind fury of the void the beast might begin to grow fond of them and develop a relationship beyond command and obey. This can be played by always trying to kill anything you fight and not allowing retreat. If you do this consistently enough, the monster will not force you to make will saves to avoid attacking things like your allies or random civilians. It will also be easier to tell not to eat your friends if you summon it.

- +6 Strength, +4 Constitution, +2 Dexterity, +4 survival, +4 Athletic, +2 melee
-Void rift specifically creates a rift to your entity, thus keeping it well fed and the effect no longer attacks you.
-You may pick two of these as a permanent feature of your monster to use during embodiment, summon, and unleash:

Wings: Allows the caster to fly during embodiment and unleash

Claws: These give a +2 melee bonus and deal 1d4+str damage. Can attack twice with them. Have 4 AP

Tail: Grants +4 dex. Can also be used as a blunt weapon with Reach 1m, 1d6+str damage

Eyes: Voidic eyes do not see light for there is no light, instead this sees thermal, ultraviolet, and arcane spectrums.

Body Spikes: Spikes along many parts of the body offer protection, granting +2 block. Anyone successfully grappled takes 1d6 damage per round they are grappled (and struggling, or if you desire to just poke them). Anyone successfully charged with the spikes take 1d6+str damage.

Plates: Body plating gives pure armor, +4 Block and 2 DR

-Void Step, T1 spell
The caster may use this instead of a move action, stepping into the void and stepping out an instant later up to 5+will meters away. This is basically a teleport but in order to be activated the caster must be able to take a full step foward. When bound by shackles to a wall they will just be pulled back to the chains.
-If summoned, voidic monsters attack anything and everything that moves. It will attack the closest target to itself at all times unless that target would be the pandem who summoned it. In which case it attacks the second nearest. If the pandem has acted in ways that has earned the beast's fondness, it will not attack the caster's allies.

 

Elemental
The elementals hail from the obvious elemental plane and are the native denizens of it. They are intelligent even if a bit one dimensional in their personality. Elemental bindings are easy to acquire as these creatures are naturally curious and quite willing to lend some of their power just to safely explore other worlds from the comfort of their own plane. Expect them to linger around in your consciousness a lot and ask you to take them sightseeing. On the upside, despite their constant presence, they are very manageable personalities and intelligent enough to hold a conversation with. Its kind of like having an imaginary friend, unless you summon it.

-+3 to an attribute of choice other then will. +2 to two other attributes of choice. Pick fire, water, earth, electric, wind, wood, or metal as you desire.
-If summoned, the elemental repeatedly casts offensive magic of its element though will target what its pandem bound caster directs it towards.

Dinosaur
The middle plane of Vermasih is home to large reptiles known as dinosaurs. These are primitive beasts but many pandem casters have taking a liking to binding with them due to their raw strength. While this diminishes the value of their spells as Vermasih is a middle plane without many weird interactions to other planes, it gives the caster a good wallop in physical confrontation. That and turning into what can only be described as a were-rex is a special experience.

-+3 to an attribute of choice other then will. +2 to two other attributes of choice. Pick fire, water, earth, electric, wind, wood, or metal as you desire.
-If summoned, the elemental repeatedly casts offensive magic of its element though will target what its pandem bound caster directs it towards.