Me

The thing I stole from the Lich King is a crystal that is able to syphon the energies of an Icon. In a previous age, when the Lich King was the Archmage (or whatever), he created the crystal to help him retain his Icon status from one age to the next (perhaps he became the Lich King to prolong his “life” and this crystal was part of that ritual?).


Imryl's ritual had two stages - one to absorb the crystal into his body, and the second to connect it to ALL Icons. Absorbing the crystal into his body took more out of him than he expected, making that ritual take longer than expected.  Midway through the ritual, he is interrupted by the Lich King's forces, and Imryl was barely able to escape -- his first unstable use of magic ripped him out of the room and far enough away that he was able to sneak out


The failed ritual and incomplete connection with the icons disrupts his control over magic, making his magic unpredictable. Reaching for magic is like reaching into a murky pool that was once clear



------ OTHER IDEA -----


The Wizard King used the crystal as a focus to turn into the Lich King. Imryl managed to get ahold of the crystal for his purposes, to absorb all icon powers. In order to avoid someone doing the same to him, he absorbed the crystal into himself in the assumption that none would be able to get through the defenses of a god. He was able to complete the ritual, but




































My magical abilities were gained as a result of my lust for power. If I can’t learn to control my magic, it will destroy me–and everything around me.
Background 1: +3 I spent decades studying magic under the Lich King, and stole power from him before fleeing for my homeland 
Background 2: +3 I spent decades crafting poisons and potions in darkest depths of the Queen’s Wood (The Shadowgrove)
Background 3: +3 dark elf delver of the depths and sneaker of the shadows
Positive: Elf Queen - Took me in as her agent after I stole from the Lich King 
Negative: Lich King - I stole a great deal of magic from him and have been on the run ever since

1 comp. boon Crusader Lv 5


Priestess: 1 complicated
Elf Queen: 2 positive
Emperor: 1 negative
Lich King: 1 negative
Crusader: 1 negative


Cruel Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the damage. A critical hit doesn’t double this ongoing damage.
4/4 Daily Spells available
2/2 Per Battle

Random Biological Mutations: https://coinsandscrolls.blogspot.com/2018/01/osr-1d500-biological-mutations.html

Domain: Trickery
Twice per arc, but only once per battle, when you are engaged with an enemy, use a quick action to roll a d20 that we’ll refer to as your trick die. As a free action before the start of your next turn, give your trick die to a nearby ally or enemy who is about to make an attack roll. The trick die result becomes the natural result of their roll, instead.

Invocation of Trickery/Cunning/Illusion: This battle, attacks against you by enemies that moved to engage you during this turn miss on natural odd rolls.

Domain: War
Once per turn when you attack an enemy, hit or miss, your allies gain a +1 attack bonus against that enemy until the start of your next turn.

Invocation of War/Leadership: Until the end of the battle, all Weapon attacks by you and your allies have their crit ranges expanded by 1 (usually to 19-20).

Sun


Healing

BOON FROM THE CRONE: CATHEDRAL'S LIGHT
At each full heal, randomly choose two cleric domains (d12)
1 Friendship or Love
2 Healing
3 Justice or Vengeance
4 Knowledge or Lore
5 Life or Death
6 Perfection or Beauty
7 Protection or Community
8 Storm
9 Strength
10 Sun or Anti-Undead
11 Trickery or Cunning or Illusion
12 War or Leadership

Invocations: 1 per battle, once per arc

====== Attacking Warp ====== 
Your magic provides you with a random warp effect when the next spell you cast will be an attack spell. When your random spell choice indicates an attack spell, roll a d6 to determine the effect you’ll gain from the elemental warp. 
Even though you can’t cast the spell until your next turn, the warp effect applies now.

1: Air: You gain flight until the end of your next turn.
2: Earth: Until the end of your next turn, each enemy that misses you with a melee attack is stuck until the end of its next turn.
3: Fire: Until the end of your next turn, you can pop free from staggered enemies as a quick action.
4: Water: You gain a bonus to disengage checks until the end of your next turn equal to your Dexterity modifier.
5: Metal: Until the end of your next turn, when an enemy disengages from you, it takes damage equal to your Dexterity modifier (double your Dexterity modifier at 5th level; triple it at 8th level).
6: Void: During your next turn, you can use a move action to teleport to a nearby location you can see.

====== Defensive Warp ====== 
Your magic provides you with a random warp effect when the next spell you cast will be a defense spell. When your random spell choice indicates a defense spell, roll a d6 to determine the effect you’ll gain from the elemental warp. 
Even though you can’t cast the spell until your next turn, the warp effect applies now. 

1: Air: Once before the end of your next turn, you can heal using a recovery as a quick action.
2: Earth: You gain temporary hit points equal to your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level).
3: Fire: Until the end of your next turn, when an enemy moves to engage you, it takes fire damage equal to your Wisdom modifier (double your Wisdom modifier at 5th level; triple it at 8th level).
4: Water: Until the end of your next turn, when you heal using a recovery, add hit points equal to your Wisdom modifier to that healing (double your Wisdom modifier at 5th level; triple it at 8th level).
5: Metal: Until the end of your next turn, you gain a +2 bonus to AC.
6: Void: Until the end of your next turn, the first time an attack hits you, as a free action you can choose to lose hit points equal to your level to force the attacker to reroll the attack.

====== Iconic Warp ======
Your magic provides you with a random warp effect when the next spell you cast will be an iconic spell. When your random spell choice indicates an iconic spell, roll a d6 to determine the effect you’ll gain from the elemental warp. 
Even though you can’t cast the spell until your next turn, the warp effect applies now. 
1: Air: Randomly determine two icon associations for the spell you’ll cast instead of one. Choose one of those associations to use for that spell.
2: Earth: Until the end of your next turn, you gain a bonus to PD and MD equal to your Intelligence modifier. 
3: Fire: Until the end of your next turn, you gain the once per-battle racial power of a random nearby ally; ignore this benefit if it duplicates your own racial power or if it doesn’t make sense during the battle (human, for example). 
4: Water: Until the end of your next turn, you gain a bonus to saves equal to your Intelligence modifier. 
5: Metal: Until the end of your next turn, critical hits scored against you only count as normal hits. 
6: Void: Until the end of your next turn, when you cast a daily iconic spell, roll a hard save (16+). If you succeed, you don’t expend that use of a daily spell slot, but you still can’t cast that specific daily iconic spell again until you take a full heal-up.
Adventurer Feat: If you have one or more Warp talents, whenever you make a d6 roll for one, also roll for a new high weirdness effect. The new effect replaces the weirdness effect currently active, if any.
If you have no Warp talents, roll for a new high weirdness effect whenever you draw an iconic spell.

Twisted Path (Adventurer & Champion)
The Twisted Path feats provide access to the icon feats associated with the Diabolist, Lich King, Prince of Shadows, and The Three.

Light of the High Ones (Adventurer & Champion)
The Light of the High Ones feats provide access to the icon feats associated with the Archmage, Elf Queen, High Druid, and Priestess.

Blood of the Warriors (Adventurer)
The Light of the High Ones feats provide access to the icon feats associated with the Crusader, Dwarf King, Great Gold Wyrm, and Orc Lord.

Adventurer Feat: You can use the adventurer-tier feats that go with the icon spells for the listed icons.

Per Battle: Max 2 - 2
Daily: Max 4 - 4



HOW TO PLAY IYMRIL IN COMBAT (Uses 13 True Ways book)

Note: Critical attacks against Iymril trigger High Weirdness. Roll a d100 on the High Weirdness chart (p18/19)

DETERMINING RANDOM MAGIC

Determining Magic Type:
Roll a d6 to determine what magic type you are casting this turn. 1-2: Attack; 3-4: Defense; 5-6: Iconic (Roll an additional d12 to determine which Icon (pg 16)

Once you roll a result for a specific number, ignore further rolls of that number until the end of the battle or until all but one of the results has come up. For example, if you’ve rolled a 2, 3, 4, and 5, only 1 or 6 are valid results now. Then after rolling a 6, since you only have one result left (a 1), all of the results are valid again.

(Alternatively, Instead of a d6, use two “stones” (or any other 6 identical items) apiece of three different colors: one color apiece for attack, defense, and iconic (For example, I have 6 identical crystals: 2 red (attack), 2 blue (defense), 2 yellow (iconic)). Instead of the roll, blindly chose a random "stone" to determine your spell type, then set it aside until you only have 1 left, then collect them all again and start over. Start every combat with all 6 "stones")


Determine Warp:
Roll a d6 to determine warp (based on which magic you're using this round) (See "Talents" above). The warp is sometimes a reaction, sometimes something done on your action, sometimes other stuff



Start of Combat
1. Determine Magic Type for round 1
2. Determine Warp for round 1, this starts immediately and lasts until the end of Iymril's turn
3. Roll d100 on High Weirdness Chart (p18/19), this starts immediately and lasts until the end of Iymril's turn

Normal Round
1. Decide on action/Choose spell based on which type of magic you chose. All Icon spells use the respective Adventurer feat. Many spells have random targets, roll an appropriate die to determine which target you are attacking/healing/etc.
2. Determine Magic Type/Warp for next round. The new warp begins immediately after Iymril's turn ends and lasts until the end of his next turn.
3. Roll d100 on High Weirdness Chart (p18/19). The Weirdness begins immediately after Iymril's turn ends and lasts until the end of his next turn.

Cape of Flying
Control Rod
Crystal Ball (lv 5 used)
Crusader Armor/Armored Flesh


Staff
Poison for Daggers (+5 damage)

4 Healing potions

Vial of Wyvern poison - 10 ongoing damage, difficult save 16+

2 Champion healing potions: recovery + 2d8


Crystal Ball - An efficacious, if often unreliable, means of divining what is passing in the world and what is about to come to pass. You can look into the crystal ball once per level. Everyone, including you, rolls their icon relationship dice; if someone rolls a 5 or 6, you see something potentially useful or enlightening related to that Icon. You generally get only one or two visions, even if multiple people get 5s or 6s. The winning visions are either based on the highest rolls, or else the ones that are most relevant to the current story. 5s often mean that whoever you look at in the crystal ball gets the eerie feeling their being watched. Note that the crystal ball doesn’t necessarily show you a specific person—you might get lucky and end up scrying on someone in particular, but that’s not always true.

Crusader Armor (Unyielding Plate - recharge 16+) - bolted to my body (AC 15+level+middle score of con/dex/wis
You don't fall unconscious when reduced to 0 hit points - you can keep fighting, but you're weakened (-4 to attacks and defense) and you don't need to make death saves. You still die when reduced to a negative score equal to half your maximum hit points

Armored Flesh

Armored plates bolted to your bones by the Crusader grant +1 per tier to AC, MD, and PD

Cape of Flight

Recharge 6+. Woven with arcane threads from Horizon. When you activate this cape, you may fly until you take damage from an attack.

Control Rod

With a successful attack against MD, you can control the actions of the Crusader’s thralls for a single turn. You can sustain control as a quick action. Control ends at the end of the encounter.

Staff of Chaos

This staff was fabricated by the Archmage of a past age to harness the raw magic of the multiverse. The staff can be used to contain, channel, or unleash devastating magic…when connected to a source of sufficient power. The full scope of this ability has not been tested. Well, not since that Archmage perished and her Age ended.

When you wield the Staff of Chaos you gain the following powers:

Random Energy Type (d4)
1: Cold
2: Fire
3: Lightning
4: Thunder

·       Cascade p175. Once per arc/day. 3
Target: One nearby or far-away enemy
Special: The second time you cast cascade, it has two targets, nearby or far-away enemies in a group. The third time you cast it has three such targets, the fourth it has four targets,
and so on. After the third and subsequent castings, roll a d6. If you roll less than the number of times you have cast the spell, you cannot cast it again, ever. (Casting cascade
empowered counts as two two separate uses instead of one empowered spell, and that means you must roll twice to see
if you can keep casting it.) Keep track of the number of times you have cast cascade previously if you temporarily remove it
from the spells you have prepared for the arc.
Attack: Charisma + Level vs. PD
Hit: 55 (10d10) random energy damage
Natural even miss: Half damage.
Natural odd miss: Damage equal to your level × 2.
8th 70 damage
9th 85 damage
10th 100 damage

·       Catastrophic Blast p171. Once per battle, recharge.

Targets: 1d3 + 1 nearby enemies
Attack: Charisma + Level vs. PD with a special penalty of –4 on
the attack rolls
Hit: 32 (9d6) random energy damage
Miss: Every ally engaged with the target takes damage equal to
your level 2 unless they succeed at a normal save.
4th 41 (9d8) damage
5th 49 (9d10) damage
6th 59 (9d12) damage
7th 75 (3d4 ) damage
8th 100 damage
9th 120 damage
10th 160 damage

·       Chaos Bolt p168. At will.

Special: When you cast chaos bolt, you always roll the d4 for
random energy, and you do not get to roll a save to change the
damage type.
1: Cold damage
2: Fire damage
3: Lightning damage
4: Psychic damage
Target: One nearby enemy
Attack: Charisma + Level vs. PD (MD if psychic energy)
Hit: 7 damage of the type determined, and bonus effects for
some high natural attack rolls (see table). Unless otherwise
specified, the bonus effects last until the end of your next
turn.
Miss: Damage equal to your level.
NATURAL ROLL: BONUS EFFECT/PSYCHIC EFFECT
16–18: 5 ongoing damage, easy save ends; 6+ (5th: 10 ongoing; 8th: 20 ongoing)/dazed
19: stuck/charmed
20: weakened/confused
2nd 9 damage
3rd 11 damage
4th 14 damage
5th 18 damage
6th 23 damage
7th 28 damage
8th 40 damage
9th 50 damage
10th 60 damage

·       Energy Wave p 170. Once per arc/day.

Target: Up to 1d4 + 1 nearby enemies in a group
Effect: Deal damage equal to double your level to each ally engaged with one or more targets unless that ally succeeds at a normal save. yes, that’s quadruple your level for empowered
energy waves.
Attack: Charisma + Level vs. PD
Hit: 13 (2d12) random energy damage
Miss: Damage equal to your level × 3.
2nd 17 (3d10) damage
3rd 20 (3d12) damage
4th 26 (4d12) damage
5th 32 (9d6) damage
6th 39 (6d12) damage
7th 52 (8d12) damage
8th 65 damage
9th 80 damage
10th 100 damage

·       Wild Flare p172. Once per battle, recharge.

Target: One random nearby enemy
Attack: Charisma + Level vs. PD
Hit: 35 (10d6) random energy damage.
Miss: Half damage.
4th 44 (8d10) damage
5th 52 (8d12) damage
6th 65 (10d12) damage
7th 75 (3d4x10) damage
8th 100 damage
9th 130 damage
10th 170 damage

·       Energetic Auras p174. Once per arc/day.

Target (enemy): One nearby or far-away enemy.
Attack: Charisma + Level vs. PD
Hit: 23 (5d8) random energy damage
Miss: Damage equal to your level × 2.
Targets (allies): A number of nearby or far-away allies equal to or less than the escalation die.
Effect: The next attack the ally makes deals +9 (2d8) energy damage on a hit, the same type of energy you dealt with the spell. If the ally attacks multiple targets, the effect applies
only to the first enemy attacked. The effect ends at the start of your next turn.
6th 32 (9d6) damage; +11 (3d6) damage
7th 36 (8d8) damage; +14 (4d6) damage
8th 45 damage; +20 damage
9th 55 damage; +25 damage
10th 70 damage; +30 damage
11th 90 damage; +40 damage

·       Energetic Lash p174. Once per arc/day.

Target: 1d3 nearby enemies
Attack: Charisma + Level vs. PD
Effect: After casting this spell, choose a different sorcerer spell of your level that you have not already prepared or cast this
arc. For the rest of the arc, the new spell counts as one of your prepared spells, but you must cast it one level below your own level.
Hit: 28 (8d6) random energy damage
Miss: you take damage equal to your level.
6th 35 (10d6) damage
7th 44 (8d10) damage
8th 60 damage
9th 70 damage
10th 90 damage

Further powers may be available but at considerable risk to yourself and the multiverse.








===== Copied runes used to summon the Devourer =====