Pain Sorcerer

The Ayleids were a very cruel race, and their love of pain and torture, as well as their worship of Daedra led them to create a very sick and twisted magic based on manipulating the flesh of their enemies, and even sometimes themselves.

Disclaimer: The rules for this elite advance play with some heavy themes of torture and pain in general.

The character is studied in the arts of dark flesh-magic, and is fuelled by the pain and torment of others.

1000 XP if an Ayleid or is being trained, otherwise 1500 XP.

The character has access to the Flesh Magic skill, and generates a Pain Point (PP) any time a living creature or character capable of experiencing pain within their Perception in metres is slain, Wounded, Burning, Bleeding, or fails a Fear or Horror test, or otherwise suffers excruciating pain and torture. An event that causes multiple of these effects to a single target only grants a single Pain Point. For a target to be considered eligible, they must be living and sentient. The Flesh Shaper can store a number of Pain Points equal to half their Willpower score. All Pain Points are lost after a Long Rest.


New Skill: Flesh Magic (Int, Wp)

Wielded by ancient Ayleid sorcerers, Flesh Magic is used to twist, gnarl, warp, and change the living form. Fueled by agonies and foul murder, Flesh Magic is potent, cruel, and terrible. The GM may ask you to test Flesh Magic when:

  • Casting a Flesh Magic Spell.
  • Identifying the effects of a Flesh Magic Spell.
  • Performing Flesh Magic Rituals.

Ayleid Flesh Magic

Unlike conventional magic, Flesh Magic is fuelled by Pain Points (PP), which are gained from the Pain Sorcerer Elite Advance. The caster should declare their target or targets and test the Flesh Magic Skill to successfully cast the spell. If failed, the caster loses a number of Pain Points equal to the number of targets selected and the base cost of the spell, and gains +1 Corruption Score.

If successful, the caster then chooses how many Pain Points to invest in the spell. Pain Points “purchase” one additional spell d10. Additionally, the caster can pay one Pain Point per additional target beyond the first. The caster then rolls all d10s and applies the effects based on whether or not the total exceeds the target(s)’ Endurance score. After the effects of a Flesh Magic spell wear off, the target immediately loses a Stamina Point. Flesh Magic spells have a range of the user’s Perception in meters.

Example

A pain sorcerer with a +30 in Flesh Magic casts Harden Flesh on himself, and commits 4 Pain Points to it. They successfully cast, and now must roll 4 d10, one for every PP spent. The Pain Sorcerer has an Endurance score of 31, and therefore on their 4d10 roll must meet or beat 31. They roll their 4d10 pool and the total comes out to 28. Just shy! Instead of gaining Natural Toughness 3 for 1 minute, they instead gain Natural Toughness (1) for 1 minute.


Corruption

Each time a character’s Corruption Score exceeds their Endurance Bonus, they must roll a d20 on the Corruption Effects table and reset their Corruption Score back to 0.

Corruption Effects represent malignancies, addiction to pain, and pathos that develop in the character absent the indulgences of agony. Whenever the character has less total Pain Points stored than they have total number of Corruptions Effects, they suffer their Corruption Effects. Corruption Effects are permanent.

Corruption Effects

D20Corruption Effect
1The character has violent shaking fits, and suffers a -10 on all Agility based tests.
2The character’s eyes go bloodshot and cloudy, forcing a -10 on all Observe tests.
3The character’s skin tightens to their bones like an ancient hag’s, giving them a shrivelled appearance and reducing their maximum Stamina by 1.
4The character is overwhelmingly drowsy and exhausted, and suffers 1 level of Fatigue until their pain-thirst is slaked.
5The character is wracked with unnerving ticks, and suffers a -10 on all Personality based tests.
6The character wastes away and their muscles atrophy, and suffers a -10 penalty on all Strength based tests.
7The character’s skin erupts into painful sores, and gains the Bleeding (1) condition any time they take damage.
8The character’s constitution falters and they are sick to their stomach, and suffer a -10 on all Endurance based tests except those to resist Death.
9The character’s eyes become sensitive to bright light, and suffer a -10 penalty on all vision based tests made in daylight or bright torchlight.
10The character becomes antipathic and withdrawn, and suffers a -20 on all Command, Commerce, and Persuade tests.
11The character becomes violently ill, and must test Endurance once per day at GM discretion. On failure they lapse into a violent vomiting session for d4 rounds and gain 1 level of Fatigue.
12The character feels so heavy, and increases their Encumbrance level by 1.
13The character becomes sluggish and slow, and halves their Speed.
14The character’s fingers shake and quiver, and they lose fine motor skills, suffering a -20 penalty on all Subterfuge tests, relevant Profession tests including Profession[Medicine] tests, and casting tests that require somatic components.
15The character struggles to pay even the barest attention to things, and suffers a -10 penalty on all Perception tests.
16The character seems to rot with a blackening pox, and suffers the effects of a random Common Disease.
17The character is touched by Oblivion and their personality becomes increasingly morbid and filled with zeal. They suffer a -20 penalty on all Personality based tests, but gain a +10 on any Conjuration, Flesh Magic, and Profession [Medicine] tests.
18The character is haunted by a reflection of their own visage, their internal ugliness made manifest. The character causes Panic +0 in all characters that behold their visage unmasked by a hood, helm, or shawl, even their allies and close friends.
19The character’s nerve falters under crippling anxiety, and they suffer a -20 on all Willpower based tests.
20The character’s mind bends and buckles under the weight of addiction, and suffers a -20 penalty on all Intelligence tests.

Pain Sorcery Spells

Pain Sorcery Spells count as Attacks and require the use of a Primary Cast Magic Action.

Harden Flesh

A classic spell cast by Pain Sorcerer to toughen themselves or their allies, this spell gnarls and scales the flesh of their target to better withstand the blade and the axe. Cost: 100 XP 1 PP per d10 If the result meets or exceeds the target’s Endurance score, they gain the Natural Toughness (EB) trait for 1 minute. If it falls short of the target’s Endurance score, they gain the Natural Toughness (1) trait for 1 minute instead.

Ayleid Bondage

Used by Ayleid slave-wardens to punish or bind prisoners or captives, this spell fuses the target’s hands together at the forearm, making their hands and arms unusable. Cost: 125 XP 2 PP per d10 If the result meets or exceeds the target’s Endurance score, both (or all) of the target’s arms are treated as Crippled for a number of minutes equal to the caster’s WB.

If the spell falls short of the target’s Endurance score, one of the target’s arms (randomly determined) is treated as Crippled for 1 round instead due to swelling and bloating, but does not gravitate towards or fuse with the target’s other arm.

Mutate

The Ayleid Pain Sorcerers changed their own forms, and the forms of their slaves to better suit their roles and tasks. Cost: 125 XP 2 PP per d10 If Mutate meets or exceeds the target’s Endurance score, the target gains the traits from one of the below Mutations of the caster’s choice for one minute:

  • Amphibious*
  • Natural Weapons (Beak, d6 Splitting, 1m), Strong Jaws
  • Climber (Speed)
  • Crawler*
  • Dark Sight*
  • Flyer (Speed)
  • From Beyond
  • Natural Weapons (Talons [hands or feet], d6 Slashing, 1m)
  • Quadruped
  • Savage
  • Swimmer*
  • Thick Skull
  • Unrelenting Talent
  • Vicious (SB + 1)
  • Undying
  • Catfall (Talent)*

* If the spell falls short of the target’s Endurance score, only an effect marked with an asterisk can be selected.

Flesh Blade

A common spell used by Ayleid Pain Sorcerers and their cohorts, it causes the target’s chosen arm to morph into a fleshy blade of magically infused bone and sinew. Cost: 100 XP 1 PP per d10 If Flesh Blade meets or exceeds the target’s Endurance score, one of the target’s arms transforms into a bony blade and burst from their wrist, leaving their hand a flopping shredded mass of flesh. The arm cannot be used for any normal purposes, but counts as a Broadsword (d8)+1 with the Magical trait, and gains Slashing (Caster’s WB) for one minute, which uses the character’s Unarmed or Broadsword skill for attacks and defence.

If the spell falls short of the target’s Endurance score, the target’s arm instead bloats and calcifies. This arm counts as Crippled and gains the Crushing(SB) and Magical Qualities for one round, after which the arm’s swelling returns to normal and the calcification sloughs off. The remains count as a Ubiquitous Alteration Alchemy ingredient.

Fleshmend

Used frequently to heal grievous wounds, Fleshmend is popular among any Pain Sorcerer expecting trouble. Cost: 125 XP 2 PP per d10 If Fleshmend meets or exceeds the target’s Endurance score, all of the target’s Wounds are immediately considered treated, and the character regains (EB) HP.

If the spell falls short of the target’s Endurance score, the target instead heals for only EB HP. This spell can bring a character to full HP while they have active wounds without maiming them.

Trollblood

Harnessing the power of hypermetabolism and taking inspiration from the trolls that plague Cyrodiil’s wilderness, the Trollblood spell is popular for obvious reasons. Cost: 125 XP 2 PP per d10 If Trollblood meets or exceeds the target’s Endurance score, the character gains the Regeneration ([Caster’s WB]) trait for one minute. If the spell falls short of the target’s Endurance score, the target instead gains the Regeneration (1) trait for one minute.

Painsurge

The Pain Sorcerer harnesses the raw power of agony, and lights their targets’ nerves alight. Cost: 125 XP 2 PP per d10 If Painsurge meets or exceeds the target’s Endurance score, the target is wracked with crippling pain, and suffers a -30 on all tests for 1 minute.

If the spell falls short of the target’s Endurance score, the target instead suffers a -10 on all tests for one round. This spell does not cause the target to gain Fatigue.

Hemorrhage

Ayleid Pain Sorcerers could use their magics to rupture the organs and blood vessels of their foes. Cost: 125 XP 2 PP per d10 If Hemorrhage meets or exceeds the target’s Endurance score, the target immediately gains the Bleeding (2) condition, and suffers the Organ Damage condition, which must be treated exactly as if it were a wound.

If the spell falls short of the target’s Endurance score, the target instead gains the Bleeding (1) condition. This spell does not cause the target to gain Fatigue.

Siphon Life

The Pain Sorcerer strips the flesh and blood off their target to mend their own wounds. Cost: 150 XP 3 PP per d10 If Siphon Life meets or exceeds the target’s Endurance score, the target immediately takes 2d10 Magic damage, and the caster is healed for the amount of damage dealt. This ignores Natural Toughness.

If the spell falls short of the target’s Endurance score, the target instead takes 1d10 Magic damage, and the caster heals for half the amount of damage dealt. If a target dies from this spell’s damage, they explode into a fine mist of bone and blood, and cause a Horror -10 test for all characters in the immediate vicinity of the unfortunate victim. This spell does not cause the target to gain Fatigue.

Disguise Flesh

The Pain Sorcerer can disguise and shape the flesh of their target to appear as another. Cost: 100 XP 1 PP per d10 If Disguise Flesh meets or exceeds the target’s Endurance score, the target is successfully disguised and can take the form of a specific character or creature the caster personally has seen and memorized the appearance of for one hour.

If the spell falls short of the target’s Endurance score, the target instead can be disguised as a member of a different race or species, but no one in particular for one hour.

Blood Frenzy

The Pain Sorcerer drives their target into a furious blood rage. Cost: 100 XP 1 PP per d10 If Blood Frenzy meets or exceeds the target’s Endurance score, the target gains the Frenzy condition and the caster can choose if they maintain their composure or attack the nearest target (friend or foe) for 1 minute.

If the spell falls short of the target’s Endurance score, they gain the Frenzy condition for 1 minute.


Pain Sorcery Talents

Power From Pain

The character has gained the ability to exchange pain for magicka. Expert (Willpower, Intelligence) The character has trained extensively with using the pain and suffering of others, and has developed a way of transforming that into pure magicka. They may now turn every 1 PP they have into 2 MP.

Blood Magic

The character has developed vampiric tendencies and can use their life essence to cast their Flesh Magic spells. Master (Willpower) Experimenting with their own body, and taking a bit of inspiration from more vampiric magic, the caster can now expend HP in place of PP at 1:1 ratio.

Red Osmosis

The character can meditate during a rest and sacrifice their power to heal themselves of their injuries at a faster pace. Master (Intelligence) Meditating on their own wicked deeds while resting, the caster can now convert leftover PP into HP during a long rest at a 2:1 ratio, and 5:1 during a short rest.

Dark Inspiration

Using their dark power, the character can now make themselves appeal more to others. Expert (Intelligence) The character has harnessed the power of pain to boost their mental capacity and charismatic prowess. They may now spend 4 Pain Points for +10 on an Intelligence or Personality test. This can be done multiple times per test.

Dark Vigour

Fueling themselves with the pain they cause upon others, the character can now unnaturally fortify their bodies. Expert (Willpower) Using their flesh magic to boost their own physical prowess the caster may now spend 4 Pain Points for a +10 on an Endurance or Strength test. If this is used on a Combat Style (Str) test, the caster also gains a +1 StB on a successful melee attack.

Stuff of Nightmares

The character has developed the ability to draw more power from frightened enemies. Apprentice (Willpower, Intelligence) Screams of terror and fleeing enemies fan the flames of your power far beyond what they used to. When the Pain Sorcerer gains a Pain Point from a character or creature failing a Panic or Horror test, they instead gain 2 Pain Points.

Fires of Oblivion

The character can now draw more power from ignited enemies. Apprentice (Willpower, Intelligence) Studying fire, the caster has honed their senses to be able to take more power from those under its searing embrace. When the Pain Sorcerer gains a Pain Point from a character or creature Burning, they instead gain 2 Pain Points.

Morbid Curiosity

The character has studied the deceased enough to gain more power from those approaching death’s door. Apprentice (Willpower, Intelligence) Harnessing the power of death itself, the caster has unlocked secrets that gain them more power from the slain. When the Pain Sorcerer gains a Pain Point from a character or creature being slain or Wounded, they instead gain 2 Pain Points.


Pain Rituals

Rituals involving torture, pain, suffering, and harnessing moonlight. Most revolve in creating a ritually prepared area, and boosting the effectiveness of any Flesh Magic casted within that area.

Rite of Desecration

Cost: 100 XP This ritual requires a medium sized to large sized room to be prepared with various amounts of different rituals and incantations cast around the room. Preparing this room generally costs 1000 Drakes, takes 1 day, and always requires the Pain Sorcerer to gain a random Corruption Effect from the Corruption Effects table. Depending on the size of the room, it may take a shorter or longer amount of time or Drakes (Up to GM discretion) as well as a -10 Flesh Magic skill test. On failure, repeating this test only requires that the character take the same amount of time to re-prepare the room. Within this sanctum, the Pain Sorcerer has an uncapped amount of Pain Points that are not lost during a Long Rest, but only as long as they reside within the sanctum. If they leave the ritually prepared room, then any Pain Points gained there are kept or if they exceed their maximum, it is reduced to their maximum amount of Pain Points.

This Ritual is normally used by Pain Sorcerers to cast the far more powerful Pain Rituals, otherwise, they wouldn’t be able to due to high Pain Point cost.

Rite of Transformation

Cost: 200 XP This ritual is one of the more basic, but most powerful ritual that a pain sorcerer may undertake. First the character must choose a certain Flesh Magic spell to cast, then cast the ritual. To cast this ritual it costs 100x the Pain Cost of the chosen Flesh Magic spell as well as a -30 Flesh Magic skill test. After successfully casting the chosen spell, the effects of it will become permanent upon the target of the spell. This spell works on most Flesh Magic spells except:

  • Fleshmend
  • Siphon Life
  • Hemorrhage
  • Trollblood

Rite of Superior Sorcery

Cost: 300 XP This ritual makes any pain magic spell become more effective and has the potential to negate any negative effects the spell may inflict upon the user. For 50x the Pain Cost of a Flesh Magic spell, the spell does not have to exceed to the target’s Endurance score to get the full effect of the spell, and the spell lasts for twice as long as it normally would. To cast this spell the character must make a -20 Flesh Magic skill test.

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