ZAGYG

Runes: Chaos, Magic

Zagyg is known as the Mad Archmage, and is accounted as the god of humor, occult studies, unpredictablility, and eccentricity. He is the only known servant of Boccob, the Uncaring.
 

Cult in the World

Zagyg does not command many adherants even among mages sworn to Boccob, rather, he is worshipped in order to avoid the chaotic effects that are to him, the normal result of working magic.
 

Lay Membership

Requirements: Zagyg has a vast multitude of lay worshippers; for every mage who casts a spell with a whispered prayer that it not go awry unwittingly calls upon Zagyg the mad. No skills are taught by this cult (actually, a subcult of Boccob's).

Initiate Membership

Requirements: Those "mad" enough to seek to emulate Zagyg need pass no special tests, and only need make a sacrifice of 1 POW and acknowledge Zagyg as their Patron. Once this is done, the mage in question is henceforth a "wild" mage, whose magic is channeled through Chaos to varying effect. Any apprentice or journeyman sorcerer who recognizes Zagyg as his patron automatically is treated as an initiate. Initiate wild mages, when casting any spell, roll 2d6 and consult the following table:

2d6 Roll Effect

2 -3 to Art Levels
3 -2 to Art Levels
4 -1 to Art Levels
5 0 to Art Levels
6 0 to Art Levels
7 0 to Art Levels
8 0 to Art Levels
9 0 to Art Levels
10 +1 to Art Levels
11 +2 to Art Levels
12 +3 to Art Levels

Whenever both dice read the same number, i.e. double 2s, or 5s, etc., a Wild Surge has occurred. (see wild surge table at end).
 

Note: Zagyg, like Boccob, does not offer spirit magic, only sorcery and divine magics.

Acolyte Membership

Requirements: Zagyg recognizes anyone who has achived Adept status as a sorcerer as an acolyte, so long as they sacrifice a second point of POW to Zagyg. Acolytes of Zagyg, when casting any spell, roll 2d6 and consult the following table:
 

2d6 Roll Effect

2 -4 to Art Levels
3 -3 to Art Levels
4 -2 to Art Levels
5 -1 to Art Levels
6 0 to Art Levels
7 0 to Art Levels
8 0 to Art Levels
9 +1 to Art Levels
10 +2 to Art Levels
11 +3 to Art Levels
12 +4 to Art Levels

Whenever both dice read the same number, i.e. double 2s, or 5s, etc., a Wild Surge has occurred. (see wild surge table at end).

Priesthood

Requirements: Sorcerers seeking to become priests of Zagyg must sacrifice a third point of POW, in addition to having become full Magus sorcerers. In addition to the above, priests of Zagyg periodically will be visited and judged by one of his lesser servitors.
Virtues for Zagyg include: Creative, Joyous, Reckless, Stubborn, and Unpredictable.
Priests of Zagyg must roll 2d6 and consult the following table whenever they cast a spell:

2d6 Roll Effect

2 -5 to Art Levels
3 -4 to Art Levels
4 -3 to Art Levels
5 -2 to Art Levels
6 -1 to Art Levels
7 0 to Art Levels
8 +1 to Art Levels
9 +2 to Art Levels
10 +3 to Art Levels
11 +4 to Art Levels
12 +5 to Art Levels

Whenever both dice read the same number, i.e. double 2s, or 5s, etc., a Wild Surge has occurred. (see wild surge table at end).

Common Divine Magic: Dismiss Magic, Extension, Initiate Cultist, Range, Sanctify, Soul Sight, Warding, Worship Zagyg

Special Divine Magic: Absorbtion, Force, Reflection
 

Associated Gods

Boccob: provides Analyze Magic
 
 

Wild Surge Table

The following table is presented as a guide; GMs should feel free to create their own effects in the spirit presented below.
1d10 Result Effect
1 Target and caster reversed, to target's benefit.
2 Substitute random spell unknown to caster at rolled effciency. Beneficial.
3 Spell takes effect as normal, but with odd visual, auditory, or thermal effects, i.e. flames manifest as blowing snow, etc.
4 A number of mice equal to 100x the total Art levels in the spell rain down between the caster and target. No other effect.
5 Target and caster switch bodies.
6 Caster or target (50% chance) replaced by realistic illusion and teleported 1d6 miles away in random direction. Illusion continues mimicing the actions of the being replaced with no further effect.
7 Mad sounding voice chuckles, and says "We're sorry, your spell did not go through. Please try again later".
8 A number of spectral forms equal to the total Art levels of the spell appear and berate both caster and target for 1d6
rounds.
9 Substitute random spell unknown to caster at rolled effciency. Maleficient
10 Target and caster reversed; spell seems to harm caster, but aids him instead.



 
 

Spirit of Judgement/Reprisal

Cackler - Cackler is a madness spirit of exceptional size and insidious wit. He typically manifests with a POW of 4d6+6, and an INT of 18. He will arrive knowing whatever spells the initiate knows, and knows the following additional skills: Insult Lineage 99%, Punfighting 101%, and Taunt 96%.  When manifesting as a Spirit of Judgement, he will instigate spirit combat with the priest, but rather than roll against Spirit Combat, the two will make rolls against the skills above (a priest of Zagyg who doesn't know at least ONE of the above skills DESERVES to get possessed!). Such combat will continue in earnest for only 1d6 rounds, then continue only to keep both parties in practice. When manifesting as a Spirit of Reprisal, Cackler will not break off spirit combat until he has possessed his target or has been defeated.