The Stellar Resonant as I have it written is for OSE Advanced for my game set in a fantastical Albania, but it should be adaptable to most systems without difficulty. The polarity system can be ripped out wholesale for any sort of toxic spellcasting dynamic you wish. A good shorthand for making weird, deeply stellar mad Resonants is to roll a sage from
Mythic Bastionlands, by Chris McDowall.
“It was just a colour out of space—a frightful messenger from unformed realms of infinity beyond all Nature as we know it; from realms whose mere existence stuns the brain and numbs us with the black extra-cosmic gulfs it throws open before our frenzied eyes.”
- Color Out of Space, HP Lovecraft (1927)
Stellar Resonants (Reskinned Wizards)
Damon always enjoyed watching the night sky. There wasn’t much else to do in his pasture. Stargazing was more interesting than watching goats. He’d picked his favorite star - a shiny blue carbuncle, like the necklace of his sister’s dowry. He tracked it on it’s lazy arc, night after night. He liked to imagine it filling him up - a cool fire filling him up from the tips of his toes to the crown of his head. It seemed to shine brighter, when he did.
Some nights he swears he can hear music, from above.
One night, his soul sang back, and for a moment they were in concert, a vibration, matched waveforms in a perfect amplitude. He wasn’t the same afterwards. Touched by the Music of the Sky, the earth suddenly seemed duller. Mutable. His magic came easy, echoes of the frequency of the heaves working ‘pon the firmament.
It wasn’t long after that his Master found him. His pull was overwhelming, his own Star’s music overpowering, dragging Damon deep into the well of his orbit. He showed Damon the rudiments of mage craft. Brought him to others whose music sang in concert with his.
Every spell he cast made that blue star shine a little brighter every night.
Stellar Resonants are mortals who, through some quirk of cosmic chance or happenstance, share a strange esoteric bond with a stellar body high in the Void beyond the Firmament. This resonance grants them vast powers, but the logic of the stars is not the logic of men, and these star-touched people are often strange and terrible. Outsiders, lonely misanthropes, they seek out others like them according to weird rules and a strange gravity only they can sense - sometimes the meetings are benevolent and teaching, other times suddenly violent and destructive. Wizards have been great boons to many kingdoms and lands, but they have been the downfall of just as many. They are as likely to appear in the lands of the Muhim as they are the White Tower, and many come from farther and stranger places.
Their patrons, known to their thralls as ‘Luminant Beings’, project strange invisible light in wavelengths only visible to those attuned to it. This light can be channeled by those who can perceive it, and empower them to do great and strange things. Those so affected claim their Stars are sentient. That they seek to understand the Material world. That they want things.
Given what horrors those afflicted have raised in their strangeness, it is the author’s relief that these strange stars are not closer to us.
Mechanics
REQUIREMENTS: 16 Int
PRIME REQUISITES: Int, Wis
MAX LEVEL: NA, but every level above 5th poses a risk of Celestial Madness
XP: As Wizard
HD: d4+1
ARMOR/WEAPONS: As Wizard
SAVES: As Wizards
ALIGNMENT: Resonants may begin as any alignment, but over time as Celestial Madness sets in they are likely to drift towards chaotic.
Celestial Pairings and Polarity
Roll 1d4+1 - This is the number of other wizards bound to other stars in your Constellation; One per star. You may be separated from one another by vast distances, but you will know each other on sight as if by instinct, and may interact in dreams.
Roll 1d6 - Your Celestial System is either Stable (1-5) or Volatile Polarity (6);
IN A STABLE SYSTEM, the orbits of the stars are comfortable and serene, and there is little conflict between the wizards of the system. The Resonants are usually peaceable or not inherently hostile with one another, and happy to share and trade information within their spheres of interest.
A VOLATILE SYSTEM indicates an imbalance of power - the member stars are in erratic orbit, and the member wizards are paranoid and hostile, unhelpful to one another, seeking dominion or control over the other members.
Every time the Stellar Resonant gains a level, roll to see if the Polarity changes. If the PC Stellar Resonant is the highest level Resonant in the System, they may choose the Polarity themselves, but must maintain it.
Stable Polarity is the common stellar alignment, harmonious. It lends strength to it’s members - Stellar Resonants in Stable Polarity save as if they were five levels higher.
Volatile Polarity is full of friction. They seek stability through conflagration and conflict. Wizards in Volatile polarity gain increased magical potency in the form of an additional spell slot. Slaying another wizard in your celestial system makes this spell slot increase permanent, and maintains the polarity without requiring a roll.
The highest level Resonant in a constellation may attempt to Charm the other members (who save at -2) but cannot do more than subtly adjust their opinions unless physically in person.
Item Enchanting
Resonants may imbue an item or weapon with a spell they know by casting the spell into it, imbuing it with the strange frequencies of their patron star. Items remain enchanted until the next sunrise. The enchantment can be banished by dispel magic, or a Bardic Countersong.Stellar Foci
The luminant beings’ interests are eccentric and odd - and their obsessions ring in the bones of their connection. Stars have d4+1 areas of interest, generated as Sages, at random; A Stellar Resonant has a 1 in 6 chance to know a fact in that area of interest at level 1, and finds themselves drawn to works in that area of interest. They must enquire about and seek knowledge or adventure in these fields when possible. Actively turning down such an interest results in a 10% XP Penalty until the fascination is indulged.
Learning New Spells - An alternative to spellbooks
While a Resonant can learn a spell by studying a scroll as a usual arcane practitioner might, they carry no written spellbook. The frequencies of their magic hum in their bones and teeth, a symphony of sympathetic resonance. That means they may attempt to learn spells in other, unconventional ways, by communing with their patron. When a Resonant comes across a Stellar Foci within the area of interest of their Star, they may commune with their patron, allowing the Luminant Being to peer out through their gaze to experience the material more directly. For this, they are rewarded, but it carries grave risks.
Before communing, nominate a spell you can learn from your spell list. Two saves must then be made - first, a save versus paralysis, then a save versus spells. Success on both gets you the spell you requested, as you spend an appropriate amount of time channeling your Star that it might indulge It’s interest.
Failure on both saves reduces you to a single hit-point, with only a 2 in 6 chance you receive the spell in question. A single failure reduces your hit-points by half, and your spell is instead randomly chosen from the spell list instead (or offered at GM discretion.)
Celestial Madness
For every level after Level 5, Roll a d100. You have a 25% chance to catch Celestial Madness - failed rolls increase the chance at next level by 25%. Succumbing to Celestial Madness is more a reflection of your Star than yourself - one of your Stellar Foci is replaced with a new and odd obsession, (Eyes, Blood, Ultimate Cosmic Power, Criminal Acts, Strange Misanthropic Behavior, etc) ideally related to whatever field is being replaced. The roleplay restriction remains. Once a Stellar Resonant has succumbed to Celestial Madness, the chance resets to 0% per level, incrementing as stated above.
This does not prevent a Resonant from the pull of a Grand Working. Even the nominally sane are tempted to make their mark upon the firmament.
The Grand Working
At level 15, a Resonant is compelled to build in the name of their star. This could be a tower, or a grand labyrinth, or some other grand and inscrutable construction of impressive scale, tied to their areas of interest. If they lack the means to do so, they must adventure to secure the funding, or repurpose some other ruin, or go to war. The Work must be completed. Other members of your constellation can help - or be compelled into service.
Note for GMs: Make your Stellar Resonant’s spell list weird. Make them different, individual. Determine them randomly. There’s no set options here, every Star should have a weird ass wuxia name and be deeply, deeply strange and sentient.
Comment what Stars fill your strange sky.
And for OSE GMs: Give your Resonants an extra spell at level 1. Personally I think wizards being functionally useless in early level AD&D formats is really unpleasant for every player who’s ever made the attempt at my tables. Let your wizards indulge in their weird wizard powers. Get funky with it. Have fun. Give them strange dreams of stranger stars, and colors only they can name.