Effigy (sage study)

From The Authentic D&D Wiki
Jump to navigationJump to search
Effigy (sage study).jpg

Effigy is a sage study in the field of Puppetry, that explores the practice of imbuing inanimate objects, figures or representations with spiritual existence and what might be called "divine substance." Unlike the creation of golems, which are constructed creatures animated by explicit magical craftsmanship, the essence of Effigy lies in inviting an external spiritual presence or force to inhabit the object. This practice is as much an art as it is a discipline, rooted in bardic traditions, storytelling and the subtle interplay of belief, will and spirit.

The study of Effigy delves into the understanding of how a non-living thing — be it a statue, doll, weapon or other crafted item — can become more than its physical parts. The process involves preparing an object to host an essence and then fostering the conditions for spiritual inhabitation. This act is not magical in the sense of arcane dweomercraft; rather, it relies on a nuanced blend of intent, symbolism and the invocation of forces beyond the material. This study also sheds light on the phenomenon of bardic magic, which is deeply intertwined with the concepts of Effigy. It draws on the power of performance, art and storytelling to breathe spiritual vitality into otherwise lifeless forms.

The phenomena arising from this study range widely. A sword imbued with Effigy might develop an "ego" — a distinct spiritual presence that influences its bearer and even exerts a will of its own. Such a sword would not simply be magical; instead, its personality and power would stem from the entity residing within it. Similarly, effigies in the form of figures, masks or puppets might exhibit independent behaviour, serving as conduits for the will of spirits, memories or energies brought to life by the practitioner. These objects are not inherently under the creator's control; they are inhabited by forces that have their own desires, limitations and intentions.

Multiple Effigies

Because the sage study is not inherently a limitation on the character's choosing to use the abilities herein at will, the accumulation of more than one spirit inhabiting an effigy is certainly a possibility. However, spirits are sentient entities with their own personalities, goals and temperaments. When multiple spirits are gathered, they may not agree with one another, creating a cacophony of conflicting voices and desires. This can complicate the character's ability to act decisively, as different spirits might offer contradictory advice or attempt to influence the character in competing ways. Managing these relationships becomes a task in itself, requiring the character to navigate the complex interplay of wills among the spirits, often balancing their own objectives with the desires of those they have invited into their effigies.

Naturally, this assumes the dungeon master is prepared to give spirits multiple personalities, so that they each have different motives or aspirations that the character must contend with... though, in general, these spirits are grateful for the "homes" they inhabit and wish to give aid rather than obstruct the character's needs.

Sage Abilities

The sage abilities below are those acquired by a character through the study, according to status.

Amateur Status

  • Locate Spirit: grants the character an intuitive sense for identifying the presence and general location of spiritual entities, whom, once becoming aware of a ready effigy, begin to communicate with the character subtly, directing him or her to the spirit's location, whereupon it will, of its own accord, enter the prepared vessel. The distance between the character's first grasp of this "feeling" of the spirit's presence and the spirit itself is typically between 20 and 100 miles; reaching the spirit usually involves a moderate quest of some kind.
  • Prepare Effigy: prepares a non-living object as a vessel suitable for spiritual inhabitation, combining ritual and subtle modifications to the object to remove imperfections or obstructions that might disrupt the spiritual connection. Additionally, the character imbues the object with symbolic elements such as markings, runes or specific materials that resonate with the nature of the spirit to be invited. The process does not summon or bind the spirit itself; it merely primes the effigy to serve as a conduit or vessel when the spirit is later located and invited.
  • Spirit Counsel: allows the character to receive subtle, non-magical guidance from the spirit inhabiting their effigy. Acting as a cooperative ally, the spirit expresses concerns or warnings when the character is about to make a potentially harmful decision. The spirit's knowledge is limited and proximal, often restricted to immediate threats or dangers, such as cautioning against opening a trapped door or entering a perilous area. The guidance is communicated through sensations, brief mental impressions or feelings of unease, rather than direct speech.

Authority Status

  • Concordance: permits the character to directly communicate with entities, allowing for nuanced exchanges of thoughts, intentions and guidance. While the spirit remains an independent entity with its own will, its shared goals with the character ensure that their counsel aligns with the character's objectives. The spirit may provide advice, observations or warnings based on its own perspective, acting as a trusted associate rather than a subordinate.
  • Harmony of Voices: allows the character to mediate between multiple spirits inhabiting their effigies, establishing a hierarchy or defining specific spheres of influence to maintain harmony. This involves negotiating roles, clarifying boundaries and resolving disputes among the spirits, ensuring they cooperate rather than conflict. Each spirit is given a designated area of authority — such as strategy, protection or observation — preventing overlapping responsibilities and minimizing discord. Properly maintained, this structure enables the spirits to function as a cohesive unit, their collective presence enhancing the character's effectiveness. Spirits can also be assigned to other allies or followers without resentment.
  • Invest Ego: invests a special spirit into a weapon that, once per day, is able to override the effects of Stun Lock when its wielder is incapacitated by the rule. In such cases, the weapon's invested ego asserts control, guiding the wielder's actions to strike back against the opponent despite the stunned condition. This action represents the weapon's drive to fulfill its purpose, transcending the wielder’s physical or mental state in the moment. The attack is executed normally, with all standard bonuses and modifers applying. The invested weapon is not considered magical and has no bonus.

Expert Status

  • Awaken Essence: unlocks the latent magical potential of the spirit within the effigy, granting it the ability to independently cast first-level spells associated with one of five specific spellcasting classes: bard, cleric, druid, illusionist or mage; the spirit chooses three spells based upon its nature and purpose, drawing from one of these classes, and can cast each once per day; this has no effect on the character's action point total.
  • Sever the Bond: grants the character the means to destroy an effigy and the spirit inhabiting it, if such a course of action becomes necessary. Whether due to irreconcilable conflict, the spirit becoming a danger or external circumstances requiring its removal, the character can enact a ritual to sever the bond completely. This destruction ensures the spirit is fully exorcised and cannot linger or transfer to another effigy.
  • Unyoke Ego: the ego-invested weapon gains a magical +1 bonus, with an additional +1 for every 20 points of knowledge beyond 60 total. This represents the spirit's growing investment in the weapon as a manifestation of its purpose.


See Bard Sage Abilities