Showing posts with label Psychic powers. Show all posts
Showing posts with label Psychic powers. Show all posts

Monday, April 11, 2022

OSR Review Of 'The psychic PC class' by James & Jody Moran- Mishler from Mishler Games For Your OSR or Old School Game Campaigns

" This booklet presents a new 15-level Psychic class that utilizes psychic powers, completely compatible with the existing magic system!"



 
"The class possesses the following:
 
Psychic Powers!
Psychic Combat!
Attune Restricted Magic Items!
Psychokinetic Powers!
Psychic Combat Expertise & Mastery!
 
The new Psychic class can be used alongside traditional magic-users and clerics or can take the place of one or both in a more science-fantasy campaign.
 
Designed for use with Labyrinth Lord, the Psychic Class can be easily adapted to any old-school fantasy role-playing game!"

The psychic PC class by James & Jody Moran- Mishler from Mishler Games is a solid take on the OSR psychic. And its pretty much a reimagining of the psychic from the ground up. Very similar but not quite the same as the 2nd edition Dungeons & Dragons Dark Sun psychic. 
Instead the Mishler Games version is a bit more martial & in some ways geared toward the Science Fantasy end of the OSR. And we can see this according to the write up for the PC class right out of the gate;"
PSYCHIC POWERS: At 1st level a psychic possess four 1st level psychic powers, plus a number of additional 1st to 4th level psychic powers based on her Intelligence score as detailed on Wisdom Table II. For example, a psychic with an Intelligence of 17 would start at 1st level with six 1st, two 2nd, and one 3rd level psychic power. Those are the number of psychic powers possessed. At 1st level the psychic may choose the psychic powers she possess. Starting at 2nd and subsequent levels, new psychic powers gained might be random. Whenever a new psychic power is gained, the psychic may choose to spend one week in training with another psychic who possesses a desired psychic power, or two weeks in meditation, each per level of the psychic power to be gained, in order to choose her new psychic power. She must then make a Spell Learning Probability Check based on her Intelligence score (Intelligence Table II). If successful, she gains the desired psychic power; if the check fails, she instead manifests a random psychic power (re-roll any psychic power already possessed). Once a psychic power is possessed, it cannot normally be changed (though it can be lost through unusual circumstances)." 
Dealing with psychic PC classes in OSR games are tricky because on the one hand many D&D players love Dark Sun and want a psychic in their party. And on the other hand there are the Grognards who absolutely loath psychics. Me, being the old school heratic that I'm well I love psychics. They are absolutely a blast when you've got a good solid version of the PC class. And 'The psychic PC class' by Mishler Games is a blast! 
Between fifteen levels of psychic weirdness and danger there's a well thoughout class. And it's well done with all of the appropriate abilities that goes along with the class. At first level all of the old favorites are here: "
1. Allure (M1) 2. Animal Companion (D1) 3. Auditory Illusion (I1) 4. Charm Person (M1) 5. Command (C1) 6. Comprehend Languages (M1) 7. Detect Evil (C1) 8. Detect Illusion (I1) 9. Divine Weather (D1) 10. Doppelganger (I1) 11. Hypnotism (I1) 12. Jarring Hand (M1) 13. Locate Creature (D1) 14. Message (M1) 15. Phantasmal Force (I1) 16. Remove Fear* (C1) 17. Sanctuary (C1) 18. Sleep (M1) 19. Speak with Animals (D1) 20. Ventriloquism (M1)" 

So its not going to a surprise to the usual old school gamer but its how it's arranged & played with that set's  'The psychic PC class' apart. The whole class does read like the old school but plays as well as the standard OSR reimaging of the class itself. And it's this balance that the class walks well! Is   'The psychic PC class' for everyone?! Hell no! But  'The psychic PC class' works very well for those Science Fantasy rpg campaigns that need the psychic abilities to even out some of the magick and herasies that we see cropping up in the OSR. What the Hell are you talking about Eric?! Well, 'the psychic PC class' adds in the attune ability at higher levels and it works very well; "
ATTUNE RESTRICTED MAGIC ITEMS: Psychic powers are merely a different way of manipulating the natural, ambient magic of the world through use of personal, innate magic. Beginning at 2nd level a psychic is able to manipulate the magic of magic items of restricted sort (fighter only, magic-user only, cleric only, etc.) so that she can attune herself to it and use its power, whether it is a ring, scroll, rod, staff, wand, or miscellaneous magic item. To attune to an item the psychic must hold and psychically scan the item in question for 10 minutes. She may then make a saving throw versus Spells, with a penalty equal to the relative spell level of the power she is trying to attune; if she succeeds, she may use that power of the item. For example, if trying to attune a wand of fireballs the penalty to the save is -3. If she fails, she may try again, but if she rolls a Natural 1, she may not attempt it again until they have gained a new level' 
That right there is vicious if used in an OSR horror game, Science Fantasy setting with a Lovecraftian flavor, or a Steampunk campaign venue to name a few. Once again a solid class from Mishler Games. 
Now where would I use the psychic class?! Adventurer, Conqueror, King springs readily to mind! The Science Fantasy elements are already within the late Roman Empire setting. And Castles & Crusades would be easy to slip this class in the backdoor and yes there are psychic abilities in C&C. But this is a well defined class! 

Sunday, July 29, 2012

The Reshack'Vord A Psionic Discipline For Your Old School Space Opera

" I have harnessed the shadows that stride from world to world to sow death and madness.”





The Reshack'Vord A Psionic Discipline

There are dens of inequity & black schools of the darkest strip where this discipline is still practiced. Those who practice it are feared & loathed to out known space. None will admit they know it at all sometimes even to themselves.
The ability enables the user to reach into the foamy essence of existence beyond the known spheres to access worlds that are forbidden to our limited senses. These are places alien to life as we know it. Those things that live there are only to eager to answer the call to this universe.
Those who are even able to find someone who knows the tricks of seeing past the simple universe we live in has access the deepest depths of precognition. . This discipline access the strange folds of valleys of space time that have been sealed by the gods themselves. This power looks into the places beyond. 
Those who begin to use this discipline will see the flaws of everything around them. They will know the flaws  of every single structure around them. They must make an wisdom roll each day to see the universe as the way it was meant to be seen. Those who use these abilities will lose 1 Charisma point per month as their personality becomes as flawed as the places they star into.
After six months the user must make a save vs wands or be subject to the strange radiations, astral forces, weird visions. Their very flesh will wrack with the flaws of mutation itself. They will receive 1d3 mutations across the patterns of their flesh
  1. Level One By Their Mark You Will Know Them - The psychic is able to see the unearthly energies of the places around them. There is a 75 % chance that they will know if any psychic power has been used recently, what it was, & how powerful the power was. There is a 25% that the psychic will know if there is an entity still within the area & may call it. There is no compulsorily  control of these entities by the psychic however. 
  2. Level 2 - Access The Wisdom - The psychic may gain an insight into the motives of  someone around them randomly. Strange secrets, rumors, etc. that have been talked about or communicated within the last 72 hours be heard on demonic or angelic voices by the psychic.The psychic may communicate  with others of his kind once per day with this power instantly. The voices will be frightening & distorted to those hearing them however. 
  3. Level 3 - The Children's Tumble Blocks - The psychic is able to gain a +3 to any roll involving seeing the flaws within plans, structures, buildings etc. The psychic will be very cynical when using this power however & all Charisma rolls are at -4 as they become very unpleasant to those around him. The psychic must make a wisdom check after using this power or be subject to apathy for 1d4 rounds. 
  4. Level 4 - Call The Bastards - The psychic is able to see for moment the spirits around him within the flaws of the local space time continuum. They may call to them & there is a 50/50 percent chance they may answer. With a successful Charisma roll they will respond favorably to the psychic & do a minor service for the psychic. Using this power more then twice per day will result in them not answering for a month or more. There is a 10% of a planar demon hearing the call & answering. It will be hostile to the user & may attack. 
  5. Level 5 - Access The Holes - The user is able to see the folds in space & time hidden from plain view. He may once per day blink as a blink dog. The power will function 3 times & if used any more there is a 30% of the user going out of  sync with the local space time continuum. The effects are up to the DM 
  6. Level 6 - Beyond The Pale - The psychic tunes his vision to the hidden folds within space time. They are like a road map to him. He can see of an instant the world as it truly is. Some are driven mad but others gain valuable insights. The psychic can see the invisible, through shadows, through illusions, even find hidden treasure(only 30% of the time). The psychic can find space or star gates as well. This power is used 3 times per day otherwise the stress is much on the psychic 
  7. Level 7 -The Wildest Dreams - The psychic accesses the madness & depravity of his visions. He is able to send these visions to a target who must make a save vs wands or be struck dumb. The target will be caught within these nightmarish visions for 1d4 rounds & can do nothing as the hell around him plunges him into his worst night mares. 
  8. Level 8 - Call Beyond The Pale - The psychic sees beyond the pale itself & is able to momentarily interact with the inhabitants of this other place. He may call an imp, ghost, or echo of the past to him for 1d4 rounds. The creature is for all intents & purposes real for that time. It builds a PPKE body from the psychic power of the psychic himself. It will grant one favor to the psychic. This power is very taxing to the psychic however. This power can only be used once per day
  9. Level 9 - Answer The Question - The psychic is able to see & interact with the echos or the past or future. These echos are of people the psychic knows & will answer one question of the Yes or No variety about an event. The echo will answer truthful but sometimes cryptically. This power is usable 2 times per day anymore & the echos may come to carry off the psychic 
  10. Level 10 Crystal Clear Matrix - The psychic's mind flips through the mists of what might be to see the best outcome for certain events. He will see the best possible chain of events for this outcome but the madness that surrounds time itself will crowd around him. Once per day he may push a single moment favorably for himself or his fellows. This is not done lightly. There is a 10% chance that each time this is done a Hound of Tindalos may come for the psychic.
      The psychic may also use this ability to see the best route for space craft through hyperspace. There is often a crystal psychic matrix used for this operation. The matrix will hide the psychic from the Hounds view when the other ability is used.
The Minor Abilities of The Reshack'Vord
There are a number of minor abilities that many psychics manifest when learning the strange disciplines of The Reshack'Vord. These add to the sinister reputation of the psionic mode. 
  1. Call the Matrix - The psychic is able to call the strange crystals that grow between the planar shadows to them. These crystals often have to be shaped by the psychic into a globe or ball which is the perfect form. This allows the psychic to focus their vision. 
  2. Blue Lamp - The psychic is able to project a blue light in a 30 foot radius around them. The light will cause the psychic to vanish from the sight of planar spirits & the like for 1d4 rounds. 
  3. Words of The Sinister - Once per day the psychic is able to make a pronouncement! With a successful Charisma roll this pronouncement will have valuable insight into the person hearing it. The psychic may not know its significance as he is a tool to the forces beyond! Even kings & madmen may heed these words
     
  4. Hands of Beyond - The psychic channels the energies he uses to see the greater angles. His hands glow with the weird radiations of the planes beyond. He may cause an intense burst of these energies for 3 points of damage. Anyone caught in a 20 foot cone in front of the user takes this damage unless a save vs wands is made. Over use of this ability will cause a mutation check in the user after 1d4 hours!

Friday, January 6, 2012

Path of The Morlock - A Psychic Path Of Evolution & Cannibalism

Path of The Morlock - A Psychic Path Of  Evolution  &  Cannibalism 

There are those who wish have ascend from human's state of being.Those step onto this psychic road are entering a world of strange alternative futures & the damnation of the human race. This road is far to twisted & wines in places that have been forgotten even by the sane.
The psychic gathers the ritual tools& drugs of the Morlock. These can be gotten from any space terminal where the Morlock are employed. They will charge a token price of 30 credits for the items & acolyte will be warned of the harshness of the path they will undertake.
Half Morlocks may under go this path at any age. See Here
The psychic will begin over a 40 day & night period. Changes will be subtle until all at once the person will no longer even remotely human at all.
Walk Down The Path of Memory Ascending Level 1 - The user takes a dose of blue fungus found within the glowing hellish light of the Morlock caverns. The user over a period of 1d6 days will add +1 to their strength, +2 to intelligence, & +1 to their dexterity. They will not be able to use normal psychic disciplines as the whispers of  "honored ones" show them the forbidden visions & hellish sights of the race. It is far too late to turn back now & only a saving throw will make someone turn from this path. Even if they succeed they may return to this again in 1d20 days. They may go berserk in combat as the blood,thunder, & anger overwhelm the morlock within. 
The Eyes of The Predator Level 2 - The User trips along his future evolutionary path & gains the abilities infravision, +2 to all technology based rolls & +1 to all listen rolls. All rolls within full daylight are at -2 though. The user may telepathically hear morlock conversations within 20" of him. 
Feast of Flesh Level 3 - User gains the ability to find traps & hidden doors. The user can also track others by pheromones as well. The user also gains the following physical mutations - large eyes and grey fur covering their bodies.They will  have little or no melanin to protect their skin, and so have become extremely sensitive to light. The user can actually taste the intensity to light now. On a percentage roll of 20% they may know what type of light & wavelength for example magically light, natural, sunlight, etc. It is here that there will begin a craving for human flesh. A saving throw must be made to avoid wanting, needing, to consume it! 
Altered States Level 4 - The user gains access to the full racial memories of the morlocks! He may telepathically communicate with any morlocks within a 200" radius of him. The user will also gain sharp fangs & all bit damage is +1. He may build & recognize morlock technology as well. He can begin construction of morlock technology as long as he access to a iron age or better workshop. 
Walk of Death Level 5  - The user gains +1 on all sneaking,climbing, & stealth related rolls. The user grows the hard nail claws of a morlock as well. These will not hinder tool using activities but give the user +1 on all damage in hand to hand combat. He also gains the ability to charm human & near human as per the spell. His mind can now access the future animal side as new pathways of the brain form. He may communicate with the other morlock telepathically over distances 3 miles & enter a spider like trace in loo of sleeping. This trace will last 3 hours & give the effects of a full night's sleep. 
Become The Other  Level 6 - The transformation is almost complete. The user's body becomes covered with a fine coat of hairs & joints become spider like. The user gains +1 on all dexterity based rolls. He must feed on 1d3 pounds of humanoid flesh once a day. The user may access the blood memories of his prey & read the surface thoughts of them. He will have access to 1d4 hours of memories & be able telepathically send these to fellow morlocks within a 3 mile radius. The morlock may enter a berserk state once per day if engaged with combat.  




Wednesday, January 4, 2012

Intergalactic Astral Projection - A Psychic Path- To Get From Here To Way Out There









 Intergalactic Astral Projection
This incredible path of psychic power is thrust upon the user when they are caught between life & death. Esoteric forces combined to allow flesh & bone to become the very twisting stuff of the universe itself. The person using this path walks a fine line between art & instinct. They can move whence they want but it is along a razor's edge of stellar damnation & oblivion itself.
A character who wishes to use this power must be able to be mentally as well as physically capable. Those who use this power move in time as well as space.
The Distance & The Body Level 1 -The user looks into the night sky & reaches outerwards with his mind & heart to a place beyond the sea of stars itself. They leave the mortal coil behind & create a journey in time & space to their new location. An intelligence roll & saving throw vs death must be made or details of their past circumstances will be sketchy at best. The user creates a new body for himself at his location. The body will be exactly as the old but adapted with new flesh. This power can only be used 1 once a month at most.. 
Telekinetic Traveling Level 2 - The user makes an excursion into the Outer Darkness making travel instantaneous but it is very very risky. The user may travel 1d20 miles within a round. There is a 40% that each time this power is used that something will notice him. They may attack or delay the person traveling. There is a 5% chance of this being a major personage of the Outer Darkness. 
Safe Passage Through The Seas of Infinity Level 3 - The user now gains +1 on his intelligence & may take 1d6 persons with him. The more passengers he takes the greater the chance of something noticing him. With 6 travelers the danger is 40%. The user may rebuke the personage with a successful charisma roll but there is a 10% of the entity remembering them from their dreamless sleep.
Summon the Gates Of Eternity Level 4 -The practicer is able to summon the gates of eternity to carry him through the eye of the universe. A gate(aka wormhole) will remain stable for 1d6 turns. The user can carry the usual amount from the safe passage power. If the user makes more then 3 trips per day they will take 1d6 points of constitution damage.
  
Marvels of 'Umr at-Tawil- Level 5 - The user is able to access the paths of 'Umr at-Tawil. He may instantaneously move a star ship size object 1d20 light years. The power is not without cost if used more then 3 times per day. The user may come to the notice of the Great Old One who may simply take the user away but there is less then a 10% of this. The use of this power is draining to say the least & the user must make a constitution check is required after a successful jump. Those who use this ability are sometimes jumped onto a strange mutational pathway. 
Wickedness of Yog-Sothoth- Level 5 - The user surrounds his fists with the protoplasmic flesh like globes the globes do 1d6 points of acid damage to anything they come in contact with. The user may teleport 1d20 light years instantly but there is a 20% of the god taking them each time the power is used. 
Final Disolution of Time Level 6 - The user is able to transport a planet sized object through time & space for 1d100 light years  but at the cost of his flesh. He will take 1 point of damage for each light year traveled. 
Yog-Sothoth couleur.jpg


Monday, January 2, 2012

Disciplines of The Orang Minyak - Slippery Oily Psychic Path


Before the fires of the Atomic Wars on Old Earth the path of the Orang Minyak was developed. The name  literally means oily man. According to legend the orang minyak was a man who was cursed in an attempt to win back his love with magic. The reality is far worse & far more sinister. Orang Minyak is a psychic  who uses ancient twisted rites who gives his soul over to a type of rare planar demon. This demon demands a sacrifice of the humanity of the psychic. The user is possessed by the demon who modifies the fool's body to produce the tar like liquid.This stuff comes from the gelled evil & cast off negativity of  the psychic. The stuff comes from within the pores of the user.As well from outside of the body which draws the negativity within. 
The oily coating itself offers several advantages. The first is that the monster can,"Hide in shadows as a thief". The second is that all attempts to catch the creature are at a -1 to -2 depending on the character's actions.Due to the use of naturally occurring black grease, it makes the orang minyak hard to catch, as pursuers would not be able to hold on to him.

Orang Minyak
Armor Class:4(15)
Hit Dice 6+3 
Attacks:Claw(1d6)
Special: Regenerates 
Move:15
HDE/XP:8/800
The final form of these horrors is an oil covered horror beyond the ken of man. These creatures are able to spit oil every other round for 1d6 points of damage up to 20". These horrors can regenerate 3 hit points per round. Even the slicing of limbs & the beheading will regenerate. Grappling or Dex rolls for hand to hand combat are at -2. These things can hide in shadows as a theft. In order to maintain their abilities these horrors must fulfill certain parts of their demonic bargains.  The orang minyak worship his planar demon master and rape 40 virgins within a week of inception of these powers. The orang minyak has access to 1 to 2 first level magic user spells as well. 




 Turn To The Blackness Level 1 - The psychic is able to convert flesh to the black tarry mess that is his body. He becomes resistant to all normal bladed weapons.

Engulf The Prey Level 2 - The creature stretches his oily tissue around the prey with a successful dex check. Those engulfed takes 1d3 points of damage per round. With a successful intelligence check the monster has access to the surface memories of the prey. 
Bile of Black Vileness Level 3 - The monster spits out a series of bio-acidic missiles.The acidic missiles are hurled  every other round for 1d6 points of damage up to 20". These will ruin any clothing,paper products, etc they hit. Magic items gain a save.
Inky Memory Level 4 - The monster's traumatic nightmarish presence is erased from the victim's mind as the monster extends psychic oily tentacles into the forehead of the victim. The creature's presence becomes a strange swirling nightmare of insanity. 
Ascension of Disoluation Level 5 - The user becomes a nightmare of swirling black rainbow liquid immune to all physical attacks. He is able to flow under doors, through pipes, etc. A successful saving throw must be made to return to a humanoid form & another to return to a human form. 
The Black Vile Monster Level 6 - The monster becomes his ultimate form of the Orang Minyak spirit. He is able to access the collective memories of all other Orang Minyak. The life force of the monster is entirely inhuman he gains +1 to all stats becomes a demonic creature with all common powers of a demon.
The monster will have this form for 50 years even up to 100 but will degenerate into a simple black pudding eventually flowing into the demon realm of Jubllex or another slime based planar demonic lord. 

Rite of The Orang Minyak- Second level Rite 
The summoner takes toxic jelly from the mortal remains of a Orang Minyak while chanting the names of several planar demonic powers for hours. Finally the oily jellies are poured over his flesh & he is possessed by the powers. A successful Charisma roll must be made for the bargain to be struck. The pledge turns into a Orang Minyak  within 1d4 hours at 1st level of the path.
Inspired by Yes there is a "real" world example!

Sunday, January 1, 2012

Ske'bothugoth - A Psychic Path Of Madness & Infernal Enlightenment



The O'loth colony of  Gethera'A 1 discovered these lifeforms quite by accident & were infected by them. These creatures will open doors of perception within the humanoid mind when exposed to the rigors of space. Sometimes these doors can lead to places where humans weren't meant to travel. Those who do so risk possession by entities from beyond time & space itself. 
Those who submit to the sacrament of the O'loth are taken aboard a craft about to enter hyper space.They are strapped to the bow after being infected with the Phomekenaug drug ( the above pictured lifeforms). The victim is strapped in for 1d4 days as the space craft makes it journey across the non dimension of space sometimes passing through several layers of the Outer Darkness. 
The victim has vivid hallucinations  while his brain is being rewired by the drug. New neural pathways are being worked throughout the victims brain. The victim is also open to possible possession from beyond the pale & the Abyss. Those who  to the process & are deemed weak are executed. An explosive collar is placed on the victim. There is only a 20% of possession during the rite
 Random Demon Table Roll 1d6 
  1. Incubus/Succubus 
  2. Type 1 
  3. Type II 
  4. Type III 
  5. Type IV 
  6. Type V  

Ske'bothugoth - A Psychic Path Of Madness & Infernal Enlightenment 
  1. Senses of  The Abyss -Level 1 The Psychic is able to navigate the folds of time & space with easy. His mind & senses gain +1  to all space based navigation skill checks. Spot Traps & Hidden Passages works for space as well. 
  2. Walk The Eddies  Level 2 The User is able to blink three times per day now disappearing right out of the local space time continuum. The user can teleport as well once per day without error. 
  3. Designs of The Damned Level 3 - The user is able to detect invisible beings against the greater reality & once per day pull someone into a side space pocket that only they can find. 
  4. Merge With The Machine Level 4 - The user is able to merge with any inorganic component equal to the mass of their arm. They may incorporate tools or machines as part of their bodies gaining +1 on hand to hand damage or +1 on other rolls. The use of this power causes the bodies healing rate to suffer. Spells & the psychic powers of healing will not work while this power is in effect. 
  5. Insights Of The Insane Level 5 - The user is able to perceive forbidden vistas of reality now. The may in effect cause a spell like effect as symbol of insanity to those around them. 
  6. Flesh of The OH'yhri Level 6 - The flesh of the user becomes an instrument of the will. The user gains +2 on all hand to hand attacks as he is able to mold weapons,claws,etc The user gains new flesh as he pulls power from within & without 

Thursday, December 29, 2011

Path Of The Monster's Fury - A Frankenstein Laden Psychic Power

Frankenstein -21.jpg

Monsters are made in the nightmares of their creators & this path of power is frought with it. The power was created in the mid-20th century by a villanous American scientist who drew inspiration from Mary Shelley's classic novel.  The monsters are made from the animated parts of the dead & reanimated by power beyond the ken of men! The world powers of Earth used these creatures as fodder for their military domination of the planet. This path has been thrust upon those who have access to it tremendous abilities. These creatures are remorseless killing machines & will berserk gaining dangerous adrenaline levels of strength & resistance. 

For far future games there are cults who are still engaged in the practice of creating these monsters & the bodies of adventurers may be fodder for them! These cults will invest time & money into their creations. They have been known to rent them out as mercenaries! 
Any characters using this path or being used are -1 or -2 on charisma due to their appearance. A rare few however are +1 or +2 but have the scent none the less.They gain +1 on constitution  & stamina. However the monster gains the Scent of the Unnatural. No matter how human they look or act they are artificial & outside of the world of the natural. They are at -1 on all social rolls & may be driven from their domiciles from time to time.
 A good example of the type of creature for whom  these have been create can be found Here


Sense The Naturals Level 1 - The monster is able to sense humans & near humans around him. His senses are supernaturally sharp for 1d3 rounds. All skill checks at +1 for sensing traps, & hidden doors. Any sharp noises, heavy metal music will cause pain to the monster. These creatures take double damage from fire & acid. They are subject to fear as well. 

Call of The Lightning's Fury - Level 1 The character is able to absorb massive amounts of electricity without harm. In fact if damaged the character is able to heal 1d3 points of damage under the influence of the stuff. They may do nothing else while electricity rains around them. 


Wrath of The Monster - Level 2 The user gains +1 on all combat rolls. Those around him must save versus fear as the unnatural wrath of the thing is unleashed! His face becomes a thing of horror & terror. Even friends must make this saving throw as they see the true face of the beast unleashed! 
The Cold Comfort of Death Level 2 - Cold of any type will simply put the horror into a state of suspended animation or deathless sleep. The body's cells are not dead eternal lie & so the monster is perfectly preserved against most environment hazards. A jolt of electricity doing 1d20 points of damage will animate the monster & restore 1d4 hit points though. 


Release the Fear Of The Monster Level 2 - The creature creates a minor effect that causes those around him to stare in awe for 1d3 rounds. The player & dungeon master create the effect! 


Horror  Of The Wretched Level 3 - The monster pulls from the depths of his tormented soul the fury of a thousand lightning bolts to rip the wings of angels & demons. His wrath knows no bounds & he is able to damage creatures such as demons, ghosts, & monsters gaining a +1 to all of these attacks. This extends with weapons at hand including ad hock weapons! The monster is a picture of demonic fury & even those he is attempting to help must make a save versus fear! 


Storm of The Dead Level 4 - The creature releases a bit of the animating force from within himself doing 1d6 points of damage to those around him in a 20 foot radius. The effect will last from 1d3 rounds. Those exposed to this must save versus fear or head for the hills. 


Strength & Wrath Of Beyond! The monster gains a berserk state for 1d20 rounds & is +2 on all combat rolls. Friend & foe alike will not be known & the beast will tear everything around him as long as he can for an addition 1d4 rounds. This ability is a state of raw rage & those who use it will be weakened for  1d3 rounds afterward & must make a constitution roll to keep standing!  This state causes fear in all creatures around them! 


Wednesday, December 28, 2011

Songs of A Dead Star - The Discipline of the Black Worlds


Songs of A Dead Star - The Discipline of the Black Worlds 
Not all hells are forgotten & the dreams of demons seldom lay still. Those who seek strange nay unearthly powers call upon the temples of temples of the forgotten ones. Those whispers of dead secrets whose essence were borne away a billion years ago in dust. They were locked out of the universe by the Krell but their temples still orbit stars a thousands epochs gone black & never heard of.
Flames of The Fit One Level 1 -The fool who wishes power is taken to a blasted black plane & fed forbidden sacramental drugs. His mind trips through the eons to witness the blasted history of the cosmos. His body receives the flames of eternity. They ignite within his heart & live within. Each time he does hand to hand damage the cold flames of the star add +2 to all attacks. The fool takes damage himself unless he makes a save verus poison each sun rise. The flames dance & capper within him whisperings the longing of demons to him. 
Mind of a Dead Star Level 2- The fool can now hear the whispers of those stars that circle damned worlds in the darkness. The very space around them seeths with secrets & spells. The fool may pull randomly a bit of mental power from those conversations unheard of by mortal man. Once a day he may whisper a secret so vile that those around him will take 1d3 points of damage unless a saving throw is made. This effects friends & foe alike. 
The Worshiper's Form Level 3 - The fool's mortal form is racked by the energies of those whirling bodies of hellish space. The mark of the Black Omen appears on the forehead of the user & opens whirling vistas of insanity before the user's eye. The worshiper gains infra-vision & should one stare into the user's eyes they must save versus or be stunned as they are enveloped by night mare visions for 1d4 rounds.
The user's form becomes pale, black, & sparkles with the hellish glow of the forms of long extinct demons. The user must make a saving throw each time this power is used to return to their mortal frame! 
Whispers Of Power Level 4 - The user may speak words of power that do 1d6 points of damage each time this power is used. The user loses -1 points of charisma & constitution the user's frame becomes even more inhuman & adapted to the conditions of those dead stars. Strange physical mutations begin to appear & abuse of this power may cause cancers of the soul & mind. Dungeon masters should be inventive here. 
Soul of A Dead Star Level 5 - The mortal fool has taken the ultimate step on the road of stellar damnation. His mind & soul become tools for a dead god to use. The user's heart is replaced by an orb of dead stellar material & user pulls from it flames of an unknown fire. The user may pull a series of small flames of cold hell fire from their finger tips for 1d10 points of damage. The mortal frame is replaced by a mockery reverse image of his mortal frame. He heals 1 point of damage each round. He must make a saving throw to resume his mortal form & an intelligence roll to want to. 
The fool's soul belongs to those foul gods locked away. He will assume his rightful place within the temples to those damned gods under the stars. He may gain his soul back if he can find someone to replace him in the ranks of the damned however. 

Sunday, April 17, 2011

Corridor Of The Infinite Doorways- Spells & Psychic Powers

Madness rides the star-wind... claws and teeth sharpened on centuries of corpses... dripping death astride a bacchanale of bats from nigh-black ruins of buried temples of Belial...
HP Lovecraft 
Travel The Infinite Corridor of  Black Seas(Magic User Level 5/Cleric4)
The caster reaches across the infinite gulfs of space into the churning blackness of hyperspace & summons a doorway into the darkest gulfs of the night allowing them to journey through time & space to other planets & worlds beyond the ken of mortal men. A cleric casting this spell calls to a minor entity dwelling between the swirling gulfs of nether space to move him plus others of his choosing to his destination. There is a down side to either mage or cleric using this method. On a roll of 1d6 a random party member or Npc may be chosen by the blackness of the gulf for a meal. As the party crosses the gulfs their screams echo throughout eternity. The spell caster may choose a victim of this spell also. Once the destination is reached a dark circle of blood splattered ground will be visible where the person was standing originally. 
Pull Me Under I'm Not Afraid(Magic User 6th level/Cleric 7th)
The user casts this spell & steps into the Infinite Darkness & at once a gaggle of arms made of blackness & pitch reaches out to pull the caster into the darkness between the stars. The caster receives a blurring impression places, peoples, things, from across space & time where the darkness touches. The caster may choose one object that he sees. The caster must roll 1d20 with a higher result gaining the object in question. The caster will however age 1d6 years after casting this spell. Clerics will have a chance of being asked pointedly by their planar power why they want this object. There is also a chance at the Dungeon Master's whim that a Hound or power of Tindalos may notice the character from the shadowed angles of time & come for them! The spell may only be cast 2 twice per day.
Summon The Wanderer of  Infinity(Magic User 6th level/Cleric7th)
This is not a spell to be taken lightly, the user casts the interval of oscillation & he is dazzled and confused by the rapidly whirling light-images, but these quickly resolved into geometric figures, an inconceivable number of them, extending off into limitless space in a huge arc, revolving and tumbling like the colored particles in an old-fashioned kaleidoscope. Cubes, pyramids and cones of variegated hues. Swift-rushing spheres and long slim cylinders of brilliant blue-white; gleaming disks of polished jet, spinning....Suddenly a ten-foot circle of blue-white metal set in the floor will appear and be illuminated by a shaft of light. This is the force area & anyone stepping into this area will be transported to the nearest alternative dimensional realm that is in vibrational orbit with the Prime!
Then a tall stranger will  confront the caster. A half-nude giant with bronzed skin and of solemn visage. The stalwart build of him and the smooth contours of cheek and jaw proclaimed him a man not yet past middle age, but his uncropped hair was white as the driven snow. This is the Wanderer of  Infinity. He is lawful & yet there is a sadness about him. It is unknown if he is merely the sole example of his race or if their are others. He wanders the infinite byways of time & space. He will however transport the caster & party to a point in dimensional space if the cause is just. He will drop a party off & return them from whence they came. He travels the dimensional spaces in a sphere of super science.
The  mission;"
My mission throughout eternity, Earthling—can't you sense it? Forever and ever I shall roam infra-dimensional space, watching and waiting for evidence that a similar catastrophe might be visited on another land where warm-blooded thinking humans of similar mold to my own may be living out their short lives of happiness or near-happiness. Never again shall so great a calamity come to mankind anywhere if it be within the Wanderer's power to prevent it." 
Parties should not waste his time or be abandoned at the most ill advised times. He may only be called once a day by a caster. 
  The Panels Of Planar Peril (Magic User level5/Cleric level 4) 
             
 The caster creates a series of  doorways of  Outer Darkness around the target which must save vs. or be sucked into 6 separate dimensional spaces as pieces of the target are finely sliced & transported to else where. There is a ld6 chance that a creature of the outer darkness may take notice of the blood & violence be done in the area & wish to investigate.

   Planar Powers - The psychic powers of  the planes are some of the most dangerous & demanding powers a character can have & should be used with care by a game master
  1. Level 1:  
     Sense The Darkness: This power allows the character to cast their senses into the rolling dimensional space & sense if the infinite gulfs of  hyper dimensional reality have been opened in the area. A user can use this ability for 1d4 rounds per 10 feet of the level of the user. This power is usable 2 twice per day
   Control  Gateway: This power allows the user to take control of a dimensional gate way within eye shot of the user of this power. The user may move the gateway anywhere within line of sight. They may shrink said gate way or expand it. The user however may not actually close the gateway merely control it. 
   Call across the Infinite: This power allows the user to communicate across an already existing dimensional portal or planar opening. The user must have knowledge of where the target is in order to communicate with them. There is however no limit over which this power may be used! From telepathy to actual vocal communication all is available to the user. 
Control Planar Being: The user  of this power has amazing control over the actions & abilities of dimensional beings of  less then 5 hit dice or lower. The power is usable 3 times per day. 
Attune The Mind's Eye:  The user of this power is able to attune a PSY weapon to his or her own mind for making a planar journey, the weapon will function normally for the user in the other dimensional space. Prolonged journeys aren't recommended. 

  The next installment of this article will have more. Thanks..