Showing posts with label Lovecraftian Space Opera. Show all posts
Showing posts with label Lovecraftian Space Opera. Show all posts

Saturday, September 19, 2020

A Great Race of Yith Artifact - The Gates Of Ma'chabogugg

 


Between the  Greater Outer Darkness & are universe are the Schwarzschild Vaults, places that are not quite places where hordes of Morris-Thorne wormholes are stored by the Great Race. These monstrous feats of sub quantum engineering are the stuff of legends. They could be used for a great variety of things: 

  • Moving planets & stars from one universe to another 
  • Creation of exotic conditions for the creation exotic matter 
  • Inter-planar multiversal travel 
  • The creation of a Roman ring, in theoretical physics, is a configuration of wormholes where for each individual wormhole the time difference across its mouths is such that it may not allow a closed timelike curve (CTC), or 'closed-time loop'. If these wormholes and their mouths are arranged in a suitable configuration, a closed time loop will be again possible.
  • Inter universal travel -  that a wormhole time machine with an exceedingly short time jump is a theoretical bridge between contemporaneous parallel universes & might be used as both a gate & communication device across the planar multiverse 

  • As a weapons system of tremendous cosmic destruction. There are safe guards built into the gates to prevent this however certain high ranking Yithians know the secrets & the codes for using this function. This is beyond the scope of most role playing games & should be used as a plot device instead. 
  • Access to the The Gates Of Ma'chabogugg can be had through the Necronomicon Data works or  Through the Gates psionic discipline which can only be learned through the teachings of a qualified Yithian instructor.  
  • It is known that several star systems along with their attendant stars were moved by the Yithians during their stellar engineering faze & that these gates were utilized to great effect in terraforming projects 

Saturday, March 7, 2020

The Dungeon Jugglers of Yuhzri -New OSR Monster Faction For Your Old School Campaigns



"Captain Cronus what are they doing? "
"I have no idea Warboy "
'But the pattern seems so dark, & yet there's so many colours there'
'So many pretty colours'


The dungeon jugglers of Yuhzri are a troupe of performance artist/dungeon monsters made up of various  Yzel,brain lashers,  & blind morlocks   who come to various alien dungeons & other worldly ruins. They come for the tortured magical energies that dead adventurers leave behind. Psicon telepathic blades & instruments are juggled & thrown enabling bits & flakes of weird psychic radiation to be placed in intricate patterns of runes & seemingly random glyph work.  
These are woven into black  magical constructs & pieces of artwork on the floors of dungeons. The reason is unknown but many black wizards bask in these works of art. 


Those poor fools who catch a performance of the dungeon jugglers of Yuhzri must save vs spells or be compelled to become a part of the violent actions of the troupe. They will be blissfully aware of the trans psychic energies around them even as their body takes damage from the scalpels, knives, & blades of the troupe. Their blood, tissues,etc. will become a part of the finished work of art.

These works pulse & change with the weird outlaying energies of the blackest of leylines always running across places of violence & depravity. These artworks focus the psychic energies of adventurers actions to Someplace Else. Those who stand & look at them are often drawn into dark emotional places. These viewers must save vs spells or be totally absorbed by the weird musics, tones, and patterns that only they can see. Hours, days, months, etc will pass for the viewer & they will stand transfixed for 1d8 months caught in 'the outsider space & time' that the pattern work creates. It is said that some of these pieces of performance artwork & patterns are completely outside known local space time  that Morlocks, & Brainlashers use them as a form of entertainment across the planes.




The Dungeon Jugglers of Yuhzri often work in a wide variety of venues including the most dangerous of cross planar zones. These places often have 'special pattern performance pieces' that the Dungeon Jugglers of Yuhzri pass on to other alien & outsider races as 'gifts' pity the poor foolish adventurers that come across these pieces. Their effects can be disastrous. Those who encounter these special patterns must save vs wands or devices to not  suffer their

1d6 Random Special Performance
 Artwork Pattern Pieces By 
The Dungeon Jugglers of Yuhzri
Encounter Table 
  1. The pattern begins to weaken the bonds of self for the target & their existence comes apart in a strangely colorful display as their existence is transformed as a random polymorph spell. 
  2. Part of the viewer's mind is replaced with a Great Race of Yith's mind is a split pattern existence of artwork & insanity. 
  3. The poor fool is left at the end of time holding one of the great eggs of Yor. 
  4. Several judges of the dead stand observing the naked form of the viewer. They will begin to close in to feed upon the feast of the soul 
  5. The poor fool has become a part of one of the operas of 'He Who Will Not Be Named But Has Other Names'.
  6. The songs of Azathuth form around & in the head of the viewer.
'Art copyright 2017 Garrisonjames. Used by permission..' 
The Dungeon Jugglers of Yuhzri @ copyright & trade mark Dark Corner Productions 2017

Thursday, April 11, 2019

1d6 Weird & Unexpected Space Junk Lands Encounter Table For Your Old School Campaigns

The massive destruction of the two worlds in the solar system caused many mysterious objects to exit our time & space entering into supernatural vortexes across the planes. Carried into the 'Threshold' this debris has caught many powerful & occult hitch hikers from across the planes. Strange otherworldly being, powerful sorcerers, demons, etc. are only some of the hitch hikers who have escaped their own universes. 



The real problem comes from the dangerous & toxic pseudo elemental planes that these gigantic pieces of debris have passed through. They pose little threat to the deadly inhabitants of these strange lands but can be dire to any humanoid life they encounter. Chaos beasts, pseudo Gen, demons, & strange will o wisp beings have all been encountered among these space junk lands. Anyone even thinking of visiting such a place must have  protection or risk dying within 4 rounds of exposure to these poisonous alien atmospheres. There are rumors among certain dark occultists of dimensional or planar gateways for these places opening within ruins or old dungeons.

1d6 Weird & Unexpected Space Junk Lands  Encounter Table

  1. The Deathless Prison - Once a penal colony for the demons of the lowest viberational darkness this place of the damned boasts some of the most dangerous undead imaginable. There is a 80% chance of encountering wraiths,shadows, or alien mummies when this space junk land makes orbit. The atmosphere here is acidic & toxic & anyone coming upon it must save vs poison or choke to death as their skin begins to melt from the inside out. There are valuable alien treasures here from the beginning of time however & many foo erm adventurers are drawn here. Anytime this place orbits a planet 1d100 undead will exit the place to make planet fall. 
  2. The Dreaming Head - This titanic head of some ancient & forgotten god is the home to one of the most dangerous parasitical ecological systems known. There are literally thousands of dangerous monsters that inhabit this place from alien blood thirsty ogres to oozes of all stripes. There are also ancient science station ruins from a wide variety of alien races set up to warn those who come near the place. Once every eleven orbital trips the Dreaming Head will consume a planet. The Dreaming Ones are a faction of monsters that scout forward 1d4 light years for the head's inhabitants to raid habitual planets. 
  3. The Stomach of OM - This planet sized stomach once belonged to a deranged god from some ancient future. The thing now serves as a roving alien space craft for the most insane cosmic entities imaginable!? There are endless varieties of alien demons that call this home. Anyone foolish enough to visit this place is subjected to 1d4 points of damage per round when they encounter the atmosphere of this place. The stomach has 1d8 minor demonoids that will scout for suitable places for it to extinguish the contents & waste upon a world including a demonic invading army.
  4. The Low Point - Once the home to a proud but alien race of humans this place has become locked in the lowest viberational Hellscape imaginable. Anyone caught within its grasp must make a save or wands roll to not be caught within its time locked vistas. The place looks as if it a scene from some painting of ancient Greece or Rome but infact is the home to several races of toothsome negative planar demons who feed on the life forces of anyone foolish enough to visit. There are however several incredible treasures & legendary relics still there. The land is drawn to life producing planets as a matter of course. 
  5.  Turnman's Fulcrum - This is an ancient piece of some giagantic planet sized machine that is inhabited by elementals of many stripes but all are insane. The thing malfunctions causing it to exhaust toxic gases & para elemental demons. There are several incredibly valuable space craft that have become stuck to the side of the fulcrum. Several tribes of aliens & humans call the place home & use it to mine for valuable asteroids as it wheels through space. They will murder anyone who causes them to cease work as the Fulcrum goes about its business. 
  6. The Planetoid of Russ - This planetoid is not as it appears but a gigantic collection of several alien lifeforms all bound up around the cosmic consciousness of a dire bound lich wizard. It will produce 1d10 per round guardian alien wraiths but its sought out for its vast array of ancient arcane power crystals worth 5000 gold pieces each. The thing seeks planets out to consume their natural resources. Russ is an evil & vindictive god lich. 

Wednesday, April 10, 2019

1d10 Random Eldritch Artifacts of The Beaktopus Of Neptune For Your Old School Campaigns


Neptune is one of the most dangerous planets in the solar system & home to a wide array of monsters including the savage semi fungi 
 beaktopus tribes that reproduce around the great white formations in the clouds. It is a violent world know among certain scholars of the forbidden as  "Yaksh". 

The Yakshians reproduce by using the locked & decaying corpse of one of the spawn of the Outer Gods. This monster god's body is impregnated with hundreds of thousands of spores. These horrors feed upon the spores that hatch from the occult energies of the corpse as it is exposed to the howling winds of Neptune. 
Those brave enough to do battle with the deadly psychic philosopher wizard rulers  of the beaktopus report giant floating plate cities of metal & weird stone like fungal growths. There are thousands of odd rooms, temples, etc. which twisted in all kinds of strange shapes at angles that can disturb the mind. Artifacts & relics from these alien places sometimes find their ways into the dungeons & underworld ruins. The beaktopus colonies move to conquer more & more of the weird underworld of various planes & alternative worlds.

1d10 Random Eldritch Artifacts
of The B
eaktopus Of Neptune 
  1. A twisted piece of wood & strange kit made from the bones of some poor demi humanoid. The thing is a wand of fire balls with only half charge. A single ruby like crystal will point to the nearest life form. 
  2. Two cylinder like pieces of metal that will create a 'feather fall' field around the owner but it may explode for 1d8 points of damage if not handled delicately. Worth 500 gold pieces to the right collector 
  3. A six inch high box that contains the remains of a charred gnome. The box will activate if open to create a small undead & amusing servant with a sarcastic streak a mile long. Not worth too much because of the servant's attitude. But the little bastard is a first level wizard.  
  4. 6 inch wand like object that is actually a dart gun capable of firing 30 feet with a save or die poison. The gun has 10 darts left & is worth 600 gold pieces to the right party 
  5. A strange net of red gold wire that is actually a mind enhancer capable of raising the level of any psionic by two levels but at a cost of temporary insanity due to the flood of incoming horrid data. The insanity lasts for 1d6 months of howling fun. The howling is the beaktopus alien lingual & telepathic  language. Worth 7000 gold pieces if the adventurers can figure out what it is. 
  6. Golden silver box 13 inches long is actually a black ooze trapped in the box used for construction & other projects.
  7. A strange harness like device made outta of thousands of straps & harnesses. This is actually a walking assistant device that can be used to move through heavy gravities. There is a profusion of knobs & strange buttons. Pushed wrong & the character will take 1d8 points of gravity crushing damage to their body. Used correctly & the harness allows one to work in the crushing gravity of various planes & planets. Worth 10000 gold pieces.
  8. Green glowing crystal that will summon 1d6 undead beaktopus servants but a charisma roll must be made to control them. The crystal is worth 2000 gold pieces to a certain necromantic faction of wizards who wear red robes. 
  9. A giant copper like pretzel device with all kinds of blinking lights & weird glowing crystals. The thing will if activated create a radiation cloud that does 1d6 points of radiation damage for which the owner must make a save vs poison roll. The device is used for beaktopus fungal reproduction. 
  10. A strange cage made from thousands or millions of strands of carbon like cables. The thing will infect those who sit within it will 1d20 tendrils of incredible complexity. This is a actually a beaktopus vehicle capable of planar travel but the device will be random unless the PC's have six or more arms. Worth 10000 gold pieces to the right occult or alien collector because of the battle damage she's endured. 
Please note that the beaktopus is used with permission from the original author/designer 

Monday, April 8, 2019

New OSR Monster Faction - The Dungeon Jugglers of Yuhzri

"Captain Cronus what are they doing? "
"I have no idea Warboy "
'But the pattern seems so dark, & yet there's so many colours there' 

'So many pretty colours'



The dungeon jugglers of Yuhzri are a troupe of performance artist/dungeon monsters made up of various  Yzel,brain lashers,  & blind morlocks   who come to various alien dungeons & other worldly ruins. They come for the tortured magical energies that dead adventurers leave behind. Psicon telepathic blades & instruments are juggled & thrown enabling bits & flakes of weird psychic radiation to be placed in intricate patterns of runes & seemingly random glyph work.  
These are woven into black  magical constructs & pieces of artwork on the floors of dungeons. The reason is unknown but many black wizards bask in these works of art. 


Those poor fools who catch a performance of the dungeon jugglers of Yuhzri must save vs spells or be compelled to become a part of the violent actions of the troupe. They will be blissfully aware of the trans psychic energies around them even as their body takes damage from the scalpels, knives, & blades of the troupe. Their blood, tissues,etc. will become a part of the finished work of art. 

These works pulse & change with the weird outlaying energies of the blackest of leylines always running across places of violence & depravity. These artworks focus the psychic energies of adventurers actions to Someplace Else. Those who stand & look at them are often drawn into dark emotional places. These viewers must save vs spells or be totally absorbed by the weird musics, tones, and patterns that only they can see. Hours, days, months, etc will pass for the viewer & they will stand transfixed for 1d8 months caught in 'the outsider space & time' that the pattern work creates. It is said that some of these pieces of performance artwork & patterns are completely outside known local space time  that Morlocks, & Brainlashers use them as a form of entertainment across the planes.




The Dungeon Jugglers of Yuhzri often work in a wide variety of venues including the most dangerous of cross planar zones. These places often have 'special pattern performance pieces' that the Dungeon Jugglers of Yuhzri pass on to other alien & outsider races as 'gifts' pity the poor foolish adventurers that come across these pieces. Their effects can be disastrous. Those who encounter these special patterns must save vs wands or devices to not  suffer their

1d6 Random Special Performance
 Artwork Pattern Pieces By 
The Dungeon Jugglers of Yuhzri
Encounter Table 
  1. The pattern begins to weaken the bonds of self for the target & their existence comes apart in a strangely colorful display as their existence is transformed as a random polymorph spell. 
  2. Part of the viewer's mind is replaced with a Great Race of Yith's mind is a split pattern existence of artwork & insanity. 
  3. The poor fool is left at the end of time holding one of the great eggs of Yor. 
  4. Several judges of the dead stand observing the naked form of the viewer. They will begin to close in to feed upon the feast of the soul 
  5. The poor fool has become a part of one of the operas of 'He Who Will Not Be Named But Has Other Names'.
  6. The songs of Azathuth form around & in the head of the viewer.

'Art copyright 2017 Garrisonjames. Used by permission..' 
The Dungeon Jugglers of Yuhzri @ copyright & trade mark Dark Corner Productions 2017

Saturday, April 6, 2019

1d5 Trans Cosmic Treasures of the Void For Your Old School Campaigns

"To shake off the maddening and wearying limitations of time and space and natural law—to be linked with the vast outside—to come close to the nighted and abysmal secrets of the infinite and the ultimate—surely such a thing was worth the risk of one’s life, soul, and sanity!"
HP Lovecraft The Whisperer in Darkness September 1930



The treasures & relics of the vastness of space are not something that the greedy trans cosmic space ways readily give up within the realm of the nine planets. These places are guarded by horrors drawn to the scent of occult power & the promise of the flesh of our planes. Relics & bits of ancient civilizations & rare occult artifacts of power still lie in the remote vastness of space & our own solar system. 



Many of these treasures & relics were lost when the wars broke out between our universe & those from beyond who hungered at the gateway for that which they could not have. These treasures often bare the taint of those early wars with strange &  weird  curses of occult & supernatural power. These powers often manifest within 1d6 days & can cause chaos or Lovecraftian mutations of a most dire type. There is a 5% chance that prolonged exposure to these relics can cause a 'living cancer' to manifest within 1d6 months of owning one of these treasures. Powerful super science treatments costing thousands of credits may haul the progress of occult diseases created by the owning of these objects. Only a remove curse or cure light wounds spell may relieve the symptoms of these mutations. But even this does not dissuade relic hunters, pirates, & adventurers from the hunt for these valuables.  Many of these objects also contain valuable information or other weird occult abilities that outweigh the risks to life & sanity.


1d10 Trans Cosmic Treasures of the
Void For Your Old School Campaigns 
  1. Jeweled Head of The Mi Go Queen - This valuable treasure is worth a cool 10000 gold pieces or 20,000 credits to any occultist or mad scientist. This is the fossilized head of the 8th cycle queen of the Mi Go queen of Saturn. This head can cast 1d6 1st,2nd, & even 3rd level black magic spells once per day. The head will also telepathically answer any question put it by its owner but it often lies with sanity shattering answers. Writ all across the head are numerous sanity blasting formula & void shattering runes. These are powerful invocations that contain strange fundamental understandings of the planes. There is a 5 % chance that a scientist or wizard may make an occult or mad science break through reading these thing. There is a 1% chance of a random demon appearing when they are read aloud. 
  2. Satan's Nose Ring - This strange red & green artifact was found at the heart of a dead star. The thing enables its owner to gain entry into a strange trans planar gateway dimension. The owner may gain forbidden knowledge of other alternative versions of themselves gaining 1 new PC level. But they will begin to be hunted by the hounds of time & a very jealous version of themselves that is actually a soul devouring life form given their abilities & powers. These will not manifest for 1d4 months of game time. The ring is a fist sized ruby of pure clarity worth 100000 gold pieces or 10000 credits but there is also an alien cult that wants it back. 
  3. The Globe of Val Droon - This strange globe is made from the concentrated occult energies of the corpse of an 'Outer One' & it allows its owner to make a flawless teleportation 5 times per day. The dead mind of the Outer One interfaces with the owner & violently wracks out the incredible alien mathematics for these teleports. The owner is not aware that a tiny portion of their own mind is added to the undead state of this god thing & eventually it will manifest. There is 20% chance that the owner will gain 1d6 random chaos mutations should an emergency teleportation be needed. The owner will not be aware that they be taking on the minor characteristics in their own personality of the god as well for the Globe is like a drug. A save vs wands must be made every two weeks to avoid these effects. Still the globe is highly prized for it allows its owner to remove any parasites or foreign alien hosts or diseases by surgical teleportation once every week. The god thing only demands a murder for this wonderful ability. The globe is priceless & many will want to posses it. 
  4. Eyes of The Witch Lord - This incredible pair of cybernetic alien eyes were lost during the height of the war with the Great Race of Yith. They allow one to see deep into the gathering gloom of time & to once per week alter the destiny of a minor event. The eyes can stare into the soul of a target & allow one to take a bit of the target's life force doing 1d6 points of damage without any visible violence. The target must save vs wands or be shaken to their core as the sanity shattering rend of space & time becomes visible to their minds. The eyes also have 1d4 other hidden powers & the Mi Go will seek the return of these devices for they are a trophy from their throne world. They are worth 10000 gold pieces or 4000 credits for these things are rumored to be cursed because of the murders & 'accidents' associated with them. 
  5. Hand of The Hound Thing - This jeweled hand allows its owner to reach into the ether between universes & strum the mad music of the Outer Ones. The owner's life force joins with the spawn of the Outer Ones for 1d6 turns allowing one to do 1d8 points of damage to everyone within a 20 foot radius. The owner's mind joins with the mindless beyond the Pale. They will gain 1d4 trans cosmic & insane  theoretic insights but there is a 10% chance that they may awaken one of the bigger spawn demon things that guard these forbidden places. The owner is also subjected to 1d6 minor temporary insanities using this device. The device is often found encrusted with the remains of its previous owners as it has a tendency to absorb them as a sacrifice to the Outer Ones. The thing is worth a cool 20000 gold pieces to any mad wizard associated with the Outer Gods. Few adventurers are crazy enough to buy this thing but there are collectors who will pay  this thing but its worth 6000 to 10000 credits within the right market. 

Thursday, April 4, 2019

Six Rites & Spells of The Spectral Phoenix For Space Age Sorcery & Your Old School Campaigns

'Carl why are we out here in the middle of the Martian night!?
'Because I saw it out in the dust storm again over by the ruins yesterday.'
'The Spectral Phoenix. That god thing you claim spoke with you.'
'Look colour me skeptical Carl but do know how nuts that sounds?'
Martin didn't have time to react to the knife that found its way into his stomach by Carl's hand.The violence was too quick & strike fast enough to enter the soft tissue of Martin's stomach.
'And now you know why I brought you out here Martin'
'The Phoenix needs a sacrifice to make me his 'holy warrior'.
'Nuts' Martin was able to croak out.
'Oh I know it sounds that way but since you've been having that affair with my wife I figured that turn about was fair play.'
' I'll make this brief since the Phoenix is coming to take you. Before the current set of dimensions existed there were others. Many others as matter of fact. The Spectral Phoenix was an A.I. made up from the sum of various parts of aliens & demons who existed 'before'. But then the Big Bang or whatever you want to call it happened & well the A.I. essence survived the event by hiding out in the darkness between dimensions. Martin don't lose consciousness please its rude.' 


'Ughh'
'Martin you get to be a part of something greater then yourself for a change!'
'I know right fascinating stuff.'
'It continues to feed on the dead essence of gods, demons,alien life forms, adventurers, even capes. Especially capes.'
'But Martin it needs a vessel & your it.'
'I already fed Marian my wife to it this afternoon but its so hungry Martin. Besides your convenient.'
'There was the sound of a billion wasps all rushing into a screen door at once & the phoenix's form was created from sand, stone, & Martin's remains.
'Now we have work to do'. 

Deep & malevolent eyes shone from inside the churning mass of horror, flesh, sand, rot, & insanity. There was awareness, recognition, & infinite hunger of the most dangerous type.

The Spectral Phoenix is a demon A.I. god from before the infinite planes existed & it has waited in the infinite lower viberational extra Outer Darkness. It is a carrion feeder of spirits & gods who have died within its own universe but it continues to look for ways to enter other Prime planes. It needs an anchor & an anchor of special power. Psionic,occult, or super human potential are its favorite hosts. It communicates through dreams with its hosts with offers of occult & telekinetic power. A simple summoning ritual murder spell functions as an invitation for this thing to enter its host. Then it will prey on the inhabitants of the local space time continuum. Because of its unholy power clerics & priests of order & good may drive it off as if they were facing down a lich. Evil priests & clerics must rebuke it as

The Spectral Phoenix 
Symbol: A stylized graffiti broken bird 

Alignment: chaotic 
Movement: 150'(40')
Armor Class: 0 
Hit Points: 80 (16 HD) 
Attacks : 1 claws or special
Damage: 8d6 or special 
Morale: 10 
Hoard Class: XVI + 3000 gp
XP:2,300 


 The spectral phoenix will strike with telekenetic blows doing 1d6 points of damage from material of its body or with a claw strike made up of pure psychic energies doing 8d6 points of damage. The monster also loves to feed upon the fear, hatred, & darker emotions of its prey. The thing can look deep into its prey's eyes & siphon out a small portion of its victim's soul sending the poor fool into a spiral of temporary insanity & horror for 1d6 weeks. The spectral phoenix will allow its victim to escape but the victim will seemingly be under the effects of a fear spell & -3 on all combat related attacks. 

The phoenix will stalk the victim through his or her dreams during the 1d6 week period spying on the victim's life whist sharing bits & pieces of itself through dreams. There is a 10% chance that the victim could also serve as a host to the A.I. allowing the monster spirit to manifest through the poor fool's body. The thing will murder & kill any loved ones it finds all of the while making sure the host is aware of their actions but unable to do a damn thing about it. 
The spectral phoenix loves psychics & psionics & it seeks these out granting them 2 levels of telekinetic power. But there is a price for this 'blessing' by the monster within 1d6 years the poor fool will become the phoenix prey for its unholy life force. These psychic & psionic anchors are the perfect tools to allow it entrance into the local space time.

Its final prey is magic users seeking power through occult means. The spectral phoenix loves to grant one or two levels of occult power allowing its power & occult energies to flow through the wizard, witch, or occult caster. All of the while it corrupts & twists its potential host. Wisdom checks & save vs spells are needed ever three or four weeks to stave off its influence. Of course it has its own school of occult spells geared around its horridly twisted existence. Here then are six of its spells: 

Web of Damnation & The Contained 
Spell level: 2nd Level Cleric/3rd Level Magic User
Range: 30 foot 
Duration: 1d6 turns

This spell creates a solid web of unholy energy as per a web spell but this one is limited because of the occult manifestation being made up of various damned souls the phoenix has devoured over its unexistence. Those caught within its grasp will be subject to fear & 1d4 points of damaged as their flesh is torn at by the damned that make this thing up. The target will be at -1 for 1d6 turns after the spell ends because of the damned violating their souls through the cage of their own flesh. 

Rip The Secrets
Spell level: 3nd Level Cleric/4th Level Magic User
Range:20 feet
Duration: 1d4 turns

The caster is granted a violent telepathic ability for 1d4 turns & can rip 1d6 secrets from the target's mind. The victim can save vs spells to resist. But the victim has horrific visions as the spell does its evil work within the poor fool's mind. They will be dazed & confused for 1d6 turns after the spell ends as their mind can't cope with the horrors they have seen. 


Bolt of the Phoenix 
Spell level: 2nd Level Cleric/3rd Level Magic User
Range: 40 foot
Duration: instantaneous

The caster allows the phoenix access to their body to allow the unholy energies of the horror to course through them & toward's its victim. The poor fool hit by this bolt must save vs spells or have their very existence rent between two or more unrealities. They take 1d6 points of soul destroying damage from the experience or can save vs spells for half damage. The caster has allowed the phoenix to taste their souls & there is a 20% chance it will hunger for much more. The caster may be subject to nightmares, sanity shattering visions, & more from the thing.

Eyes Of The Lone Machine


Spell Level: 3rd level Cleric/4th level Magic User
Range: 1d8 light years
Duration: 1d6 turns

The caster's eyes take on the aspects of alien machines granting them dark vision, & the abilities of a crystal ball within 1d8 light years but only for 1d6 turns. The poor fool using this spell must save vs spells or be assaulted with sensory overload as the full weight of horror & emptiness of the planes & the senses of a god overwhelm him or her. The dark side of this spell is that it allows the phoenix entrance into the caster. Secrets maybe learned but the price is very high. 


A Devil Is Arising 
Spell Level: 4th level Cleric/5th level Magic User 

Range: 30 foot radius 
Duration: 1d4 turns 

The caster calls the cold & souless essences of shadow devilkin that existed in the quasi cold Hells that the phoenix has fed upon. The caster is temporarily possessed by these souls & all within a 3o foot radius is subject to a symbol of hopelessness for 1d4 turns. A save vs spells will counter the effects of this spell but there is a 2% chance that 1d2 shadow essences may try to hitch themselves onto one or more members of the party. Needless to say that this spell gains the caster a ticket to damnation under the attention of  the phoenix. 


 Talons of The Darkest Wings

Spell Level : 6th Level Cleric/7th level Magic User 
Range: 40 foot radius 
Duration: 2 turns 

The caster gives a portion of their soul over to the phoenix & allows it temporarily manifest upon their home plane.Those within a forty foot radius of the caster must make a save vs spells or be subject to crippling temporary insanity as their soul is brushed by the horror of the monster god A.I. They take 1d6 points of sub dual damage as telekinetic & telepathic waves of malevolence wash through their souls. This gives the caster for a moment over to god thing allowing it to violate & taste its prey the caster. There is a 2% chance that they maybe subject to a crippling insanity after casting this spell or over casting it.

The spectral phoenix can never be destroyed per say only banished back into the darkness between & under the planes. There are rumors from the eyeless casters within the Abyss that the Hell god soars in those infinite & damned skies. The Faceless Alchemists of Alpha IV are rumored to have several spells & rites that allow one to bask in the chaotic rays of the spectral phoenix to gain more of its damned wisdom & cosmic powers. This is another verse in the legacy of Space Age Sorcery for another day. 

Five Spells Of Space Age Sorcery & Lovecraftian Space Opera


"An alien sorcerer crawls to a lone stone at the edge of the universe & calls upon the power of unrivaled fury!
The space & dimensional ways quake with the stirrings of an ancient power & the ley lines at the ends of the universe buckle under the pure power of cosmic might. He calls upon ancient pacts & demons flow to his side from the darkest of places on the small rock. His form wracks & changes sex several times as reality cracks around the wizard's body. Then his body reassembles itself with the with the arcane cosmic powers  & might! 

Five spells floated in his mind's eye with red horror & spiritual promises. Now his revenge could begin. His mandibles & teeth clicked with the resemblance of a smile. "

The time is ripe for the OSR to remember the occult powers of Space Age Sorcery! The Garrisons of Hereticworks  & I created some awesome spells of cosmic power & potential for your old school games wayback in the mists of time from 2013 as a free pdf. 



But now I find myself once again turning to "Lovecraftian Space Opera" & its time to get back to work on using these twisted creations within my own OSR hybrid games. These spell would be perfect for something like Dungeon Crawl Classics or your own home games. So here are five brand new spells from my own home campaigns completely compatible with Space Age Sorcery! 

Can't Stop The Signal Mal
Spell Level: Cleric level 1st/Magic User 2
Range: 240 ft.
Duration: Instantaneous
Caster calls down an explosive combination of transcosmic EMP &  radio waves to disrupt & damage  the electrical systems of anyone or anything  within a twenty foot radius. The target  must save vs spells or take 1d6 points of static & trans electrical damage. Any technological devices caught within the spell must save or stop working as the power supply is shorted out. The caster may create a taunt or insult within the blast of no less then 140 characters heard only by the target. 


Flight Of Spectral Phoenix

Spell level: 2nd Level Cleric/3rd Level Magic User
Range:self 

Duration: 1d6 turns 

The caster calls upon the trans cosmic power of the great fire bird of the planes & two flaming wings appear upon the caster's back. These wings do 1d4 points of damage per turn to anyone caught within them. They allow the caster to hover & fly as a hawk for 1d6 turns. But anyone seeing these wings will be affected as per a fear spell as they recognize the power of the entity providing this spell's power. Each time it is cast the Spectral Phoenix gains more of a toe hold upon the soul of the caster which will eventually have dire ramifications.


Transcosmic Trans Teleportation
Spell Level: Magic User 3rd/Cleric 2nd
Range: 240 ft.
Duration: 1d8 light years

This spell calls down the power of the cosmic planar guardians allowing the cleric or magic user to transmit their atoms across space & time 1d8 light years almost instantly. There is a strange swirling of cosmic energies  effect that manifests around the caster or his target which must make a save vs spells. There is a 1 in 6 chance that a transcosmic demon or gremlin may manifest should this spell be abused by the caster. 

Claws of the Ether Demon 

Spell Level: Magic User 3rd/Cleric 2
 Range: self
 Duration: 1d6 turns 


The wizard or cleric summons in the cold Hell music of the dead universes unto themselves where the Ether Demons play with the dead gods & alien corpses of demons from previous incarnations of the universes.
The power of absolute nihilism manifests around the caster's hands allowing them to gain +3 damage against any technological & or manifestation of Order. The price is 2 points of subdual damage to their hands as the emotional trauma warps their souls. Targets hit by the claws of the ether demons must save vs spells or be affected by crippling & suicidal depression as their actual place in the universe is revealed for 1d6 days after the attack.

Hide of the Space Whale

Spell Level: Magic User 2nd/Cleric 1st
Range: self
Duration: 1d4 days

The caster summons & takes on the semblance of a space whale. The caster's Charisma becomes -4 as they take on all of the abilities & powers of the space leviathans. Their armor class drops by two & they can gain sustenance from the light waves & trans cosmic energies of space itself. Their senses are bombarded with the alien input of the space lanes  as the holy power of the Grand Space Whale sustains them. Space & all its problems will not effect the caster for the spells duration but there is a 2% chance of the caster remaining as half breed space whale when the spell ends.