Showing posts with label Tsan Yian. Show all posts
Showing posts with label Tsan Yian. Show all posts

Wednesday, February 15, 2012

Displacement Effect (Random Table/Any System)

This Table is intended for the Assault of Chaos spell, but it can also be used in the course of an apportational or teleportational duel such as are sometimes fought in the Sepulchre-Arenas of Tsan Yian, certain instances of poltergeist phenomena, or at times when things get spatially-unhinged in the Kalaramar Drifts, for example.
Displacement Effects Table I
  1. Target shifted 1d100' in a random direction.
  2. Buried (1d10 x 1,000') below the surface. Save and a pocket has formed around victim with enough air for about 20 minutes. Fail the Save, there's no pocket.
  3. Victim is instantly transported 1d100 miles in a random direction.
  4. Target has been shunted over to an Alternate Timeline for the next 1d100 minutes.
  5. Spontaneously elevated (1d10 x 1,000') above the surface. Roll Save for disorientation, fail and target passes out for the first 1,000' of falling.
  6. Victim is instantly transported 2d100 miles in a random direction.
  7. Victim has been shifted 1d4 years into the past.
  8. Target shifted 2d100' in a random direction.
  9. Victim is embedded inside a wall or other vertical structure within 1,000' of starting position. Save and there's air for 10 minutes, fail Save and it doesn't matter--body is integrated into the materials of the object.
  10. Target has been shunted over to an Alternate World for the next 1d100 minutes. Save to avoid forming a Weak Point.
  11. Victim is instantly transported 3d100 miles in a random direction.
  12. Target shifted 3d100' in a random direction.
  13. Swap positions with opponent.
  14. Victim is instantly transported 4d100 miles in a random direction.
  15. Target superficially bonded to outer layer of nearest vertical surface. Requires 2d6 minutes to break free but suffer 3d4 damage, Save for half damage.
  16. Target shifted 4d100' in a random direction.
  17. Reversed position.
  18. Victim is instantly transported 1d100 x 1d100 miles in a random direction.
  19. Target exchanges location with a quantum shadow from an intersecting probability string. Make the Save and one or both instances of the affected individual reverts to their native probability stream within 1d100 minutes, fail the Save and one or both instances of the target are cast adrift upon the vast oceans of uncertainty, unlikely to be seen ever again.
  20. Target shifted 1d100 x d100' in a random direction.

Tuesday, February 14, 2012

Bloody Bones Servitor (Wermspittle)

Bloody Bones
(Spellbound Skeletal Servitors)
No. Enc.: 1d4
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 6
Hit Dice: 3
Attacks: 2 claws or 1 bite
Damage: 1d6/1d6 or 2d4, plus see note below
Save: F4
Morale: 11

Gruesome travesties of the living, these servitors are made to literally rip themselves free from the still-warm  flesh of those most recently killed whether it is on the battlefield, at an unhallowed altar, or in some nameless back-alley. Bloody Bones are unconscious slaves, their minds broken and driven off, their bodies ruined  beyond recovery. There remains no shred nor hint of sentience within these things. They are more akin to horrible manikins or machines, cobbled together from fresh bones and ectoplasm, still dripping with gore and raw flesh. Few of these things endure for longer than a few hours unless care is taken to stabilize their constantly deliquescing condition, a step only taken if the spell-caster creating these things has plans that go beyond simply dealing with intruders or interlopers. In Tsan Yian, for example, this spell is a pre-requisite for certain rituals among the Brethren of Bone and Blood and it is rumored to play an important central part in the eventual Transfiguration each member of the Inner Sanctum is expected to partake of along their respective path to power. The Necrotects of Palash and Nidure are equally renowned to have designed and codified over a hundred different variations upon the Bloody Bones spell that creates these skeletal servitors...a situation both competing sects finds intolerable, so they continue to wring still more and even more twisted and distorted variations upon this one spell, this one relatively simple monster.

The alley-squatting mediums of Wermspittle are notorious for using one version or another of the Bloody Bones spell to interfere with the Goules of Latterkamp, whenever those groups find themselves at odds over some point of esoteric prestige or sorcerous standing. It is worth noting that the spells employed in these situations are altogether different from any offered for sale by the above-mentioned Necrotects, and represent an alternative lineage of development that has so far baffled scholars and brought a number of pet theories regarding the provenance of certain here-to-fore 'common' spells into question.

Fantomists will sometimes employ these creatures as ectoplasmic reservoirs, and others (especially those suspected of having ties to the Corruption Trade) have been known to use them as walking Gore-Worm farms. At least one apprentice has dared serious injury over-casting some ill-gotten variation of the Bloody Bones Spell in order to mislead or misdirect an Ordrang or Sanguinovore. It is also an article of faith among some apprentices that the Triple Shadow Spell will cause a Bloody Bones Servitor to slide laterally into an Adjacent World. Few apprentices are up to the task of actually casting this particular spell, and those who achieve the skill and puissance required rarely discuss such matters with apprentices, so the urban folklore persists.

Murlantrik the Octoscholar is known to pay good coins for variant versions of the Bloody Bones Spell or even more for a few choice samples taken from such a servitor--if it is one that she does not already possess. Good luck getting an appointment, though.

To create a Bloody Bones Servitor, the caster utters a blasphemous formula known in most references as a Bloody Bones Spell. Of course, as already noted, there are quite a few variant and modified versions of this spell available. According to some sources, this spell is best rendered in Aklo or D'honnik. This might be some sort of subtle distinction made by the Necrotects, perhaps to allude to the way that the particular language used to commit this spell affects the outcome. Unfortunately, no source outside the Necrotects has given this matter any in-depth study. Those who show signs of making real progress are often co-opted, forcibly inducted into a sect, or rendered undead before they can reveal their insights or findings. Occasionally, a necromantically-inclined Prodigy will cause quite a stir by publishing preliminary findings along these lines, but more often than not they disappear in the ensuing bombings, kidnappings, or assassinations. Some find this something of a sport. Their mentors would rather they took up something less disruptive, like politics or spell-fighting.


Note: These particular skeletons are usually turned as zombies, and anyone struck by their claw-like hands --or bitten-- must make a saving throw versus poison or become sickened for 1d6 hours, during which time they can only move at 50% normal movement and no other physical activity is possible.

Monday, February 13, 2012

Effects of Unknown Forces (Random Table/Any System)

This Table is intended to accompany the spell: Evocation of Unknown Forces, but it can certainly be used with similar spells and in other situations at GM whim, er um discretion.
Effects of Unknown Forces (D20)
  1. Every sentient entity within the area of effect of this spell has 1 point of WIS forcibly ripped from them (inflicting an additional 2d4 damage). The accumulated WIS is then aggregated into one nascent proto-consciousness that is entirely intuitive, instinctive and highly empathic. It also now knows how to take what it needs from those around it in order to become more than it already is and might decide to rip off INT or CHAR to become a more well-rounded personality. This feral egregore has 1 HD per every increment of 6 points of WIS it has to start with.
  2. Everything caught within the sphere of effect is now rendered permanently transparent (roll 1d100 for percentage). It might sound like fun at first, but as the victim's eyes become transparent, they lose a corresponding amount of their ability to see within the normal spectra. A kind GM might allow those affected to adjust their visual sensitivity into some other range, such as infra-red or ultra-violet or whatever. Perhaps they gain the ability to see across the planes or gain a permanent form of clairvoyance in lieu of normal sight...
  3. Save or become petrified. You're not 'really' petrified, but rather have been shifted into a much slower-moving temporal stream. Your body resembles nearly immutable stone that endures throughout the ages to those who view it on the original time-line. The effect might eventually wear-off, but only after some really extreme period of time, unless someone figures out some clever way to circumvent the temporal differential.
  4. Everything goes blindingly white. A vast cacophonous roar shakes you to your very bones. Then it is totally quiet for 1d6 minutes after which it starts to snow within the area of effect for the next 1d6 hours. That is all.
  5. Each living thing within range of this spell loses 1 HD that is extracted under excruciatingly painful circumstances by the writhing, slithering energies of something ultra-organic, but operating on an entirely other sequence of planar spectra. All the extracted HD are then compounded into a weird gelatinous mass of poly-cellular goo that requires 1d30 rounds to fully gestate/incubate/develop within its egg-sac, after which time a wet and very hungry abomination combining one or more features from everyone who contributed a HD to its creation process (typically in the most lurid, disgusting ways possible to describe with a straight face or in your best drop-dead serious HPL-tone) chews its way out of the amniotic caul-pod and starts looking around for its mother...and something to eat.
  6. Everyone re-rolls WIS on 5d6, discards the lower two results and replaces their original score. Then each character so affected must make a Save or lose consciousness for 1d4 hours, after which time they awaken to a new life with a new personality, and no memory of their past life. The old memories and identity might be recoverable (like via certain spells), but could easily require an adventure or two in and of itself. There are those who deal in such matters, beings who barter in souls, trade in memories, or peddle new identities, as well as those who recover old identities, for a price.
  7. It's all purple. Deep, dark purple. Oh, and all the air is screaming off into the void that is all deep, dark purple and empty, except for you.
  8. Those caught within the area of effect can no longer see the color green. Save or this is a permanent effect.
  9. Everyone within range of the spell's effect must roll a Save or have their eyes morph into wet, flabby masses of looping tendril or feather-like antennae that extend nearly a foot outwards from their skull. Each of those affected now has a permanent True Seeing spell always in effect, however they cannot bear exposure to bright lights as their new ocular appendages are extremely sensitive things.
  10. The entire zone of effect of this spell has slipped out of alignment with the planar plenum and the whole thing is now sliding precipitously across one adjacent plane after another, picking up speed as it does so, until at last it reaches sufficient velocity to break free of anything you might know or recognize as reality, never to be seen again. Anyone so desiring can, of course, leave the accelerating elliptical area of effect, but will find themselves left on some other plane, dimension or place. Each minute they hesitate before jumping adds 1d4 to the amount of damage they will take when they finally do jump, unless they opt to ride this thing out...then it's a one way trip to oblivion, unless the GM decides to intervene.
  11. Everyone within the zone of effect has had their skin and a small amount of their flesh commingled with everyone else. Cutting free will take 3d6 damage over the course of 3d4 rounds, with a need to either make a CON check or a Save in order to not pass out in the course of extracting one's self from this disgusting mess. Once free, another Save will be needed to avoid bleeding to death. If anyone stays interconnected like this without cutting themselves free, they will be conglomerated into a single macro-organism within 3d6 hours. It is a painless process, however the final conglomerate being will only retain portions of any one contributor's memories, abilities, or attributes...and it will most definitely not be human any longer. Oh, and it will certainly be quite hungry.
  12. Everyone hands their character sheet over to the person to their right for the rest of the session. Players must succeed on a Save for both their old character and the new one in order to switch back. They can attempt this only once per session.
  13. The zone of effect becomes a permanent storm with winds that lash out for 2d4 damage per round and a constant 30% chance of random lightning strikes for another 3d6 damage. See the Damned Things Tables for additional fall-out from the storm, and there is a base 5% chance that this place has become a temporary Weak Spot or Weak Point in reality, allowing things to cross-over from strange places and times. (This would be a great time to whip out one of those handy random tables of monster encounters from Mutant Future, Humanspace Empires, or some other game...)
  14. Each mind within the zone of effect has been swapped into the body of someone or something else who was likewise caught within the range of this spell. Roll randomly.
  15. All beings within the zone of effect must make a Save or be forcibly transmogrified into a living shadow of themselves. Their ability to assume a limited form of materiality will depend on their ability to derive substance from those they drain of hit points by a touch attack, or possibly other sorcerous solutions mostly known within Tsan Yian...
  16. All those affected have malleable features, essentially their faces mold like putty, for the next 1d6 days. Yes, they will stay that way if you're not careful.
  17. You all wake up with a headache, you've lost 1d4 HD, all your stats are re-rolled, and you may be an entirely other class and possibly even another race or gender now...and your memories of what happened are cloudy and painful, so it's probably best to get moving. This place just doesn't feel right to you and the sooner you get away from it, the better.
  18. Those affected have had their bones transformed into translucent crystalline material much more akin to carbon than to calcium. Each of them gains one additional Hit Die, heals at twice the normal rate, and now has the ability to store spells in their bones as though they were walking, talking rings of spell storing. There are quite a few 'interested parties' who'd dearly love to get hold of such lovely bones as those the player characters now carry around within their formerly worthless hides...
  19. Everything goes black --very dramatically-- and each person caught within the spell's zone of effect finds themselves facing an exact duplicate, a deranged, slavering, completely insane contra-replica hellbent on killing and devouring the original so that they can go forth from this place in their stead.
  20. No one will ever know what really happened. Roll up some new characters...

Wednesday, November 30, 2011

Infectidrone (Fever Machine) [Mutant Future/Mythos Future]

Infectidrone (Fever-Machine)
No. Enc.: 1
Alignment: Chaos
Movement: 120'
Armor Class: 3
Hit Dice: 4*
Attacks: 3 (2 Claws, Toxin or Psychic)
Damage: 1d10/1d10, or Toxin, or Psychic
Save: L3
Morale: 12
Hoard Class: None

Basic Mutations: Aberrant Form (Yuggothic nanofungi), Neural Telepathy, 1 random additional mutation per Hit Die gained over the initial 4HD.

*Infectidrones gain +1 hit point per victim fully consumed. When they acquire one full hit die over their starting amount, they undergo either fission (becoming two half-powered drones), or mutate into a new model with 1d4 new randomly determined abilities, skills or mutations.
Psychic Attacks: One of the following, determined randomly
[Average WIL= 9-16 (D8+8 ]
  1. Mental Phantasm
  2. Mind Thrust
  3. Possession
  4. Vampiric Field

They do not sleep. Nor do they dream. They survive in vacuum or in a wide range of environments. The infectidrones continually mutate, evolve and refine their abilities, attacks and defenses over time and through exposure to new stimulus. Literally, anything that does not kill them makes them stronger, and even things that kill one might trigger an evolutionary adaptation in any survivors in close proximity.

Horrid, unspeakable amalgams of machine and fungus, their internal organs awash in bizarre viral solutions and genetic transembly sub-systems, the Infectidrones are autonomous weaponized vectors of pestilence made flesh and unleashed upon the populations of the Solar Possessions as a plague incarnate. A million-million plagues incarnate, really, as no two Infectidrones are ever exactly alike and they are continually adapting, evolving and growing into ever stranger, weirder and more horrific things as they accumulate experience, exposure and interaction.

Infectidrones are autonomous cyber-fungal automatons that spontaneously develop from cultures of Quickspores that have been seeded across the inner-reaches of various contested solar systems by the Yuggothians.

Each and every outbreak of Infectidrones quickly evolves into something unique that unleashes any number of radicalized fungal-plagues within closed ecosystems such as habitats, ships or bases.


Spore-Toxins
Range 50' and inflicts 2d10 damage plus one additional damage-effect as rolled from table below:
  1. Make Save or Infected with fever that allows the drone to control victim for 3 rounds (as per Parasitic Control).
  2. Inflicts Reduced Oxygen Efficiency mutation on victim.
  3. Causes Hyper-Hemophilia.
  4. Infiltrates victims inner systems and begins to grow a small nanoscale tumor that will hatch as a Quickspore in 1d100 years (even after death). This has no other obvious effect on the victim.
  5. Victim's skin dissolves into a sticky, wet mass that sloughs off and remains actively toxic for 5d20 years.
  6. Fever One: Victim must Save or loses 1 point of INT per hour, every hour, becoming increasingly irrational and delirious. Should they reach 0-INT they become mindless hot-hosts to ambulatory fungal colonies. If they make their Save 3 times in a row, the fever breaks and either goes dormant (80%) or is purged (10%), or will relapse after 4d20 turns (10%).
  7. Fever Two: Victim must make Save or lose 1d4 CON and their blood becomes infiltrated with spores, allowing them to breathe freely in spore-clouds, but also rendering them effectively demi-fungal and has a base 30% chance to be recognized as non-human by scanners, detectors, spells, mutations, etc.
  8. Fever Three: Victim's bones are converted into a brittle, waxy consistency making them exceptionally prone to limb-breakage. They now must make a Save or else take double damage (60%) or suffer a broken bone (40%) from all melee attacks.
  9. Fever Four: Victim's flesh is rapidly consumed and replaced with fungal tissues. Re-roll all physical stats as though a new character. Every time the new body sustains more than 4 points of damage and manages to heal (at double the previous rate), it gains 1d4 points to apply to the alien consciousness (INT, WIS and CHAR) growing deep within its cells. When/If the fungal body achieves enough of its own personality, it will begin to attempt to take over the character's mind...
  10. Fever Five: roll once on Gorgonmilk's Dungeonfunk Table.
  11. Save at -2 or suffocate within 2d6 turns from choking on rampantly expanding spore-pustules. Sometimes these spores dissolve easily in alcohol (50%), other times they dissolve in oil (40%) or vinegar (10%).
  12. Make Save or else fever results in spontaneous combustion of victim's flesh for an additional 4d10 damage within the next 2d4 turns.

Tuesday, August 23, 2011

Spell: Thought Wall

Thought Wall
Level: 1
Duration: 2 Turns
Range: 0/Self

This spell erects a psychometric barrier that defends the caster against all telepathic, empathic, psychic, fear-based, or sanity-draining attacks during the brief duration of the spell, effectively granting them the ability to re-roll any one failed Save against all such attacks.


The Mentarchs of Tsan Yian have developed a number of elaborations and refinements to this most basic of defensive spells.

Spells: Auric Sheath

Auric Sheath
Level: 2
Duration: 12 Turns
Range: Touch

This spell infuses the caster's (or a willing target's) aura with a substantial charge of bioelectrical energy that is then sealed into a sturdy defensive field of force that surrounds the caster with a slight violet flicker. This defensive field repels ectoplasm and grants respite from all possession attempts. While in effect, this spell grants an additional +2 bonus to all Saves versus Death Magic.


In Tsan Yian knowledge of and ability to cast this spell are  pre-requisites before one might use a Resonator or learn any of the Resonance Effect rituals or secret spells. Certain items are known to amplify this spell's effects, but one must cast the spell in the first place for these things to function properly.

Spell: Terrible Conception

Terrible Conception
Level: 6
Duration: special
Range: Touch

Caster causes the target to become pregnant with the foul spawn of unmentionable other-planar entities, regardless of the victim's gender or ability to bear children. Gestation takes 1d12 weeks with each successive week of the unnatural pregnancy inflicting 1d6 damage upon the host. For every 10 points of damage caused in this manner the host permanently loses either one HD or one point of WIS. Should this unfortunate circumstance run its horrid course, the ensuing birth of the blasphemous abomination will very likely kill the host, rendering them unrecoverable and unleashing a terrifying monstrosity upon an otherwise unsuspecting world.


Note: anyone under the influence of this spell will attract paladins, good clerics, and other such NPCs like a beacon in the fog...

The Removal spell was originally developed specifically to counter the horrible effects of this spell.


It is rumored that there are cults within Tsan Yian that have adapted this spell so that a sorcerer might in fact give birth to a transformed version of themself...a new form that they have then re-designed, manipulated and altered by spells and psychic surgeries...but this is only a vile rumor...

Spell: Breathless and Unexplainable Dread

Breathless and Unexplainable Dread
Level: 5
Duration: Indefinite
Range: 360'

If the victim fails a saving throw versus spells with a -2 penalty, they become extremely agitated, begin to hyperventilate and are filled with a deep and disturbing sense of doom, despair and dread that will make it entirely impossible for them to concentrate, cast spells, or think coherently. Should the victim fail three successive saving throws they collapse into a state of nervous exhaustion for 2d4 hours during which time they have a 70% chance to be mistaken for dead by their companions.


This spell is used to prepare victims for certain rites and rituals among the depraved and debauched disciples of demonology to be found in Tsan Yian. Others, such as the heretical adherents of the Unlife Cults use this spell in order to incapacitate their victims so that they might extract a portion of their essence for use in the manufacture of automatons and abominations.

Certain necromancers have determined that this spell is most satisfactory in the proper preparation of a candidate for joining the ranks of the conscious undead...and especially those who would become liches...

Spell: Bloody Bones

Bloody Bones
Level: 4
Duration: Permanent
Range: 60'

The caster utters a blasphemous formula, best rendered in Aklo or D'honnik, that causes the skeleton of their most recently killed victim to tear free from the still-warm cadaver and stride forth to serve them as slaves. These particular skeletons are turned as zombies and anyone struck by their claw-like hands -- or bitten -- must make a saving throw versus poison or become sickened for 1d6 hours, during which time they can only move at 50% normal movement and no other physical activity is possible.

See Bloody Bones Servitor for more details.


In Tsan Yian this spell is a pre-requisite for certain rituals among the Brethren of Bone and Blood and it is rumored to play an important central part in the dire ritual Transfiguration each member of the Inner Sanctum has undergone as part of their particular route to power.