Professional Documents
Culture Documents
Contents
Weapons and Combat .............................................................................................................................. 2
Weapon Materials .................................................................................................................................. 2
Critical Hit/Fumble ................................................................................................................................ 2
Sanity ......................................................................................................................................................... 6
What Is Sanity? ...................................................................................................................................... 6
Forbidden Knowledge ............................................................................................................................ 6
Knowledge (Forbidden Lore) .............................................................................................................. 6
Sanity Points .......................................................................................................................................... 7
Loss of Sanity ........................................................................................................................................ 8
Casting Spells ......................................................................................................................................... 8
Getting Used To Awfulness .................................................................................................................. 9
Types Of Insanity ................................................................................................................................... 9
Gaining Or Recovering Sanity ............................................................................................................. 10
Do Not Take Me For Some Turner of Cheap Tricks............................................................................ 15
Casting ................................................................................................................................................. 15
Casting in Combat................................................................................................................................ 15
Manipulation of Arcane Energy .......................................................................................................... 15
Needs More Eye of Newt.., Spell Components .................................................................................... 16
Looks Like A… Pinky, Fetishes .......................................................................................................... 16
Gotta Have Faith, Divine Casting .......................................................................................................... 29
Faith ..................................................................................................................................................... 29
Casting ................................................................................................................................................. 29
Augmenting Spells ............................................................................................................................... 29
Sacrificing for Fun and Profit, regaining faith .................................................................................. 29
Relics .................................................................................................................................................... 29
Works Cited ............................................................................................................................................ 36
Weapons and Combat
Weapon Materials
TSR. “Dark Sun, Weapon Breakage”
Weapon Materials
Material Attach Mod Dmg Mod Hardness HP/Inch Weight GP x
Bone* -2 -2 6 10 x½ -
Bronze -1 -1 9 20 - x10
Iron 10 30 - x20
Silver - - 10 30 - x50
Steel +1 +1 10 30 - x100
Stone -2 -2 8 15 x2 -
Wood* -3 -3 5 10 x½ x½
*Breaking Weapons: Bone and wooden weapons are prone to breaking. Whenever a successful attack
inflicts maximum damage, roll a d20, on a result of a 1 the weapon will break.
Critical Hit/Fumble
Dragon Magazine #39, 1980
When an critical attack roll or fumble roll is confirmed, roll on the appropriate table below to determine
the effects.
What Is Sanity?
Sanity is the natural mental state of ordinary life. Normal mental balance is endangered when characters
confront horrors, entities, or activities that are shocking, unnatural, and bewildering. Such encounters
cause a character to lose points from his Sanity score, which in turn risks temporary, indefinite, or
permanent insanity. Mental stability and lost Sanity points can be restored, up to a point, but
psychological scars may remain.
Insanity occurs if too many Sanity points are lost in too short a time. Insanity does not necessarily occur if
Sanity points are low, but a lower Sanity score makes some forms of insanity more likely to occur after a
character experiences an emotional shock. The character’s Sanity may be regained after a few minutes,
recovered after a few months, or lost forever.
A character may regain Sanity points, and even increase her Sanity point maximum. However, increasing
a character’s ranks in the Knowledge (forbidden lore) skill always lowers her maximum Sanity by an
equal amount.
Forbidden Knowledge
The Sanity rules assume that some knowledge is so alien to human understanding that simply learning of
its existence can shatter the psyche. While magic and nonhuman races form an everyday part of a d20
character’s life, even a seasoned adventurer cannot conquer or understand some things. Knowledge of
these secrets and creatures is represented by a new skill that goes hand in hand with a character’s Sanity
score: Knowledge (forbidden lore).
This type of knowledge permanently erodes a character’s ability to maintain a stable and sane outlook,
and a character’s current Sanity can never be higher than 99 minus the modifier the character has in the
Knowledge (forbidden lore) skill. This number (99 minus Knowledge [forbidden lore] ranks) is the
character’s maximum Sanity.
Knowledge (Forbidden Lore)
You know That Which Should Not Be Known. You have had horrible supernatural experiences and read
forbidden tomes, learning truly dark secrets that have challenged everything you thought you knew. Since
these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are
when using this skill—only how much exposure to these dark secrets themselves you have experienced.
Check
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC
of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful
information about that monster. For every 5 points by which your check result exceeds the DC, the GM
can give another piece of useful information.
Special
You cannot gain ranks in this skill by spending skill points. You can only gain ranks by reading forbidden
tomes or having experiences with horrible creatures. Each rank you gain in this skill permanently reduces
your maximum Sanity by 1 point: The more you know about the horrible truths underlying reality, the
less capable you are of leading a normal life.
You cannot take the Knowledge (forbidden lore) skill during character creation. However, the skill has no
maximum rank; your level does not limit the number of ranks in Knowledge (forbidden lore) that you can
acquire.
Sanity Points
Sanity points measure the stability of a character’s mind. This attribute provides a way to define the sanity
inherent in a character, the most stability a character can ever have, and the current level of sane
rationality that a character preserves, even after numerous shocks and horrid revelations.
Sanity is measured in three ways: starting Sanity, current Sanity, and maximum Sanity. Starting and
current Sanity cannot exceed maximum Sanity.
Starting Sanity
A character’s starting Sanity equals his Wisdom score multiplied by 5. This score represents a starting
character’s current Sanity, as well as the upper limit of Sanity that can be restored by the Heal skill (see
The Heal Skill and Mental Treatment, later in this section). After creation, a character’s current Sanity
often fluctuates considerably and might never again match starting Sanity. A change in a character’s
Wisdom score changes his starting Sanity in terms of what treatment with the Heal skill can restore.
Current Sanity, however, does not change if Wisdom rises or falls.
Current Sanity
A character’s current Sanity score fluctuates almost as often as (and sometimes much more often than) his
hit points.
On a successful check, the character either loses no Sanity points or loses only a minimal amount.
Potential Sanity loss is usually shown as two numbers or die rolls separated by a slash, such as 0/1d4. The
number before the slash indicates the number of Sanity points lost if the Sanity check succeeds (in this
case, none); the number after the slash indicates the number of Sanity points lost if the Sanity check fails
(in this case, between 1 and 4 points).
A character’s current Sanity is also at risk when the character reads certain books, learns certain types of
spells, and attempts to cast them. These Sanity losses are usually automatic (no Sanity check is allowed);
the character who chooses to undertake the activity forfeits the indicated number of Sanity points.
Going Insane
Losing more than a few Sanity points may cause a character to go insane, as described below. If a
character’s Sanity score drops to 0 or lower, she begins the quick slide into permanent insanity. Each
round, the character loses another point of Sanity. Once a character’s Sanity score reaches -10, she is
hopelessly, incurably insane. The Heal skill can be used to stabilize a character on the threshold of
permanent insanity; see The Heal Skill and Mental Treatment, below, for details.
Maximum Sanity
Ranks in the Knowledge (forbidden lore) skill simulate a character’s comprehension of aspects of the
dark creatures at the edges of reality. Once gained, this horrible knowledge is never forgotten, and the
character consequently surrenders mental equilibrium. A character’s Sanity weakens as his
comprehension of these hidden truths increases. Such is the way of the universe.
A character’s current Sanity can never be higher than 99 minus the character’s ranks in the Knowledge
(forbidden lore) skill. This number (99 minus Knowledge [forbidden lore] ranks) is the character’s
maximum Sanity.
Loss of Sanity
Characters ordinarily lose Sanity in a few types of circumstances: when encountering something
unimaginable, when suffering a severe shock, after casting a spell or when learning a new spell, when
being affected by a certain type of magic or a particular spell, or when reading a forbidden tome.
Sanity Resistance
All players have a Sanity resistance equal to the Wisdom modifier. This number is the amount of Sanity
loss a character can ignore when he encounters a creature that requires a Sanity check.
Severe Shocks
A shocking sight of a more mundane nature can also cost Sanity points. Severe shocks include witnessing
an untimely or violent death, experiencing personal mutilation, losing social position, being the victim of
treachery, or whatever else the Game Master decides is sufficiently extreme. Shocking Situation list gives
some examples of severe shocks, and the Sanity loss each one provokes.
Casting Spells
Magic relies on the physics of the true universe. By casting spells, characters visualize the unimaginable,
warping their minds to follow alien ways of thought. These visualizations wound the mind. Although
spellcasters expose themselves to such traumas voluntarily, they are shocks all the same.
In this variant, casting a spell drains a certain amount of Sanity. This rule represents the fact that
spellcasting forces the mind into strange patterns and thought processes with which it is poorly equipped
to deal. See Sanity Loss from Spellcasting.
Learning Spells
Learning spells, like casting them, exposes a character to unknowable secrets and can damage and warp
the mind. In this variant, whenever a spellcaster learns a new spell, he loses Sanity points equal to the
spell level. If the spell is included in a tome of forbidden knowledge (see below), the loss can be greater.
Studying and comprehending these books causes all that we know to become like shadows. The burning
power of a greater reality seizes the soul. Whether we try to retreat from the experience or hunger
greedily for more, it destroys our confidence in what we once believed, opening us up to the all-
encompassing truths of dark deities.
For each such book encountered, the GM must set the examination period, the Knowledge (arcana) DC to
understand it, the number of spells contained in it, the Sanity loss that occurs upon beginning the
examination, the Sanity loss that occurs upon completion of the examination, and the ranks of Knowledge
(forbidden lore) gained from studying the book. While the GM is free to set these parameters at any
values that he feels are appropriate for the campaign or adventure, Forbidden Tomes provides some
suggested combinations of each of these parameters.
Within a reasonable interval of play, usually a single session of the game, characters should not lose more
Sanity points for seeing monsters of a particular sort than the maximum possible points a character could
lose from seeing one such monster. When it feels right, the GM should rule that the horror is renewed and
points must be lost again.
Learning or casting spells never becomes a normal occurrence. No matter how many times a character
casts a spell, no matter what the time interval between castings may be, the Sanity loss is always the
same. This point is also true for anything that a character does willingly.
Types Of Insanity
Character insanity is induced by a swift succession of shocking experiences or ghastly revelations, events
usually connected with dark gods, creatures from the Outer Planes, or powerful spellcasting.
Horrifying encounters can result in one of three states of mental unbalance: temporary, indefinite, and
permanent insanity. The first two, temporary insanity and indefinite insanity, can be cured. The third,
permanent insanity, results when a character’s Sanity points are reduced to -10 or lower. This condition
cannot be cured.
Temporary Insanity
Whenever a character loses Sanity points equal to one-half her Wisdom score from a single episode of
Sanity loss, she has experienced enough of a shock that the GM must ask for a Sanity check. If the check
fails, the character realizes the full significance of what she saw or experienced and goes temporarily
insane. If the check succeeds, the character does not go insane, but she may not clearly remember what
she experienced (a trick the mind plays to protect itself).
Duration
A character suffering from temporary insanity remains in this state for either a number of rounds
or a number of hours; roll d% and consult Duration of Temporary Insanity to see whether the
insanity is Short-Term or Long-Term. The GM must describe the effect so that the player can
roleplay it accordingly.
After an episode of temporary insanity ends, traces or even profound evidence of the experience
should remain. No reason exists why, for instance, a phobia should depart from someone’s mind
as quickly as a warrior draws his sword. What remains behind after a brief episode of temporary
insanity should exert a pervasive influence on the character. The character may still be a bit batty,
but her conscious mind once again runs the show.
Indefinite Insanity
If a character loses 20% (one-fifth) or more of her current Sanity points in the space of 1 hour, she goes
indefinitely insane. The GM judges when the impact of events calls for such a measure. An episode of
indefinite insanity lasts for 1d6 game months (or as the GM dictates). Symptoms of indefinite insanity
may not be immediately apparent (which may give the GM additional time to decide what the effects of
such a bout of insanity might be).
Random Indefinite Insanity is provided as an aid to selecting what form a character’s indefinite insanity
takes. See Indefinite Insanity.
It is possible for characters with indefinite insanity to continue to be played as active characters,
depending on the form their madness takes. The character may still attempt to stumble madly through the
rest of an adventure. However, with her weakened grasp on reality, she is most likely a danger to herself
and others.
After recovery, a victim retains definite traces of madness. For example, even though a character
knows he is no longer insane, she might be deathly afraid of going to sleep if her insanity
manifested itself in the form of terrifying nightmares. The character is in control of her actions,
but the experience of insanity has changed her, perhaps forever.
Permanent Insanity
A character whose Sanity score falls to -10 goes permanently insane. The character becomes an NPC
under the control of the Game Master.
Level Advancement
A character’s current Sanity can become higher than her starting Sanity as a result of gained levels:
Whenever a character gains a new level, she rolls 1d6 and adds the result to her current Sanity.
Immediate Care
When someone suffers an episode of temporary insanity, a therapist can bring him out of it—calming his
terror, snapping him out of his stupor, or doing whatever else is needed to restore the patient to the state
she was in before the temporary insanity—by making a DC 15 Heal check as a full-round action.
A therapist can also use immediate care to stabilize the Sanity score of a character whose current Sanity is
between -1 and -9. On a successful DC 15 check (requiring a full-round action), the character’s Sanity
score improves to 0.
Long-Term Care
Providing long-term care means treating a mentally disturbed person for a day or more in a place away
from stress and distractions. A therapist must spend 1d4 hours per day doing nothing but talking to the
patient. If the therapist makes a DC 20 Heal check at the end of this time, the patient recovers 1 Sanity
point. A therapist can tend up to six patients at a time; each patient beyond the first adds 1 hour to the
total time per day that must be devoted to therapy. The check must be made each day for each patient. A
roll of 1 on any of these Heal checks indicates that the patient loses 1 point of Sanity that day, as she
regresses mentally due to horrors suddenly remembered.
Shocking Situation
1. Loss on a successful check/loss on a failed check.
0/1d2 Surprised to find mangled animal carcass
0/1d3 Surprised to find human corpse
0/1d3 Surprised to find human body part
0/1d4 Finding a stream flowing with blood
1/1d4+1 Finding a mangled human corpse
0/1d6 Awakening trapped in a coffin
0/1d6 Witnessing a friend’s violent death
1/1d6 Seeing a ghoul
1/1d6+1 Meeting someone you know to be dead
0/1d10 Undergoing severe torture
1/d10 Seeing a corpse rise from its grave
2/2d10+1 Seeing a gigantic severed head fall from the sky
1d10/d% Seeing an evil deity
Sanity Loss from Spellcasting
Spell Casting Viewing Spells
Level Sanity Loss Sanity Loss
1st 2 1d6
2nd 4 2d6
3rd 6 3d6
4th 8 4d6
5th 10 5d6
6th 12 6d6
7th 14 7d6
8th 16 8d6
9th 18 9d6
Forbidden Tomes
Examinat Knowledge Number of Initial Sanity Loss Knowledge
ion (arcana) DC Spells Sanity upon (forbidden lore)
Period to Understand Contained in Loss Completion ranks gained
Tome Tome
1 week 20 0 1 1d4 1
1 week 20 1 1d4 1d4 1
1 week 25 2 1d4 2d6 1
2 weeks 25 1d4 1d6 2d6 2
2 weeks 25 1d6 1d10 2d6 2
2 weeks 25 3 1d6 2d6 2
2 weeks 30 1d6+1 1d6 2d6 3
3 weeks 20 1d4+1 1d10 2d6 2
3 weeks 25 1d6 1d6 2d10 2
3 weeks 30 1d4+5 1d10 3d6 3
Casting
Arcane casters can cast a number of spells per day by reading from their spellbook, per normal
class descriptions. However, when they can’t cast any more spells safely, a Maleficar may attempt to cast
further spells with a 3d6 Cast the Bones roll. A penalty is applied for every spell level above 1st, but
bonuses may be applied by using appropriate spell components, requiring a further round per bonus to
prepare. There can be consequences to this.
A Maleficar can also attempt to cast any spell they know without reading from their spellbook or an
item, but since that’s an awful lot to remember it requires a Cast the Bones roll, with a penalty for every
spell level above 1st.
When the spells per day have been exhausted, the Maleficar may attempt further pleas to their god
with a 3d6 Cast the Bones roll, with a penalty equal to the level of the spell.
Casting in Combat
Further to that, taking damage doesn’t stop you from casting, but it does mean you need to make a
Cast the Bones roll with a penalty equal to the damage you took if you want to maintain your
concentration.
e.g. If a 1st level Maleficar wants their Magic Missile to throw out two missiles, that would be a
normal roll. However if they want the missile to enter their enemy’s head and crackle and grow until it
explodes, spraying his friends with skull shrapnel and brain lightning, that’s probably going to be a roll at
-4.
Creativity should be encouraged, so if the Maleficar spontaneously conceives of a way to use the
fundamentals of a spell they know for a different purpose, they can attempt it with a Conduit of the
Cosmos roll, taking penalties as the Referee sees fit, and bonuses up to +4 if it is significantly less
powerful than the true spell.
Needs More Eye of Newt.., Spell Components
Spell components can be used to gain a bonus to Cast the Bones/Conduit of the Cosmos rolls,
channeling the energy through more of a prepared ritual rather than the caster’s mind and body.
Spell components take an extra round per bonus to prepare and cost 5cp per bonus, to a maximum of
+5.
These Fetishes do not cast from themselves, they act as a conduit to cast their inscribed spell.
Fetishes can also provide a bonus equal to their highest level spell when used to enhance a Conduit of the
Cosmos roll.
Inscribing a spell does not require Permanency to be cast on the item, takes as long as writing a scroll
(spell level x 2d6 days), and costs 50sp per day for components necessary to prepare the item. Every
Fetish has an Integrity value based on how many years organic items were exposed to magic, or how
many decades for inorganic items. If it isn’t known how long it was exposed to magic, roll percentile dice
to determine how many years/decades. Integrity can be increased by 2d4 by spending a further day
fortifying the Fetish with smaller mystical materials, like covering it in witch’s teeth with a glue made
from a child prophet’s shinbones. This can be done a maximum of 3 times and costs nothing but the
materials.
Every spell inscribed decreases Integrity by 2d4. If a Fetish is Insignificant (like a pinky bone in a
vial), it only has half the Integrity it would normally have.
Every time the Maleficar uses the Fetish they have to roll under its Integrity, otherwise Integrity is
decreased by d100. When it reaches zero the Fetish is torn apart by the energy being channeled through it
and they must roll on the Overload chart. If the Fetish was Insignificant roll d10 instead of d20.
Overload
1d20 The Fetish..
1 Liquefies and seeps into the caster's veins like quicksilver, roll on Chaos Reigns.
2 Grows a mouth and starts screaming awful secrets about the caster which may or may not be true.
3 Backfires the spell on the caster and crumbles into dust.
4 Implodes into a tiny vortex and takes its highest spell level's worth of fingers with it.
5 Casts a random spell of one level higher than the caster, then explodes inflicting damage equal to
spell level on the caster.
6 Becomes brittle, something pricks the caster's hand and the item shatters to the floor. The hand
swells to double its size within d6 hours, it doesn't seem to be stopping. The prick on your finger is
weeping a thick pus though, maybe if you let a bit more out..
Within the caster's hand is a colony of clear sharp-faced worms, about 100 per hour the hand has
been swelling, they want to be back within flesh.
7 Pops and showers the caster in yellow spores, coating everything they were wearing within sight
of the item. Others within 5' can save vs. Breath Weapon to avoid the same fate. Soon straps will
begin to break, blades will dissolve, the spores cannot be wiped clean, they just grow back, and
within d6 hours everything inorganic they covered will have disappeared leaving nothing but a
blackened paste.
They can't be cleaned from skin, they grow back as fast as they're wiped away, they slough onto
the floor, and I think they're embedded a few layers into the epidermis..
8 Puffs into a vapor drawn directly into the caster's lungs. A young woman is crying, she is begging
you to stop, you cannot see her, and she is always there. Save vs. Magical Device whenever you
want to sleep.
9 Drains the caster of their remaining Cataclysm points and deals that much mind-opening horrific
dreamscape damage to the target, regardless of the intended spell.
10 Twists into the air radiating blinding violet light, but the caster alone hears the infernal angelic
voice shrieking the secrets of a random spell of their highest level while blood streams from their
ears, deafening them for 2d6 hours. If the spell is not written down within the next hour it will be
forgotten, and the caster will never again be able to comprehend or learn that spell.
11 Everything around the caster stops. Even a drop of water would be found to be invulnerable, but
movable. The item begins to crumble away like sand. After 1d6 turns it will be gone, falling
through flesh if it has to, and time will go back to normal.
12 Consumes all light and sound. When the caster regains their senses they find themselves in a
rotting lavishly decorated room. An iron-bound tome is forged into the iron alter that holds it, and
the haggardly aged portrait hung above it bears an uncanny likeness to the caster if you squint. The
portrait will answer any question that the caster is likely to know the answer to in future, and the
spellbook contains every standard spell, in the caster's own script. After every answer, and after
any page is torn from the book, roll on Chaos Reigns. When the caster leaves the room via its
bronzed door, they will find themselves back at the exact moment they left.
If the caster somehow tries to leave with the whole book roll d4 times on That Which Should Not
Be.
If the caster tries to leave with the painting, when they step through the door they will find
themselves staring into the room they just left, with the book and alter below them, unable to
move, forever.
13 Crumbles into ash in the caster's palm, revealing a newly grown eye when it is cleaned away. The
eye sees things and secrets which may or may not be there, all the time.
14 Breaks in half revealing a small phlegm-colored toad which quickly burrows into the caster's flesh,
if it reaches the torso there will be no way to remove it. After a week 4d6 nodules appear on the
caster's back. Over the next week they grow into translucent green boils with tiny tadpoles inside,
once this period ends they have matured and hatch dealing 1 damage per boil. After mating the
cycle continues.
15 Sprouts thin slippery feelers that penetrate into the caster's flesh and tries to pull itself up to their
face, in the back of their mind the caster can hear
“iwillgiveyoupoweriwillgiveyoupoweriwillgiveyoupower” over and over in a desperate whisper.
If the caster allows or fails to stop it reaching their head it will embed itself into the nape of their
neck. It can no longer be used to cast its spell, but its Conduit of the Cosmos bonus is increased by
1 and no longer requires an Integrity roll. Every time it is used as a conduit, the bonus increases by
1. Once the bonus reaches 15, it will vie for control of the caster's physical form, roll Domination
(d20 + caster level vs. d20 + bonus).
16 Decomposes into a pile of tiny oil slick winged creatures with multiple needle limbs and black
hole mouths with swarm HD equal to the level of the spell. The caster may make a Domination
roll (d20 + caster level vs. d20 + spell level) to gain control, otherwise they go for the eyes.
17 Becomes molten, rolling under Dexterity may save the caster's hands from being melted off, or at
least one of them.
18 Melts into a blackened shiny surface spilling secrets, save vs. Magic to tear your gaze away and
suffer -1 Wisdom and a random Indefinite Insanity, otherwise stare into the item in horror for the
rest of your days.
19 Implodes and in its wake something else may have come through, roll on That Which Should Not
Be.
20 Collapses and tears a hole in the fabric of reality, causing a Summon spell.
Gotta Have Faith, Divine Casting
LastGaspGrimoire.com, 2015
Faith
Mystics gain Faith by witnessing what they would interpret as divine intervention or proof of their
god, or by actively achieving things in their name. When they slaughter the priest of a rival cult, when
they convert a crowd of listeners, when they call out to their god and their fortunes change, when they eat
a hallucinogenic mushroom and their god copulates with them while proclaiming their destiny, the Mystic
gains d4 Faith. Your Referee will tell you when you’ve gained Faith, don’t be asking for it.
When the Mystic does something their god would not approve of or witnesses something which
would shake their belief; a commune of the converted found diseased deformed and starved, a call for
help which goes unanswered, a nocturnal visit by a creeping hulking thing which whispers terrible secrets
of the endless sky into the Mystic’s ear heedless to the invocation of their god, they lose 2d4 Faith.
Casting
Mystics use the cleric spell progression table and follow the cleric rules for casting. When the spells
per day have been exhausted, the Mystic may attempt further pleas to their god with a 3d6 Test of Faith
roll, with a penalty equal to the level of the spell. If they suffer a Crisis of Faith or worse, they suffer a
2d4 penalty to Faith in addition to any other effects.
Augmenting Spells
Mystics can also attempt to amplify their rituals with a Hand of God roll. Bonuses can be applied by
sacrificing additional Faith before rolling. The player announces what they want to happen, and the
Referee applies penalties accordingly. An effect without penalties would be something like double
duration/benefit.
Relics
Relics work pretty much the same way all Mystic power does, they’re deluded into thinking it helps
them do something. Relics can be symbols of religious past, body parts of notable figures, or some weird
new thing that the Mystic is convinced came from their god. When they are found the Mystic rolls
percentile dice. The result is the Relic’s Sanctity. Relics can be used to replace any number of Faith points
or for a bonus up to the Mystic’s level on Hand of God rolls.
Some Relics are told to have bestowed certain powers on those that wield them, essentially granting
the Mystic a unique ritual which can only be cast using that Relic.
Every time the Mystic uses a Relic they have to roll under its Sanctity with a perpetually stacking
penalty equal to Faith/bonuses used. If they fail, the Relic is destroyed and they roll on the Inadvertent
Iconoclasm table, losing 2d4 Faith in addition to any other effects.
3d6 Test of Faith
14-18 Success
11-13 Success/Crisis of Faith
8-10 Crisis of Faith
5-7 Why Hast Thou Forsaken Me
1-4 Inverse Effect/Why Hast Thou Forsaken Me
Inadvertent Iconoclasm
1d20 The Relic..
1 Falls apart, revealing an angular black mirror within, it hums momentarily and seems to cloud
over. Permanently lose a random ritual of a random level.
2 Begins to bleed on you from unseen holes, but on closer inspection it isn't a divine portent, there
are needle-like pipes stuck into your flesh, syphoning your lifeblood. Lose d6hp.
3 Smoulders and sheds parts of itself as ash to the floor, the heat is unbearable, when you let go it
remains unmoved in mid-air, smoldering and shedding without ever diminishing, forever.
4 Splits in half, releasing the voice of the person with which it was associated, on their deathbed,
renouncing their faith. Lose an additional 2d4 Faith.
5 Embeds itself into your body in a spray of shrapnel, as if suddenly fired from a blunderbuss,
dealing d20 damage. If dropped to 0hp or less, you regain d6hp. If this is enough to resurrect you
above 0hp, you gain d4 Faith every day, glorifying in the Relic shards now housed within your
body.
6 Sweats mouths that cackle hysterically while splattering to the ground until there is nothing left of
it. d6 nights later the Mystic wakes up with the mouths plastered to their torso like a wet sheet,
chewing into their body, inflicting d4 damage every round.
7 Crumbles to dust and shuddering phantom skeletons solidify in a dancing circle around you, they
wear their skulls as codpieces and a new wind blows through the myriad holes in their bones,
weaving a hollow orchestra around your mind. Save vs. Magic or lose points of Wisdom equal to
your failure.
8 Weeps pus from unseen pores, within moments it coats your hands, creeping up your arms, rolling
and stretching. Unless you find a way to get it off in the next 4 rounds it will enter your mouth,
causing you to spontaneously gain a level but decreasing your Intelligence by d6.
9 Is a pile of worms. Have you been carrying around a pile of worms this whole time?
They squirm and nip at you with mouthless heads. Save vs. Poison or suffer a Crisis of Faith.
10 Liquefies, splashing to the ground and shimmering like a rainbow reflected on an oil slick. An
acidic smell wafts over anyone within 30', save vs. Poison. If you fail fall to your knees and lap at
the puddle. There is a 50% chance of gaining a random Indefinite Insanity, otherwise you are
granted mastery over time, gaining the ability to reverse it by 6 seconds once during your life (you
can roll back a round and immediately take an action).
11 Crackles and spits like overheated oil, anyone within 10' loses d4hp as they're showered with
burning drops of fat while the Relic slips from the Mystic's hands like melted butter. That night
those burnt by the Relic dream of walking down a grass-strewn path to a lurid blue pool of water
hedged by ornate grey bricks.
Within the water black things with more legs and tails than you believe they should have surface
to look at you with purple eyes before diving and circling about the pond. You feel like others are
here by the pool's edge but you cannot see them, the air is stifling and the water seems so inviting.
If you enter the water it is so relaxing that you don't even mind when the creatures start clinging to
your body with suction-cupped fingers, licking your skin, burrowing numerous tails into your
flesh and pumping something into the wound. You awake feeling revitalized, permanently
increasing your hp by d6, but need to submerge yourself for a number of hours equal to that roll at
least once a week or you will lose d2hp per day, drying to a husk. Something is gestating beneath
your skin.
If you refuse to enter the pool you awake to find your burns festering with disease, losing 1hp
every day until you are Blessed by a Mystic of the same religion as the Relic.
12 Begins to glow ever more magnificently with a roving deep green light as it fuses into your skin
and begins to absorb all the fluid from your body. Lose d2hp, make a contested Strength roll (roll
d20 and add your modifier) every subsequent round to remove it or lose another d2hp. The Relic
rolls with a stacking bonus equal to hp it has drained, and you roll with a matching penalty.
If someone else tries to pull it away from you it requires almost no effort, but your hands tear
away with it, pulling apart from your forearms like they were made of putty. Then they realize that
their own hands have become fused. Repeat.
13 Is part of your flesh, it always has been. It twists and curls and turns to face you, bubbles of skin
pop to reveal luminous pink wells beneath. The light washes over your face and you feel reborn,
made anew, the scraping voice in the light is not that of your god, your god is dead.
When you open your eyes the flesh Relic is gone, a moist, limp hanging film of skin dangles from
your palm, joined at the edges like a burst blister.
Your god is dead. Gain 4d4 Faith instead of losing 2d4, but you cannot gain any more until you
find the god of the pink wells and drink of their flesh.
14 Falls from your hand. It rolls away, leaving a trail of rotting blue leaves in its wake. The trail is
winding, you forget time, you lose your face. At the end of the trail is a sapling, it grows from a
lump of quartz, the history of matter is etched in the lines of its age withered branches, its falling
blue leaves are the end of civilizations. Ruby sap leaks from the base of its trunk, finding lines in
the quartz, the primal scent of hunger fills your lungs.
Eat of its bark and gain a level, eat of its leaves and lose one, taste its sap and roll on the
Transmutation table, break the quartz and every living thing within 300' collapses into a
primordial ooze.
If you leave without eating of the tree, rotting blue leaves will follow in your wake for the rest of
your life, unless you follow the trail back to the tree, it will not take long.
15 Emits an incessant weeping sound, like something is trapped within. The Relic can no longer be
used, but continues to appear amidst your belongings no matter how many times you leave it
behind. If you break it open a hairy caterpillar rolls out, as it moves the hairs grind together and
weeping fills the air. It divides like a protozoa, and again, and again. It shows no signs of stopping
now.
16 Breaks into 5 pieces, the alluring turquoise inner surface glistens like an adhesive. Every time you
rejoin a piece the swamp stench wafting from it increases. If you complete the reconstruction a
turquoise toad in the shape of a man with 5 hanging arms expands in its place. Its skin glistens and
it wishes to join with you.
The only attack it will make is a wrestling check (roll d20 and add your Attack Bonus and
Strength modifier, the toad begins at +1), either by leaping at you or with its 10' tongue. The
moment it takes hold you can feel your skin incorporating into its body, sucking you in. Take a -2
penalty to your rolls every round, taking damage equal to your penalty if you manage to escape,
and incorporating into the toad completely if you haven't escaped after 3 rounds. With its
increased mass the toad gains a HD, sprouts another arm and a further bonus to wrestling checks,
and its tongue grows another 5'.
AC12, ignores direct magic effects,10hp+d8 per HD gained. If you hit it in melee your weapon
sticks in its flesh, make a Strength check the next round to get it back. The toad will try to grab
anyone that comes near enough, or with its tongue if no one is already in its mouth, but won't
move until it has finished incorporating those already joined to it.
17 Oozes black oil from its entire surface, it doesn't flow too fast, maybe a liter every 10 minutes, but
it burns like a rash and won't stop oozing until the Relic has submerged itself under 10' of oil.
18 Implodes, devouring all light. In the darkness you hear the all-penetrating voice of your god. They
ask if you love them, they ask to know the depth of your devotion. Make a Test of Faith,
additional Faith may be sacrificed before rolling. If the result includes a Crisis of Faith lose a
level, if the result includes Why Hast Thou Forsaken Me your god leaves you floating in eternity.
If you succeed you awake in the moment you left, bearing a large discolored arrangement of
symbols on your belly, stinging as if it was burnt into your flesh, you don't understand what it is
for.
19 Simply ceases to be. In the silence that follows roll on Why Hast Thou Forsaken Me.
20 Is absorbed into your skin. Save vs. Poison or transform into the vengeful form of your god for the
next d20 rounds, attacking everything around you, intent on killing your companions first.
Works Cited
Carton, Jans. "Sanity." Sanity. N.p., n.d. Web.
<http://www.d20srd.org/srd/variant/campaigns/sanity.htm>.
"Critical Hits and Fumbles." Dragon Magazine #39. N.p.: n.p., 1980. N. pag. Print.
Rose, and Logan. "Do Not Take Me For Some Turner of Cheap Tricks." Last Gasp. N.p., 15 Apr. 2013.
cheap-tricks/>.
Rose, and Logan. "I've Gotta Have Faith." Last Gasp. N.p., 14 Apr. 2013. Web. 11 Nov. 2015.
<http://www.lastgaspgrimoire.com/ive-gotta-have-faith/>.