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Blood and Futility

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.

Critical Hit Effects Table - Edged Weapons


Critical Hit Effects Table - Blunt Weapons
Critical Hits Effects Table - Missile and Thrusting Weapons
Critical Hit Effects Table - Versus Animals
Fumble Effects Table - All Weapons

Critical Hit Effects Table - Edged Weapons


D% Result
01-31 Double Damage
32-62 Triple Damage
63 Shield Destroyed (no effect if no shield)
64 Shield Destroyed (roll again if no shield)
65 Helm removed (lose ear; stunned 1D6 melees if not helmed)
66 Hem removed (lose ear; stunned 1D6 melees)
67 Voice box punctured; no talking (no effect if helmed)
68-69 Ear removed (no effect if helmed)
70 Ear removed (helm removed if helmed)
71-72 Eye removed (no effect if helmed)
73 Eye removed
74 Knee split; reduce Spd by half
75 Knee split; no movement
76 Fingers removed; P.P. reduced 1D3 points
77 Leg removed at ankle
78 Leg removed at knee
79 Leg removed at hip
80 shield arm removed at wrist (no effect if shield)
81 Shield arm removed at elbow (no effect if shield)
82 Shield arm removed at elbow (no effect if shield)
83 Shield arm removed at wrist
84 Shield arm removed at elbow
85 Shield arm removed at shoulder
86 Weapon arm removed at wrist
87 Weapon arm removed at elbow
88 Weapon arm removed at shoulder
89 Abdominal injuries; carrying capacity halved
90 Chest injuries; carrying capacity halved
91 Abdominal injuries; death in 1D6 days
92 Chest injuries; death in 1D4 days
93 Abdominal injuries; death in 2D6X10 minutes
94 Chest injuries; death in 2D8X10 minutes
95 Abdominal injuries; immediate death
96 Chest injuries; immediate death
97 Throat cut; immediate death (no effect if helmed)
98 Throat cut; immediate death
99 Decapitated; immediate death (no effect if helmed)
00 Decapitated; immediate death

Critical Hit Effects Table - Blunt Weapons


D% Result
01-31 Double Damage
32-64 Triple Damage
65-66 Shield broken (no effect if no shield)
67-68 Shield broken (roll again if no shield)
69-70 Shield arm struck (no shield defense for 1D6 melees)
71-72 Shield arm broken; lose shield
73-74 Weapon arm struck; -2 penalty to strike
75-76 Weapon arm struck; -4 penalty to strike
77-78 Weapon arm broken; no attacks with that arm
79-80 Hand struck; P.P. down 1D3 points until healed
81-82 Hand struck; P.P. down 1D3 points
83-84 Chest struck; stunned 1d6 melees
85-86 Chest struck; ribs broken, lungs punctured; no movement
87-88 Chest struck; ribs broken, heart punctured; death
89-90 Leg struck; fall to the ground
91-92 Leg struck; Spd halved
93-94 Leg broken; no movement
95 Head struck; lose 1D3 points of INT (no effect if helmed)
96 Head struck; lose 1D3 points of INT
97 Head struck; lose 2D4 points of INT (no effect if helmed)
98 Head struck; lose 2D4 points of INT
99 Skull crushed; death (no effect if helmed)
00 Skull crushed; death

Critical Hits Effects Table - Missile and Thrusting Weapons


D% Result
01-34 Double damage
35-70 Triple damage
71-72 Shield arm struck (no effect if shield)
73-74 Shield arm struck
75-76 Weapon arm struck; -2 penalty to strike for 1D4 melees
77-78 Weapon arm struck; -4 penalty to strike for 1D4 hours
79-80 Weapon arm struck; no attacks until healed
81-82 Struck in abdomen; death in 1D6 days
83-84 Struck in chest; death in 1D4 days
85-86 Struck in abdomen; death in 2D6X10 minutes
87-88 Struck in chest; death in 2D8X10 minutes
89-90 Struck in abdomen; immediate death
91-92 Struck in chest; immediate death
93 Blinded in eye; -4 penalty to strike, parry and dodge (no effect if helmed)
94 Blinded in eye; -4 penalty to strike, parry and dodge
95 Larynx punctured; no talking (no effect if helmed)
96 Larynx punctured; no talking
97 Struck in head; lose 1D3 points of INT (no effect if helmed)
98 Struck in head; lose 1D4 points of 1.Q.
99 Struck in head; immediate death (no effect if helmed)
00 Struck in head; immediate death

Critical Hit Effects Table - Versus Animals


D% Result
01-29 Double damage
30-58 Triple Damage
59-60 Limb removed at body; Spd halved
61-62 Limb removed at midpoint; Spd halved
63-64 Limb removed at midpoint; -2 penalty to strike
65-66 Limb removed at body; -4 penalty to strike
67-68 Limb removed at midpoint; Spd halved, -2 penalty to strike
69-70 Limb removed at body; speed halved, -4 penalty to strike
71-72 Throat cut; immediate death
73-74 Decapitated
75-76 Abdominal injuries; immediate death
77-78 Abdominal injuries; death in 2D6X10 minutes
79-80 Abdominal injuries; death in 1D6 days
81-82 Chest injuries; immediate death
83-84 Chest injuries; death in 2D4X10 minutes
85-86 Chest injuries; death in 1D4 days
87-90 Snout struck; immediate retreat
91-94 Snout struck; -2 penalty to strike for 1D4 melees
95-98 Snout struck; -4 penalty to strike for 1d4 melees
99 Head struck; stunned for 1D6 melees
00 Head struck; immediate death

Fumble Effects Table - All Weapons


D% Results
01-19 Slip; Reflex DC 10 or fall and be stunned for 1 round
20-33 Stumble; Reflex DC 15 or fall and be stunned for 1 round
34-39 Trip and fall; Reflex DC 20 or fall prone and lose 1 round
40-44 Off balance; Reflex DC 25 or fall prone and lose 1 round
45-49 Lose grip on weapon; Reflex 20 or lose attack next action
50-54 Lose grip; Reflex 20 or drop weapon
55-59 Lose grip; drop weapon
60-61 Shield entangled with opponent (no effect if no shield)
62-63 Shield entangled with opponent; neither character attacks next action
64-65 Weapon entangled with opponent; no attack next action
66-69 Weapon knocked away D10 feet in random direction
70-74 Weapon breaks; 100% for normal weapons, 75% for kobold weapons, 50% for dwarven
weapons, and 25% for magical weapons
75-77 Hit self; half damage
78-79 Hit self; normal damage
80 Hit self; double damage (not a critical strike)
81-83 Hit friend; half damage
84-85 Hit friend; half damage
86 Hit friend; double damage (not a critical strike)
87-88 Critical strike, self
89-90 Critical strike, friend
91-92 Twist ankle; Spd down 50% for 10 minutes, Reflex 15 or fall
93-95 Helm slips; -4 penalty to strike until fixed
96-97 Helm slips; no attacks until fixed
98 Distracted; opponent's next attack at +3 to strike
99 Roll twice, ignoring rolls of 99 or 00
00 Roll three times, ignoring rolls of 99 or 00
Sanity
Carton, Jans, www.d20srd.org/

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.

Making a Sanity Check


When a character encounters a gruesome, unnatural, or supernatural situation, the GM may require the
player to make a Sanity check using percentile dice (d%). The check succeeds if the result is equal to or
less than the character’s current Sanity.

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.

Encountering the Unimaginable


When people perceive creatures and entities of unspeakable horror, this experience costs them some
portion of their minds, since such creatures are intrinsically discomforting and repellent. We never lose
awareness of their slimy, fetid, alien nature. In this category, we can include supernatural events or agents
not always recognized as specifically devoted to these dark gods, such as hauntings, zombies, vampires,
curses, and so on. See Sanity Loss from Creatures.

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.

Reading Forbidden Tomes


Obscure tomes add ranks to a character’s Knowledge (forbidden lore) skill and teach arcane spells.

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.

Getting Used To Awfulness


Never underestimate the ability of the sentient mind to adapt, even to the most horrific experiences.
Reading and rereading the same bit of disturbing text or seeing the same horrible image over and over
eventually provokes no further loss of Sanity.

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.

Recovering from Indefinite Insanity


The Heal skill can be used to restore Sanity points during this period, but the underlying insanity
remains until the completion of the rolled duration.

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.

Gaining Or Recovering Sanity


A character’s Sanity score can increase during the events of a campaign. Although a character’s Sanity
score can never exceed 99 minus her Knowledge (forbidden lore) ranks, her maximum Sanity and current
Sanity can exceed her starting Sanity.

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.

The Heal Skill And Mental Treatment


The Sanity rules presented here provide a new use for the Heal skill, allowing trained healers to help
characters recover lost Sanity points. The DC and effect of a Heal check made to restore lost Sanity
depend on whether the therapist is trying to offer immediate care or long-term care.

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.

Sanity Loss from Creatures


Monster Type Monster Size
TINY SM MED L H GAR COL
1. Only animals or humanoids of truly bizarre or ferocious appearance force such a check.
Aberration, dragon, ooze, outsider, 1/1d4 1/1 1/1d6 1/1d 1d4/1d 1d6/1d1 1d6/2d
undead d4 10 10 0 10
Elemental, fey, plant, vermin 0/1d4 1/1 1/1d6 1/1d 1/1d10 1d4/1d1 1d4/2d
d4 8 0 6
Construct, giant, magical beast, 0/1 0/1 0/1d6 1/1d 2/2d6 2/2d6 3/3d6
monstrous humanoid d4 6
Animal, humanoid 0/01 0/11 0/11 0/1d 0/1d4 0/1d4 0/1d6
41

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

Duration of Temporary Insanity


d% Temporary Insanity Type Duration
01-80 Short-term 1d10+4 rounds
81-100 Long-term 1d10×10 hours
Short-Term Temporary Insanity Effects
d% Effect
01-20 Character faints (can be awakened by vigorous action taking 1 round; thereafter, character is
shaken until duration expires).
21-30 Character has a screaming fit.
31-40 Character flees in panic.
41-50 Character shows physical hysterics or emotional outburst (laughing, crying, and so on).
51-55 Character babbles in incoherent rapid speech or in logorrhea (a torrent of coherent speech).
56-60 Character gripped by intense phobia, perhaps rooting her to the spot.
61-65 Character becomes homicidal, dealing harm to nearest person as efficiently as possible.
66-70 Character has hallucinations or delusions (details at the discretion of the GM).
71-75 Character gripped with echopraxia or echolalia (saying or doing whatever those nearby say or
do).
76-80 Character gripped with strange or deviant eating desire (dirt, slime, cannibalism, and so on).
81-90 Character falls into a stupor (assumes fetal position, oblivious to events around her).
91-99 Character becomes catatonic (can stand but has no will or interest; may be led or forced to simple
actions but takes no independent action).
100 Roll on Long-Term Temporary Insanity Effects.

Long-Term Temporary Insanity Effects


d% Effect
01-10 Character performs compulsive rituals (washing hands constantly, praying, walking in a
particular rhythm, never stepping on cracks, constantly checking to see if crossbow is loaded,
and so on).
11-20 Character has hallucinations or delusions (details at the discretion of the GM).
21-30 Character becomes paranoid.
31-40 Character gripped with severe phobia (refuses to approach object of phobia except on successful
DC 20 Will save).
41-45 Character has aberrant sexual desires (exhibitionism, nymphomania or satyriasis, teratophilia,
necrophilia, and so on).
46-55 Character develops an attachment to a “lucky charm” (embraces object, type of object, or person
as a safety blanket) and cannot function without it.
56-65 Character develops psychosomatic blindness, deafness, or the loss of the use of a limb or limbs.
66-75 Character has uncontrollable tics or tremors (-4 penalty on all attack rolls, checks, and saves,
except those purely mental in nature).
76-85 Character has amnesia (memories of intimates usually lost first; Knowledge skills useless).
86-90 Character has bouts of reactive psychosis (incoherence, delusions, aberrant behavior, and/or
hallucinations).
91-95 Character loses ability to communicate via speech or writing.
96-100 Character becomes catatonic (can stand but has no will or interest; may be led or forced into
simple actions but takes no independent action).
Indefinite Insanity
d% Mental Disorder Type
01–15 Anxiety (includes severe phobias)
16–20 Dissociative (amnesia, multiple personalities)
21–25 Eating (anorexia, bulimia)
26–30 Impulse control (compulsions)
31–35 Mood (manic/depressive)
36–45 Personality (various neuroses)
46–50 Psychosexual (sadism, nymphomania)
51–55 Psychospecies
56–70 Schizophrenia/psychotic (delusions,
hallucinations, paranoia, catatonia)
71–80 Sleep (night terrors, sleepwalking)
81–85 Somatoform (psychosomatic conditions)
86–95 Substance abuse (alcoholic, drug addict)
96–100 Other (megalomania, quixotism, panzaism)
Do Not Take Me For Some Turner of Cheap Tricks
LastGaspGrimoire.com, 2013

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.

3d6 Cast the Bones


14-18 Success
11-13 Success/Chaos Reigns
8-10 Chaos Reigns
5-7 Success/That Which Should Not Be
1-4 That Which Should Not Be

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.

Manipulation of Arcane Energy


A lot of time and willpower is spent learning to harness that spell in a specific way. But if the
Maleficar wishes, they can relax their hold on the spell, attempting to create a greater affect with a 3d6
Conduit of the Cosmos roll. The player announces what they want to happen, and the Referee applies
penalties accordingly. An effect without penalties would be something like double duration/damage.

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.

Looks Like A… Pinky, Fetishes


An item can be imbued with spells if it comes from something which has already had prolonged
exposure to mystical energy. A candlestick stolen from a sacrificial alter, the broken foundation stone of a
church, another Magic-User’s hand, you get the idea.

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.

3d6 Conduit of the Cosmos


14-18 Success
11-13 Success/Chaos Reigns
8-10 Spell Collapse
5-7 Spell Collapse/Chaos Reigns
1-4 That Which Should Not Be

1d6 Spell Collapse


1 Normal spell effect inflicted on caster
2 Half spell effect inflicted on caster
3-4 Spell works in unexpected way use your imagination)
5 Half spell effect inflicted on random target
6 Half spell effect inflicted on target
1d20 Chaos Reigns
1 Roll on Abyssal Side-Effects. Not only does this effect happen now, but every time you cast this
spell from now on.
2 That's new... Roll on Transmutation table.
3 A rotting golden idol melts out of thin air and hovers in the center of the area. Everyone present
rolls 3d6, including animals and inhuman monsters. Whoever rolled highest increases a random
ability score by 1. Whoever rolled lowest loses 1 from the same ability score. Anyone that rolls:
18 may make a wish. Roll again. If you roll less than 13 it goes horribly wrong.
14 has golden maggots to the value of 500sp wriggle out of their tear ducts.
10 gains a random Indefinite Insanity.
6 permanently sheds their hair, nails and teeth.
3 collapses in agony as enormous blisters swell from their flesh and burst, releasing mud-fleshed
olive green creatures somewhere between a lobster and a squid, as they writhe on the ground their
flesh turns the same mud olive and the creatures consume them before the whole scene collapses
in a reeking puddle.
4 A screaming hairless hound manifests, it disembowels itself with fleshy pink hands, then offers
you its entrails. Screaming all the while from its toothless maw.
5 You start violently weeping and you don't know why. Anyone looking at you while you weep can
see a dripping halo of blood over your head.
6 Save vs. Magical Device every time you want to read something from your spellbook. If you fail
all you can read is a shorthand account of all your personal shortcomings in the hand of whoever
you have held most dear in life.
7 The caster's mind switches place with that of a random enemy, or if no enemies are present, that of
a man-sized putrid pink anthropomorphic toadbeast that claws its way out of the ground. The
caster retains their spellcasting abilities.
8 The scent of rotting cabbage wafts through the air within 30' of the caster. Save vs. Poison. Those
who fail shake and sweat as if with a fever and become sexually uncontrollable for the next d4
turns (each rolls separately).
9 A pale green mist billows from the caster's mouth and they lose consciousness for d8 turns. During
this time the player may control the mist. They cannot communicate, move at a Lightly
Encumbered rate, can expand to fill a 30' radius, and are affected by things as a normal mist would
be. Anyone who breathes in the mist must save vs. Poison or die as their lungs liquefy.
10 Everyone within 30' begins to feel an itching in their flesh, and if they look closely they will notice
pores stretching and closing as if something was moving through them. Something is now moving
beneath the skin and it burns. If anyone digs into their flesh they will discover shimmering
turquoise things like jellyfish the size of fingernails, but with tentacles that harden like glass
needles. After d6 rounds the itching stops and the jellyfish disappear.
11 You fall to your knees and regurgitate (roll d8):
1. Green algae filled with struggling black crabs.
2. Bubbling water, you hear whispers and childlike laughter as the bubbles expand and burst.
3. A golden eel with the face of a man.
4. A bloated, pregnant rat whose belly splits open when it hits the floor, spilling its young.
5. A pool of gritty tar. A multi-sided puzzle box is slowly revealed in the center of the puddle, it
doesn't appear to emerge from the floor, more like it remains still and the tar sinks down from its
sides. You can't be sure of how many sides, you always seem to lose count. You have no idea how
it fit through your mouth let alone your throat.
6. Blood. And eyes and teeth and hair. Like a burst tumor.
7. Writing. Not on paper, not in patterns, just writing. It doesn't make sense and nobody else can
see anything but vomit but you regurgitate writing. It tells you how you die. But you can't read it,
the words won't make sense, and they keep moving, and you try to hold them down but they slip
through your fingers, but you know that the writing tells you everything. If only you could read it.
8. Eight gold coins. If these coins are used to buy something, that night the person who used the
coin will dream of the one they gave it to.
The air is nothing but bushfire-black fog, and molten gold runs from their face. It might fill their
mouth, their eye sockets, pour from their ears.. They desire to murder you with a psychotic rage,
you wronged them, why did you wrong them? If you kill them in your dream you will wake up
covered in blood and brain matter, standing on their bed in what used to be their head. And vice
versa.
12 A plant grows in the caster's stomach. One night per week d3 dry black tendrils emerge from the
caster's orifices and bear glossy plump deep purple fruit. In the center of the fruit is a small black
multi-limbed figure in a fetal position, of the same consistency as the fruit.
If the caster has been acting immorally the fruit is sweet and grants increased Strength, Dexterity
and Intelligence, with a 25% chance of addiction.
If the caster has been acting morally the fruit tastes of ash and salt and induces extreme paranoia
and jealousy.
13 Everything the caster is wearing* has a 50% chance of (roll d6):
1. Decomposing into a swarm of cooing lime green spiders which caress you with their tiny limbs.
2. Turning into rose-colored glass that reflects things all wrong.
3. Becoming pliable and moist. It will fuse to your skin the next time you touch it.
4. Puffing into a foul smelling dust which swirls in place for a few minutes, then reforms, then
puffs into dust, and so on.
5. Splashing to the ground like thick paint.
6. Turning into hair from some kind of beast you've never seen before, some parts still have bits of
scalp attached and tiny lice swarm throughout.
*Packs count as one item but anything important inside gets its own roll.
14 A dog runs into the area, if you were attacking someone it immediately latches onto them. He's
just the cutest most loyal little dog ever yes he is. Anyone else that looks at it sees its fur shivering
and shaking while its head splits open and the monkey skull within screams at them.
15 The caster vomits forth an enormous pink toad which croaks loudly and collapses into a puddle of
slime. For the next 3 hours everyone who was within earshot must save vs. Poison when they wish
to speak, otherwise they vomit up a small pink toad which stares and follows them. The bumps on
its back constantly sweat beads of black fluid.
If you actively lick one there is a 3 in 6 chance it cures you, otherwise you hallucinate for a
number of turns equal to your roll, with a 10% chance of gaining a random Indefinite Insanity.
16 Black Blood. The caster's Strength increases to 18 and they fly into a murderous frenzy. Any
wound they sustain immediately sprays acidic boiling black blood. Every round there is a 50%
chance the caster sprays blood from their eyes as a 10' ranged attack in addition to their other
actions. This lasts for d8 rounds, after which the caster blacks out for that many hours.
17 Everyone within view of the caster must save vs. Magic. Those who fail begin to give birth
through their mouths, umbilical cord and placenta and all. The fetus is them. If they kill it there are
no consequences, if they allow it to live it will leech a year of their life every day, growing visibly
older.
If they eat the child, increase a random ability score by 1. Do this again for every day the child has
lived.
18 Your lips seal shut like they never existed and your tongue seems to double in size, it's moving
around your mouth and feels like it's getting bigger, it's trying to choke you. If you bite your
tongue in half you'll find that your mouth is full of black, legged maggots, and your lips were
never sealed shut.
50% chance you really did bite your tongue in half.
19 Beacon of Sin. Others find it hard to repress taboo desires around you. A trail of incest and
lynchings is left in your wake for the next d6 weeks, with 6 being permanent.
20 Everything in a 5' radius around the caster is liquefied into a foul-smelling orange pus. Including
the floor, their hair, and everything they are wearing. Researching spells the caster had already
learned only takes half as long as usual. There's a 50% chance that living beings completely
caught in the sphere will retain their sentience despite liquefying into pus.

1d20 Abyssal Side-Effects


1 Fat, silvery tadpoles that look more like sperm squeeze out of your tear ducts, if kept in water for 3
weeks they will mature into long-limbed vaguely translucent milky frogs without eyes. The frog's
tongue oozes lazily from its mouth before being drawn back in, its croak is a gurgle, you never see
it feed. Licking the frog is a powerful aphrodisiac. 10% chance the effects are permanent.
2 Bright blue mushrooms sprout within a 30' radius from the caster. Roll under Dexterity to move
amongst them. If you break one it screams the way you imagine a tree screams while being cut
down with a chainsaw. Save vs. Poison or the spores it sprays into the air drive you to fall to your
knees and shovel the ruined mushroom into your mouth. In a week a crop of mushrooms will grow
from a random place on your body overnight. They'll decay on their own after a day, leaving a
blue stain on your skin, otherwise they spray spores into the air, repeat.
3 Thick, inch long crimson maggots pour from the caster's every orifice for the next d4 rounds,
popping and melting as they fall.
4 Geometric outlines raise beneath your skin and twist and grind against each other like a puzzle
desperately trying to solve itself. Hope it doesn't, 1% chance it does.
5 Animal magnetism. For the next d6 hours any animal that catches your scent becomes amorously
infatuated with you. Referee discretion on what counts as an animal. When the pheromones wear
off it will be like coming down for them, they may not be too happy with you for not smelling as
good.
6 A random target of at least human intelligence (including the caster) falls to their knees and clasps
their hands over their ears, screaming in a pitch beyond hearing while incomprehensible light
shines from their eyes until they save vs. Poison. 10% chance their Wisdom increases by 1.
7 Blood pours from your eyes, blinding you for d4 turns. You feel that if your hands were covered in
blood before casting the spell you would be protected. In reality the blood will pour from your
eyes either way, but you'll be able to see through it. See through the blood itself.
8 Your fingernails roll back and tear from your fingertips. New ones seem to be crystallizing in their
place, but take -1 to any physical rolls for the next d2 hours while they harden.
9 Thick yellow blisters erupt in d4 random locations on your flesh. The pus inside happens to be
highly flammable.
10 Worms emerge from your flesh, their voices rising in a Gregorian chant to accompany your own
as you cast the spell.
11 You void your bowels. It isn't pretty but there it is. Something in the resonance of the spell's
chanting doesn't sit right with you anymore, 50% of the time it's nothing but fragile discarded
insect shells.
12 Bloodthirst. Until you drink blood, any kind of blood, temporarily decrease your HP by 1 every 10
minutes. If your HP reach zero gain a random Indefinite Insanity and roll on the transmutation
table.
13 Insects with long, hanging legs that fly without wings appear in the wake of the spell. If you save
vs. Magic they don't notice you, and if the spell was cast on a living being they will land on them,
dissolving cones of flesh beneath their feet dealing damage equal to the spell's level. If you fail
they are drawn to you and land softly on your skin, you can't touch them, they press what you
assume to be their heads to your flesh and emit a pleasant humming. Roll d4 per level of the spell
and remove that from your Cataclysm pool.
14 Beams of dark light rise from your body like heat waves, seeking the eyes of those around you.
Anyone within 10' must save vs. Poison or gain 1 Intelligence and a random Indefinite Insanity.
15 A goiter expands on your neck and grows every time this spell is cast. If it is ever burst or cut off a
squishy white fungal version of the caster at a stage of development equal to its size will be found
inside.
16 Your ribs open up out of your chest, tearing through armor and splitting your torso open as your
internal organs spray out and hover in front of you, veins and gore string between them and the
open cavity of your body, making them look like cities on a bizarre roadmap. After one round the
process reverses and seals like it never happened, but it will be d4 rounds before you're able to
stand up. Every time this happens it looks different somehow, you can't place it, it's almost as if
something is missing, as if something has been altered..
17 You feel a sharp pain in your abdomen.
Referee only: roll 2d4. This is the Gestation. Once the spell has been cast that many more times
the caster will have no choice but to pass the gallstone that has been growing inside them. It takes
half as many rounds as the Gestation, and requires the caster to roll under their Constitution with
Gestation added to the roll. If they fail it tears their genitals apart even as it breaks itself to pieces,
and deals half as much damage as the Gestation. If successful the gallstone is passed intact. Its
surface is glassy and of no discernible color, with sections that shoot off in perfectly cut gem
spires and others formed of strangely reflective bubbles. If the caster thinks to do so it can be used
as a Conduit with a bonus equal to its Gestation and a minimum Integrity of 50.
18 Three inch long hairs which are actually sentient fungi grow from a random location on your
body. If you try to remove them, the uncut hairs inflict a debilitating pain which requires d4
rounds to finish cutting them off and deals 1 damage per round you persist.
If left alone, the hairs have a 50% chance of releasing hallucinogenic spores at inconvenient times
a maximum of once per day.
19 You start sweating a sickly sweet substance. Winged insects seem to shimmer out of the air
around you, their pale opalescent carapaces only becoming clear when they settle on your skin to
feed. Every round you try to get them off they will sting you for 1 damage, if you have already
been stung once save vs. Paralyzation after every subsequent sting or lose bodily control for d4
turns. Once they are left alone they will finish feeding in d4 rounds. You may move around while
they are feeding, but any strenuous activity like attacking will cause them to sting the hell out of
you.
20 The flesh of your left arm becomes spongy and pliable (think Dr. Pretorius in From Beyond;
“Touch me, if it pleases you..”). Every time you cast this spell there is a 10% chance of the
condition progressing.
1. The skin turns sour and sticky. 2. The arm begins to turn black in places. 3. The arm turns
utterly black. 4. The fingernails fall off and a clear yellowish fluid constantly sweats and drips out
of the arm. 5. The flesh seems to be losing its integrity, parts of it are often left on things you have
struck or held too long, but it's painless, and you can never see where it's missing. 6. The flesh
bubbles and writhes, small black hands reach out of it, boils pop and flesh falls from beneath your
arm, burning the floor like acid, a face forms in the midst of your churning flesh and seems to
silently scream “stop”, and then it's over. 7. You watch as four lines split down the length of your
arm starting at your hand. The flesh tears and oozes and rolls back up your arm in four quarters
until it reaches your shoulder and sloughs to the floor. You stare at the glassy bones of your arm
and the violent yellow mist coursing through them, it whispers something you can't comprehend, a
piercing noise forces everyone to their knees and in the ringing you feel the glass bones
shatter. When you open your eyes the mist is gone and your discarded flesh is clutching at you
with the hands of children, screaming endlessly without a voice.
1d20 Transmutation
1 Your legs become pudgy and pink and your feet turn black like frostbite. When the flesh sloughs
away from your feet they are cloven like a pig's. You discover you now have three sets of
distended teats lining your stomach. Two pudgy, pliable arms gradually grow from just above your
hips, if a pig had fingers they would look like this. Treat the arms like a retainer with a loyalty of
7, any time you want to do something with them make a loyalty roll, otherwise you just throw up
on yourself.
2 Your jaw dislocates and your throat dangles like a crop. Your jaw now hinges on over-elasticized
tendons and your throat can stretch and swell like that of a pelican or frog.
3 d4 small hard nodules push out of your shoulders around the base of your neck. They continue to
grow and twist out into hard, ridged horns, like some kind of morbid cage collar behind your head,
within a month they're about 3 feet long, but they won't stop there. They make an excellent spell
component when ground into a fine powder if the caster ever thinks to do so.
4 Luminous orange anemone fronds grow in and around your eye sockets, engulfing your eyes. You
can see normally in light (from the small black dots at their tips), and in darkness you can sense
your surroundings within 50'.
5 For the next 2 weeks your nose becomes an ideal environment for the incubation of hundreds of
small seed-shaped slippery tags of flesh, like a capsicum. If the seeds aren't harvested daily you
are likely to become a target for birds and rodents.
6 A mouth grows from a random location on your body. For the most part it just breathes loudly and
tries to bite anything that comes near it, but as soon as you tell a lie it will yell the truth.
7 Your abdominal muscles cramp terribly for the next week while a line forms in a spiral from your
navel. The skin along this line dies and falls away and you gain control of two elastic hard-toothed
tentacles which twist themselves out from your stomach, anchored to the flesh below your navel.
Your organs seem to have a new greenish film over them to ward off infection, but are left
otherwise unprotected while the tentacles are unfurled.
8 You grow a set of breasts in addition to any you may have already. These breasts constantly leak a
bitter smelling amber fluid. You keep waking up with small soft crawling things with bright eyes
feeding from you in the dark.
9 A random part of your body begins to swell, and fine layers of sticky silk thread develop over it
until it is no more than a webbed mound. Delicate pure white moths constantly fly in and around
it, if you cover it the flesh beneath burns as if being bitten by a thousand ants. Every now and then
it will burst to release the aggressive black-bronze carapace young.
10 You can't stop drooling black bile. It seems to be mildly acidic to everything but your own flesh. If
you regurgitate a pool of it eyes emerge and pop amongst its surging mass.
11 Rat Mother. Thick mounded glands swell from the sides of your throat, when pressed they secrete
a pungent black grease. Female rats are drawn to you, forming a protective maternal coven.
12 Your bones liquefy and you find your body as pliable as an octopus. Whenever you want to pull
yourself back into a solid human form roll under Charisma. If you fail you look like Emil
Antonowsky after he crashes into toxic waste in Robocop. If you succeed you look like a lumpier
Ephor from 300.
Forcing yourself back into a human form hurts, take 1 damage.
13 The skin of your back becomes porous and elastic and you sprout thousands of thick dry skin tags.
Your tongue can now extend 3 feet in length and sweats some kind of oil, you find yourself
licking your back to relieve the dry pain.
14 Vaguely translucent oyster-like keratin growths appear in multiple places on your body. After a
week there are enough to grant you +1 AC. If split open there is a 50% chance of them squirting
black ink which burns like chili into the eyes of the aggressor. When inspecting or splitting them
open there is a 5% chance of revealing a black pearl worth 100sp.
15 Short fleshy stalks bearing pink textured globes grow from a random location on your body. In
times of extreme stress these globes explode into violet flowers in a cloud of white dead-skin
spores. You immediately feel the sensation of being wildly licked by multiple tongues over the
stalked area by something you cannot see, but afterwards you feel a heightened sense of things,
gaining +1 to any search rolls. Within a week the stalks will regrow in a new location. Over time
you will learn to control the spores, but hope you never see the things following you for
nourishment.
16 Hundreds of blueish 6 inch long tendrils grow below your jaw and down your throat. They thirst
for blood.
17 Your eyes boil and burst and the skin of your arms and hands splits as new eyes bubble out like
eggs on a frog's back. Your Surprise and Search rolls improve by 1.
18 Roll d6: 1. Your right arm. 2. Your left arm. 3. Your right leg. 4. Your left leg. 5. Your abdomen.
6. Your entire body is racked with agonizing pain for the next d6 hours. As this time progresses
the body part bruises and turns black and the flesh begins to twist and scream. By the end the body
part resembles a gnarled burnt tree, and short wavering tendrils of flesh of various lengths emerge
and sway from your flesh. The flesh is in a constant state of change, the tendrils retract and appear
elsewhere, your skin sinks and twists and inflates, a knot hole will appear and whisper something
incomprehensible. Anyone touched by this flesh must save vs. Poison or lapse into hysterics.
If your entire body was affected decrease Charisma by d6 and add to Intelligence, but something
whispers to you in the night.
19 Fluted holes appear in your skin near hard areas of bone, particularly your elbows, shins, shoulders
and spine. A colony of glassy purple ant-like creatures takes residence inside your bones, feeding
on the marrow. Your HP are permanently reduced by 1. Any time you are physically attacked
there is a 50% chance the ants fling themselves from your body to attack the aggressor, and a 25%
chance that they both attack and begin to mend the wound, restoring 1HP every 2 rounds.
20 Over the next week the flesh sloughs away from your legs and abdomen. Your belly falls away to
reveal a pale yellow segmented carapace, wavering tendrils emerge from holes and slimy
manipulator arms unfurl below your chest. Eventually your chest rots away to reveal two pulsing
uncovered organs on either side of a ridged breastbone, you're not yet sure what they're for. Your
legs reveal nothing but discolored bone as they rot, eventually decomposing and collapsing
beneath your weight. The mass of short segmented legs and tendrils that have taken the place of
your groin and buttocks allow you to move as fast as you ever did, maybe even faster.

1d20 Body Horror


1 Genitalia
2 Chest: 1-3 left side 4-6 right side
3 Scalp
4 1-3 left, 4-6 right:
1. Hand
2. Forearm
3. Elbow
4. Bicep
5. Triceps
6. Underarm
5 Belly button
6 Between your butt cheeks
7 Spine
8 1. Left upper back
2. Right upper back
3. Left lower back
4. Right lower back
9 Abdomen
10 Kidneys: 1-3 left, 4-6 right
11 Groin
12 1-3 left, 4-6 right:
1. Foot
2. Shin
3. Calf
4. Knee
5. Thigh
6. Hip
13 Nipples
14 Webbing between your: 1-3 fingers, 4-6 toes
15 Collarbone
16 1. Throat
2. Back of neck
3. Left side of neck
4. Right side of neck
5. Left shoulder
6. Right shoulder
17 Ribcage
18 Buttock: 1-3 left, 4-6 right
19 All the way up the back of your legs
20 Face:
1. Jaw
2. Mouth
3. Nose
4. Ears
5. Eyes
6. Entire face
1d20 That Which Should Not Be
1 A dozen hands push out in a line down your torso, drawing back your flesh like a stage curtain.
When you look into the darkness it's like going through a tunnel until you reach yourself
illuminated by a hundred tallow candles, standing before an enormous canvas, brush in hand,
painting the present scene.
The jagged, segmented grey legs pulling themselves through the hole in your torso are getting
longer and more numerous, like a great spider with a thousand legs, you keep painting them
growing further and further out. Your companions look terrified, you paint one fallen to their
knees, praying to a god they have never known. You paint a look of realization on your closest
friend, that this is the end of all things, that this creature will rot the world and drink the remains.
You have the same realization as you paint more and more legs dragging themselves through your
curtain of flesh.
There are too many legs to paint over now, you can feel them on the canvas, they penetrate
through all things, but the body has not yet emerged, though you feel it no longer needs the help of
your brush to pull itself through. You are still painting, and you know that time is running out.
2 The next time the party wakes they will find the caster crusted to their bedding like a chrysalis,
their hand sticking out the side like it is expecting to be held. If anyone touches the hand they feel
a sting before it shrivels back inside the crusted shell. Save vs. Poison or the same happens to you
the next time you sleep. You may not want to wait to find out what will eventually hatch from the
cocoon.
3 The next time the caster sleeps, the Wounded Wretch appears to them in a dream. Limp brown
hair hangs over her face and she lets her thin white shawl drop to the floor, revealing three sets of
pendulous breasts. Her belly and thighs are a mess of scar tissue and rings like rope burn decorate
her calves, ankles and wrists. She asks the caster to suckle her. If the caster is female they are
invited to become one of her Wombs. If the caster doesn't agree to become a Womb choose a
breast or roll d6:
1 (Top Left). If female, the caster becomes pregnant. If male, the next woman the caster touches
becomes pregnant with their child. The child will grow to be a highly influential figure. And a
secret killer.
2 (Top Right). Fruiting bodies with vibrant pink caps and fluorescent yellow/green gills
continually grow from the caster's stomach, the fungal mass within now sustains them and they no
longer need to eat. The mushrooms themselves are incredibly poisonous, killing the imbiber with
knowledge.
3 (Middle Left). The caster's lips meld to the Wretch's breast and it is the most comforting thing
imaginable. The Wretch cradles and feeds them for all time.
4 (Middle Right). The caster sees the Wretch's true face and screams, until their throat is bloody
and raw, for the rest of their life.
5 (Bottom Left). The caster drinks their own blood and fluid from the mother's breast, shriveling
into a dried husk.
6 (Bottom Right). Regardless of gender the caster immediately begins birthing a true child of the
Wretch. As the baby crowns from whichever orifice it is using its body opens like a Pear of
Anguish, tearing its way through the caster, and the writhing snarling mass of bubbling nightmare
flesh within begins to cry for its first meal, lashing out at anything nearby. HD equal to the caster's
level.
4 Thin white iron spikes with hanging wires and ridges and rings pierce outwards from the caster's
shoulders and neck in an elaborate halo. Faces suspended within the mess chatter noiselessly and
tiny men and women walk around on hanging bridges debating judgement and stabbing and
rutting amongst themselves. 50% chance the denizens of the halo judge the caster worthy,
remaining with them and providing a d4 bonus to any Cast the Bones or Conduit of the Cosmos
rolls. Otherwise a beautiful marble woman rises through the crown of the caster's head, her arms
delicately held above her in a classical pose, lowering them to softly lick the blood and brain
matter from her body like a faun drinking dew from a leaf before leaning down and pushing her
arms through the pupils of the caster's eyes, leaving them in a gibbering mess on the floor.
It's like a Kris Kuksi sculpture.
5 The ground melts into a surface like white light without a glow, sound causes soft spikes like bars
on an equalizer to bounce out of the ground and cling to the source of the noise. Footsteps echo
and coat your legs. Silence is golden.
(If there are enemies present the Referee should have one yell and run at the caster. Spikes leap
out of the ground so high that you lose sight of them, when the spikes retreat back into the ground
a featureless pure white figure with black pinholes for eyes is standing in their place. Turning to
stare at you wherever you move.)
6 The caster's head shreds open and a fountain of blood towers out of their kneeling body. The blood
is thick and viscous and shifts into surprising palettes of color, it splatters and spreads across the
roof, there are things in it. They reach out with breaking joints before slopping to the floor and
reforming as something else, they give birth to things which consume them and crawl towards you
with a scream that is a gurgle then float to the roof like a drop of water watched in reverse.
You should probably seal the door.
7 A dripping ball of smoldering black sludge consumes your heart, burning a hole through your
chest. You still live. When you deal damage the sludge consumes half the Hit Points, also
transferring them to you if you are wounded. It grows bigger and hotter, slopping out of your chest
cavity and slapping against your stomach. When you take damage the sludge is diminished by an
equal amount. When it reaches 25HP it begins to beg for more blood, more carnage, making a d8
attack of its own if exposed in combat. If it reaches 50HP it will envelop and slowly digest your
body while regenerating your flesh, using you like a magical fission reactor to power its hysterical
killing spree.
8 The Ocean. When you are wounded your body gushes saltwater instead of blood, tiny translucent
organisms and vibrant crustaceans you never imagined writhe about on the floor. If you are killed
your body will burst and release the ocean.
9 Everything goes dark, you lose sight of the walls, your companions are around you with shining
white eyes, they rend and tear at your flesh, stuffing their mouths, not even chewing in their haste
to fill their bellies, your attempts to fight back pass through them like a shadow.
Your companions find themselves sitting in a circle around the place where you last stood with
distended bellies and blood soaked hands and mouths. The only remaining trace of the caster is a
wax-sealed skull sitting in their midst.
10 Snake birthing pit. Your throat expands and they begin to slide out of your mouth, your stomach
splits open and piles of them slop to the floor, offspring slime out of their wombs and reach
adulthood almost as fast as they are born, in turn giving birth to their own young, they slither
across the floor in an ever expanding pile of writhing flesh and scales.
(Blood ruby red, their diamond scales seem raised from the surface of their flesh, tiny valleys
running between them. If bitten save vs. Poison. In 4d20 hours you'll share the same fate. They'll
stop birthing after they've multiplied enough to fill a 30' room. After a day they harden into actual
ruby. If you break them a baby snake falls out and the process starts all over again.)
11 Your flesh bubbles into bulbous purple mounds, becoming a hive for long-legged beetles which
seem to glide rather than crawl. Your consciousness now resides in the beetles, not your ruined
hive of a body. Create a separate HP listing for the body with maximum starting HP (6 by LotFP).
You can no longer be healed. As long as the beetles aren't wiped out they will repopulate at 1 HP
per week, repairing the body at 1 HP per day. If the beetles abandon the body entirely it takes 3
times as long to secrete a new one, or they can infest a corpse and convert it at the normal rate.
When outside a body the beetles only have AC10 but take half damage from anything other than
area attacks.
You are a single consciousness split into many parts, when part of you is lost your thoughts
become erratic and confused. Intelligence is decreased for every HP of beetles lost, down to a
minimum of 6 until the beetles repopulate.
12 Heavy rain begins to fall from the floor into the sky.
If you're inside, a pool of sloshing water forms in the ceiling, and after d4 rounds pastel color-
shifting spined tentacles emerge and seek those below, one for every being present. They grapple
with 18 Strength, save vs. Paralyzation if they take hold. If they pull you into the water the ocean
stretches in blue darkness further than you will ever see, constellations of pinhole lights swim and
dance all around you and you feel nothing but calm as you are pulled into the swirling mass of
color and sentience that engulfs most of your vision.
If you're outside, a swirling pastel color-shifting cloud forms overhead, and after d4 rounds sparks
of brain-lightning flash inside its mass and the rain begins to fall back to earth, carrying plate-
sized albino soldier crabs with hands instead of claws, d4 per being present. Save vs. Paralyzation
if they get their hands on you. They crawl onto your chest and lean into your face, speaking from
their terrible mouths. They tell you all the secrets of the cosmos. Your brain feels like someone is
pouring acid on it and you will never remember any of it. Halve your Intelligence, round down,
and add the amount you lost to Wisdom.
13 One of the caster's eyes pops from their head and a crimson serpent slithers from the socket
holding the eye within its mouth. The serpent coils and rears up, staring at those around it. The dry
leaf whisper in their minds asks them what they wish of it.
Any wish granted by the serpent decreases the caster's HP by 1, but this isn't obvious aside from
the growing flow of blood from their empty eye socket. If the caster reaches 0HP they fall and
dash against the ground into a pile of dust.
After a number of weeks has passed equal to HP lost by the caster anything bestowed by the
serpent will turn to blood, either literally or figuratively.
14 Hours later, slowly at first, the flesh of your stomach begins to twist inwards. It continues to churn
into your body until a spiraling tunnel gapes between your ribs and groin, seen from the front it
seems to extend at least 30' into your body. The twisting flesh of the tunnel emits a faint blue
glow, and at the end nothing can be seen but whispy tendrils of darkness. You feel phantom
stomach cramps of hunger around the recently dead.
Any recently killed flesh placed within the spiral is drawn gently inward and floats along its length
until it disappears in darkness, and soon afterwards d10 gold coins of an antiquity no one can place
clatter out of your belly. Once 400 coins have emerged, the thing inside is satisfied with the flesh
offerings and the host's body is stretched and turned and curled backward around the spiral tunnel,
forming grotesque screaming ever widening rolls of flesh as the tendrils of darkness are drawn
ever closer to the surface until it erupts and fills the room with glowing blue flesh and darkness,
corrupting minds and bodies with enlightenment. The flesh of anyone in the immediate vicinity
erupts in unimaginable constantly changing new forms while their minds expand into unreachable
levels of consciousness even as everything they were as a person implodes.
Over the next hour this influence radiates a further 900' in all directions, after which every living
thing in that sphere will disappear, save for a few mindless abominations apparently rejected from
ascendancy.
15 Another, naked you falls away from you to the floor, like a photograph being moved away from
another, strands of pus and membrane string between you. There is a 50% chance that the naked
one is actually the caster. If the caster is killed and the Other is not, inform the player after the
session who they are.
If the Other is allowed to stay with the party they will be friendlier than ever, and will become
steadfastly loyal to whoever shows the most interest in a true friendship. Once they have made a
true friend they will want to be near them always, and one night while their friend sleeps by their
side the Other's jaw will dislocate and stretch, and they will try to swallow their friend whole.
16 You lift into the air and d4 limbs tear themselves away from your body. Flesh rips and tendons
snap, you watch as the limbs dissolve in midair as if being digested before you drop to the floor.
17 Someone is calling to you when you sleep, they need you, go find them, you stop by the water,
they're so close, they need you, go into the water..
Every night for the next 2 weeks you come to your senses next to the blue moonlit water, even if
there was no water nearby when you went to sleep, save vs. Magic to resist stepping in. Every
night you get closer to her/him/whatever you find most attractive before waking up soaking wet in
the morning light. On the 6th night you enter the water they will embrace you and consume your
flesh with translucent echidna-quill teeth while making love to you.
18 You keep seeing a shadow in your peripheral vision but when you turn it's never there. As soon as
it can get you alone this damp ashy shadow doppelgänger will try to kill you. It wants to be you.
The real you. It has the same Ability Scores as you, gains a shadow version of any item that you
take in your hand, and has +2 AC, it's mostly incorporeal, and it wants to change that. It would
rather not injure you, preferring to strangle or choke you with its fist. If the doppelgänger kills you
it will split you open and eat your organs before wiggling into its new flesh. Your new flesh. Re-
roll your Ability Scores while you get settled into your new body. Skills, spells and memories are
inherited.
19 Save vs. Poison. If successful spend the next 2d6 rounds vomiting up an egg sac. Otherwise,
congratulations! You are now pregnant with godflesh. You want to share this blessing with
everyone. Especially your friends. While they sleep.
20 Save vs. Magic. If successful the caster takes 2d4 damage and a random Indefinite Insanity.
Otherwise, after the session inform the player that their consciousness has been consumed and
replaced by the projected consciousness of a lurking fear. From now on they will continue to assist
in the party's goals, but do their best to draw them towards the horror's physical form.

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.

Sacrificing for Fun and Profit, regaining faith


Mystics can also gain Faith by spending time in ritual worship and/or sacrifice. For every hour spent
in this way they must make a Will DC 10 save, with a bonus for every 5cp worth of ritual
components/sacrifices spent in worship that hour. If successful they gain d4 Faith, if not they gain nothing
and roll on the Divine Disfavor table.

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

3d6 Hand of God


14-18 Success
10-13 Success/Crisis of Faith
8-10 Inverse Effect
5-7 Inverse Effect/Crisis of Faith
1-4 Why Hast Thou Forsaken Me

1d20 Crisis of Faith


1 Visions of floating in the infinite while your god slowly consumes your mind and flesh fill your
senses. For d2 turns collapse in terror/ecstasy depending on your god.
2 Yellow blisters swell all over your body, within days you can see small creatures gestating within.
3 You find yourself in a dark, dust-strewn burgundy room. There are no windows, no doors, a lamp
burns atop a broken chest in the center of the room. A misshapen creature who was once a man
drags itself from a darkened corner. It offers you one wish, whatever you desire will be yours. If
you refuse you find yourself back where you began, if you make a request take the place of the
misshapen fool in the burgundy room.
4 Thunder roars like a mountain falling into the sea and blasphemous creatures rain down. They hop
and crawl and angry blue welts raise where they drag their tongues across your flesh. In d4 days
more pull themselves out of the welts without breaking the surface of your skin.
5 You find a wicker effigy in the corner of the room, behind a tree, beneath a stone, it was there all
along. You have no choice but to set it alight. The embers cool and the ash falls away from an
unharmed young child, surely sent by your god. When no one is watching they eat crawling
vermin and wicker grows from behind their ears.
6 You and those within 60' who don't save vs. Magic experience the agonizing birth of your god for
the next 2d6 rounds. They just want you to know how much they went through for you, and you've
let them down.
7 The floor splits and steam the color of orange rot billows out like a mushroom cloud. Darkness
rolls within its mass and everyone but the caster must save vs. Poison. Those who fail lapse into
seizures and speak in tongues for the next turn. Days afterward they'll notice the swollen lump at
the base of their skull.
8 Insect legs bristle out of your skin like hair, when you break them they leak the blood of infants
died in the womb. It smells like limbo.
9 Eyes open across your chest, filled with pinpricked wells of tar. Looking at a random companion,
you now realize that they hope to murder your god, how did you not see it before?
10 Stigmata. Pain racks your body as if splintering wooden spikes were being pushed into your flesh,
wounds stretch open and blood seeps out around the edge. The blood is dark and viscous and reeks
of age. Lose d4hp.
11 Locusts the color of bronze infested with corrosion pull themselves from the pores of your skin
and swarm around you. Stumble around in a cloud of wings and mandibles for 2d4 rounds until
they burrow back into your flesh.
12 You begin to weep tears of blood and mucus, before they hit the ground they curl upwards and
float into the sky.
13 The integrity of the Mystic's flesh becomes dubious, they feel numb and lesions break out across
their skin. For the next d6 days they take double damage. Every time they curse their god there is a
10% chance of the condition lasting a further d6 days.
14 You draw a dagger and slash across your stomach, you tear your intestines out of the way and take
hold of the clay urn within, you smash it on the floor and seize the preserved bladder from
amongst the broken clay and dried flowers, you tear at it with your teeth until it opens and stare
into the face of your mother, you drive your thumbs into her eyes until they burst and release a
lilac vapor into the air amidst her screaming, your god laughs and you awake in a cold sweat.
15 Your tongue burns with an intense heat, you open your mouth and spit something to the floor, you
smell your roasted flesh, your saliva still pops and sizzles. The orange hunk of metal on the
ground cools into an image of a plump locust, lying on its back displaying bloated clusters of eggs
coating its abdomen like a lobster.
Whether you keep the idol or not you dream of the Locust Queen for the next month, of her desire
for her children to blanket the land, of your special role in all this.
16 Your eyes burn from your head as if something has drooled acid into them. You find you can
sense people's intentions, but can no longer get around without being led.
17 The next time you sleep you dream of a figure hooded in blue velvet, their mere presence makes
your skin crawl and you feel as if you're going to be sick. In a voice like discarded cicada shells
being crushed together they ask if you desire to be shown the truth. If you accept they will show
you the truth behind your power, make a Test of Faith roll. For anything but absolute success, your
mind refuses to understand the revelation, roll on the relevant table. If you succeed, you no longer
require Faith to perform rituals, but are now free of any kind of religious direction..
18 You vomit hundreds of gold coins which immediately melt into the floor. For the next d4 days
every time you try to cast a spell you vomit melting coins instead, losing 2d4 Faith.
19 The area within 60' becomes the absolute absence of light for the next 2d6 hours. There are things
moving within.
20 A bloated foot-long maggot with a hundred black eyes pushes its way out of your throat. Fingers
like anemone fronds bristle at the ends of the stubby round legs near its head. It rolls onto its back
and its belly splits open in a clean line down the middle, coiled intestines and organs unimagined
bulge out of the wound, it smells like fresh fruit in a rose garden.
Eat from its belly and age 2d10 years and gain a level.

1d20 Why Hast Thou Forsaken Me


1 For the next d2 weeks animals shy and howl and cry when you are near. Make a Hand of God roll
every time you cast a spell during this time.
2 You fall to your knees and regurgitate page after page scrawled with your own writing. They are
filled with lies about your god, filled with doubt and blasphemy, there is enough to fill a tome. It
will be 2d6 days before you are able to regain Faith.
3 Your holy symbol melts or crumbles into shards of refuse, like burs pulled from a dog's fur.
Within is a black witchetty grub with eyes like a sunset. It raises itself up like a monolith, a
mosquito's proboscis slowly extending from its mandibles. If it bites you, lose d4 points of
Wisdom, if you eat it gain one.
4 Possession. Your flesh boils and breaks, eyes bubble out at random, creaking tentacles of cartilage
burst from your stomach, your fingers break and bend back so that the bones stick out like claws,
your entire form swells and bloats and you scream as your face disappears into a mound with
water-well eyes that reflect another place and a mouth like a prolapsed anus dried in the sun.
For the next 2d4 rounds all you desire is the rended flesh of your enemies. Double your hp during
this time, make d6 d8 damage attacks per round, and move at double speed.
Afterwards you tear yourself out of the mouth of this horrific form and it slops to the ground,
already rotting. Take an additional penalty to Faith equal to double the rounds you were in that
form and roll d20. On a 1 you lose a level, on a 20 you gain one.
5 Your god appears before you in all their terrible glory. No one else can see them. They wish to
know the depths of your devotion, they demand sacrifice. What do you hold most dear? Burn or
kill it and regain 4d4 Faith instead of losing 2d4, otherwise have fun living without the favor of
your god.
6 Glass worms squirm from your skin and as they shatter on the ground they release whispers of
doubts. Lose d4hp, it will be as many days before you can regain Faith.
7 The ritual works, but you know that the power did not come from your god. Another deity has
taken an interest in you, from now on whenever your god fails you catch glimpses of this other
being watching and smiling.
8 Emissary of Famine. For the next d4 weeks plants wilt in your wake, crops fail, goats give sour
milk.
9 Stakes erupt from the ground bearing impaled lizards and crabs, tears stream from their eyes and
they beg the Mystic's forgiveness in the voices of children.
They will continue to emerge at random until the Mystic Blesses them.
10 You fall into a crypt, the only way out is the hole you just made and within the broken wooden
coffin you have fallen into are twisted skeletal remains. They seem to have died in agony and the
rotting objects around them identify them as a Mystic of your religion. On closer inspection their
hands and feet are missing and through the empty sockets of their skull you can see a pink stone
the size of a child's fist.
11 A new eye emerges on either side of the base of your throat. When you witness things that would
normally gain Faith, there is a 50% chance that the eyes see the truth that there was nothing divine
about it and you gain nothing.
12 A perfect sphere of swirling purple glass/metal falls from the sky and punches into the ground at
the Mystic's feet. It is too hot for anyone but the Mystic to touch.
For every day that the orb is in their possession the Mystic's Constitution permanently decreases
by 1, and they must save vs. Magical Device every time they think of disposing of it.
If it absorbs all of their Constitution it triggers a Summon spell.
13 You find yourself unable to move, you smell the earth and your flesh hardens and stretches into
porous wood, roots penetrate the soil and your legs melt and stretch into a supporting trunk,
branches penetrate out from your body and grow vibrant green leaves, this is not painless. Flowers
grow from amidst the leaves and shimmering insects swarm around them, vibrating within them
for pollen until the flowers seem to melt over them and bear plump fruit the color of a festering
wound. Small furry things climb over your body and your silent cries for mercy from a mouth now
almost swallowed by a gnarled trunk go unanswered. Make a Test of Faith roll. For anything other
than absolute success your metamorphosis becomes complete and you remain rooted to the spot
until such time as you are cut down. If successful, several of the small creatures pluck a fruit from
your branches and force it into your open mouth, the flesh is rank but the juice is sweet and your
transformation reverses, increase Wisdom and another random ability score by 1.
14 Your body becomes a pillar of salt. A monolith which stretches 30' high. Your consciousness
remains within one of the grains.
15 Your mind embarks on a cosmic journey, flesh is shed in bubbling clumps and you ride black
holes through the infinity of the sky. Your mind is gone for a hundred lifetimes but it passes
within d6 turns in the perception of your companions. Gain that many points of Wisdom. Make a
Test of Faith roll with a penalty equal to points of Wisdom gained and suffer any consequences.
16 Your Strength, Dexterity, and Constitution are reduced to 3 and you cannot gain Faith for the next
d4 weeks. This is a test. If you survive, increase your original scores by the number of weeks it
lasted.
17 You miscarry through your mouth. Your gender is irrelevant. The fetus’s death rattle sounds like
everything you've lost, it smells like places you will never be.
18 A manifestation of another god appears before you and proclaims that you have been worshipping
a false idol. They give you this one chance of conversion, if you refuse they will ravage your flesh
and cast your mind into oblivion.
Kill the god and gain 6d6 Faith and two random Magic-User spells of your highest level.
19 It all suddenly becomes clear. You realize there are no true gods and fly into a violent rage against
any and all around you. If you survive you may no longer use Mystic rituals, are immune to the
rituals of other Mystics, and hold nothing but contempt for those who maintain their religious
beliefs.
20 Wrath of God. You mutate into the terrible form of your god, your mind is no longer your own,
you desire sacrifice and destruction, these cowering mortals around you seem a good place to start.

1d10 Divine Disfavor


1 Any item you bear that was intended for sacrifice rots, it is irrelevant what it is, it rots and ants
crawl out of the mess like a hive and eat each other.
2 Your vision is stolen for the next day. When it returns you recall phantom flesh memory glimpses
that you would rather not understand.
3 Your god demands that you recover a sacred relic from heathen hands, until you do so you cannot
gain any further Faith. (Referee places relic and those holding it no more than a few days away,
the Mystic instinctively knows where it is)
4 Bulbous hanging lesions develop on your skin, crusted with cancer while still being vaguely
transparent. Every hour there is a 1 in 6 chance of one bursting, spilling a flopping thing onto the
floor, the moment you start to comprehend the shape of its body it seems to change, almost
phasing and surging between material existence. Every time you question your god the lesions
grow larger and more numerous. They will disappear after a complaint-free week.
5 Any light sources in the area blow out, dark clouds cover the sun during the day, worms that you
can only see because they're so much darker than anything around them squirm from the earth and
wriggle around your feet. It will be over in d4 hours.
6 A random companion is stricken with a wasting disease, their skin already blackens and breaks
from the inside, tiny white bubbles boiling around the edges of the wound. You are the only one
that can cure them, but can only do so with a Test of Faith roll. If you succeed in healing them
without any repercussions gain 2d4 Faith.
7 A beetle the size of your fist crawls in front of you and flips onto its back. It vomits up some kind
of violently pink bulging fluid and continues to lie there, its legs wriggling in the air, vomiting.
8 A meteorite burns through the sky overhead, boiling slops of something like tar fall in its wake
and the resultant booming echo and dust cloud that rolls towards you tells you the crash site isn't
far off.
9 An acrid stench wafts over you, every hair on your body is decomposing, you'll be bald by
morning.
10 You sweat and shake with religious fever, incapacitated for the next 3d6 hours, but when you
regain control of yourself you gain 2d4 Faith and a random ritual of the next level.

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.

Web. 11 Nov. 2015. <http://www.lastgaspgrimoire.com/do-not-take-me-for-some-turner-of-

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/>.

TSR. “Dark Sun, Weapon Breakage”

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