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Showing posts with label Spells. Show all posts
Showing posts with label Spells. Show all posts

Saturday, October 19, 2013

The Free OSR Space Age Sorcery 1.5 As Fodder For Astonishing Swordsmen and Sorcerers of Hyperborea.



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Given the incredibly interesting mix of high weirdness, pulp action and the Lovecraftian background and  relictechnology  of  Astonishing Swordsmen and Sorcerers of Hyperborea I thought these spells, technology and 'treasures fit right in. I looked into the spells this evening from the Dungeon master's book and this project that I was a part of. They seemed to slide together quite easily.
This project was partially Hereticworks, Porkster, and myself. The spells in this one are pretty horrific and seem to slide right into the Hyberborean vibe of the game.
These were originally created for a 'Swords and Wizardry' style campaign so dungeon masters should have no trouble converting them to your favorite campaign.
Many of these I've used for Chaotic evil clerics and wizards. Given the number of great character classes in 
 Astonishing Swordsmen and Sorcerers of Hyperborea these can led an extra weird vibe to your characters or villains. 

Sunday, December 23, 2012

1d10 Hearses From Hades And Beyond For Your Old School Horror Campaigns



Call Hearse 
Spell Level : 7th 
Range: 50 miles
Duration: A night and a day
This spell calls forth a hearse of unusual aspect. The nearest vehicle within a 50 mile radius will answer the call compelled by the ghostly powers from beyond. This vehicle will have 9 hit points with a 30% chance of being a 12 point monster. The hearse will have an armor class of 6 and a top speed of 120 mph. This monstrous hearse will serve for a night and one day after which it may depart peacefully or have to be rebuked by the mage with a successful wisdom and charisma roll. Each of these cars have a devilish intelligence and evil cunning to them. There are exceptions but they are few and far between. It is quite easy to call these cars from beyond the grave.  A sack of grave dust, the motor oil from a car used in a crime, and the car battery from the most famous car yard in Detroit are needed. The spell must be done during the height of traffic under the stars of the Big Four. Any damage done to these cars from the realms beyond is healed with the new moon.

1d10 Hearses From Hades And Beyond Table 
  1. Satan's Ride - This jett black matt finished hearse is actually an Ernyes bound into the shape of 1960 Caddy hearse. She ferries souls  directly to her master. She will also carry one to the first level of Hell and beyond. Quick temper though and loathes red heads. 
  2. The Fiend - This car moves between the realms of the just dead and hell. Has the temperament of a pit fiend. Has been known to terrorize small desert towns from time to time. Also stalks young men in their twenties. A charmer with the ladies or it thinks it is. 
  3. Eddie - An ordinary hearse that's taken on a life of its own. Frequents air port parking lots and moves between planes at will. Fairly even tempered but with a cunning streak as well. 
  4. The Clown Car Of Souls - This yellow Hearse manifests on nights of the full moon and vomits forth 1d8 lemures and souls of the damned. The car regularly tries to act as a taxi and stalker
  5. The Hungry Ride - This car's interior is actually the stomach of a demon. The creation of a botched binding rite this car has the temperament of a murderous creature of the night. Stalks the high ways and by ways of the planes. Mean spirited and spiteful as a car can be. 
  6. Hitchhiker's Special - This jet black hearse with a cherry red stripe hunts the desert roads of the world looking to feed on hitch hikers of all stripes. Often vomiting them at remote locations of the planes. Then again its prone to eat them as well 
  7. That Which Rides - This Lovecraftian car frequents New England highways picking up the occasional passenger and ending their sanity and wits whenever it can by making joy rides through the planes. Its 9th level wizard owner has a reward for its return. It is now in the service of the Old Ones. 
  8. The Doppleganger - This Caddy hearse is a shape shifter and masks itself as luxury ride. Then it takes the owner for a night of hell across the infinite dimensions finally dropping them off after they lose their minds. It frequently eats politicians and despots. 
  9. Gygax's Gearbox - This hearse frequents the planes and ferries parties to Greyhawk or Blackmoor in times of greatest need. A lawful ride with a stylized dragon on the front of it. 
    1. Efreeti's Engine - This fiery tempered ride will grant your darkest desires or burn your soul to a crisp. Haunts for the desperate or lonely looking for vengeance and hate. The monster will serve an evil wizard for 1001 days then try to eat his or her soul.  
        1. Invoke Hearse 
File:Hearse - Bodywork by O'Gormans.jpg
 
Spell Level : 7th 
Range: 50 miles
Duration: 1,001 days
The wizard casts the call hearse spell after which this spell is cast. The wizard must have the specially prepared fluids for the car and create a bargain with the monster car. The car will try to trick or even kill the magician as the dance begins. The wizard will be locked in a psychic dual with the car as it sits within a specially prepared circle of motor oil and pig's blood. This circle must be prepared ahead of time while invoking the incantations of the big four gods of the auto.
The wizard must make a successful wisdom and charisma roll. He must agree to meet all of the car's needs and provide it with a blood sacrifice upon the new moon.
 In return the car will serve him for 1,001 days without fail. These rites are very rare and only available in scrolls of Detroit and The Motor City. It is said that music from the 1950s such as classic rock and roll help with these spells.


There are rumors of lesser cars with the powers of bound nightmares within them. These are very wild and only the most desperate of men would call those from beyond the pale. 





Saturday, December 22, 2012

Pulp Horror Saturday - 1d10 Random Finds Of The Hidden Eye Spell Table

File:Ghost Stories February 1931.jpg
The Hidden Eye 
 Spell Level 5th 

Range: Random 
Duration: 3 Hours
The caster lights three candles in a triangle along the sacred paths of Shu'ri in alignment with the astral winds. This spell needs the eye from a murderer, the tongue for a flame lizard, and the tears of a damned witch to succeed.
Once cast this spell opens a psychic portal into the realms of the newly dead and deceased. The window will roam which ever ways the astral winds take it. Those who this spell will gaze into the dreams and left off memories, wants, and dreams of the dead.
The spell will show their relatives, secrets, passions, etc. Many casters use this spell to check on the souls of the dearly departed and their hidden secrets. There is a 40% of attracting a watcher of the dead. These specters hate the living and the intrusion into the realm of the spirits.
 The caster must make a wisdom check every 1d4 rounds to find the right window of the spirits. There is a 20% of something looking at or recognizing the caster. There is a 10% of some PKA entity following the window and escaping from the realms of the departed. 


1d10 Random Finds Of The Hidden Eye Spell Table 

  1. The caster watches the murders of several victims all jumbled together. The violence is horrible but he is able to find a hidden clue among the whole thing
  2. A judge of the dead sentences a former friend of the caster and the victim sees the caster. He or she begs for their afterlife. The scene plays over and over again. 
  3. The caster finds a soul has been sealed away in a nearby building by a band of demons. The soul cries out eternally for someone to help them. 
  4. A magic item is leaking its energies into the nearby realms. The energies act as a beckon to ghosts, demons, and others. The thing cries for release from its prison. 
  5. The caster is privy to the sexual acts of the ages. There is a 40% of some secret being revealed that may ruin or help a near by NPC 
  6. The spell backfires and sends all present into the realms of the newly dead. The gateway remains open for 1d4 rounds 
  7. The spirits of the damned notice the character and he gains a valuable contact among them. 
  8. A lich has been trapped beyond and will bargain with the casters for freedom. Will you help it
  9. Found what you were looking for but the judges of the dead will give you a warning this time. Next time you will be on trial in front of them. 
  10. The judges will give you the information you seek in exchange for a mission.