|
Post by bluskreem on Oct 19, 2009 21:54:02 GMT -6
I was looking over some of my old campaign notes, and my failed fan project when I came across some notes on two schools of sorcery of that I used in my first campaign. I thought I might share the basic description before i loose them again to the mists of time.
Transmutation: Nearly universally reviled by the races of men, transmutation is the Snake-man art of altering the very nature of man. With this art Snake-men were able to warp the mind and bodies of their servants to make them more efficient slaves.
Unlike many rituals transmutation rituals do not require a sacrifice to enact, however the art can be taxing on human practitioners. All Transmutation rituals require an additional Save Vs Spell (beyond the normal aging roll. A failure indicates the ritual warps the practitioners body (roll on the mutation table)
Commune: Commune rituals allow practitioners to contact and communicate with the alien intelligences of Carcosa by extending their psychic abilities. Such communication is not hindered by distance, or language, but can be detrimental to the sorcerer's psyche. For every hit dice that the target possesses their is a 3% chance that the sorcerer will become permanently and irrevocably mad. These rituals are primarily used by cults.
|
|
|
Post by crusssdaddy on Oct 20, 2009 9:00:50 GMT -6
I like anything that dares the PCs to make contact with an Elder Thing! Maybe practitioner level could decrease the insanity chance, so that there's an enticement for PCs to try to get through to Cthulhu or Nyar...
|
|