Monday, January 1, 2018

OSR: Psychomancers: Lords of the Mind

Psychomancers are mind-readers, thought-weavers and manipulators.  These Wizards are among the second rarest type, and possess the fewest combat spells, with perhaps the exceptions of the Cthonomancers.  Playing a Psychomancer is much more suited for a game based around role-playing and interaction rather than straight dungeoneering, but even in such a limited situation, a clever player and a DM willing to try something new can ruin an enemies' day for far longer than a fireball could.

Psychomancers pick their starting spells from the following 1d12 table.  Spells 13, 14 and 15 are rare and as valuable as a magic sword.

Psychomancers also have the following Power which they can use at will, and the following Drawback that always affects them.

Power: Can cast spells without speaking or moving your hands, as long as they are Psychomancer spells.

Drawback: Can constantly hear the "loudest" thoughts of people within 100', "loudest" here being defined by the thought most prominent in their mind.  For example, if your friend's feet hurt, his "loudest" thought might be "Gee, my feet hurt."  This makes concentrating on anything difficult at best.

Psychomancer starting spells:
1d12
1- Army of One
2- Charm Person
3- Detect Attention
4- Force of Personality
5- Hijack Vision
6- Hypnotic Laser
7- Lead Tongue
8- Rewrite Memories
9- See Invisibility   
10-Stand Firm
11- Take Captive
12- Telepathy

13- Detect Psychic Footprints
14- Enthrall
15- Incept

Legendary Spell(s): Generation Gap

Army of One
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R: 30'        T: one creature            D: [dice] rounds
One creature that is under attack finds itself in possession of superhuman reflexes, speed and skill in combat.  They may make one extra attack for every foe against them.  They add +[dice] to all the damage rolled.  Afterwards, the creature must save vs exhaustion.

Charm Person
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R: 50'        T: a person        D: [dice] hour(s)
One person disregards the spell you just cast on them and treats you like a good friend.  If you invest four or more dice into the spell, it has a permanent duration. 

Detect Attention
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R: self        T: self                D: [dice] minutes
The Wizard who casts this can detect the attention other minds are giving it.
If four dice are invested, then the Wizard can identify which attention is coming from who. 

Force of Personality
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R: 10'        T: self or one creature        D: [dice] hours
Target becomes irresistibly cool for [dice] hours.  Add [sum] to any interaction checks.  Additionally, as long as they can offer a rational explanation for their actions, they will still be regarded as distinguished or intimidating.  If someone under the effects of this spell tries to intimidate someone, they change from a 'super charming' to 'oh god get it away'.

Hijack Vision
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R: 10'        T: willing creature        D: [dice] minutes
The Wizard can ride along in a creature's mind, to see through their eyes.  While the Wizard is doing this, they cannot see out their own eyes.  You can target an unwilling creature, but they get a save to resist.  If you invest four or more dice, you can choose whether or not to blind the creature whose vision you are sharing.

Hypnotic Laser
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R: 10'        T: creature        D: [dice] minutes
Hypnotize one intelligent creature that can see you.  That creature must make a Will save  or fall under your influence.  This person is hypnotized, and will take suggestions from you.  They will not do anything that their own moral code would disagree with.

Lead Tongue
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R: 30'        T: one creature                D: [sum] minutes
The target of this spell must save or get -[sum] to any check made to interact.  If they pass their save, other people must save or get +[dice] to resist their charms, as well as a vague feeling of distaste toward that person, but not one they can actively identify.  

Rewrite Memories
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R: 10'        T: creature            D: one action
A living creature loses the memory of [sum] minutes and accepts whatever the psychomancer tells them.

See Invisibility
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R: self        T: self                D: [dice] minutes
Allows the Wizard to see invisible creatures for [dice] minutes.

Stand Firm
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R: 10'        T: [dice] creatures        D: [dice] minutes
[dice] creatures get +4 to their saves against fear, or being moved against their will.

Take Captive
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R: 30'        T: [dice] creature            D: [dice] minutes
Target creature must save vs. spell or be paralyzed.  While they are like this, they cannot move or take actions.  If they are in combat, they make a save each time it is there turn. 

Telepathy
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R: 50'        T: [dice] creatures        D: [dice] minutes
You establish a telepathic link with [dice] creatures.  They can communicate with you using telepathy for [dice] minutes.



Detect Psychic Footprints
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R: touch    T: self                D: [sum] minutes
By laying hands on someone's head, the caster can check to see if the mind's of those being examined have been tampered with through magic.  It is impossible to conceal psychic damage, but it is impossible to tell from the damage alone which Wizard did it.  Additionally, the caster cannot automatically heal the damage, this spell only detects it.

Enthrall
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R: 10'        T: one creature            D: one action
You reshape a creature's mind to make it love and worship you.  This process is best done on someone who has a positive emotional connection to you.  They must save vs magic and you must check vs your Charisma (add your level in Wizard to the roll).  If they fail, they fall under your spell.  They will remember what you did to them, but they will love you regardless.  If you fail, they will not.  If they pass their save but you also do, you can either allow the spell to fail or smash their mind and enslave them anyway.  This will transform someone into a shrieking berserker, ever loyal to you but useless at anything that a wild dog couldn't do.  If someone consents for this to be cast over them, that automatically counts as them failing their spell.

Incept
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R: 30'        T: one creature            D: one action
You can plant one idea [dice] words long into one creature's mind.  That creature must make a save to see if they accept the idea.  If they fail it, they accept it as their own.  The creature gets +4 to save if they are doing something right now that contradicts the idea, -4 if they are unaware of you, and -10 if they are sleeping. 


Chaos and Corruption

When you roll doubles, roll on the Chaos table.  The spell still works and goes through as if cast successfully.  You receive 1d3 Doom Points. 
When you roll triples, roll on the Corruption table.  The spell automatically fails.  You also receive 1d4 Doom Points.
At 10 Doom Points, you invoke the Doom of Fools.
At 20 Doom Points, you invoke the Doom of Kings.
At 30 Doom Points, you invoke the Ultimate Doom. 


The tables can be found.

Dooms

Doom of Fools:  You gain an insanity.
Doom of Kings:  Your insanity becomes contagious.  Anyone affected by your magic or who links their mind with yours must save or have your insanity infect their mind. 
Ultimate Doom:  Your body becomes the vessel for twisted alien intelligence, and your soul is shunted out into the cold void between the stars.

This Doom is avoided by confessing your sins at the True Cross, or by cursing yourself to never be able to lie.

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