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Tomes Rules

The document details the mechanics and implications of studying forbidden tomes that contain dangerous and profound knowledge about the cosmos. Characters can attempt to read these tomes, which require specific intelligence levels and dedicated study time, with potential outcomes including gaining unique spells or abilities, but also facing risks of corruption and insanity. Each tome has unique properties, and successful study can lead to significant changes in a character's abilities and alignment, while also exposing them to perilous consequences.
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0% found this document useful (0 votes)
8 views6 pages

Tomes Rules

The document details the mechanics and implications of studying forbidden tomes that contain dangerous and profound knowledge about the cosmos. Characters can attempt to read these tomes, which require specific intelligence levels and dedicated study time, with potential outcomes including gaining unique spells or abilities, but also facing risks of corruption and insanity. Each tome has unique properties, and successful study can lead to significant changes in a character's abilities and alignment, while also exposing them to perilous consequences.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FORBIDDEN TOMES

The most guarded secrets are not of glit-


tering gold or powerful dynasties, but of
STUDY CHECKS
the fundamental, horrifying truths of the Characters can attempt to read a tome using
cosmos. This knowledge is often recorded in an intuitive approach. To succeed, they must
books, scrolls, and tablets by those who make a COR CHECK (at the end of the study).
have peered beyond the veil and been Failed attempts may be repeated once the
forever changed. These rare manuscripts character gains an experience level.
contain knowledge about the Unnatural.
They are usually old, extremely rare, very
dangerous, and always unique. Acquiring TOME TRANSLATIONS
one can be the basis for an entire adventure. Multiple copies of the same tome can exist
in various languages, translated by differ-
Who can read a tome: Any character ent peoples and scholars across the ages.
can dedicate themselves to the study of a
tome to unlock its secrets. Translation: The referee chooses or rolls
on the table below to determine which
Requirements: A character must be lit- particular translation of the tome the
erate in the language of the particular characters have found:
translation of the tome they intend to
study, apply themselves for enough time,
and either have a minimum intellectual TOME TRANSLATION (ROLL WHEN FOUND)
ability or roll a check to succeed. D100 LANGUAGE
1-10 Common
TIME 11-15 Bugbear
Reading a tome requires a period of dedi- 16-20 Deepcommon
cated, uninterrupted study as noted in its 21-25 Deep One
description. The reader may not engage in
any other activity, including adventuring. 26-30 Doppelganger
31-35 Dragon
36-40 Elvish
INTELLECT 41-45 Gargoyle
Each tome has a minimum Intelligence 46-50 Gnoll
score requirement. Characters that meet 51-55 Gnomish
this requirement can study the tome
without a check. 56-60 Goblin
61-65 Halfling
Player knowledge: A tome’s INT require- 66-70 Harpy
ment is not freely divulged to the players.
It may be deduced by trial and error or 71-75 Hobgoblin
revealed through oracles or investigation. 76-70 Kobold
Attempts: Making an attempt at reading 81-85 Lizard man (debased aklo)
a tome without a certainty that the mini- 86-90 Medusa
mum INT requirement is being met counts 91-95 Minotaur
as a valid effort, but unless the character 96-99 Ibese (language of beings of Ib)
succeeds on a STUDY CHECK, it will fail and 00 Aklo (original)
the character may be exposed to side-ef-
fects such as corruption (see opposite).
This remains true even if the character Original Aklo: Texts written in the origi-
cannot or chooses not to roll the check. nal language (aklo) are exceedingly rare
but delve into even deeper mysteries,
granting additional benefits to readers.
COMPLETION GAINING COMPREHENSION
Each time a tome is studied, the outcome Upon successful study of a tome the reader’s
is determined as follows: mind is imparted with alienating truths.
 Success (minimum INT or success- Knowledge: They typically gain unnatu-
ful study check): The full contents of ral knowledge (granting the player in-
the tome are imparted into the reader’s sight into the nature of cosmic horrors,
mind. which the referee may impart as needed)
and access to one or more new spells.
 Failure (failed study check): The
reader does not gain any insights, and Abilities: The reader is bestowed a new
the study is a failure. ability, usable in the way described therein.

CORRUPTION, INSANITY AND PERILS Spells: Spells are stored directly into the
reader’s mind as a one-time ability, ignor-
OF STUDY ing class restrictions and spell casting ca-
Whether they succeed or not, the reader is pabilities. Once used, these spells vanish
exposed to concepts that the mortal mind from the reader’s mind.
is not meant to grasp and must make a  Spell casters: May research memo-
SAVE VS CORRUPTION to avoid being cor- rized spells of their type (arcane or
rupted by the information within and/or divine) as research into a new spell. A
becoming temporarily insane. In addition success allows them to use the spell
to that, each time a character successfully normally afterward.
completes the study of a tome they are
subject to the tome’s perils of study. Repeated study: A character may repeat
the study of a tome to regain access to
forgotten spells or a one-time ability. But
CORRUPTION, INSANITY & PERILS OF STUDY at each new reading they face the same
STUDY IS SAVING THROW IS A… risks once more (see opposite).
A… SUCCESS FAILURE Rituals: Tomes may contain formulae for
1d2 points of 1d4 points of specific rituals that deal with conjuring,
SUCCESS corruption + corruption + tormenting, banishing or imprisoning the
peril
peril of study insanity of study + more powerful mythos beings (see pXX).

FAILURE Nothing 1 point of


corruption
SPELLS
️ Lists:Tomes may contain spells from
multiple spell lists, either from Classic
Insanity: The character becomes fixated Fantasy, Advanced Fantasy, The Nec-
on the tome itself or a specific fragment romancer (by Necrotic Gnome), or new
of its contents. Recovery takes a number spells (see descriptions).
of weeks equal to 20 minus the charac-
ter’s Wisdom score. During this period the ️ Abbreviations: Each spell indicates the
character is incommunicable, unable to spell list it originates from between pa-
adventure, perform research, or any rentheses. The abbreviations used are:
other kind of meaningful activity apart Cleric (CL), Druid (DR), Illusionist (IL),
from tending to their own survival. Magic-User (MU), and Necromancer
(NC). New spells are listed as (NEW –
Peril of study: Forbidden tomes are hos- with a “D” if “divine” or an “A” if arcane).
tile to the reader. Characters that suc-
ceed on the study of the tome must make ️ Allowed spells: If not using spells from
another saving throw to avoid suffering a a certain list, the spells can be treated
harmful side-effect of acquiring the as “unfinished drafts”. The reader may
knowledge, detailed within the tome’s de- conclude its research - at half the nor-
scription. These come usually in the form mal cost and time that it would take to
of an alignment change or an acquired research the same spell from scratch
compulsion. (see Creating New Spells, pXX).
THE ABILITY
NECRONOMICON NECROURGY
Next time the reader’s hit points fall to
zero after reading the Necronomicon they
️ “That is notdead which can eternal lie, won’t die. Instead, they will enter an un-
And with strange aeons even death dead-like state – the “Necrourge”.
may die.”
️ – H.P. Lovecraft, The Call of Cthulhu  Hit points: The character gains 10
temporary hit points. If healed above
10 hp, the character leaves the
A tome of unparalleled evil, bound in hu- Necrourge state and returns to their
man skin and clasped with tarnished iron. normal self at 1 regular hit point.
Minimum INT: 16  Pass undead: As a necrourge the
Study period: 1d4+1 weeks. character passes as an undead creature
(i.e. mindless undead will see them as
one of their own and will not attack).
PERILS OF STUDY  Resistances: Necrourges are re-
After successfully studying the tome, the sistant to effects that only affect liv-
character must SAVE VS SPELLS AT -2 or be ing creatures (e.g. poison) as well as
affected as follows: to mind-affecting or mind-reading
spells (e.g. charm, hold, ESP). They
 Alignment shift: Moves one step to- gain +4 on saves against resisted ef-
wards Chaotic. fects and if a save is not granted,
 Hunted: The next time the character they get one without any modifiers.
critically fails a saving throw (i.e. they  Susceptibilities: Necrourges are af-
roll a natural 1) against a fear or fected by effects that only affect un-
mind-affecting effect, they attract dead (e.g. turn/destroy undead, nec-
the attention of a wandering extra- romantic magic, etc.).
dimensional horror of the same HD
as the reader (referee’s choice). This
creature will hunt the character across SPELLS AND RITUALS
time and space. It is cunning and will
employ subterfuge, ambushing, and TRANSLATED COPIES
smart tactics to achieve its goal.
Contain formulae for the following spells
and rituals:
KNOWLEDGE Spells: Animate Dead (MU), Command
The reader gains encyclopedic knowledge Dead (NC); Death Ward (NC), Deathless-
of the Outer Gods (e.g. Yog-Sothoth, Aza- ness (NC); Sacrificial Resurrection (NC).
thoth), their servitor races (including
Deep Ones, Ghouls, and Shoggoths), and Rituals: Tormenting (Dagon, Hydra,
the history of ancient, pre-human civili- Cthulhu); Imprisoning (Cthugah); Banish-
zations. ment (Mordiggian).
ORIGINAL LANGUAGE
Copies in the original Aklo contain formulae
for the following additional spells and rituals:
Spells: Annihilation (New-D), Become
Lich (New-A); Necrotic Gaze (NC); Speak
with Dead (NC); Spirit Vision (NC).
Rituals: Conjuring (Mordiggian, Yog-So-
thoth); Tormenting (Cthugah, Mordig-
gian); Imprisoning (Mordiggian); Banish-
ment (Cthugah).
THE KING IN KNOWLEDGE
YELLOW (PLAY) The reader learns of the cursed city of
Carcosa, its location in the cosmos, the
star system of the Hyades, and the true
meaning of the Yellow Sign, a symbol
️ “During my convalescence I had which can attract the King’s attention.
bought and read for the first time, The
King in Yellow. […] I pray God will
curse the writer, as the writer has ABILITY
cursed the world with this beautiful,
stupendous creation, terrible in its TATTERED INSIGHT
simplicity, irresistible in its truth...”
The character can perceive the threads of
️– Robert W. Chambers, The Repairer of madness and desire that bind the world.
Reputations Once per day, by concentrating on a per-
son they can see for one turn, the reader
may roll a SAVE VS SPELLS with +1 bonus for
A play script bound in supple, yellowed every 3HD of the reader that is higher than
leather of unknown origin. It is banned in the target’s, or a -1 penalty for every 3HD of
all sane lands, yet bootleg copies and se- the target that is higher than the reader’s. If
cret performances continue to corrupt successful, the referee must reveal the sub-
the souls of artists and aristocrats. ject’s most powerful, secret desire.
Minimum INT: 12 Non-detectable: The use of this ability is
Study period: 1 day entirely non-detectable unless the user’s
mind is being monitored by ESP or an-
other form of mind-reading while using it.
PERILS OF STUDY
After successfully studying the tome, the
character must SAVE VS SPELLS AT -4 or be
SPELLS AND RITUALS
affected as follows: TRANSLATED COPIES
 Alignment shift: Moves one step to- Contain formulae for the following spells
wards Chaotic. and rituals:
 Compulsion: Whenever the party Spells: Chaos (IL), Confusion (MU), Emo-
rolls a favorable reaction roll, the tion (IL), Feeblemind (MU), Hold Monster
character is overwhelmed by a need (MU), Hold Person (MU), Ventriloquism
to share the play’s “beautiful truths”, (MU)
actively seeking to have those on the
other side of the interaction read it or Rituals: Tormenting (Nyarlathotep); Im-
see it performed. This can only be re- prisoning (Hypnos); Banishment
versed through a Wish spell, cast by (Nodens).
a creature other than the victim.
ORIGINAL LANGUAGE
Copies in the original Aklo contain for-
mulae for the following additional spells
and rituals:
Spells: Enact Play: Act II (New); Mark of
the Yellow Sign (New); Revelation of Car-
cosa (New)
Rituals: Conjuring (Hastur); Tormenting
(Nodens); Imprisoning (Nyarlathotep);
Banishment (Shub-Niggurath).
AZATHOTH AND ABILITY
OTHER HORRORS EVOKE NUCLEAR CHAOS
Once per lifetime, when the reader would
be killed by an attack or failed saving
️ “Young Derby's odd genius developed throw, they may choose to unleash cos-
remarkably, and in his eighteenth mic energies tapped from the nuclear
year his collected nightmare-lyrics chaos at the center of the universe.
made a real sensation when issued
under the title Azathoth and Other  Creatures within 120’: Must SAVE VS
Horrors.” DEATH or be annihilated (as a Sphere
️–H.P. Lovecraft, The Thing on the of Annihilation). A success still
Doorstep causes 1d6 points of damage per level
of the reader.
A slim volume of nightmarish poetry. The  The reader: Is not killed, but is in-
verse chronicles feverish dreams of bi- stead instantly teleported to a ran-
zarre alien worlds, cyclopean ruins, and a dom, uninhabited location 1d100
final, terrifying voyage to the center of all miles away. They arrive stripped of
creation where the Blind Idiot God, Aza- all possessions, with 1 hit point re-
thoth, seethes amidst the maddening mu- maining, and permanently lose 1
sic of demonic flutes. point of Wisdom.
Minimum INT: 12 Additional lifetimes: After reading the
tome once, each time the reader is
Study period: 1d6 days brought back to life (i.e. Raise Dead, Res-
urrection, etc.) they may use this ability
PERILS OF STUDY again. If the ability goes unused for a life-
time, it is wasted and the reader does not
After successfully studying the tome, the get an additional use on the next lifetime.
character must SAVE VS SPELLS AT -4 or be
affected as follows:
SPELLS AND RITUALS
 Cosmic nihilism: They lose all hope,
convinced of the ultimate meaning- TRANSLATED COPIES
lessness of existence. They can no
longer be affected by spells that Contain formulae for the following spells
cause fear, but are also immune to and rituals:
those that inspire courage or hope Spells: Corrupting Touch (New), Death
(e.g., Bless). This can only be re- spell (MU), Phantasmal Killer (IL).
versed through a Wish spell, cast by
a creature other than the victim. Rituals: Tormenting (Azathoth); Impris-
oning (Bokrug); Banishment (Azathoth).
KNOWLEDGE ORIGINAL LANGUAGE
The reader gains insight into the nature
of Azathoth and the "nuclear chaos" at Copies in the original Aklo contain for-
the center of the universe. They will rec- mulae for the following additional spells
ognize the names of certain servitor and rituals:
races and places associated with the Spells: Mayhem (New), Time Flow (IL),
Outer Gods. Vision (IL).
Rituals: Conjuring (Azathoth); Torment-
ing (Bokrug); Imprisoning (Azathoth);
Banishment (Bokrug).
BOOK OF DZYAN two-way conversation. The caster may
also attempt to forcibly extract infor-
mation. To do so, the target must save
A volume of ancient theosophical lore, versus spells. If they fail, they must truth-
purportedly transcribed from a pre-hu- fully answer one question posed by the
man tongue known as Senzar. It speaks caster. Each attempt to force information
of the true nature of the gods, the great deals 1d4 psychic damage to both the
cycles of the world, and of elder races caster and the target, regardless of the
that walked the earth before humanity. save's outcome.
Most known copies are flawed English LORE
translations by the occultist Madame Bla- “He had himself read many of them... But
vatsky. there were others he had known merely
Minimum intelligence requirement: 14 by reputation or not at all — the Pnakotic
Study period: 2 weeks Manuscripts, the Book of Dzyan, and a
Peril of study: On a failed SAVE VS crumbling volume of wholly unidentifia-
SPELLS, the reader develops an obsessive ble characters...”
need to find the Secret Brotherhood of – H.P. Lovecraft, The Haunter of the Dark
Dzyan in the remote peaks of Tibet. This
becomes their primary motivation, over-
riding all previous bonds and goals.
Knowledge: The reader learns much of
the Great Old Ones, particularly Yog-So-
thoth and Azathoth, as well as the history
and rites of many hidden cults active in
the world.
Ability: Brotherhood’s Insight. The reader
gains an intuitive understanding of secret
societies and hidden hierarchies. They
gain a +2 bonus to reaction rolls when
dealing with cultists (of any kind) and can
attempt an Intelligence check to decipher
coded messages or recognize secret
signs, even if they have no prior
knowledge of them.
Spells (translation):

• Clairvoyance (MU)

• ESP (MU)
Spells (original): The true Senzar text,
written in the Aklo tongue, contains the
following additional spells:

• Find the Path (CL)

• Senzar Mind-Touch (New)


NEW SPELL: SENZAR MIND-TOUCH
Spell Level: 5th (Magic-User)
Range: 30’
Duration: 1 turn / level
The caster forms a direct mental link with
a single creature. Language is no barrier;
communication is conceptual and instan-
taneous. This allows for silent, perfect

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