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From the mind of the Lonely of Providence, fear the Great Old One and Outer God (template)
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<blockquote data-quote="Obly99" data-source="post: 8739817" data-attributes="member: 7035194"><p>You want the Necronomicon? Ok.</p><p></p><p style="text-align: center"><span style="font-size: 26px"><strong>Kitab Al-Azif</strong></span></p><p></p><p><strong>CONTENTS OF THE KITAB AL-AZIF</strong></p><p>The Kitab Al-Azif is a staggering 823 pages in length. While its individual pages are astonishingly thin, they are equally durable and allow for no bleed-through of the ink on the opposite side. The book’s writing is entirely in Arab, although there are numerous diagrams and illustrations, many of which depict creatures of the Elder Mythos in astonishing detail. The dread book is divided in 9 distinct sections. The reader can study each of these sections individually, each of which requires 8 hours of study. With each section, non Elder Mythos user must succeed at a DC 45 Will save or take 1d20 points of drain to Wisdom and Charisma; a successful save instead deals 1d10 points of damage to Wisdom and Charisma (with the rule of sanity this deal 20d6 sanity damage, Will 45 half). This ability damage is as much a result of comprehending the book’s contents as it is the alien feeling of the book itself imparting its knowledge to the reader at a rate much faster than mortal minds are equipped to learn—as if the Kitab Al-Azif itself were eager for its secrets to be known. Elder Mythos who read the book must make a DC 20 Will save or become fatigued as the book itself imparting its knowledge in its mind at a rate much faster than normal, creature already fatigued become exhausted on a failed save. Once a section of the Kitab Al-Azif is successfully studied, the reader can make use of that section as detailed below without further risk of ability drain or damage.</p><p></p><p><strong>Pages 1–66:</strong> These pages consist of the book’s introduction, and contain a detailed accounting of Alhazred’s wanderings through the deserts of Earth. Successfully studying this section imparts similar knowledge to the reader, granting a permanent +5 bonus on Survival checks attempted in desert environments and a +4 bonus on Fortitude saving throws against environmental effects or against effects that cause fatigue or exhaustion.</p><p></p><p><strong>Pages 67–192:</strong> This section contains information on contacting and interacting with various creatures of the Elder Mythos. Once this section is successfully studied, the reader can use the section once per day to cast any of the following spells as spell-like abilities: contact entity I, contact entity II, contact entity III, or contact entity IV. However, the reader must still provide the material component normally required by the spell, unlike with most spell-like abilities. All four of these spells are detailed in Pathfinder RPG Horror Adventures.</p><p></p><p><strong>Pages 193–428:</strong> The largest and most formidable section of the Kitab Al-Azif focuses primarily on the Elder Mythos. The secrets revealed on these pages are particularly dangerous to mortal minds, and any ability damage or drain caused by an attempt to master this section is doubled (but not the sanity). However, once the section is mastered, the reader gains a +8 bonus on saving throws against the drain effect from studying further sections of the Kitab Al-Azif. This information also grants a permanent +10 circumstance bonus on Knowledge checks pertaining to the Elder Mythos.</p><p></p><p><strong>Pages 429–526: </strong>A densely written section on magic follows the pages on the Elder Mythos. This portion functions as a spellbook that contains all the Elder Mythos spell (spell with the descriptor mythos) and rituals, even Call Azathoth.</p><p></p><p><strong>Pages 527–576:</strong> This highly detailed and extensively illustrated section focuses on the nature of the similarities between humanity and the deep ones. Once this section is mastered, the reader has the option to gain the deep one corruption. The corruption is always gained as a useful corruption rather than a vile corruption. This section of the book also helps one remove an existing deep one corruption, but only if that corruption came about via a method other than via the Kitab Al-Azif. When this information is used to remove a corruption, the target must be either willing or helpless. The character who mastered this section of the book then must spend 24 hours performing a simple ritual involving minor surgery and the administration of rare alchemical reagents worth 1,000 gp to the target’s body to remove the deep one corruption. This imparts 2 negative levels to the recipient but removes all evidence of the deep one corruption from the body, mind and soul.</p><p></p><p><strong>Pages 577–656:</strong> This section of the book switches from a more physical examination of the human condition to a mental one, focusing particularly on methods of transfering the mind of one body to another. Once mastered, this section allows the reader to cast mind swap or major mind swap once per day each, but when casting major mind swap, the user must still provide 10,000 gp worth of diamonds as material components. Both spells are detailed in Pathfinder RPG Occult Adventures.</p><p></p><p><strong>Pages 657–734:</strong> Formulae for contacting many of the Great Old Ones and Outer Gods can be found in this section. Once it’s mastered, a reader can use this section of the Kitab Al-Azif to cast contact other plane once per day, save that rather than contacting another plane, the reader contacts one of the Great Old Ones or Outer Gods. The question to be asked must be one that fits into the category appropriate for the entity’s areas of concern—for example, one would contact Atlach-Nacha for a question involving construction or Yog-Sothoth for a question about the nature of time or space. Certain questions could well fall under multiple areas of concern. Contacting a Great Old One uses the “Outer Plane, demigod” table entry for resolving the spell’s effects, while contacting an Outer God uses the “Outer Plane, greater deity” table entry (contacting an Outer God is even more damaging to a mortal mind than contact with most deities[Avoid Int/Cha Decrease DC 20/8 weeks]).</p><p></p><p><strong>Pages 735–798: </strong>This section contains information on the Dreamlands, as well as methods to travel to and from that realm. Mastery of this section allows the reader to visit the Dreamlands at will when she sleeps.</p><p></p><p><strong>Pages 799–823:</strong> The final section of the Kitab Al-Azif notes that, despite this book’s length, more secrets remain untold throughout the universe. Rather than attempt to catalog them all within the remaining pages, the book instead presents information on how the reader can manipulate time and space. Once mastered, this section allows the user to cast greater teleport and interplanetary teleport once per day each, and also aids in the study and mastery of freestanding portals. If the Kitab AlAzif is consulted while studying a portal, the reader gains a +10 circumstance bonus on the Spellcraft check to understand the portal’s function or destination.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8739817, member: 7035194"] You want the Necronomicon? Ok. [CENTER][SIZE=7][B]Kitab Al-Azif[/B][/SIZE][/CENTER] [B]CONTENTS OF THE KITAB AL-AZIF[/B] The Kitab Al-Azif is a staggering 823 pages in length. While its individual pages are astonishingly thin, they are equally durable and allow for no bleed-through of the ink on the opposite side. The book’s writing is entirely in Arab, although there are numerous diagrams and illustrations, many of which depict creatures of the Elder Mythos in astonishing detail. The dread book is divided in 9 distinct sections. The reader can study each of these sections individually, each of which requires 8 hours of study. With each section, non Elder Mythos user must succeed at a DC 45 Will save or take 1d20 points of drain to Wisdom and Charisma; a successful save instead deals 1d10 points of damage to Wisdom and Charisma (with the rule of sanity this deal 20d6 sanity damage, Will 45 half). This ability damage is as much a result of comprehending the book’s contents as it is the alien feeling of the book itself imparting its knowledge to the reader at a rate much faster than mortal minds are equipped to learn—as if the Kitab Al-Azif itself were eager for its secrets to be known. Elder Mythos who read the book must make a DC 20 Will save or become fatigued as the book itself imparting its knowledge in its mind at a rate much faster than normal, creature already fatigued become exhausted on a failed save. Once a section of the Kitab Al-Azif is successfully studied, the reader can make use of that section as detailed below without further risk of ability drain or damage. [B]Pages 1–66:[/B] These pages consist of the book’s introduction, and contain a detailed accounting of Alhazred’s wanderings through the deserts of Earth. Successfully studying this section imparts similar knowledge to the reader, granting a permanent +5 bonus on Survival checks attempted in desert environments and a +4 bonus on Fortitude saving throws against environmental effects or against effects that cause fatigue or exhaustion. [B]Pages 67–192:[/B] This section contains information on contacting and interacting with various creatures of the Elder Mythos. Once this section is successfully studied, the reader can use the section once per day to cast any of the following spells as spell-like abilities: contact entity I, contact entity II, contact entity III, or contact entity IV. However, the reader must still provide the material component normally required by the spell, unlike with most spell-like abilities. All four of these spells are detailed in Pathfinder RPG Horror Adventures. [B]Pages 193–428:[/B] The largest and most formidable section of the Kitab Al-Azif focuses primarily on the Elder Mythos. The secrets revealed on these pages are particularly dangerous to mortal minds, and any ability damage or drain caused by an attempt to master this section is doubled (but not the sanity). However, once the section is mastered, the reader gains a +8 bonus on saving throws against the drain effect from studying further sections of the Kitab Al-Azif. This information also grants a permanent +10 circumstance bonus on Knowledge checks pertaining to the Elder Mythos. [B]Pages 429–526: [/B]A densely written section on magic follows the pages on the Elder Mythos. This portion functions as a spellbook that contains all the Elder Mythos spell (spell with the descriptor mythos) and rituals, even Call Azathoth. [B]Pages 527–576:[/B] This highly detailed and extensively illustrated section focuses on the nature of the similarities between humanity and the deep ones. Once this section is mastered, the reader has the option to gain the deep one corruption. The corruption is always gained as a useful corruption rather than a vile corruption. This section of the book also helps one remove an existing deep one corruption, but only if that corruption came about via a method other than via the Kitab Al-Azif. When this information is used to remove a corruption, the target must be either willing or helpless. The character who mastered this section of the book then must spend 24 hours performing a simple ritual involving minor surgery and the administration of rare alchemical reagents worth 1,000 gp to the target’s body to remove the deep one corruption. This imparts 2 negative levels to the recipient but removes all evidence of the deep one corruption from the body, mind and soul. [B]Pages 577–656:[/B] This section of the book switches from a more physical examination of the human condition to a mental one, focusing particularly on methods of transfering the mind of one body to another. Once mastered, this section allows the reader to cast mind swap or major mind swap once per day each, but when casting major mind swap, the user must still provide 10,000 gp worth of diamonds as material components. Both spells are detailed in Pathfinder RPG Occult Adventures. [B]Pages 657–734:[/B] Formulae for contacting many of the Great Old Ones and Outer Gods can be found in this section. Once it’s mastered, a reader can use this section of the Kitab Al-Azif to cast contact other plane once per day, save that rather than contacting another plane, the reader contacts one of the Great Old Ones or Outer Gods. The question to be asked must be one that fits into the category appropriate for the entity’s areas of concern—for example, one would contact Atlach-Nacha for a question involving construction or Yog-Sothoth for a question about the nature of time or space. Certain questions could well fall under multiple areas of concern. Contacting a Great Old One uses the “Outer Plane, demigod” table entry for resolving the spell’s effects, while contacting an Outer God uses the “Outer Plane, greater deity” table entry (contacting an Outer God is even more damaging to a mortal mind than contact with most deities[Avoid Int/Cha Decrease DC 20/8 weeks]). [B]Pages 735–798: [/B]This section contains information on the Dreamlands, as well as methods to travel to and from that realm. Mastery of this section allows the reader to visit the Dreamlands at will when she sleeps. [B]Pages 799–823:[/B] The final section of the Kitab Al-Azif notes that, despite this book’s length, more secrets remain untold throughout the universe. Rather than attempt to catalog them all within the remaining pages, the book instead presents information on how the reader can manipulate time and space. Once mastered, this section allows the user to cast greater teleport and interplanetary teleport once per day each, and also aids in the study and mastery of freestanding portals. If the Kitab AlAzif is consulted while studying a portal, the reader gains a +10 circumstance bonus on the Spellcraft check to understand the portal’s function or destination. [/QUOTE]
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From the mind of the Lonely of Providence, fear the Great Old One and Outer God (template)
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