Argon writes "When we think of psychics many see mystic guru's or followers of Zuoken
from the baklunish lands. Many of us never think of haunted locales or
psychic impressions . . .
. . . left behind by those whom walked the Oerth before
us.In this treatise you will be exposed to such psychic impressions and
their affects on those who fall prey to them.
Psychic
Phenomena of the Flanaess
What we know of psychic traditions on Oerth comes
mostly from the baklunish peoples. They are the only race with a deity devoted
to psychic mastery. Their society seems to have a long standing tradition of
psychic influences, and is well known for its schools which teach these
traditions. However psychics have existed for a long time and evidence of
psychics or psychic impressions amongst the flan natives are also evident.
What is a psychic impression? You may ask. Nothing
more than strong emotional, mental, and spiritual essences left behind by some
great deed or tragedy. You may hear some people talk about haunted places or
objects. Though how many tell you what brought about the change, or what was
the cause of such an unfortunate supernatural phenomena? Below are three such
known places of psychic impressions, so strong even the most talented psychic
would be hard pressed to tackle it alone.
The Waters of Woe
The waters of the Nyr Dyv are haunted by psychic
remnants, where the isles of woe once resided. The souls of the dead here are
so scarred, their screams and pain echo along the waters of this area. Rumors
say it is one of the reasons, the islands of this area where known as the isles
of woe. Many psychic impressions are present along this waterway and it would
take more than one psychic to erase or disperse the lingering impressions here.
Strong empathic projections of fear, despair, hatred, and rage line the area
where the isle’s once stood. Drowned ones amongst other undead creatures are
drawn to the isles remains. It is believed the lingering psychic energies of
the isles former residents have caused this activity. Who knows what psychic
horrors dwell beneath the depths of the Nyr Dyv. View the sample impressions
below.
CR 3; Empathic Projection (Fear), (Despair),
(Hatred), or (Rage) 9th level; Will save (DC 16) avoids; Psychic
Sense (DC 19); Search (DC 28); Disable Device (DC 28); XP 150. Anyone passing
by one of these areas may be afflicted by one of these psychic impressions.
Note: as an optional rule rouges may temporarily disable a psychic impression.
Fear causes the character to flee the area much like a fear spell. Despair
causes a character to suffer a -2 morale penalty to all saving throws attacks
and damage. Hatred causes the character to make a will save or hate and even
attack the closet individual to him. Rage the character gains a +2 bonus to
strength and constitution scores, a +1 morale bonus on will saves and a -1
penalty to AC. They are prone to fight heedless of danger. Note: this Rage does
not stack with a barbarian rage or with itself. Rage dispels the effects of
fear.
Mental Contact, 3rd level; Psychic Sense
(DC 13); XP 50. Anyone within 35 feet of thee isle or in certain spots of the
city will hear crying or screams of terror. A Will save (DC 13) is needed to
block out the noises, which repeat themselves endlessly.
Fields of Anguish
An ancient field of Ur-flan ritual sacrifices
rumored to be within the old Occluded Empire of Vecna. Many flan and other
peoples were sacrificed to decadent powers and foul denizens of the lower
planes. Some of the sacrifices were so horrific the tortured souls left
imprints of their pain and lingering empathic impressions of fear and despair.
It is also rumored that an altar made of abyssal obsidian resides in this field
and sometimes one can hear the fabric of Oerth being pulled open. Whether
something is sucked in or worse if something comes out is a mystery.
CR 4; Empathic Projection (Fear), or (Despair) 12th
level; Will save (DC 19) avoids; Psychic Sense (DC 22); Search (DC 37); Disable
Device (DC 37); XP 400. Anyone passing by one of these areas may be afflicted
by one of these psychic impressions. See above for effects of fear and Despair.
CR 3; Psychic Blast, 3d6 damage, 9th
level; Will save (DC 17) avoids; Psychic Sense (DC 19); Search (DC 28); Disable
Device (DC 28); XP 200. Some areas have been permanently stained with their
sacrifices remains. Leaving a warded imprint of the pain left they suffered
causes damage to anyone who touches the warded area. Note: Damage reduction is
bypassed by a psychic blast.
CR 7; Banishment, 21st level; Will save
(DC 25) avoids; Psychic Sense (DC 31); Search (DC 64); Disable Device (DC 64);
XP 3,200. Anyone wounded near the altar within 25 feet are pulled into a pocket
dimension. There is a 10% chance that there is another prisoner or devil in the
same space. Note: Once trapped only forms of teleportation or removal of the
psychic impression will free its captives.
Remnants of Myrsyrna
Sages suggest this place resides in the former Caerdiralor
Empire. Though many foul magic’s brought about the end of this once great
kingdom. Psychic impressions of the fall of Myrsyrna are embedded amongst many
ruins of the Caerdiralor capital. Some of these ancient ruins have made their
way amongst the natives of Onnwal. Unfortunately many of these relics have been
embedded by dangerous psychic impressions. As such one who comes into
possession of these remnants of Caerdiralors’ past has experienced nightmares,
possession, or mysteriously disappeared. All that is known for sure the horrors
of Myrsyrna are seeking resurgence of its flan origins.
Dominate, 12th
level; Will save (DC 17); Empathic Projection (Rage) 12th level; Psychic
Sense (22); XP 450. Anyone passing by one of these areas may be afflicted by
one of these psychic impressions. See above for effects of fear and Despair.
Angry souls looking to rid the world of followers of the old faith will try and
control someone to do their will. Anyone within 30 yards of one of these
objects is susceptible to falling prey to their influence and will slay
followers of the old faith onsite.
Control Body, 10th level; Will save (DC
15); Psychic Sense (DC 20); XP 533. Characters that fall to the effects of one
of these relics will be forced to march in search of Myrsyrna. It is believed
that these impressions where left behind by natives only wishing to return
home.
Insanity, 20th level; Will save (DC 23);
Psychic Sense (DC 30); XP 2,666. While the target sleeps this relic seeks to
drive them insane by using perverse, destructive dreams into their psyche.
Slowly pulling away the strings of sanity from their minds and loosening their
hold on reality.
These are only a fraction of psychic phenomena
present on Oerth. Perhaps some hapless adventurer’s will cross paths with more
of these psychic impressions. Until the star breaks my fellow hawkers, be wary
of what thoughts may do.
---Gauzelike of
the Mind’s Eye---
Much of the material
produced here was both influenced or produced by Wizards of the Coast and Green
Ronin Publishing. For further reference
see The Psychic’s Hhandbook, The Complete Psionics Handbook 2nd
edition or the d20 SRD website for more information."