Infamous Class: Organ Master

Clerics of Armok / Organ Masters

!! WORK IN PROGRESS !!

The dark sect of Organ Masters created by Providence was founded in more recent days, designed with the twisted intent of commanding the bodies of other humanoids. Under the pretense of Armok's dark powers, these Clerics of Armok are incredibly powerful evil Clerics with a strong focus on controlling the battlefield. Their blood magic is feared across the land, with Clerics of Armok thrive on any opponent that bleeds. As such, Organ Masters have a strong obsession with blood, often prizing the blood of their victims as a trophy above all others. Clerics of Armok will often collect and store the blood and organs of their victims for use as spell components later on.

Among the first of these Organ Masters was Uldroc Lane, who was born in a hidden facility in Errothar. This facility was meant as an experimentation ground where people would be brought to this place in an attempt to indoctrinate them into one of their different Clerical sects, Anti-Paladins, Blademasters, and Clerics of Armok. Through rituals in blood magic, these people were experimented on to create a form of super-weapon, having people with abilities beyond what should humanly possible. Providence finally succeeded at his experiments in blood magic, and finished his dark art. An experiment on Human children in 727 led these two siblings being blessed with an impossibly high Wisdom score, potentially leading to two Clerics of impossible power. Unfortunately, this facility was raided not even a week later by a group of mercenaries led by Cian of the house Tuatha, who managed to destroy most of the facility. One of the two children was found by Cian during this attack, who took her with him as he fled along with a few other people who had been experimented on. Thankfully, one of the two children managed to stay hidden. This child was Uldroc, who had achieved impossible Wisdom. Over the next few years, he was trained in the dark arts of the experimental blood magic. He assisted Providence with his research, finally becoming an Organ Master as soon as the class was finished.

He now searches Farvion for his sister, who was taken at an early age. When he learned that she had mysteriously vanished in Port Lance in 743, he took to the seas in search of his lost sibling. He had discovered several pirates in the area known to take recruits off the ships they'd destroyed, and his investigation began. In 745 he learned of the acts of the "Dragon Pirate", a legendary Thief who death seemed to follow wherever he went. To this day he searches for the Dragon Pirate, to find out what's happened to his sister...

...And there will be bloodshed.

In order to play an Organ Master, the character must first be either Human or Half-Orc, and also of evil alignment. A minimum of 19 wisdom and 12 constitution is also required.

Class Level Limitations:

Class Requirements:



Human: U

Wis: 19

Half-Orc: 7th Level

Con: 12




Evil Alignment


Organ Masters will begin with 2 weapon proficiencies available as normal Clerics do, however the allowed proficiencies for the class differ from the proficiencies allowed by normal Clerics. Organ Masters must never wear armor, as part of their dark magic involves the absorption of blood directly through the skin, an act which is impossible while armored. In addition, Organ Masters are allowed the use of bladed weapons only. That is to say, the Organ Master must use weapons that draw the most blood possible from their opponents. Organ Masters may take any daggers, axes, or scimitars as their weapons. Organ Masters gain proficiencies at the rate of 1 every 4 levels, as Clerics do.

Organ Masters Table I

Experience Points

Experience Level

D8 Hit Dice

Level Title

0-2,000

1

1

Dark Acolyte

2,001-4,000

2

2

Blooddrainer

4,001-8,000

3

3

Bloodcaster

8,001-22,000

4

4

Bloodmaster

22,001-42,000

5

5

Blood Summoner

42,001-90,000

6

6

Life Summoner

90,001-150,000

7

7

Organ Summoner

150,001-300,000

8

8

Organ Grasper

300,001-450,000

9

9

Organ Master

450,001-800,000

10

9+2*

Organ Master (10th level)

800,001-1,050,000**

11

9+4

Organ Master (11th level)


* - Organ Masters gain +2 hit points for each level after the 9th.

**- Organ Masters require +250,000 experience points for each level after the 10th.

Firstly, all Organ Masters are generally regarded positively by Vampires, as both share a unique obsession with blood. Blademasters will also always regard Organ Masters with respect, often seeing Organ Masters as senior to them.

Organ Masters are immune to disease, and add +2 to their saving throws against poison, due to their magically enhanced blood. Organ Summoners are also immune to the level drain effects used by some forms of undead.

Organ Masters will naturally recover additional hit points whenever resting if at least a pint of blood was consumed during the same day. These additional hit points are equal to the Organ Masters' level.

If a wisdom roll of 10 points under is made, the Organ Master can maintain concentration on a spell even after suffering damage.

Organ Masters may never roll to control or turn undead.

Organ Masters are generally masterful at playing the organ, a large instrument where keys are struck to produce noise made from a large array of pipes*

*- Or so it's thought, as for whatever reason, Organ Masters seem to have an obsession with these instruments.

Organ Masters Table II

Organ Master Level


Organ Master Spell Level


1

2

3

4

5

6

7

1

1

0

0

0

0

0

0

2

2

0

0

0

0

0

0

3

2

1

0

0

0

0

0

4

3

2

0

0

0

0

0

5

3

3

1

0

0

0

0

6

3

3

2

0

0

0

0

7

3

3

2

1

0

0

0

8

3

3

3

2

0

0

0

9

4

4

3

2

1

0

0

10

4

4

3

3

2

0

0

11

5

4

4

3

2

1

0

12

6

5

5

3

2

2

0

13

6

6

6

4

2

2

0

14

6

6

6

5

3

2

0

15

7

7

7

5

4

2

0

16

7

7

7

6

5

3

1

17

8

8

8

6

5

3

1

18

8

8

8

7

6

4

1

19

9

9

9

7

6

4

2

20

9

9

9

8

7

5

2

21

9

9

9

9

8

6

2

22

9

9

9

9

9

6

3

23

9

9

9

9

9

7

3

24

9

9

9

9

9

8

3

25

9

9

9

9

9

8

4


Organ Master Spell List

Where a spell requires material components, (M) and there is no specific component listed, just note that it will require the (un)holy symbol of the Organ Master using the spell, which must be presented and held out for the spell to function.

Any spells listed here can be found in the AD&D Player's Handbook. Those marked with (r) must always be cast as the reverse spell.

1st Level

2nd Level

3rd Level




Bless (r)

Barkskin

Cure Blindness (r)

Contagion

Cure Disease (r)

Collapse

Detect Magic

Detect Charm (r)

Contagion Spike

Detect Evil (r)

Feign Death

Dispel Exhaustion

Enlarge

Hold Person

Organ Feast

Inflict Light Wounds

Know Alignment

Organic Control

Light (r)

Ray of Enfeeblement

Organ Summoning

Purify Food & Drink (r)

Minor Organic Control

Paralyzation

Remove Fear (r)

Scare

Remove Curse (r)

Stream of Blood

Summon Minor Organs

Speak With Dead

Stream of Shadow

Wave of Blood

Strength

Summon Simple Organs

Wave of Shadow

Strength Sap

















4th Level

5th Level

6th Level




Cure Serious Wounds (r)

[]

[]

Dark Surge

[]

[]

Detect Lie (r)

[]

[]

Neutralize Poison (r)

[]

[]

Tongues (r)

[]

[]

Summon Multiple Minor Organs

[]

[]

Summon Temporal Lobe

[]

[]

Withering

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]













7th Level

8th Level

9th Level




[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]

[]


[]

[]


[]






1st Level

Contagion (Abjuration) Reversible                    Level: 1
Range: Touch                                                      Casting Time: 1 Segment
Duration: Permanent                                          Components: V,S,M
Area Of Effect: Special                                       Saving Throw: None

Description: The magic of the Contagion spell allows for the Organ Master to transfer a disease between two creatures. When casting this spell on a diseased creature, the disease is multiplied, instantly spreading to the Organ Master. Note that it will have no effect, considering the Organ Master's immunity to disease. The reverse of this spell, Spread Contagion allows for the Organ Master to release the disease from himself to his target. Physical contact is required for the transference of the disease. The material component of this spell is a small tick, living or dead.

Inflict Light Wounds (Necromantic)                   Level: 1
Range: Touch                                                      Casting Time: 1 Segment
Duration: Permanent                                           Components: V,S
Area Of Effect: One creature                              Saving Throw: None

Description: Except as noted above, this spell is identical to the reversed 1st level Cleric spell, Cure Light Wounds, only that the damage inflicted is 1-12. As normal, a roll to hit must first be made.

Enlarge (Alteration) Reversible                          Level: 1
Range: 1/2"/Level                                               Casting Time:1 Segment
Duration: 1 Turn/Level                                       Components: V,S,M
Area Of Effect: One Creature                             Saving Throw: Special

Description: This spell is functionally identical to the 1st level Magic-User spell, Enlarge, except that it may only be cast on living creatures.

Stream of Blood (Necromantic)                         Level: 1
Range: 2"                                                            Casting Time: 1 Segment
Duration: Special                                                Components: V,S,M
Area Of Effect: One creature                              Saving Throw: Neg.

Description: This spell causes a disgusting beam of a blood-like substance to spray forth from the Organ Master's fingertips at a single target within the spell's range. This beam inflicts 1-10 damage if a saving throw versus magic is not made. If the save is failed, the Organ Master's hit points are restored by 50% of the damage dealt.

Stream of Shadow (Necromantic)                      Level: 1
Range: 2"                                                            Casting Time: 1 Segment
Duration: Special                                                Components: V,S,M
Area Of Effect: One creature                              Saving Throw: Neg.

Description: This spell causes a horrible beam of impure negative energy to shoot forth at a single target within the spell's range. This beam inflicts 1-10 damage if a saving throw versus magic is not made. If the save is failed, the target also suffers a -1 on all "to-hit" rolls made afterward for 1 round for each level of the caster.

Summon Simple Organs (Necromantic)             Level: 1
Range: 3"                                                            Casting Time: 1 Segment
Duration: Permanent                                          Components: V,S,M
Area Of Effect: One creature                              Saving Throw: Neg.

Description: This foul magic allows the Organ Master to summon forth a simple organ from the body of the target. If the victim fails a saving throw, a single minor part of the target's body detaches and appears in the hand of the Organ Master. The recipient of this spell also suffers 1-6 points of damage if the saving throw is failed. The material component of this spell is a tiny sample of blood tissue. The removed organ will grow back if soaked in holy water for an hour.

Dice Result

Summoned Organ(s)

1-20

Flesh from the hands is summoned, ceasing feeling in the hands.

21-40

Flesh from the legs is summoned, ceasing feeling in the legs and feet.

41-60

One finger is summoned from the creature's non-dominant hand. Spellcasters must make a dexterity roll to perform somatic components, and other characters suffer from -1 to hit when using a weapon in that hand.

61-80

One finger is summoned from the creature's dominant hand. Spellcasters must make a dexterity roll to perform somatic components, and other characters suffer from -1 to hit when using a weapon in that hand.

81-90

One finger from either hand may be summoned.

91-95

96-100

One eye is summoned, reducing rolls which require sight by -10%.

One ear is summoned, reducing rolls which require hearing by -20%.


2nd Level

Barkskin (Alteration)                                          Level: 2
Range: 1"                                                            Casting Time: 2 Segments
Duration: 1 Round + 1 Round/Level                  Components: V,S,M
Area Of Effect: One creature                              Saving Throw: Neg.

Description: Except as noted above, this spell is nearly identical to the 2nd level Druid spell, Barkskin. The only major difference is that the holy symbol is required, as well as a shard of bark and a shard of bone.

Minor Organic Control (Necromantic)              Level: 2
Range: 1"                                                            Casting Time: 2 Segments
Duration: Special                                                Components: V,S,M
Area Of Effect: One creature                              Saving Throw: Neg.

Description: Organic Control spells are immensely powerful, allowing the Organ Master to temporarily assume control of a single part of a creature's body. With this spell, a single targeted creature must make a saving throw. If the save is failed, the Organ Master can perform one action using only a single hand, foot, or joint.

Summon Minor Organs (Necromantic)              Level: 2
Range: 3"                                                            Casting Time: 2 Segments
Duration: Permanent                                           Components: V,S,M
Area Of Effect: One creature                              Saving Throw: Neg.

Description: This dark art is very similar to the 1st level Weakened Organ Summoning, with the same specifics on what organs may be summoned. The only major difference is that this spell's effect is permanent, and may only be undone by a Cure Serious Wounds spell, or by healing of greater effect. The material component of this spell is a tiny sample of blood tissue and humanoid bone.


Dice Result

Summoned Organ(s)

1-20

1 Finger from each hand is summoned. See effects under Summon Simple Organs.

21-40

2 toes from each foot are summoned, reducing Thieves' Move Silently rolls by -10%.

41-60

Clusters of antibodies are targeted and summoned, increasing the odds of contracting a disease by 50%. These will regenerate over time, gradually over the course of one month.

61-80

One ear is summoned, reducing rolls which require hearing by -20%

81-90

One eye is summoned, reducing rolls which require sight by -10%.

91-95

96-100

One kidney is summoned.

One kidney is summoned, along with antibody clusters.


Wave of Blood (Necromantic)                            Level: 2
Range: 3"                                                            Casting Time: 2 Segments
Duration: Permanent                                          Components: V,S,M
Area Of Effect: Special                                      Saving Throw: Neg.

Description: Wave of Blood sends a wave of blood-red energy out from the fingertips of the Organ Master. One creature, plus one creature per level within the 1" of the initial target may be effected, each suffering 1-12 damage. Additionally, all friendly creatures within the area of effect of the spell will be restored in hit points % of the TOTAL damage dealt by the spell.

Wave of Shadow (Necromantic)                         Level: 2
Range: 3"                                                            Casting Time: 2 Segments
Duration: Permanent                                          Components: V,S,M
Area Of Effect: Special                                      Saving Throw: Neg.

Description: Wave of Blood sends a wave of blood-red energy out from the fingertips of the Organ Master. One creature, plus one creature per level within the 1" of the initial target may be effected, each suffering 1-12 damage. Additionally, all creatures affected by this dark magic will each have their "to-hit" scores reduced by 1. This affliction will last for 1 round per level of the caster. 

3rd Level

Collapse (Necromantic)                                      Level: 3
Range: 1"                                                             Casting Time: 1 Round
Duration: Permanent                                           Components: V,S,M
Area Of Effect: Special                                       Saving Throw: Neg.

Description: The Collapse spell causes a creature's bone structure to cave in, should a saving throw be failed. The collapse of the bone's can take place in any region of the body, any region of the Organ Master's choosing. This could be the bones in an arm, leg, or most commonly, the creature's ribcage. A skilled surgeon will be required to repair the bones, a surgery which will likely take 2-7 days to complete. The material component of this spell is a bone sample of the region to be collapsed, i.e. a Human rib.

Contagion Spike (Necromantic)                          Level: 3
Range: 1"                                                             Casting Time: 3 Rounds
Duration: Permanent                                           Components: V,S,M
Area Of Effect: Special                                       Saving Throw: None

Description: The magic of the Contagion Spike spell allows for the releasing of a disease stored by the Contagion spell upon a larger group of individuals. 1 creature may be afflicted with disease for each level of the Organ Master. This disease will spread from the original control group, with a 20% chance of the disease spreading to each target hence. The method of the disease spreading is most likely through touch, although different diseases may spread through differing methods. The material component for this spell is a tiny sample of yellow mold.

Organ Feast (Necromantic)                                Level: 3
Range: Touch                                                      Casting Time: 1 Turn
Duration: Permanent                                          Components: V,S,M
Area Of Effect: Special                                      Saving Throw: None

Description: The Organ Feast is a ritual of blood magic that creates a delicate feast out of the organs and flesh of the humanoid races. Using this dark, twisted magic, the Organ Master may prepare a feast that when eaten, restores 2-24 hit points to all who take part in it. Each creature who dined at this feast will recover 1-8 additional hit points while resting, with this additional recovery speed lasting 1 day. Note that characters aside from Organ Masters and Blademasters must made a wisdom or constitution roll to stomach the meal, as they are not accustomed to the consumption of humanoids. The material components for this spell are simply 10 pounds of humanoid organs.

Organic Control (Necromantic)                         Level: 3
Range: 3"                                                            Casting Time: 1 Round
Duration: 1 Round/Level                                    Components: V,S,M
Area Of Effect: Special                                      Saving Throw: Versus Petrification

Description: This spell allows the Organ Master to control the organs of a creature. The organs of the creature to be controlled can include simple appendages such as both hands, both feet, or one arm and hand/ leg and foot. Living creatures get a saving throw every 1 action per level of the Organ Master.

Organ Summoning (Necromantic)                     Level: 3
Range: 3"                                                            Casting Time: 6 Segments
Duration: Permanent                                          Components: V,S,M
Area Of Effect: Special                                      Saving Throw: Versus Petrification

Description: Organ Summoning is Organ Master's quintessential spell. Similarly to Minor Organ Summoning and Weakened Organ Summoning, however it allows for a much greater range of organs to be summoned. A group of nerves, a kidney, both eyes, both ears, or basically any other organ can be summoned that will not directly lead to death. The material component of this spell is another preserved organ, the organ to be summoned from another. If two eyes are being summoned, two preserved (possibly animal) eyes are required, etc. The only way to restore these lost organs, save a Regenerate spell, is by Cure Critical Wounds.

Strength Sap (Necromantic)                               Level: 3
Range: Touch                                                     Casting Time: 3 Segments
Duration: Special                                               Components: V,S
Area Of Effect: Special                                      Saving Throw: None

Description: This spell is similar to the Inflict Light Wounds spell, in that it involves the draining of energy from a target. After a roll to hit is made, this spell inflicts 1-8 points of damage to it's target. In addition, the target loses 1-8 points of strength, falling into unconsciousness if strength is reduced below 3. Strength is regained at 1 point every turn.

4th Level

Dark Surge (Necromantic)                                   Level: 4
Range: 6"                                                              Casting Time: 4 Segments
Duration: Special                                                  Components: V,S,M
Area Of Effect: 2" x 2"                                         Saving Throw: 1/2

Description: The powerful Dark Surge is an attack contrived by the Organ Master, an attack upon the mind and body of the victims in the area. The attack itself will inflict 4-24 points of damage to all within the area, half as much on a successful saving throw. Any creatures affected will suffer a penalty of -4 on all "to-hit" dice for 1-4 rounds, regardless of the saving throw result.

Summon Multiple Minor Organs (Necromantic)  Level: 4
Range: 3"                                                               Casting Time: 7 Segments
Duration: Permanent                                              Components: V,S,M
Area Of Effect: Special                                          Saving Throw: Neg.

Description: This spell is nearly identical to the Summon Minor Organs spell mentioned previously, but except that it will target one additional creature for every 3 levels of the Organ Master. Thus at 6th level, an Organ Master could target 3 victims, at 9th he could target 4, etc. The material component of this spell is a human skill in pristine condition, with tissue samples stored within.

Summon Temporal Lobe (Necromantic)               Level: 4
Range: 3"                                                               Casting Time: 4 Segments
Duration: Permanent                                              Components: V,S,M
Area Of Effect: Special                                          Saving Throw: Neg.

Description: This spell is a special variant of Organ Summoning that targets and removes nerve clusters and matter from the temporal lobe of the victim's brain. Should the saving throw be failed, the temporal lobe with be damaged beyond normal repair. A Heal spell targeting the temporal lobe in specific will restore functionality. With the temporal lobe removed, the victim will lose the ability to speak, and the victim's short term memory will be completely destroyed. Memories will not be restored by Heal. The material component of this spell a drop of the brain fluids of any creature with 9 or more intelligence.

Withering (Necromantic)                                   Level: 4
Range: 3"                                                           Casting Time: 7 Segments
Duration: Permanent                                          Components: V,S,M
Area Of Effect: Special                                      Saving Throw: None

Description: The Withering magic possessed by Organ Masters is powerful indeed, as it causes body rot of an incredibly dangerous level. The rot will begin starting with the victim's fingertips, then over the course of 1 round spread to the hands. The hands will no longer function, preventing a humanoid character from using weapons, shields, somatic components, wands, etc. Thus, at the 7th segment of the round proceeding the spell being cast, the target will be rendered far less useful in combat. Not only that, but the body rot will continue. In 3-12 rounds, the rot will reach the victim's heart and brain, causing immediate death. This foul magic may be countered by means of a Cure Disease spell followed by Dispel Magic, but only after these two will the magic be stopped. Resurrection is impossible at this point, unless Remove Curse and Regenerate are first cast upon the body. The material component of this spell is a putrefied rose, black ink, some dust, and the holy symbol used by the Organ Master.

5th Level

Energy Drain (Necromantic)                             Level: 5
Range: Touch                                                     Casting Time: 5 Segments
Duration: Permanent                                          Components: V,S,M
Area Of Effect: Special                                      Saving Throw: None

Description: This spell resembles that of a wight's energy level drain, which removes a level of experience from the target. The magic of the Energy Drain spell is complete with loss of ability, hit points, and anything else which was gained with the level. This powerful magic is reversable only by a Restoration spell. The material component of this spell is the finger of an undead capable of energy level drain.

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