Showing posts with label Spells. Show all posts
Showing posts with label Spells. Show all posts

Saturday, 9 March 2019

Bodification Spellcasting (For Guild Dogs and Others)

A school of magic native to Infinigrad. Access to the school is normally granted through the consumption and digestion of a inherently magical material. Bodification wizards make incredibly useful guild dogs. 

Bodifcation wizards are essentially the Fantastic Four as one person.

Important: Each time a bodification wizard gains access to a new level of spells (getting a spell slot in this new level due to a character level up for example), a randomly determined spell from the previous level spell list is permanently applied to the bodification wizard. The exact effects of this are determined by the GM. 

1
Lengthen limb: Target set of caster’s own limbs increases in length up to 2 feet per level for 1 hour.
Detach eye: Caster’s eyeballs detach from head and float independently for d6 rounds per level.
Keratin overload: Target’s nails and or hair grows up to a foot per level.
Mould hand: Caster’s own hand can be moulded into any shape, retaining the same amount of mass. Lasts caster level hours.
Shed skin or hair: Caster sheds entirety of current hair or skin. This grows back instantaneously as a colour of caster’s choice.
2
Elemental hands: Caster can transmogrify their own hands into any element they have experienced damage from. This lasts d6 rounds times caster level.
Enlarge body: Caster increases their own overall mass by 10% per level. Caster can determine the distribution of this new mass. Lasts caster level hours.
Shrink body: Caster decreases their own overall mass by 20% per level. Lasts caster levels hours.  
Exaggerate features: Caster increases a distinct and specific region of their own face by 20% per level, generally accompanied by  biological improvements such an increase would bring. Lasts caster level hours.
Mould body: Caster’s own body can be moulded into any shape, retaining the same amount of mass. Lasts caster level hours.
Empower hands or feet:  STR or CON tests involving own hands or feet (caster chooses at casting) rolled with Double Advantage for d6 x caster level rounds.
Shed limb: Caster painlessly sheds an own limb of choice, it grows back in 10 days minus caster level.
3
Strengthen limb: STR or CON tests involving own legs and feet or arms and hands (caster chooses at casting) rolled with Double Advantage for d6 x caster level rounds.
Flatten: Caster’s own body mass is flattened out, resembling an inch high pancake. This form can creep along flat and vertical surfaces. Lasts caster level hours.
Fatten: Target’s body is burdened with ungainly fat stores. An additional mass of 20% per caster level of pure lard fills the target’s body for d6 x caster level rounds.
Summon limb: Caster grows a fully functional additional limb of choice on their own body. Lasts caster level hours.
Change visage: Caster warps, transforms and changes own facial features (eyes, fur, teeth, shape, etc). Can change 2 features per caster level, lasts caster level hours.
Change skin: Caster permanently transmogrifies own skin to a material of choice. Must have a handful of said material which is consumed in the casting. Appropriate advantages and disadvantages of the skin applied by the GM.
Mould other: Target’s body can be moulded into any shape, retaining the same amount of mass, by the caster. Lasts half caster level hours. Target must be willing or retrained for this process to be effective.
4
Limb Morph: Caster transforms own limb of choice into inanimate object of choice. Object must be held during casting, and is consumed in doing so. Transformation lasts until dispelled by caster.
Elemental body:  Caster can transmogrify their own entire body into any element they have experienced damage from. Lasts d6 rounds times caster level.
Detach hand or foot: A target’s specific hand or foot is removed from their body for d6 x casters level rounds. Target still has control of removed appendage. Caster may remove their own hand or foot, having remote control over the appendage for caster level hours.
Harden skin: Increases AC of target’s skin by d6 for d4 x caster  level rounds. Does not stack with armour.
Regrow lost limb: Target painlessly regrows a lost limb that is fully functional.
5
Multiply body: Caster summons half their level rounded down copies of their self for d4 x caster level rounds. They are in complete control of each copy and can operate each copy in unison.
Full contortion: Caster’s body takes on the aspect of an incredibly durable and flexible rubber like material. They may stretch themselves up to d6 x caster level body lengths in distance and gain caster level bonus to AC.
Summon extraspecial limb:  Caster grows a fully functional additional limb or appendage, alien to their natural body form. This may be a wing, tail, antennae, claw, etc. Caster must be holding a severed example of this limb or appendage which is consumed in the casting. Lasts caster level days.
Creeping form: Caster’s body transforms into thousands of grains of flesh that bubbles along like slime for caster level hours. Even if an abundance of flesh grains are destroyed, as long as one grain still survives the caster will return to their regular form when the spell expires.
Shed sentient limb: Caster sheds own limb to summon an independent homunculus. Caster has full command of the homunculus for caster level days (at which point it withers and dies). homunculus takes on aspect of limb shed and has attributes equal to d8 + caster level.
6
Liquefy: Caster’s body transforms into a controllable liquid, of a viscousness malleable by the caster. Damage may come to the liquid but as long as one drop still survives the caster will return to their regular form when the spell expires. Lasts caster level hours.
Detach head: Caster’s own head detaches from neck and floats independently for caster level hours.
Full morph: Caster can visually transform their own body into to take on the appearance of something else that they have seen in their lifetime (may require a WIS check to properly recall the form). The spell’s effect is purely visual. The spell does not affect size, so whatever form is chosen will appear as generally the same mass as the caster. Lasts caster level hours.
Gastric laboratory: Caster may reproduce any biological matter they have eaten at least a handful of in their lifetime. This material is regurgitated from their mouth but will be of a clean and pristine condition. Material is produced instantaneously and at a volume equal to caster level stomach fulls.
Absorb ability: Caster may permanently steal an inherent ability from a dead creature. Only a single distinct ability is stolen and the creature must be of a lesser HD than the caster’s level. New ability is finalised with GM. Casting this spell permanently reduce the casters HP by d4.
7
Gas form: Caster’s body transforms into a controllable cloud of gas. Gas may take on additional properties that have been personally experienced by caster (damage, inebriation, hallucination, etc). The caster is invulnerable (other than damage from flame) in this form, but is somewhat limited in their ability to interact with the physical world. Lasts caster level hours.
Army of 1: Caster summons caster level plus d10 copies of their self for d6 x caster level rounds. They are in complete control of each copy and can operate each copy in unison.
Gastric mine: Caster may reproduce any mineral matter they have eaten at least a spoonful of in their lifetime. This material is regurgitated from their mouth but will be of a clean and pristine condition. Material is produced instantaneously and at a volume equal to caster level handfuls.
Permanent parasite: Caster permanently sacrifices 1hp to summon a parasitic worm from their own flesh. This worm can attempt to install itself within a host (requiring the host to fail a CON test). Once the worm is installed within a host, the caster may freely siphon HP from the host to restore their own current HP pool. The parasitic worm has 1HP and can easily be killed.
Clone self: Caster permanently sacrifices  d6hp to summon a level 1 clone of themselves. This clone has d6 + caster level for all attributes and is under the direct control of the caster. It can grow in experience and levels the same as any other PC.

Army of One.

Wednesday, 8 January 2014

Dwarven Tomes

The following are a number of tomes reclaimed from a derelict dwarven hill city in the jungleous mountain valley of Forgotten Gorgzu. The upper level of the hill city is currently being fought over by rival factions of squatter Barracuda Men and Jungle Dwarfs. The lower levels apparently contain ambulatory mushrooms but that is yet to be confirmed.

Adventurers wrested these from a library being used as a lair for bulky and slightly flabby Lizardmen.

Evidence suggests that groups of Dwarfs in the distant past were practicing magic focused on the internal workings of the physical body. These recovered spell books appear to confirm this.

Spell Books:

Muddify Blood Level: Cleric Level 2
Duration: 9 turns
Range: Sight of caster

Muddify Blood causes the victim's blood to congeal as it pumps through their veins. The blood flow rate slows so much as to affect major organs, limbs and functions of the brain. A victim of the spell will always act last in combat and suffer  a -2 to hit. The spell will not work on beings larger than an ogre, or those lacking a liquid vascular system.

The congealed blood will not flow as quickly from open wounds, so any being dropping to 0 Hit Points due to sharp, slashing weapons will not become unconscious if under the effects of the spell. Any being dropping to 0 or below Hit Points will stay conscious until they have been damaged so much to be at 50% of their Hit Points drop below 0. The being will be able to stay conscious without any further healing for a further 12 hours but will attempt all actions with a -5 penalty. Once the 12 hours has passed and the being has not received any aid they will drop unconscious and promptly bleed to death. Any being that is revived out of this state through healing must make a Save Vs. Poison to avoid permanent damage to their brain and vascular system (-2 Intelligence and -1 Constitution).

This was used by the ancient dwarfs as a cheap means to strengthen front line troops whose commanders know were doomed to perish on the battlefield.

It was also used as a risky way of preserving the life of a dwarf bleeding to death with first aid equipment not available.

Swappeth Stomach
Level: Spell caster Level 4
Duration: Until dispelled by Caster
Range: Sight (Unlimited range between stomachs once cast)

Swappeth Stomach allows the spellcaster to swap their stomach with another being's stomach. Meaning whatever the spell caster eats will end up in the target of the spells stomach and whatever the target of the spell eats ends up in the spell caster's stomach.

The stomach swap has an unlimited range and lasts as long as the spell caster would like. The spell caster can dismiss the spell instantly in the case of the target of the spell eating something deadly.

The target of the spell can attempt a Save Vs. Spells to resist the stomach swap and the spell caster may not be aware if the target has made a successful save or not.

This spell was used by ancient dwarf explorers and prospectors to eliminate the need for packing food on journeys. The spell was cast on fattened animals or slave who were fed to keep the explorers fed, while the animal or slave itself slowly starved to death. Other dwarfs used the spell to eliminate the need to waste any time during actually eating food. Specifically monitored stomach slaves were used for this purpose.

Other Tomes: 

The other books detailed a number of ancient dwarf stories;

A picture book showing a wild land, dominated by harsh weather. A holy dwarf leads the dwarfs further and further beneath the ground to escape the harshness of the surface.

A history book detailing the exploits of a dwarf warrior-explorer. He explored deeper than any dwarf before him, but became sick when he entered a cavern filled with tiny green spores.

Another history book detailing the exploits of a heretical dwarf religious figure. He brought discord and violence amongst the dwarfs when he begun preaching about Gods that were not dwarf ancestors.

A scribbled and scrappy note book, written in a hysterical tone. It details a haunting presence appearing when a scouting-exploring party brought back news and samples from a recently entered cavern, much deeper than normal.