Cthonomancer, level 3
Finally, the last of these are done. But as fun as they were to make, I have decided that since I am branching out into other types of Wizards besides the core 8, I don't want to have to make two d20 tables for each. So from now on, all Wizards each get a 1d6 table for Chaos and Corruption. All other Mechanics, Doom Points and the like will remain the same. I'll be updating the older Wizard types that don't have full one 1d20 tables for each category later, as I get around to it.
Anyway, this is a companion piece of the Cthonomancer. Read about them here, then when they mess up a spell, roll here or there.
Cthonomancer:
Chaos:
Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.
Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.
Chaos Table
1d20
1- Your blood becomes full of copper instead of iron. You are being slowly poisoned, and conduct electrity really well.
2- Some of the iron in your blood comes out and forms into a knife or small metal object. You get -2 to all physical exertion, as you find it hard to breathe.
3- Your next spell fails and instead you vomit up a pool of silvery liquid. This does [sum] damage to anyone who drinks or touches it (based on whatever spell you just cast).
4- The next object or person you touch turns to pure gold.
5- You exhale a cloud of pure oxygen. This invigorates those around you, and hopefully there are no fires nearby.
6- You exhale a cloud of hydrogen gas. As above, but with fires.
7- You summon a Blue Smoke Devil. Blue Smoke Devils are gaseous monsters. It crawls out through your nose.
8- Your next spell fails, and instead you fire a blast of [dice] red crystals out of your hand, each dealing [sum] damage, save for half.
9- Your hair turns into steel wires. It still grows.
10- Your fingernails turn into sodium. Don't wash your hands.
11- You melt into a puddle of ooze for 1d20 minutes.
12- You come to the realization that your flesh is weak, it will always fail you. You wonder if it would be possible to cut off your skin and replace it with glass or metal?
13- The ground for 1d10*10 feet around you (in a circle) turns to Quicksand.
14- The ground for 1d10*10 feet around you loses all friction for a number of minutes equal to the Doom points you already have.
15- A sphere 1d10*10 feet around you, centered on the caster, becomes an antigravity zone. This lasts for 1d10 minutes.
16- 1d6 Terracotta Men dig themselves out of the ground. Roll 1d6 for their outlook toward you. (1d6 1= They want to worship you, and so immediately set about building a temple for you. They request that you live here and let them serve you. 2= They want to murder you, as existence is pain. 3= They are all infants in mind. They run around poking things and tripping over themselves. 4= They can't decide. They consult whoever happens to be nearby on what they should do. 5= They are terrified of you, and begin running as fast as possible. 6= They don't care, and start rampaging around, breaking everything in their path.)
17- Your next spell fails. Instead, a huge sound is made, temporarily deafening everyone within 100' unless they pass a Fort save, and startling everyone for a mile.
18- Wizard Vision.
19- Your next spell deals no damage.
20- You become invisible to people not wearing or touching any metal.
Cthonomancer, level 5
Corruption:
Occurs when you roll Triples. If you roll Corruption, the Spell fails.
Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.
Corruption Table
1d20
1- One body part is transmuted into pure energy. Roll 1d6 to determine what it is. (1= Left Arm, 2= Right Arm, 3= Left Leg, 4= Right Leg, 5= Torso, 6= Head). If you rolled a 1-4, you take [sum] energy damage as that body part explodes. If you rolled a 5 or 6, you die.
2- All the iron in your blood is turned into a metal object that appears outside your body. You must get some iron into your bloodstream within d6+4 minutes or die.
3- You start secreting magnesium. When you next take fire damage, it cannot be extinguished by water or stomping it out and burns for as many rounds as it has been days since you rolled this. The only way these flames can be extinguished is by a chemical that neutralizes magnesium, magic or a vacuum.
4- Any fluid you touch turns to alcohol.
5- Your dead skin cells become flamable.
6- Your skin bubbles, and bubbles of flesh float off. If these bubbles pop, you are seriously wounded. But if you reattach them to yourself, you can repair the damage done. The only way to touch the bubbles without popping them is to coat your hands in the caster's blood.
7- You become buried up to your waist. Make a Fort save. On a success, you can pull yourself free. On your next turn, if you are not pulled out, you will be sucked a number of feet underground equal to your Doom Points.
8- You are filled with the urge to eat, and eat and eat. You must immediately save or become consumed with the desire to eat 10x the amount of food you normally eat, before spinning yourself a cocoon for 1d12+10 days. Your companions should not let you finish this incubation.
9- You create a fatal poison in your bloodstream. It will kill you in d12+1 days. You must find an antidote.
10- A massive temple complex of at least 1d20+10 rooms tears its way through the floor and rises [dice]*10 feet into the air, with the Caster on the roof. Within the fortress dwells the Sleeping King, Ahrimano, Red Lord of the Facile Legion. Ahrimano is currently sleeping, but plundering his treasures will awaken him.
11- You find a knife buried in the earth. You must immediately use this knife to carve warding symbols into your flesh or you might fall into the Room without Walls.
12- The next time you go to sleep, you will awaken in the middle of the night and travel away from everyone, and begin digging. Anyone who interrupts your digging will be attacked viciously. If left undisturbed you will dig for hours with your bare hands, or whatever you have nearby. No matter how far you are from where you started, you will always find your way back there. After 1d20+10 days of digging, you will unearth a sarcophagus. This must not be opened, no matter what.
13- You are locked in a box of stone, 10 feet by 10 feet, with ten foot high walls six inches thick. If their was anyone within 10' of you, they are stuck in there too.
14- Your skin is coated in a thin layer of lead. You cannot move until someone breaks you out of this. You also can't really breathe. You will suffocate in 1d4 rounds + however long you can hold your breath.
15- You tumble into the Room without Walls. There is a door leading in, but not out. The Guardian informs those around you where you have gone, and where you will remain. They may follow, if they choose. But beware. The Room Without Walls is not easily left.
16- An iron sword forms in your chest and stabs outward for 1d12+3 damage. The sword is a cursed blade. If it kills you, then it will bring tragedy to anyone who carries it, unless they were your best friend. If it doesn't kill you, it will contrive a way to finish the job. Regardless, the Sword is a magic +3 sword named Witcheater, and has the special power of once per day it can ignore armor.
17- In your travels, you will stumble upon a spring. The spring is clear water. You see a glass sphere at the bottom, filled with gems. However, unbeknowest to you, the water is actually a gelatinous cube.
18- You find a treasure map tattooed on your arm. You are missing a finger. This is payment. The treasure map leads to your deepest desire.
19- You become seized with inspiration. You must craft a special knife, inlay it with silver, and then bury it. If you don't, 1d6 terrified Wizards will show up in a week. The Men of Bone and Iron are one day behind them, seeking to bring them to the Room Without Walls. The Wizards will want to know why you didn't craft the knife, and bury it.
20- You realize what glorious fate awaits you in the Crystal Caverns. You must save or become suicidal. If you survive or are talked out of it, you will become completely immune to fear, and hide a secret death wish. You must die before Cascrymagog calls you back to him. For as you now know, the fate that awaits you will be glorious, it's just that you will have little more than a bit part in your own destiny.
Cthonomancer, level ???
Showing posts with label Chaos and Corruption. Show all posts
Showing posts with label Chaos and Corruption. Show all posts
Monday, June 18, 2018
Sunday, June 17, 2018
OSR: Necromancer- Chaos and Corruption
Wow, this is inconvenient, but I kind of forgot I had actually written these tables. So today is going to be catch up's month, with a bunch of stuff that's been written for months mixing brand-new stuff. This is the companion piece that goes with this post. Anyway, you know the drill. These are Chaos and Corruption tables, this time for the Necromancer. Roll on the former for rolling doubles on spellcasting dice, and on the latter for triples.
Chaos:
Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.
Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.
Chaos Table
1d20
1- You lose your reflection. You can walk into mirrors if they are big enough for you to climb into. You can also drag people through with you. Magic doesn't work in the mirror world, except for someone like you. If you go through the mirror, the ends of the world are what the mirror sees.
2- You start developing a craving for human flesh.
3- The Wizard becomes convinced that they are locked in a time loop, until someone you know (within an hour's walk) either dies or makes the right choice.
4- You become convinced tomorrow is your birthday. Tomorrow will never come. Anyone who points this out will draw the attention of the Demon feeding on your madness.
5- You become convinced that you are much older than your body, and that everyone around you is a child in an adult's body.
6- The Wizard becomes convinced that the skull of a corpse can talk and delivers sage advice in exchange for sacrifices. 20% chance their actually is a soul still tied to the skull.
7- Corpses reanimate much more regularly around the necromancer, still convinced they are alive.
8- All undead recognize you as a Necromancer on sight and try to kill you over all others.
9- The Wizard believes cannot go into an body of water where you cannot see the bottom from the shore, as their is a teleporting monster that tried to drown them long ago, and now waits for them to return to its black domain, so it can finish them.
10- The Wizard becomes convinced that the BOI is trying to capture them and take them back to Blackwood, Virginia. They will avoid any non-descript offices, federal goverment buildings, and Virginia like the plague.
11- The Wizard finds the idea of copulation and reproduction skin-crawlingly disgusting.
12- The Wizard can hear the surface thoughts of all their Undead Slaves.
13- The Wizard can instantly tell what someone's first name is just by looking at them.
14- All healing magic harms you, and all spells that damage because of negative energy or psychic damage heal you.
15- The Wizard does not feel pain.
16- The Wizard never need to sleep.
17- The Wizard becomes convinced that they need to kill humans and distill their spinal-cerebro fluids into an elixir. They believe they will die without this.
18- Wizard Vision.
19- The Wizard can only sleep securely in a coffin or underground.
20- The Wizard becomes invisible to Undead.
Corruption:
Occurs when you roll Triples. If you roll Corruption, the Spell fails.
Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.
Corruption Table
1d20
1- The Wizard cannot enter a house or dwelling without permission. If they do, they lose access to 1d6 Spell Casting Dice until they leave.
2- The Wizard starts rotting while they are still alive.
3- The Wizard whenever they are scared or agitated, must save or have their soul ejected from their body.
4- The Wizard's Power is always active, no matter what. Anything they touch with 1 HD must save or die.
5- The Wizard, whenever they enter a place of great violence, has a fifty percent chance of summoning a ghost.
6- The Wizard, whenever they go to sleep without saying a prayer to Cascrymagog, has a chance of turning the ground beneath them to quicksand. They know they should say the prayer, but not why.
7- The Wizard has a 20% chance of any of their food being contaminated by human remains. Similarly, if they kill someone, their is a fifty percent chance that instead of innards and viscera, there will be a food inside of them.
8- Every time the Wizard kills someone, they get a tattoo. This tattoo describes the circumstances of the murder, the deceased's name, and their face. At night, the tattoos whisper quietly.
9- All beautiful things become less attractive at the Wizard's touch. This effect persists even after you let go. Additionally, it is cumulative.
10- All the Wizard's hair falls out. Out of the hair, 1d12+2 extremely poisonous snakes appear. These snakes, if they bite you, cause you to immediately save or die.
11- The Wizard is confronted by a beautiful musician. The musician will try to get the Necromancer to participate in a musical duel. If the Wizard loses, they will be trapped within the necklace hanging around the stranger's neck. If they refuse, the stranger will understand, leave, then send a band of monsters after them.
12- The Wizard's touch causes all food to spoil. Things that can't spoil will somehow do so.
13- The Wizard's touch becomes charged with life energy. If you die, the last woman they had a positive interaction with becomes pregnant. This is the Necromancer, who has been reincarnated. The Wizard does not know this, and will not realize it until they wake up, fully conscious in the womb.
14- The Wizard receives a premonition about their own death. If they try to avoid it, they will be hunted down by agents from the Dark Between the Stars.
15- The Wizard becomes immortal. Every time they would die from HP damage or magic, instead someone near them (another PC/hireling/a pet/an enemy they know) dies instead. They still age.
16- The Wizard becomes ageless. They cease aging. They also become locked in time. They lose all abilities to transfer memories from their short to long-term memory, and they can never gain more HP. Their HP can never rise above its current state. Each new day, the last thing they remember is casting the spell that invoked Corruption.
17- The Wizard becomes haunted. They are being haunted by the ghosts of all the dead cells they have in their bodies.
18- The Wizard develops a sunlight allergy. They take 1 damage for every minute spent in the sun. Clothing is insufficient to protect them. A foot of dirt, an inch of lead, or six feet of wood will do it, though.
19- The Wizard randomly loses control of a body part. This body part starts acting on its own and refuses to obey them.
20- The Wizard develops the urge to kill. Every day if they haven't killed someone, they must save. If they fail, they take -1 to all rolls for the rest of the day. This bonus is cumulative.
Chaos:
Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.
Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.
Chaos Table
1d20
1- You lose your reflection. You can walk into mirrors if they are big enough for you to climb into. You can also drag people through with you. Magic doesn't work in the mirror world, except for someone like you. If you go through the mirror, the ends of the world are what the mirror sees.
2- You start developing a craving for human flesh.
3- The Wizard becomes convinced that they are locked in a time loop, until someone you know (within an hour's walk) either dies or makes the right choice.
4- You become convinced tomorrow is your birthday. Tomorrow will never come. Anyone who points this out will draw the attention of the Demon feeding on your madness.
5- You become convinced that you are much older than your body, and that everyone around you is a child in an adult's body.
6- The Wizard becomes convinced that the skull of a corpse can talk and delivers sage advice in exchange for sacrifices. 20% chance their actually is a soul still tied to the skull.
7- Corpses reanimate much more regularly around the necromancer, still convinced they are alive.
8- All undead recognize you as a Necromancer on sight and try to kill you over all others.
9- The Wizard believes cannot go into an body of water where you cannot see the bottom from the shore, as their is a teleporting monster that tried to drown them long ago, and now waits for them to return to its black domain, so it can finish them.
10- The Wizard becomes convinced that the BOI is trying to capture them and take them back to Blackwood, Virginia. They will avoid any non-descript offices, federal goverment buildings, and Virginia like the plague.
11- The Wizard finds the idea of copulation and reproduction skin-crawlingly disgusting.
12- The Wizard can hear the surface thoughts of all their Undead Slaves.
13- The Wizard can instantly tell what someone's first name is just by looking at them.
14- All healing magic harms you, and all spells that damage because of negative energy or psychic damage heal you.
15- The Wizard does not feel pain.
16- The Wizard never need to sleep.
17- The Wizard becomes convinced that they need to kill humans and distill their spinal-cerebro fluids into an elixir. They believe they will die without this.
18- Wizard Vision.
19- The Wizard can only sleep securely in a coffin or underground.
20- The Wizard becomes invisible to Undead.
Corruption:
Occurs when you roll Triples. If you roll Corruption, the Spell fails.
Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.
Corruption Table
1d20
1- The Wizard cannot enter a house or dwelling without permission. If they do, they lose access to 1d6 Spell Casting Dice until they leave.
2- The Wizard starts rotting while they are still alive.
3- The Wizard whenever they are scared or agitated, must save or have their soul ejected from their body.
4- The Wizard's Power is always active, no matter what. Anything they touch with 1 HD must save or die.
5- The Wizard, whenever they enter a place of great violence, has a fifty percent chance of summoning a ghost.
6- The Wizard, whenever they go to sleep without saying a prayer to Cascrymagog, has a chance of turning the ground beneath them to quicksand. They know they should say the prayer, but not why.
7- The Wizard has a 20% chance of any of their food being contaminated by human remains. Similarly, if they kill someone, their is a fifty percent chance that instead of innards and viscera, there will be a food inside of them.
8- Every time the Wizard kills someone, they get a tattoo. This tattoo describes the circumstances of the murder, the deceased's name, and their face. At night, the tattoos whisper quietly.
9- All beautiful things become less attractive at the Wizard's touch. This effect persists even after you let go. Additionally, it is cumulative.
10- All the Wizard's hair falls out. Out of the hair, 1d12+2 extremely poisonous snakes appear. These snakes, if they bite you, cause you to immediately save or die.
11- The Wizard is confronted by a beautiful musician. The musician will try to get the Necromancer to participate in a musical duel. If the Wizard loses, they will be trapped within the necklace hanging around the stranger's neck. If they refuse, the stranger will understand, leave, then send a band of monsters after them.
12- The Wizard's touch causes all food to spoil. Things that can't spoil will somehow do so.
13- The Wizard's touch becomes charged with life energy. If you die, the last woman they had a positive interaction with becomes pregnant. This is the Necromancer, who has been reincarnated. The Wizard does not know this, and will not realize it until they wake up, fully conscious in the womb.
14- The Wizard receives a premonition about their own death. If they try to avoid it, they will be hunted down by agents from the Dark Between the Stars.
15- The Wizard becomes immortal. Every time they would die from HP damage or magic, instead someone near them (another PC/hireling/a pet/an enemy they know) dies instead. They still age.
16- The Wizard becomes ageless. They cease aging. They also become locked in time. They lose all abilities to transfer memories from their short to long-term memory, and they can never gain more HP. Their HP can never rise above its current state. Each new day, the last thing they remember is casting the spell that invoked Corruption.
17- The Wizard becomes haunted. They are being haunted by the ghosts of all the dead cells they have in their bodies.
18- The Wizard develops a sunlight allergy. They take 1 damage for every minute spent in the sun. Clothing is insufficient to protect them. A foot of dirt, an inch of lead, or six feet of wood will do it, though.
19- The Wizard randomly loses control of a body part. This body part starts acting on its own and refuses to obey them.
20- The Wizard develops the urge to kill. Every day if they haven't killed someone, they must save. If they fail, they take -1 to all rolls for the rest of the day. This bonus is cumulative.
Tuesday, January 2, 2018
OSR: Metamancer- Chaos and Corruption
(Metamancer, level 3)
Chaos:
Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.
Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.
Chaos Table
1d20
1- The next spell successfully cast within 50' affects you instead.
2- Wizard Vision.
3- You catch fire.
4- Your gaze causes 1d6 damage per second of looking at someone, Wil save for half. This lasts for 1 minute per level of the spell you just cast.
5- You forget one important piece of information. DM's choice.
6- You think you've forgotten something important. You haven't.
7- You believe that if you don't sleep inside a warded circle or behind a threshold, an Astral Predator will come and try and eat your soul. You are wrong, nothing is chasing you.
8- As above, but you are right. If the Astral Predator can't get to you, it will go after your companions, your friends, your horse, etc.
9- The next person you kill gets deleted from the universe. Reality rearranges to accommodate their abscence.
10- You are given a target. You must kill them with 66 days, or you will suffer a terrible fate. The other person knows this, and will be coming for you.
11- As above, except its a delusion and the other person isn't affected.
12- The next time you make a definitive statement about someone, it becomes a curse that alters their fate. You do not know this. To you, the spell is pulled off without a hitch.
13- You do not need to sleep anymore. The longer you stay up, the more insane you will become.
14- You receive a vision from God. Roll to see which God it is, and whether or not its true. (10%+10 per level).
15- You learn the location of a powerful spell of (1d8) School. It is nearby, but likely somewhere horrible, such as: (1d4, 1= A Dungeon; 2= Another Wizard's spellbook; 3= A Secret Cult's Holy Book; 4= Engraved into the bones of a corpse in a powerful monster's lair)
16- You learn the Forbidden Seven Finger Death Punch, a martial arts move that can kill someone in one blow. This ability does not actually exist, as your diseased brain just imagined that.
17- The next time you look at a piece of art, the characters within burst out and try and kill you with whatever they have on hand.
18- The sky turns pink for 1 mile around you. Every day, their is a 10% chance an Angel of Time shows up to correct this mistake.
19- You come to the conclusion that if you eliminate everything that makes you human, you can become immortal. The things that make you human are as follows: (your name, morality, any respect for human law, and your blood relatives.) Their is a chance this is real knowledge, or it may just be ridiculous nonsense. (d10, chance equal to your level.)
20- You become invisible to Wizards without Wizard Vision and Demons.
(Metamancer, level 5)
Corruption:
Occurs when you roll Triples. If you roll Corruption, the Spell fails.
Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.
Corruption Table
1d20
1- Your spells cannot survive contact with sunlight for more than 60 seconds. After that, they dissolve.
2- You are selected to be part of a tournament. 1d6+4 people and you must fight each other to the death within 666 days, or something catastrophic will happen. The competition only ends when all but 1 are dead. You know their names, and location when you roll Corruption, but nothing else. There are no other rules. If there are more than 2 survivors once the deadline has passed, then 1d6+4*d100*100 people will die.
3- You learn the spell 'Horoscope' from the Cosmomancer spell list. Secretly, a powerful Cosmomancer in a neighboring city has predicted this, and will be arriving to confiscate this spell from you within 1d6+1 days.
4- The next illusion you create becomes real.
5- From now on, whenever you gain a level, you also grow 1d12 inches in height.
6- The next spell you successfully cast has its effect multiplied by 10.
7- The next spell cast on you has its effect reversed.
8- Your spell fails. You will later find a letter that tearfully apologizes for the mix-up, and says your spell will arrive within the next 3-5 (1d3+2) business days. Your spell arrives at the worst possible time against a random target.
9- Your spell fails, and an Angel of Lies appears to question you. If you lie to Angel, it will grant you the ability to continue casting using Hatharlan's power. If you tell the truth, you cannot cast spells for 1d6 days, until the Angel forgets you.
10- Your spell fails. You summon a natural disaster.
11- Your spell fails. You learn a new spell, Driftmark's Final Blunder.
12- Your spell fails. You now know that you are the Property of CAT, (your soul was sold in an estate sale in Washington state) and must obey any order a Cat gives you or take 1d6 damage.
13- You are being hunted by a Snuggle Lion. It will kill you if it finds you. You aren't crazy.
14- As above, except you don't know about the Snuggle Lion, and the Snuggle Lion is real.
15- Your spell fails. If you survive, you are looking around and find a letter naming you the Vice-Governor of the Protectorate of Alaska. You better get going.
16- You lose your sense of time. You always lose initiative, don't notice time passing, and can't locate someone with sound alone.
17- The next time you are out on the road, you will encounter an old couple in distress. If you aid them, the old man will gives you three dollars and a monkey's paw.
18- The next time you are in civilization, you encounter a Mason who has carved a tombstone with your name on it. He has no lethal intent and does not know you. If you kill him, you are cursed to die alone. (Take double damage when alone).
19- Whenever you touch metal, flowers bloom on it (-1 damage). This is cumulative.
20- Your sweat contains nitroglycerin. Whenever you take fire, electrical, bludgeoning or fall damage, the nitroglycerin dried on your skin explodes. This causes 1d8 damage to anyone with 10', Fort save for half.
(Metamancer, level ?)
Monday, January 1, 2018
OSR: Psychomancer- Chaos and Corruption
Chaos:
Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.
Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.
Chaos Table
1d20
1- You lose your HP value. You HP can never increase above its current amount. You still bleed if cut, but it doesn't hurt you. You can still die because of other things, such as starvation or dehydration or save vs death. Everytime you take damage that would reduce you to zero HP, save or go mad from the pain.
2- You cannot be targeted by anything. You cannot directly target any creature.
3- You are invisible as long as your HP is an odd number.
4- You cannot hold items. All of your items fall to the ground and you cannot pick them up again.
5- You cannot turn left.
6- You can't open doors. Can go through open ones, but closed ones mystify you.
7- Your appearance changes to that of a mundane object (a broom, tea kettle, etc).
8- You always look like a really distorted version of the person next to them.
9- Wizard Vision.
10- You start levitating. You levitate for 2d10 minutes, before unspectacularly landing in the ground. Hopefully you weren't high up or anything.
11- The next time you ride a horse, you must save or fuse with the horse.
12- You grow the head of the horse.
13- Every time you are hit in combat you must save or go flying backwards and ragdoll-izing.
14- Your neck grows freakishly long.
15- Your face disappears, leaving only a circular void, a pair of floating eyes, teeth, and hair plastered on an invisible scalp. You are a freakish monster.
16- Whenever you fight a group of 1 HD enemies, you must save or one of them transforms into a Giant with 1d8 HD.
17- Your feet don't touch the ground, instead levitating an inch off the ground. Tiny obstacles can stop you from moving forward.
18- You forget how to jump.
19- If you snap twice and stomp on the ground, you are catapulted 3d100 feet in the air. You know this.
20- If you touch into another person, both of you must save. If one of you fails, you both vanish for one round, then reappear with an mutation. You do not know this.
(Psychomancer, level 5)
Corruption:
Occurs when you roll Triples. If you roll Corruption, the Spell fails.
Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.
Corruption Table
1d20
1- You cannot go more then 100' from this current location. If you try to, you teleport back.
2- You cannot take actions independently, and only can react.
3- You can't speak without hurting people. Every word spoken does 1 HP damage to everyone within 30'.
4- You fall through the floor into the void beneath the world.
5- Whenever you touch an object larger then yourself, you must save or it will become fused with you.
6- You forget how to cast spells. You can't do it until someone else tries to cast one.
7- You forget how to eat. You can't eat until you see someone else tries to eat in your presence. You will know you are hungry, but you won't know how to fix it.
8- You forget everything. You resemble a newborn baby in mindset. For the next (25-Wis modifier) days, you absorb information like a sponge. You will accept everything your new parents tell you. Additionally, you lose all class levels, though you still retain muscle memory. You will be able to pick up walking after a few hours of watching everyone, or a single hour of training. Teaching you to fight with a melee weapon will be harder, though you should pick it up within a few days. You still can cast spells, you just don't know how anymore.
9- You forget a crucial piece of information. You don't realize this. The next time you need to remember something, you automatically forget.
10- You think one of your memories has been stolen, and lies with a man in (one state away from here). This is a delusion you have.
11- You think you know the location of a fabulous treasure. You do not. The Dungeon you describe does exist, but it contains nothing but horrible monsters and cursed things.
12- You begin to believe that someone is following you with malicious intent. You will sabotage the group secretly (when no one else is watching) then forget and blame it on the mysterious pursuers.
13- You begin to believe your spells are drawing the attention of an unsavory character. Their is a 10% chance you are correct, plus 10 for each level you have above one. You must save to cast a spell in a non-emergency, otherwise you must refuse. Combat counts as an emergency, by the way.
14- You draw the attention of the Forgetful Demiurge's slaves. 1 of his Angels appears and asks you four questions. Usually "What are you doing with my master's power?" And then "Why?", "Why?", and "Why?" If you can provide an answer to all four without stumbling over your words, you will be okay. But if you cannot, they will cast a spell on you and then leave (one random Psychomancer spell). You will forget them as soon as you leave.
15- You receive a summons from The Radiant King. Come to Versailles immediately, he wishes to speak with you. If you are not there within 1d12+1 Months, he might come get you. Or he might forget. It depends (50% of each).
16- You learn a random spell from a random spell list that is not Metamancer or Psychomancer. (1d6, 1= Biomancer; 2= Calcomancer; 3= Cosmomancer; 4= Cthonomancer; 5= Necromancer; 6= Electromancer). After you use it 1d10 times, (50% chance of each) a Wizard of that type or an Angel of the respective God shows up to reclaim it.
17- You become convinced that these others are not your friends, and merely victims of your mental manipulations. You must not allow them to discover how you tricked them, as they would kill you otherwise.
18- You forget your name. You cannot cast spells until you have a name. You can retrieve your old name, you know where it is. Or you can have your companions give you a new name. But if you take a new name, you must start over at level 1. Those were not your experience points, they were [Your old character]'s. You know this.
19- You become invisible to anyone who is not insane. They can hear you speak, but not see you or anything touching you. This invisibility does not extend to your equipment.
20- You can hear the voices of the players (not the characters). If you acknowledge this or mention it to anyone, you die, no save.
(Psychomancer, level ?)
Friday, October 13, 2017
Cosmomancer: Chaos and Corruption
Calcomancer, level 3
If you have a player who is a Cosmomancer and they roll either doubles or triples on their spell dice, have them roll 1d2 or 1d4 respectively, and then 1d20 on the appropriate table.
Chaos: Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.
Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.
Chaos Table
1d20
1- You hear the whispers of the stars. You must check to sleep at night, and attack at -2 at night, unless you are underground. Buildings can't protect you, unless they are warded.
2- The Sunlight showers down on you. All within 50' must save or get -[dice] on all attacks or checks that require vision.
3- Wizard Vision.
4- The Wizard believes they are receiving visions of the future. There is a 50% chance they receive a vision every time they go to a new place.
5- The Wizard believes that a previously dead enemy has returned as a ghost. They will do things, then attribute them to the Ghost.
6- The Wizard starts having a reoccurring dream. This means nothing, but is seems prophetic.
7- The Wizard can keep perfect time. They also know of a rapidly approaching deadline. No one knows what this deadline is for.
8- The Wizard subtly bends space wherever they go. All distances are 20% shorter, and people near them age slower. Has a 10% chance of attracting the attention of Yosganeth's Angels.
9- The Wizard believes they can predict the future by sacrificing animals to Yosganeth.
10- Wizard believes that they are the luckiest man who ever lived. +4 on all gambling rolls, with an independent 50% that the other person believed they cheated.
11- The Wizard believes they are cursed with misfortune for something they did. The only cure is to do a bunch of good deeds, or go dig up the corpse of the person who cursed them and burn it.
12- The Wizard can receive perfectly accurate visions of the past by going to the place/touching an object associated with it.
13- The Wizard can receive completely false visions of what is going on right now. This has a range of 20 miles, and they will only see things that relate to people they know/places they've been.
14- The next time the Wizard is asked to make a choice, whatever it was, they think it was the wrong one.
15- The Wizard becomes convinced that one of their hirelings has been replaced with a doppelganger.
16- The Wizard thinks they are wanted for a crime, so start developing an alter ego.
17- The Wizard becomes convinced that ribbons covered in prayers to Yosganeth can ward a building. They do scare away ghosts, but attract the Angels of Rival Gods.
18- The next time the Wizard takes a serious injury, they believe that they actually died, and are now an undead.
19- The Wizard constantly switches their languages. One sentence is English, one in Greek, one in French, one is ancient Aramaic. Have them omit sentences from what they want to say.
20- Whenever the Wizard speaks, they are visible. Whenever they are not speaking, they are invisible. This does not apply to their clothes or gear.
Cosmomancer, level 5
Corruption: Occurs when you roll Triples. When a Roll triggers Corruption, roll on the Chaos Table. If you roll Corruption, the Spell fails.
Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.
Corruption Table
1d20
1- Call a meteor, save or die as it crashes into you/near you.
2- Attract the attention of a demon.
3- The Wizard knows the day they will die. Roll 1d20.
4- The Wizard sees a new planet appear in the sky, a massive orb covered by twilight forests and black seas. All of their companions must save every day or see the planet too. The planet is not a hallucination, you just never noticed it.
5- The Wizard feels they must marry a woman named Penelope. Not sure which Penelope, but they'll know her when they see her.
6- The Wizard cannot stand the sun. Every moment their bare skin is exposed to the sun, they take 1 damage. Cool mud, cloth, or other stuff can protect them.
7- The Wizard does not trust the Stars, claiming they are scheming against them. They are right. -4 to any plans made under open sky.
8- The Wizard feels the sudden weight of responsibility placed upon them by fate. If they do not complete their destiny, they will die. If they have a child, this destiny will pass to the child. This will occur until the destiny is fulfilled. The Wizard's soul will be held in limbo until they can complete their destiny.
9- The Wizard becomes the polar opposite of human. The next time a human touches them with bare flesh, that part of the human and the Wizard is converted into pure energy and is released. IE, They explode. The Wizard knows this.
10- The Wizard is accompanied wherever they go by a band of monsters playing instruments. The monsters never stop playing, not for any reason. If they ever stop playing against their will, something awful will happen. If asked to stop playing in a polite way, nothing will happen. At least, probably not.
11- The Wizard becomes unable to speak ill of or attack the leaders of governments, as they appointed by Heaven.
12- The Wizard makes mana fall from Heaven. It is tasty, but spoils after one day, unless (1-in-8 chance, reroll 8s) tomorrow is Sunday.
13- The Wizard attracts lightning.
14- A particular storm decides it hates the Wizard and starts following them.
15- Anyone who lies within 100' of the Wizard has their trousers catch fire.
16- The Wizard's name becomes demonic. Everytime it is said, they become aware of it, and can teleport to where it was said. They cannot teleport back unless someone says their name.
17- The Wizard is abducted by lights in the sky. Roll 1d3 1= Human Astronauts 2= Filthy Xenos 3= Angels of Random God.
18- The next time the Wizard successfully casts a spell, they instead rip open a portal in time and space.
19- Whenever people stop looking at the Wizard, they must save or forget about them.
20- The Wizard stops aging. Their blood functions like an elixir of Youth, curing all injuries and reducing Age by 1d10 years, or back to your physical prime, if you are younger than 26.
Cosmomancer, level ?
If you have a player who is a Cosmomancer and they roll either doubles or triples on their spell dice, have them roll 1d2 or 1d4 respectively, and then 1d20 on the appropriate table.
Chaos: Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.
Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.
Chaos Table
1d20
1- You hear the whispers of the stars. You must check to sleep at night, and attack at -2 at night, unless you are underground. Buildings can't protect you, unless they are warded.
2- The Sunlight showers down on you. All within 50' must save or get -[dice] on all attacks or checks that require vision.
3- Wizard Vision.
4- The Wizard believes they are receiving visions of the future. There is a 50% chance they receive a vision every time they go to a new place.
5- The Wizard believes that a previously dead enemy has returned as a ghost. They will do things, then attribute them to the Ghost.
6- The Wizard starts having a reoccurring dream. This means nothing, but is seems prophetic.
7- The Wizard can keep perfect time. They also know of a rapidly approaching deadline. No one knows what this deadline is for.
8- The Wizard subtly bends space wherever they go. All distances are 20% shorter, and people near them age slower. Has a 10% chance of attracting the attention of Yosganeth's Angels.
9- The Wizard believes they can predict the future by sacrificing animals to Yosganeth.
10- Wizard believes that they are the luckiest man who ever lived. +4 on all gambling rolls, with an independent 50% that the other person believed they cheated.
11- The Wizard believes they are cursed with misfortune for something they did. The only cure is to do a bunch of good deeds, or go dig up the corpse of the person who cursed them and burn it.
12- The Wizard can receive perfectly accurate visions of the past by going to the place/touching an object associated with it.
13- The Wizard can receive completely false visions of what is going on right now. This has a range of 20 miles, and they will only see things that relate to people they know/places they've been.
14- The next time the Wizard is asked to make a choice, whatever it was, they think it was the wrong one.
15- The Wizard becomes convinced that one of their hirelings has been replaced with a doppelganger.
16- The Wizard thinks they are wanted for a crime, so start developing an alter ego.
17- The Wizard becomes convinced that ribbons covered in prayers to Yosganeth can ward a building. They do scare away ghosts, but attract the Angels of Rival Gods.
18- The next time the Wizard takes a serious injury, they believe that they actually died, and are now an undead.
19- The Wizard constantly switches their languages. One sentence is English, one in Greek, one in French, one is ancient Aramaic. Have them omit sentences from what they want to say.
20- Whenever the Wizard speaks, they are visible. Whenever they are not speaking, they are invisible. This does not apply to their clothes or gear.
Cosmomancer, level 5
Corruption: Occurs when you roll Triples. When a Roll triggers Corruption, roll on the Chaos Table. If you roll Corruption, the Spell fails.
Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.
Corruption Table
1d20
1- Call a meteor, save or die as it crashes into you/near you.
2- Attract the attention of a demon.
3- The Wizard knows the day they will die. Roll 1d20.
4- The Wizard sees a new planet appear in the sky, a massive orb covered by twilight forests and black seas. All of their companions must save every day or see the planet too. The planet is not a hallucination, you just never noticed it.
5- The Wizard feels they must marry a woman named Penelope. Not sure which Penelope, but they'll know her when they see her.
6- The Wizard cannot stand the sun. Every moment their bare skin is exposed to the sun, they take 1 damage. Cool mud, cloth, or other stuff can protect them.
7- The Wizard does not trust the Stars, claiming they are scheming against them. They are right. -4 to any plans made under open sky.
8- The Wizard feels the sudden weight of responsibility placed upon them by fate. If they do not complete their destiny, they will die. If they have a child, this destiny will pass to the child. This will occur until the destiny is fulfilled. The Wizard's soul will be held in limbo until they can complete their destiny.
9- The Wizard becomes the polar opposite of human. The next time a human touches them with bare flesh, that part of the human and the Wizard is converted into pure energy and is released. IE, They explode. The Wizard knows this.
10- The Wizard is accompanied wherever they go by a band of monsters playing instruments. The monsters never stop playing, not for any reason. If they ever stop playing against their will, something awful will happen. If asked to stop playing in a polite way, nothing will happen. At least, probably not.
11- The Wizard becomes unable to speak ill of or attack the leaders of governments, as they appointed by Heaven.
12- The Wizard makes mana fall from Heaven. It is tasty, but spoils after one day, unless (1-in-8 chance, reroll 8s) tomorrow is Sunday.
13- The Wizard attracts lightning.
14- A particular storm decides it hates the Wizard and starts following them.
15- Anyone who lies within 100' of the Wizard has their trousers catch fire.
16- The Wizard's name becomes demonic. Everytime it is said, they become aware of it, and can teleport to where it was said. They cannot teleport back unless someone says their name.
17- The Wizard is abducted by lights in the sky. Roll 1d3 1= Human Astronauts 2= Filthy Xenos 3= Angels of Random God.
18- The next time the Wizard successfully casts a spell, they instead rip open a portal in time and space.
19- Whenever people stop looking at the Wizard, they must save or forget about them.
20- The Wizard stops aging. Their blood functions like an elixir of Youth, curing all injuries and reducing Age by 1d10 years, or back to your physical prime, if you are younger than 26.
Cosmomancer, level ?
Thursday, October 12, 2017
Calcomancer: Chaos and Corruption
Calcomancer, level 3
If you have a player who is a Calcomancer and they roll either doubles or triples on their spell dice, have them roll 1d2 or 1d4 respectively, and then 1d20 on the appropriate table.
Chaos:
Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.
Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.
Chaos Table
1d20
1- Plunge the area into darkness
2- Reverse the elemental damage of any spell for the next hour
3- Something that should not catch fire does.
4- The weather changes. Reroll on the Weather Table.
5- For the next 1d20+4 hours, any fluid you touch freezes solid. It automatically melts after that.
6- You attract fire. The next time a damage spell is cast within 100' of you, it rebounds and swings at you.
7- Your body heats up to 200 degrees Fahrenheit. This does not harm you, but it will destroy your stuff.
8- All water within 30' boils away. This does not count water in people's bodies.
9- You gain the ability to eat metal and smelt it in your stomach, then spit out worked metal. Your stomach and mouth are fireproof. The rest of your innards are not.
10- You constantly smell like smoke. -2 to any attempt at sneaking.
11- You become horribly addicted to cigarettes, -1 per day without one.
12- You believe that all trees are evil, and burning down forests is good. You will never willingly enter a forest, and suffer fear effects when fighting plant/nature monsters.
13- You realize that all mirrors are actually observation devices. You are being watched. You cannot let them know.
14- You suspect that someone is following you. You are correct, but you can't see them. Everyone else can see the old man with the eyeless sockets, slowly following you. The next time you invoke Chaos or Corruption, he will attack you.
15- All the money in your possession changes to become Wacky Buxs. Wacky Bux is a currency only accepted in the fictional country of Astropia.
16- Your spell succeeds, but 1d6 random monsters from nearby are teleported to this location.
17- You get a choice. Your spell succeeds as normal, but your next failed spell invokes both Chaos and Corruption. You game? If not, it just fails.
18- Your spell also draws the attention of a familiar (a five HD Demon). The Familiar wants to bargain with you.
19- Wizard Vision
20- Your fires become invisible, and do invisible damage. You can't tell, and neither can the enemies. It still kills them when they reach zero HP, you just won't realize that until they die.
Calcomancer, level 5
Corruption:
Occurs when you roll Triples. If you roll Corruption, the Spell fails.
Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.
Corruption Table
1d20
1- You burst into flames for 1d10 rounds.
2- You start attracting lightning. Every time you are outside during a lightning storm, you will attract them.
3- The next time you kill someone with fire, they transform into a Witchbane staff. If this staff is hurled onto the ground, it will transform into a serpent that hates witches and will try to kill them. If you are the closest Witch, you count. The Snake's poison is save or die for Witches, and save vs paralysis for non-spellcasters.
4- The next time you freeze someone to death, they transform into a Wendigo. Expect it to dig itself up and follow you.
5- The next person to burn alive in your presence counts as a blood sacrifice. They summon an eldritch horror. The horror will be disinterested in you unless you fight it, and will carry out its own widely destructive purposes.
6- You see a trio of old ladies knitting. They pull out a particular thread and cut it with a piece of thread. This means that someone is fated to die. Have all the players save vs magic. The first one to fail is the one who will die. (This is ridiculous nonsense your brain thought up).
7- Tomorrow, it will rain frogs. One of these frogs will be a Hostage Frog, and will take one of your companions or hirelings hostage.
8- The next time it snows, the snow will form 1d20+10 Ice Golems who will want to (1d4 1= Kill you; 2= Kill people and offer them as blood sacrifices to you as you are their god; 3= Take you North to marry the Queen of Winter (who may not even exist); 4= Nothing. They will just rampage and go wild). It will keep snowing until the Ice Golems are defeated.
9- The next time it rains, a famous mage from the Great War reappears. He is a from the Austro-Hungarian Empire, and will react to the players with hostility. Probably. He speaks Hungarian and German, is a Necromancer, and knows the spells (Detect Psychic Footprints, Fogbank, Army of One, Death Mask, Summon Plague, Speak with Dead, and Break the Chains.)
10- The next fire the players start becomes a fire elemental. The more fuel it receives, the bigger it grows. But the bigger the fire, the more maleovolent and intelligent it becomes. The Elemental will want to live.
11- The next person who dies by fire you caused curses you to "Taste the fires of Hell!" Until this curse is broken, you take double damage from fire.
12- Your fires are now portals to Hell. Every time you use Fire, it has a chance of letting a minor Hellfiend through.
Anyone killed by your fires gets sent to Hell.
13- You see an old man marking a calender, crossing off the next day. He warns your friends to get their Tuxedos cleaned, as there is going to be a funeral. He will not speak to you. (The other party members will be able to justify this, you won't. You won't actually die from this.)
14- Everytime you open a Bible to read it, all you see, printed over and over, is "YOU ARE DAMNED." Burning a Bible like that would be just about the worst possible idea.
15- An Angel of Yulsilukee shows up. The Angel is here for your annual performance report. What, you didn't know about those. Well don't worry about, we can just take care of the backlog here. Now let's see, I need you to kill 1d100 people with 1d20+10 days and leave their bodies here. No, not their whole body, just a skull is fine. If you fail to do this, your ability will be immediately confiscated, and your deficit will be extracted in other ways.
(Murdering the Angel now would be rude, but it would a relatively minor offense)
16- An Angel of Yulsilukee shows up and informs you that one of your brothers (another Calcomancer or Electromancer, equal chance) has refused to fulfill his quota of murders. Please go and kill him. You will receiva boon for this.
17- You learn the location of a rare spell. But if you proceed to go after it, expect to find another group of Adventurers are already plundering the ruins, unsure of the divine revelation that you have received.
18- You see a skeleton wearing a black robe and carrying a scythe standing outside your window. As soon as you go looking for him, he vanishes. He will reappear 1d3+1 more times. No one else will see him, but they will see traces of him.
19- The next time you wake up, you find a pair of coins on top of your eyes. These are 50 cent pieces. The coins are cursed. If anyone besides you has them in their possession, they will suffer a terrible fate.
20- The next time you finish an adventure and return to civilization, make a fort save. On a failure, you have a heart attack and die quietly in your sleep.
Calcomancer, level ?
Wednesday, October 11, 2017
Biomancer: Chaos and Corruption
Biomancer, level 3
If you have a player who is a Biomancer and they roll either doubles or triples on their spell dice, have them roll 1d2 or 1d4 respectively, and then 1d20 on the appropriate table.
Chaos:
Triggered whenever you roll doubles on your magic dice. The Spell still goes through, but you get an additional effect.
Additionally, whenever you roll on the Chaos Table, you get 1d2 Doom Points.
Chaos Table
1d20
1- The Wizard grows the functional genitalia of the opposite sex. If they are a male, they also receive a functional uterus.
2- The Wizard grows 1d6 extra eyes.
3- The Wizard grows 1d6 feet taller.
4- The Wizard gains 1d100 pounds.
5- The Wizard grows 1d4 extra limbs. 50% chance of being arms or legs.
6- The Wizard loses 1d20 inches in height.
7- The Wizard starts glowing. They develop a natural fluorescence.
8- The Wizard's bones all turn to cartilage.
9- The Wizard's lower body fuses into one great coil, like that of a huge serpent.
10- The Wizard grows a pair of vestigial wings.
11- The Wizard eyes become windows. But not windows for them. Those who stare into their eyes can see what lurks behind them.
12- The Wizard consumes much more food then usual. After 1d12 days, the party will run out of food, unless the Wizard can restrain themselves or is restrained.
13- The Wizard calls to plants. Whenever he sits near one, they reach out toward him with roots, runners, and branches. If they touch him, they pull him in and try to tell him something.
14- The Wizard is loved by rats, and attracts them wherever he goes. He is also loved by cats, who eat the rats.
15- The Wizard believes that if anyone ever sees the back of his left hand, he will die. If anyone sees it, save vs death as he has a massive heart attack.
16- The Wizard believes that they can resurrect the dead. The ritual they describe can work, but will most likely just allow a body to be reanimated with another soul in it. It can work if the PC has already departed for the afterlife, but it won't be their soul in there.
17- The Wizard starts secreting magnesium. If they ever take fire damage, they burst into flame. These flames cannot be extinguished with water.
18- The Wizard's skin changes colour. (1d8; 1= White 2= Black 3= Brown-Red 4= Translucent White 5= Crimson 6= Blue 7= Green 8= Gold).
19- Wizard Vision.
20- The Wizard becomes invisible and unhearable (unless the Wizard acts against them) to all people with an Wis of less then 10.
Biomancer, level 5
Corruption:
Occurs when you roll Triples. If you roll Corruption, the Spell fails.
Additionally, when you roll on the Corruption Table, you get 1d4 Doom Points.
Corruption Table
1d20
1- The Wizard ages by an amount of years equal to the amount of Doom Points they have. If they are over 60, they must save or suffer the frailties of old age.
2- The Wizard gets younger by a number of years equal to the number of Doom Points they have. If they are under 7, they must save or suffer the loss of their memories (return to level 1).
3- The Wizard's touch becomes charged with life energy. Anytime they touch a female of the same species, that woman must save vs pregnancy. If they are a woman, they must save or become pregnant. If any children are born like this, they look like one of the Wizard's children.
4- Every time the Wizard kills someone, they have a 10% + 10 for each HD the creature had over 1 of growing an additional head.
5- The Wizard becomes overcome with intense hunger for the next d100 days. For each day, they must eat ten times their normal provisions. If they don't, they will starve. For each day they must eat so much, they grow an inch.
6- The Wizard starts producing buoyant gases. Whenever they are carrying less then 10 heavy items, they get -2 to all things relating to physicality.
7- The Wizard grows a parasite in their guts. Roll 1d8. This will be the Parasite's full HD when it is done growing. It will take 1d12 + HD days to grow, and for each HD, the Wizard will take that as a penalty each day, unless they eat more, or spend lots of time in warm water. The Parasite will periodically emerge from the Wizard during the night and do something dastardly, once it is fully grown.
8- The Wizard develops leprosy. Anyone affected by one of their spells must make a save or develop it as well.
9- All of your spells become incarnated as homunculi. They all have personalities equivalent to their spells, ie Fireball wants to melt people, Regenerate wants to heal people, Induce Mutation is a pervert, etc.
10- The Wizard becomes astounding beautiful. Increase their Cha, unless it already higher, to 16. They become a paragon of physical beauty, and nothing can ever tarnish that. All who see them must save or be unable to hit them. This wears off if The Wizard attacks first. Additionally, whenever a new person sees their beautiful form, they will want to be around the Wizard at all times. Friends will insist they stay over, party members will insist its too dangerous to go alone, and enemies will try and kidnap the Wizard. They petrify once dead, into a statue beautiful enough to make jaded war veterans weep.
11- The Wizard becomes hideously ugly. As above, but reversed. -2 to all reaction rolls.
12- The Wizard sees a Clown. All people within 50' must save or see the Clown. All who see the Clown agree it must be destroyed. But if the Clown is not killed by the Wizard's hand, it will return.
13- The Wizard grows 1d4 Breasts. At night, they attract small monsters which come to suckle and drink their milk.
14- The Wizard can, as an action, vomit up everything they ate as a high-pressure jet. When they first roll this, that is what they do. The vomiting continues for 1d2 Rounds. While it is happening, they must save to do anything.
15- The Wizard suddenly remembers that they are were supposed to rescue their friend, Garrett Barth from being roasted alive by a cruel Witch. Garrett Barth is actually a bowl of cake batter, and the witch is a house-wife. Letting her bake the cake will only result in bad things. This is Barth's death curse.
16- The Wizard develops the urge to hibernate during the winter. They must begin their preparations now.
17- The Wizard grows a pair of horns, can breath fire (1/Day), and leave footprints on stone. Additionally, their real mother/father (equal chance of both) show up and tell them that they are actually half-Devil. Their parent also wants them to come back to Hell, to join them in the family business.
18- The Wizard's nerves become hyper-sensitive. Take +1 damage per dice, and whenever they touch something soft or ribbed must save or be stunned by the sensation.
19- The Wizard grows gills, fins and a tail. Now can only breath water, and rapidly begins to suffocate.
20- The Wizard grows additional organs, back-up hearts etc. Whenever they roll on the D&D table, they can still operate at full capacity, unless one of their limbs is broken or they are instantly killed. However, if they ever take enough damage to reduce their health from full to half or below, they must immediately save vs death.
Biomancer, level ?
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