A blog where some insane weirdo posts his OSR/DIY D&D ideas, content, recollections, and stuff. He might post other things not related to that, like music, art, literature, or memes. Probably not that much, though. There will also be content from the my boyfriend(s), namely the under construction Polyheus setting.
Showing posts with label Spellcasting. Show all posts
Showing posts with label Spellcasting. Show all posts
Saturday, December 15, 2018
So what if Magical Girls were Power Rangers?
So, what if Magical Girls were Power Rangers? They already kinda are but let's apply the latter's action tropes.
HD, To-Hit, Saves, and Proficiencies: as Cleric
Experience: As Magic-User
Prime Requisite: Charisma
SPELLCASTING: Henshin Heroes cast spells from the Magus list, with the same spells per day, though they cast using Charisma, and they can cast all spells they know without preparation, like a 3e Sorcerer. They have Spells Known, as a Pathfinder Bard. Well, in summary they cast as a Pathfinder Bard using the Magus spell list, I guess. And of course, if your game doesn't use 0-level spells, drop 'em.
TRANSFORMATION TRINKET: At 1st level the Henshin Hero has discovered, created, been given, or had forced upon her a transformation trinket. This item can be a brooch, wand, a bracelet or some other object that she can carry on her person. A Henshin Hero can add additional magic abilities to her transformation trinket as if she was a Magic-User of her level, with no need to know prerequisite spells for the abilities she's enchanting as long as they're not contrary to her Motif. The supernatural abilities of a transformation trinket, including any magic abilities added to the object, only function for the Henshin Hero who owns it. If she dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a transformation trinket is damaged, it is restored to full hit points the next time the Henshin Hero regains her spells for the day. If the transformation trinket is lost or destroyed, it can be replaced with a special ritual that costs 200 GP per level plus the cost of the item's enchantments if you wish to restore them. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous transformation trinket unless the additional cost is paid.
A Henshin Hero may use her transformation trinket in place of the spell’s normal components. Consumable enchantments can be enchanted as one-off enchantments, such as having a trinket function as a potion once ever, until you enchant it as such again.
TRANSFORMATION: A Henshin Hero can transform into a pretty, flashy, cool, stylish, form. This may or may not change their actual body, or hair, or what have you, but clothes definitely change. Despite not looking like it should function as such, this is highly protective. While transformed, your AC is literally equal to your Charisma score, or adds +1 to your normal AC, whichever is higher. Some of your abilities can only be used while you're transformed, and in addition, you get an extra spell slot per day for each spell level you can currently cast, while transformed. You can only maintain your transformation for rounds per day equal to 4 + your Charisma modifier, +2 for each level after the first. These rounds need not be consecutive.
FINISHING MOVE: A Henshin Hero can release a magical wave of energy into their attacks (melee or ranged), adding +1d6 damage per level to their attacks. This extra damage is not multiplied on a critical hit or otherwise modified by damage-buffing effects unless specifically noted. This can be done freely while a Henshin Hero is transformed, but see below.
TENSION: Henshion Heroes have a pool of Tension, which is empty by default, but she gains a point under the following conditions:
1) When she Transforms
2) At the start of each round she remains transformed
3) Each time she reduces a foe to 0 HP with her Finishing Move, she gains Tension points equal to 1/4 the creature's HD (min 1).
Tension can be used in the following ways:
1) A point of Tension can be used to reroll a Finishing Move damage die, with as many points being used as desired.
2) A point of Tension can be spent to add +2 to any roll desired of the Henshin Hero's. This can stack with multiple Tension points.
A Henshin Hero can never have more than 2 + 1/2 their level in Tension points at any one time, and whenever their Transformation ends, or they use their Finishing Move, all unused Tension is lost.
SPELL COMBAT: A Henshin Hero can cast a spell with the same action that they make a weapon attack (but not a Finishing Move). Treat this as dual-wielding, except the off-hand is a spell being cast. This should require a free hand to handle the Trinket for casting purposes, but a two-handed weapon can be used if the target of the spell is the same subject, by way of channeling the spell directly through the weapon.
MIRACLE: At 20th level, a Henshin Hero is capable of accomplishing anything. 1/day, they may cast Wish. The intent of their wish is always respected with no risk of being perverted. However, if it contradicts the theme of their Motif, they can no longer transform for a full week.
MOTIFS:
At first level, a Henshin Hero gains a motif to their aesthetic, which will give effects and abilities, as well as new spells, as defined below. In the case of new spells, just look them up on the Pathfinder SRD since I already linked it.
CHAOS: The henshin hero’s power carries the foul taint of chaos, allowing them to strike down the scions of order and laugh in the face of “certain” doom.
A Chaos Hero's Finishing Move counts as Chaotic for all purposes, and deals an additional point of damage per die against non-Chaotic foes, +2 extra damage against Lawful ones. In addition, they exude an Aura of Chaos like a chaotic cleric would, and they may spend a round of Transformation time when they strike an opponent. When they do so, the effected opponent rolls with disadvantage on their next roll.
At 10th level, a Chaos Hero can transform into Improbability Mode! This enhanced transformation consumes 2 rounds of Transformation time per round, but all their Finishing Move dice increase to d10s. In addition, all enemies within 20 feet roll with disadvantage on all rolls. The Chaos Hero also benefits from a constant Freedom of Movement spell while in this state.
At 20th level, when the Chaos Hero is transformed (in either state) she is immune ot critical hits and sneak attacks. Additionally, any enemies within 20 feet must save or be Confused for one round, and take a -1 penalty to their saving throw each round they remain within the aura.
Bonus Spells: 1st — Detect Law, 2nd — Shard of Chaos, 3rd — Magic Circle Against Law, 4th — Chaos Hammer, 5th — Dispel Law, 6th — Word of Chaos
DRAGON: The henshin hero draws their power from assuming the likeness of a dragon, and their new form is an image that invokes both terror and awe from those who witness them.
At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your motif powers deal damage and grant resistances based on your dragon type, as noted below. Additionally, the Dragon Hero counts as both her original species and as a dragon whenever it would be beneficial. She can now speak Draconic, and has Darkvision. She selects a color of dragon, and gains damage resistance to whatever that dragon breathes, or is elementally affiliated with.
At 10th level, the Dragon Hero can transform into Wyrm Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, they sprout draconic wings, and have the flight and fearsome presence of a dragon! In addition, they have Spell Resistance equal to half their level, and has a breath weapon equivalent to their dragon type with dice equal to their Finishing Move.
At 20th level, the Dragon Hero can fly even in their regular Transformation, and they gain immunity to sleep, paralysis, and their damage resistance becomes an immunity. In addition, their breath weapon now uses d12 damage dice.
Bonus Spells: 1st — Shield, 2nd — Resist Energy, 3rd — Fly, 4th — Fear, 5th — Spell Resistance, 6th — Form of the Dragon I
EARTH: The henshin hero’s power stems from the earth itself, making the henshin hero an unshakable mountain.
The Henshin Hero can spend a Tension point to have their Finishing Move slam the target into the nearest wall, or 50 feet away, whichever is closer. In addition, they gain 4 times their level in temporary hit points which last the entire Transformation, and are refreshed if they transform again.
At 10th level, the Earth Hero can transform into Landslide Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, they only take half damage from all attacks, gain tremorsense out to 20 feet, and can pass through any form of stone or earth (except metal) like a fish in water, though they must hold their breath. If protected against fire, they can even pass through lava. This movement leaves no hole, tunnel, or any other sign of the Earth Hero's presence. Finally, the Earth Hero may walk along any wall or ceiling as if it were a flat surface, and may ignore magically altered gravity.
At 20th level, the Earth Hero has a 20-ft aura of Heavy Gravity. Enemies within it must make a Saving throw or fall prone to the ground, unable to stand. Even if they succeed, all enemies in the area take a -20 foot penalty to movement, is unable to fly (unless they're doing so magically), and has a -4 penalty to all physical checks and attacks. If the Earth Hero is in Landslide Mode, the Save to stand has a -4 penalty, and the existing -4 penalty to checks increases by 2.
Bonus Spells: 1st — Stone Fist, 2nd — Stone Call, 3rd — Soften Earth and Stone, 4th — Calcific Touch, 5th — Spike Stones, 6th — Reverse Gravity
ENDURANCE: The henshin hero’s powers fortify their physical endurance, turning them into an unstoppable juggernaut.
An Endurance Hero may spend a Tension point to gain Damage Resistance equal to the number of dice she rolls for her Finishing Move for one round. Additionally, when she transforms, she gains a +4 to Constitution, and any condition or status that would restrict their actions or negatively impact their ability scores can be delayed. However, when the transformation ends, these conditions hit with full effect, their durations effectively paused.
At 10th level, an Endurance Hero may transform into Adamantite Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. In addition, in this mode she can spend her Tension points to gain an equivalent bonus on all Saving Throws, and if she does fail a saving throw, can delay its effects to the end of her Transformation. Finally, her Constitution bonus increases to +6.
At 20th level, an Endurance Hero may spend two rounds of her Transformation time to become as an Immovable Rod, becoming a literally unbending, unmoving obstacle. This even allows her to freeze herself in the air and refuse to fall to the ground. At this point, if she is not already, an Endurance Hero becomes immune to disease, poison, critical hits, and sneak attacks. Finally, her Constitution bonus increases to +8.
Bonus Spells: 1st — Endure Elements, 2nd — Bear’s Endurance, 3rd — Protection from Energy, 4th — Spell Immunity, 5th — Spell Resistance, 6th — Bear’s Endurance, Mass
FIEND: The henshin hero’s power is cursed by the forces of evil. While this makes it ideal for slaying the forces of good, not all wield this power in the name of evil - some abscond with it and turn this power against their foul progenitors.
The Fiend Hero's Finishing Move counts as Evil for all purposes, and deals +1 extra damage to non-evil opponents, and +2 to good ones. Additionally, the Fiend Hero has an Aura of Evil like an equivalent cleric, and she gains an extra point of Tension every time she deals lethal damage to a creature.
At 10th Level, the Fiend Hero can transform into Devil Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. They also sprout leathery wings and can gain 60 feet of flight speed, and they can turn a subject into an Unwilling Shield. If a Fiend Hero in Devil Mode gets a critical hit against a creature, they may designate one of the creature's allies to be an Unwilling Shield (provided they fail a saving throw). Until the Transformation ends, any damage the Fiend Hero takes is transferred to the Unwilling Shield (provided they're not dead or dispelled). Good-aligned creatures have disadvantage on the save.
At 20th level, the Fiend Hero gains immunity to fire and poison, can see in all darkness, and adds their Charisma modifier to all saving throws. In addition, they gain a 20-ft Aura of Despair. All enemies in this aura are incapable of feeling hope or any other positive emotions, and cannot benefit from any morale bonuses. Princesses and Magical Girls however, are immune to this power.
Bonus Spells: 1st — Detect Good, 2nd — Dread Bolt, 3rd — Magic Circle Against Good, 4th — Unholy Blight, 5th — Dispel Good, 6th — Blasphemy
FIRE: The henshin hero’s power burns with the ferocity of fire, allowing them to reduce their foes to cinders.
A Fire Hero may spend a Tension point to convert his Finishing Move dice into dealing fire damage, in which case they deal +1 damage per die. In addition, the Fire Hero deals +1d4 fire damage with all their weapon attacks, literally channeling flame through them. The Fire Hero herself has Damage Resistance to fire equal to her level.
At 10th level, a Fire Hero can transform into Wildfire Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, a Fire Hero is immune to fire in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of fire damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Fire Hero in Wildfire Mode takes 1d6+Her Level in fire damage.
At 20th level, the Fire Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Wildfire mode, anyone attacking her in melee takes an addtional 1d10+level fire damage. Finally, her fire damage bypasses all fire immunities, unless they are literally a fire elemental.
Bonus Spells: 1st — Burning Hands, 2nd — Scorching Ray, 3rd — Fireball, 4th — Wall of Fire, 5th — Fire Snake, 6th — Contagious Flame
ICE: The henshin hero’s power draws from the infinite glacial wellsprings of the elemental plane of water, allowing them to chill his foes in their tracks.
An Ice Hero may spend a Tension point to convert his Finishing Move dice into dealing ice damage, in which case they deal +1 damage per die. In addition, the Ice Hero deals +1d4 ice damage with all their weapon attacks, literally channeling frost through them. The Ice Hero herself has Damage Resistance to cold equal to her level.
At 10th level, an Ice Hero can transform into Glacier Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, an Ice Hero is immune to cold in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of cold damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Ice Hero in Glacier Mode takes 1d6+Her Level in cold damage.
At 20th level, the Ice Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Glacier mode, anyone attacking her in melee takes an addtional 1d10+level ice damage. Finally, her ice damage bypasses all cold immunities, unless they are literally a ice elemental.
Bonus Spells: 1st — Frostbite, 2nd — Frigid Touch, 3rd — Sleet Storm, 4th — Ice Storm, 5th — Cone of Cold, 6th — Cold Ice Strike
LIGHTNING: The henshin hero channels the hammer of the storms, discharging massive power onto their foes.
A Lightning Hero may spend a Tension point to convert his Finishing Move dice into dealing electric damage, in which case they deal +1 damage per die. In addition, the Lightning Hero deals +1d4 electric damage with all their weapon attacks, literally channeling lightning through them. The Lightning Hero herself has Damage Resistance to electricity equal to her level.
At 10th level, a Lightning Hero can transform into Superbolt Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, a Lightning Hero is immune to electricity in this form, and gains 1 Tension point or 1 temporary hit point (their choice) for every 3 points of electric damage they would have taken, ignoring their resistance or immunity. These points last until the end of the Transformation. In addition, any enemy within non-reach melee range of the Lightning Hero in Superbolt Mode takes 1d6+Her Level in electric damage.
At 20th level, the Lightning Hero deals 1d10+her level to all enemies that end their turn within 20 feet of her, and if she's in Superbolt mode, anyone attacking her in melee takes an additional 1d10+level electric damage. Finally, her electric damage bypasses all lightning immunities, unless they are literally a lightning elemental.
Bonus Spells: 1st — Shocking Grasp, 2nd — Elemental Touch (electricity only), 3rd — Lightning Bolt, 4th — Ball Lightning, 5th — Lightning Arc, 6th — Chain Lightning
LUCK: The henshin hero’s power affects probability itself, allowing them to nudge the dice of fate in their favor.
A Luck Hero can choose to reroll two dice of its Finishing Move instead of one for every Tension point she spends. Additionally, she may spend one round of her Transformation time to make an opponent roll a d4 and subtract it from any check, save, or attack roll the Luck Hero chooses, and at every five levels, it increases a die step, maxing at d12 at 20th level. If the result of the modified check is a 0 or less, the foe must save or become Confused for 1 round or the entire negative integer, whichever is longer.
At 10th level, a Luck Hero can transform into Black Swan Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in this form the Luck Hero automatically rerolls all 1s, and may spend her Tension Points to reroll any die she wishes, rolled by anyone.
At 20th level, a Luck Hero may spend 2 Tension points to make her Finishing Move attacks automatically hit. In addition, she produces a 20-ft Luck Aura that makes her allies and enemies roll all dice with Advantage and Disadvantage, respectively, while she's transformed.
Bonus Spells: 1st — True Strike, 2nd — Aid, 3rd — Borrow Fortune, 4th — Freedom of Movement, 5th — Break Enchantment, 6th — Spell Turning
MUSIC: The henshin hero wields the power of song against her foes, her sick beats empowering her allies or hindering her foes.
The Music Hero can spend a Tension point to convert her Finishing Move dice into dealing sonic damage, in which case they deal +1 damage per die. In addition, the Music Hero can perform magical music as a Bard or Princess of their level, chosen at 1st level. Finally, a Music Hero has resistance to Sonic damage equal to their level.
At 10th level, a Music Hero can transform into Crescendo Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, while in this form, a Music Hero can perform even in magical silence, and is capable of being their own back-up singer, maintaing two different songs at once. Finally, a Crescendo Mode hero is immune to Sonic damage, and every 3 points of sonic damage they would take (if they weren't resistant) are converted into 1 Tension point or 1 temporary hit point (their choice). These points last until the end of the Transformation.
At 20th level, a Music Hero may spend 3 Tension points to do a powerful sound burst, dealing her Finishing Move dice in Sonic damage to every enemy within 90 feet. This bypasses all resistance (but not immunity) to Sonic damage, and pushes all enemies to the edge of the blast radius (or against a wall). However, as a result of this much musical power, everyone (including your allies) are deaf and thus immune to your musical abilities for an entire minute.
Bonus Spells: 1st — Moment of Greatness, 2nd — Shatter, 3rd — Thundering Drums, 4th — Dance of a Hundred Cuts, 5th — Resonating Word, 6th — Dance of a Thousand Cuts
ORDER: The henshin hero draws strength from the power of law, allowing them to deliver doom to chaos as surely as an apple falls from a tree.
The Order Hero's Finishing Move counts as Lawful for all purposes, and deals +1 damage per die to non-lawful foes, and +2 to chaotic ones. Additionally, an Order Hero has an Aura of Law as an equivalent cleric and may spend a round of his Transformation time to take the average on any damage roll, and can cancel out Disadvantage with this same ability.
At 10th level, the Order Hero can transform into Arbiter Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in this form the Order Hero produces a 20-foot Aura of Averages that averages all effects; all dice she and her allies roll are averaged if they are below it, and all enemy dice are averaged if they roll above it.
At 20th level, the Order Hero produces an Axiomatic Aura that causes all chaotic creatures to be sickened, and additionally, the Order Hero becomes immune to Chaotic magic in Arbiter mode, and she and her allies in her aura gain Advantage on saves against it in all forms. Finally, all attacks she makes against Chaotic enemies function as Dispel Magic against any beneficial magics benefiting them, to the point of banishing them to their home plane if they're extraplanar summons.
Bonus Spells: 1st — Detect Chaos, 2nd — Arrow of Law, 3rd — Magic Circle Against Chaos, 4th — Order’s Wrath, 5th — Dispel Chaos, 6th — Dictum
POWER: The henshin hero’s power increases their raw physical might, allowing them to overwhelm their foes.
A Power Hero can spend a Tension point to increase her Finishing Move dice by one step, to a max of d12. Additionally, when she transforms, she gains a +4 to Strength, and her encumbrance capacity quadruples. She is also incapable of being exhausted.
At 10th level, a Power Hero's Strength bonus increases to +6, and she can transforms into Muscle Mode! This enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, her carrying capacity multiplies tenfold, and her attacks ignore all damage reduction, resistance, or shielding. Armor and shields will sunder on a critical hit. Finally, in all forms, the Power Hero now increases the damage die of all weapons she uses by one step.
At 20th level, a Power Hero's Strength bonus increases to +8, and she deals double damage dice with everything but her Finishing Move, which now deals +2 damage per dice. Finally, in her Muscle Mode, she rolls d30 for her attack rolls, and critically hits on anything above a 20.
Bonus Spells: 1st — Thunderstomp, 2nd — Bull’s Strength, 3rd - Thunderstomp, Greater, 4th — Interposing Hand, 5th — Forceful Hand, 6th — Bull’s Strength, Mass
RADIANCE: The henshin hero channels the power of the sun, blinding foes with their radiance!
The Radiance Hero can spend a Tension point to release a blast of light with her Finishing Move, causing all enemies within five feet to save VS Blindness. They can re-attempt the save every round to recover their sight. Additionally, while transformed, the Radiance Hero emits bright light out to 60 feet. Any enemy within this area become dazzled, taking -2 on their attack rolls against the Radiance Hero.
At 10th level, the Radiance Hero can transform into Sunshine Mode! his enhanced transformation costs 2 rounds of Transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, the Sunshine Mode Hero can suppress his light for 1d4 rounds, and make a finishing attack against a target for double the Finishing Move dice. If this reduces a foe to 0 HP, their body explodes into pure sunshine, causing all enemies to save against permanent blindness. Finally, in its normal transformation, a Radiance Hero gains a gaze attack that makes targets save or be blinded for 1d4+1 rounds.
At 20th level, the Radiance Hero may spend 6 Tension points to use his Sunshine Mode's 10th level attack in her normal transformation, but in Sunshine Mode, she may now spend a full round dealing double her Finishing Move dice against all enemies within the 60-ft. range of her light, a saving throw allowing for half damage. However, anyone killed by this ability erupts in that same blinding light...and also explodes as if another burst of Finishing Move (at normal dice). This can cascade, with each new link in the chain dealing half the Finishing Move damage of its preceding explosion.
Bonus Spells: 1st — Color Spray, 2nd — Hypnotic Pattern, 3rd — Wrathful Mantle, 4th — Rainbow Pattern, 5th — Prismatic Beam, 6th — Prismatic Spray
SAINT: The henshin hero’s power stems from the forces of good, imparting them with a raw beatific grace that only the holiest of saints can match.
The Saint Hero's Finishing Move counts as Good for all purposes, and deals +1 damage per die to non-good foes, and +2 to evil ones. Additionally, they have an Aura of Good as an equivalent cleric and may use Lay on Hands as a paladin of their level.
At 10th level, a Saint Hero can transform into Seraphim Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, she may spend 4 rounds of her transformation time to cast Shield Other. When she takes damage from this ability, she gains a point of Tension. The Seraphim Mode Hero also gains 60 ft flight speed due to angelic wings.
At 20th level, a Saint Hero can spout wings even in her normal transformation, adds her Charisma bonus to all saving throws, becomes immune to acid, cold, petrification, electricity, and fire, and can Turn Undead as as a Cleric of half her level.
Bonus Spells: 1st — Detect Evil, 2nd — Spear of Purity, 3rd — Magic Circle Against Evil, 4th — Holy Smite, 5th — Dispel Evil, 6th — Holy Word
SHADOW: Wielding the power of the shadows, the henshin hero may strike down their foes with all of the inscrutability of the dark side of the moon.
The Shadow Hero may spend a point of Tension when in dim light or darker to deal an extra point of damage per die. Additionally, they possess darkvision, and if they already had darkvision can see twice as far and can see even in magical darkness. They can spend a round of transformation to cast Darkness.
At 10th level, a Shadow Hero can transform into Umbral Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move Dice increase to d10s. Additionally, she can see even in magical darkness, and her Darkness spell-like ability can snuff out even magical lights. The Umbral Mode Hero may expend an extra round of transformation time to freely teleport within areas of darkness as if by dimension door, as long as he can see them.
At 20th level, a Shadow Hero becomes immune to sneak attacks and critical hits, and their darkness even blinds the darkvision and special senses of other creatures. Additionally, they can spend a round of transformation time to become incorporeal on a 1:1 basis of rounds.
Bonus Spells: 1st — Ray of Enfeeblement, 2nd — Shadow Anchor, 3rd — Deeper Darkness, 4th — Shadow Conjuration, 5th — Shadow Evocation, 6th — Shadow Conjuration, Greater
SPACE: The henshin hero’s power grants them authority over the fabric of space itself, allowing them to harry foes from impossible angles.
The Space Hero may spend a point of tension when making a Finishing Move to teleport herself or the target of the attack 10 feet in any direction per character level, though the target can make a Save VS Breath Weapon against this teleportation. Additionally, the Space Hero can spend two rounds of transformation time to cast Dimension Door on themselves only, with the range of movement limited to 20 feet per level.
At 10th level, a Space Hero can transform into Astral Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in any form, she may 'mark' any target she can perceive, and can keep one mark per four levels active at any one time. She can always determine the relative location and direction of a Marked target to her own position, and can use a single round of transformation time to freely teleport to or away from a Marked subject. if warping away, she can move 30 feet per character level. These Marks evaporate after 1 minute of being cast on a target. Additionally, while in Astral Mode, the Space Hero's attacks ignore all distance between herself and the Marked subject, and she is able to ignore gravity restrictions and dimensional boundaries, able to interact with the ethereal/incorporeal as if they existed in the same dimensional space as herself. She can punch ghosts.
At 20th level, a Space Hero can freely swap places with any Marked subjects, or can swap any Marked subjects freely, though they are entitled to saving throws. In the case of swapping two Marked, if either one makes their save, the entire effect is cancelled. Additionally, in Astral Mode, she can spend 2 points of Tension and attack all her Marked subjects, regardless of distance, or what plane of existence they're on, with a single attack. This attack is checked against the subject's AC, saves, etc. individually, but the Space Hero is only taking a single action. Finally, a Mark can last for 24 hours.
Bonus Spells: 1st — Mirror Strike, 2nd — Twisted Space, 3rd — Jester’s Jaunt, 4th — Dimension Door, 5th — Plane Shift, 6th — Greater Teleport
SPEED: The henshin hero’s power supplements their reflexes, allowing them to blur across the battlefield and strike down foes in a flash.
When using her Finishing Move, a Speed Hero can spend a point of tension to make an extra attack at a -4 penalty. Additionally, when transformed, she gains +4 to her Dexterity score and her movement rate is doubled.
At 10th level, a Speed Hero can transform into Accel Mode, This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s. Additionally, in such a state she benefits from the Haste spell constantly, at no negative side effects. In all forms, her Dexterity bonus increases to +6, her movement rate doubles again, and she may spend 4 rounds of transformation time to caste Haste on anyone she likes, including herself (This doesn't stack with Accel Mode).
At 20th level, a Speed Hero's Dexterity bonus increases to +8, her movement rate quadruples, and she rolls any Dexterity/Reflex-type saving throws with Advantage. Finally, she may spend as many rounds of transformation time as she likes to gain that many rounds of Time Stop.
Bonus Spells: 1st — Expeditious Retreat, 2nd — Cat’s Grace, 3rd — Burst of Speed, 4th — Freedom of Movement, 5th — Wind Walk, 6th — Cat’s Grace, Mass
WIND: The henshin hero draws their power from the skies themselves, allowing them to move with the speed of the wind and dance among the clouds.
When a Wind Hero uses her Finishing Move, she may spend a tension point to deal an extra point of damage per die, dealing wind-elemental and/or slashing damage, as she literally cuts with the wind. Additionally, she is immune to fall damage due to having a constant Featherfall effect.
At 10th level, a Wind Hero can transform into Hurricane Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s, and she gains a fly speed equal to double her movement. Anyone ending their turn within 5 feet of her, or who makes a melee attack against her, takes 1d6+her level in slashing/wind damage, and in all transformations, all ranged attacks take a -4 penalty against her. Finally, in all forms, the Wind Hero can always breathe, in all environments.
At 20th level, a Wind Hero can fly in all her transformations, and her flight speed doubles (triples in Hurricane Mode). In her transformed states, she is utterly immune to ranged attacks, and may, as a free action once a round, force any creature of her size or smaller to make a Save VS Breath or take 5d8+level in wind/bludgeoning damage and be thrown back 2d6 x 10 feet in any direction she pleases. Finally, in Hurricane mode she can control the direction of any free-falling objects or beings within twice her movement range, but and can even suspend their descent, but any beings with flight can resist her on a saving throw.
Bonus Spells: 1st — Feather Fall, 2nd — Gust of Wind, 3rd — Cloak of Winds, 4th — Air Walk, 5th — Control Winds, 6th — Wind Walk
WOOD: The henshin hero channels the serenity and vitality of nature, allowing them to heal themself and their allies.
Whenever the Wood Hero uses her Finishing Move, she can spend a point of tension to heal herself an amount of damage equal to half the damage rolled for the Finishing Move. Additionally, while transformed, she gains a +2 to all Saving Throws, and gains their CON bonus to AC when transformed (minimum +1 extra point).
At 10th level, the Wood Hero can transform into Overgrowth Mode! This enhanced transformation costs 2 rounds of transformation time per round, but all of their Finishing Move dice increase to d10s, and she rolls all saving throws with Advantage, and she may Transport Via Plants at-will. Additionally, anyone ending their turn within five feet of the Overgrowth Mode Hero, or who attacks her in melee, takes 1d6+her level in damage, and she heals for half that amount. Finally, in all transformations, she may freely transfer her own hitpoints to anyone else on a 1:1 basis.
At 20th level, the Wood Hero can spend two rounds of her transformation time to explode into thorny brambles, dealing her Finishing Move dice to everything within 20 feet of her, and in Overgrowth Mode, the damage her piercing thorns deal increases t0 1d10+her level, and she now heals twice the damage they deal. Additionally, she is now immune to anything that prompts a Saving Throw as long as she is in Overgrowth Mode. Finally, in her normal transformation states, she can now sacrifice her health to heal others at a 1:2 rate, and in all forms, she heals all damage and non-magical injuries and conditions fully after a normal rest. If she would already be at full health normally, she instead gains a bonus Hit Die in temporary hit points.
Bonus Spells: 1st — Entangle, 2nd — Barkskin, 3rd — Neutralize Poison, 4th — Arboreal Hammer, 5th — Commune with Nature, 6th — Animate Plants
--
Ohhhh my god. Alright, so are you still with me? I know this class has a lot going on with it, already, and I understand if it tested your patience on shit baked into a class. So no worries if you totally ignore this part, because it's a bit close to being 3e-style feats. Consider this optional. At 1st, 4th, and every 4 levels afterward, a Henshin Hero gains a Kamen Kiseki, a miraculous outgrowth of their transformed alter ego! The list they can choose from is provided below.
ACCURATE FINISHER: A Henshin Hero may spend a point of tension to add her Charisma bonus to attack rolls for her Finishing Move. This cannot stack with itself or any other tension-based attack roll bonuses.
ARMOR PIERCING FINISHER: A Henshin Hero may spend three points of tension to have her Finishing Move ignore any armor the target is benefiting from. A Henshin Hero must be 12th level to select this Kiseki.
EXPLODING TRANSFORMATION: When the Henshin Hero transforms, she may deal 1d6 damage per level to all creatures within ten feet of her plus five feet every five levels, of any damage type her Finishing Move may deal. Targets may make a saving throw to halve the damage, and anyone lowered to 0 HP by this explosive aura grants the Henshin Hero a point of tension. A Henshin Hero may only take one Transformation Kiseki, ever.
EXTENDED TRANSFORMATION: The Henshin Hero can remain transformed for an additional 6 rounds per day. This is not considered a Transformation Kiseki, and can be taken multiple times, stacking with itself.
FLAMBOYANT TRANSFORMATION: The Henshin Hero's transformation sequence is so bedazzling, that observers must make a Saving Throw or be fascinated for one round. The Henshin Hero can spend rounds of Transformation Time to prolong the sequence to comedic lengths, which extends the fascination on a 1:1 basis. No one wants to take the oppurtunity to interrupt your lengthy transformation. Probably because it's sexy. A Henshin Hero may only take one Transformation Kiseki, ever.
HAND TO HAND TRAINING: The Henshin Hero may perform Unarmed Strikes as a Monk of their level, and when Transformed, gains a +1 magical bonus to their attacks and damage which increases every five levels.
HIDEAWAY: The Henshin Hero has access to an invisible extradimensional space in which she may store a number of items equal to her character level. These must be small enough to be worn or wielded, and can be retrieved and inserted into it freely. Her Transformation Trinket never counts against her limit.
LIFEBURN: A Henshin Hero may sacrifice her health for power, dealing damage to herself to gain rounds of Transformation Time equal to 1/4th the damage taken. These rounds disappear after one minute, and this power can only be taken at 4th level or higher.
MASKED RIDER: The Henshin Hero can summon a bitchin' magical motorcycle they telekinetically control, which functions as a Paladin's Mount of their level-3 (minimum 1), which also benefits from any constantly-active Motif Powers of the Henshin Hero.
POWER SHIELD: The Henshin Hero can conjure any type of shield she is proficient with, though it disappears if anyone else wields it or if her transformation ends. This shield gains a +1 bonus at every 5 levels.
PUSHING THE LIMIT: The Henshin Hero can hold more Tension points than their normal limits. While she is above her maximum tension points, she counts as 5 levels higher for the sake of her Motif Powers, and she gains a +1 to her attacks and damage for every point above her maximum up to her CHA bonus maximum, but every round she takes 5 damage for every tension point above her maximum. This can only be taken at 8th level or higher.
RESTORATION SURGE: Whenever the Henshin Hero dismisses her Transformation, she may spend two tension points to regain a round of transformation time. She can do this multiple times if she can afford it.
RISING TENSION: The Henshin Hero may expend two rounds of Transformation Time to gain a point of tension.
SIGNATURE WEAPON: The Henshin Hero selects one weapon she is proficient with, and she can conjure it freely as part of her transformation abilities. This weapon disappears if wielded by anyone other than her, or if her transformation ends. This weapon gains a +1 bonus at every 5 levels, and if it is a ranged weapon, it has infinite ammunition, but must still be reloaded manually.
SOULSHATTER FINISHER: The Henshin Hero may elect to have her Finishing Move deal negative energy damage with a point of tension. When a creature takes damage from this negative energy, they must save against Energy Drain. This Kiseki can only be chosen at 12th level.
SPELLSHATTER TENSION: The Henshin Hero may choose to siphone magical energy to fuel her Finishing Move. She may expend 3 rounds of her Transformation Time to dispel one active spell effect within 100 feet, and if successful gains Tension points equal to the spell's level. She may immediately choose to spend one of these tension points to attempt to dispel another spell effect, and can hypothetically chain this indefinitely. This can only be selected at 12th level.
VITALITY SURGE: When a Henshin Hero dismisses her transformation, she may spend a point of tension to regain half her character level (minimum 1) in hit points. She may stack multiple points of tension on this effect.
ARCANE TENSION: A Henshin Hero may expend a spell slot to gain a point of tension per two levels of the sacrificed spell slot, minimum 1.
FAMILIAR: A Henshin Hero knows Find Familiar, and possesses a familiar as a wizard does, except it can speak all languages the Henshin Hero knows.
FAST ENCHANTMENT: A Henshin Hero may expend three rounds of her transformation time to enhance a weapon she is using for one minute (or until she lets go of the weapon), imbuing a +1 bonus or equivalent ability into the weapon. At every five levels, she can invest a greater bonus or ability by the equivalent of a +1 increase, for an additional three rounds each time.
SELECTIVE RECALL: A Henshin Hero may expend 3 rounds of transformation time per spell level to cast a spell she knows without expending a spell slot. If she has the Signature Spell Kiseki, the related spell only costs one round per level.
SIGNATURE SPELL: The Henshin Hero selects a spell she knows that deals hit point damage and can treat it as her Finishing Move, using its damage dice and so forth, but she may modify it with her Motif Powers and Tension Points, and it may trigger effects activated upon use of her Finishing Move. This Kiseki may be chosen multiple times, selecting a different spell each time.
ARCANE SCENT: In exchange for 3 rounds of transformation time, a Henshin Hero can sense the presence of spellcasters as if by scent, and can even tell the types and level of magic they can cast, but not exact spell details. Once activated, this Kiseki remains active for a minute, and if the same scent is focused on for the entire duration, you can determine the class (if any), or the race (if it's the source of the magic) of the creature, as well as if the alignment of the creature is one diametrically opposed to the Henshin Hero's.
REFLECTION: A Henshin Hero can spend 3 tension points to reflect a spell back at its caster, as if by Spell Turning. This Kiseki can only be taken at 16th level or higher.
USE MAGIC DEVICE: A Henshin Hero can role morale to convince a Magic Item to function for them, even if it otherwise wouldn't. if this roll critically fails, the item curses them instead. This Kiseki can only be taken at 6th level or higher.
SPELL BLENDING: A Henshin Hero learns a Wizard Spell of a level he can cast. If the spells aren't of the highest level the Henshin Hero they can cast, they can select two of them. This can be taken multiple times.
AUGMENTATION: A Henshin Hero can spend 3 rounds of Transformation Time to boost a single
ability score by +2 for a number of rounds equal to her level.
DAMAGE SOAK: A Henshin Hero can spend 3 points of tension to reduce all damage she takes by her level for one full round.
METAMAGERY: A Henshin Hero can spend three points of tension to apply any sort of metamagic in your game to a spell she's casting (Look at 3e or something if you don't have any but otherwise allow this. Maximize Spell, Empower Spell, etc) without altering spell level. This requires 8th level or higher.
Monday, October 22, 2018
Magical Girls, Transform! Now a Spell
So, Magical Girls. I've written several classes for them, but what if that's not what you want? You just want like, a taste? Well, one of my players unlocked it, you see.
There is a notable NPC in my setting that honestly deserves his own post at some point, probably; he's one of the Celestial Lords, presiding over the Neutral Plane of Elysium, Paimon is the name he wears, stolen from a devil prince. Paimon is the highest-level Princess in the planes, and possesses divinity. While he does not keep a religion or have a church in his name, it is inevitable that people will worship him whether or wants it or not. In his case, one must merely hold his spiritual and moral values, which are idealistic, innocent, and arguably naive and childish to an extreme. But... if you have the power to make that sort of world, why not reach for it?
Any Cleric, or Magic-User in a pact with Paimon, may cast the following spell: due to his greaser/rock n' roll tastes, its aesthetic is according, but just relabel shit to suit your campaign.
Custom Spell: Rock n' Roll REVOLUTION!
Cleric 1
Duration: Special
Range: Touch
This spell channels the spirit of Paimon, Sorcerer of Smiles, right into a willing vessel touched by the caster. If the subject wants power for the sake of spreading Hope, protecting Love, ending Suffering, and giving evil Salvation, then they can mantle the radiant soul of the Sorcerer of Smiles, becoming one of his angelic Gangsters of Love. This is literal; the transformation is coupled with a special determination or emotional impetus, so if you have a goal in mind, or a strong emotion, the transformation lasts until it is resolved. For instance, if you transform out of worry for someone's life, you change back as soon as you feel relieved for their safety. On the other hand, if you're transforming for the sake of hurrying to acquire a cure for a friend's disease from a horrid tomb, you can probably maintain it for a whole dungeon delve, even if a puzzle requires you wait for hours. In any case, you never un-transform when it'd be dangerously inconvenient to do so, such as if you're maintaining a power keeping you safe.
This spell has many effects, as the Gangster of Love transforms, becoming a prettier, sexier, cooler version of themselves; details are variable but a pompadour (often with streaks of their Kokoro color) and a higher level of glam is constant. This form allows the subject to add their Charisma modifer to AC, Saving Throws, and Attack Rolls. If they lack a positive Charisma modifier, they still gain a +1 benefit. In this form, the Gangster radiates a Goodliness that puts even the brightest Paladins to a pale, dim shame. They are simply the brightest this world has to offer.
Secondly, the Gangster of Love gains an indestructible focus tentatively called a Lucky Strike, though they usually have their own form and names. A Lucky Strike can be used as a melee weapon that deals 1d6-1 damage. However, while this damage is fully effective on fiends and undead and creatures of pure evil (ignoring resistances and immunities), it only deals non-lethal damage on anyone else, and any such people defeated by it instead rolls a Morale check against the Power of Friendship. The Lucky Strike is also a necessary focus for using Pomp Powers; without it, they cost twice as many Pomp Points.
A Gangster of Love has Pomp Points equal to their Level+1, and each Pomp Power costs 1 point to use. The spell and transformation typically ends when you run out of Pomp Points, though your Determination might manage to make it persist a bit longer. Every Gangster has the Shining Smile Beam, a magical laser that deals 1d6+Level damage and follows the same rules as melee with the Lucky Strike. At higher spell levels, add +1d6 to the damage die. Each Gangster also rolls 2d6 to determine a theme color and power, which is set for that person forever. See "Colored Kokoro."
Finally, if the Gangster has an animal companion or familiar they're emotionally connected to, they can elevate it into a Greaser Mascot. Their form is augmented to a specific form based on the Gangster's Level, and gains a power based on a d6 table (See "Mascot Mutations"). The Gangster cannot select a different companion as long as their current one is alive.
If this spell is cast at higher levels, the benefits are all magnified, changing the Pomp Points to Character Level+Spell Level, and allowing a Gangster to roll a new color to have simultaneously with their original, so that a 7th level casting makes you a literal Rainbow of seven-colored powers (though these are also set and consistent even on additional castings).
There is a danger to this spell, however. Every time it is cast, there's a 1-in-6 chance that 1d3 Heartaches are born from the Darkness to oppose the brightest of Lights.
Colored Kokoro (2d6)
2. Pink: Rose Healing Serenade!
3. Red: Crimson Magma Escalation!
4. Orange: Citrus Shielding Sphere!
5. Yellow: Luminous Valor Sunshine!
6. Green:Verdant Vine Binding!
7. Teal: Seafoam Pearl Tsunami!
8. Blue: Eternal Blue Ascent!
9: Purple: Royal Passion Illusion!
10. Black: Dark Matter Transmutation!
11. White:White Angel Honeymoon Kiss!
12. Prismatic: Roll a different color every time you transform!
Pink Healing Serenade: This Pomp Power wraps the subject touched in a rose-shaped bubble of pink light, and heals them 2d6+Gangster's Level in Hit Points. This Power also cures all diseases, normal or magical, though magical diseases gain a saving throw to resist.
At Higher spell levels, add another die of healing to this powers, and give an increasing penalty to the saving throws of magical plagues.
Crimson Magma Escalation: The Gangster creates an explosion of lava streams, ash clouds and debris made entirely of Love energy. This impressive display levels an area around the character (60 ft radius) and inflicts 1d6-1 damage (save for half damage) in the affected area for 1d3 rounds.
At Higher spell levels, add another dice of damage to this power, increase the range by ten feet, and the duration by another 1d3.
Citrus Shielding Sphere: This Power creates an orange bubble big enough to hold the Gangster and up to four friends; the bubble can be maintained for an hour, and protects against all conditions, including the vacuum of space, and also blocks all attacks. Roll a number of d3s equal to 1/2 the Gangster's HD, minimum 1; that's how much punishment a Sphere can take.
At Higher spell levels, add another level to the bubble's duration, another friend the bubble can hold, and increase the bubble's Hit Dice by a step, accordingly: 1d3>1d4>1d6>1d8>1d10>1d12>1d20
Luminous Valor Sunshine: The Gangster can surround a touched ally in a yellow aura, that gives them a quasi-Gangster state. Though they don't get any Pomp Points or Pomp Powers or even a transformation, they are able to add your Charisma modifier to their attack rolls, AC, and Saves. This automatically expires at the end of an encounter/scene, if the Gangster's transformation is cancelled, or if the subject takes enough damage to incapacitate them.
At Higher Spell Levels, increase the duration of this Power by an additional encounter/scene, and add a +1 bonus to all the above things modified.
Verdant Vine Binding: Glowing green energy vines grow from the ground and coil around existing terrain such as wires and bridges, and snag a target. A successful saving throw avoids the trap, otherwise the person bound by this Pomp Power is restrained for 2d6 turns.
At Higher Spell Levels, you may target an additional target and add a die to the turns restrained.
Eternal Blue Ascent: This Power allows the Gangster to grow glowing white energy wings, and fly at three times their normal movement speed. They can carry up to four people with this power with tactile telekinesis, and this power lasts three minutes per level.
At Higher Spell Levels, you may carry an additional person and last an additional minute per level.
Seafoam Pearl Tsunami: The Gangster transforms a landscape into rubble with a tsunami wave of teal-colored energy that tears down all structures in an area around the character (60 ft radius) and hits with a 1d6 + Level damage (save for half damage). This power also allows the Gangster and four people to breathe underwater for three minutes per level.
At Higher spell Levels, you may grant an additional person waterbreathing an add an extra die of damage.
Royal Passion Illusion: A purple haze is released in a hundred foot fog around the Gangster, who may choose to target as many targets as equals his level, or focus on one target who takes the Gangster's Charisma modifier as a penalty to the Saving throw; a target cannot have more HD than the level of the Gangster. On a failed Save, subjects are subjected to a mesmerized state where they are shown whatever false reality the Gangster desires. This lasts for 2d6 rounds, and they immediately snap out of it if they take any damage.
At Higher Spell Levels, add another die to the rounds duration,and add an extra target you can effect with this power (and can effect targets of +1 HD to the caster for each spell level).
Dark Matter Transmutation: The Gangster must declare how the power is being used:
1. The Gangster may take the shape of any object or creature and acquires abilities of the new creature (flight, bite, claws, etc.), but retains the character’s Hit Points, intelligence and combat skill. Powers or special abilities are lost while transformed, but not Gangster abilities. The Referee may allow a better armor class due to small size, or armored hide. Other details must be decided by the Referee as the character transforms. This form lasts one hour per level of the Gangster.
2. Alternately, the Gangster may transform another creature into a different creature. This creature gains the abilities of the new form, but keeps the intelligence and Hit Points of the original form. Powers or special abilities are lost while transformed. The spell’s range is 60 feet. The power lasts for 24 hours per level of the Gangster.
This power does not improve with Higher Spell Levels.
White Angel Honeymoon Kiss: The Gangster channels Paimon's celestial essence without any color-filter; while there is flashing lights and effects and messianic imagery, there is no beam to dodge or make contact with. A subject is merely selected; a friendly target is healed 2d6+Gangster's Level in HP and cured of diseases as with Pink Healing Serenade, or they may be healed of a drained level, a curse, or some other malady that normally requires a saving throw. A hostile target can be given an equivalent amount of damage, or purified of curses, possession, or whatever else, though on all cases they are entitled to a Save.
At Higher Spell Levels, this power adds another dice to related factors, and also allows for greater miracles. At 2nd level, hostilities take your Charisma modifier as a penalty to the saving throw. At 3rd level, you are able to to purify mutations and regenerate permanent injuries and disfigurements. At 4th level, you are not only able to drive out possessing forces but Banish them. At 5th level, you are able to purify magical effects as if you Dispelled them. At 6th level, you can revive the dead, and at 7th level, you can purify atoning evil creatures, turning fiends into celestial beings, undead into benevolent guardian forces, and aberrations into entirely unique otherworldly beings of Goodliness.
In Addition to all of the above, when cast as a 7th level spell (or whatever is your maximum for Clerics), a Gangster of Love is capable of a genuine miracle. A Gangster can cast Wish, and it will come true without fail, as long as the Wish is genuinely selfless, purehearted, and aimed toward making the world a better place in some way or done for someone's benefit. However, not only does this cancel the transformation, but it also makes the caster of this spell unable to cast it again, at any spell-level, for a full week.
MASCOTS
An ordinary animal, augmented by the power of magic. Whatever the creature is, the Gangster must have a meaningful emotional attachment to it. While transformed, the animal gains some sort of obviously unnatural feature. Antennae or butterfly wings on a cat, a pastel fur pattern, whatever. Given the aesthetic of the Sorcerer of Smiles, it's also possible to give this bond (as well as temporary intelligence) to a favored vehicle, especially motorcycles and personal cars. Things like large ships are usually too big for the enchantment to take root. As a reminder, a bond with a Mascot is permanent even when the spell is over. When the spell is recast, the Gangster must share his power with the same Mascot unless it is dead or destroyed.
Mascots improve at a rate equal to the Gangster's level.
1-4: Kawaii
5-8: Evolved
9+: Mythic
Use these stats unless the creature innately has better:
KAWAII:
AC: 14
HD: 2
Attacks: 1d6
Saves: As Master's
Special: Roll once on the Mascot Mutation table.
EVOLVED:
AC: 15
HD: 5
Attacks: 2d6, x2 attacks
Saves: As Master's
Special: Roll twice on the Mascot Mutation table.
MYTHIC:
AC: 17
HD: 8
Attacks: 4d6, x3 Attacks
Saves: As Master's
Special: Roll thrice on the Mascot Mutations table.
MASCOT MUTATIONS
1. Flight
2. Tough Skin (+4 AC)
3. Ranged Attack (As Shining Smile Beam, but 1d6+2 damage, usable as many times as the creature's HD per transformation)
4. Three times as fast
5. +2d6 damage to attacks
6. Magical! (Roll a random spell it can use; Kawaiis get a 1st level spell they can use 1x a transformation; Evolved can use their 1st level spell 3x now, and gain a 3rd level spell they can use 1x. Mythics can use their 1st-level at-will, their 3rd-level 3x, and now gain a 5th level spell they can use 1x.)
And finally...Heartaches are shadowy monsters that come out of the Darkness to target these beacons of Light. 1d3 of them are summoned on every 1-in-6 chance of the Gangster of Love transformation as well as every hour the transformation is maintained and whenever the Gangster fails a Save VS Magic, with the number of Heartaches increasing at every spell level, as follows: 1d3>1d4>1d6>1d8>1d10>1d12>1d20
HEARTACHE
AC: 15
HD: 5
Attacks: Enervation
Heartaches are shadow beings that are immune to any mental effects such as Sleep, or Charm, or anything else. They don't even have intelligence for a Gangster of Love to redeem; they're just pure badness. They take half damage from anything except the attacks and powers of a Gangster of Love, but their own attacks don't do damage. Those hit by a Heartache must make a Save VS Death (or CON, or Doom, or whatever) or lose a level. This level always heals back after 24 hours of rest, and multiple levels will still all heal at once, but you lose all the benefits of the level until then. If a target is fully drained of all levels, they can be struck once more only, and then are drained into a husk, which dissipates like pillar of salt.
Heartaches take -2 to AC and all their rolls in full sunlight or in happy environments. Cheerful music, happy crowds of people, all of these things damper their essence.
If a Heartache drains a Gangster of Love's levels, there's a reality-warping paradox effect. Everyone in the area, friend and foe, is now subject to Wild Magic rolls for their supernatural abilities. This aura lasts for as long as the Heartache menace is present, and the range is as far as the Heartache and/or the Gangster can be observed. Wild Magic is rolled with Disadvantage during this event; meaning roll two results on the table and take whichever one is worse for the Gangster, in particular. The more likely it is to make their heart ache, the better.
Monday, September 4, 2017
[Cliche Quote About Mirrors On A Wall]
Sometime even the naively innocent
become jadedly cynical, and the higher they stood the further they
fall. Most Evil Queens were once Princesses, which gave up their pure
hearts turning instead to a path of destructive greed for power and
position. This lost innocence fuels their magical growth and dark
powers, transforming those last vestiges of who or what they were
into something dread and dangerous. Others were spellcasters first,
alloying dark magic to their soul to give them a presence and dread
command which allows them to stand and tower over normal mortals.
Like Princesses, they may be any gender or identity; their hallmark
is their vanity and self-centeredness, much like how a Princess can
be a boy or girl, of royal or common blood, so long as they were
beautiful, innocent souls.
Hit Die: d4
To-hit progression: As Wizard
Saves: As Cleric, changing any Wisdom
references to Charisma
Weapons and armour: As Wizard
XP per level: As Cleric
Code of Conduct: An Evil Queen
must, obviously, be of evil alignment. All good they do is ultimately
to serve selfish ends, or because they are bound by their word out of
a sense of honor. An Evil Queen must not feel genuine, selfless love
for another person, and an Evil Queen that saves someone else at
their own expense for no reward will lose their powers as their icy
heart thaws into one capable of warmth.
Dark Tongues: An Evil Queen
learns to speak the languages of the most dread of creatures, picking
them up as naturally as a babe takes to their mother’s tongue. An
Evil Queen learns Abyssal and Infernal as bonus languages (or some
other language for the evil spirits of your world), if they already
know one of these languages they may select another in its
place.
Imperious Presence (CHA): An Evil Queen’s beauty is as great as her darkness, sensual and lovely even as it is reinforced by the dark magic woven through her soul. Any creature attempting to attack an Evil Queen must make a Wisdom Saving Throw or suffer a -4 penalty to attack rolls, increasing to -8 if it would deal lethal damage or kill the Evil Queen. Creatures which are attracted to the Evil Queen’s gender suffer a -2 penalty to this save.
Imperious Presence (CHA): An Evil Queen’s beauty is as great as her darkness, sensual and lovely even as it is reinforced by the dark magic woven through her soul. Any creature attempting to attack an Evil Queen must make a Wisdom Saving Throw or suffer a -4 penalty to attack rolls, increasing to -8 if it would deal lethal damage or kill the Evil Queen. Creatures which are attracted to the Evil Queen’s gender suffer a -2 penalty to this save.
Additionally,
An Evil Queen is by her nature a ruler, even if she does not
have the status yet. An Evil Queen adds her level to any intimidate
or diplomacy checks in your games, based on Charisma, and never takes
any penalties on this checks that aren't magical in nature.
Additionally, when she makes reaction rolls with Evil-aligned NPCs,
she always starts favorably with them.
Corruptive Charm (CHA): An Evil
Queen’s magic corrupts and alters those it touches. Beginning at
2nd level, an Evil Queen can cast Charm Person as a spell-like
ability 3/day per level. Whenever an Evil Queen successfully charms
a creature that creature’s attitude towards her improves by one
step (up to friendly) even after the effect ends, and that creature
is incapable of realizing on its own that it was charmed. In addition
if the Evil Queen keeps a creature charmed for at least 1 whole week
then their alignment shifts one step towards Evil; a creature with
class features which would be lost due to this alignment shift, an
alignment subtype other than Evil, or any other metaphysical
investment in a non-Evil alignment is immune to this change.
Witch’s Craft (CHA): An Evil
Queen is a witch of the highest caliber and learns a variety of magic
to work their will. At 3rd level, an Evil Queen gains
spellcasting as a wizard (or sorcerer, if your game makes a
distinction) as her level -2. If you have a Witch class in your game,
you may also use that. Otherwise, use the Wizard/Sorcerer spell-list,
with a preference for any spells for shapeshifting, scrying, cursing,
desecration, mind control, summoning, glamours, and the like. Any
spells on other spell lists that fit those themes should be allowed,
and spells that obviously don't fit (summoning angels, selfless
healing, etc.) should be restricted.
Binding Curses (CHA): At 4th
level, Evil Queen’s baleful magic is of great power and resistance
to attempts to remove them. Harmful spells with a permanent duration
(curses) cast by an Evil Queen are unaffected by Anti-Magic. They
cannot be dispelled, and save for a Wish or something equally
powerful cannot be broken save for meeting the single condition the
Evil Queen must impose. This may be as simple as “When the next
Solar Eclipse occurs” or “If you bring me the Macguffin I
demand”, or may be as impossible-seeming as “Until a week where
two Mondays become one”. The conditions must be possible to
accomplish, even if they must be met allegorically or symbolically.
Fairy Tale logic is in full effect. Even death does not free a
creature from an Evil Queen’s curses, the magic still extent when
the target is resurrected (if they are) or reanimated as intelligent
undead.
If an Evil Queen dies all her curses lose this benefit until she is resurrected. An Evil Queen may dispel her own spells normally. In addition a Princess’s Kiss to Break the Curse functions normally against such curses.
If an Evil Queen dies all her curses lose this benefit until she is resurrected. An Evil Queen may dispel her own spells normally. In addition a Princess’s Kiss to Break the Curse functions normally against such curses.
Timeless Body: An Evil Queen’s
dark pacts sustain her body against age, maintaining her physical
form and appearance even if it cannot hold back death. Beginning at
5th level an Evil Queen ceases to physically age, and her natural
lifespan doubles.
Dark Binding (CHA): An Evil
Queen is able to imbue those who serve her with power and in the
process bind them to her. Beginning at 6th level an Evil Queen may
bind a single creature to her will either with an act of intimacy
(kiss, caress, etc) between her and the target, or an act of
obeisance from the target is required to create this binding. To do
so is a standard action and the target must be conscious and must not
be struggling or physically resisting the kiss/caress/etc or go
through the act of obeisance without magical or physical compulsion;
threats are acceptable. Dark energy floods into the target and they
may attempt a Wisdom Saving Throw to resist this dark binding. If
they fail, or choose to forfeit their save, the binding is formed.
The target gains: a +2 bonus to all ability scores, resistance to all
damage equal to your Evil Queen level, a +1 to all perception checks
plus 1/3 your Evil Queen level, and bonus HP equal to your Evil Queen
level. However an Evil Queen may invert this effect at her will as a
move action. If she does so the target loses all benefits and instead
suffers an unbreakable curse of your design, utterly unbreakable even
by the Gods. A Princess's Kiss is still capable of suppressing it for
24 hours.
The Evil Queen can end this binding at will as a standard action, or through attempting to bind another creature. Otherwise this binding can only be ended by the Evil Queen’s death.
The Evil Queen can end this binding at will as a standard action, or through attempting to bind another creature. Otherwise this binding can only be ended by the Evil Queen’s death.
Profane Grace (CHA): An Evil
Queen is protected by the very force of evil that rages within her
soul, warding away blows and baleful effects. Beginning at 7th level
an Evil Queen gains a bonus to AC equal to their Charisma modifier
and adds their Charisma modifier to saving throws.
Dread Beauty (CHA): An Evil
Queen’s beauty is reinforced by her magical prowess, invading the
minds of those who can see her, making their aim falter against her.
Beginning at 9th level any creature which can see an Evil Queen is
unable to attack her as if protected by the Sanctuary spell, save
that she is not restricted from attacking others. A creature that is
attracted to the Evil Queen’s gender is unable to make a save
against this effect. This is a mind-affecting effect.
Dread Queen: An Evil Queen is a
being of dread power and sovereignty. Beginning at 10th level she may
apply a Dark Binding to a creature with hit dice no greater than her
Evil Queen level without ending previous Dark Binding effects, and
may have any number of creatures with hit dice no greater than her
class level affected by Dark Binding at once. If she mistakenly tries
to bind a creature with more than that many hit dice then nothing
happens unless she chooses to break any previous Dark Binding applied
to a creature with more hit dice than her class level. An Evil Queen
with a Familiar, pacted demon, summoned creature, or other such
companion may apply a Dark Binding to them regardless of their hit
dice without it counting as their Dark Binding.
A creature attracted to the Evil Queen’s gender is considered to have 2 fewer hit dice for this effect.
A creature attracted to the Evil Queen’s gender is considered to have 2 fewer hit dice for this effect.
Additionally, an Evil Queen of 10th
level is able to construct a castle and start gathering followers as
if they were a character class of whatever has the highest social
standing in your games (a noble, if your game has one, or following
that a Knight, Paladin, Cleric, or Fighter).
FALLEN PRINCESSES:
An ex-princess who becomes an Evil
Queen gains certain special bonuses based upon their levels in
Ex-Princess and may trade in her levels of Ex-Princess into Evil
Queen levels, gaining additional abilities. Hell rewards and adores
the corrupted innocents much more than those who come into its
embrace more readily.
The abilities gained by an Evil Queen due to her ex-princess levels are listed below (cumulative except for casting):
1st: She gains an AC bonus as a princess of her ex-princess level.
The abilities gained by an Evil Queen due to her ex-princess levels are listed below (cumulative except for casting):
1st: She gains an AC bonus as a princess of her ex-princess level.
2nd: She gains spellcasting as a 1st level sorcerer, and Fiendish Empathy. Fiendish Empathy (CHA) functions as Wild Empathy (or any equivalent ability to befriend, tame, and train animals that exists in your games) except it applies against evil Outsiders such as Devils and Demons (even mindless ones), evil aligned magical beasts, and anything with a Fiendish nature regardless of their Intelligence.
3rd: She gains spellcasting as a 2nd level sorcerer, and Dark Beauty. Dark Beauty (CHA) grants the Evil Queen a +4 bonus on deception checks and a +2 bonus on other Charisma based checks against creatures which can see her, and such creatures suffer a -2 penalty to checks made to deceive the Evil Queen. If a creature is attracted to the Evil Queen’s gender the bonus from Dark Beauty against them and penalty applied to them are both increased by 2.
4th: She gains Obscured Alignment. Obscured Alignment (WIS) prevents the Evil Queen’s alignment from being detected by any magical effect returning an answer of True Neutral, unless the Evil Queen overtly acts in an Evil manner, or chooses to suppress this ability.
5th: She gains a Wizard's familiar, except that they may not be a creature that naturally has a good alignment, a dove, or a songbird.
6th: She gains Behold My Beauty and Despair. Behold My Beauty and Despair (CHA) causes any enemy creature within 30-ft of you which can see you to have to make a Wisdom saving throw or be shaken as long as they are within the aura. This functions as the fearsome presence of a dragon. An Evil Queen may suppress or reactivate this ability as a free action. A creature attracted to the Evil Queen’s gender suffers a -2 penalty to their saving throw against this effect.
7th: She gains True Witch. True Witch allows an Evil Queen to change her appearance, freely and at-will. This is purely a cosmetic, magical effect, but she does count as a shapechanger for game effects.
8th: She gains Dark Healing. Dark Healing adds each Cure and Inflict spell, Lesser Restoration, Restoration, Greater Restoration, Harm, Heal, Raise Dead, Resurrection, and/or Revivify spell in your game's cleric list to your sorcerer spells known and spell list.
9th: She gains Charming Words. Any humanoid creature that she speaks to for at least 3 rounds must make a Wisdom saving throw or be charmed as Charm Monster for 1 hour. This is a mind-affecting effect, creatures attracted to the Evil Queen’s gender suffer a -2 penalty on their saves against this effect.
10th: She gains Queen of Hell. Once a year, an Evil Queen may cast Wish; or rather, she beseeches the powers of evil to grant her a Wish. So long as this wish furthers the interests of evil or undermines goodness, the spirit and intent of the wish is taken into consideration. However, this Wish is unable to directly effect a Princess. They cannot be killed, cursed, or have the effect of the wish manifest in their line of sight at the time of casting. The Princess's purity is so great that not even the infernal abyss may intrude upon its presence.
Saturday, August 19, 2017
Aura's Wild Magic table.
Yo so here's my weird schizophrenic
Wild Magic table. Roll on Table 1 and then follow the instructions.
Effects supplant whatever spell or whatever you meant to cast (or accompany it, if you think that'd be more awesome). If the
effect doesn't make sense, the spell works as normal. Or maybe
reroll. I prefer rerolling, but hey it's up to you. I guess Wild
Magic has to fail to fuck things up sometimes to be truly random, but eh.
In my games, this table is rolled on if a spell is miscast or interrupted, if someone reads a scroll or spellbook improperly, or is playing a Wild Mage, which works exactly like a wizard except they have a 10% chance of rolling a Wild Surge, though they can negate this than using a higher level spell slot. A Wild Mage can also choose to surge on purpose whenever they want. They can also roll twice on any random magic effects like a Rod of Wonder and take the preferred result, but never this table.
There's additionally a disease called a Wild Plague that makes you always Wild Surge. Casting a spell on someone with Wild Plague is a possible vector of infection, lol. And if you're in a Wild Magic zone, you're always treated as a Wild Mage. These are the only locations where a Wild Mage can roll twice on a Surge and take their preferred result.
TABLE 1 (Determine nature of Surge)
01-40 Spell : See Table A1
41-55 Caster: See Table B1
56-70 Target: See Table C1
71-80 Caster & Target: See Table
D1
81-89 Environment: See Table E1
90-95 Special: See Table F1
96-98 Roll twice on this Table,
re-rolling results over 96 (or don't, lolololol)
99 Roll 2d4 times on this Table
re-rolling results over 96 (Same as above, just assume.)
100 DM Decides, or makes up something
not covered here. Or roll 1d20 times on the table. Bwahaha, eat shit.
TABLE A1 (Spell is target of Surge)
01-12 Spell works as normal plus
Thematic Effect; Roll on Table A2.
13 Spell does opposite of purpose; a
damaging spell heals the target, a boost-providing spell confers a
penalty, etc.
14-25 Thematic Effect: Roll on Table
A2 and again on Basic Table.
26 Spell is Empowered: Any numeric or
variable aspects of the spell are increased by one half.
27 Spell is Maximized: Any variable
aspects of the spell are treated as the maximized result.
28 Spell is Twinned: Cast the spell
twice.
29 Spell is Delayed: Roll 1D4+1 for
rounds it's delayed by.
30 Spell affects Target as normal,
then an exact copy of the spell originates from the target and
affects the caster.
31 Spell doesn’t take effect now,
but next time the caster casts a spell, the target of the second
spell is also the target of the first.
32 As 31, but it affects the next 1d20
spells the caster casts (first spell has no effect at casting but
affects target of second spell, second spell affects target of third
spell, and so on).
33 Spell becomes a maximized Fireball
with Caster Level of 10.
34 Spell takes effect, but Caster
Level is double normal.
35 Spell takes effect, but Caster
Level is half normal.
36 Spell is changed to the spell
appearing above it in the source material. The target doesn’t
change. If this would result in a spell with no effect (for example,
charm person in an open space), then there is no effect; roll on
Table E1 to determine what happens next.
37 Spell affects the nearest creature
to the target instead.
38 Spell affects the nearest creature
to the caster instead.
39 Spell becomes the spell Time Stop,
but the target counts as the caster, and knows this.
40-49 Nothing happens; the spell slot
is still used and components are still consumed.
50-55 Nothing happens, really! The
spell slot is not used and components are not consumed.
56-60 Everyone within 5ft of a line
between the caster and the target will be hit by a copy of the spell,
including the caster.
61-62 Spell's duration is 1d6 times
normal; spells with a duration of instantaneous instead take effect
1d6 times, once every round until all have taken effect.
63-66 Besides the normal spell,
another spell accompanies it. Roll on Table A3. The target doesn't
change. If this would result in a spell with no effect (for example,
Scare in an open space), then re-roll on Table A3.
67-82 Spell takes effect, but the
caster retains the spell or spell slot and components aren't
consumed.
83-85 Spell is changed to another
spell: roll on Table A3. The target doesn’t change. If this would
result in a spell with no effect (for example, Scare in an open
space), then there is no effect; roll on Table E1 to determine what
happens next.
86-87 Spell has no save and penetrates
Spell Resistance automatically.
88-89 Saves vs this spell are
automatically a success, and it can't penetrate a creature's Spell
Resistance.
90 Spell becomes a "Living
Spell". It becomes sentient, gains a humanoid form, and is
capable of 'casting itself at will. Treat as an NPC and go nuts with
this. Alternatively stat them up as Arnold K's Spellborn Homunculus.
91-95 Spell takes effect normally.
96-98 Roll twice on this Table,
rerolling results over 96
99 Roll 2d4 times on this Table,
rerolling results over 96.
100 DM chooses an effect from this
table under the result of 96. (I guess it's a dick move if the DM
chooses above 96, but don't let me stop you; if you can make up a new
effect do it)
TABLE A2 (Thematic Effect of Surge)
01-05 Theme Electricity, the spell
will look electrical in nature, there will be heard thunder and smell
like in a thunder storm.
06-10 Theme Fire, the spell will look
like fire with flames, smoke, and heat waves, it smells of burnt
[insert target of spell].
11-15 Theme Sonic, like 1-10 on this
table just with the theme of Sonic.
16-20 Theme Cold, like 1-10 on this
table just with the theme of Cold.
21-25 Theme Acid, like 1-10 on this
table just with the theme of Acid.
26-30 Theme Death, like 1-10 on this
table just with the theme of Death.
31-35 Theme Heaven, like 1-10 on this
table just with the theme of Heaven.
36-40 Theme Hell, like 1-10 on this
table just with the theme of Hell.
41-60 Appropriate Theme music will
play for the duration of the spell; spells with a duration of
instantaneous instead have the Appropriate Theme music play for CL
rounds.
61 as 05+41 on this table, but the
music will match the theme instead of the spell.
62 as 10+42 on this table, but the
music will match the theme instead of the spell.
63 as 15+43 on this table, but the
music will match the theme instead of the spell.
64 as 20+44 on this table, but the
music will match the theme instead of the spell.
65 as 25+45 on this table, but the
music will match the theme instead of the spell.
66 as 30+46 on this table, but the
music will match the theme instead of the spell.
67 as 35+47 on this table, but the
music will match the theme instead of the spell.
68 as 40+48 on this table, but the
music will match the theme instead of the spell.
69-74 Spell is accompanied with the
sound of 100 soft bells ringing and leaves a trail of flower petals
in its wake.
75-84 Spell effect is invisible and
produces no sound, but is otherwise normal.
85-90 Theme Slime, 1-10 on this table
just with the theme of Slime.
91-95 Spell displays the effect of
making it look like it's the work of thousands of small and fluffy
animals; a Levitation spell makes it look like lots of little
songbirds come and lift the target, a damaging spell looks like a
swarm of mice running by nibbling all in the area of effect, etc.
96-98 Roll twice on this Table,
rerolling results over 96. (Or don't, if you can think of how to
combine themes)
99 Roll 2d4 times on this Table,
rerolling results over 96.
100 DM chooses an effect from this
table under the result of 96. (Or make up a new theme, like Cheese or something, idgaf.)
TABLE A3 (Other Spell on Surge)
I'm not going to print a goddamn table
of every possible spell in my game, especially since I'm not sure how
much that'll translate into your game. Basically just roll randomly
for spell list, then roll 1d10 for spell level (treat 10 as cantrips
if they exist, otherwise GM picks). When you have a spell level, roll
randomly on spells. For instance, if you're using the Castles &
Crusades PHB with no homebrew, you'd have 1d4 for Cleric, Druid,
Wizard, Illusionist spell lists. It has 0-level spells, and each
spell level tends to have a nice diceable number of spells like 12 or
20, numbered for you an everything. It's awesome.
TABLE B1 (Caster is target of Surge)
01-05 All hair falls off of caster.
06-09 Caster grows 1d10 inches
permanently.
10-12 Caster shrinks 1d10 inches
permanently.
13 Caster is affected by Feeblemind,
no save.
14-20 Caster develops a phobia related
to the spell or target of the spell.
21-22 Caster is infected with a
disease of the DM`s choice, including supernatural ones like
vampirism if you want. I sure as hell do. A Wild Magic plague exists
in my games, as mentioned before.
23-24 Caster is the target of a random
spell; Roll on Table A3.
25 Caster Mutates; roll on Random
Mutations Table of your choice to see what mutation caster gets.
What, you don't have one? What the fuck kind of OSR gamer are you?
Get out of here.
26 Caster believes he/she is a animal
for 3D6 Rounds and acts accordingly, roll 1D10 to see which animal
the caster believes he/she is:
1-2 Gorilla, 3-4 Deer, 5-6 Bear, 7
Mouse, 8 Eagle, 9 Fish, 10 Chicken.
27-28 Caster loses all remaining
spells and/or spell slots for the day.
29-30 Caster regains all used spells
and/or spell slots.
31-35 Caster ages spell's level in
years.
36-40 Caster levitates full speed up
for the next 1D10 Rounds and then falls, taking falling damage. The
caster can take actions during these rounds, but will continue to
levitate up unless dispelled.
41 Caster can't lie for the first 10
minutes after having cast a spell, this effect remains for 1 year.
42 Caster can't speak the truth for
the first 10 minutes after having cast a spell, this effect remains
for 1 year.
43-46 Caster is permanently invisible
to target until a break enchantment is cast on him/her (If caster is
also target, this is extra funny)
47-49 Caster has contracted Wild
plague. Lololol I told you dawg. Everything you cast Wild Surges
until it's cured.
50-55 Caster gains a bonus of +4 to
all stats until he/she walks on holy or unholy ground.
56-65 Caster's diet changes to
minerals where the expensive crystals taste the best, lasts until the
next full moon.
66-68 Caster is instantly transported
to other plane or prime, roll for destination on table B2.
69 Caster changes sex; every day, the
caster can make a saving throw versus the original spell to change
back.
70-75 Caster believes target to be a
long lost sibling.
76-80 Caster believes target to be a
demon in disguise, out to kill him/her.
81-84 Caster's languages all change to
other languages, but the caster doesn't notice it him/herself, this
effect lasts until the caster washes his/her hair.
85-89 Next non-living item the caster
touches will turn into gold.
90-95 Caster's skin takes on another
color, roll 1D10 to see which, this effect last until the caster
bathes under a waterfall:
1-2 Brown, 3-4 Pale, 5 Blue, 6 Yellow,
7 Albino, 8 Gold, 9 Silver, 10 Red
96-98 Roll twice on this Table,
rerolling results over 96
99 Roll 2d4 times on this Table,
rerolling results over 96
100 DM chooses an effect from this
table under the result of 96, or makes up a new one. You get the drill.
TABLE B2 (Random Plane of Destination)
Here, just roll randomly for Planes of
Existence, whatever the cosmology is in your setting. If your game
doesn't have alternate planes of existence, uh...use planets? Come on
work with me here. I might post my cosmology sometime and link to it here later, though. Cosmologies are cool.
TABLE C1 (Target is target of Surge)
01-05 All of the target's hair grows
1D20 inches instantaneously.
06-10 Target polymorphs into an animal
for 3D6 Rounds, roll 1D10 to see which animal the target becomes:
1-2 Gorilla, 3-4 Deer, 5-6 Bear, 7
Mouse, 8 Eagle, 9 Fish, 10 Chicken. Saving throw to resist being
polymorphed is equal to the original spell's.
11-12 Target's languages all change to
other languages, but the target doesn't notice it him/herself; this
effect lasts until the target washes his/her hands.
13 Target gains the attention of a
greater creature (Creature's HD is equal to Target's Level/HD+1D20)
from another plane; the creature is annoyed and angry at the target.
To see which plane the creature is from, roll on Table B2.
14-17 Target gains the attention of a
lesser creature (Creature's HD is equal to Target's Level/HD-1D6)
from another plane; the creature is interested in testing the target
before recruiting him/her. To see which plane the creature is from,
roll on Table B2.
18-19 Target gains a spell that can be
used as a spell-like ability 1D4/times; to see which spell, roll on
Table A3.
20 Target is totally immune to all
spells for the next 24 hours, both harmful and beneficial. All spell
effects already affecting the target are suppressed for the duration,
and the target can't use spell-like or supernatural abilities during
those 24 hours.
21-23 Target is hit by a Flesh to
Stone spell with no save, and a duration of the target's Constitution
in days.
24-26 A statue looking exactly like
the target in the moment of the spell being cast appears where the
target stood; the target is moved 5ft north and affected by a
Improved invisibility spell with a duration of 3D10 rounds. (The
statue is permanent)
27 All of the target's clothes and
worn equipment burst into flames and are incinerated, leaving the
target unharmed but naked. Magic items get a Saving throw with the
difficulty of the spell originally intended to be cast.
28-29 Target is permanently invisible
to caster until a Remove Curse spell is cast on them (If target is
also caster, this is extra funny)
30-34 Target polymorphs into its cute
baby self for 1D12 Hours (Size: Tiny, STR: 01 CON: 01 DEX: 01, no
change in target's mental abilities). Saving Throw to resist being
polymorphed is as the spell originally intended to be cast.
35 Target polymorphs into its cute
baby self for 1D12 Hours (Size: Tiny, STR: 01 CON: 01 DEX: 01 INT: 02
WIS: 02 CHA: 15). Mental abilities, knowledge, and languages changes
to that of a helpless baby. Saving Throw to resist being polymorphed
is as the spell originally intended to be cast.
36-39 Target changes size for the next
1D20 Hours, roll 1D10 to find the target's new size:
1 two sizes smaller, 2-5 one size
smaller, 6-8 one size larger, 9 two sizes larger, 10 tree sizes
larger
Adjust AC and stats as however that
would work in your game. Saving throw to resist size change against
the original spell +5.
40-44 Every time Target wants to
speak, it comes out as song, permanent until Remove Curse is cast.
45-49 Nearest creature to the target
with 2 or less in INT (or of animal intelligence if you don't track
that shit) becomes enraged and will attack the target to the death.
50-54 Nearest creature to the target
with 2 or less in INT (or of animal intelligence if you don't track
that shit) becomes completely loyal to target. Until the target does
something to hurt the creature, the bond of loyalty is permanent.
55-65 Target gains the spell-like
ability to use the spell just cast to affect him/her 1 time.
66-68 Target is instantly transported
to other plane or prime, roll on Table B2. Saving Throw against the
original spell to resist.
69 Target falls deeply in love with
caster and will forsake all other loyalties, Saving throw against the
original spell, but if the caster's alignment is radically different
there is a +10 to the save, duration ((Caster’s Charisma times
original spell level)/weeks).
70-74 Target gets hit by a Mage's
Disjunction as if cast by a 20th level caster.
75-79 Target will forget all names,
including their own name. Saving throw as original spell to resist,
lasting until a person calls targets name or a Remove curse is cast.
80-83 Next time target tries to talk,
they will spit out 1D100 gold pieces instead.
84 Target gains a +6 bonus to AC until
the next full moon.
85-95 Target gains a compulsive need
to possess one item that means a lot to caster. Remove Curse will end
this compulsion.
96-98 Roll twice on this Table,
rerolling results over 96
99 Roll 2d4 times on this Table,
rerolling results over 96.
100 DM chooses an effect from this
table under the result of 96
TABLE D1 (Target and Caster are both
target of Surge)
01-05 Target and caster swap
locations.
06-10 Target and caster swap bodies,
this works as a True Mind Switch but with no save, the effect will be
reversed immediately if any of the two eats raw meat.
11-15 Caster is hit by an effect from
Table C1 and Target is hit by an effect from Table B1.
16-20 Both target and caster are hit
by the same effect from Table B1.
21-25 Both target and caster are hit
by the same effect from Table C1.
26-30 Target and caster are instantly
transported to other plane or prime, roll on Table B2.
31 Target and caster are instantly
transported to a Demiplane that gives them whatever he wanted, as a
perfect dream world. It will give them everything they want,
consciously or unconsciously, except a way to leave, until one of
them dies.
32-36 Both target and caster are hit
by the same spell from Table A3.
37-41 Target and caster are hit by
different spells from Table A3.
42 Both target and caster are hit by a
Heal spell, Caster Level 25.
43-48 Both target and caster disappear
and will reappear 1D10 rounds into the future with no knowledge of
anything strange having happened.
49-53 Target and caster swap all worn
clothing and equipment, things that are impossible to be worn appear
in front of the not-owner on the ground.
54-57 Target and caster both make a
Charisma check. The one rolling highest is hit by an Enlarge Person
spell at Caster Level 20, and the other is hit by a Reduce Person
spell at Caster Level 20.
58 Caster and target both gain
identical mutation, roll on Random Mutations Table of your choice to
see which.
59-63 Target and caster are drawn
towards each other; each round a magic force will move each 20 ft.
closer to one another until they collide (this does not grant them
any kind of movement they do not have, like flight, but the spell
will still move them out over a chasm if that is the straight line).
64-68 Both target and caster are hit
by a Reduce Person, Caster Level 20, with a permanent duration.
69 Caster and target fall deeply in
love with each other and will forsake all other loyalties. Saving
Throw to resist equal to original spell x2, but only if caster's
alignment and target's are radically different (no shared
components).
70-75 Caster and target are
permanently invisible to each other until Remove curse is cast on
either of them.
76-80 Caster and target suddenly know
each other personally (Alignment, Class with most levels in, HD,
Stats and Patron God)
81-87 Both target and caster are hit
by an Enlarge Person spell, Caster Level 20, with a permanent
duration.
88 Both target and caster are turned
into Rats as by a failed save vs. Baleful Polymorph, except the save
automatically succeeds after 24 hours.
89-95 Both target and caster disgorge
1D100 creatures and are stunned for 1D6 rounds while doing this, roll
1D10 to see which creatures:
1 Maggots, 2 Rats, 3 Bats, 4 Fire ants,
5 Frogs, 6 Tiny illusionary fairy’s, 7 Spiders, 8 Locusts, 9
Canaries, 10 Tiny non-poisonous snakes
96-98 Roll twice on this Table,
rerolling results over 96.
99 Roll 2d4 times on this Table,
rerolling results over 96.
100 DM chooses an effect from this
table under the result of 96.
TABLE E1 (Environment is Effect of
Surge)
01-07 A permanent wild magic zone is
created with center where the intended spell should have taken
effect. The radius of the zone is caster's level X100 ft.
08-09 A permanent dead magic zone is
created with center where the intended spell should have taken
effect. The radius of the zone is caster's level X10 ft.
10 A permanent dead magic zone is
created with center where the intended spell should have taken
effect. The radius of the zone is caster's level X100 ft.
11-15 Centered on the caster, a sphere
with a radius of Caster Level X10 ft. permanently shifts places with
an equally sized area from a random plane, roll on Table B2 to see
which plane. Only the environment is affected; no sentient creatures
are shifted.
16-20 Centered on the caster, a sphere
with a radius of Caster Level X10 ft. and all creatures in this area
shifts places with a equally sized area from a random plane, roll on
Table B2 to see which plane. The areas will remain there for the
duration of the intended spell before returning home. If the
creatures leave the area under the duration and don't make it back
before the original spell ends, they must find another way home.
21-25 A Permanent Wall of Force
springs into existence right between the caster and target; the wall
is as large as environment allows, up to a maximum of caster's level.
If Caster is also the target, the wall starts in front of the caster
and goes in a straight line the way the caster is looking.
26-29 Surge kills all non-sentient
plant life in a radius of caster's level X10 ft.
30 Surge kills all non-sentient plant
life in a radius of caster's level X100 ft.
31-35 In a circle with a radius of
caster's level X1D10 ft, flowers will suddenly and magically begin to
grow. These will open up 24 hours after the surge and reveal a gem
inside of each flower; the amount of gem flowers that appear is equal
to the radius of the flower zone X10. Each gem, if plucked, is worth
1D100 Gold, but turns to dust one week after being plucked.
36-40 Weather changes drastically
(hail, sleet, thunderstorm, heatwave, etc.)
41-45 Weather changes drastically to
magical nature (raining frogs, lightning elementals playing a game in
the skies, a fog that counts a stinking cloud falls, etc.)
46-50 Nearest dead sentient being
returns as a ghost to haunt the location of its death.
51-55 The nearest 2D6 Animals and 2D6
Trees are Awakened as the spell of same name, except they doesn’t
change attitude towards caster and will begin an internal battle
between the plant kingdom VS. the animal kingdom to the death.
56-60 A pit 10 ft. X 10 ft. X 10 ft.
appears right between caster and target; if caster is also target, it
appears right under caster.
61-65 Plant growth speeds up in a area
of caster's level X 30 ft. around caster, and until the next full
moon, each hour plants will grow as much as they would have done in a
normal year.
66-70 In a sphere with a radius of
1D100 ft. from the target of the intended spell, time stops for 1D100
years; everyone within or who enter under the area of effect is
caught by the time stop and frozen in time until time starts again.
This effect counts as being cast by a level 30 caster for purpose of
trying to dispel. No save and no Spell Resistance.
71-75 The surge rips a hole in the
fabric of reality and a layer of the far plane/outer chaos/whatever
seeps in; the layer remains until all creatures have left its
boundary. The layer is level x5 ft radius centered on the caster when
the surge happens. Roll on Table E2 to see what effect the layer
brings with it.
76-78 Earthquakes hit the region
(nearest 100 miles) for the next 1D6 hours.
79-82 A permanent magical effect
occurs. At a range of 250 ft. around the caster, a barrier springs
into existence; everyone who looks through this barrier from the
outside can only see the natural environment of the other side
(buildings, creatures, fields, or the like it have all become
invisible), while there is no effect for the ones looking out.
83-86 Rips a hole in reality and opens
a one-way portal to a random plane, roll on Table B2 to see where the
portal leads to.
87-90 Rips a hole in reality and opens
a one-way portal from a random plane, roll on Table B2 to see where
the portal comes from. (DM discretion, as permanent portals can't
exist at some planes.)
91-95 Rips a hole in reality and opens
a two-way portal to a random plane, roll on Table B2 to see where the
portal leads to. (DM discretion, as permanent portals can't exist at
some planes.)
96-98 Roll twice on this Table,
rerolling results over 96.
99 Roll 2d4 times on this Table,
rerolling results over 96.
100 DM chooses an effect from this
table under the result of 96.
Table E2 (Far Realms Fuckery)
This is gonna have to be its own post or else this'll be too long. Here.
TABLE F1 (Special Surges)
01-03 Surge results in surge with
multiple effects, roll once on each of these tables: Table A1, Table
B1, Table C1, Table D1, and Table E1
04-06 The caster gains a random effect
from Table A2 that will always be added to all spells the caster
casts.
07-09 One random stat of the target's
gains a permanent inherent bonus, roll a D10 to determine the size of
the bonus:
1-4 +1. 5-6 +2. 7-8 +3. 9 +4. 10 +5.
10-12 Randomly roll another wild
surge; this surge and the next 1D20 wild surges will have that
effect.
13 Caster gains a wild die (D20). When
casting spells or using spell-like abilities, roll wild die, and if
the wild die rolls 13, the result is a wild surge instead of the
spell. If caster already has a wild die, roll a D20 instead, and the
result is now added to the wild die and will result in a wild surge
when casting spells.
14-15 A random effect from Table B1 is
made permanent without save or Spell Resistance; even if it could be
removed before, it can't now.
16-18 A random effect from Table C1 is
made permanent without save or Spell Resistance; even if it could be
removed before, it can't now.
19-21 Curse of the Phoenix. The caster
bursts into flames and is consumed along with all of his/her
equipment, magic items get a saving throw equal to the difficulty of
the original spell being cast. Next dawn, the caster will reincarnate
in the nearest flame that is as large or larger than the caster (note
that the curse doesn’t give any resistance or immunity to fire). If
ever killed by fire damage, this will happen again. Precisely one
year after the caster's last burst and consummation by flames, it
repeats. Can only ever be removed by eating the heart of a Phoenix,
while Remove Curse is being cast on the subject.
22-24 A random monster appears from
with HD equal to the level as the spell originally intended to be
cast, and it is free willed and permanent (of course, it is confused
as to what just happened, and yes, it does come from somewhere.)
25-27 A 1 inch/spell level portal
appears right behind the caster, which is connected to the Far
realms. Right behind it, a creature lives that wants to enter our
existence. Every time the caster casts a spell, it opens 1 inch/spell
level, and every day at sunset, it closes 1 inch. If the portal ever
reaches 100 inches, the creature will enter and try to eat the
caster. If successful, it will take his/her body and have free access
to our world (if creatures pass through the portal from our side, the
creatures are gone forever ,and the portal will grow by 1 inch/HD if
dead and 2 inches/HD if alive).
28-32 A Random minor magic item
appears where the spell should have taken effect. Roll on whatever
tables you prefer.
33-35 A Random medium magic item
appears where the spell should have taken effect. Roll on whatever
tables you prefer.
36 A Random greater magic item appears
where the spell should have taken effect. Roll on whatever tables you
prefer.
37-38 A artifact appears where spell
should have taken effect, but it is only a shadow image of the item,
and every time it is used, roll a D20. If you roll 13, a wild surge
will occur and the item will disappear; if it is not 13 the item
works as expected.
39-42 Spellstorm: all of the caster's
remaining spells are instantly cast on the target. If the caster is a
spontaneous caster, a random spell is generated on each spell level
and all spell slots are used for that spell. Even spells that
normally would be personal or touch are cast on the target, and all
attack rolls required for the spells are successful. Any spell for
which the caster doesn't have the component, focus, or it just
doesn't make any sense (such as Summon on an elf) simply fizzles.
43-45 One random stat of the caster's
gains a permanent inherent bonus. Roll a D10 to se the size of the
bonus
1-4 +1. 5-6 +2. 7-8 +3. 9 +4. 10 +5.
46-48 Caster ages up until first year
in next age category.
49-51 Caster becomes 1D20 years
younger (if this will result in a age of 0 or less, the caster
disappears and everybody will forget all about him/her; even in
written materials, the caster and his/her deeds will disappear).
52-54 Target are transported to random
plane, roll on table B2 and a Doppleganger looking precisely like the
target is transported to where the target stood.
55-57 The creature standing closest to
caster gains Detect Thoughts as a spell-like ability 3/day, Caster
Level 13.
58-60 Reroll wild surge; the creature
standing closest to the caster is counted as both target and caster
of spell.
61-63 Reroll wild surge; the creature
standing closest to the caster is counted as the caster of spell, and
the creature standing closest to the target is counted as the target
of spell. (If a touch spell, the caster becomes the target and the
target becomes the caster.)
64-65 A noble Djinn appears and offers
for all to participate in a tournament where the winner is granted a
wish, like the spell, roll 1D6 to see which kind of tournament it is:
1 Chess (Djinn supplies the boards and
pieces). 2 Gladiator tournament to surrender or death. 3 Jousting
(Djinn supplies horses and lances). 4 wrestling. 5 Spell duel to
surrender or death. 6 swimming competition (in nearest large body of
liquid)
66 A wish (or 3) is granted to the
caster, roll 1D10 to see the source:
1-5 Noble Djinn, Wish is granted as the
spell. 6 Evil God, grants 3 Wishes but it is in return for the
caster's soul; until the second wish is granted, the soul can be
saved by a Atonement spell cast by a cleric of a good or neutral
deity, but after the second wish, the soul is tainted beyond mortal
intervention. 7-10 Noble Efreet, Wish is granted as the spell, but
the Efreet tries to corrupt it; if the wording can be understood in
some other way, it will.
67-68 Curse of Bureaucracy: Each time
the caster tries to cast a spell, a large form will appear along with
a quill. This form is about whether the spell is for pleasure or
business, who the intended target is, why the caster is using this
exact spell ,and a lot other questions in that style. It takes 1
round per spell level to fill out the form, and if correctly filled
(INT check), the spell will be cast, but if the INT check fails a new
form will appear, and until a form is correctly filled, the caster
can't cast other spells. When Remove Curse is cast on the unlucky
individual, a new and extremely large form will appear along with a
quill. This form takes the Caster's level in hours to fill out, and
if correctly filled, the curse is lifted. If failed, there is a
waiting period of one week per check failed until the curse is
lifted, and if failed by 10 or more, the Remove Curse just doesn’t
work. Special: Lawful characters get +2 to these INT checks and
Chaotic characters get -2 to these INT checks.
69 A succubus takes special interest
in the caster's soul
70-72 A celestial being takes special
interest in the caster's soul and well-being (will help, mentor, and
protect good-aligned characters while trying to save the souls of
neutral and evil aligned characters by showing them the flaws of
their ways and stopping them from doing evil).
73-75 Caster gains a new spell; if the
caster memorizes, the spell appears in the caster's spell book, and
if the caster is a spontaneous caster, he/she adds the spell to known
spells. The spell is of the same level as the originally intended
spell and is the one appearing just under the originally intended
spell on the caster list in the official source material; if no spell
of the same level appears in the official source material, nothing
happens. Special: The newly gained spell takes place of the spell
that caused the wild surge with the same target.
76-77 Nearest creature to target gains
a Template (if touch spell, it's the caster); Templates are like a fucky 3E-thing like being a half-dragon or like, actually a robot or something. If you don't wanna deal with any of that shit, just change their race as if they cast Reincarnate, and make them a half-breed hybrid. You're a freak now.
78 All magical bonds (paladin’s
mount, druid or ranger’s companion, and the like) within 100 ft.
are shattered; the animals are set free but keep the bonuses from the
former bond forever while the owner suffers as if the animal was
killed. Special: Now that the animals aren't normal for their kind
anymore, they can't be part of such a bond ever again.
79-81 Knowledge of the location and
legends of an artifact of wild or chaotic nature is imprinted in the
caster's mind.
82-84 Nothing happens; just smile and
make the wild mage paranoid, and maybe hint that he/she has a strange
feeling in the stomach.
85-87 A entity from the Far-Realm uses
the wild surge to lay one of its eggs in the caster's stomach. Over
the next week, the caster will begin to have stomach pains that stop
9 days after the egg was laid, then on the 10th day, a dire rat with
the pseudo-creature template will burst out of caster's stomach,
dealing 4D6 CON damage. If the caster is subject to a Heal or Remove
disease after the surge but before the 10th day, the creature is
killed and the character will never know how close he/she was. If the
caster is immune to diseases, he is immune to all of this; just treat
the roll as a roll of 82-84 on this table.
88 Cosmic Knowledge comes with a
price; wild mage gains INT +4 WIS -2 CHA -2, permanent.
89 Cosmic Wisdom comes with a price;
wild mage gains INT -2 WIS +4 CHA -2, permanent.
90 Cosmic Shine comes with a price;
wild mage gains INT -2 WIS -2 CHA +4, permanent.
91-92 Reincarnated soul: The wild
mage's soul is taken over by one of his/her previous selves. Remove
all class levels and abilities and rebuild it as a radically
different class up to the same level (the previous self might have
been another gender and or race and find it a little strange suddenly
being in this time occupying this strange body). The DM and player
make an agreement as to what this former self was.
93-96 Wild mage changes type to
Aberration, and every time the wild mage causes a wild surge from now
on, he/she also gains a mutation. Roll on Random Mutations Table
97-98 Death appears wanting to claim
the mage, if the mage argues, Death agrees to a game of Chess (it's
reaaaally hard to win; Death has played it, like, a million times
before). If the character wins, Death says “see you soon”; if not
the character dies. Special: Death can only be seen by the character
and people who can see ethereal beings, Death can't be killed.
99 Wild mage gets to chose an effect
from any surge table, with a Charisma X3% chance that the effect will
happen; if not, then the DM can choose any event they like.
100 A flux is created and the caster must make a saving throw. On a success, the caster
is permanently immune to all magic both beneficial and harmful, but
can't ever use spells, magic effects, (portals, heroes' feast, and
the like), or spell-like abilities. He/she can even walk through
magical effects such as wall of force or the like. On a failure, roll on this bad boy.
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