Showing posts with label Spell Failure. Show all posts
Showing posts with label Spell Failure. Show all posts

Thursday, February 18, 2021

4 "Color Spray" Spell Variations


[1]
Duller Spray
Creates a spray of dull gray light. This very-boring spell doesn't do anything to most creatures, except creatures who live off whimsy, excitement, or are aligned with the faerie like elves, pixies, and the like. This spell saps these creatures of their natural magical beauty and steals it away.

Each creature within the cone is affected according to its Hit Dice.

2 HD or less
Damage of 1d4 points to Charisma score OR to all saving throws vs magic until the next full moon. Creature also loses one natural magical/supernatural ability such as speaking with animals, immunity to charm, immunity to ghoul paralysis, true sight, glamors, etc. The caster of the spell decides which ability is lost. This ability also comes back at the next full moon.

3 or 4 HD
Creature saves or loses one random natural ability such as speaking with animals, immunity to charm, immunity to ghoul paralysis, true sight,  glamors, etc. This ability comes back at the next full moon.

5 or more HD
Creature saves or loses one random natural ability until the next dawn or dusk.

[2] Color Flay
This spell is cast on a living creature, either just before or during a very painful or potentially lethal injury. If a creature is struck with a physical attack by a sword, axe, claw, etc. that would be lethal, this spell suspends death. The creature's flesh is still torn apart and could appear ripped off, dangling by a thread, but their flesh and blood is replaced with a psychedelic rainbow pattern that bleeds out little puffs of light.

As long as Color Flay is in effect, the creature feels little pain and can live at negative HP values. The negative value they can survive is equal to the caster's positive level times three. So a 6th level MU can keep someone alive up to -18 HP. (If your game already has death at something "lower" then 0 HD, consider adding this to the lowest possible value you can go instead).

[3] Mother Spray
Fires off a pink and white beam smelling of lavender. It's a very calming spell, which has the effect to clean, pamper, pretty-up, and generally place an aura of calmness on the area of the spellcasting. Any fussy babies or children in the area are quieted down, and any food in the area is nicely cut, seasoned, and prepared. Also performs minor forms of housework like making the bed or cleaning a mess.

[4] Color Day
This spell involves a powerful ritual involving ribbons, an uninterrupted ritual in a town square at night, and painting your body with paints. The next day, the town or district of the city you were sleeping in wakes up to find everyone around painted with various colors! Everybody has colorful painted skin and clothes matching a specific color-set that aligns them with others in the city.

When this spell is cast, the caster must specify what groups are being created. The people of the city appear in the colors of the group that they themselves identify with. You could split a city down political or religious lines, and nobody has a way of hiding it because of the colors that they cannot change.

This spell ends the next day. Anyone can also magically end the effect on themselves by drinking a thimble of lye or paint-thinner stuff, which deals 1d6 damage to their insides but magically turns their colors back to normal.

Wednesday, August 14, 2019

Weird d10 Spell Generator

Roll 1d10 for each category. The level of the spell is either determined by the referee or roughly approximated by an average of all the rolled results on the tables - 2; the power and complexity of each element is roughly ascending- unless it's so useless you can just make it a cantrip.

Spellcasting Requirements / Component
[1] Nothing.
[2] Your feet must be on the ground; cannot cast while flying or on a horse.
[3] Can only be cast with an animal fetish. Paw of a rabbit, raven's feather, shark tooth, etc.
[4] Wearing anything red.
[5] Common spell consumed component; pinch of sand from an hourglass, a lemon, etc.
[6] Hot wax from a green candle. Candle must have been lit for at least 1 exploration turn.
[7] Requires a battlemage staff; topped with a silver cap on at least one end.
[8] Significant spell component consumed on casting. Can't easily buy this, or requires a quest.
[9] Can only be cast on a specific day of the year. If you pretend like it's that day hard enough, it can still work. Carry a false calendar and use incorrect greetings- repeat actions you did that day.
[10] Cannot be cast by mortals. You will need divine heritage, or find a way to be reborn into a greater body. You can ignore this restriction once with a high value diamond; consumed on casting.

Spell Action / Target
[1] The spell is always cast directly on the caster.
[2] Creates a puffball flower. Releases pollen in 1d4 rounds, or if used as an improvised weapon that deals at least 3 points of damage to burst open. Whatever breathes the pollen is affected.
[3] Requires drawing a line in the sand or with chalk. Whatever walks over that line is the target.
[4] Fires a glowing beam from the hand/spell focus. Beam can be reflected by mirrors.
[5] Seeking magical projectile. Requires a magical to-hit roll, d20 + Int + spell level vs AC.
[6] Requires touch. You also count as “touching” if in the same body of water.
[7] It's a strange glyph. It is activated when it is “read”, and as such can't work on the illiterate. If the spell only works on certain objects; then it activates when somebody reads the glyph scribed on an object with the target being that object instead.
[8] Caster breathes forth a large cloud of dark-red smoke. Spell cast on anything that stays in the smoke for more then a single round.
[9] Whoever or whatever the caster points at. You can point at yourself, if you want.
[10] The target's name is spoken aloud. Requires a true name, but will strike anywhere in the world.

Spell Effect
[1] Conjures a ribbon several feet in length on the target, wrapped up around the body or around the object. The ribbon can be used to carry things like liquids, fires, or magical essences as though they were simple physical objects. The ribbon offers no protection to those actually carrying the objects; but could be used to do things like forcibly move a formless ooze, a ghost, or a pile of sand, etc. Creatures wrapped up in this ribbon do not have their movements impeded, but cannot easily break out of the ribbon without countering the spell. The ribbon lasts for up to one turn.

[2] The target feels a rough agitation all over their body or the surface of the object. After two rounds, they will be stung by thousands of astral bees. They take 1d4 poison damage. While your physical body is barely effected, your astral body swells up to 4 times its size if you're allergic to astral bees; everyone who has ever had a dream is allergic. In practice, this means that your astral body is painfully bloated and sensitive; you will be unable to enter portals, for example, until the swelling subsides in 2d6 days.

[3] The object has its gears and parts rusted shut, but also repaired at the same time. Swarms of tiny red termites crawl all over the piece of machinery; stopping its motion but also fixing cracks and tears, replacing pullies, and crushing their own tiny bodies between gears to lubricate them. After two turns, the object can move again and is repaired to full work order. This has no effect if the target of the spell is not a machine or automaton; but if a person is targeted with a mechanical prosthetic then this spell targets all of their prostheses instead.

[4] Conjures 2d6 bright red furry bats. The tiny bats appear as a swarm around the target, and find the nearest solid object or space to land on. If they stay on a solid object for more then a single instant, they squeak in terror and burst into flame. The fires deal 1 damage, but each has a chance of lightning something on fire equal to flammability. The bats move randomly, simply created in a mass confusion and totally oblivious to their fiery demise the moment they stay flapping. The bats are more likely to nest in corners, higher up, or on people who aren't moving or swatting at them.

[5] The target's face is projected off their body. The face is transported either to the caster or to the other end of the spell. Their voice becomes booming and they can see, smell, and speak to everyone within a 30 ft radius as though face to face. Hitting this face deals no damage to the target, but poking their eye blinds them, holding their lip shut makes them unable to speak in their real body, etc. This spell lasts for up to 3 days, and the first time this is cast on someone the nausea they feel from “being” in two places at once can be overwhelming.

[6] The target has 90% of their injuries healed, which are bound up by bright yellow bandages and little white strings. Restore their health to 90% of the total amount. The remaining 10% of injuiries quickly festers, causing a save or contract a common disease. This 10% also cannot be healed by magic; the target cannot heal any more hit points until they have enough downtime rest to recover all their normal hit points naturally. If this spell is countered; the bandages pop open causing the damage to return.

[7] The target becomes slush. Their body is partially physical and partially liquid, gaining massive protection against all attacks and spells. They take -3 damage from all sources, totally ignoring damage that is reduced to 0 or less, and do not lose concentration on spells if hit by soemthing that doesn't do damage. However, their body is only loosely held together, thus meaning limbs and parts can be easily pulled or chopped off. As long as these parts are returned before the spell ends, no permanent limb loss occurs, but damage is still taken to hit points. Finally, the connective force of the target's body isn't stronger then gravity, so standing on a metal grating will cause you to fall through; you can use this to your advantage like passing through cell bars and so on. Spell lasts 2 exploration turns.

[8] The target of the spell is cursed. Flies gather around their head ominously. They are rotting on the inside, but not the outside. They take 1d6 points of Con damage per day. Drinking medicine or healing potions stops the progression of this curse for that day. This spell continues until the target dies or it is countered in some way.

[9] Creates a simulacrum of the target of the spell. The copy is gray in color and cannot move or react, it is equivalent to a ragdoll. Every 4 points of damage or healing done on the simulacrum will equal 1 point of damage or healing on the real subject, at any distance. The simulacrum lasts for 10 rounds.

[10] The target gains a powerful metamagic field. If the next spell cast on them by someone of a “like” alignment has it reject and bounce off. If it's cast by a “opposite” alignment, then the spell is attracted and any saving throws are automatically failed.

Counterspell / Methods to Reflect or Dispel
[1] Spell cannot be cast if the caster has lost their virginity.
[2] The target of the spell can stand perfectly still to nullify spell; autofail against the inanimate.
[3] Pinch of salt. This is a very common antimagical measure- many will try it first thing if cursed.
[4] As long as you know the spell, you can simply speak the incantation backwards.
[5] Can be countered by the flick of a battlemage's staff. Capped with silver on at least one end.
[6] This spell is demonic in origin. Every casting on it is assigned to a minor bureaucratic imp. Summoning one and bargaining to have it countered is easy; costs a thousand gold or a small favor.
[7] Spell can be reflected by a polished bronze mirror. If the spell could already be reflected by mirrors, instead reflecting it with this causes it to become trapped within; this permanently removes the caster's spell slot for this spell until released.
[8] The spell is countered if cut by a pair of magic silver scissors. Requires a successful attack roll against a living or animate target.
[9] The spell is countered if the target is on or travels to a specific mountain peak. If you live there for a year, you just become permanently immune to the spell instead. If you are a spellcaster, then living on this peak for a year makes it impossible to counter instead.
[10] None. No saving throw. The spell has no counter, beyond divine intervention.

Friday, June 28, 2019

Spell Name Mutations + 4 Knock Mutant-Spells

I was reading this Goblin Punch article about mutant spells again recently, and it got me thinking about how much I like this nested table. You roll a d20 on a normal spell mutation, but a d30 on a mutate spell use. This unlocks new potential outcomes as well as increasing the chance of a specific result: New Flavor.

The New Flavor indicates the spell is changed in its elements, alignment, direct use, or otherwise. It goes from a 10% chance on a mutant spell to a 13.333% chance, making it the most likely outcome on the big table. But what about wordplay?

Change the mutant spell table; 18-20 is a New Flavor of spell. 21-22 is a New Name- change a single letter in the spell's name. If you want to do it randomly; roll the biggest die you can fit the spell's name with the unnecessary shit cut out (no Greater, Lesser, Melf's, etc.) and then remove the letter that it rolled. If you roll over, you then add a new letter instead. This makes weird results; Grease can never become Greasy but Knock can totally become Knocky.

Anyway, if you don't care about any of this bullshit, here's 4 Knock variants.
4 Knock Mutant-Spells
[1] Nock
This spell nocks any arrow you see onto any drawn back bow you can see. If there are no arrows; a bunch of twigs and leaves and bones and particles of dust and grime form into a rough shape of an arrow instead. The improvised arrow is destroyed on impact but deals 1d3 damage.

[2] Knck
Summons a minor demon of torment named Knck. He is a lesser familiar and can throw 1d4 flame damage fireballs, fights as a 1+1 HD creature, and has +1 AC and to hit. He carries a book with eighteen horrible faces in it. If you agree to mutilate the faces in the book; drawing crude symbols, slashing eyebrows, pulling lips and creating blemishes, he'll give you a silver coin. Your conscious weighs on you heavily. The faces are of course tied to actual people in hell, being punished for their envious greed, their faces warped as the drawings. Knck is only bound to serve you for 1d4+1 turns, but might stick around if you're really cruel with the faces.

[3] Knok
The name of an ancient caveman hero, slayer of dinosaurs and mammoths alike. Your characters may not know this, but they do know screaming KNOK!!! at the top of their lungs before attacking a huge prehistoric beast gives them +2 to hit and damage on their attack. Additionally, gives advantage to saving throws to do things like jump on a dino's back or avoid getting scared off by their death roar. Knok has up to three invocations, usable by anyone who hears and shouts along.

[4] Kock
Gives the magic user a functional, 8 inch long penis. It's bright purple with green polka dots and has invisible (actually octarine) cum. It doesn't seem to do anything else- but both sexes can cast it equally well. The spell lasts until it gets someone pregnant, and then falls off. It is highly likely the baby will be something else in human form, or a sentient spell given a new body.

Saturday, May 25, 2019

Even Dirt-Simpler Magic Resistance

I wrote this magic resistance ruleset a while back, and decided it was too complicated. A chance to avoid spells works better. Let's tie it into an existing mechanic.

You wear Armor to avoid attacks. This is called AC.
You wear Ward to avoid spells. This is called WR. Could also be short for “Witchcraft Resistance”.

Spells that already give a saving throw have no effect on ward, they avoid it entirely. The save is avoiding the physical or magical energy causing the effect. Spells that do not grant a saving throw must content with warding, as they are directly attempting to alter the target of the spell. Things like Sleep and Magic Missile therefore require a roll to bypass the Ward of a target.

The Ward of any creature is base 10, or base 1 if you want spells to function similarly with most creatures not being able to resist them. Wisdom modifier is added to this protection, similar to AC adds your Dexterity bonus. (Or Con bonus, if you're a hipster like me.) Casters roll a d20 + Int modifier + level of spell equal or higher to the Ward to hit.

Wards are increased by wearing a Talisman. In the same way you can only wear one suit of armor at a time, and better armors just increase your AC, Ward can only be gained from one talisman at the time. Homespun protective charms protect like leather, high end crystal talismans made by shamans protect like chain or plate.

Wednesday, May 15, 2019

Dirt Simple "Roll to cast Spells" Mechanic

I made this rule specifically because because of the common complaint I see with D&D- that magic users never fail to cast spells and spells are a reliable 1 to 1 resource trade. While balance discussion on the games is pretty annoying and I've already discussed it to death, some chance to cast spells without too much change to the core rules might be an interesting addition.

Whenever a magic user casts a spell, roll a d20 and add their Intelligence modifier. Then, use the following chart to determine what level the spell is cast at.

Spell Casting Table
1 or less : Caster level – 3
2 – 5 : Caster level – 2
6 – 9 : Caster level – 1
10 – 13 : Caster level +/- 0
14 – 17 : Caster level +1
18 – 21 : Caster level +2
22+ : Caster level +3

The spell is cast as though the magic user is of the level rolled on the table above for the purposes of spells scaling, damage, or resistances. If the magic user rolls low enough that their level drops below the caster level that can cast a spell of that slot (5th level Magic-User casting a 3rd level spell, gets a -1 to their Caster Level from the spell) the spell fizzles instead, the slot wasted OR the spell going haywire, depending on the DM and the tone of the game.

Using this system, spell casters can fail spell casts and have variation in how powerful they are each time they cast the spell. While this system could also mean that magic users can cast spells with better scaling, a few extra damage dice or rounds of duration a spell gains from the MU being higher level is minor compared to the extra chance to fail a spell outright- this system is slightly weighted towards the negative aspect without modifiers, hopefully making the magic user a little less powerful for those that believe the MU is too strong.

Friday, March 22, 2019

9 Spell-Failure Cataclysms

These are rolled whenever a spell fails, is interrupted, or a random magical burst comes over a magic user and causes a disastrous magical accident. You may also roll on this table as a result of tampering with or being exposed to chaotic energies or angering a powerful being by casting a spell against it, or trying to imprison it against its will.

Roll 1d4 for spells the caster casts on themselves or centered on themselves.
Roll 1d4+4 for spells the caster targets on others.
Roll 1d6+3 for spells cast on an area or inanimate object.
Roll 1d10 for a totally random spell-disaster. On a roll of 10, reroll with a 1d8 and change the target or origin point of the cataclysm to be the nearest character with the lowest Charisma. They are treated as the “Caster” or the “target” of the cataclysm.

9 Spell Cataclysms
[1] The caster's body undergoes a rapid change; select a random animal and roll a 1d10x10 to determine the percentage of how much you turn into that animal physically. Low percentages like 10-20% will only affect cosmetic things like eye, hair, and skin colors and coverings, but higher percentages may warp limbs into halfbred shapes or entire body parts into an animal form. If the caster already has a secondary form they can transform into, or is a shape changer, then the percentage roll is only a 1d6x10% of a warp to their 'true' form.

[2] With a breathless scream, the magic-user is transported away into another dimension. The area where they are taken has a constant, almost imperceptible drone of their final scream until they return. While gone, the caster is trapped in an ultra-bright realm that burns their eyes; there they are enslaved by multicolored spirit beings which lash them with whips for failing at impossible tasks (Herd these dead chickens with your hands tied behind your back! Shift the color violet to a different hue!) Once they return to the mortal realm in 2d6 days at the area where they disappeared, they are forever changed. They take one point of Wisdom damage each day they were missing and have a permanent rainbow of flashing lights inside their eyes. They can now cast a single 1st level spell once per day without needing to move, speak, or use a component simply by forcing it out of their powerful magical eyes. Once per season, a multicolored demon crawls out of their eyelids while they sleep; creating havoc in the realm of mortals, but leaving the affected caster alive so they can act as their gateway.

[3] The magic user feels a pulse of energy flow out of them, and a feeling of intense self pity. Everyone who isn't in sight range of the magic user when this cataclysm occurred now despises the magic-user innately. Animals have this feeling too; all reaction checks are rolled at either an instant attack or the worst possible result besides an instant attack. The only way to avoid this is for the magic user to stay as hidden as possible; masks and cloak to hide their wretched appearance, spells or silence to hide their putrid voice, etc. This effect can never truly be cured, but each remove curse “unlocks” one reaction check result higher for the magic-user to be able to roll now. Finding help is extremely difficult. As an added effect, each village within a 3 mile radius has all of its wanted posters change into the face of the magic-user, sketched in the usual style.

[4] The caster panics as they can no longer see, hear, or speak; but then suddenly see themselves from a different angle. In the air, a heavy gray stone materializes. If stones are common in the area, or a stone of similar size was the focal point of the spell, then this stone becomes the channeling stone described in the rest of this cataclysm instead of a new one appearing.

This stone has become the focal point of the caster's sense of sight and hearing as well as the only way for them to speak. It is extremely heavy and is as encumbering as a large stone that one man could lift with both arms would be. The caster can only cast spells on targets visible through this stone, not their physical body, and all of their spells and magic now ebb from this stone. This effect is permanent. Any damage to the stone causes damage to their hit points, but not their physical body, and as such cannot be healed by first aid. If the caster's body is killed, they may make a saving throw versus death for their spirit to live on inside the stone. They take 1d4 levels of level drain from the strain of death. They can no longer move, but can still use magic from the stone.

If the caster has another magic catastrophe while their magical aura is trapped within the channeling stone, or if a dispelling force of significant power is used on the stone, it instead splits open. Inside, the caster's face is revealed as an amorphous soup that constantly swirls and twists into copies and multiple angles of itself, and they feel as though someone is dancing on their grave. If any physical attack strikes this inner stone-spirit face, the caster is instantly slain. No save.

[5] The spell cast doesn't take effect. Instead, black sand starts to pool up in shadows of the areas and subjects of the spell, which become black-sand people. The beings can speak in a low, crumbly voice and will offer to perform the original intent of the spell that failed in return for ripping a few pages from the casters spell book. For example, if you cast a Fireball on a group of orcs, the black sand people will offer to kill them for you to get at your spellbook. If the spell was more benign, such as a spell cast to heal a group of people or over an area then the black-sand mercenaries will offer to do their best to help, once again at the price of damaging your spellbook. The black-sand people do not take rejection lightly and have a 3 in 4 chance of following the magic-user and their group to either ask again and harass them or try to steal or damage the spellbook while they sleep.

The black-sand people are only interested in the spellbook and if given it they will rip out 1d4+1 spells from it, one of which must always include the spell used to create them by accident. The black-sand people can't cast spells but are interested in understanding the magic that created them to see if they can create more or return to their home dimension.

Black Sand Mercenaries (3 HD, -2 to hit from weakness, +5 AC, sand strike at 1d3 or will pick up weapons, stealth, magic sense and Read Magic passively)
Morale- 11
Number- The number of targets of the original spell plus spell level of the original spell

The Black-Sand Mercenaries are physically weak but driven beings which wish to understand their origin, but are not above striking a deal. Their form is hard to injure due to being made of shifting sand, and they will pick up and use any weapons in the area. By being able to shift into a small pile or light dusting of sand at any time and being pitch black in color they can use stealth in dark places to catch almost anyone unaware; surprise on 5 in 6 chance. They cannot move in this sand-pile form, so they cannot use it to slip through cracks in doors or windows, but they could use it to hide in small objects to jump out and attack and they are smart enough to use such tricks.

Finally the black sand people can sense the magic user, their spellbook, and have the power of being able to read magic at all times; this power extends to even rendering them immune from explosive runes or other traps written into the magic user's spellbook; as they were spawned from it.

[6] The spell cast doesn't take effect. Instead, the target (if singular) and the caster or the caster and the nearest person that was a target (if plural) suddenly burst forth a powerful magical curiosity. If the target of the spell was an inanimate object or a general area, then the nearest living person and the caster are both affected. Both suddenly sprout a long, tendril-like eel of arcane energy from their nose or equivalent organ. The eels are exactly long enough that the two of them can meet in the middle. They are always opposite colors to each other- and have the opposite emotion towards each other as their creators. If the caster was casting a spell on a friend, the eels will snap viciously at each other. It is possible to contain the eel by pulling on it, but it will just as much bite its own master's hand if held back from killing its rival. The eels can tug on the body they attached to, requiring a saving throw modified by strength to avoid getting pulled close so the eels can fight again. If one of the eels die, the other cries in triumph and is freed from the nostril of the person who succeeded. The other character experiences one level of level drain from the astral repercussions of their parasite's death. 
The freed eel now can do as it will, but will accompany the person whom it was bound due to a sense of affection, and become a loyal pet, despite its betrayal of your allies aura.

If the caster was casting an offensive spell on a target they hated; the eels have the opposite personality. Instead, the two eels are constantly wrapping around each other in a mating embrace; wishing nothing more then to stay together. Ripping them apart causes them to whine and snap back at their owners, and if one of the eels dies the other is free and will attack whoever caused its lover to die.

If the emotions of the caster and target are more neutral; a more arbitrated effect based on the situation occurs. If the caster was casting a spell on another for the promise of payment, then the eels instead bites the hands of the caster to give to the other eel. If the caster was casting a spell on his master and failed, then the master's eel will bite the master's lips to keep him silent as to listen to the 'wisdom' of the apprentice magic user, their roles reversed.

[7] The spell succeeds. However, a magical curse is laid upon anyone who interacted with the spell. This includes those struck by it, thus who used or rode on a summoned object or creature, those who were blessed/cursed, those who cast the spell that was countered or deflected or boosted by the caster's own spell, etc. Those who interacted with the spell gain a dark shroud around their eyes and hands, and feel uneasy.

The next time a cursed person performs an action with a numerical bonus or a power from their class features, creature abilities, ability modifiers and so on have it fail and suddenly locked after the roll. For example, if a fighter who is cursed makes an attack roll, or uses his hearty constitution to hold his breath for a long time is then cursed. His attack bonus from his class disappears as he misses his target, his constitution modifier drops to +0 after his lungs nearly burst, etc. Creatures with daily or at-will powers have the same effect occur; they lose their darkvision or transformation powers after failing their shapeshifting, etc.

The locked or bonus is now a curse on that person, not being available again unless a powerful remove curse spell is cast upon them OR they gain 20,000 xp (in the place of a player character) or somehow grow +2 HD (in the case of a monster or NPC); natural power growth is needed to restore them.

[8] The spell succeeds. However, the caster feels a strange heaviness in their chest that fades after a few hours. Every dawn and dusk, the caster has a sudden resurgence of the spell in a minor form centered on themselves; such as if they failed an offensive elemental spell then each dawn and dusk they are singed, chilled, zapped, etc. for one point of damage. If the spell was positive, such as a healing or buffing spell, then the spell effect still occurs in a lesser way, but a new negative effect plagues them for the rest of the day, such as a cure disease means they are affected by diseases until each dawn and dusk, when they are temporarily cured.

[9] The object the spell is being cast on, or the most central and obvious object in the area the spell is being cast, is changed into an Inanimate Stalker. Animated objects this way move as makes the most logical sense; cloth items glide and slither, stone statues move as per their subject matter, round things roll, etc. These objects also grow six purple spider legs and fight as a 5 HD creature of the same name.

The object becomes obsessed with the caster who spawned it; they have a 3 in 4 chance for the obsession to be murderous, the object wishing to kill the magic user and their allies, but on the 1 in 4 chance otherwise the object is obsessed with winning their approval and is a demented stalker; killing people the caster interact with and putting their corpses on the caster's doorstep or in their sleeping bag as a trophy and proof of their devotion. Using these powers in tow; the Inanimate Stalker seeks to destroy or obsess over the caster who first caused this magical mistake.

Inanimate Stalker (5 HD, +3 to hit, damage and AC according to object, zombie animation)
Morale- 12

This object has become alive in a curious way. Using both animated object methods of locomotion along with the strange, alien spider legs it can move around on its own power and obsesses over a single person. The object gains attacks and AC based on the object it was originally; wooden objects gain medium AC but are weak to fire, stone is very hard but slow, corpses act as zombies and gain many of the same powers they had in life, etc.

This object can also animate other objects. By touching an object similar to the original form of this animated being, such as an animated tree stump touching wood or a painted figure touching portraits, these other objects can be so animated. This animation is crude and the new objects are much less powerful and sophisticated then the original; they use stats as zombies (2 HD, always goes last in initiative, etc.) but use the same AC and attacks as they would resonably have as animated objects. They are also very dumb and only seek to destroy the being that the original Inanimate Stalker is obsessed with.

Sunday, August 19, 2018

Universal Spontaneous Magic System


In order to cast a spell, you must first Invoke a Discipline and declare your effect. Your DM will tell you how difficult this spell is, and then you can roll a d20 meet or beat the SC (Spell Challenge). Add your Intelligence modifier to all normal spell rolls. Casters add their level, half casters add half their level, rounded down, to the spell roll. If you've equipped a wand, staff, magic orb, spellbook, etc. add +1 to the roll.

On any successful spell roll; your character gets -1 to all spell rolls made for the rest of the day. This is due to draining their magical energy. If you drink a mana potion you can restore +1d6 points of your normal bonus. Points over your maximum provide no bonus, but make your eyes and skin glow for 1 turn per point over max.

On any failed spell roll; you must choose one of these four options. If you are casting a spell from a scroll, item, don't know what the spell does, or are manipulating another unknown magical force; roll 1d4 to determine random outcome instead. You must also roll a random outcome if your roll has a final value of 0 or less.

Spell Failure Table
[1] Spell Fizzles. Spell Fails, no ongoing negative modifier. You cannot invoke that Discipline for the rest of the day/adventure.
[2] Overexert. Spell Succeeds, -2 ongoing negative modifier to spell rolls. You are stunned for 1d4 rounds if in combat and cannot cast spells for 1d6-Wisdom modifier exploration turns.
[3] Backlash. Spell succeeds, -1 ongoing modifier. You take some damage to maximum hit points, a random attribute, destroy some of your equipment, or suffer a mutation. If you use spellcaster Dooms, then this option advances your Doom by 1 stage.
[4] Haywire. Spell succeeds, -1 ongoing modifier. Spell is uncontrolled and has random or unforeseen consequences. Summoned creatures are no longer friendly or under the control of the caster, energies fly randomly or change element, healing spells cause mutations, etc.

Spell Challenge
The Spell Challenge or SC of a spell is how difficult it is to cast that magic. You must meet or beat the number on a d20 + modifiers to succeed with your spell, and follow the rules for success or failure normally.

The base SC is 10.

Spells are easier if;
(-1 SC) Casting on an item you own
(-1 SC) Casting on a place you live/closely tied to
(-1 SC) Casting on a willing/friendly target
(-1 SC) You are touching your target
(-1 SC) The area is awash with ambient magic, such as a magician's manse or standing stones
(-1 SC) The spell is cast “as a ritual”, meaning it takes at least an exploration turn.
(-2 SC) You are casting on something that already exists instead of conjuring something new.
(-2 SC) You are casting a “Formula” Spell (spell effect common in campaign setting)

Spells are harder if;
(+1 SC) Target is more then a stone's throw away
(+1 SC) One symbolic degree of separation from your spell's discipline to your desired effect. For example; creating just light from the Elemental Create/Control Fire discipline.
(+1 SC) Conjuring something with a minor supernatural property
(+1 SC per) Each AC gained from heavy armor.
(+1 SC) Area of effect is 5-10 square ft.
(+1 SC) Deals 1d4 Unerring damage.
(+1 SC) Duration over one exploration turn.
(+2 SC) You cannot see or hear your target.
(+2 SC) Your target is a swarm (ignore multiple creature rules below for swarm creatures)
(+2 SC) Conjuring something with a major supernatural property.
(+2 SC) Area of effect is 15-30 square ft.
(+2 SC) Deals 1d6 Unerring damage.
(+3 SC) You do not speak the incantations. This also includes trying to cast from stealth.
(+3 SC) You arms or hands are tied.
(+3 SC) Area of effect is 35-50 square ft.
(+3 SC) Deals 1d8 Unerring damage.
(+4 SC) Deals 1d10 Unerring damage.
(+4 SC) Area of effect is 50+ square ft.
(+1 SC per) Additional Targets past the first. If casting on multiple creatures, the HD of the highest creature determines spell resistance.
(+HD SC) Casting on an unwilling monster or creature; their level/HD increases their resistance.

Disciplines
Every magic user has Disciplines- Disciplines are the type of magical actions they can perform. They are equivalent to schools of magic or broad “spells” they can cast, such as an Illusionist or an "Orthodox" Wizard. Disciplines can only be learned with special training or pilfered spellbooks, or developed over many years.

Some magical characters may seek training or mastery over a specific Discipline; when this is accomplished, add +1 to the Discipline's name, which is added when Invoking that Discipline.

Each class archetype only has a few disciplines for when they start play.

Common Disciplines of Archetypes
Wizard
  • Create/Control Arcane Energy
  • Animate (Inanimate) Objects
  • Discern the Invisible or Hidden
  • Levitate/Hold Beings

Elf
  • Obfuscate Places or Things
  • Guide/Heal Nature
  • Enchant Items

Druid
  • Empower/Control Animals
  • Animate Plants
  • Shapeshift Self
  • Create/Control (Localized) Weather

Witch
  • Summon Demons
  • Transform self/others
  • Cast Hexes/Curses

Illusionist
  • Conjure phantasms
  • Change Appearances
  • Manipulate emotions

Necromancer
  • Animate Dead
  • Create/Control Death Energy
  • Harm Living Beings

Sage
  • Restore health & attributes
  • Ward against monsters
  • Conjure light
  • Counter black magic

Oracle
  • Create/Manipulate a fated event
  • Predict Actions of Others
  • Peek into the past of a thing or place
  • Project senses remotely

Elementalist
  • Conjure/Control Fire
  • Conjure/Control Water
  • Conjure/Control Earth
  • Conjure/Control Air

Red God Cultist
  • Empower/Guide Monsters
  • Manipulate/Reveal Bloodlines
  • Empower/Damage Attributes
  • Fill places with Gloom & Dread

Alternate Rules for Patrons
You may also be able to replace your Discipline with a “Patron” being. To Invoke, you must speak the beings name instead of speaking a magic incantation.

Casting a spell by Invoking a patron doesn't give you a negative to all spells, just to the patron's discipline as you expend your favor. Doing things that the patron likes, making a sacrifice, and regular religious service during downtime can restore these negative modifier.

Failed spell rolls can allow the patron to cause their wrath upon you instead of a Backlash, and being forced to do a quest for them replaces Haywire spells.

For example; the Warlock invokes the name of an arch demon to burn his enemies twice. He has -2 onging to Invoke the Archdemon; but smashing a gemstone as a sacrifice will allow him to restore a point of his modifier to make further spells more likely.

Example Spells
Ice Platforms
Bortho the Level 4 Magic User has the Discipline Create Ice Sculptures at +1. He wishes to create three floating icy platforms to help his party escape a chasing monster. He is not holding a staff, as his was gobbled up by a gluttonous ooze early in the adventure, and he already cast two spells today. His Intelligence modifier is +1. His spell roll modifier is +4, +1, +1, -2 for a total of +4.

The SC for his spell is 10 + 2 additional platforms. The Dungeon Master rules that the floating platforms should count as a major supernatural property, and adds another +2 to the SC. The DM asks Bortho the area of the platforms you could stand on, and Bortho just says enough for a single person, so the area of effect is just +1 SC. The total SC for the roll is 15.

Bortho rolls a 1d20 and rolls an 8. Even with his bonus of +4, he fails the spell and is presented with the table of options on spell failure. He doesn't want to give up his best Discipline, and fizzling the spell would mean the monster would be upon them without an escape route. Overexerting himself would also be a bad move, because then he would be incapacitated for long enough for the monster to kill him, and he doesn't want to be left behind, and he's weak enough from the dungeon that taking damage could kill him. So he goes with the final option, and allows his platform to be haywire'd.

The DM describes the platforms shakily coming into being, but nothing happens as of yet. The party is skeptical of the Wizard's work, but ascend up the steps anyway. As weight is put on each step, however, they start to float to the left and right, shoved by the weight. The platforms start to crash into each other and the walls, prompting saving throws to avoid falling into the chasm below. Bartho is later kicked in the balls by the Fighter's daughter for killing her father, but Bartho has the last laugh because he is a Wizard and didn't need his balls anyway.

Magic Missile
Any first level Wizard wants to cast magic missiles. Using the Discipline of Create/Control Arcane Energy, they can deal 1d4 Unerringdamage, which means it can't miss and there is no save, at +1 to the SC for a total of SC 11. The Wizard has a staff and is first level, so gets +2 to the roll, not including intelligence. The DM declares this to be a legacy or formula spell, and makes the SC 9 instead. The Wizard only has to roll a 7 or higher to succeed for this simple spell.

Red Candle
A Sage with the Discipline of Conjure/Control Fire wishes to create a magic candle that ties itself with the life force of a young apprentice; the candle turns red when she is in danger. While the Discipline of Fire isn't very closely related to life force or “sensing danger”, the DM makes a ruling since the Sage already has healing and protective magic disciplines that it's acceptable without a penalty; but BOTH Disciplines must be invoked and could be voided on a failure.

The duration is over 1 turn which adds +1 to SC, the apprentice may not always be nearby or in sight, so adding the modifier for distance of +1 SC and +2 SC for no visible/audible target may also apply. Since the spell is being cast on a candle already present, subtract -2 SC. Since this spell is being used on a friendly character, with an owned candle, and they can touch when it is cast/not an issue of distance, you could also drop another -3 SC from the spell's difficulty. But since the target is not always going to be present/touched for the duration, you could also rule these out. I'd mark the SC of this spell to be around 12, give or take, depending on how you'd rule the complexity and symbolic ties.

Spontaneous Magic to Spell Slots Conversion
If you use spell slots; Spontaneous spells instead use up a spell slot instead of giving negative to future spell rolls. Make a saving throw vs spells upon a spontaneous magic cast, and on failure, roll on your favorite spell failure table. This is the cost and uncertainty of using spontaneous spells instead of your safe, practiced rote spells.

1st Circle Spell from SC <10
2nd Circle Spell from SC 10-14
3rd Circle Spell from SC 15-19
4th Circle Spell from SC 20+

Random Discipline Table
Roll 1d20
[1] Conjure/Control Things associated with a “Basic” color.
[2] Astral Magic from Dominions
[3] Repair/Manipulate Mechanical Devices
[4] Generate a random Lovecraftian Horror. This is your patron.
[5] Dig Holes/Tunnels in the Earth or Stone
[6] Summon/Guide Creatures that Fly
[7] Mimic Dragon Powers
[8] Enchant/Animate Cloth
[9] Open/Close Dimensional Spaces & "Otherspaces"
[10] Create/Control a random Magic Energy
[11] Shapeshift self/Control Insects & Arachnids
[12] Manipulate/Stop Time. +4 SC to these spells.
[13] Sideshow Magic. -2 SC to these spells.
[14] Sense/Peek/Manipulate/Project Dreams
[15] Summon Otherworldly Beings
[16] Conjure Soldiers/Equipment/Fortifications
[17] Empower/Degrade Appearances
[18] Shrink/Grow Objects or Beings
[19] Sense/Reveal/Manipulate/Levitate Alchemical Creations
[20] Roll on Cave Girl's Aspect list for a Discipline

Monday, August 21, 2017

The Elder Scrolls spell mishaps table

I've never really found a satisfactory method of dividing spells by type. D&D's method is pretty cool, like having Abjuration, but Necromancy and Illusion breaking the naming formula isn't too nice, plus Transmutation is overloaded and Enchantment and Illusion seriously shouldn't be separate categories.

The Elder Scrolls method is, in my opinion, a bit underrated. It gets you everything you need, all the spell effects most adventurers would care about with a nice 'miscellaneous' category in Mysticism. Still breaks the naming convention but at least it tries.

TES Spell Mishaps
Roll 1d12 for whatever category spell you fail at casting. If you were actually playing an Elder Scrolls system, most of the time the spell would just fizzle, but this is for when you fail AND you have a low luck character.

Alteration
[1] Water is drawn towards you, creeps up and down your frame.
[2] One piece of leather on you becomes the color and hardness of bronze. Useless for metallurgy.
[3] The weight on one piece of your equipment is shifted to a tip or base.
[4] The ground beneath your feet turns to mud.
[5] One nearby lock is jammed for a short period of time.
[6] Creates a huge amount of heat or cold in the area, dissipates normally.
[7] You feel as though you are carrying 50% more gear then you really are.
[8] Water becomes as dense as air for you, but you cannot breathe it.
[9] Nearby wooden objects turns into brittle porous stone.
[10] One piece of metal armor you are wearing become a weaker metal, or reverse for an enemy.
[11] You NEED to breathe water for 1d6x10 minutes.
[12] Your weapon becomes so lightweight is barely deals any damage, falls like a leaf.

Conjuration
[1] Conjure a tiny biting horsefly, which follows you around until it dies in 1-2 months.
[2] You smell of the brimstone of oblivion or rotting flesh.
[3] Daedric chastity device appears on your groin. Locked, without its spiky key.
[4] Daedric weapon appears in your hand, unable to be dispelled or dropped.
[5] Scamp appears in your bedroom tonight, which wrecks things and you if you step off the bed.
[6] You grow horns. If you already had horns, the old ones fall out.
[7] Nearby animal mutates into a daedric style beast, aggressive to all but the summoner.
[8] Nearby tentacles appear from various holes and sewer great, seeking knowledge.
[9] Zombie gas cloud appears around you, make a save or be infected by a disease.
[10] Nearby corpse reanimates, does menial task and will attack anyone if interrupted.
[11] Rations are replaced with foul food, meat becomes rancid and plant matter becomes aggressive.
[12] Daedric helmet appears on your head, too heavy and causing you to be mostly blind.

Destruction
[1] Flame and Frost mix to create steam, which rises uselessly. Affects all Fire/Frost spells.
[2] Tiny wisps of fire blow back towards you, which might light you on fire.
[3] One of your stats is randomly damaged by -1d6 points.
[4] You take twice the damage from a random element. Lasts until the next source of that damage.
[5] Lightning shocks you, causing you to be stunned for one round and makes your hair fritz up.
[6] Frost sticks your feet to the ground, making you unable to move until it melts or is chipped away.
[7] Next piece of wall or masonry you touch with your hand is reduced to gravel.
[8] Hole burns into your coinpurse or into a potion flask.
[9] You take +1 damage from normal weapons.
[10] Next person you touch besides yourself takes 2d6 lightning damage. You can't control it.
[11] Normal fire is drawn towards you like a magnet, trying to burn you.
[12] Any piece of clothing you wear degrades at 5x the normal rate.

Illusion
[1] You laugh hysterically at inappropriate times.
[2] You are under the effect of a calm spell, and cannot take violent action unless attacked first.
[3] You are under the effect of a rally spell, and cannot willingly retreat.
[4] You are silenced for 1d8 turns.
[5] Very light chameleon effect on your body, fading in and out, making you slightly transparent.
[6] Your entire body glows lightly, making it very hard to sneak.
[7] Paralyzed for 1d4 rounds.
[8] Creature or object you next use in combat is actually an illusion, and deals no damage.
[9] You are charmed and find it hard to resist any polite request during this effect.
[10] Random door or window nearby is hidden from you, must be found like a secret door.
[11] You are feared and must flee from any threats or dangers, regardless of your power.
[12] Ghost figments are created in the area, like disembodied voices and apparitions.

Mysticism
[1] Other creatures detect you as though you were under a detect life spell.
[2] The next time you use any teleport spell or service, you are whisked inside the sewer of a city.
[3] You've soul trapped yourself, but your soul cannot be captured without at least a black soul gem.
[4] The next spell you cast is reflected back to you in full.
[5] Random objects float around you and follow you like a loyal dog.
[6] Next person who hits you with a melee attacks heals ½ of the damage dealt.
[7] You sweat magicka, lose magicka equal to stamina lost.
[8] Your detection spells are too sensitive, causing everything to glow so bright you can't see.
[9] Every 5 rounds a wave of dispel washes over you, stopping your enchantments.
[10] You teleport to the least convenient place you could be within 100 ft.
[11] Random objects of similar size and shape swap places, like a brick and a tome.
[12] Nearby spells bend to hit you instead of their intended targets.

Restoration
[1] Any minor injuries you have heal over into large ugly scars and scabs.
[2] One random attribute of yours is doubled, while all the rest are halved.
[3] You are poisoned with a minor poison, dealing 1d4 damage per turn.
[4] You are infected with a common disease.
[5] Constantly out of breath and tired.
[6] You need triple rations then normal, you whine for food constantly.
[7] You resist heat but are weaker to cold. You are always shivering.
[8] Susceptibility to disease, get -2 on saves vs disease.
[9] Graduate the next disease you catch by one step, common to blight and blight to incurable.
[10] Your body becomes extremely delicious to vampires and the undead, who can sense you.
[11] Your maximum health, stamina, and magicka swap randomly.
[12] Nearby enemy has one of their stats fortified by +1d6 points.