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Month Index: March, 1997
From: Magus <fuzzy@??.??????.com> Date: Wed, 05 Mar 1997 08:44:32 -0800 Subject: Re: More mutator responses
> It is rumored, and highly probable, that mutators are responsible > for creatures and monstrosities like: bulettes, carrion crawlers, > chimeras, cockatrices, dopplegangers, dragonnes, griffons, hippocampi, > hippogriffs, lamias, manticores, mermen, owlbears, sea lions, and > selkies. You know, some of these creatures are not actually magical crossbreeds. Dopplegangers, manticores, mermen, lamias, and maybe a few others, are natural races that happened to develop (or was it created by a god? Maybe some of the previous WERE created/crossbred, but I didn't check). Unless you want to tell a centaur that he was bred from a horse and an elf, in which case... <ouch!> There's an article in an old Dragon called "The Sunset World" that points carrion crawlers as creatures natural and share a common descent as the mind flayers (sort of; they both have those tentacles on their heads). > Subject: [SPELLJAMMER] - Mutator Level 4 Spells > > Level 4 > > Aquaman > > Range: Touch > Components: V,S,M > Duration: Permanent > Casting Time: 1 round > Area of Effect: Creature touched > Saving Throw: Neg. > > This spell can adapt any human or demi-human to life underwater. The > subject's hands and feet become webbed and the body develops gills. Those so > changed can swim with a Movement of 15 underwater, but cannot survive for > more than 10 minutes on the surface (because of the gills). An aquaman can > live in fresh or salt water. The effects of this spell can be negated with a > revert spell. > The material component for this spell is a fish bone. Why just humans or demihumans? Let's plant a hibiscus under water! Seriously, though, I'm beginning to wonder how COMMON Revert is. Perhaps all these body-modification spells should have a reverse that just reverses that one spell, just in case the mutator doesn't HAVE the Revert spell. > Beastial Force > > Range: Touch > Components: V,S,M > Duration: 1 round/level > Casting Time: 1 round > Area of Effect: Creature touched > Saving Throw: None > > This spell can only effect humans and demi-humans, endowing beastial > savagery and attacks. The recipient's Intelligence score is lowered to 2 and > a savage rage erupts. The recipient can make a claw/claw/bite attack, > getting a +1 bonus to attack rolls and doing 1d4/1d4/1d6 damage plus any > Strength damage modifiers. > The material component for this spell is a sharp animal tooth or claw > which the caster uses to scratch the spell recipient. Perhaps also a clouding of judgement (reduce of Wisdom)? > Virus > > Range: 10 yards + 10 yards/level > Components: V,S > Duration: 1 round/level > Casting Time: 5 > Area of Effect: Up to 30'cube > Saving Throw: Special > > This deadly spell creates a totally invisible killer virus that remains > in the area of effect for the spell's duration and cannot be dispersed. The > virus can immediately slay any creature with fewer than 4+1 HD, cause those > with 4+1 to 5+1 HD to make a saving throw vs. poison with -4 penalties or be > slain, and creatures with up to 6 HD to roll an unmodified saving throw vs. > poison or be slain. Those who make their save take 1d6 damage per round, > even if they leave the area of effect. Creatures above 6 HD take 1d8 damage > for the duration of the spell. Once out of the area of effect, the progress > of the virus can be halted with a cure disease spell. Virus can penetrate > liquids and can be cast underwater. I'm sorry, but I don't see what this spell has to do with mutation. More like a necromancy than anything... It seems like a minor(?) Death Spell in function (was that the point?). > Irradiate > > Range: 10 yards + 10 yards/level > Components: V,S,M > Duration: Instantaneous > Casting Time: 3 > Area of Effect: Special > Saving Throw: 1/2 > > An excellent offensive spell, this creates waves of luminous green energy > that shoot forth from the caster's hand, either directed at one target or > with an area effect of up to 20' in radius. The waves damage organic matter > proportionally to the level of the wizard who casts it: 1d6 points per level > to a maximum of 10d6. Victims are allowed a saving throw for half damage, > but for every 10 hit points of damage taken, 1 point of Charisma is lost (due > to the flesh-damaging effects of the ray). This damage can't be regenerated, > and only a heal spell will restore the lost Charisma. Irradiate can be > blocked by 1/2 inch of metal, but can penetrate up to half a foot of wood or > an inch of solid stone. The spell primarily effects flesh and organic > matter, but if used in an area effect, that area is contaminated for up to a > maximum of 5 rounds (1 per every 2 levels of the caster) and will cause > contagion (like the Level 4 Wizard spell), causing skin afflictions, lowering > attack rolls, Strength, Dexterity, and Charisma by 2. A cure disease spell > will negate these effects. > The material components for this spell are two small, crystal balls that > are rubbed together in one hand. Umm... what level was this? Seems kind of powerful for a fireball-offshoot spell. Perhaps 6th or 7th level, since it does even more damage than actual damage. > Revert > > Range: Touch > Components: V,S > Duration: Permanent > Casting Time: 1 round > Area of Effect: Creature touched > Saving Throw: None > > This spell negates the effects of many mutation spells up to level 5, > reverting the subject to normal. Spells that revert effects are: mutate > size, dark eyes, beastial force, eagle eyes, infuse metal in flesh, and race > change. Well, I'd think the powers of this spell need to be more broad than revert mutation spells. I'll bet that Polymorph Other'd guy over there really doesn't want to be a frog anymore... > Level 5 > > Bone Blades > > Range: Touch > Components: V,S,M > Duration: 1 turn per level > Casting Time: 1 round > Area of Effect: Creature touched > Saving Throw: None > > By using the bone blades spell, the caster can endow himself or anoth= > er > with the ability to extend blade-like protrusions from the body in a > predetermined location. Usually the blades are made to emanate from the > fingers, elbows, or back of the hands. The blades are made of the subjec= > t=92s > own bones, so when extended, they do 1-2 hit points damage to the subject= > and > cause a momentary sharp pain. The subject must make a successful > Constitution check or the open wounds will not close, bleeding away > 1-2 hit points per round until bandaged or healed. Many who use this > spell also wear a ring of regeneration, which negates this effect. > The blades do 2d3 points damage, with additional bonuses for strength. > Also, the subject gets a +1 bonus on surprise rolls when first attacking. > Because it is a mutation spell and uses the subject=92s own body as raw > material, this spell is highly sought after by thieves and assassins. > Only a detect mutation spell can reveal the hidden weapons. It is >even more effective when combined with infuse metal in skeleton. > The material component for this spell is a miniature knife carved >out of bone. Ala Wolverine, I'll bet! Kinda like using wrist razors that have been psionically grafted... (thinking about psionics again). > Infuse Metal In Flesh > > Range: Touch > Components: V,S,M > Duration: Permanent > Casting Time: 5 rounds > Area of Effect: Creature touched > Saving Throw: None > > This spell, which allows for the safe joining of metals and flesh, ha= > s > many useful applications, many of which offer resistance to one or more f= > orms > of attack. Up to two metals can be infused into a single body at one tim= > e. > The metals can either be infused into the skin or the skeleton of the > recipient as follows: > > Metal Skin Attack Form Benefits Drawbac= > ks > Gold, silver, Electrical 20% chance of Skin > draws > copper attack bolt reflection > attention > > Adamantite Any weapon Natural AC 9 Some loss > steel, iron > o= > f > feeling > > Lead, gold, ESP, X-ray Blocks spell Canno= > t > use > platinum vision effects > ESPmagic > > Met. Skeleton Attack Form Benefits Drawbac= > ks > Adamantite Severing 90% sever -3 sav= > e > for > resistance > electrical > > Adamantite, Martial +3 punch Can=92= > t > swim, > steel, iron arts damage > magnetic > > Steel, iron, Electrical Save automatic Draw= > s > rust > copper attack for 1/2 damage > monsters > > The material component for this spell is an amount of the desired met= > al > equal to 1/8 of the recipient's weight for skin infusion, or 1/3 the > recipient's weight for skeletal infusion. Sorry, but the table got garbled, so could someone repost a fixed table for me? Another spell ala Wolverine. Actually, I'd think maybe you'd want to raise it to 6th or 7th level, since it seems it has a LOT of potential to be unbalancing. > Race Change > > Range: Touch > Components: V,S,M > Duration: Permanent > Casting Time: 2 rounds > Area of Effect: Creature touched > Saving Throw: Neg. > > This spell can only be used on humans or demi-humans. The caster > can change the subject's race in all ways, so that the subject cannot > be told apart from a creature of that race (except by using a detect > mutation spell), even to the use of special demi-human powers, such as > infravision or resistance to charms. You know, there's a spell in Dark Sun called Pure Breed, a 10th level spell (let's not get into that, okay?), and it takes ceremonies and many months to even cast the spell, so a halfbreed race can be a pure member of their parent race. And it only takes a 5th level spell to change race period? This seems a little unbalancing for a 5th level spell, so maybe it should be 9th level. Also, why just affect only humans/demihumans; shouldn't it also turn the hibiscus into a lion? (seriously) Magus Zeroc Wondering if a hibiscus would make a good meal, or if that same hibiscus would make a good meal out of him
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Month Index: March, 1997
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Re: More mutator responses | Magus | |||
| Re: More mutator responses | Tavenji@???.com | |||
| Re: More mutator responses | ZIGGY | |||
| Re: More mutator responses | Tavenji@???.com | |||
| Re: More mutator responses | Teos Saa Abadia | |||
| Re: More mutator responses | Tavenji@???.com |