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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


Previous Message: Re: The Beholder Imperium-- Ships and Technology of Beholderspace
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Month Index: March, 1997

SubjectFromDate (UTC)
Re: More mutator responses    Magus    05 Mar 1997 16:44:32
Re: More mutator responses    Tavenji@???.com    05 Mar 1997 20:57:50
Re: More mutator responses    ZIGGY    06 Mar 1997 01:02:17
Re: More mutator responses    Tavenji@???.com    06 Mar 1997 02:02:11
Re: More mutator responses    Teos Saa Abadia    06 Mar 1997 18:31:53
Re: More mutator responses    Tavenji@???.com    06 Mar 1997 20:45:42

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