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Month Index: March, 1997


From:     Tavenji@???.com
Date:     Wed, 5 Mar 1997 16:21:34 -0500 (EST)
Subject:  Re: Mutators: Inner School Secrets
The following spells are for Mutator specialists only.


Level 8

Replicate

Range: Special
Components: V,S,M
Duration: Permanent
Casting Time: 2 turns
Area of Effect: 1 tank
Saving Throw: None

    This is the prize spell of the mutation school.  In order to cast it, the
mutator must have a replication tank, which is some kind of container filled
with amniotic fluid, acting as an artificial womb.  These are usually
available in the Inner School.  The cells of a dead creature are placed
inside and the mutator casts the spell on the tank.  The tank then becomes
the perfect nurturing environment for the cells, which start to grow into a
replication of the "donor."  Two or more creatures can be combined and grown
with the fuse spell (see above).  The replicant takes 1d6 months to grow,
after which time it may be removed from the tank as an infant.  Like clones,
the new life has one less Constitution point than the original.  The
replicant's age may be altered with the age spell, but the replicant is
basically a new life, with no previous knowledge of it's former existence.
 Replicants can be distinguished from "normal" life by a detect mutation
spell.  Replicants who learn about their past life often become desperate to
regain it, and in some cases (15%) they go mad from the knowledge of an
entire other-life just beyond their reach.  These memories can be restored,
however, under extreme stress.  If the replicant is made to do something that
would be abhorrent to its former self, such as kill a loved one, the
resulting stress has a 40% chance to bring back all of the past memories up
until the time of the original's death.
    The material components for this spell are a replication tank and freshly
dead cells from the creature to be replicated.


Special Purpose

Range: Special
Components: V,S
Duration: Special
Casting Time: 1 turn
Area of Effect: 1 creature
Saving Throw: None

    Some replicants are created with special functions in mind.  It is for
this reason that the special purpose spell was devised.  Mutators can implant
sub-conscious ambitions and beliefs in the replicant's psyche.  These
implants dictate a large majority of the replicant's thoughts and actions.
 In order to bestow a special purpose on a replicant, the mutator must cast
the spell on the subject's replication tank late in the growth process.  The
caster may change the recipient's alignment, class, and even level (the spell
must be cast once per every level raised, but the level of the recipient
can't exceed the caster's.  If the original's level was higher than the
caster's, it cannot be raised any higher.).  The mutator must make an
Intelligence check for every casting of the spell, which is cast once for
every special purpose desired.  If successful, the resulting replicant is a
being that is custom made to fit whatever role was intended for it.


Level 9

Increase Attribute
Reversible

Range: Special
Components: V,S
Duration: Special
Casting Time: Special
Area of Effect: 1 creature
Saving Throw: Special

    This spell has two possible applications:

    1) The mutator can cast this spell on a replication tank to permanently
increase or decrease the attributes of the subject inside.  The casting time
is 1 hour to raise 1 point, and 1/2 hour to lower 1 point.  The caster must
successfully make an Intelligence check after each casting or the spell
fails.  No saving throw is possible with the first application.

    2) The second application of this spell allows the caster, after
successfully touching an opponent, to raise or lower the subject's attributes
as much as 1 point per every 5 levels of the caster.  This can be done to 1
or more attributes at a time for a duration of 2 rounds per level.  For
example, a Level 15 mutator could raise a recipient's Strength by 3 points,
or raise his Strength, Constitution and Dexterity by 1 each.  The attributes
could be lowered in the same way.  A successful save vs. polymorph negates
the spell.


Powers

Range: Special
Components: V,S,M
Duration: Permanent
Casting Time: 1 day/power
Area of Effect: 1 replicant
Saving Throw: None

    A potent, but rarely used spell for the replication process, powers
enable the mutators to imbue their creations with certain special abilities
the cell donors did not possess.  The mutator can gift his creation with a
maximum of two spell-like abilities, such as invisibility or ESP, or a
spell-like ability and an immunity to some form of attack.  However, casting
such a spell is a hazardous undertaking.  For each casting of the powers
spell, the mutator loses 1 Constitution point and must save vs. spell or fall
into a coma for 1d4 days (in which case, the spell fails).  The powers spell
must be cast on the replication tank, followed by the spell to be granted,
cast as many times as that power can be used in a day.  The power can be used
at will at the cost of an additional Constitution point.  Certain abilities
may not have an exact spell equivalent (such as breath weapons), so the
closest approximation must be used, and an Intelligence check made.
    The material component for this spell is one gemstone of 5,000 gp in
value per power, which is consumed during the casting.


Restore Replicant

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 replicant
Saving Throw: None

    Perhaps the most closely guarded mutation spell of all, restore replicant
restores all of the replicant's original cell-donor memories, right up to the
moment of death.  In effect, the recipient gains a set of double memories:
one from its previous life and one from its replicant life.  This duality has
a 30% chance of causing insanity, with a -2% for every point of Intelligence
over 5.  This spell can be cast on a replicant at any time after it is
removed from its tank.  The reawakening of these memories may override any
special purposes that relate to beliefs or alignment, but have all class and
level changes are retained.  A human can only retain two separate classes.
 If the replicant was made from the cells of another replicant, a kind of
chain-awareness can develop, leading to a sort of immortality for the
original "donor".  If it has no pre-restoration memories to confuse it, no
insanity occurs.  The recipient simply "awakens", recalling his or her own
death as if it were a dream.
    The material component for this spell is a small crystal ball which is
shattered after the final word of the spell is spoken.


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Month Index: March, 1997

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