It is said that long ago, the wisest of the gods grew weary of life, and decided to split Her wisdom and scatter it across the worlds. In Her last breaths, She spoke to all Her creations, and told them that they must find the deepest truth of this world. Only when they have understood how to bear the burden of knowledge could they be gathered together once more.
On the third day, it was realized that it would not be enough to merely strengthen themselves against such a burden, as the weight of a God's knowledge is infinite.
Spells:
Cantrip: Spark spirit: Imbue intelligence equivalent to a 1d20 year old human to an animal. They understand speech and can learn, but cannot mature as they age.
Cantrip: Savage secretion: Consume a ration to produce a vial of any poison you have ever consumed. It has a shelf life of 10 minutes.
1: Secrets of spontaneous spawning: Touch an egg, in [sum] hours, it hatches a copy of an implant that you, or someone who you touched during that duration has. It randomly selects an implant that takes up a number of body slots based on the size of the creature that laid the egg. Medium: 1, Large: 2, Huge: 3-4 Leviathan: Choose a random implant from the list of divine organs.
Casting the spell takes [body slots] thaums.
1: Secrets of spontaneous spawning (touch): After 1d20 hours, an [dice] HD serpent emerges. It is friendly to you unless you give it a reason to feel otherwise. Dice cannot be greater than the values listed in the base spell.
2: Snap shell: Eat a fresh egg to heal [sum]+[dice].
3: Seal (sight): A statement within sight becomes a promise, if broken, they are stabbed by 1d12 psychic damage each day for 100 days, or until they repent and admit their sin. This can only be taught to followers of the deep church, serpents, or demons, none else can learn it.
4: Sustain (3m): Multiply duration of an effect (including conceptual effects) by [sum]+[dice]. Repeatable, no compound interest.
5: Stimulate Sap: A plant matures by [sum] years or weeks (choose).
6: Scorch: Deal [sum] fire damage in a [dice]m semicircle.
7: Sleep (touch): A [dice]+[dice] HD creature falls asleep.
8: Strangle (sight): Deal 1 exhaustion per turn for [dice] rounds. Spells cast by the target count as being cast with [dice] less thaums.
9: Sweeten (sight): For [dice]x[dice] rounds, invertebrates, parasites, creatures that attack randomly and creatures not friendly to the target automatically target and pursue the target if possible.
10: Sedate (sight): Inflict weaknessx2 to psychic and mental effects for [sum] rounds.
11: Slither: At the end of every round for [sum] rounds, slide [sum] meters in any direction as if you had been shoved.
12: Swallow (touch): A [dice]+[dice]HD creature is pulled into your soul for [sum]x[dice] minutes. For that time, it effectively does not exist. This last rule does not apply for creatures capable of possession.
13: Sway (touch): [Dice] HD target is under your control for [dice] rounds.
14: Seize senses (sight): [dice] of the target's senses are under your control.
15: Scouring wind*: Choose a direction when casting the spell. Every creature and object within a [sum]x[sum] meter cube centered on yourself when the spell was cast takes knock back [dice] and [dice-2] fire damage. Lasts [sum]x[sum[ rounds.
16: Spear of resolve: 120m line anti-material, [sum]+[dice]fire/psychic. Unusable if charmed, depressed or afraid.
17: Shed skin: Change [dice] facial/bodily features and discard [dice] curses, afflictions, wounds or diseases.
Monsters:
Serpent
| HD: 1/2-1 | AC: Unarmored |
Keywords: Swim(water) 12m/40ft, walk/climb/swim (air) 6m/20ft, small.
Mobility: Swim 8, swim (air) 4.
Action: Bite (1ap): 6 poison, paralyze (d3 rounds), close combat.
Giant serpent
STR: 1-4| HD: 1-6 | AC: scale |
Keywords: Large(2x2), serpentine.
Mobility: Swim(water) 12m/40ft, walk/climb/swim (air) 6m/20ft.
Actions/abilities:
-Advantage on grapples. Inflicts 1 exhaustion at the target's turn. Cannot use grapple actions other than restrain.
-Bite: 6 piercing/toxic, close combat.
Variants:
1: Non venomous: Bite deals only piercing damage, and only 1 damage if small.
2: Blessed: 1 MD and 1 spell from the primordial creation list.
3: Flightless: Serpent loses swim (air) and gains spider climb instead.
4: Bite can deal psychic damage.
5: Auburn: 1 MD and 1 spell from the pyromancy spell list.
6: Winged: 2d3 wings, gain fly 18m/60ft.
7: Invisible
8: Divine: Has two spells of primordial creation, 1 divine essence, and the ability to negate 3 attacks a day.
9: Albino: Deals 1d12 psychic/force when an attack is declared against it.
10: Blank: If you do not look at it, you cannot remember its existence.
11: Sentient, roll again.
12: Colossal: Increase size 1d2 steps, double str and HD each time.
Ingredients:
The liver of a serpent can be brewed into x a potion that grants -x resistance to psychic damage for x hours. X being the HD of the serpent. If this is extracted from a souled creature with a knife that deals soul damage, the effect is permanent, but the max hp of the donor is reduced by 1HP/HD.
Serpent scales are very delicate, with only roughly 100grams/HD being possible to extract. If you get enough to make a full set of armour, you can make a nice set of magic resistant lamellar.
Notes:
-Implants and divine organs can be found Here
-A "*" next to a spell means you need twice the actions to cast it.
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