In my game, Ahur is the Lord of the Dead, much like Ahriman. This is a patron spell, but can be learned by non-necromancer wizards, but all casting checks are at -2, and patron taint is gained on a natural roll of 1-3.
Here's my take on it. Enjoy!
Whispering White Worms of
Absolom
|
Level: 3 (Ahur) Range: Self
Duration: Varies Casting
Time: 2 rounds
Save: N/A
|
General: By calling on
the otherworldly denizens of Absolom, the caster is able to call forth
spectral toothed worms that protect the caster’s body, invigorating them with
their unnatural life forces.
|
Manifestation: Roll 1d5: (1)
ghostly worms writhe around the caster, creating a pale, smoky shroud with
eyes and teeth; (2) the ghostly worms
chew their way into the host body of the caster, leaving wounds that seep
with spectral ichor; (3) a handful of spectral worms circle the caster’s
head, formimg an unholy halo; (4) the spectral worms burrow into the ground
around the caster, and emerge to obstruct attacks or spells that are directed
at the wizard.
|
Corruption:
Roll 1d4: (1) caster's life
force is leeched by the angered worms, causing him to permanently lose 1
point of Stamina; (2) the worms force their way down the caster’s gullet,
scarring his mouth and throat, causing 2d4 hit points damage, and while
wounded reduce his voice to a croaking whisper (-1d to casting spells); (3) the
worms do not manifest now, but later, coming to the wizard in his dreams,
whispering horrors he was not meant to know – for the next 1d8 nights make a
DC 12 Will Save or suffer 1 point of temporary Personality Damage; (4) A
single worm manifests directly within the caster, as a parasite … for the
next 1d6 x 1d6 days, food is tasteless, and if the caster fails a DC 11 Will
save each morning, they will seek out the taste of blood to nourish them.
|
Misfire: Roll 1d4: (1) the wizard suffers 3d4 hit points damage from the worms chewing his
innards; (2) the mouth of the wizard becomes toothed and lamprey-like for the
next 1d4 hours, and they lose the power of speech (and a -2d to cast spells);
(3) for the next 1d6 days, the touch or taste of salt causes 1d4 hp damage;
(4) Cramping pains of the wizard’s innards causes a -1d to all die checks,
saves, and attacks for the next 1d4 hours.
|
Mercurial
Magic:
|
1 Lost,
failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption +
patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if
no patron); (4+) misfire.
|
2-11 Lost, failure
|
12-15 Failure, but the spell is not lost
|
16-19 The ghostly
worms manifest and grant the caster 1d4 temporary hit points and +2 to Fort
saves for 1d4 hours.
|
20-23 The worms grant the caster 2d6
temporary hit points for 2d4 hours.
|
24-28 The worms
grant the caster regeneration, healing 1d4 hit points at the end of each
round, assuming they have at least 1 hit point. Regeneration lasts 2d6 rounds.
|
29-31 The worms grant the caster
regeneration, healing 2d4 hit points at the end of each round, assuming they
have at least 1 hit point.
Regeneration lasts 4d6 rounds.
|
32-33 A single
worm takes hold of the caster’s body for the next year. During that time they do not age, and are
granted a +2 bonus to Fortitude saves, and 6d4 temporary hit points, assuming
they spent at least 2 points of spellburn during casting (otherwise they get
the 29-31 spell check effects). If
they cast this spell again before it expires, they automatically suffer the
effects of corruption as the first casting is forcibly ended.
|
34-35 A single worm takes hold of the caster’s
body for the next 1d4 years. During
that time they do not age, are granted a +4 bonus to Fortitude saves, 8d4
temporary hit points, and are immune to poison, assuming they spent at least 6
points of spellburn during casting (otherwise they get the 29-31 spell check
effects). If they cast this spell
again before it expires, they automatically suffer the effects of corruption
and misfire as the first casting is forcibly ended.
|
36+ A single
worjm takes hold of the caster’s body for the next 1d10 years. During that time they do not age, are
granted a +4 bonus to Fortitude saves, 10d4 temporary hit points, are immune
to disease and poison, assuming they spent at least 10 points of Spellburn
during casting (otherwise they get the 29-31 spell check effects). If they cast this spell again before it
expires, they automatically suffer the effects of corruption, and two misfire
effects, as the first casting is
forcibly ended.
|
No comments:
Post a Comment