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Spell - Merlins Beard (1st lvl Wizard)
http://goodman-games.com/forums/viewtopic.php?f=73&t=48509
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Author:  LewisRush [ Mon Nov 19, 2018 2:31 pm ]
Post subject:  Spell - Merlins Beard (1st lvl Wizard)

This is a spell I made for a current game I'm a player in, the judge is cool with me gaining it when I level up. Was just wondering if people had some advice on how to scale dmg, duration and the other stats as I kinda eyeballed it. Also, any cool manifestation, corruption and misfire ideas are welcome :).

Merlin’s Beard

Level: 1 Range: Self Duration: Varies Casting Time: 1 round Save: None

General: The caster manifests a great beard of awesome power to smite their foes, manipulate their surroundings and generally create mayhem. The beard is a dense collection of strands that wriggle and writhe like tentacles, working together to execute the casters bidding. The beard can be used in a variety of creative ways to aid the caster including: shield them from attacks, climb difficult surfaces and run or swim faster, at the judges’ discretion.

Manifestation Roll 1d6: (1) Hundreds muscular tentacles sprout from the casters face; (2) The caster grows a beard of pure elemental energy Roll 1d4: (1) fire; (2) water; (3) earth; (4) air; (3) Thick roots and vines grow in place of a beard; (4) A thick iridescent beard grows from the casters face. (5) a beard of snakes sprouts from the casters face. (6) Rare metal wire sprouts like hair and grows into a sparkling beard.

Corruption Roll 1d8: (1-2) Caster grows a permanent beard that is alive Int 3, on consecutive rolls the beard gains a point of intelligence; (3) The casters hair becomes as strong as steel wire; (4) Caster is covered head to toe in hair that grows like a natural beard; (5) Hair now tastes delicious for the caster who develops an insatiable appetite for it; (6) Caster can no longer grow hair on their face, instead they grow, Roll 1d4; (1) tentacles; (2) Snakes; (3) vines; (4) Worms; (7) minor; (8) Major.

Misfire Roll 1d6: (1) Casters face explodes with a beard that densely occupies a 5ft sphere around their head; (2) Casters facial hair grows at a visually observable rate, 1ft per hour for 1d10 days; (3) All creatures within 20ft grow giant beards with ornate stylings; (4) All creatures within 20ft grow large beards that attempt to strangle their owners; Str +1; (5) The casters face disgorges a torrent of hair that leaves their skin amassing as a medium sized chaotic hair creature; (6) For the next week every object the caster's hands come in contact with sprouts hair.

1 Lost, failure, and worse! Roll1d6 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.

12-13 The caster manifests a 5ft magical beard that can be manipulated using an action with the following statistics: (Str +2; Agi +2; Atk slam +4 melee (1d6 +1); Ac 10; HD 1d8; duration 1d4 rounds). If the beard drops to 0 HP it is severed and the spell ends.

14-17 The caster manifests a 5ft magical beard that can be manipulated using an action with the following statistics: (Str +3; Agi +3; Atk slam +5 melee (2d6 +2); Ac 12; HD 2d8; duration 2d4 rounds). If the beard drops to 0 HP it is severed and the spell ends.

18-19 The caster manifests a 10ft magical beard that requires an action to manipulate with the following statistics: (Str +4; Agi +4; Atk slam +6 melee (3d6 +3); Ac 14; HD 3d8; duration 3d4 rounds). If the beard drops to 0 HD it is severed and the spell ends.

20-23 The caster manifests a 10ft retractable magic beard that requires an action to manipulate with the following statistics: (Str +6; Agi +6; Atk slam +7 melee (4d6 +4); Ac 15; HD 4d8; duration 1 turn). If the beard drops to 0 HD it is severed and the spell ends.

24-27 The caster manifests a 15ft retractable magic beard that requires an action to manipulate with the following statistics: (Str +6; Agi +6; Atk slam +7 melee (5d6 +5); Ac 16; HD 5d8; duration 1 hour). The beard also possesses its own action dice (1d20). If the beard drops to 0 HD it is severed and the spell ends.

28-29 The caster manifests a 15ft retractable magic beard that requires an action to manipulate with the following statistics: (Str +7; Agi +7; Atk slam +8 melee (6d6 +6); Ac 16; HD 6d8; duration 6hr). The beard also possesses its own action dice (1d20). If the beard drops to 0 HD it is severed and the spell ends.

30-31 The caster manifests a 15ft retractable magic beard that requires an action to manipulate with the following statistics: (Str +8; Agi +8; Atk slam +9 melee (6d8 +6); Ac 16; HD 6d10; duration 1 day). The beard also possesses its own action dice (1d20). If the beard drops to 0 HD it is severed and the spell ends. While the spell is in effect the caster can make a normal spell check, for each level of success the beard regains 1HD, but on a result of a loss, the spell ends.

32+ The caster manifests a 15ft retractable magic beard that requires an action to manipulate with the following statistics: (Str +10; Agi +10; Atk slam +10 melee (6d10 +6); Ac 16; HD 6d10; duration 1 week). The beard also possesses its own action dice (1d20). If the beard drops to 0 HD it is severed and the spell ends. While the spell is in effect the caster can make a normal spell check, for each level of success the beard regains 1HD, but on a result of a loss, the spell ends.

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