I was looking at Flaming Hands after having read this really great blog post. tl;dr the players always had their spells described to them.
This also draws inspiration from Summon Monster, (Devil) Ant-men from MCC, and Terror Eater, The Earth Mother from Terror of the Stratosfiend #1. Maybe got a little carried away when I got to the 30+ results?
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WASP SWARM
Level: 1 Range: 30' Duration: Varies Casting Time: 1 action Save: None
General: The caster summons a swarm of wasps to attack their enemies. Results of 30+
require the caster spend half the casting time drawing a pentacle, then the
remaining time conjuring wasp-men.
Manifestation: Roll 1d3
(1) The swarm erupts from the caster's outstretched arms.
(2) Wasps spew from the caster's mouth.
(3) The caster collects the swarm in a sphere with their hands then hurls it at the
target.
Corruption: Roll 1d7
(1) The caster's hands permanently turn yellow.
(2) The caster grows 3 ocelli; permanent +1 to cast light-based magics.
(3) The caster craves nectar and must consume a mouthful every day. The caster suffers -1
stamina after 24 hours pass during which this craving is not satisfied. The lost
stamina is regained once a mouthful of nectar is consumed.
(4) The caster grows tiny malformed non-functional wings; -1 agility.
(5) A pair of antennae grow on the caster's forehead; -1 personality.
(6) The caster develops mandibles; -2 personality.
(7) Roll 1d5: (1) minor corruption; (2-4) major corruption; (5) greater corruption.
Misfire: Roll 1d5
(1) The swarm flies to a random point within range then does 1d3 points of damage to
everything within 15'.
(2) The swarm attacks the caster causing them 1d3 points of damage.
(3) The swarm attacks everything within 10' of the caster causing 1d3 points of damage.
(4) The swarm attacks the caster causing them 1d6 points of damage.
(5) The swarm attacks everything within 10' of the caster causing 1d6 points of damage.
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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.
12-13 A swarm of wasps stings one target within range for 1d3 points of piercing damage.
14-17 A swarm of wasps stings one target within range for 1d6 points of piercing damage.
18-19 A swarm of wasps stings one target within range for 1d6+CL points of piercing
damage.
20-23 A swarm of wasps stings up to three targets within range for 1d6+CL points of
piercing damage. All targets must be within 10' of one another.
24-27 A swarm of wasps stings up to three targets within range for 2d6+CL points of
piercing damage. All targets must be within 10' of one another.
28-29 A swarm of wasps 10' wide by 30' long does 3d6+CL points of piercing damage to all
caught in the swarm.
30-31 The caster summons 1d5+1+CL wasp-men. The wasp-men remain for up to 2+CL hours.
The wasp-men obey the caster's commands within normal bounds - suicidal commands
or those contrary to their nature have a 10% chance of releasing the wasp-men from
service. If the pentacle is broken or service is otherwise ended, they return to
the plane from whence they came. Due to the nature of summoning, the caster cannot
directly harm a creature they summon.
32+ The caster summons 2d5+2+CL wasp-men. The wasp-men remain for up to 4+CL hours.
The wasp-men obey the caster's commands within normal bounds - suicidal commands or
those contrary to their nature have a 5% chance of releasing the wasp-men from
service. If the pentacle is broken or service is otherwise ended, they return to
the plane from whence they came. Due to the nature of summoning, the caster cannot
directly harm a creature they summon.
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Wasp-Men: Init +2; Atk bite +2 melee (1d3) or stinger +1 melee (1d5); AC 12; HD 1d6;
MV 30' or fly 40', Act 1d20; SP Swarm; SV Fort +1, Ref +2, Will +1, AL N
Swarm (Wasp-Men): Roll initiative once per wasp-men swarm. Wasp-men gain +1 melee attack
for each other wasp-man in combat with the same target.