Level: 2 Range: melee Duration: Varies Casting Time: 1 Round Save: PER
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General: Using soul alteration the caster manipulations the targets spirit within the dreaming.
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Manifestation: Roll 1d4:(1) The caster's hands take on a multicolored blurred after image; (2) A dreaming animal spirit appears over the top of the caster blurring the lines between spirit and human; (3) A pocket of the dreaming opens within five feet around the caster; (4) Dreaming spirits surround the environment for the duration of the spell;
Corruption: Roll 1d8: (1) Body parts of the caster are lost within the dreaming giving them a spirit like appearance; (2) The casters body fuses with an animal from the dreaming giving them random animal features; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.
Misfire: Roll 1d3:(1) The caster is sent to the dreaming themselves floating through a soul like landscape for 1d4 turns; (2) The target is switched with a being from the dreaming; (3) The caster sends a random target within 30' to the dreaming for 1d3 turns;
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1:
Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less)
corruption + misfire + patron taint, (1-2) corruption, (3) patron taint
(or corruption if no patron), (4+) misfire.
2 - 11: Lost. Failure.
12 - 13: On a failed WIS save the target is sent to the dreaming for a turn. Within the dreaming they can take no actions until the reappear within the world.
14 - 17: On a failed WIS save the target is sent to the dreaming for 1d3 turns.
Within the dreaming they can take no actions until they reappear within
the world.
18 - 19: On a failed WIS save two targets spirits are switched for 1d3 turns. Both targets switch attributes for the duration of the spell.
20 - 23: On a failed WIS save two targets are sent to the dreaming for 1d4 turns.
Within the dreaming they can take no actions until they reappear within
the world.
24 - 27: On a failed WIS save the target is switched with a random friendly spirit within the dream time. (Use a wandering monster table to determine which spirit comes to your aid)
28 - 29: On a failed WIS save three targets are sent to the dreaming for 1d4 turns.
Within the dreaming they can take no actions until they reappear within
the world.
30 - 31: On a failed WIS save four targets spirits are switched for 1d6 turns. all four targets switch attributes for the duration of the spell.
32+: On a failed WIS save six targets are sent to the dreaming permanently winking out of existence.
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