Tuesday, September 6, 2022

Creating a TTRPG: ACC - Bushmagic 3rd level - Create Disaster

 Level: 3 Range: Varies Duration: Varies Casting Time: 1 Round Save: Varies

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General: The caster taps into primal power to create massive natural disasters. Harnessing from air, fire, water and ground they harness nature itself.

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Manifestation: Roll 1d4:(1) Great shards of flint and iron rip from the ground and coat the caster; (2) A small cherry of flame turns into a raging inferno, coating the casters arms; (3) A gust of wind picks the caster up floating them a foot above ground, small orbs of air float within hands; (4) water seeps from trees and shrubs coating the caster in an inch thick foaming shield;

Corruption: Roll 1d8: (1) The casters form takes on a part Elemental appearance; (2) the caster becomes tied to an element plane, having to carry around a part od that element at all times; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.

Misfire: Roll 1d3:(1) The caster unleashed a horror fire inferno scorching the earth 30' around ; (2) a gale of wind erupts blocking all sound within 45' ; (3) a rapid tide spills out from the caster flooding the ground;

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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: An Elemental blast hurtles towards the enemy dealing 1D6 damage.

14 - 17: The caster summons the Australis heat, blasting the targets with a brutal dessert wave. For 1D3 turns 1D4 targets movement is halved and STR/DEX are reduced by 1D4 points.

18 - 19: The caster summons an southern ice slate storm. The target must make a DC 14 CON save or be frozen solid for 1D6 turns.

20 - 23: The caster summons a jet of air that pushes the 1D6 targets far back. The targets must make a DC 15 DEX save or be thrown 60' in any direction.

24 - 27: The caster summons a bush inferno at a target location within 60'. All targets within 30' take 4D6 fire damage, and a further 1D6 per turn on a failed DC 15 DEX save.

28 - 29:
The caster summons the Australis earth, great slabs of glittering minerals rip from the ground and coat the caster and allies for 1D8 round. The mineral armour gives the same AC as plate.

30 - 31: The caster draws water from the Australis ground unleashing it as a weapon. The target must make a DC 17 CON save or drown.

tw The caster rips apart the Australis sky creating a horror lightning storm. All enemies within 100' must make a DC 20 REF save or be struck for 6D10 damage or half on a successful save.


 

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