Level: 5 Range: Varies Duration: Varies Casting Time: 1 Round Save: Varies
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General: The caster pulls a gods power from the ground creating a massive storm of chaos.
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Manifestation: Roll 1d4:(1) The caster projects a twenty foot tall image of himself shattering the world around them; (3) The caster takes on the appearance of a god or higher being for the duration of the spell; (4) The ground cracks and tears, trees explode into fire and waters sizzle and steam;
Corruption: Roll 1d8: (1) The casters body becomes a vessel for chaos, random events will happen around them; (2) The caster becomes a beacon for randomness and odd events losing 1D8 Luck points; (3-5) minor corruption; (6 - 7) major corruption; (8) greater corruption.
Misfire: Roll 1d3:(1) The caster explodes in a chaotic vortex all creatures within 100' must make a will save or be consumed by the haywire hurricane; (2) All creatures within 60' are turned into randomly rolled creatures; (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: The caster corrupts the ground around them. 1D3 targets must make a will save or be transformed into random HD1 creatures.
14 - 17:The caster corrupts the ground around them. 1D3 targets must make a will save or be transformed into random HD1 creatures. The chaotic energies create random magical effects. A random spell level 12 - 13 spell is cast.
18 - 19: The caster corrupts the ground around them. 1D4 targets must make a will save or be transformed into random HD1 creatures. The chaotic energies create random magical effects. Two random spell level 12 - 13 spells are cast.
18 - 19: The caster corrupts the ground around them. 1D4 targets must make a will save or be transformed into random HD1 creatures. The chaotic energies create random magical effects. Two random spell level 12 - 13 spells are cast.
20 - 23: The caster corrupts the ground around them. 1D4 targets must make a will save or be transformed into random HD1 creatures. The chaotic energies create random magical effects. Two random spell level 12 - 13 spells are cast.
24 - 27: The caster corrupts the ground around them. 1D5 targets must make a will save or be transformed into random HD1 creatures. The chaotic energies create random magical effects. Three random spell level 14 - 17 spells are cast.
28 - 29: The caster corrupts the ground around them. 1D5 targets must make a will save or be transformed into random HD1 creatures. The chaotic energies create random magical effects. Three random spell level 14 - 17 spells are cast.
30 - 31: The caster corrupts the ground around them. 1D6 targets must make a will save or be transformed into random HD1 creatures. The chaotic energies create random magical effects. Four random spell level 14 - 17 spells are cast
32+: The caster corrupts the ground around them. 1D6 targets must make a will save or be transformed into random HD1 creatures. The chaotic energies create random magical effects. Five random spell level 18 - 19 spells are cast. The land rips itself apart tearing through the caster's enemies, lightning bolts strike down, seas rise and the ground swallows all, 1D10 targets are killed instantly.
30 - 31: The caster corrupts the ground around them. 1D6 targets must make a will save or be transformed into random HD1 creatures. The chaotic energies create random magical effects. Four random spell level 14 - 17 spells are cast
32+: The caster corrupts the ground around them. 1D6 targets must make a will save or be transformed into random HD1 creatures. The chaotic energies create random magical effects. Five random spell level 18 - 19 spells are cast. The land rips itself apart tearing through the caster's enemies, lightning bolts strike down, seas rise and the ground swallows all, 1D10 targets are killed instantly.
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