Metamorphics

Submitted by Stutters

torch.gif (14992 bytes)

torch.gif (14992 bytes)


    Here I will expand on the school of Metamorphics (as shown in the Wizard's Handbook) to a sub-school of Alteration. This means that a mage treats it as a separate school but specialists of Alteration get a +10% to their learn spell roll and can use it as their extra spell. This is the same for Metamorphics specialists, only it is the other way around. Note that some existing alteration spells fit into the metamorphics sub-school - you decide which.
    The school of metamorphics is concerned with the permanent effects of alteration. If it isn't permanent, they aren't too interested. They cannot cast spells from the schools of conjuration/summoning or abjuration. They can't cast them because they think that you should use what is there and not have to rely on calling things from elsewhere and they don't believe in things which don't last i.e. defenses as they can run out when you most need them. They require a constitution of 15 because of the body-wracking changes which they may force upon themselves with the higher-level spells. Only humans have the adaptability to use these spells.


1st level spells

Evaporate

Range: 60 yards
Components: V,S,M
Duration: Permanent
Casting Time: 1
Area of Effect: 20ft cube + 10ft cubed per level
Saving Throw: None

    This spell evaporates normal water instantaneously. If it is salt water then the area is halved. It cannot be cast on an area where there is a creature of greater than 1ft cubed.

Sealant

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 2
Area of Effect: One door
Saving Throw: None*

    This spell causes the material around a door to become liquid for a second and then to solidify, making a plug of pottery hardness around the door, sealing it permanently. If it is a magical door it can save verses spell to negate the effects. To open the person must open the door using the number in brackets. This spell requires a shard of pottery.

Harden

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 5
Area of Effect: One Item
Saving Throw: None*

    This spell causes the item to become much harder, but also much brittler and if cast on armour will cause it to shatter if hit by a 20 ( But will provide a +2 to AC). Magical items and armour worn by an enemy get a saving throw verses spell. This spell requires a sphere of adamandite.

Master Chef

Range: Touch
Components: V,M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 5 meals per level*
Saving Throw: None

    This spell causes the ingredients touched by the wizard to be magically transformed into meals. the maximum amount of meals create able is 5 per level but if you decrease the number of meals then you increase the quality. If used with the cooking proficiency then it gives a +1 to the check for every 3 levels if only creating a meal for one person. Any spices needed are spontaneously transmuted from the spare ingredients.

2nd Level Spells

Create Window

Range: Touch
Components: V,M
Duration: Permanent
Casting Time: 1
Area of Effect: 1ft cubed + 1ft/level
Saving Throw: None

    This spell makes a substance translucent. The wizard can make it one-way or both ways. It still has the physical properties of the substance, so wood would still feel like wood and could be chipped or whittled. Glassteel can be cast on the material.

Reinforce

Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 3
Area of Effect: One door (5ft by 5ft by 1ft per level)
Saving Throw: None

    This spell causes the door to have some of it's wood transmuted to metal in bars across it and to have the holder for a bar.

Permanent Lock

Range: 10 yards
Components: V,S,M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One Portal of 5ft squared/level
Saving Throw: None

    This spell causes the material all around the portal to melt and form a plug which is about 2 inches thick over the whole portal. Large creatures can check strength to see if they can charge through it.

Door To Dust

Range: 20 yards
Components: V,S
Duration: Permanent
Casting Time: 5
Area of Effect: One Door
Saving Throw: None*

    This spell causes a non-magical door which is made of wood or pottery (see above) to fall to sawdust. Magical ones get a saving throw verses spell.

Extract

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1cubic ft/level
Saving Throw: None

    This spell extracts a material from a non-magical liquid by converting the impurities to gas (This may be hazardous in some materials) and putting the rest into the container. Handy for getting pure acid!

Change Appearance

Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One Feature
Saving Throw: None

    This spell alters one feature of an individual by changing their DNA structure. This means that the change will become evident within a week. This can mildly alter hair color, change the shape of a nose or the ears slightly etc. If the individual wants to change it back they must make a system shock roll or be stuck with it and get an undesirable change (DM decide). Useful to thieves.

3rd Level Spells

Poison

Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 6
Area of Effect: 1 pint/level
Saving Throw: None

    This spell transmutes an ordinary, non-magical liquid into a poison which requires the drinker to save against poison or die. Other effects may be available at higher levels at the DM's option.

Rock To Dust

Range: 5 yards
Components: V,S
Duration: Permanent
Casting Time: 4
Area of Effect: 1 cubic ft/level
Saving Throw: None

    This spell transmutes normal granite into dust. Other types of rock may have different volumes allowable to disintegrate at the DM's option.

4th Level Spells

Morph Material

Range: Special
Components: S,M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1/2 cubic ft/level
Saving Throw: None

    This spell allows the caster to change the shape of a non-magical material by immersing it in a special liquid (100gp) and casting the spell. Items which require special skill cannot be formed unless the caster has that skill.

Radiation (This spell should only be allowed at the DM's option!)

Range: Touch
Components: V,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 cubic ft/level
Saving Throw: None

    This very dodgy spell turns a large amount of gold into a small amount of a strange, malleable, silver metal which emits a strange form of evil magic which is nearly undetectable (only true seeing or equivalent can see it) and causes people who come within 100 yards of it to have a 1% chance per day cumulative to contract a wasting disease which will be fatal in 1d20 months. There is a plant which can cure it somewhere but no-one knows where it is or what it should be mixed with...(DM's! Ready made adventure! King/princess has been given present of metal pendant...)

5th Level Spells

Transmute

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1cubic ft/level
Saving Throw: None

    This spell allows the spell caster to change any substance to any other substance within the same kingdom and of equal or lesser value.

Metal To Dust

Range: 5 yards
Components: V,S
Duration: Permanent
Casting Time: 6
Area of Effect: 1 cubic ft/level
Saving Throw: None

    This spell causes some non-magical metal to be transformed into metal dust. At the DM's option different types of metal can be affected differently (the base is iron).

Thicken Air/Water

Range: 60 yards
Components: V,S
Duration: Permanent
Casting Time: 4
Area of Effect: 10ft sphere + 5ft diameter/level
Saving Throw: None

    This spell makes the air very thick so that all within the area of effect are affected as a slow spell and have a -4 to attack and defense. If a flying creature is in the area of effect then it slows to half its speed and may fall out of the sky. The effects are similar in water.

6th Level Spells

Minor Mutation

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One Person
Saving Throw: Neg.

    This spell is a very dangerous one and forces the subject to undergo a system shock check or die. The list below is only my suggestion and can be added to as the DM wishes. A favorite of wild mages.

Number(d20) Result

1 Talons-1d4/1d4 11 Grow fur
2 Eyes change color 12 Grow taller
3 Changes gender 13 Grow shorter
4 Hair changes color 14 Grow younger (1d10 years)
5 Infravision-60 15 Grow older (1d10 years)
6 Infravision-30 16 Very sensitive ears
7 Wings-never have falling damage 17 Very good vision
8 Grows beard 18 Skin color changes
9 Grows moustache 19 No noticeable mutation
10 Nose grows when tell a lie 20 Roll twice ignoring 19-20

    This spell can only be used on willing people. The material component is a potion of growth with a drop of doppleganger blood in it.

Vampiric Healing (also Necromantic)

Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 1 turn
Area of Effect: N/A
Saving Throw: N/A

    This spell allows two people to transfer Hit Points between them. Both must be TOTALLY WILLING and of the same alignment so that the transfer of life force may go ahead.

7th Level Spells

Blood To Dust (Reversable)

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 7
Area of Effect: One person
Saving Throw: None

    This spell causes the blood in the veins of one person to turn to dust. Creatures over 4 HD get a saving throw verses death to avoid the effect. The opposite transforms all the dust within 10 yards of the wizard to blood, distracting stirges and acting as a grease spell.

8th Level Spells

Change Life Force

Range: Touch
Components: V,S
Duration: Permanent
Casting Time: 9
Area of Effect: One Person
Saving Throw: Neg.

    This spell causes the subjects life force to change in quite a few ways. I can thin of a few ways it could be used but it would have to have been approved by the DM. Think of it as the Necromantic equivalent of wish!

Major Mutation

Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One Person
Saving Throw: None

    This is the upgraded version of minor mutation. It is VERY powerful and may be disallowed or upgraded to a ninth level spell by the DM. If you really want to you can change the list but I can't see why anyone would want to!

Number(d100) Result
1 Grow arm
2 Grow leg
3 Grow head (Roll up Int. + Wis.)
4 Grow eye
5 Grow ear
6 Grow wings
7 Infravision-90
8 Infravision-120
9 Infravision-240
10 Change race
11 Grow scales
12 Grow fingers
13 Grow toes
14 Get older (2d10)
15 Get younger (2d10)
16 Die
17 Be able to breathe fire
18 " acid
19 " gas
20 " cold
21 Get 20% magic resistance
22 Be weaker (-1)
23 Be stronger (+1)
24 Be heartier (+1)
25 Be sicklier (-1)
26 Be nimbler (+1)
27 Be clumsier (-1)
28 Be wiser (+1)
29 Be naive (-1)
30 Be cleverer (+1)
31 Be stupider (-1)
32 Be handsomer (+1)
33 Be uglier (-1)
34 +1 to saving throws
35 -1 to saving throws
36 Die
37 Die
38 Grow arm
39 Grow ear
40 Grow ear
41 Grow eye
42 Grow eye
43 Grow tentacles(1d4)
44 Grow eyestalks(")
45 Get basilisks' attack
46 Get poisonous breath
47 Get snake hair
48 Get antennae
49 Go blind
50 Go blind
51 Go deaf
52 Go deaf
53 Get shell
54 Get PSPs
55 Get PSPs
56 Grow *STRANGE* head
57 Grow to double size
58 Shrink to half size
59 Grow gills
60 Grow fins
61 Grow frog's legs
62 Turn to stone
63 Turn to stone
64 Grow gills
65 Become giant
66 Grow wings
67 Grow wings
68 Grow tail
69 Grow scorpion tail
70 Grow tail
71 Grow horn
72 Grow horns
73 Grow horns
74 Become Werebear
75 Become True Werebear
76 Become Wereboar
77 Become True Wereboar
78 Become Wererat
79 Become True Wererat
80 Become Weretiger
81 Become True Weretiger
82 Become Werewolf
83 Become True Werewolf
84 Die
85 Grow fangs
86 Grow spinnets
87 Be able to exude musk
88 Be able to regenerate (1/turn)
89 Be able to emit light
90 Be able to walk up walls
91 Be able to change color of skin
92 Be able to change color of hair
93 Be able to change color of eyes
94 Be able to tell exactly where they are
95 Be able to tell exactly what time it is
96 Be able to eat anything
97 Be able to mimic any noise
98 Change into animal
99 No noticeable mutation
100 Roll twice ignoring 99-100

    If anyone has any objections to the table they can spend an hour or two making their own. This spell requires a potion made from a pint of doppleganger blood, a pint of lycanphrope blood and some concentrated orange juice (yes, there is a good reason).

9th Level Spells

Exchange

Range: N/A
Components: V,S,M
Duration: Permanent
Casting Time: 1 week
Area of Effect: One Person
Saving Throw: N/A

    This spell is one which transforms the caster into a new balance. It is used to exchange two of one statistic for one of another. It requires a building not costing less than 10,000gp to build which can be re-used. The ceremony lasts for a week, at the end of which the statistics are exchanged. The building can be re-used after a year. It is possible for the caster to exchange from one person to another but several very unlikely conditions must be met. They must be of the same alignment and must have had Change Life Force cast on them to align their life forces. They must have two buildings made in perfect symmetry. One must cast the spell at the exact moment of a total full moon. This cannot be done with evil characters and I can only think of one way it could happen...

P.S. All copyright where its due and all hail to TSR inc. for creating this brilliant line. The name metamorphics was originally used in the Wizards Handbook and so were the spells Evaporate and Blood To Dust.

 

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