Metamorphics
Submitted by Stutters
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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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