Sunday, 19 February 2012

New vivimancer spell: Chimera

One of the players in my campaign has just rolled up a vivimancer character, and asked if they had any kind of summoning magic. Looking at the spell list for the class, we realised that that is actually a bit of a gap in its abilities, so I got to thinking about what sort of summoning magic they might have. Here's what I came up with.

(Image by Manticoress) 
Chimera I
Level: 4
Duration: 2 rounds, +1 round per level
Range: 30'

In the round this spell is cast, a formless, throbbing blob of flesh appears at the chosen location within range. Over the course of the next two rounds the blob grows, mutates and finally forms into a bizarre hybrid creature which will do the caster's bidding. The creature is genetically unstable, and will dissolve into a pool of protoplasm when the spell's duration expires.

The mutant creature has 2d4 HD, an armour class of 2d4, and a movement rate of 90' / 30'. Its form and abilities are determined by rolling a d12, d10, d8 and d6, and consulting the following tables.

Body (d12) 1. fungoid, 2. furry, 3. scaly, 4. blubbery, 5. mossy, 6. worm-like, 7. segmented, 8. insectoid, 9. transparent, 10. ribbed, 11. serpentine, 12. ooze-like.

Head (d10) 1. wolf, 2. bear, 3. bull, 4. lion, 5. rat, 6. frog, 7. lizard, 8. insect, 9. spider, 10. snake.

Head attacks (d8)
1 - 2. Bite or ram attack for 1d6 damage.
3. Gaping maw -- 1d6 damage bite, plus swallow attack on a natural 20.
4. Giant tongue -- may attack up to 10' with tongue, doing 1d4 damage. A successful attack indicates the target is dragged to the mouth on the next round and suffers a bite attack for 1d6 damage automatically, unless it can successfully attack the tongue before then.
5. Breath attack (fire, cold, gas) causing 2d6 damage. Can be used once.
6. Poisonous bite -- 1d4 damage plus save versus poison or suffer 2d6 additional damage.
7. Two heads, each with a bite or butt attack for 1d6 damage.
8. Three heads, each with a bite or butt attack for 1d6 damage.

Appendages (d6)
1. Two claws which can attack for 1d6 damage.
2. Many legs -- 120' / 40' movement rate.
3. Wings -- can fly.
4. Tentacles -- 1d6 tentacles which can each attack for 1d3 damage.
5. Suckers or grippers -- can climb walls.
6. Springing -- can make a jumping attack up to 30' distant, gaining +2 to hit.

Chimera II
Level: 6
Duration: 2 rounds, +1 round per level
Range: 30'

This spell works in a similar manner to the 4th level Chimera I, creating a blob of tissue from which mutant life will emerge. This enhanced version may either be used to create a single monster with 2d4 + 4 HD, or two identical 2d4 HD creatures.


Chimera III
Level: 8
Duration: 2 rounds, +1 round per level
Range: 30'

This spell works in a similar manner to the 4th level Chimera I, creating a blob of tissue from which mutant life will emerge. This enhanced version may either be used to create a single monster with 2d4 + 6 HD, or three identical 2d4 HD creatures.

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