I have been looking for rules for magic that causes mutations, for lack of a better term. The standard I have used is an article in Dragon 237, in which there is the Merlane, a kit that has several spells for altering living things. But I wanted something that was magical that didn't use spells. I found the Create Wonderous Creature feat in Ultimate Feats, but that could be broken when looking at potential money earnings (think how much a sparrow would be worth if it had silver colored feathers).
Yesterday I found what I was looking for in Goodman Games' Dragonkin (a pdf at rpgnow and soon to be in print). In it there is a way of manipulating dragon hatchlings while still in the egg. It requires knowledge (arcana), dragonic, the ability to cast 6th level transmutation spells, and craft wonderous item so it is not for the basic arcane caster. The rules seem slightly broken in that making alterations like adding a head only requires a DC 17 spellcraft check. But when making a lot of changes, or those that involve altering the mind of the hatchling, then the DC skyrockets. If you want your wizard to place his mind in a hatchling, it requires a DC 60 (and the wizard dies if that fails as he must commit suicide to find out if he did it right). I love it and with the uberdragons also in the book, think it is worth the price alone. Adapting it to other creatures is a snap (though I am not sure what would happen to a mammal if the fetus is enlarged much).
[Crossposted to rpg.net]
Yesterday I found what I was looking for in Goodman Games' Dragonkin (a pdf at rpgnow and soon to be in print). In it there is a way of manipulating dragon hatchlings while still in the egg. It requires knowledge (arcana), dragonic, the ability to cast 6th level transmutation spells, and craft wonderous item so it is not for the basic arcane caster. The rules seem slightly broken in that making alterations like adding a head only requires a DC 17 spellcraft check. But when making a lot of changes, or those that involve altering the mind of the hatchling, then the DC skyrockets. If you want your wizard to place his mind in a hatchling, it requires a DC 60 (and the wizard dies if that fails as he must commit suicide to find out if he did it right). I love it and with the uberdragons also in the book, think it is worth the price alone. Adapting it to other creatures is a snap (though I am not sure what would happen to a mammal if the fetus is enlarged much).
[Crossposted to rpg.net]
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