The Path of Mutating Flesh
The Path of Mutating Flesh
1) The Sorcerer feels a slight sensation over his body when the power of chaos takes its effect. The chaos magic has such an effect on the caster that every time the Sorcerer cast a spell from now on will all the Sorcerers hair will grow with 1 inch. The Sorcerer is free to shave every hair of every morning, but the effect will still take effect. Even pulling out or burning away will not help or prevent this effect.
2) The chaos magic upsets more natural processes in the Sorcerer, and even further mutate the Sorcerer. Throw (with 1d8) on the next table what will grow on the Sorcerers body:
1 tail
2 horns
3 saber teeth
4 on each hand a 6th finger
5 hooves instead of feet
6 none usable wings
7 complete covering body hair
8 invent your own
Removing the grown thing will result in 3d6 damage and it will grow back the next time the Sorcerer uses a chaos magic spell.
3) After more of the bones get mutated of the Chaos Magic the Sorcerer will lose 1d3 points of dexterity permanently doing the lack of movement freedom.
4) As the Sorcerer will further sinks down the path of mutation his resistance will become stronger and stronger enabling the Sorcerer to add 3 points to its Fortitude Saving Throws.
5) The Sorcerer will grow an extra limb, roll on the next table (with 1d4) to see what limb this is:
1 Arm (The Sorcerer grows a fully functional arm, enabling him to wield a shield with it, reload a crossbow, etc.)
2 Tail (The Sorcerer grows a tail, this tail can be used to “attack” persons behind the Sorcerer with a –6 to hit, doing 1d4 damage. But doing the size of the tail its impossible to hide)
3 Wings (The Sorcerer grows functional wings, enabling the Sorcerer to fly at a speed of 10 [20 with wind in the back]. The wings are impossible to hide)
4 Claws (The Sorcerer grows claws just above his hands. When fighting with the hand it will do a +1 damage and all damage done is normal damage instead of sub dual)
6) As the Sorcerers muscles changes shape and the bones become more deformed will it hinder the Sorcerer more in his movement. The Sorcerer will lose 10 feet on his base movement.
7) As the disfiguring continues the Sorcerer will start to look even more hideous. This will result in a permanent lose of 1d3 points of charisma.
8) The Sorcerer will now lose about all control over the growth of his flesh and bones. This will result in the lose of a limb that gets mutated back into his body. Roll (with 1d6) on the next table to see what happens:
1 The Sorcerer will lose a hand (roll random for left or right)
2 The Sorcerer will lose an arm (roll random for right or left)
3 The Sorcerer will lose a feet (roll random for left or right)
4 The Sorcerer will lose a leg (roll random for left or right)
5 The Sorcerer loses the limb from stage 2
6 The Sorcerer loses the limb from stage 5
9) At this point the generation from cells is so fast the Sorcerer will become immune to diseases and regenerates 1 Hit Point each minute. Even lost limbs will regenerate back given enough time (usually within a few hours). Only when the sorcerer reaches –10 Hit Points it is considered killed. A Coupe the Grace can no longer be done, and the Sorcerer is considered stabilized at the moment it reaches negative Hit Points.
10) The mutation of the body of the Sorcerer is so fast even the Sorcerers brain will gets mutated, killing the Sorcerer utterly and permanently. The left over of the Sorcerers body (no more then a pool of regeneration slime) will attack all living things nearby to absorb its flesh to add to its own. The slime has an equal number of Hit Points as the Sorcerer had, regeneration of 1 hp each round and inflicting 2d6 damage with a BAB equal to that of the Sorcerer.