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<blockquote data-quote="DiceGolem" data-source="post: 3779853" data-attributes="member: 53922"><p><strong>Mutate Self</strong></p><p>Transmutation [Chaotic]</p><p>Level: Clr 2, Drd 2, Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 min./level (D)</p><p></p><p>You feed energy into your latent natural abilities to alter your physical form in unpredictable ways. Roll 1d20 then consult the following table to see how you change for the duration of the spell. All bonuses are considered racial bonuses and do not stack with increases already granted by your race.</p><p></p><p><em>(1)</em> - You grow a tail half as long as you are tall. You gain a +4 racial bonus on Balance checks, and a +8 racial bonus on Swim checks.</p><p><em>(2)</em> - Your mouth lengthens and your teeth grow wickedly sharp. You gain a bite attack (dealing damage based on your size, see the MM).</p><p><em>(3)</em> - Your senses sharpen and your face takes on some reptilian and insectoid features. You gain darkvision 60 ft. and low-light vision, if you did not have them before.</p><p><em>(4)</em> - Your skin becomes dotted with chitinous armor. You gain a +3 natural armor bonus to AC. (This does not stack. If you already have an equal or higher natural armor bonus, reroll)</p><p><em>(5)</em> - Your eyes bulge out and become multifaceted, and your skin becomes covered in millions of tiny hairs. You gain blindsight 30 ft. and tremorsense 30 ft., but your normal sight is blurry and distorted giving you a -10 penalty to Spot and Search checks.</p><p><em>(6)</em> - Your body takes on a tint of an unnatural color, such as light blue, dark green, or orange. You gain acid, cold, electricity, and fire resistance 5.</p><p><em>(7)</em> - Your limbs grow unnaturally thin, long, and flexible. Your reach increases by +5 ft, but you take a -2 racial penalty to attack and damage rolls.</p><p><em>(8)</em> - Your hand strengthens and your fingernails grow sharp and pointed, granting you a claw attack (dealing damage based on your size, see the MM).</p><p><em>(9)</em> - Your organs constantly rearrange themselves so as to protect vital areas. You have a 50% chance to ignore the extra damage from a critical hit or a sneak attack.</p><p><em>(10)</em> - Your arms and legs are replaced by writhing tentacles. Attacking with a tentacle deals damage equal to your unarmed damage (1d3 for a medium creature), but if you hit you can attempt to start a grapple as a free action that does not provoke an attack of opportunity.</p><p><em>(11)</em> - Your body becomes hard and unresisting. You gain damage reduction 2/-.</p><p><em>(12)</em> - Your head balloons as your brain expands. Your now immense powers of deduction and logic grant you a +4 competence bonus on all intelligence based skill checks and ability checks.</p><p><em>(13)</em> - You grow a pair of small, underdeveloped arms from your chest. They do not grant extra attacks and are too weak to do anything more than hold items. Taking an item, like a weapon, from the small hands, is a free action, but you cannot do anything with the extra hands if you are wearing any kind of armor.</p><p><em>(14)</em> - Your physical strength and stamina is enhanced, bulging your muscles unproportionally to the size of your body. You gain a +2 inherent bonus to Strength and Constitution. (This, unlike most of the other bonuses, stacks with your racial traits)</p><p><em>(15)</em> - Your body becomes covered in wickedly curved spikes and spines. All your natural attacks now deal piercing damage instead of nonlethal, and any creature that hits you with a natural attack or a nonreach weapon takes the same piercing damage.</p><p><em>(16)</em> - You empower your body's natural healing rate, granting you fast healing 1. Excessive use of this power has been proven to shorten your natural lifespan, reducing the number of years inbetween the age catagories.</p><p><em>(17)</em> - You grow an additional head, if your form naturally has only one head. You gain an additional bite attack, if you could previously bite, but otherwise the extra head is useless for nothing more than arguing with yourself.</p><p><em>(18)</em> - Fleshy wings sprout from your back, allowing you to glide at your normal speed. You must fall at least 10 feet a round, but you can ensure that you do not take lethal damage when landing from a tall height.</p><p><em>(19)</em> - You grow an extra limb where one shouldn't be. It grants an extra natural attack at your full attack bonus, but at a -5 penalty and it uses only half your strength modifier on damage.</p><p><em>(20)</em> - DM's choice. The DM should feel free to invent new options, but nothing more powerful than those listed here.</p><p></p><p>You can cast this spell multiple times, but you cannot gain the benifits of the same mutation twice. For example, if you had previously cast Mutate Self and had gained another head, you cannot gain a third head from a subsequent casting of this spell. If you roll a mutation you are already under the effect of, or have a racial ability that mimics the rolled ability, reroll.</p><p></p><p>Your new mutated form is not a pleasant sight. You gain a -4 penalty on all Charisma related skill checks for the duration of the spell. If you can thouroughly disguise youself (by using an illusion spell or succeeding on a Disguise check at the -4 penalty) so the people you're interacting with don't notice your mutation, the penalty does not apply. One example of a mutation that is easily disguised is the fast healing mutation <em>(#16)</em>, because it doesn't actually alter your physical appearance in a negative fashion.</p><p></p><p>It is left up to the DM to determine the exact appearance of any mutation. If cast by a druid, the mutation could look like a natural extention of the druid's will, flowing seemlessly into his normal form. If cast by a wizard, it could look more like a demon threw a humanoid and an aberration into a blender.</p><p></p><p>-------------------------------------------------------------------</p><p></p><p><strong>Greater Mutate</strong></p><p>Transmutation [Chaotic]</p><p>Level: Clr 4, Drd 4, Sor/Wiz 4</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: You, plus one willing living creature/2 levels</p><p></p><p>As Mutate Other, except as above. You must target yourself with this spell, and every effected creature must roll seperately to see which mutation they recieve.</p><p></p><p>-------------------------------------------------------------------</p><p></p><p><strong>Mutate Other</strong></p><p>Transmutation [Chaotic]</p><p>Level: Clr 3, Drd 3, Sor/Wiz 3</p><p>Range: Touch</p><p>Target: Willing living creature touched</p><p>Saving Throw: No</p><p>Spell Resistance: No</p><p></p><p>As Mutate Self, except as above.</p><p></p><p>-------------------------------------------------------------------</p><p></p><p><strong>Rending Mutation</strong></p><p>Transmutation [Chaotic]</p><p>Level: Clr 5, Drd 5, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Target: One living creature</p><p>Duration: Permanent</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p></p><p>You flood the subject of this spell with a raging torrent of chaotic natural energy, causing extreme cancerous growth throughout the subject's body. If they fail their save, their body is wracked with pain as the structure of their natural body reforms. Limbs wither and atrophy, bones expand and shatter, and skin tears under the pressure. The subject recieves a -4 racial penalty to all attack rolls, skill checks, ability checks, and saves. It's base, climb, swim, and burrow speeds (if it has them) are cut in half, and wings become utterly useless lumps of flesh. Magical and supernatural forms of transportation are unaffected.</p><p></p><p>For the next 1d4 hours, the subject is all too concious of it's pain. To perform anything other than a move action, the subject must succeed on a Concetration check (DC equal to the DC of this spell) or be too distracted by the pain to complete the action. After the 1d4 hours has passed, the subject's nerves have either adjusted or died, reducing the penalty to a -2 and restoring natural movement.</p><p></p><p>A conjuration(healing) spell that cures hit points still do so, but the caster can choose to allocate points of damage healed to instead temporarily remove the racial penalty of this spell, but not the speed reduction. 5 points of damage healed translates to 1 round of painless action. These blisfull rounds are still counted as part of the 1d4 hour duration of the pain, if still subject to the full -4 racial penalty. Other forms of healing, such as fast healing, regeneration, or temporary hit points, do not offer any help from the pain.</p><p></p><p>Creatures immune to polymorphing spells or effects are immune to this spell. A creature with the shapechanger subtype is only affected by this spell in its natural form. Likewise, a creature under the effect of a polymorph spell (such as alter self, polymorph, polymorph any object, or shapechange) is not affected by this spell. In both cases, time spent in a form other than the subjects natural form is not counted as part of the 1d4 hour duration of the pain.</p><p></p><p>Rending Mutation can be dispelled normally, or countered by a heal, restoration, or limited wish spell.</p><p></p><p>Material Component: A piece of flesh and skin you tear upon casting.</p><p></p><p>-------------------------------------------------------------------</p><p></p><p><strong>Waves of Mutation</strong></p><p>Transmutation [Chaotic]</p><p>Level: Clr 8, Drd 7, Sor/Wiz 8</p><p>Components: V, S, M</p><p>Range: 0 ft.</p><p>Area: 60-ft.-radius burst</p><p>Duration: 1 min./level or permanent (see text)</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p></p><p>All living creatures, including the caster if applicable, within 60 feet are flooded with a surge of chaotic natural energy. For every affected creature, roll a d% and consult the following table.</p><p></p><p><em>(1-10)</em> This spell has no effect on that creature.</p><p><em>(11-45)</em> The creature is affected by a Mutate Other spell effect.</p><p><em>(46-75)</em> The creature is affected by two Mutate Other spell effects simultaneously.</p><p><em>(76-89)</em> The creature is affected by a Rending Mutation spell effect for the duration of this spell.</p><p><em>90-100</em> The creature is affected by a Rending Mutation spell effect permanently.</p><p></p><p>Each spell effect lasts for the duration of Waves of Mutation, except the last choice, which is permanent. Each creature makes a fortitude save against Waves of Mutation and not against the spell effects it generates. For example, a Warrior is affected by Waves of Mutation and he fails his Fortitude save. The caster rolls a d% and gets a 23. The Warrior is automatically affected by a Mutate Other spell effect and does not gain another Fortitude save against it.</p><p></p><p>Material Component: A chunk of an aberration's flesh you tear upon casting.</p></blockquote><p></p>
[QUOTE="DiceGolem, post: 3779853, member: 53922"] [b]Mutate Self[/b] Transmutation [Chaotic] Level: Clr 2, Drd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) You feed energy into your latent natural abilities to alter your physical form in unpredictable ways. Roll 1d20 then consult the following table to see how you change for the duration of the spell. All bonuses are considered racial bonuses and do not stack with increases already granted by your race. [i](1)[/i] - You grow a tail half as long as you are tall. You gain a +4 racial bonus on Balance checks, and a +8 racial bonus on Swim checks. [i](2)[/i] - Your mouth lengthens and your teeth grow wickedly sharp. You gain a bite attack (dealing damage based on your size, see the MM). [i](3)[/i] - Your senses sharpen and your face takes on some reptilian and insectoid features. You gain darkvision 60 ft. and low-light vision, if you did not have them before. [i](4)[/i] - Your skin becomes dotted with chitinous armor. You gain a +3 natural armor bonus to AC. (This does not stack. If you already have an equal or higher natural armor bonus, reroll) [i](5)[/i] - Your eyes bulge out and become multifaceted, and your skin becomes covered in millions of tiny hairs. You gain blindsight 30 ft. and tremorsense 30 ft., but your normal sight is blurry and distorted giving you a -10 penalty to Spot and Search checks. [i](6)[/i] - Your body takes on a tint of an unnatural color, such as light blue, dark green, or orange. You gain acid, cold, electricity, and fire resistance 5. [i](7)[/i] - Your limbs grow unnaturally thin, long, and flexible. Your reach increases by +5 ft, but you take a -2 racial penalty to attack and damage rolls. [i](8)[/i] - Your hand strengthens and your fingernails grow sharp and pointed, granting you a claw attack (dealing damage based on your size, see the MM). [i](9)[/i] - Your organs constantly rearrange themselves so as to protect vital areas. You have a 50% chance to ignore the extra damage from a critical hit or a sneak attack. [i](10)[/i] - Your arms and legs are replaced by writhing tentacles. Attacking with a tentacle deals damage equal to your unarmed damage (1d3 for a medium creature), but if you hit you can attempt to start a grapple as a free action that does not provoke an attack of opportunity. [i](11)[/i] - Your body becomes hard and unresisting. You gain damage reduction 2/-. [i](12)[/i] - Your head balloons as your brain expands. Your now immense powers of deduction and logic grant you a +4 competence bonus on all intelligence based skill checks and ability checks. [i](13)[/i] - You grow a pair of small, underdeveloped arms from your chest. They do not grant extra attacks and are too weak to do anything more than hold items. Taking an item, like a weapon, from the small hands, is a free action, but you cannot do anything with the extra hands if you are wearing any kind of armor. [i](14)[/i] - Your physical strength and stamina is enhanced, bulging your muscles unproportionally to the size of your body. You gain a +2 inherent bonus to Strength and Constitution. (This, unlike most of the other bonuses, stacks with your racial traits) [i](15)[/i] - Your body becomes covered in wickedly curved spikes and spines. All your natural attacks now deal piercing damage instead of nonlethal, and any creature that hits you with a natural attack or a nonreach weapon takes the same piercing damage. [i](16)[/i] - You empower your body's natural healing rate, granting you fast healing 1. Excessive use of this power has been proven to shorten your natural lifespan, reducing the number of years inbetween the age catagories. [i](17)[/i] - You grow an additional head, if your form naturally has only one head. You gain an additional bite attack, if you could previously bite, but otherwise the extra head is useless for nothing more than arguing with yourself. [i](18)[/i] - Fleshy wings sprout from your back, allowing you to glide at your normal speed. You must fall at least 10 feet a round, but you can ensure that you do not take lethal damage when landing from a tall height. [i](19)[/i] - You grow an extra limb where one shouldn't be. It grants an extra natural attack at your full attack bonus, but at a -5 penalty and it uses only half your strength modifier on damage. [i](20)[/i] - DM's choice. The DM should feel free to invent new options, but nothing more powerful than those listed here. You can cast this spell multiple times, but you cannot gain the benifits of the same mutation twice. For example, if you had previously cast Mutate Self and had gained another head, you cannot gain a third head from a subsequent casting of this spell. If you roll a mutation you are already under the effect of, or have a racial ability that mimics the rolled ability, reroll. Your new mutated form is not a pleasant sight. You gain a -4 penalty on all Charisma related skill checks for the duration of the spell. If you can thouroughly disguise youself (by using an illusion spell or succeeding on a Disguise check at the -4 penalty) so the people you're interacting with don't notice your mutation, the penalty does not apply. One example of a mutation that is easily disguised is the fast healing mutation [i](#16)[/i], because it doesn't actually alter your physical appearance in a negative fashion. It is left up to the DM to determine the exact appearance of any mutation. If cast by a druid, the mutation could look like a natural extention of the druid's will, flowing seemlessly into his normal form. If cast by a wizard, it could look more like a demon threw a humanoid and an aberration into a blender. ------------------------------------------------------------------- [b]Greater Mutate[/b] Transmutation [Chaotic] Level: Clr 4, Drd 4, Sor/Wiz 4 Range: Close (25 ft. + 5 ft./2 levels) Target: You, plus one willing living creature/2 levels As Mutate Other, except as above. You must target yourself with this spell, and every effected creature must roll seperately to see which mutation they recieve. ------------------------------------------------------------------- [b]Mutate Other[/b] Transmutation [Chaotic] Level: Clr 3, Drd 3, Sor/Wiz 3 Range: Touch Target: Willing living creature touched Saving Throw: No Spell Resistance: No As Mutate Self, except as above. ------------------------------------------------------------------- [b]Rending Mutation[/b] Transmutation [Chaotic] Level: Clr 5, Drd 5, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: One living creature Duration: Permanent Saving Throw: Fortitude negates Spell Resistance: Yes You flood the subject of this spell with a raging torrent of chaotic natural energy, causing extreme cancerous growth throughout the subject's body. If they fail their save, their body is wracked with pain as the structure of their natural body reforms. Limbs wither and atrophy, bones expand and shatter, and skin tears under the pressure. The subject recieves a -4 racial penalty to all attack rolls, skill checks, ability checks, and saves. It's base, climb, swim, and burrow speeds (if it has them) are cut in half, and wings become utterly useless lumps of flesh. Magical and supernatural forms of transportation are unaffected. For the next 1d4 hours, the subject is all too concious of it's pain. To perform anything other than a move action, the subject must succeed on a Concetration check (DC equal to the DC of this spell) or be too distracted by the pain to complete the action. After the 1d4 hours has passed, the subject's nerves have either adjusted or died, reducing the penalty to a -2 and restoring natural movement. A conjuration(healing) spell that cures hit points still do so, but the caster can choose to allocate points of damage healed to instead temporarily remove the racial penalty of this spell, but not the speed reduction. 5 points of damage healed translates to 1 round of painless action. These blisfull rounds are still counted as part of the 1d4 hour duration of the pain, if still subject to the full -4 racial penalty. Other forms of healing, such as fast healing, regeneration, or temporary hit points, do not offer any help from the pain. Creatures immune to polymorphing spells or effects are immune to this spell. A creature with the shapechanger subtype is only affected by this spell in its natural form. Likewise, a creature under the effect of a polymorph spell (such as alter self, polymorph, polymorph any object, or shapechange) is not affected by this spell. In both cases, time spent in a form other than the subjects natural form is not counted as part of the 1d4 hour duration of the pain. Rending Mutation can be dispelled normally, or countered by a heal, restoration, or limited wish spell. Material Component: A piece of flesh and skin you tear upon casting. ------------------------------------------------------------------- [b]Waves of Mutation[/b] Transmutation [Chaotic] Level: Clr 8, Drd 7, Sor/Wiz 8 Components: V, S, M Range: 0 ft. Area: 60-ft.-radius burst Duration: 1 min./level or permanent (see text) Saving Throw: Fortitude negates Spell Resistance: Yes All living creatures, including the caster if applicable, within 60 feet are flooded with a surge of chaotic natural energy. For every affected creature, roll a d% and consult the following table. [i](1-10)[/i] This spell has no effect on that creature. [i](11-45)[/i] The creature is affected by a Mutate Other spell effect. [i](46-75)[/i] The creature is affected by two Mutate Other spell effects simultaneously. [i](76-89)[/i] The creature is affected by a Rending Mutation spell effect for the duration of this spell. [i]90-100[/i] The creature is affected by a Rending Mutation spell effect permanently. Each spell effect lasts for the duration of Waves of Mutation, except the last choice, which is permanent. Each creature makes a fortitude save against Waves of Mutation and not against the spell effects it generates. For example, a Warrior is affected by Waves of Mutation and he fails his Fortitude save. The caster rolls a d% and gets a 23. The Warrior is automatically affected by a Mutate Other spell effect and does not gain another Fortitude save against it. Material Component: A chunk of an aberration's flesh you tear upon casting. [/QUOTE]
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