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Deceptive Dissolution

A favorite among spell duelists, deceptive dissolution uses the strength of an attacker's spell – and their faith in its power – against them. The caster is, by all visible accounts, slain by the incoming spell, while he instead is teleported to safety and his body is replaced with a magical simulacrum. This spell is strictly a counterspell and has no affect without incoming magical energies to aid in its casting.   Save: None

Effect

1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2) corruption; (3) patron taint (or corruption if no patron (4+) misfire.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 The spell counters a single 1st-level spell, teleporting the caster to a random safe location within 20'.
18-21 The spell is capable of countering two 1st-level strength spells, teleporting the caster to a random safe location within 40'.
22-23 The spell counters a single spell of up to 2nd level, while allowing the caster to teleport to a chosen location within 20'.
24-26 The spell is capable of countering two spells of up to 2nd level each, while allowing the caster to teleport to a chosen location within 40'.
27-31 The spell counters a single 3rd-level spell, while allowing the caster to teleport to a chosen location within 50'.
32-33 The spell is capable of countering two spells, each of up to 3rd level in strength, while allowing the caster to teleport to a chosen location within 100'.
34-35 The spell is capable of countering any number of spells, 3rd level or weaker, so long as their combined power does not exceed CL. The caster may teleport to a chosenlocation  within 500'.
36+ The spell is capable of countering any number of spells, but at great cost. For every combined incoming spell level greater than the caster’s level, the caster permanently loses 1 point from each of his physical attributes (a 4th-level wizard facing incoming spells totaling 6 levels will lose a total of 2 points each of Strength, Agility, and Stamina). The caster may teleport anywhere known within 5 miles.

Side/Secondary Effects

Corruption
  Roll 1d8: (1-4) minor; (5-6) major; (7-8) greater.  
Misfire
  Roll 1d4 modified by Luck:  (0 or less) the spell check of the incoming offensive spell is increased by 2d5
  1. the spell check of the incoming offensive spell is increased by 2d4
  2. the spell check of the incoming offensive spell is increased by 2d3
  3. the spell check of the incoming offensive spell is increased by 1d5
  4. the spell check of the incoming offensive spell is increased by +2.

Manifestation

The wizard’s resulting form varies; roll 1d5 with each casting: 
  1. a scorched and bloody-looking stain made up of raspberry jam and powdered sugar; 
  2. a perfectly formed dummy filled with sawdust; 
  3. perfectly formed dummy filled with tiny live animals (birds, mice, beetles, etc., at the judge's discretion 
  4. a small pile of smoldering ash made up of campfire remains; 
  5. a fleshless skeleton made of plaster.
Effect Duration
Instantaneous
Effect Casting Time
1 action
Range
Varies
Level
3

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