Vapor Tentacles
As the Fog Beast’s body is partially mist, so too is that of an advanced servant. The caster channels matter from the pseudo-plane of mist to create one or more vapor tentacles that she may use as arms and legs, or to create defensive shell of countless tiny tentacles. While the spell is active, the vapor tentacles can be withdrawn into the body, and extended later, if desired. The maximum length, strength, and durability of the tentacles depend on the spell check result. Larger offensive tentacles may be damaged by spells and magic weapons; they have the same AC as the caster, and suffer a penalty of +1d per damage die from incoming fire attacks. Smaller defensive tentacles do not suffer damage, and last the entire duration.
A caster attacking with the tentacles must concentrate during the round (DCC core rulebook, pg 106). If a caster loses concentration, he may not use the tentacles to attack on his next combat turn. The action dice for multiple tentacles follow the die chain: d20 for the first tentacle, d16 for the second, d14 for the third, etc. The caster may add his spell check bonus, instead of Strength, for melee attacks with vapor tentacles. Note that creatures from the elemental planes of air and water are immune to the vapor tentacles’ attacks. Vapor tentacles count as magic weapons toward those creatures with immunity to mundane attacks.
Effect
1 | Lost, failure, and patron taint. |
2-11 | Lost. Failure. |
12-13 | Failure, but spell is not lost. |
14-15 | The caster grows 1 vapor tentacle for 1d3 rounds. The tentacle may extend up to 5’ from the caster, has 1d6+CL hp, does 1d6 damage, and may lift a maximum of 20 pounds. |
16-19 | The caster’s body is covered with countless tiny vapor tentacles, each of which randomly extend and retract defensively. These provide a +1 AC bonus for 2d3 rounds. |
20-21 | The caster grows 2 vapor tentacles for 2d3 rounds. Each tentacle may extend up to 10’ from the caster, has 2d6+CL hp, does 1d8 damage, and may lift a maximum of 40 pounds. |
22-25 | The caster’s body is covered with countless tiny vapor tentacles, each of which randomly extend and retract defensively. These provide a +2 AC bonus for 1d3 turns. The caster receives a +1d bonus to any Reflex save. Falling damage is 1d4 per 10’. |
26-29 | The caster grows 3 vapor tentacles for 1d3 turns. Each tentacle may extend up to 10’ from the caster, has 2d8+CL hp, does 1d10 damage, and may lift a maximum of 60 pounds. The caster gains a +1d bonus to jumping, climbing, grappling, and Strength checks when employing the tentacles. |
30-31 | The caster’s body is covered with countless tiny vapor tentacles, each of which randomly extend and retract defensively. These provide a +4 AC bonus for 2d3 turns. The caster receives a +2d bonus to any Reflex save. Falling damage is 1d3 per 10’. |
32-33 | The caster grows 4 vapor tentacles for 1d3 hours. Each tentacle may extend up to 15’ from the caster, has 2d10+CL hp, does 1d12 damage, and may lift a maximum of 60 pounds. The caster gains a +2d bonus to jumping, climbing, grappling, and Strength checks when employing the tentacles. |
34+ | The caster grows 5 vapor tentacles for 2d3 hours. Each tentacle may extend up to 20’ from the caster, has 2d12+CL hp, does 1d14 damage, and may lift a maximum of 80 pounds. The caster gains a +2d bonus to jumping, climbing, grappling, and Strength checks when employing the tentacles. |
Effect Duration
Varies
Effect Casting Time
1 Action
Range
Self
Level
2 (Fog Beast)
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