Spellhost
Whenever you select your first Spellhost template, choose a Spellhost Strain. (compatible with vanilla GLoG Wizard Schools)A: +1 MD, +1 Spell Slot, +2 Spells (1-6), Spellhost, Spell Mutations.
B: +1 MD, +1 Spell Slot, +1 Spell (1-8), Spell Breeding
C: +1 MD, +1 Spell Slot, +1 Spell (1-10), Spell Harvesting
D: +1 MD, +1 Spell Slot, Spellhive
Spellhost:
You are a host for a colony of living ideas known as ”spells”, through symbiosis you can utter incomprehensible words that shatter and recreate reality itself. Spells can solely survive in the minds of the few creatures who have gone through the complicated procedures of acclimating their head space to the alien presence, a Spellhost’s mind can contain a number of spells equal to their spell slots. A single spell can be transferred to another compatible creature given an hour of ritualized surgery.
Spell Mutations:
The first time you cast a spell, roll 2D20 on the Spell Mutation table and add that mutation to the spell.- If the result was an odd number, roll one final mutation.
- A spell can have a maximum of three mutations at any given time.
- If you roll a duplicate spell, add the duplicate as Cancer (Spell mutation entry #2).
Spell Breeding:
Talented Spellhosts try to breed and encourage spell mutations to produce the perfect arsenal of personalized spells. You have a number of procedures you can perform on a spell to alter itsmutations or cross-breed the spells themselves.
Add +1 to the save for
- Each spellhost template.
- Each ritual or surgical procedure you describe to the DM.
- Each 2 GP spent on additional materials, scalpels, incense, psychedelic drugs, needle, thread and other supplies suitable for ritualized surgery.
- Each additional day spent preparing.
Spell Harvesting:
You have learned how to cannibalize the spells of other Spellhosts, you can assimilate bits of their brains to learn their spells, adding 1 of their spells to your own repository of spells. Their mutations are unknown until you try them. Previously possessed spells starts typically with 1d4-1 mutations and whenever zero mutations are rolled, add instead 1 Cancer mutation to it.Shellhive
Learn up to 6 spells from your Spell Host Strain, or create your own spell together with the DM. All your future spells now start with at least 2 mutations.
Spell Mutations Raw Text: (in case you want to hack them)
https://docs.google.com/document/d/1bij3_9sie91KR3M85AZzav74qXxoE2W3om2wco284lU/edit?usp=sharing
Credits/Inspiration:
Goblinpunch Wizard: http://goblinpunch.blogspot.com/
Coinsandscrolls Wizard: https://coinsandscrolls.blogspot.com/
Spell Mutations Raw Text: (in case you want to hack them)
https://docs.google.com/document/d/1bij3_9sie91KR3M85AZzav74qXxoE2W3om2wco284lU/edit?usp=sharing
Credits/Inspiration:
Goblinpunch Wizard: http://goblinpunch.blogspot.com/
Coinsandscrolls Wizard: https://coinsandscrolls.blogspot.com/

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