Appreciation of True Weirdness
Level: 4
Duration: 1d30 turns
Range: Special
Once this spell is cast, nothing is as it seems as the caster and everyone within range of the spell's effect are subject to a series of uncanny transformations that result in the awakening of one or more new glands or once-vestigial organs within their bodies that allow them to more fully appreciate things that previously they had no conception of, nor words for -- in effect they are made to perceive heretofore hidden aspects of reality that will either drive them quite mad (70% base chance), leave them blasted and dumbfounded (20%), or convert them into something other than what they were before (10%)...making them the first generation of a new taxonomic nomenclature that may not be clearly pronounceable by a human throat.
Anyone unwillingly caught within the area of effect gains a second save and might only have but the slightest of lingering after effects, perhaps a slight sensitivity to the presence of weird forces or persistent dreams of places that do not exist and conversations with people who are not there or were never born.
Those individuals who have survived exposure to this spell once or more are no longer quite as fixed in terms of their place within the planes as they once might have been...gates, portals and weak-points do not always work properly around them...
Level: 4
Duration: 1d30 turns
Range: Special
Once this spell is cast, nothing is as it seems as the caster and everyone within range of the spell's effect are subject to a series of uncanny transformations that result in the awakening of one or more new glands or once-vestigial organs within their bodies that allow them to more fully appreciate things that previously they had no conception of, nor words for -- in effect they are made to perceive heretofore hidden aspects of reality that will either drive them quite mad (70% base chance), leave them blasted and dumbfounded (20%), or convert them into something other than what they were before (10%)...making them the first generation of a new taxonomic nomenclature that may not be clearly pronounceable by a human throat.
Anyone unwillingly caught within the area of effect gains a second save and might only have but the slightest of lingering after effects, perhaps a slight sensitivity to the presence of weird forces or persistent dreams of places that do not exist and conversations with people who are not there or were never born.
Those individuals who have survived exposure to this spell once or more are no longer quite as fixed in terms of their place within the planes as they once might have been...gates, portals and weak-points do not always work properly around them...
I see the duration, but I think you forgot to post the area of effect. However, this appears to rely heavily on DM interpretation, so perhaps the DM can just set the area of effect on the fly.
ReplyDelete@Postgygaxian: We considered making the Range 1d30 feet, or 1' per 1 hit point invested by caster, but decided to leave it up to the GM/DM, since the spell is so strange. We left it as 'Special' so that it could be interpreted on a case-by-case basis, but should definitely have explained that. Thanks for catching the oversight!
ReplyDeletePerhaps we should do a special table for handling optional range-modifiers that we could refer to for spells like this one...