"Consider creating your own custom mercurial magic tables that align with the schools of magic in your own campaign." - DCC RPG p. 320
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Upon casting Arcane Affinity (p. 162), a caster's mercurial magic results are all rerolled as the wizard becomes attuned to their chosen school of magic. Roll 1d24 modified by the caster's Luck modifier (do not multiply by 10 as when rolling on the original d100 table). Note that 0 and 25 are only achievable with a Luck modifier. These results are largely based on the core game's tables, selected and flavoured to be appropriate to the school of magic, though there are also additional entirely original effects.
⛤denotes entire or partial effects from the vanilla table
⛧denotes effects based on vanilla results but altered to suit☿ denotes entirely new effects
Pyromancy
- ⛧At great cost. Every time the wizard casts the spell, they make a Luck check. If they fail, someone they know bursts into flame and burns to ash (judge's choice).
- ☿ Self-immolation. When the wizard casts this spell, the wizard catches fire and takes 1d6 damage each round until they can make a successful DC 10 Reflex save.
- ☿ Spark. A random item of flammable material within 30' catches fire.
- ⛧Dehydration. A great thirst causes the wizard to take 1d3 points of Stamina damage (before any spellburn is applied).
- ⛧Ignition. The wizard must produce a spark or small flame, such as from a match or flint, to be able to cast the spell.
- ⛧Stifling warmth. A 30' radius around the wizard feels uncomfortably warm for 1d4 rounds and everyone within it suffers -2 to all rolls.
- ⛧Planar rift. Casting the spell tears open a wormhole to the plane of elemental fire, which remains open for 1d4 rounds. There is a cumulative 1% chance each cast that a fire elemental with HD equal to the caster's level + 5 exits the rift. Randomly determine whether it is hostile, friendly, or neutral toward the caster.
- ☿ Solar power. A flaming beam from the sun powers this spell. The wizard gets +1d for spell checks when in sunlight and -1d when they are not.
- ☿ Ring of fire. When successfully casting this spell, a ring of fire with a radius of 1d6 x 10' appears around the caster for 1d4 turns. Any creatures attempting to cross this line or starting their turn standing on it must make a DC 10 Reflex save to avoid catching fire.
- ⛤Flash casting. A bright flash of flame and a loud whoosh accompany the casting of this spell, revealing the wizard's position to all within sight of him. This likely draws both attention and arrows.
- ☿ Flash sweat. The caster's skin and clothes become wet, halving any damage from fire for a turn.
- ☿ Am I missing an eyebrow? One of the wizard's eyebrows singes when casting. If they have none, hair from elsewhere singes.
- ⛧Candle. A spectral light hovers around the caster, providing 25' of light.
- ☿ Boil over. Any and all water within 5' of the wizard heats up and begins to boil. Up to a pint of water will completely evaporate.
- ☿ Torchburn. As part of casting this spell, the wizard burns at least one torch they are holding to cinders. Each torch burned this way counts as one point of spellburn, giving +1 to the spell check.
- ⛧Fearsome flames. The wizard's eyes glow with flame, granting +1d to any attempts to intimidate or cause fear.
- ☿ Spontaneous combustion. When the wizard casts this spell, the target of the spell catches fire and takes 1d6 damage each round until they can make a successful DC 10 Reflex save.
- ⛤Energy burst. When successfully casting this spell, the wizard is surrounded by wreathes of flame, which do not affect the wizard but ignite flammable objects within 5' and cause 1d6 damage to melee opponents.
- ☿ Fire within. When successfully casting this spell, the wizard temporarily gains 1d8 Strength for one turn. This temporary Strength cannot be spellburned.
- ☿ Fire funnel. Any fire within 100' of the caster is transported from its source (which is effectively doused) to then be jetted from the caster. Roll 1d4 to determine where it jets from: (1) palms, (2) eyes, (3) mouth, (4) ears.
- ⛧Phoenix. After casting this spell, the wizard bursts into flame and crumbles to ash. They will then rise from the ashes 2d4 rounds later. Their items are generally not damaged, though there is a 1% chance their clothes burn leaving the reborn wizard nude.
- ☿ Smoke cloud. A cloud of smoke with radius 1d3 x 10' obscures vision for 1d6 rounds. Roll 1d3 to determine where the smoke is centered: (1) the caster, (2) the target, (3) aimed somewhere within the spell's range.
- ☿ Heat metal. When casting this spell, the wizard also heats a metal object of their choice within 30' to a painfully hot degree. Anyone touching, holding, or wearing this object suffers 1d6 damage each round. Choosing to continue holding it requires a DC 15 Fort save. The object cools in 1d12 rounds.
- ⛧Rain of fire. Casting this spell sparks a tempest of tiny meteors that fall in a 30' diameter centered on the caster. All within the area must make a DC 10 Ref save. Failing the save means the character has been hit by a small fireball, taking 1d6 damage and having a 1-in-3 chance of catching fire.
- ⛤Tide of ash. All living vegetative matter within 10' per spell level is reduced to ash. Vegetative creatures caught within this radius take 1d14 points of damage per spell level. Dead vegetative matter is unaffected.
- ⛤Roll again twice.
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