Level
4th
Casting Time
8 Hours
Range/Area
Touch 60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Shapechanging

Campaign: Dungeons of Drakkenheim
Researching the Spell: A character who can cast 4th level spells can research Forced Evolution. To complete the research, the caster must spend 8 days of downtime and 400 gp.

By means of this spell, you transform a mutation gained from contamination. One of the target’s existing mutations is removed and is replaced by a different one. This mutation may be chosen by the Game Master or determined randomly.


In addition to suffering symptoms, each time a character gains a contamination level, it rolls 1d6. If the result is equal to or less than the character’s current contamination level the creature gains a mutation. The Game Master may choose the mutation, or determine it randomly by rolling 1d20 on the Mutations Table. If the result is the same as a mutation affecting the creature currently, the GM chooses a different one or rolls again.


Mutations (1d20)

  1. Rampant Mutation! Roll twice, ignoring this result on subsequent rolls.
  2. Rasping. Your vocal cords warp, and you may only speak in a halting gurgle. If you have 4 or more contamination levels, your tongue rots and falls out, and you can no longer speak.
  3. Wasting. Your fingernails, teeth, and toenails start falling out. 2d6 fall out for each contamination level you have gained.
  4. Rotting. Your lips, nose, and ears blacken and wither. If you reach 4 or more contamination levels, they rot and fall off. You can still speak and hear, however.
  5. Molting. Painful blisters, welts, and multicoloured lesions appear all over your skin, which burst and peel off painfully, exposing the raw sinew underneath. Once you reach 4 contamination levels, your skin entirely sloughs off.
  6. Shedding. Each time you gain a contamination level, some of your hair falls out in patches. Once you reach 4 or more contamination levels, all hair on your body completely falls out.
  7. Lambent Glow. You emit a dim octarine glow to a range of 10 feet. If you have 4 or more contamination levels, you instead emit bright light to a range of 30 feet.
  8. Ocular Tumors. An eyeball opens somewhere on your body for each contamination level you have gained. If you have 4 or more contamination levels, you can see in all directions.
  9. Spiked Growths. At the start of each of your turns, you deal 5 (1d10) piercing damage to any creature you are grappling.
  10. Aquatic Adaptation. You sprout fish-like fins and gills. You gain a swimming speed equal to your land speed and can breathe underwater. If you have 4 or more contamination levels, you can only breathe underwater; but can hold your breath outside water for up to 1 hour.
  11. Amorphous Form. Your bones and organs become gelatinous. You can move through a space as narrow as 6 inches wide without squeezing.
  12. Chitinous Skin. Shell-like growths appear all over your body, giving you a +1 bonus to AC. If you have four or more contamination levels, this bonus increases to +2.
  13. Cyclopean Vision. Your eyes merge into a single central eye which can emit an energy beam as a ranged spell attack using your Intelligence modifier for the attack roll. If it hits, it deals 2d6 radiant damage.
  14. Spatial Displacement. You can cast misty step once for each contamination level you have gained. You regain these uses when you finish a long rest.
  15. Tentacled Limb. One of your arms becomes a fleshy tentacle. When you make a melee attack on your turn, increase your reach by 5 feet.
  16. Spider Climb. You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  17. Whispering Voices. You gain telepathy to a range of 10 feet, but other people hear it as their own voice. If you have 4 or more contamination levels, the range extends to 60 feet.
  18. Belly Maw. A toothy mouth appears on your stomach, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.
  19. Eyeless Sight. Your eyes become milky orbs, and you gain blindsight to a range of 10 feet. If you have 4 or more contamination levels, your eyes rot out, and dim octarine light burns in the sockets. Your blindsight increases to 30 feet, but you are blind beyond this radius.
  20. Arcane Blood. Gain an additional spell slot of the highest level you can cast (to a maximum of 5th level). If you don’t have spell slots, your hit point maximum increases by an amount equal to your level. Double with 4 or more contamination levels.

Madness (1d10)

  1. “I wish I didn’t have all these useless organs inside me.”
  2. “The contamination is a blessing which will transform me into a wondrous creature.”
  3. “The monsters are civilians trying to live a peaceful life! We need to protect them!”
  4. “I must wear a flesh-coat made from my slain enemies to gain their strength!”
  5. “My companions died in the ruins. I’m sorry friends, you are merely ghosts haunting me, you aren’t real. Stop trying to talk to other people.”
  6. “I need to eat everything I can find. It’s probably going to be my last meal.”
  7. “Drakkenheim is so beautiful at night. I could spend forever wandering the streets by moonlight. We should go tonight! Let’s go every night!”
  8. “Don’t you fools get it?! If you die in Drakkenheim, you die IN REAL LIFE!!!!”
  9. “A sinister cabal of disembodied hands is plotting against me.”
  10. “I must go into the ruins and kill. Rip and tear, until it is done.”
* - (an alchemical cocktail made from rare components and delerium dust worth 250 gold, which the target consumes as part of the spell)

Spell Tags: Shapechanging

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Keovar

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