When the player passes through the portal behind the creepy door in the basement of the tavern, the following things happen instantaneously:
- You assume a different form similar to the rules of Alter Self, without the damage mechanics. This disguise is magical, and cannot be detected while it is active. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance for the cost of one Session Credit.
- You instantly transport to a destination of your choosing. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, to a familiarity of "very familiar". Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
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Familiarity Mishap Similar Area Off Target On Target -
Very familiar 01-05 06-13 14-24 25-100
Very familiar. A place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.
On Target. You appear where you want to.
Off Target. You appear a random distance away from the destination in a random direction. Distance off target is at the DM's discretion.
Magical "Oopsie". You make it to where you meant to go, more or less (at the DM's discretion). You must also roll on the table of random effects.
Jelly Dimension. When you arrive on the other side of the portal, you are in a random location(at the DM's discretion) within the mission area, and your physical form is a jelly of the player's choosing. The jelly is frozen into the shape of the character, and will begin to thaw at a normal rate, eventually melting into a messy puddle of jelly. The character experiences the rest of session from the Jelly Dimension. While in the jelly dimension the player undetectable by any means, and may expend a session credit to inhabit any NPC. The NPC appear to have a bit of jelly spilled on their shirt when this is in effect. The NPC will not remember any of the time during the possession. The Jelly Dimension know's only sugary fruit preserves and vengeance, and for that reason, the player's number one goal is to get the rest of the party killed. Once the jelly melts, this character will be completely absorbed into the sticky confines of the jelly dimension, never to be seen again. They have become jelly.
This spell last the duration of the session. At the end of the session, characters suddenly stumble back through the the creepy door, into the basement of the Tavern.
* - (Passing through a creepy door in the basement of the Tavern)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/13/2023 7:16:36 AM
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Coming Soon
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