Wednesday, October 30, 2019

Aboleth

Aboleth

Size: 20 ft
Weight: 6,500 lbs

Strength: Far beyond human limits, but average for their size
Agility: Average
Health: Very good
Intelligence: Superhuman
Willpower: Very good

Skills: Extremely knowledgeable in most fields, including information thought lost to time

Typically, creatures with innately mutagenic properties are known for these properties first and foremost, such as with lycanthropes. We have something of an exception here. While the mere touch of an aboleth can cause an undesirable and long-term transformation, their psionic abilities are much more fearful.

-Elric Hartson, monster researcher

An aboleth is a massive, vaguely piscine monster. Bearing three red red eyes aligned in a single column over a fanged maw, four lashing tentacles, and slimy skin, it is monstrous indeed! They are thankfully rare, residing almost solely in subterranean lakes and waterways deep below the planet's surface. While primarily aquatic, they can survive on land, though they move very slowly out of water. They are hermaphroditic, and effectively immortal, dying only to accident and injury. Frightfully, an aboleth's offspring inherits much knowledge from their parents at birth, making each individual a repository of ancient knowledge.

An aboleth produces two types of transformative substance. Firstly, it constantly secretes greasy cloud when underwater. It is short-lived, and rarely extends more than five to ten feet from its body. Mere physical contact with it, however, causes exposed creatures to gain the ability to breathe underwater, but lose the ability to breathe out of it. This effect lasts three to four hours, but the duration is refreshed by further exposure.

More frightening, the aboleth's tentacles secrete a mutagenic slime. Any creature touched by it finds their skin rapidly transformed, losing hair, scales, or any other covering as it is transformed into a transparent membrane over the course of one to five minutes. In addition to being unsightly, this membrane rapidly dries and cracks unless moisturized with fresh water.

An aboleth's most potent ability is its natural psionic power, with which it can create illusions of almost any nature within its vicinity. With greater effort, it can even supplant an intelligent creature's will with its own, effectively enslaving them utterly. This mental domination is absolute, but will break should the victim be more than a mile removed from their slimy master. Due to this ability, an aboleth usually has a host of devoted slaves, often comprised of amphibious humanoids.

Sunday, October 20, 2019

Seafoam Moss


Seafoam Moss

This crusty white moss grows in coastal regions, typically on the side of cliffs, in places exposed to both sea and air. Nothing naturally eats it, as it's overwhelmingly salty, not to mention toxic, but it possesses magical properties valued by alchemists.

If ingested raw, seafoam moss functions as a potent hallucinogen. Prolonged use causes potentially fatal brain damage. Along with its unpleasant taste, this makes it unpopular for recreational use.

Brineblood:
An incredibly easy to brew potion, requiring nothing more than boiling seafoam moss in fresh water, Brineblood is a very popular potion in regions where seafoam moss grows. Brineblood possesses none of the toxic or hallucinogenic properties of its components.

The effects of Brineblood last for one to three hours, depending on how it was prepared. The user gains the ability to hold their breath four times as long as usual, their eyes develop a waterproof membrane, and their fingers and toes become webbed.

If additional doses of Brineblood are taken before the first wears off, the duration is reset and then doubled, but there is a roughly 50% chance of suffering an overdose. In the case of an overdose, the user suffers from hallucinations and mild brain damage, typically in the form of partial memory loss. In addition, the effects become permanent. The also undergo other changes. They have a 50% chance of developing gills (in which case there's another 50% chance of losing use of their lungs,) accompanied by another change:

Side-effect:
01-25
The user's eyes grow large, dark, and highly sensitive to light. They can see in near total darkness, but bright light (like a sunny day) is nearly blinding.
26-35
The user develops the ability of sonar when underwater. There is a 50% chance they lose the ability to speak normally, and a 50% chance of developing a bulbous protrusion on their forehead.
36-50
The user develops shining, piscine scales. There is a 50% chance they become dependent on water, dehydrating dangerously after two hours out of water.
51-60
The user grows stinging tentacles along their arms, back, or scalp (even chance of any of these.)
61-70
The user develops the ability to store and discharge electricity from their body.
71-80
The user develops bioluminescent markings over several parts of their body. There is a 50% chance they have control over it.
81-90
The user develops suction cup-like suckers on their hands and feet.
91-100
Roll twice






Sharktooth Pellet:
I've long considered alchemy to be a science lost on the aquatic races. After all, they could hardly craft the needed metal and glass instruments needed, and the idea of pouring liquids underwater was laughable. Combine that with the difficulty of even recording one's findings in writing, and I'd assumed that alchemy was purely the domain of land-dwellers. Seems I was mistaken.

-Elric Hartson, monster researcher

While more limited in application, the aquatic races such as the merfolk have found their own uses for the magical potential of seafoam moss. By wrapping a certain quantity of moss in certain seaweeds and leaving the result out to dry, firm, waterproof pellets are created. Upon ingestion, the consumer is granted a pointed, sharklike snout, accompanied by a maw filled with numerous razor-sharp teeth. In addition to a dangerous bite, they also gain a shark's powerful senses. These effects last for an hour.

When ingested by any fish-like race, these pellets are surprisingly safe, and no side-effects are known. When used by any other creature, however, there is a very strong chance of the magic going awry.

01-35
No transformation occurs, but the consumer is crippled by intense nausea for an hour.
36-90
The transformation occurs as normal, but there is a 10% chance the effect is permanent.
91-100
The consumer is permanently transformed into a sharklike hybrid, gaining the above toothy maw, along with gills, a dorsal fin, and a sturdy, flippered tail. Any body covering such as hair is lost, replaced by rough skin. There is a 50% chance the consumer retains the ability to breathe air.

Friday, September 13, 2019

Primal Root


Primal Root:

Primal root? Yes, that's a good amount...fresh, too. 'Fraid I can't pay you too much for it, though. See...potions made with primal root have a strong tendency to have very long lasting effects. Permanent, often enough. Combine that with the tendency to render consumers comatose for a few hours...and it's just not very useful for a joke shop like this, yeah? You'll have better luck with the fuddy-duddy across the street.

-Selzo, fairy dragon alchemist

Looking nothing so fancy as it sounds, the so-called primal root appears as an unassuming yellow-orange flower. Growing primarily in regions of heavy rainfall, this uncommon plant is valued almost exclusively for its disproportionately large roots. While they seem to have no special properties on their own, primal roots are very magically reactive, making them a potent and versatile ingredient in potion making.

Dryad's Wine:
So potent are the root's dormant energies that merely using it as a robust flavoring to an otherwise mundane alcohol has has rather dramatic results. Made using the primal root in combination with ordinary grapes. 10-30 minutes after being drinking, the imbiber grows drowsy, and soon falls asleep. During this sleep, which lasts 2-5 hours and cannot be woken from prematurely, the imbiber undergoes a transformation of sorts.

If female, the drinker finds that any scars, blemishes, and imperfections they find unsightly vanish. They also gain a slight improvement to their natural dexterity and charisma. This effect is permanent.

If male, the drinker becomes biologically female. This transformation lasts 2-5 weeks, and has a 20% chance of leaving the drinker in a permanent intersex state afterwards.

If one drinks more than one dose within a twelve month period, there is a 50% chance of overdosing. In males, the overdose simply makes the gender change permanent. In females, however. Their skin takes on the texture and appearance of smooth bark, their hair is replaced by thin, leafy branches, and their life force is bound to the nearest tree. So long as the tree lives, they will return to life within the week should they die, but will begin to sicken and die should they travel more than a mile from the tree. Additional doses of dryad's wine negate this dependency for one week.

Elixir of Photosynthesis:
A somewhat more complex concoction that should only be made by actual alchemists, upon ingesting this elixir, the imbiber will fall unconscious for 20-60 minutes while their metabolism radically alters. Their skin turns a deep green, their hair becomes leaves, and they gain the ability to photosynthesize. Their food requirements are reduced to 5% of their previous needs, but must spend at least six hours a day in indirect sunlight. Direct, intense sunlight cuts this need in half. Water needs are not negated. The drinker is cured of any pollen allergy they may suffer from.

Potion of Sprouting:
This simpler potion was originally used by scouts and spies, but fell out of favor upon an unfortunate side-effect being discovered. Upon drinking this, the drinker gains the ability to transform into a large but otherwise mundane shrub and back at will, their equipment melding with them. They retain this ability for an impressive 2-20 days. Due to reasons alchemists have still not discovered, 10% of these potions instead force the imbiber to transform as soon as they're standing upon soil, and prevent them from returning to normal until the potion's effect expires. While in shrub form, the user is vaguely aware of sights and sounds within thirty feet.

Saturday, September 7, 2019

Mutolact


Mutolact

Concept by Farnix

Some transformative substances don't have a clear and known origin. Such is the case for the substance known plainly as mutolact, a type of magical milk. Nobody knows for sure where this substance came from, only that is is naturally produced by certain individuals, regardless of species or gender. Like most milk, mutolact is typically produced by affected individuals through mammary glands located in the breasts or udder, though it can manifest in more curious forms in those lacking such things.

The most striking and obvious effect of mutolact is, of course, its transformative nature. If imbibed by a creature, they themselves will begin to produce mutolact, though the specific effect is unpredictable. In species capable of producing milk, the most common symptoms are enlargement of breasts, growth of additional breasts, or even the growth of an udder! In beings with an external scrotum, it is typically converted into a structure combining the function of scrotum and udder. These mammaries begin lactating, and continue to do so as long as the subject is infected. The milk produced by these “secondary” subjects is just as contagious, though mutolact can be rendered non-infectious through pasteurization. In any case, mutolact is regarded as creamy and delicious, and has never been known to spoil.

Roll on the below table to determine the effect. Mutolact is influenced by the imbiber's will, and if the drinker knows what they're drinking, and they didn't roll an anomaly, they can choose the effect from the table below, excepting anomalies.

Effects:
01-20
The subject's breasts grow 2-4 sizes. If they didn't have breasts, they do now.
21-40
The subject grows 1-3 additional sets of breasts.
41-60
The subject grows an udder.
61-80
The subject is affected by a random two of the above effects.
81-90
The subject is affected by the first three effects.
91-100
An anomaly occurs!

Anomalies:
01-20
The subject begins laying milk-filled eggs.
21-40
Roll again on the main table. The subject can no longer be cured by milking, as though they were a natural producer of T-Milk.
41-55
The subject acquires the head, fur, tail, and hooves of a cow, along with a tendency to moo. They also roll again on the main table.
56-60
The subject acquires the head, fur, tail, and hooves of a goat. They also roll again on the main table.
61-80
Roll again on the main table. The sensation of milking puts the subject in a trance, making it almost impossible for them to milk themselves.
81-100
The subject becomes a cow-taur, with their normal upper body and a four-legged bovine form from the waist down. If the subject was already quadrupedal, there is a 75% chance their upper body resembles their previous form but anthropomorphic, and a 25% chance their upper body is bovine, with the tauric half resembling their previous form. In any case, they roll again on the main table, but all affects are applied only to their bovine half.

The effects of mutolact wear off on their own after about a week without further mutolact consumption. If udders or breasts are left unmilked, however, the body may reabsorb excess mutolact, so curing such subjects typically requires a week of aggressive milking.

Tuesday, September 3, 2019

Agloaphotis

Agloaphotis

By Tavaer, edited by Thunder

    An unusual tincture with powerful exorcistic capabilities, Agloaphotis is an odorless, thin, red liquid made from a rare subspecies of desert Peony or a kind of Morning Glory found growing by the water's edge near the town of Quiet Mesa. Few natural weapons are more effective against demonic possession: when ingested, the tincture will violently expel any demonic or spiritual malignancy, causing it to take physical form; this spirit may not take its eviction lightly and can thus remain hostile. No record exists of Agloaphotis' effects on unborn children, especially those of demonic lineage.

    Some rare alchemical case studies- long since forbidden in civilized magical societies, -may have found this tincture to be susceptible to corruption....Harvesting the the blooms to late...or by adding innocent blood to the mixture or the regurgitated distilled essence, mixed with Nightshade would do the trick, or so it was fortold by gyromancy.
   Corrupted Agloaphotis is rumored to be the color of dried blood and to be thin enough to suffuse and stain even non-porous surfaces to the core; though, it remains as odorless as its normal state. When consumed, the corrupted concoction supposedly has the reversed effect, forcing whatever dark spirit or possessor to take full control of its host. Said host would then take on the features of the possessing entity, making exorcising them safely a near-impossible task. If no dark spirits currently inhabit the imbiber, it is possible that Corrupted Agloaphotis would turn them into a beacon to any nearby non-corporeals, leaving them permanently vulnerable to possession., even by beings on distant planes.

    The purveyors and sources of these persistent rumors have all met violent ends, so perhaps it is best if you omit these from your studies?

Tuesday, August 27, 2019

Liquid Form

Liquid Form (Spell)
Difficulty: Average

This versatile spell turns the caster and all carried equipment into a watery mass, vaguely resembling their original form. While in liquid form, their physical strength is considerably less, but the are highly resistant to most forms of damage. More importantly, they can seep through any opening that isn't water-tight! The spell lasts about an hour normally, but the caster can extend this indefinitely by paying the energy cost every hour, without having to cast the spell again. The caster can also choose to become a semi-solid fleshy ooze when casting, in which case they retain their physical strength, but gain less damage resistance.

Miscast:
01-10
The caster suffers a mutation that remains until somehow cured.
11-35
The spell affects a random being within 30 feet.
36-45
The subject becomes liquid, but cannot move until the spell ends.
46-55
The spell succeeds, but transforms the subject into water or ooze, whichever the caster didn't intend.
56-80
The subject is injured as part of their body melts away.
81-100
The subject suffers a mutation for the duration of the spell.

Mutations:
01-20
Part of the caster's body, such as an arm or leg turns to water or ooze, as per the spell's normal effect.
21-40
The caster's body bloats with excess fluid. This doesn't affect their health, but it does impact their agility and appearance.
41-60
The caster's skin is constantly coated with water.
61-80
Water constantly flows from the caster's eyes, as though they were crying.
81-100
The caster's body becomes slightly transparent. They aren't notably harder to see, but they do look strange.

Bonuses:
The spell uses less energy.
The spell can affect another being touched by the caster.
The spell can affect multiple creatures within thirty feet (requires 2 bonuses.)
The user can turn into a corrosive or toxic liquid.

For D&D 5E

Liquid Form
2nd Level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, Up to 1 hour
Classes: Druid, Sorcerer, Wizard
You transform into an animate mass of water for the spell's duration, vaguely retaining your natural shape.

While in this form, you gain a swim speed, and can enter and occupy the space of another creature. You have resistance to nonmagical damage. You can pass through small holes, narrow openings, and even mere cracks.


While in liquid form, you can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells.

Tuesday, August 20, 2019

Tendrilize


Tendrilize (Spell)

Difficulty: Easy

Based on the same spell from Fapp.

A curious spell from a foreign land, created by mages known as Fleshcrafters. This spell has a multitude of different uses, all revolving around creating and modifying tentacles. While this spell grants the coordination needed to control the tentacles, which could grant considerable combat and utility application, they were traditionally used almost exclusively for rather lewd purposes.

When cast, the caster must touch either themselves or another creature and choose one of three primary functions:
  1. The target grows a tentacle at the touched location, typically the flank or back. The tentacle has a five-foot reach on a normal human, but is longer or shorter proportionately to the target's size.
  2. A touched body part gains the form and function of a tentacle, topped by the appendage's normal extremity, if any. An arm, leg, tongue, nose, neck...anything. This use can also target any bodily opening, in which case it is replaced with a tentacle with said orifice at the end. If targeting a body part with multiple instances, like arms or legs, the spell can target a single appendage, or all matching appendages.
  3. An existing tentacle is modified. It can be endowed with a hand, mouth, eye, or other such biological feature, even if not possessed by the creature normally. It can also be doubled or halved in length, or capped with a claw, blade, or bludgeon. It can be converted into a vine-like appendage comprised of plant-matter, in which case it will even bear edible fruit. If cast on a tentacle that already has one of these properties, said property is replaced by the new one.
The spell lasts for one hour.

Miscast:
01-20
The caster suffers a random effect of the spell, which is permanent until cured.
21-40
The spell succeeds, but the tentacle flails and writhes about of its own accord, and cannot be controlled.
41-100
The spell has a random viable effect instead of the intended one on the target.

Bonuses:
The caster can apply a second effect in the same casting.
The duration is increased to a day.
The spell is permanent. (This requires two bonuses.)
The caster controls the tentacle, rather than the target.

Eyes of Rho and Kal

“It's a distressingly common assumption that the creatures outside of our own reality are hostile and malicious, bent on our destruction...