Spells That Are Fucking Metal: Astral Blood

Are you fed up of seeing the fighters walk off with the best of everything? Sick of losing HALF YOUR HP from a single blow? I know just how you feel. Because I myself was a puny 97-pound runt of a Magic-User. Then I discovered a wonderful way to develop my Hit Dice fast. Through the wonders of Astral Channeling! And you can build up YOUR body the very same magical way- without encumbrance, ropes, or ten foot poles. Use the Astral Method, and Turn Your Strong Mind Into A Strong Body!™ 


Inspired by the album Celestial Lineage by Wolves In The Throne Room.

Astral Blood
No./Area of Effect: 1 subject, touch
Duration: 1 hour/CL or until ended by the subject or caster.

Despite their power, many a practitioner of magic has died an inglorious death. A lack of preparation, an unexpected strike, an unforeseen danger. It is the mandate of those with power to meet their greatest potential, at any expense, and thus to make sacrifices in order to survive. In dire circumstances, even their own intellect is a price that many would pay in order to live another day.

Astral Blood transforms the subject’s astral presence, their intellect and mental connection to the universe, into physical energy. It takes effect immediately, and does not prevent the caster from taking other actions in the same round. The subject may choose to lose points of Intelligence instead of HP, effectively gaining extra hit points equal to their ability score. If the subject makes a successful roll-under Wisdom check, they may do the same with Wisdom as well. If the subject reaches 0 Intelligence or Wisdom they will become brain dead as their consciousness is lost to the void, and cannot be revived or resurrected by any means. If the subject survives, they may make a save vs poison for each point of Intelligence and Wisdom they lost. A successful save means that the loss is temporary, and will return at the rate of 1 point per week of rest. A failed roll means the ability score is permanently reduced by 1.

Miscast Table

1
As normal, but the subject must take ability score damage instead of HP until the score reaches 1, after which the subject can assign damage to their HP normally.
2
As normal, but the conduit opened by the caster is too strong, and the subject absorbs all of their astral energy into their physical form. They receive a number of points equal to their Intelligence score to distribute among their ability scores as they choose, gaining bonuses accordingly. The subject loses 1d4-CL points (min 1) each day from their ability scores, again according to the subject’s choice. This effect continues until the subject gains a level or completes a number of magical requirements equal to their unmodified Intelligence divided by 3.
3
Spell fails. A large amount of the subject’s blood phases to the astral plane, immediately causing them to go into shock. The subject will lose 1 point of Constitution each round until they are stabilized. If their constitution reaches 0, the subject dies. A save vs paralysis renders the loss temporary, a failed save makes it permanent.
4
Spell fails. The conduit is reversed, phasing 1d10 of the subject’s HP to the astral plane which are lost permanently unless they can be recovered through dream travel. Each night, the subject may attempt to regain a point of HP if they choose, rolling 1d6. Each night, the roll is modified by a cumulative +1. On a result of 6+, the subject encounters a creature from the Summon table, or a random page of any bestiary the Ref chooses. Each night the subject survives their journey, they regain 1 HP. There is no time limit to regain these points, and XP are gained normally in the astral plane.
5
Spell fails. The subject gains an irresistible hunger for the essence of others, which requires them to consume the brain of someone of at least 13 Intelligence weekly or have their own Intelligence reduced by 5 points until they do.
6
Spell fails. The subject uses Intelligence instead of HP always, but is immune to damage except from magic, silver, and cold iron. This effect is permanent.
7+
As standard Miscast Table result.


Comments

  1. I love the magic from VAM! My next OSR game is going to use it for Magic-Users. This is really cool. Keep the spells coming.

    ReplyDelete

Post a Comment

Popular Posts

Games and Spotlight

The Old-School d6 Skill System

Saving Throws as d6 Skills