"some spells and or magic items, lets say a d6 table of them, based on the transformation of the user's own body. and a small table of bad consequences if you abuse of them."
I'll be honest, I didn't exactly follow it to the letter. I couldn't think of a good way to write one table for all the magic items, so instead I tried to make them all have a drawback, especially one that would punish people for using them without caution. I could only think of one spell, but since it's pretty much directly ripped from Darkest Dungeon I decided to just add it as a bonus to all the magic items.
The spell is listed first, followed by the magic items in no particular order. And, as promised, here's a D6 table of them:
1 Elongation Potion
2 Amulet of Amorphousness
3 Ring of Dissimulation
4 Etchings of Skin
5 Beads of Saint Bargle
6 Green Lotus Tea
Reconstruction
Magic-User
Level 1
Duration:
Instant
Range:
Touch
The
caster touches a wounded creature and spurns their body into rapid –
and risky – healing. This spell heals D20-6 Hit Points worth of
damage. If the total is a
negative number, the recipient actually suffers damage rather than
healing.
Alternatively,
a fresh injury can be rerolled, curing the existing injury as if it
never happened but inflicting another one rolled by the same process
that generated the first. A injury created by Reconstruction cannot
be rerolled by using the spell again, nor can an existing injury
(anything more than a few minutes old) be rerolled.
Because wizards healing between -5 and +20 HP is way cooler than a Cleric healing 1-8 every time. |
Elongation
Potion
A
glass flask with a pink liquid inside and a paper note tied to it
which reads, in all capital letters, "DRINK ME TO GROW LONGER".
If drunk, the drinker will feel their arms and legs shifting in size,
at once growing longer and shorter, and must choose between making
their arms long and legs short, or legs long and arms short. Both
effects are permanent.
If
their arms are long, they will deal +1 damage with all weapons (as
they can swing swords harder, draw bows farther, and even steady guns
better), and can attack "over" creatures with melee attacks
as if using a pike or halberd or the like. However, thanks to their
short legs, they will be unable to run, only walk, and even then only
slowly.
If
their legs are long, they will be able to move twice as fast as
normal while walking, without growing any more tired than normal, and
sprint twice as fast likewise. They can also jump or even just step
across large gaps. Their short arms will prevent them from using any
two-handed weapon (including bows), and normally one-handed weapons
will require two hands: only things like daggers will remain
one-handed.
Amulet
of Amorphousness
A
brass amulet inlaid with an orange topaz. Whoever wears this amulet
can transform themselves at will into an amorphous orange blob that can
squeeze through almost any gap and is immune to most forms of damage
– crushing deals no damage, while stabbing and slashing deals only
half damage. They can continue to use items by forming appendages and
can even form extra limbs (but not gain any extra attacks), but their
items do not share their amorphousness to squeeze through things.
Each
use of the Amulet
of Amorphousness
lasts up to a minute. After this point, or if the user wants to use
it more than once between restful sleeps, it causes them to lose 1
Strength permanently, and an extra 1 Strength for every reactivation
or full minute of use past the first. If a character is reduced to 0
Strength while wearing the Amulet
it fuses with them, granting them its powers permanently but making
them super weak. Furthermore, their alien body and mind causes them
to cut their Charisma in half, rounded up.
SCP-999 |
Ring
of Dissimulation
A
small silver ring with two raised symbols on opposite sides – one
of the laughing mask of comedy, the other of the crying mask of
tragedy. The ring is magical, and powerfully so at that. Anyone can
tell that it's magical by touching it for a few moments, and
magicians and elves and similar types can tell it is imbued with a
combination of powerful illusion magic and powerful transformation
magic.
Anyone
who puts it on for the first time will unconsciously activate the
ring's effects to make themselves slightly more beautiful from their
own perspective. Only the truly exceptional (monks, people with 18
Charisma, robots) will be satisfied enough to not activate this. It
hints at the ring's altering effects, giving them +1 Charisma,
permanently, at the cost of -1 Strength, also permanently.
While
worn, someone wearing the Ring
of Dissimulation
can will themselves to appear like any humanoid creature they want.
They can change their appearance, their height, their race, their
species, and even their sex. They can conceal features they have
(e.g. faking blindness) but cannot create ones they lack (e.g.
removing actual blindness). This transformation takes a few seconds
(a round or two), and gives the user a profound sense of loss –
they feel that, if they perform this transformation, they will lose
the stability of whatever they originally were.
This
is because they will. The GM or player in question should write down
every change a PC performs under the ring's effects. If the Ring
of Dissimulation
is ever removed, any part of the PC's body that was meaningfully
changed at any point while wearing the ring will disappear, never to
return. A list of common changes and their effects is listed below.
Hair: PC
becomes completely bald.
Skin: PC
becomes albino.
Eyes: PC
loses their eyes and becomes blind.
Nose: PC
loses their nose and sense of smell.
Ears: PC
loses their ears and becomes deaf.
Mouth: PC
loses their tongue and cannot speak (but can still eat/breathe).
Arm/Leg: PC
loses the arm or leg (or just hand/foot if only that was changed).
Sex: PC
becomes completely androgynous and sexless.
Species: PC
becomes a weird middleground of all major demihuman races. In
addition, they lose any racial abilities. Sorry, race-as-class
characters.
Someone
who changes their species or sex doesn't necessarily change their
face or skin. This does, however, mean that you can still be
recognized – though most people will assume you're just a lookalike
of whoever they originally met you as.
The
changes caused by removing the ring are physical, not magical (though
magically induced). Cure
Disease,
Remove
Curse,
and similar spells won't work. Furthermore, the changes totally
remove the organ in question, so Regeneration
and the like also won't work. Only effects that create whole new
versions of whatever was lost can replace such losses, such as the
rare and forbidden art of biomancy, or the Wish
spell.
The
Ring
of Dissimulation
also can't create anything that wouldn't be there otherwise, which is
why it can't be used to replace features lost to its removal. If you
lose an arm you can't use the ring to recover it, even if you lost it
outside of the ring's effect. The one exception is racial abilities:
if you change your species, you lose your current abilities for the
new ones. But if you lack a race, you cannot mimic any of them
either!
Etchings
of Skin
Tan-coloured
leather canvases stretched by a frame of sticks. On each of them, in
red paint – or is that blood? – are elaborate
drawings, designs of a different animal each. The "paint"
glows slightly, almost imperceptibly, but enough that close
inspection or carrying them around for a while will reveal them to be
magical.
The
designs and canvases are actually spells and scrolls, of a sort, but
rather than ones that are memorized or read, they are tattoos. A
tattooist following the design will imbue the recipient with magical
power, but slowly remove the paint from the canvas as they complete
each part. They can be drawn anywhere on the body, but are always
large enough to take up all
of a body part – a full arm, the entire face, your entire back,
etc. They show even through fur, feathers, or scales (which is
relevant as you'll see in a moment).
Their
power will alter the appearance and physiology of the recipient, and
not entirely for the better. Once transcribed, the tattoo cannot be
removed by anything short of a Remove Curse spell or similar
effect, which will both destroy the tattoo and remove both its
positive and negative effects. Transcribing it off the body is an art
lost to modern magicians, as is the creation of new etchings of this
sort.
Roll
a D6 to determine which canvas the party has found:
1 Wolf:
The character's hair grows grey and wild, and their teeth become
sharp fangs. They deal +1 melee damage and can run as fast as an
olympic sprinter, but struggle to willing leave combat and must roll
equal/under their Wisdom to do so, doing nothing that round if they
fail.
2 Bear:
The character's body is covered in thick brown fur and they grow
slightly larger overall. They gain +1 HP per level, applied
retroactively, and are immune to cold and pain, but cannot benefit
from wearing armour. Someone immune to pain can keep acting normally
until death, and perform physical feats no one else could.
3 Raven:
The character's eyes become small and beady, and their whole body is
covered in tiny feathers. They deal +1 ranged damage and suffer
damage from falling in increments of 100 feet instead of 10 feet,
but lose 1 HP per level, applied retroactively, to a minimum of 1
per level.
4 Fish:
The character grows subtle gills, thin gray scales over their body,
and webbing between their fingers and toes. They can breathe
underwater, swim rapidly, and see in the dark, but suffer double
damage from all fire and frost based sources (frost because of their
wetness, fire because the wetness is oil).
5 Snake:
The character's eyes turn yellow, their tail shrinks and forks, and
they grow thin green scales all over their body. They are immune to
poison and disease, and can squeeze themselves through any gap they
can fit their head through, but are unable to speak louder than a
whisper and lose 1 Charisma to the lisp.
6 Spider:
The character grows three extra sets of eyes and light, pitch black
fur all over their body. They can climb anything, even sheer
surfaces, and roll twice and take the better result (or otherwise
excel at) all rolls related to lying to or otherwise manipulating
others, but deal -1 damage with all attacks.
Beads
of Saint Bargle
What
appear at first glance as a set of shiny red prayer beads are
actually a set of tiny rubies imbued with the holy powers of their
long since dead owner, Saint Bargle. When used to pray over the body
of someone injured or otherwise disabled, the Beads
of Saint Bargle allow
the user to transfer any number of permanent injuries from the person
in question to themself, curing them of the disability at the cost of
suffering it themselves.
This
power can be used to cure injuries, both short-term and long-term,
but not HP loss, curses, poisons, or diseases. It can be used to cure
disabilities like blindness, even if the person has suffered the
disability for their entire life, but can't be used to "heal"
something a creature wouldn't normally have – such as to give a
blind species sight, or to transfer a tail to a tailless creature.
A
more obscure use that may require special research to discover is the
Beads'
limited ability to raise the dead. Praying over a corpse no more
than a year dead gives the user the option of restoring the creature
to life and full health at the cost of their own life. Doing so also
drains the Beads
of all magical ability and turns them from valuable rubies to useless
grey rocks.
Green
Lotus Tea
A
bag of tea made from green lotus, one of the many forms of magical
lotus. When a drink is steeped with the bag, it imbues it with its
transformative properties. Anyone who drinks the whole thing will
find their body changed, giving them the following properties:
First,
their skin turns slightly green, nothing garish but enough that it is
clearly green. This skin allows them to photosynthesize light – as
long as they spend a few hours under a torch or lantern's light, they
don't need to eat or drink (it's magic, after all).
Lastly, they suffer double damage from fire, on account of their
newfound flammability.
Every
time the bag is used to make magical tea, roll a D6. On a 1, it loses
the ability to make any more transformations after this last one.