A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

06 April 2012

[A to Z April] F is for Flesh Alliance (spell)

Flesh Alliance

Level: Sor/Wiz 8
Components: V,S,M
Casting Time: 1 round
Range: Touch
Target: 2 creatures
Duration: 1 round per caster level
Saving Throw: Will negates
Spell Resistance: Yes

This spell was created by Minden Bonebrood, the ancient Necromancer, and has only been found in his spellbook, and the spellbooks of his disciples. Minden’s spellbook has been lost for several centuries. It is not necessarily an evil spell, however; that depends upon its use and the caster’s goals.

The caster of this spell causes two willing humanoid creatures (DC 14 Will save) to join into one amalgam creature. The process requires one full round to cast and the newly-created creature is finished by the beginning of the following round; at that time the new creature may take a single move action. The casting of this spell is horrific to observe and may cause those in close range (25 ft. + 5 ft. per 2 caster levels) witnessing the action (both friend and foe) to make a Will save or be sickened for 1d3 rounds (DC 18).

The amalgam creature takes the stats of the more-powerful of the two individuals as its base stats. Add to that one-half of the lesser individual’s statistics to the base; e.g., the base creature has a 16 Strength while the lesser individual has a 12 Strength. The amalgam creature will have a 22 Strength for the duration of its existence. Only one-half of the lesser individual’s feats may be added into the amalgam creature, and only one-half of the skill levels may be added in. Any supernatural, spell-like, or extraordinary abilities of the lesser individual will not be factored into the new creature. Likewise, any spell-casting abilities from the lesser individual’s will be factored into the new creature at one-half the lesser individual’s caster level.

The amalgam creature thinks for itself, although internal mental conflicts may arise if the two individuals are not in agreement on a particular action. At the cessation of the spell, the two individuals are violently expelled from each other; they will land between 5 ft. and 10 ft. apart from each other. They will also each take 1d12 HP damage from the violent separation and a temporary 1d2 negative modifier to their Intelligence scores. This negative modifier lasts until the individual can have 8 hours of uninterrupted rest; no magical means of healing or restoration will restore this Intelligence modifer. Only actual, physical rest will accomplish this restoration. The two individuals may not voluntarily separate prior to the termination of the flesh alliance spell.

Material components: a hair from each participant and two soft clay humanoid figures.

Last year's "F": F is for Found Items


Donna K. Weaver said...

Wow. Very interesting. The hair from each participant with clay figures makes me think of voodoo.

Boric G said...

@ Donna: Thanks for visiting! Come by anytime!

Porky said...

I agree with Donna on the 'wow' for sure - this is a cool idea, and has the world-changing properties that gives a lot of high-level magic it's power. It could be a whole campaign. It also makes me wonder about unwilling alliances...

Jamie Gibbs said...

That sounds like a pretty crazy fusion spell! I wonder what kind of odd combinations you can make out of it.

Fellow A-Z bloggy buddy
Mithril Wisdom

Terri Pray said...

I have to agree with Donna, does sound a lot like voodoo.

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