Blend (the Make-Your-Servitors spell!)
Posted: Fri Aug 08, 2014 8:11 am
As far as I know there's no actual spell which explains "a wizard bred them" for account for owlbears and all.
Someone asked about this so I decided "Fuck it, I'll give it a try".
Blend
Transmutation
Sorcerer/Wizard 6
Components: V, S, M (see text)
Casting time: 1 standard action full-round action
Range: Touch
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Effect: This is the infamous spell used to make owlbears and duckoxes and the many many varieties of elves.
The caster chooses a target creature, and then a creature or concept to try to imbue into that creature. When the spell is cast, the caster must then begin trying to expose the target over the next day with elemental substances, if they apply (shadow, fire, cold, etc), usually through ingestion, injection, or covering them in it. Creating a blend of two different creatures requires injecting blood or other tissue from one into the target.
Once that's done, it's a wait-and-see to see if it takes. There's a 50% chance of death inside a week, which goes down 5% by every CR of the target creature until it's gone at CR 10.
If it takes, the target creature now has new properties and is essentially a new kind of creature. Generally, being Blended with something naturally stronger than you are makes you stronger, with some of its traits; physical traits differences come across much more easily than mental ones, like spellcasting. Any offspring with its former kind will share its new traits.
You can only Blend a creature once.
You're pretty much on your own for coming up with the results.
If you want your own pretty point-eared servants, this might help:
Variant Elf
--------------------
I chose spell level 6 because it comes on at level 11, which is when you're suited to be researched by Legend Lore and therefore might as well have some legendary-grade things to do. The reducing percentage chance of death is so you can play mad scientist with cohorts all you'd like but making a viable population of new creatures is much more time-consuming and icky.
I'm well aware that this is Yet Another Wizards Win D&D thing. It's set up in the fluff, I wanted to explain it.
Okay, folks. Rip me a new one.
Someone asked about this so I decided "Fuck it, I'll give it a try".
Blend
Transmutation
Sorcerer/Wizard 6
Components: V, S, M (see text)
Casting time: 1 standard action full-round action
Range: Touch
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Effect: This is the infamous spell used to make owlbears and duckoxes and the many many varieties of elves.
The caster chooses a target creature, and then a creature or concept to try to imbue into that creature. When the spell is cast, the caster must then begin trying to expose the target over the next day with elemental substances, if they apply (shadow, fire, cold, etc), usually through ingestion, injection, or covering them in it. Creating a blend of two different creatures requires injecting blood or other tissue from one into the target.
Once that's done, it's a wait-and-see to see if it takes. There's a 50% chance of death inside a week, which goes down 5% by every CR of the target creature until it's gone at CR 10.
If it takes, the target creature now has new properties and is essentially a new kind of creature. Generally, being Blended with something naturally stronger than you are makes you stronger, with some of its traits; physical traits differences come across much more easily than mental ones, like spellcasting. Any offspring with its former kind will share its new traits.
You can only Blend a creature once.
You're pretty much on your own for coming up with the results.
If you want your own pretty point-eared servants, this might help:
Variant Elf
--------------------
I chose spell level 6 because it comes on at level 11, which is when you're suited to be researched by Legend Lore and therefore might as well have some legendary-grade things to do. The reducing percentage chance of death is so you can play mad scientist with cohorts all you'd like but making a viable population of new creatures is much more time-consuming and icky.
I'm well aware that this is Yet Another Wizards Win D&D thing. It's set up in the fluff, I wanted to explain it.
Okay, folks. Rip me a new one.