Supreme Brainskull Commander
Even
interplanetary chaos needs a leader! Supreme Brainskull Commander leads his
hordes of mutant Brainskull soldiers from his flagship, high above the planet,
channeling his power through willing minions on the world below. His aims are
as inscrutable as the motivation of those who foolishly choose to follow him.
Is it the lust for power that drives them? The allure of high technology?
Nihilistic madness? Best not to ask such questions. Just let the power of the
cosmos course through your soul, oh supplicant of the Supreme Brainskull
Commander.
Invoke Patron check results:
12-13 Brainskull is busy conquering
other worlds. He waves a dismissive hand and a hologram of a hypnotic, swirling
eyhe appears above the caster’s head. For 1d6+CL rounds, all enemies within 20’
must make a DC15 will save or be mesmerized by its spinning patterns. Those
mesmerized are held immobile and cannot take any action until either the eye
dissipates or the target is attacked or vigorously shaken.
14-17 A 5’ X 5’ square of silver
glowing cosmic ooze appears beneath one target’s feet, immediately attacking
with a pseudopod: Silver Glowing Cosmic Ooze (Init (always attacks last), Atk
pseudopod +4 melee (1d4); AC 10; HD 2d8; MV 5’; climb 5’; Act 2d20; SP half
damage from slicing and piercing weapons; SV Fort +6, Ref -8, Will -6, AL N).
The ooze will use its second action each round to send out a psychic blast at
one of the caster’s enemies within 50’. The target of the blast must make a DC
10 Will save or take 1d4 points of damage of intense cranial pain and suffer a nosebleed.
18-19 A freeze ray pistol materializes
in the caster’s hand. Dmg Die 1d4 + Special, Rof 1, Spd -1, Range 80/160/240.
Persons hit by the freeze ray must make a DC 15 Agility roll or be slowed to ½ movement
for 1d3 rounds, with no other allowable actions. The freeze ray is good for 1d6
shots, then disappears into a nanite cloud that flies off into space.
20-23 A heat ray pistol materializes in
the caster’s hand. Dmg Die 1d6 + Special, Rof 1, Spd -1, Range 80/160/240.
Persons hit by the heat ray take 1d6 of fire damage and must make a DC 15
Agility roll or catch fire. Those on fire take 1d6 damage per round. A burning victim
may take 1 round to smother the flames (giving up all other actions on that
round and dropping any objects in hand) to make a DC 12 Agility roll to smother
the flames. The fire burns until smothered. The ray is good for 1d8 shots, then
disappears into a nanite cloud that flies off into space.
24-27 A shrink ray pistol materializes
in the caster’s hand. Dmg: Special, Rof 1, Spd -1, Range 80/160/240 cone. The
ray of this pistol is a cone expanding from the barrel of the weapon to a width
of 50’ at its longest range. Those caught in the cone must make a DC 15 Agility
roll or be shrunk to ¼ their original size. Shrunken victims suffer -8 to
attacks and damage and lose ¾ of their hit points. At the end of 1 turn,
victims return to normal size, attacks, damage, and hit points (minus any hit
points lost while shrunk). The ray is good for 1d3 shots, then disappears into
a nanite cloud that flies off into space. The ray is indiscriminate of friend
or foe. All in the cone must make the save or suffer the consequences.
28-29 Two Brainskull Minions
materialize next to the caster. They attack any foes of the caster. Brainskull
Minions (Init +0; Atk Death Ray Rifle +0 missile (3d6); AC 17; HD 1d8+2; MV 30’;
Act 1d20; SV Fort +0, Ref +0, Will +0, AL C). They will remain for CL+1 rounds
of combat, at which point they are lifted into the sky along columns of blue
light. If killed, they, and all their equipment, disintegrate into a cloud of
nanites that flies off into space.
30-31 Two Brainskull Minions and a
Giant Insect materialize next to the caster. They attack all foes of the caster.
Brainskull Minions (Init +0; Atk Death Ray Rifle +0 missile (3d6); AC 17; HD
1d8+2; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +0, AL C). Giant Insect (Init
+1; Atk Bite +2 melee (3d6); tomp +2 melee (1d6); AC 18; HD 4d10; MV 40’; Act
1d20, 1d16; SV Fort +2, Ref +1, Will +0, AL N). They will remain for CL+1d6 rounds
of combat, at which point they are lifted into the sky along columns of blue
light. If killed, they, and all their equipment, disintegrate into a cloud of
nanites that flies off into space.
32+ Two Brainskull Minions, a
Giant Insect, and a Brainskull Battle Mecha materialize next to the caster.
They attack all foes of the caster. Brainskull Minions (Init +0; Atk Death Ray
Rifle +0 missile (3d6); AC 17; HD 1d8+2; MV 30’; Act 1d20; SV Fort +0, Ref +0,
Will +0, AL C). Giant Insect (Init +1; Atk Bite +2 melee (3d6); tomp +2 melee
(1d6); AC 18; HD 4d10; MV 40’; Act 1d20, 1d16; SV Fort +2, Ref +1, Will +0, AL
N). Brainskull Battle Mecha (Init +3; Atk Pincer Claws X 2 (4d6+6); Stomp
(5d10); AC 20; HD 8d10, MV 60’; Act 2d24; SP: Crit on 20-24, uses Crit Table 6:
Giants; SV Fort +6, Ref +2, Will +2, AL N). They will remain for CL+1d30 rounds
of combat, at which point they are lifted into the sky along columns of blue
light. If killed, they, and all their equipment, disintegrate into a cloud of
nanites that flies off into space. Note that the Mecha is piloted by a third
Brainskull Minion, who will emerge from the Mecha and attack if the Mecha is
destroyed. His stats are the same as the other Brainskull Minions.
Patron
Taint: Supreme Brainskull Commander
When patron taint is indicated
for Supreme Brainskull Commander, roll 1d6 on the table below. When a caster
has acquired all six taints at all levels of effect, there is no need to
continue rolling any more.
Roll Result
1 The caster’s
eyelids permanently fall off, his eyes become larger, and his pupils turn
bright red. The caster can see 20’ in darkness. If this result is rolled a
second time, the caster’s face assumes a skeletal aspect with green polyps
hanging from the jowls. He suffers a permanent loss of 2 personality points. If
this result is rolled a third time, all of the caster’s hair falls out of his
head, his cranium swells, and the tissue of his skull softens, conforming to
the shape of his now massive brain. He suffers a further permanent loss of 2
points of personality.
2 The spellcaster’s voice
becomes nasal to the point of sounding ridiculous. He suffers a permanent loss
of 1 point of personality. If this result is rolled a second time, he
inadvertently blurts out “Ack!” in place of some words. This can affect
spellcasting negatively. Each time a spell is cast, the caster must make a Will
save. On a roll of 1, the caster suffers a -1 penalty to his spell check roll.
If this result is rolled a third time, the casters every other word is “Ack!”.
Each time a spell is cast, the caster must make a DC 15 will save or suffer a
-2 penalty to his spellcheck.
3 The spellcaster gets
asthma and suffers a permanent loss of 1 point of Stamina. If this result is
rolled a second time, the caster is stricken with more severe asthma and is
constantly coughing, suffering the effects of the earlier manifestation of
asthma and and negating any chance of surprise. If the result is rolled a third
time, the caster must seek and receive a glass-bubble-helmet-nitrogen-breathing
apparatus or die within 24 hours. The Brainskull Commander Supreme will gladly
exchange such an apparatus for, say, the caster’s hand or foot, for his
experiments.
4 The spellcaster develops
and unhealthy obsession with stars and planets. They are all he wants to talk
about. If this result is rolled a second time, the caster is convinced that
everyone around him knows something about celestial bodies that they are
holding back from him. He will take desperate measures, just short of killing,
to get these secrets. If this result is rolled a third time, the caster must
spend a night under the open sky or he will become so disturbed and disconsolate
that he suffers a -6 to all spellchecks until he can do so. Clouded nights don’t
help – he must spend a night under mostly-clear skies.
5 The caster must undergo an
experimental operation that replaces a finger or toe (player’s choice) with a
tentacle, insect claw, or other non-human (and likely non-beneficial) digit. If
this result is rolled a second time, an entire hand or foot (player’s choice)
must be sacrificed and replaced. If this result is rolled a third time, an
entire limb must be sacrificed and replaced.
6 The caster becomes
emaciated and unhealthy, permanently losing 1 point of Stamina. If this result
is rolled a second time, the caster shrinks to a height of 4’ tall, permanently
losing 2 points of Strength. If this result is rolled a third time, the caster’s
internal organs are transformed into those of a Brainkiller Minion. He will be
unable to eat normal food and must subsist on a diet of insects, worms, and
cosmic ooze.
Patron
Spells: Supreme Brainskull Commander
Loyal followers
of Supreme Brainskull Commander gain access to three unique spells, as follows:
Level 1: Sensor Array
Level 2: Eye of Ackackerack
Level 3: Chariots of the Gods
Spellburn: Supreme Brainskull Commander
Supreme Brainskull Commander needs scouts to plan the final
invasion. Therefore, he reluctantly gives you favors on the advice of his
ambassador. When a caster utilizes spellburn, roll 1d4 and consult the table
below or build off the suggestions to create an event specific to your home
campaign:
Roll Spellburn Result
1 A blue beam shoots down
from above the caster, seemingly setting him alight with blue flame,
manifesting as stat point loss.
2 The caster is granted the
spellburn bonus, but must plant the Brainskull flag (10 of which appear in the
caster’s hand) on the 10 highest peaks within a 100 mile radius within the next
2 weeks.
3 In a flicker, the caster
disappears and reappears. He feels that he has been abducted and probed for
several hours, resulting in stat loss.
4 Supreme Brainskull
commander needs brains! The caster may burn up to 15 points of spellburn with
no ill-effect if he can extract a brain, intact, from a human being who has not
been dead for longer than an hour before the extraction. As soon as the brain
is extracted, Supreme Brainskull Commander will teleport the specimen to his flagship
for experimentation. If the spellcaster fails to procure the specimen within 48
hours, he suffers the full 15 points + 1d4 extra points, spread across ability
scores at the judge’s discretion.
Manifestation: Roll 1d4: (1) A circular pulse, in the form of expanding red rings, expand out from the caster. (2) A steady beeping sound emanates from the caster. (3) Visible sine waves spread out from the caster’s head in all directions. (4) Two metal antennae sprout from the caster’s head. Sparks of electricity crackle between them.
1 Lost, failure, and patron taint.
2-11 Lost, failure
12-13 The caster’s sense of smell is greatly enhanced. His nose becomes so attuned
to the differences in odors that he can parse the smell of poison in a banquet meal, can uniquely identify the smell of individuals so as to know their identity (at least to separate their individual odors from one another) and their relative location (though not their exact distance). Very faint odors can be detected up to 30’ away. This ability lasts for 1d3+CL turns.
14-17 Sounds within a 20’ radius of the caster are amplified greatly to the caster. There is a dampening that occurs so that suddenly loud noises will not deafen the caster if he makes a DC 8 Fortitude save. Failure to make the save deafens the caster for 1d6 rounds. Noises are amplified only to the caster’s ears. The caster can clearly hear a pin drop or a person shifting their weight. If the caster does not move and concentrates, he can even hear and parse out individual heartbeats of those within range. This is cumulative with the smell sense and lasts 1d4+CL turns.
18-19 The caster’s sense of touch is heightened dramatically. The caster can feel slight temperature changes (such as a person’s face flushing red) or small air movements (the flutter of butterfly wings) up to 30’ away. As a result, the caster cannot be surprised, gains +2 to initiative, and gains and armor class bonus of +1. The caster can also sense secret doors by running his fingers along the wall, and so forth. Extreme hear or cold, however, only affect him as normal. This ability is cumulative with the smell and hearing increases, as the caster chooses. He need not accept these other increases, though he has that option if he so chooses. This effect lasts for 1d5+CL turns.
20-23 The caster’s sense of balance is heightened to such an extent that he gains an additional 1d10 action each round, gains +3 to initiative rolls and +2 to AC. He can also sneak silently and climb sheer surfaces like a neutral thief of the same level. This ability is cumulative with smell, hearing, and touch bonuses, as the caster chooses. He need not accept these other increases, though he has the option if he so chooses. If he does accept the touch bonuses along with the heightened balance, bonuses to initiative and AC are also cumulative. The effect lasts for 1d6+CL turns.
24-27 The caster’s sense of sight is heightened. He can see objects as if they were 10X closer. Small objects may be magnified up to 100X in the caster’s sight. This allows the caster to see secret doors within 20’ and allows the caster to find traps like a neutral thief of the same level. This ability is cumulative with the smell, hearing, touch, and balance increases, as the caster chooses. He need not accept these other increases, though he has that option if he so chooses. This effect lasts for 1d8+CL turns.
28-29 The caster gains x-ray vision, allowing him to see through up to 20’ of stone and 40’ of wood or other less-dense material. As long as he is not distracted and can concentrate for 1 round. Lead, gold, or silver foil this x-ray vision. This ability is cumulative with the smell, hearing, touch, balance, and sight increases, as the caster chooses. He need not accept these other increases, though he has that option if he so chooses. This effect lasts for 1d4 hours.
30-31 For a few moments, the caster’s full range of enhanced perceptions (as previously detailed), rises up to a bird’s-eye “view” (keep in mind that all senses are active, not just sight) 60’ above the caster’s body. The perception “array” or “net” is in the shape of a cone, beginning at the apex of the 60’ and expanding out and downward, with the caster in the exact center of the base of the cone, which extends in a 100’ radius out from the caster. Everything within the cone that is not magically invisible or on another plane of existence can be smelled, heard, felt, and seen (including the x-ray vision) by the caster with the same heightened sensitivities as described earlier. This effect lasts for 1d6+CL rounds and does not move if the caster moves. After this effect has expired, the caster’s senses “step down” to the effects described in (28-29) for 1d4 hours. Note that should the judge elect to show the player a map outlay of what is seen, he should only allow the player to see the map for the allotted number of rounds in real time, though the judge may “stop time” (covering up up the map in the meantime) to answer questions that would more or less instantaneously occur in the character’s mind, but take more real time to verbally express. The caster’s “perception” will manifest as a tiny flying saucer that rises out of the caster’s head, making a slight buzzing and humming sound as it ascends.
32+ As (30-31), but the aerial view of perception lasts for 1d6+CL turns of real time, moves with the caster, and extends to 500’ in radius.
Sensor Array
Level: 1 (Supreme Brainskull Commander) Range: Varies Duration: Varies Casting time: 2
rounds Save: Varies (when appropriate), see below.
General: The caster’s ability to
send and/or receive communication is enhanced.
Manifestation: Roll 1d4: (1) A circular pulse, in the form of expanding red rings, expand out from the caster. (2) A steady beeping sound emanates from the caster. (3) Visible sine waves spread out from the caster’s head in all directions. (4) Two metal antennae sprout from the caster’s head. Sparks of electricity crackle between them.
1 Lost, failure, and patron taint.
2-11 Lost, failure
12-13 The caster’s sense of smell is greatly enhanced. His nose becomes so attuned
to the differences in odors that he can parse the smell of poison in a banquet meal, can uniquely identify the smell of individuals so as to know their identity (at least to separate their individual odors from one another) and their relative location (though not their exact distance). Very faint odors can be detected up to 30’ away. This ability lasts for 1d3+CL turns.
14-17 Sounds within a 20’ radius of the caster are amplified greatly to the caster. There is a dampening that occurs so that suddenly loud noises will not deafen the caster if he makes a DC 8 Fortitude save. Failure to make the save deafens the caster for 1d6 rounds. Noises are amplified only to the caster’s ears. The caster can clearly hear a pin drop or a person shifting their weight. If the caster does not move and concentrates, he can even hear and parse out individual heartbeats of those within range. This is cumulative with the smell sense and lasts 1d4+CL turns.
18-19 The caster’s sense of touch is heightened dramatically. The caster can feel slight temperature changes (such as a person’s face flushing red) or small air movements (the flutter of butterfly wings) up to 30’ away. As a result, the caster cannot be surprised, gains +2 to initiative, and gains and armor class bonus of +1. The caster can also sense secret doors by running his fingers along the wall, and so forth. Extreme hear or cold, however, only affect him as normal. This ability is cumulative with the smell and hearing increases, as the caster chooses. He need not accept these other increases, though he has that option if he so chooses. This effect lasts for 1d5+CL turns.
20-23 The caster’s sense of balance is heightened to such an extent that he gains an additional 1d10 action each round, gains +3 to initiative rolls and +2 to AC. He can also sneak silently and climb sheer surfaces like a neutral thief of the same level. This ability is cumulative with smell, hearing, and touch bonuses, as the caster chooses. He need not accept these other increases, though he has the option if he so chooses. If he does accept the touch bonuses along with the heightened balance, bonuses to initiative and AC are also cumulative. The effect lasts for 1d6+CL turns.
24-27 The caster’s sense of sight is heightened. He can see objects as if they were 10X closer. Small objects may be magnified up to 100X in the caster’s sight. This allows the caster to see secret doors within 20’ and allows the caster to find traps like a neutral thief of the same level. This ability is cumulative with the smell, hearing, touch, and balance increases, as the caster chooses. He need not accept these other increases, though he has that option if he so chooses. This effect lasts for 1d8+CL turns.
28-29 The caster gains x-ray vision, allowing him to see through up to 20’ of stone and 40’ of wood or other less-dense material. As long as he is not distracted and can concentrate for 1 round. Lead, gold, or silver foil this x-ray vision. This ability is cumulative with the smell, hearing, touch, balance, and sight increases, as the caster chooses. He need not accept these other increases, though he has that option if he so chooses. This effect lasts for 1d4 hours.
30-31 For a few moments, the caster’s full range of enhanced perceptions (as previously detailed), rises up to a bird’s-eye “view” (keep in mind that all senses are active, not just sight) 60’ above the caster’s body. The perception “array” or “net” is in the shape of a cone, beginning at the apex of the 60’ and expanding out and downward, with the caster in the exact center of the base of the cone, which extends in a 100’ radius out from the caster. Everything within the cone that is not magically invisible or on another plane of existence can be smelled, heard, felt, and seen (including the x-ray vision) by the caster with the same heightened sensitivities as described earlier. This effect lasts for 1d6+CL rounds and does not move if the caster moves. After this effect has expired, the caster’s senses “step down” to the effects described in (28-29) for 1d4 hours. Note that should the judge elect to show the player a map outlay of what is seen, he should only allow the player to see the map for the allotted number of rounds in real time, though the judge may “stop time” (covering up up the map in the meantime) to answer questions that would more or less instantaneously occur in the character’s mind, but take more real time to verbally express. The caster’s “perception” will manifest as a tiny flying saucer that rises out of the caster’s head, making a slight buzzing and humming sound as it ascends.
32+ As (30-31), but the aerial view of perception lasts for 1d6+CL turns of real time, moves with the caster, and extends to 500’ in radius.
Eye of Ackackerack
Level: 2 (Supreme Brainskull Commander) Range: Varies Duration: Varies Casting
time: 1 round Save: Varies, (when appropriate) see below.
General: The caster invokes the
ancient Brainskull power of the mystical Eye of Ackackerack, an ancestor held
as a near deity who ruled at the whim of whatever he felt like doing at the
time. His chaotic whims are still manifest through this capricious invocation.
Manifestation: Roll
1d4: (1) The caster’s forehead sprays blood as a third eye erupts, then shoots
kaleidoscope patterns out in a cone before the caster, (2) The caster’s eyes
become whirling black and white spirals, sparks shoot out of his tear ducts,
(3) A glowing eye appears in the palm of each of the caster’s hands, (4) 1d30
eyes sprout all over the caster’s body. As a result, he gains +1 to initiative
rolls next round.
1 Lost, failure, and patron taint.
2-11 Lost, failure.
12-13 Failure, but spell is not lost.
14-15 For 2d8+CL rounds, all enemies within 30’ must make a DC15 Will save at -1 or be mesmerized. Those mesmerized are held immobile and cannot take any action until the spell expires or the target is attacked or physically traumatized. This trauma must entail at least 1 HP of damage to shock the target out of their mesmerized state.
16-19 All enemies within 30’ must make a Will save versus spell check DC or fall asleep for 1d4 hours. Targets can be awakened by normal means using one action.
20-21 All enemies within 60’ must make a DC 15 Will save or become deaf and blind for 1d4 hours.
22-25 A green cloud of gas emanates from the caster’s magic eye(s) and extends into a rough sphere about 60’ in diameter. All enemies caught in the sphere are deprived of oxygen as a more nitrogen-rich atmosphere takes over. Targets must make a DC 17 Fortitude save or pass out for 1d10 minutes. For the first round spent in the cloud, targets take 1d3 of damage, then move up the dice chain each round, suffering suffocation damage: 1d4 in round 2, 1d5 in round 3, 1d6 in round 4, 1d7 in round 5, 1d8 in round 6, 1d10 in round 7, etc. Those in the cloud may be removed by others who enter the cloud, but these are also subject to its effects. Those who make their save are at half movement and unable to act except to drag another to safety. Anyone spending three cumulative rounds in the cloud, regardless of whether or not they made their save, suffer a permanent loss of 1 point of Intelligence. This is cumulative, with the loss applied every 3 consecutive rounds.
26-29 A reverse-gravity wave emanates out in a 60’ diameter circle from the caster’s magic eye(s), affecting the caster’s enemies. This reversal flicks from one pole to another each round. Enemies must make an Agility save versus spell check DC or suffer 1d6 damage. If a critical success (natural 20) is indicated, the enemy does not move from that plane further (i.e., he is “stuck” on that surface) until the spell expires. This spell lasts for 2d12 turns.
30-31 A meteor shoots out of (one of) the caster’s magical eye(s), with a range up to 100’. It unerringly hits its target, causing 2d6 of damage, then explodes, causing a further 6d6 of damage to all persons within 30’ of the target unless an Agility save versus the spell check result is made. If the save is successful, damage is halved. All are affected, friend or enemy.
32-33 A dark nebula, complete with flickering stars, ebbs out of the caster’s magic eye(s) at a rate of 10’/round, out to a maximum of 60’ from the caster. Those enemies touched by the nebula are drained of 1d8 Hit Points and 1 point of Strength each. These hit points are added as a buffer to those of the caster and any damage taken by the caster is first applied to these “stolen” hit points. The caster also gains all the strength points and adds them to his own strength. This effect lasts for 1 full day. Though the strength fades after one day, the stolen hit points do not. They remain with the caster until “used up,” at which point the caster is “back down” to his normal maximum hit points
34+ All enemies of the caster within 100’ are impregnated with a Brainskull egg. Each round, those impregnated must make a DC 15 Fortitude save or the egg hatches, killing the host instantly and allowing the emergence of a fully-formed, fully-equipped Brainskull Minion. If the save is successful for three rounds in a row, the egg has been aborted by the host body immune system. Even then, the host will suffer 1d6 points of damage per round. If the host dies before the egg hatches, the egg also dies. Hatched Brainskull Minions follow the caster until either he or they die. They remain wholly loyal to his command, even to the point of suicidal acts, if the caster so orders. Brainskull Minions (Init +0; Atk Death Ray Rifle +0 missile (3d6); AC 17; HD 1d8+2; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +0, AL C).
Note: The
caster may defer down to any lower result on the chart, if he so chooses.
Chariots of the Gods
Level: 3 (Supreme Brainskull Commander) Range: Varies Duration: Varies Casting
time: 1 round Save: None
36+ The
caster and up to 500 companions are transported to a flying saucer mothership
measuring 1000’ in diameter. All the amenities and comforts previously
mentioned are included, but on a larger scale. The mothership contains 10 large
flying saucers and 100 bubble cars in its hold. It also contains 500 vacuum
suits, which allow an individual to survive in the vacuum of space for up to
one full day. The mothership can travel at 98% the speed of light and is
impervious to any outside attack or environment short of a black hole. It
remains for 1d3 days, after which it lands and disintegrates into a cloud of
nanites, which flies off into space.
1 Lost, failure, and patron taint.
2-11 Lost, failure.
12-13 Failure, but spell is not lost.
14-15 For 2d8+CL rounds, all enemies within 30’ must make a DC15 Will save at -1 or be mesmerized. Those mesmerized are held immobile and cannot take any action until the spell expires or the target is attacked or physically traumatized. This trauma must entail at least 1 HP of damage to shock the target out of their mesmerized state.
16-19 All enemies within 30’ must make a Will save versus spell check DC or fall asleep for 1d4 hours. Targets can be awakened by normal means using one action.
20-21 All enemies within 60’ must make a DC 15 Will save or become deaf and blind for 1d4 hours.
22-25 A green cloud of gas emanates from the caster’s magic eye(s) and extends into a rough sphere about 60’ in diameter. All enemies caught in the sphere are deprived of oxygen as a more nitrogen-rich atmosphere takes over. Targets must make a DC 17 Fortitude save or pass out for 1d10 minutes. For the first round spent in the cloud, targets take 1d3 of damage, then move up the dice chain each round, suffering suffocation damage: 1d4 in round 2, 1d5 in round 3, 1d6 in round 4, 1d7 in round 5, 1d8 in round 6, 1d10 in round 7, etc. Those in the cloud may be removed by others who enter the cloud, but these are also subject to its effects. Those who make their save are at half movement and unable to act except to drag another to safety. Anyone spending three cumulative rounds in the cloud, regardless of whether or not they made their save, suffer a permanent loss of 1 point of Intelligence. This is cumulative, with the loss applied every 3 consecutive rounds.
26-29 A reverse-gravity wave emanates out in a 60’ diameter circle from the caster’s magic eye(s), affecting the caster’s enemies. This reversal flicks from one pole to another each round. Enemies must make an Agility save versus spell check DC or suffer 1d6 damage. If a critical success (natural 20) is indicated, the enemy does not move from that plane further (i.e., he is “stuck” on that surface) until the spell expires. This spell lasts for 2d12 turns.
30-31 A meteor shoots out of (one of) the caster’s magical eye(s), with a range up to 100’. It unerringly hits its target, causing 2d6 of damage, then explodes, causing a further 6d6 of damage to all persons within 30’ of the target unless an Agility save versus the spell check result is made. If the save is successful, damage is halved. All are affected, friend or enemy.
32-33 A dark nebula, complete with flickering stars, ebbs out of the caster’s magic eye(s) at a rate of 10’/round, out to a maximum of 60’ from the caster. Those enemies touched by the nebula are drained of 1d8 Hit Points and 1 point of Strength each. These hit points are added as a buffer to those of the caster and any damage taken by the caster is first applied to these “stolen” hit points. The caster also gains all the strength points and adds them to his own strength. This effect lasts for 1 full day. Though the strength fades after one day, the stolen hit points do not. They remain with the caster until “used up,” at which point the caster is “back down” to his normal maximum hit points
34+ All enemies of the caster within 100’ are impregnated with a Brainskull egg. Each round, those impregnated must make a DC 15 Fortitude save or the egg hatches, killing the host instantly and allowing the emergence of a fully-formed, fully-equipped Brainskull Minion. If the save is successful for three rounds in a row, the egg has been aborted by the host body immune system. Even then, the host will suffer 1d6 points of damage per round. If the host dies before the egg hatches, the egg also dies. Hatched Brainskull Minions follow the caster until either he or they die. They remain wholly loyal to his command, even to the point of suicidal acts, if the caster so orders. Brainskull Minions (Init +0; Atk Death Ray Rifle +0 missile (3d6); AC 17; HD 1d8+2; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +0, AL C).
Chariots of the Gods
Level: 3 (Supreme Brainskull Commander) Range: Varies Duration: Varies Casting
time: 1 round Save: None
General: Supreme Brainskull
Commander’s reach into space is grand. In order to strengthen his influence, he
may see fit to loan technology to his followers in order to allow them
transport and protection from enemies and the dangers of space (as well as
terrestrial) travel.
Manifestation: Roll
1d4: (1) A mist arises behind the caster, then coalesces into massive black and
purple scintillating beetle wings, (2) The caster’s hair and robes are cast
back, as if the caster is travelling at breakneck speed, (3) The caster’s form “jumps” with every movement, as if he was under a strobe light. (4) A cloud of tiny
flying saucers buzz around the caster’s head for the full duration of the spell.
1 Lost,
failure, and patron taint.
2-11 Lost,
failure.
12-15 Failure,
but spell is not lost
16-17 In a flash of
lightning, a giant beetle with an iron and leather saddle appears. The caster
is immediately in the saddle and in control of the creature at the end of the
casting time. The creature will move in response to the caster’s will, but will
attack enemies independently. Giant Beetle (Init +1; Atk: Bite +2 melee (3d6);
Stomp +2 melee (1d6); AC 18; HD 4d10; MV 40’; Act 1d20; 1d16; SV Fort +6, Ref
+2, Will +2, AL N)
18-21 In a flash of
lightning, the caster and up to 2 companions are transported into a floating
chariot pulled by 2 Giant Beetles. The chariot floats 20’ above the ground and
is attached to the bettles by lassos that glow with an orange light. The
chariot gives +1 to the AC of each person in it and is itself AC 17, with 75
structural hit points. The Giant Beetles can simultaneously pull the chariot
and attack enemies. Giant Beetle (Init +1; Atk: Bite +2 melee (3d6); Stomp +2
melee (1d6); AC 18; HD 4d10; MV 40’; Act 1d20; 1d16; SV Fort +6, Ref +2, Will
+2, AL N). The chariot and Giant Beetles remain for 1d8+CL rounds, at which
point the caster and companions are dismounted and the chariot and beetles are
lifted into the sky along a blue column of light. If killed (or destroyed, in
the case of the chariot), they disintegrate into a cloud of nanites that flies
off into space.
22-23 A pterodactyl with a
silk and brass saddle appears. The caster is immediately in the saddle and in
control of the creature at the end of casting time. The creature will move in
response to the caster’s will, but will attack enemies independently.
Pterodactyl (Init +2; Atk Bite +3 melee (4d6); claw +3 melee (3d6); AC 17; HD
6d10; MV 70’ flying; ACT 1d20, 2d16; SV Fort +4, Ref +4, Will +2, AL N). The
pterodactyl remains for 1d10+CL rounds, at which point the caster is dismounted
and the pterodactyl flies up along a blue column of light. If killed, it disintegrates
into a cloud of nanites that flies off into space.
24-26 A magic carpet
appears under the caster and up to 2 companions. The carpet flies at 100’ and
remains for 1d4 hours, after which the occupants are landed savely and the
carpet unravels and vanishes. While on the carpet, all riders gain +2 to AC due
to the incredible maneuverability of the carpet.
27-31 The caster and up to
3 companions materialize in the driver’s seat of a bubble car, a small flying
machine with enclosed glass, full internal environmental controls, whatever
music the caster desires, and a bottle of fresh water. The vehicle requires
little concentration to control, freeing the caster up for other activities.
This vehicle can be submerged under thousands of feet of water or travel into
the vacuum of space with no discomfort to the caster. Furthermore, the car
imparts +7 to all passengers’ AC (in relation to all enemies outside the car),
has 200 hit points of structural integrity, and travels at 120’. It remains for
1d6 hours, after which it lands on the nearest safe spot and disintegrates into
a cloud of nanites, which flies off into space.
32-33 The caster and up to
five companions are transported into a flying saucer, 40’ in diameter, topped
by a see-through bubble that allows 360-degree sight to the world above or parallel
to the edge of the ship’s disk. It has full internal environmental controls
(-200F to 200F), whatever music the caster desires, a cooler filled with 20 water
bottles, a first-aid-kit (apply to heal 1d4 damage), and the ability to set
course automatically for any point within visual sight (magically-enhanced
sight can extend the range as it only depends on what the caster can see). The
vehicle requires little concentration to control, freeing the caster up for
other activities. This vehicle can be submerged under thousands of feet of
water or travel into the vacuum of space with no discomfort to the caster.
Furthermore, the saucer imparts +10 to all passengers’ AC (in relation to all
enemies outside the car), has 500 hit points of structural integrity, and
travels at 200’. It remains for 1d8 hours, after which it lands on the nearest
safe spot and disintegrates into a cloud of nanites, which flies off into space.
34-35 The caster and up to eight
companions are transported into a flying saucer, 60’ in diameter. This is a
completely enclosed metal disc, though the crew can see outside by means of
one-way viewports that allow sight in any direction. Magnification can bring
objects into view from hundreds of miles away. It has full internal
environmental controls (-300F to 300F), whatever music the caster desires, a
fresh water dispenser with an infinite water supply, 3 first-aid-kits (apply to
heal 1d4 damage), and the ability to set course automatically for any point up
to 10,000 miles away. The vehicle requires little concentration to control,
freeing the caster up for other activities. This vehicle can withstand any
environment short of plunging into a sun with no discomfort to the caster. It
is impermeable to all kinetic weapons, but may be subject to beam weapons. It
has 800 hit points of structural integrity, and travels at 500’. It remains for
one full day, after which it lands on the nearest safe spot and disintegrates
into a cloud of nanites, which flies off into space.
[For another patron of my creation, see The Dimensional Dogs]
PS: Apologies for the super-crappy formatting. Definitely not my strength, as you can see . . . urgh.
PS: Apologies for the super-crappy formatting. Definitely not my strength, as you can see . . . urgh.
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