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Zitiervorschau

Slimecaster Wizard By Conorayne Keenan

'There's something about slime. Maybe it's that translucent texture wherein you hope to find the source of their intelligence, maybe the anxiety lowering sight of watching a gelatinous cube bounce around at a safe distance is what keeps you sane in these trying times, perhaps it's that you're driven to trail the depths of rarely explored regions of Arcana or maybe you just have a vore fetish. Don't worry we take all sorts here. No matter your reasoning, you've selected to learn the prestigious art of Slimecasting. A "herebefore unknown and obfuscated school of magic" once thought the realm of "crackpots" and those arcanists who're perhaps a little "TOO specialised". But fie, I say Fie on that lot. You've chosen well to take this path regardless and I, Mikaehl Deasy, intend to bring you into our little patch of the Arcana Savannah if you will. Come, let us away now. I can see you're all already OOZING with anticipation' -Mikael Deasy, Slimecaster Arch-wizard to the Sword Coast

Slimecasting Savant

At 2nd Level, your tireless studies of the habits of these servants of Jubilex have begun to pay off, at the following wizard level you add the following spells to your spellbook at no cost: Slimecaster Spells

Level------------------------------------Spells--------------------------------------2nd--------Corrode (cantrip), Babu Slime (1st level)--------3rd--------------Porter’s Magical Mire (2nd level)-----------------5th-----------------------Conjure Slime (3rd level)----------------------7th------------Whyte’s Weird Oozeball (4th level)-----------------9th-------------------Wall of Ooze (5th level)------------------------------11th----------------Flesh to Ooze (6th level)----------------------------13th------------------Awaken Ooze (7th level)--------------------------15th------------Deasy's Oozing Blade (8th level) -----------------If you had already selected the corrode cantrip, you may select an additional cantrip from the wizard spell list. Gunk Dunker

Starting at 2nd level, you've learned to manipulate the natural defences of the ooze. Spells you cast on an ooze with a damage type that they would otherwise be immune to, instead are treated as a damage type they resist. Muckromancer

Starting at 6th level you can cast the spell conjure slime once per day without expending a spell slot. This feature recharges after a long rest. Additionally you can innately sense the presence of ooze type creatures should one come within 50 feet of you. Oozeform

Starting from 10th level you can, as an action, use this feature to transform yourself and all your equipment into an ooze-like being. You can stay in your new form for a number of minutes equal to your wizard level per day. While in this form, your speed drops to 20 feet and you can’t attack or cast spells that require verbal components, but you become resistant to slashing damage from nonmagical weapons; can move through a space as narrow as 1 inch wide without squeezing; can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check; gain a climb speed of 20 feet and don’t need to breathe. You can revert to your (primitive flesh) form as a bonus action on your turn. Mire Mastery

Image Source: Oenopion Ooze Crafter by Andrea Radeck

Starting at 14th level, you gain the following abilities: Spells you cast on an ooze ignore damage resistence and damage immunity. When you summon an Ooze type monster, that monster(s) gains 30 temporary hit points. When you use your Oozeform feature you can choose to take on the damage resistences and damage immunities of an ooze type creature of your choice that you are familiar with.

Slimecaster Wizard Spell List Cantrips (0 Level)

Corrode

1st Level

Babu Slime

2nd Level

Porter’s Magical Mire

3rd Level

Conjure Slime

4th Level

Whyte’s Weird Oozeball

5th Level

Wall of Ooze

6th Level

Flesh to Ooze

7th Level

Awaken Ooze

8th Level

Deasy's Oozing Blade

Awaken Ooze

7th-level enchantment (ritual) Casting Time: 8 hours Range: Touch Components: V, S, M (a black sapphire worth at least 5,000 gp) Duration: Instantaneous You grant sentience to an ooze. After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller ooze. The target must have an Intelligence of 3 or less. The target gains an Intelligence of 10, and loses its immunity to the charmed and frightened conditions. The target also gains the ability to speak one language you know. The awakened ooze is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. Babu Slime

1st-level evocation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute

You begin to sweat an acidic slime from your pores that damages your attackers. For the duration, if a creature hits you with an unarmed strike or a melee weapon attack that is part of its body, it must make a Constitution saving throw. The attacking creature take 2d8 acid damage on a failed save, or half as much damage on a successful one. If the attacking creature makes multiple attacks as part of one action, it only takes damage from the first attack that hits. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjure Slime

3rd-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a small jar filled with gelatin dissolved in water) Duration: Concentration, up to 1 hour Choose one of the following options for what appears, • One Ooze of challenge rating 2 or lower • Four or less Oozes of challenge rating 1/2 or lower An ooze will disappear should it drop to 0 hit points or when the spell ends. The summoned ooze are friendly to you and your companions. Roll initiative for the summoned ooze as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. If your Concentration is broken, the ooze don't disappear. Instead, if you should lose control, they might become hostile toward you and your companions, and they might Attack. Uncontrolled ooze can't be dismissed by you, but will disappear an hour after you had first summoned them. The DM has the ooze's Statistics. At Higher Levels: When you cast this spell using certain higher-level Spell Slots, you choose one of the summoning options above, and more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Corrode

Transmutation cantrip Casting Time: 1 action Range: Touch Components: S Duration: Instantaneous You concentrate for a moment and your hand becomes corrosive. Choose one creature within range and make a melee spell attack. On a hit the creature takes 1d6 acid damage and 1d4 poison damage. The spell's damage increases by 1d6 &1d4 when you reach 5th level (2d6 & 2d4), 11th level (3d6 & 3d4) and 17th level (4d6 & 4d4).

Deasy's Oozing Blade

8th level conjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You create magical sword of constantly-swirling, multicolored goo composed of energy drawn from the paraelemental Plane of Ooze. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using the sword. Once an attack lands, the blade disappears. It inflicts 9d6 slashing damage, 6d8 acid damage and 3d8 poison damage and your target must make a Constitution saving throw or be poisoned until the end of its next turn. If used to attack a fire- or water-based elemental, this blade ignores that elemental’s damage resistances and immunities. If used to attack an ooze, that creature takes no damage and instead regains hit points equal to the amount of damage inflicted, with any extra hit points gained becoming temporary hit points. Flesh to Ooze

6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (alchemical reagents worth 100 gp) Duration: Concentration, up to 1 minute You attempt to turn one creature you can see within range into an ooze. If the creature’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is stunned as its flesh begins to melt. On a successful save, the creature isn’t affected. A creature stunned by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned into an ooze. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the creature is CR 1 or lower, it turns into a gray ooze. If it is of CR 2 or 3, it turns into either an ochre jelly or a gelatinous cube (your choice). If it is of CR 4 or higher, it turns into a black pudding. The creature’s gear does not transform with it. If you maintain your concentration on this spell for the entire possible duration, the creature is turned into an ooze until the effect is removed or the creatures hit points drop to zero. If the creature was turned into an ooze and it had been a spellcaster or mystic, there is a 50 percent chance it will become a psychic ooze. Porter’s Magical Mire

2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a small clay tile and some spider webs) Duration: 10 minutes

You create a sticky pool of goo at a point on the ground you can see within range. The goo’s area consists of three 5-foot squares, each two feet deep, which you can arrange as you wish. Each square must have at least one face adjacent to the face of another square. This area is difficult terrain, and a creature walking in it must make a Strength saving throw at the beginning of each of its turns or be stuck fast until the beginning of its next turn. When stuck, its speed is reduced to 0 and it has disadvantage on all Dexterity-based rolls that don’t rely solely on its hands, and it loses its Dexterity bonus to armor class. At the beginning of the following turn, it may make a new Strength saving throw to break free. At Higher Levels: When you cast this spell with a 3rd-level or higher spell slot, you may make another 5-foot square per slot level above 2nd. Wall of Ooze

5th-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of an ochre jelly or gray ooze) Duration: Concentration, up to 10 minutes You conjure a wall of stinking, slurping ooze on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet higher, and 5 feet thick. The wall is opaque and lasts for the duration. Each 10-foot section has 30 hit points and has an armor class of 13; it is immune to acid, cold, lightning, and slashing damage. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 5d8 acid damage on a failed saving throw, or half as much on a successful one. Furthermore, each creature within it's area must make a Constitution saving throw or be paralyzed. It may make a new saving throw at the end of each of its turns, ending the effect on a success. A paralyzed creature continues to take damage each round as long as it is within 5 feet of the wall; the wall will send out slimy tendrils to touch the creature. If the creature is killed by this damage, it is absorbed into the wall and the wall gains 30 hit points. Whyte’s Weird Oozeball

4th-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a multicolored stone) Duration: Instantaneous A brilliant, many-colored streak flashes from your pointing finger to a point you choose within range, before blossoming into an explosion of violent energy. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 acid damage on a failed saving throw or half as much on a successful one. Any creature that fails its saving throw is grappled (escape DC equal to your spell save DC).

Sources Spells Awaken Ooze Adapted from Page 38 of issue 304 of Dragon Magazine (February 2003) Originally written by James Wyatt

Babu Slime Taken from dandwiki.com/wiki/BabuSlime(5e_Spell) (April 2016) Originally written by danadwiki user Haunting Revised by danddwiki user Guy

Conjure Slime Written specifically for the Slimecaster Supplement (November 2017) Written by Conorayne Keenan

Corrode Written specifically for the Slimecaster Supplement (November 2017) Written by Conorayne Keenan

Deasy's Oozing Blade Adapted from The Great Net Spellbook 6th Edition by Boudewijn Wayers (March 1995) Originally written by Keith Taylor as Darklight’s Major Planar Weapon Revised by Conorayne Keenan

Flesh to Ooze Adapted from Pathfinder Chronicles: Dungeon Denizens Revisited (OGL) (2009) Originally written by Sean K Reynolds, Joshua J. Frost, Rob McCreary, Jason Bulmahn, Richard Pett, Greg A. Vaughan, Nicolas Logue, James Sutter, Jason Nelson, Clinton Boomer

Porter's Magical Mire Adapted from The Great Net Spellbook 6th Edition by Boudewijn Wayers (March 1995) Originally written by The Death Quasit as Thrasne’s Magical Mire Revised by Conorayne Keenan

Wall of Ooze Adapted from Book of Vile Darkness (October 2002) Originally written by Monte Cook

Whyte's Weird Oozeball Adapted from The Great Net Spellbook 6th Edition by Boudewijn Wayers (March 1995) Originally written by Tim Larson as Legolath’s Weird Wildball Revised by Conorayne Keenan

Features Slimecasting Savant Written specifically for the Slimecaster Supplement (November 2017) Written by Conorayne Keenan

Gunk Dunker Written specifically for the Slimecaster Supplement (November 2017) Written by Conorayne Keenan

Muckromancer Written specifically for the Slimecaster Supplement (November 2017) Written by Conorayne Keenan

Oozeform Partially adapted from Underdark (October 2003) Originally written by Bruce R. Cordell, Gwendolyn F. M. Kestrel, Jeff Quick as the spell Amorphous Form Revised by Conorayne Keenan

Mire Mastery Written specifically for the Slimecaster Supplement (November 2017) Written by Conorayne Keenan