Yes, I am yet again making more magic schools based on the super-fine Wonder & Wickedness (and here). I will eventually cover every peculiar magic source from my campaign, but today we're here, talking about spiders.
Originally this was a small encounter in Dwimmermount that spiralled off into strange and awful places. "The demon will offer anything for the party to spare its life". How about taking our wizard and making her your spidery disciple? Of course. Praise Arak-Naka and his fabulous new follower!
SPELLS
1
Summon Spider
- Spawn of Arak-Naka AKA "Booby Spider"
About the size of a man's hand. In place of a head and thorax it has a woman's head set back at an angle, as though laughing at the sky. It would be a pretty face if not for the madly rolling eyes and constant whispering of secrets. At its belly you find an array of withered teats from which its young may feed. Do not drink their milk. - Tall spider
Little more than a black blot and hugely long and spindly legs. Though as tall as a cat it is ineffective in a fight since it is fragile. Merely touching it could snap one of its wispy legs.
The tall spider can, if not squashed, clamber onto a victim and deposit its eggs beneath the skin. It will at this point die, turning brittle and twig-like, easily brushed away. In d6 turns they will start to hatch. A demonic birth, it doesn't abide by your pety logic, and the spiders (mundane, house varieties) will emerge from every possible opening. Mouth, ears, eyes. - Hoard of spiders
Small poisonous spiders form roiling mass. They will bite and poison and generally be entirely unpleasant. - Noticeable huge spider
A spider the size of a Labrador. Stubby legs and enormous fangs. Luckily, it isn't venomous. Unluckily, its fangs are 8 inches long. - Sourbroth Spider
A single, tiny, yellow spider. Smaller than a pin head, but with a bite that should be feared. It sinks its tiny fangs into flesh, at which point it opens a minuscule gate to the sub-realms and channels its spurious powers. This effort kills the spider, but its effects are most impressive.
Anyone bitten by the creature must save vs. death or have their insides dissolve and erupt from their orifices like a rudely squeezed raw sausage. A moral save would also probably be in order. Successful save causes 1d6 damage and a nasty rash. - You open a funnel to the sub-realms. Keep rolling until you get another 6. Only the first summons obeys you, though they will not harm you. Your friends however? Eh.
1-5 - They quietly leave when the time is up
6 - They stay as a permanent pet, until killed
2
Demonic Excretion
Exude a thick mucous, can be excreted to form a web effect, or to climb walls, or just be really gross. The quantity is controllable, where it comes from is not. So, it oozes from your hands, your face, your feet, your bum. Everywhere.
You can chuck it, you can smear it, you can eat it. But you shouldn't.
3
Speak with Spider
Always works. If there isn't a spider in the vicinity, there is now. It will speak with you as though you were its dark master, Arak-Naka, which is to say it will exchange secrets in a tense transaction. If you ever drop this ruse it will be hostile, or at least rude. Spiders know many secrets and love to tell them.
4
Spider Babies
Small spiders come to you and cover you in a sack of silk. They drain you of all your juicy juices and scamper off, leaving behind a soggy sack of skin and bones.
You emerge from a huge spider nest D6 days later, naked, stuck to a roof beam in a barn, in the boughs of a tree, in a quiet corner of an alley and so on.
5
Steal Stories
Distil raw memories from the targets mind. They form like glass globes at the targets forehead and float erratically to the sorcerers outstretched hand.
Save to resist. Failed save results in the subject losing a random memory which can be viewed in the orb. Spiders love these orbs, as does Arak-Naka.
- They forget a person, utterly
- They forget a detail about themselves, such as their name or job
- They forget a period of time (1-5 it's negligible, 6 they lose d10 years)
- They forget one specific fact
- They forget what's going on right now, leaving them bewildered.
- They forget a really useful fact or memory. GM chooses, based on what the players want/need
6
Chaos for the Fly
Induce hallucinations in others. Bring their memories to the surface so that they take form and confound them.
Save or suffer the affects.
- Grief-struck. Paralysed, staring into the distance
- Terrified and flees
- Angered. Flies into homicidal rage
- Happy. Babbles in a dreamlike state at long lost friends
- Totally banal. A weak memory, doesn't fo anything other than distract them slightly (-1 to things)
- The shock is too much. Save or take 1d8 damage from a heart attack or similar nervous outburt. Roll again.
7
Venom
You produce venom from your mouth parts. This can be spat or injected via bite, and so on.
If you spit it in their face, they must save of be blinded as it melts their eyeballs. Successful saves mean they are blinded for 1 round.
If you bite them they must save or suffer d6 damage per round, (in addition to you having just bit them, you madman). Lasts 1 round per level. If they die to it, please see Sourbroth Spider for the general effects. Morale saves all round.
If you get creative with it the venom lasts for 1 turn per level outside of your body, if stored in an air tight container. Otherwise, 1 round per level.
8
Whisper story
Spiders know every story. They don't just collect the best ones, but every story, they value them greatly and whisper them to Arak-Naka before they sleep.
You can communicate directly with Arak-Naka with this spell. In exchange for stories he will tell you a Truth. A small truth. A yes or a no, perhaps. The sorcerer must whisper his question and lose a small memory to the Weaver. This takes the form of either D4x100xp or something more appropriate and campaign specific. Possibly they exchange the memory of their husband? Maybe a great loss? Maybe someone else's memory in convenient orbicular form.
CATASTROPHES
1
Spiders live on you. They nest in your pockets, scamper from your sleeves and live in your hat. Others will occasionally get bitten or otherwise bothered by them.
2
Thick wiry hairs grow out of you in very obvious and unpleasant ways. Face, armpits, etc.
3
You grow a fetching set of mandible. You can no longer eat solids and must instead mush food into your face in a very undignified manner.
4
Contract a gradual transformation like The Fly (but, you know, The Spider). Bits fall off and are replaced with spider bits. Watch The Fly, do that to your players.
5
You constantly drool thick goo that dries into crusty webbing.
6
Open a permanent funnel to the realm of Arak-Naka as its legions (of spiders) pour forth.
7
Local spiders become sapient and conspire against the populace. Constant whispering in the crawl spaces drive people to panic.
8
Your memories pour over the edge. If you move too suddenly they pour out of you in a thick grey sludge. From your eyes and nose mostly. Save vs. device when suddenly jostled or else they start pouring out and you take d3 turns to gather yourself and stop the flow. If you don't eat up the sludge off the floor you loose d4x100xp
9
Spider migration. All arachnids within several miles come to this spot. Coat everything in webs, economy shuts down, famine, etc.
10
A senior spider demon appears. It might be helpful, it probably isn't. It will most likely be nosy, inconsistent and rude. Its objective is to spread the dominion of Arak-Naka which entails lots and lots of spiders, possibly changing the economy into a story-based rather than silver-based one.
11
The sorcerer is pulled through a 5th dimensional hole by giant spider to feed Arak-Naka. Tough titties.
12
Spiders wrap you in a silk bed at night. They revere you, you are a Disney Princess of spiders. Other people do not find this endearing.
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