Death would surely be sweeter! But not as fun.
1. Calcination: Runaway heating. The device smolders, smokes, and then detonates, dealing [charge] d6 damage to everything in a [charge]×10’ radius.
2. Congelation: Thickening and slowing. A sphere of slow time emerges from the device as its core fails. Everything inside the [charge]×10’ radius sphere moves at 1/10th normal speed. The sphere collapses after for 4d4 hours.
3. Fixation: Locking into a solid form. The device shimmers and crunches. Everything in a [charge]×10’ radius is coated in a thin layer of stone. Requires a hammer to chip people out.
4. Dissolution: Suspended in liquid. Device liquefies, sizzles, runs like water. The liquid is mildly toxic but does not deal any immediate damage.
5. Digestion: Sealed and gently heated. The device becomes very warm and cannot be used for [charge] days.

7. Sublimation: Transformed from a solid into a gas. The device smokes and froths, creating a [charge] ×10’ radius cloud of toxic fog. Any living thing in the cloud takes 1d4 damage per round.
8. Separation: Split into two or more pieces. The device falls apart noisily. It can potentially be repaired. If it contains a spell, the spell is automatically cast. If not, it creates a Stray Spell.
9. Ceration: Addition of liquid during heating. The device softens, then rises 1,000’ in the air before messily exploding. Anything hit by the ascending device takes [charge] d6 damage. Reroll the Weather.
10. Putrefaction: Rotting and corruption. A powerful wave of nausea strikes anyone near the device. Moments later, it collapses into a flickering point of light, then explodes. Any living creature in a [d6] ×10’ radius must Save or die. All spells and enchantments in the affected area must Save or end.
11. Multiplication: Creation of new forms. The device glows, cracks, and suddenly splits into hundreds of bouncing spheres of pure magic. Everything in a [charge]×10’ radius must Save or take 4d6 damage.
*Any Survivors within the charge will multiply 2d6 times as new living forms tear & pull away from the originating form. VERY AGONIZING!
12. Projection: Conversion to a higher form. The device lifts into the air, produces a crackling octarine aura, then disappears with a thunderclap. The explosion produces a nodule of pure occultum worth [charge] ×1d100gp. Anyone who looked at the explosion must Save or go mad for 1d6 hours.
*All magic items or devices within a [charge] x10’ radius have a [charge]% chance of also exploding.
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