Realm of Adventure Wiki
Advertisement
Spell

Deranged flesh

School Transmutation
Descriptor
Chaotic
Level Sor/Wiz 6
components V, S, M
casting time 1 action
range Close
target 1 creature
effect
area
duration Concentration
saving throw Fort negates
spell resistance Yes


You harness the warped and twisted visions of mad outsiders, using their deranged insight to warp the physical form of a creature you choose. The target must make a Fortitude save or have their physical form start to wildly mutate and warp. Their flesh melts, flows, writhes and boils, spreading in all directions as the target gradually becomes an amorphous mass.

An affected creature is unable to hold or use any item. Clothing, armor, rings and helmets become useless. Large items worn or carried – armor, backpacks, even shirts – hamper more than help, reducing the victim's Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, their amorphous form is permanent and they continue to suffer the effects of the spell until a restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).

A Shapechange or Stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell.

A victim can regain its own shape by taking a standard action to attempt a DC 20 Charisma check. A success reestablishes the creature’s normal form for 1 round + their Charisma bonus. On a failure, the victim can still repeat this check each round until successful. Victims that successfully establish their original form do not suffer Wisdom drain until their physical form fails again.

This spell requires you to focus the attention of a Mad God directly upon the victim, using your own mind as a conduit. Doing so requires you to concentrate on the victim (a standard action) and places your consciousness dangerously close to the deranged sentience of the Mad Gods’ Realm. Each round that the spell continues, the caster must make an Intelligence check (DC 15, +1 for each additional round the spell is maintained) or suffer 1d3 points of Intelligence and Charisma damage.

Material Component[]

An ounce of flesh taken from a chaos beast.

Advertisement