In my last post I showed my horribly unbalanced houseruled version of Chill Touch. Now I did the same thing with Ekim’s Mystical Mask, another spell which doesn't sit right with me. OK, my version is probably too powerful, but it carries a few risks. However, it fits nicely with my current house rules, which make Spellburn a really risk endeavor, not to be taken lightly.
I hope you like it. Everything stays as in the DCC RPG Core Rulebook, except for the new table below.
12-13 The mask grants infravision, allowing the caster to see in the dark up to 60’ away. His eyes reflect light like a cat while this mask is in effect. This effect lasts for 1 minute per CL and the casting time is 1 action.
14-17 The mask helps protect the caster against gaze attacks such as that from a basilisk (q.v.). This effect is cast as an instantaneous action against a gaze attack. It completely blocks one gaze attack. The caster’s face takes on a mirror-like quality while this mask is in effect.
18-19 The mask helps defend the caster against baneful magical spells. All spells cast directly at the wizard can be countered by the spell duel rules without the need to spend an Action Die. Area-of-effect spells or other magics that are not targeted directly at the mask wearer are unmodified. The caster’s face takes on a faceted, quartz-like appearance while this mask is in effect. The casting time is 1 action.
20-23 The mask transforms the caster’s face into a horrible visage. All creatures that see the target’s face (including allies) must make a Will save or flee from the caster’s location for 1d4+CL rounds. The targeted creature must be able to see the caster clearly to be affected by the gaze. Creatures that save are immune and affected creatures cannot be affect again until the next sunrise. The caster’s face becomes monstrously demonic while this mask is in effect. The casting time is 1 round.
24-27 The mask protects the caster against attacks from metal weapons, which pass through the caster. Any metal object held by the caster falls to the ground. The caster’s face appears encased in shining steel while this mask is in effect. The casting time is 1 round.
28-29 The mask reflects melee and ranged attacks back at unlucky assailants. Any attacker that successfully strikes the mask’s wearer with a physical melee or missile attack must make a Luck check or find their attack turned against them. The attacker’s same attack roll (including any and all modifiers) is applied to its own AC and inflicts normal damage if the blow lands successfully. The caster’s face appears to be that of his attacker(s) while the mask is in effect. The casting time is 1 round.
30-31 The mask transforms the caster’s entire head into that of a snake. While in effect, the mask grants the caster both the illusion generating and hypnotic gaze powers of a serpent-man (see page 425). As an incidental benefit, it also allows the caster to pass himself off as a serpent-man under cursory inspection. The mask’s effect on the caster’s face is self-evident. This effect lasts for 1 minute per CL and the casting time is 1 action.
32+ With this
powerful casting, the wizard’s face is occluded by a living void that will pull
all magic within. Every spell cast in a 30 feet cone in front of the caster is
instantly nullified (and treated as lost or spent until the next sunrise). The
caster cannot cast a spell while this is in effect. Anything touching the caster’s
face is instantly gone, as if placed inside a bag of devouring. After this effect
ends the caster must roll a Fort save DC 10 or visible age (10 years to humans,
proportional to other races’ lifespan, the Judge can describe this as a 1
Stamina permanent damage).
No comments:
Post a Comment