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View Full Version : He used his magic too long... and his magic used him [3.5 template, PEACH]



Random_person
2010-01-06, 05:49 AM
Dweomermind

Some mages understand the risks involved in their art, and use it sparingly, affording it the respect that it deserves. Others do not, but use it wisely nonetheless, held back by some ancient instinct, the same which raises the hairs on the back of the neck when confronted by a ghost. Then there are those who use magic greedily and rapidly, always wanting more. But magic always wants something in return, and for this last group, the price can rise as high as their soul - and beyond.

Creating a Dweomermind

"Dweomermind" is an acquired template which may be applied to any arcane spellcaster with Intelligence and Charisma greater than nine, hereafter referred to as the "base creature". A dweomermind uses all abilities and statistics of the base creature except as noted here.

Size and Type: A dweomermind's type changes to Aberration.

Hit Dice: Change all current and future hit dice to d8

Spellhungry (Su): A dweomermind must empty all of their available spell slots in any given 24 hour period. Failure to do so will result in one point of ability drain to all ability scores.

Spellfeed (Su): A dweomermind may, as a standard action, attempt to feed on an active spell. They touch the target of the spell and make a dispel check. If they succeed, then the spell is dispelled and one point of ability drain from Spellhungry is removed from each ability score.

Arcane Soul (Su): A dweomermind gains a +4 to all arcane caster levels for arcane spells that they can cast.

Arcane Mind (Su): A dweomermind treats their mental ability scores as being 8 points higher for all purposes related to arcane spellcasting, including bonus spells, Spellcraft checks to identify arcane spells, etc.

Arcane Body (Su): A dweomermind gains a +4 inherent bonus to all physical ability scores. If their Spellhungry quality ever activates, they lose this bonus until the drain is completely healed.

Organization: Solitary.

CR: As base creature +4

Alignment: The dweomermind's alignment becomes True Neutral.

Level Adjustment: As base creature +3.

Becoming a Dweomermind

Whenever an arcane spellcaster uses at least 30 spell levels over the course of 24 hours, there is a 1% chance that they will become a dweomermind, reduced by 1% per combined point of mental ability modifiers. This increases by 1% for every additional 30 spell levels used during this period. This chance is cumulative, but reduces by 1% for every week that the caster uses no arcane magic whatsoever. For example, if a caster used 40 spell levels in a day, but had a total of +10 mental modifiers, then the chance would be nil. However, if they used 40 spell levels every day for the next 30 days, the chance would rise to 20% (30-10).

paddyfool
2010-01-06, 08:05 AM
I think that should be "Dweomermind", not "Dwoemermind". Also, visavis the risks:

Even if you had relatively low mental stats, e.g. Int 18, Wis 10, Chr 8, (net +3), you'd have to use at least 120 spell levels over 24 hours. That's quite a bit.

Debihuman
2010-01-06, 08:11 AM
Yeah, it should be "dweomermind," but that's an easy fix.

Actually, you lose spellcasting ability if you have Intelligence less than 10, so perhaps saying that they have to have "Intelligence or Charisma greater than zero" is wrong. It should be greater than 9 (meaning 10 or more).

Debby

dsmiles
2010-01-06, 08:18 AM
Nice, but I think paddyfool is correct.
1. Should be spelled Dweomermind.
2. Pretty hard to acquire this template. (Maybe make it 10% per 30 spell levels or reduce the number of spell levels you need to expend?)
3. Debihuman is also correct in that you cannot cast spells if your spellcasting attribute is less than 10.

Latronis
2010-01-06, 08:21 AM
and honestly if you've only got an 11 that means 30 1st level spells to acquire a chance of acquiring it!

Random_person
2010-01-06, 01:54 PM
I've changed it to make it a bit easier to acquire, and more in line with the fluff that I had in mind.

Milskidasith
2010-01-06, 02:21 PM
Well, it's easy enough to get past the ability drain by just buffing your allies and then eating the buffs. The rest of it is OK, and quite possibly powerful enough for an LA 3 template, honestly, just because +4 caster levels means you cast better than before, and having an effectively 8 higher int means you aren't too far behind on spells/day.