View Full Version : Behold! MAGEBANE! (weird homebrew poison)

Clopin Silk
2017-08-12, 08:52 PM
Okay, so, here's how Magebane works: once you poison someone with it (it can be applied by contact, consumption or direct introduction to the target's bloodstream), you roll a D6. That's it's duration in rounds. And every round wherein the target casts a spell, **** gets weird, as they roll on the following D6 table. It should be noted that a secondary effect of Magebane is that the target is incapable of acknowledging that their magic is being messed with, and will act normally. Note: if a result doesn't directly mention the spell, it's cast as normal.

Magebane table
1. Dilution (the spells effect is halved)
2. Delerium (roll a D6, if the roll is an even number, the spell is cast as normal, if the roll is an odd number the spell hits an ally if it was aimed at an enemy, and an enemy if it was aimed at an ally)
3. Wild Magic (roll on the Wild Magic table)
4. Greater Delerium (like deleirum, but lasting D4 rounds, potentially outlasting Magebane)
5. Negation (the spell isn't cast at all)
6. Ruin (roll on the Ruin table)

Wild Magic table (D20)
1. Blindness, single (the caster is blinded for D6 rounds)
2. Squids (squids rain from the sky, potentially dealing D4 of damage)
3. Fire (caster takes D6 of damage, which follows the rules for the messy tag in Dungeon World)
4. Ice (caster takes D6 of damage which gives a +1 to all attacks against them for D4 rounds)
5. Lightning (caster takes D6 damage, increased at GM's discretion if target is wearing metal armour)
6. Stone (caster takes D6 damage which knocks them backwards)
7. Fear, single (the caster is now afraid of someone or something nearby, of the GM's choice)
8. Firewhirl (area-of-effect Fire)
9. Blizzard (area-of-effect Ice)
10. Electrical Storm (area-of-effect Lightning)
11. Rockslide (area-of-effect Stone)
12. Blindness, many (Blindness applied to caster and D4 of caster's allies)
13. Rampancy (2 rolls on main Magebane table)
14. Empowered Magic (spell gains slightly increased power or effects one more target than normal, GM's choice)
15. Nudity, single (casters' clothes and armour disappear from their body and reappear in a heap nearby)
16. Nudity, many (Nudity applied to every participant in fight)
17. Fear, many (Fear is applied to caster an D4 of caster's allies; if roll is a 4, apply fear to one of the caster's enemies)
18. Backlash (caster takes full spell effect themselves)
19. Split (spell is count as being cast twice, with second casting hitting targets of caster's choice)
20. Fustercluck (3 rolls on Wild Magic table)

Ruin Table (D10)
1. Amnesia (caster forgets spell)
2. Cost (spell is cast, but caster loses a limb, killing them if they have no non-prosthetic limbs)
3. Bedlam (five rolls on Wild Magic table)
4. Horror (roll on Horror table)
5. Massive backlash (caster takes spell effects times D4)
6. Cataclysm (2 rolls on Ruin table)
7. Duplicate (create copy of caster at caster's current HP)
8. Greater Empowered Magic (greatly increase either spell effect or number of targets)
9. Surge (roll D4 and apply all multiples of number rolled on the Ruin table, not counting Surge)
10. Armageddon (apply spell effects to every possible target within B2D100 meters)
Note: B2D100 means roll 2D100 and keep the higher roll.

Horror table (D4)
1. The Worm Who Walks
A loathsome creature, existing only to consume. The caster vomits up a vast quantity of worms, all different types, which coalesce into a roughly humanoid figure. The Worm Who Walks typically begins by devouring the caster before attacking whatever living thing is closest
The Work Who Walks is a tough opponent, regaining 1HP every round, and healing by one quarter (rounded down) of the damage dealt by its attacks, potentially raising it above its starting HP.

2. His Divine Shadow
A mysterious being, viewed by many as an omen of ill-fortune.
His Divine Shadow emerges from the Caster's shadow,a vague frame of inky blackness, before immediately attacking the strongest target within reach. Although difficult to slay through skill at arms, magic works without issue, and bright light seems to cause it pain.
His Divine Shaow's a nasty piece of work; his semi-corporeal body takes reduced damage from physical attacks, although magic works normally. Furthermore, it ignores armour. The highest level combatant will be its first target, followed by the second highest-level, and so on. Bright light hurts it, so spells that create light and lanterns and torches are your friend. GM's will want to show it avoiding bright light in order to give players a fair chance.

3. Hounds of the Neverborn
Terrifying beasts, resembling dogs of strange and unwholesome breeds that never existed, the Hounds of the Neverborn are hunters of potential. They seek out whoever nearby has the most unrealised potential and tear them apart, feasting on that which could have been. The Hounds show up in a pack of 4. Individually, they're nasty, but nothing too severe. However, when all four attack the same target, as they are wont to do, they pose a much more serious threat. They take damage normally, armour is less effective against their fangs, but not ignored completely. They attack the lowest-level combatant first, and work their way up, gaining +1 to their damage for everyone they kill.

4. The Sin Eater
Once, the Sin Eater was hailed as a spirit of justice, punishing the wicked. However, it didn't take long to realise that its nature was not justice, but retribution. The Sin Eater manifests as an empty monk's cassock and quickly seeks out the nearest entity who has committed the greatest sins. Once it has found its target,
it transforms into a twisted mockery of them, their sins given physical form, and attacks them fiercely. Upon slaying them, it finds new prey returning to full strength as it assumes a new form. It should be noted that the Sin Eater cares not about redemption; no matter the good a person has done since their greatest sins, the Sin Eater judges those sins on their own.
For this bastard, think pure damage. It hits hard, it hits fast, it kills someone, it moves on. Its health returns to full after every kill, so there's no need for it to be durable or difficult to injure. And note; it doesn't choose a target based on alignment, but on sins. So if you did something bad once, but did a lot of good since then, you're still a high-priority target.