Fortuna
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).
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).