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An Array of Specimens Tagged as Random Tables

Welcome to Cörpathium


Greatest city of the new and ancient land, the overhanging levels of jettied houses stacked atop each other shadow the sprawling streets, solid stone architecture unknown to any of the old countries nestles behind shouting waremongers in the morning mist, birds sing from a neighbouring rooftop and something scuttles from under your bed. It’s another beautiful day in Cörpathium, watch your step.

 

When entering a new borough roll below.

 

3d6Boroughs of Cörpathium
14-18Well, You Don't See That Every Day..
4-13Another Day In Paradise
3End Times Cometh

 

Another Day In Paradise
1d20
1A young woman bumps into a random PC as they push through a crowd, she blushes and apologises and continues on her way.
Further on into the neighbourhood the PC will find an old man hawking something that looks very much like something important to them, something they no longer seem to be carrying. There are already several interested buyers standing by his stall.
2A shrieking man falls to his knees in the street, clawing at his skin.
1. He is the son of a Corvuscult family, prone to fits of madness. Discretion would be appreciated.
2. A wasp has crawled under his skin to lay her eggs.
3. He's just a plain old loon.
4. He is a Haruspex, suffering a vision of locust plague, harbinger to the coming of the Locust Queen.
3A young woman is bitten by a dog.
4A Speaker of the Godless announces a curfew in light of unnatural maulings in the neighbourhood the past few nights.
5A couple of inherited wealth dandies sitting at a coffee house laugh at a random PC's attire.
6A vendor of fig pies scrambles to collect the contents of his upturned cart before the crowd consumes it all.
7A rat the size of a terrier emerges from a nearby sewer and slumps back on its hind legs in front of a random PC, scratching its bloated stomach.
Roll Loyalty. It won't be pretty if you roll low.
8A young girl hawks her services as an assistant in dangerous and foolhardy ventures.
She can't be more than 14, she's an exceptionally skilled thief, and she can fit into places your fat old arse never could.
9A street urchin attempts to snatch a coin purse or other item from a random PC.
10A woman with old letters sewn into the folds of her dress glides through the street. Her sunken eyes are the colour of despair and she fawns over every man she meets like a whore, murmuring and cooing through full red lips.
11A bucket of innards and vomit is dumped on the PCs from an overhead window, it is unclear if it was accidental.
12A gaunt man with stretched hanging skin stands on an iron stool preaching to 2d10 onlookers about the evils of the Corpulent One.
13A Mother of Silence strides through the street, her footfall would crash in your ears if her presence hadn't stolen every sound within 30'. [Mothers of Silence will be another post]
14A spruiker in a jaunty hat proclaiming himself to be the originator of Cuckold's Courage sells bottles from a cart on the street corner. The bottles are full of:
1. Urine.
2. Fermented onions and cat faeces.
3. Putrefied fishguts.
4. Curdled milk and rubbing alcohol.
5. River water and silt.
6. Crushed lice and dust. "Just add water!"
15An elderly woman drops the fruit she was carrying and four young men in ostentatious clothing start dancing a jig, stomping it into the road.
16When they return home a random PC will find something important missing and a yellow feather on their bed. Hagatha Gloom of the Golden Harpies has taken a liking to them.
17A burly drunk emerges from a brewhouse and shoves his way through the PCs.
18A woman in obvious Toad-Dropping withdrawal pushes her way past the PCs and into a nearby alley.
19A man wearing a large stitched leather top hat and a coat embroidered with images of vicious rodents hawks bottles of Verminbane. Caged rats are piled behind him for demonstration and several greased tame rats climb over his shoulders and crawl about his feet, leashed to his belt by string.
20Seventh Goat mercenaries jostle the PC with the highest Strength as they pass. If offence is taken they invite you to settle the matter in the Viper's Nest fight den tonight, they've been in need of an opponent anyway.

 

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Full of Clerical Errors


Following on from the last post, here’s some actual Mystics.

 

Devotee of the Corpulent One

 

They Worship What Now?

More a projection of collective behaviour and desire than a real deity, the Corpulent One manifests as an enormous bloated humanoid being that sprouts arms and various other body parts almost at random from its pustulent body.

Devotees worship him in excess of all things, food, liquor, narcotics, lust.

 

Facts and Foibles

  • Devotees do not have a measure of Faith, but must be in a constant state of intoxication or excess to perform rituals. While in this state they are at -2 for all physical rolls, and unless you’re terrible at life should be role-played like the messy hedonists they are.
  • Devotees often make use of glass cups to help maintain a constant state of inebriation. A liquid narcotic is poured into the cup and heated, which the Devotee then suctions to their back for absorption through the skin. This or something like it is what passes for a Holy Symbol among Devotees.
  • If they are sober but wish to cast a ritual the Devotee must make a Test of Faith roll, or may gain d4 temporary Faith points by performing an act of excess like necking a full bottle of moonshine or devouring an entire roasted boar leg.
  • On a 20 on Why Hast Thou Forsaken Me the Devotee loses their mind and transforms into a manifestation of the Corpulent One with a healthy appetite. HD equal to the Devotee’s level, 1 +1 per HD attacks with multiple arms and mouths, 20% chance per round of vomiting in a 10′ spray, save vs. Poison or trip balls. Everyone is on the menu.

Rituals

Delirium Tremens

Mystic Level 1

Duration: Instantaneous

Casting Time: 1 round

Range: Touch

 

The Devotee drains themselves of all intoxicants and narcotic effects, becoming utterly sober, and transfers it to a single target.

The target must save vs. Poison with a penalty equal to caster level or shiver and shake and sweat and retch and shit themselves to death under the full weight of a Devotee’s worship of excess.

If they save they’ll still be cripplingly intoxicated for the next 3d8 hours.

 

 

Endless Feast

Mystic Level 1 (replaces Turn Undead)

Duration: It ain’t over ’til it’s over.

Casting Time: 2 rounds

Range: 60′

 

A feast forms out of the surrounding area; trees bend and break themselves into a table, fully-laden platters form from dust and refuse and vapour swirls out of the air and settles as wine into goblets.

1d6 + caster level beings within view who aren’t Devotees of the Corpulent One must save vs. Magic at -2 or begin to partake in the feast. Other Mystics can save as normal and people of the Devotee’s choosing can save at +2. Creatures who are above human-like desires are unaffected.

While the feast continues anyone that comes within 10′ must save to avoid joining. Anyone trying to drag someone away from the feast will find that they’re grafted to the seat.

A further save can be made every day to try to leave the feast, but the amount of food and wine consumed each day decreases Constitution, Dexterity, and Strength by 1 (if they don’t have ability scores, just figure out which one of those things they’d have the most of and set an appropriate number). Once any score reaches zero the Corpulent One manifests at the table and consumes them, laughing hysterically and gulping from a great goblet of wine.

Seeing this causes anyone still partaking in the feast to save at a further -1 from then on.

Casting Endless Feast immediately sobers the Devotee.

 

 

 

Malpractice
1d20
1The flesh within the wound begins to consume itself, releasing an intense smell of rot amidst a cacophony of sucking noises and causing damage equal to the healing ritual used.
2The wound is healed but for the next d6 hours the target is on a rollercoaster of uppers and downers, every time they try to do anything more difficult than walking there is a 50% chance of a new narcotic effect kicking in, preventing them from completing the action.
3Boils and blisters that smell like a hangover bubble up around the wound, the target is at -2 to physical rolls for the next d4 days. These hp cannot be healed until the blisters are gone.
4The wound heals, but little foetus arms grow out of it overnight.
5Fat begins to flow out of the wound like a split liposuction bag, strange rodents appear out of nowhere to drink the fat until it dries up in d8 turns. These hp cannot be healed until it dries up.
6The wound is healed but short tendrils of flesh grow from the area. Unless they are smeared with something they can consume at least once a day they will digest the flesh around them and plant the seeds for more tendrils.
7The wound smells irresistible and the Devotee takes a d2 bite out of it.
8The wound is healed but the target now suffers a loss of self control, needing to save vs. Poison to resist any intoxicants in their vicinity.
9Pound of Flesh. The Devotee tears a chunk of flesh from their own body and grafts it into the target, healing the wound but taking equal damage.
10The wound is healed but does not completely close, luminescent blue mushrooms with shimmering green gills grow from the wound, they are highly hallucinogenic when consumed but deal 1hp of damage with a 10% chance of addiction/growing from the eater's own body.
They fruit once a week and turn to black sludge after 2 days.
11No hp are restored, pink blisters swell around the Devotee's throat and burst, sending them on an acid trip for the next d6 turns.
12The wound is healed, but the target's body swells and bloats, reducing Dexterity by 2 until they lose the weight.
13No hp are restored, and the intoxicating smell seeping from the wound requires everyone, including the target, to save vs. Poison to stop themselves tearing at the target's flesh for consumption.
14Chittering teeth emerge amidst the torn flesh and snap shut into a grotesque mouth where the wound used to be. The target must feed it every day or lose 1hp as the flesh around it decays.
15No hp are restored and the target's blood flows out of their wounds, eventually turning into a clear alcohol before it stops draining out. The target is somehow able to live, but their Intelligence is reduced by 2, the Devotee would like very much to drink from them, and their blood is now flammable.
16No hp are restored, effect as Delirium Tremens but with a bonus instead of penalty equal to caster level.
17No hp are restored, thick round bulbs of flesh sprout all over the Devotee and burst in a yellow cloud like sporing mushrooms. Everyone within 30' must save vs. Poison or collapse in a comatose drug nightmare for the next d6 turns. The Devotee is not allowed a save.
18The wound is healed but the area around it soon begins to turn green, weeping foul-smelling fluids and becoming almost gelatinous. The target must save vs. Poison every day to prevent the condition progressing and taking over more of their body, taking a penalty to physical rolls for every stage it advances. To completely recover, the target must make 3 saves in a row, if they fail a save it regresses to its initial condition, and if they fail 3 times in a row their body collapses in a seething pile of bubbling green filth.
Any healing from a Devotee of the Corpulent One during this time will actually progress the condition.
19No hp are restored, the Devotee's belly splits open and spills their intestines onto the floor, causing damage equal to the healing ritual used. If they survive, their innards grow back and they regain the hp lost.
20The wound is healed, but the next time they sleep the target must save vs. Poison or erupt in a manifestation of the Corpulent One, tearing and digesting their own flesh until there is nothing left but a pungent stain. The rest of the party will definitely hear this.

 

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I’ve Gotta Have Faith


Okay so Clerics. First of all, I’m going to call them Mystics (or Cabalists, The Possess’d, Prophets, Seers, Emissaries, or Daemonseed depending on who you talk to). It’s never really made sense to me how holy missionary warrior priests end up robbing tombs with a bunch of misfits, but Mystics, spreading the word/infection of their strange god as they travel and getting some sweet loot while doing it, that makes sense.

 

Now, while I hold with the LotFP notion that there are no real gods and for the most part the deluded Mystics themselves are the ones with the power, let’s ignore that for now. Mystics are meant to draw their power from a god, some higher being, something that allows them to perform what might as well be miracles. However, mechanically they don’t work any differently to Magic-Users, their faith doesn’t come into things other than as flavouring. They have a set number of spells that they can cast per day and after that they dust off their hands and say “Welp, that’s that, I won’t bother god again until tomorrow.”

That’s some bullshit.

 

In my setting Mystics do not have a set spell limit, they have an ongoing Faith tally which measures both the strength of their belief and their perceived divine favour, and casting a Mystic spell uses Faith points equal to its level.

Mystics gain Faith by witnessing what they would interpret as divine intervention or proof of their god, or by actively achieving things in their name. When they slaughter the priest of a rival cult, when they convert a crowd of listeners, when they call out to their god and their fortunes change, when they eat a hallucinogenic mushroom and their god copulates with them while proclaiming their destiny, the Mystic gains d4 Faith. Your Referee will tell you when you’ve gained Faith, don’t be asking for it.

When the Mystic does something their god would not approve of or witnesses something which would shake their belief; a commune of the converted found diseased deformed and starved, a call for help which goes unanswered, a nocturnal visit by a creeping hulking thing which whispers terrible secrets of the endless sky into the Mystic’s ear heedless to the invocation of their god, they lose 2d4 Faith.

 

Yes that’s right, playing your Cleric like an actual Cleric will allow them to do more Cleric things, I know, it’s genius.

 

One of my favourite little bits in Vornheim is a random encounter table entry with a Cleric of Vorn kneeling in the snow crying out “Why? Why has thou forsaken me?????”, and it excites me that that is something which could happen naturally during a game simply because of the way a Mystic’s Faith works.

 

Mystics don’t prepare spells in advance, they may call upon any power they know, but it takes a round longer than normal Cleric spells as it’s more of a rite or ritual than a release of stored power. In fact let’s just call them rituals instead of spells.

After they have reached their Faith limit, the Mystic may attempt further pleas to their god with a 3d6 Test of Faith roll, with a penalty applied for every point needed after the first. If they suffer a Crisis of Faith or worse, they suffer a 2d4 penalty to Faith in addition to any other effects. My example Mystics also have personalised Malpractice tables for Crisis of Faith or Inverse Effect results while trying to heal someone.

 

3d6Test of Faith
14-18Success
11-13Success/Crisis of Faith
8-10Crisis of Faith
5-7Why Hast Thou Forsaken Me
1-4Inverse Effect/Why Hast Thou Forsaken Me

Mystics can also attempt to amplify their rituals with a Hand of God roll. Bonuses can be applied by sacrificing additional Faith before rolling. The player announces what they want to happen, and the Referee applies penalties accordingly. An effect without penalties would be something like double duration/benefit.

Attempting to perform the same ritual more than once in a day also requires a Hand of God roll, gods get bored easily. Bonuses can be applied by sacrificing additional Faith before rolling.

 

3d6Hand of God
14-18Success
10-13Success/Crisis of Faith
8-10Inverse Effect
5-7Inverse Effect/Crisis of Faith
1-4Why Hast Thou Forsaken Me

It’s fun to keep in mind that there is no god and this is all in the Mystic’s head, anything physical manifested by their delusion.

 

Crisis of Faith
1d20
1Visions of floating in the infinite while your god slowly consumes your mind and flesh fill your senses. For d2 turns collapse in terror/ecstasy depending on your god.
2Yellow blisters swell all over your body, within days you can see small creatures gestating within.
3You find yourself in a dark, dust-strewn burgundy room. There are no windows, no doors, a lamp burns atop a broken chest in the centre of the room. A misshapen creature who was once a man drags itself from a darkened corner. It offers you one wish, whatever you desire will be yours. If you refuse you find yourself back where you began, if you make a request take the place of the misshapen fool in the burgundy room.
4Thunder roars like a mountain falling into the sea and blasphemous creatures rain down. They hop and crawl and angry blue welts raise where they drag their tongues across your flesh. In d4 days more pull themselves out of the welts without breaking the surface of your skin.
5You find a wicker effigy in the corner of the room, behind a tree, beneath a stone, it was there all along. You have no choice but to set it alight. The embers cool and the ash falls away from an unharmed young child, surely sent by your god. When no one is watching they eat crawling vermin and wicker grows from behind their ears.
6You and those within 60' who don't save vs. Magic experience the agonising birth of your god for the next 2d6 rounds. They just want you to know how much they went through for you, and you've let them down.
7The floor splits and steam the colour of orange rot billows out like a mushroom cloud. Darkness rolls within its mass and everyone but the caster must save vs. Poison. Those who fail lapse into seizures and speak in tongues for the next turn. Days afterward they'll notice the swollen lump at the base of their skull.
8Insect legs bristle out of your skin like hair, when you break them they leak the blood of infants died in the womb. It smells like limbo.
9Eyes open across your chest, filled with pinpricked wells of tar. Looking at a random companion, you now realise that they hope to murder your god, how did you not see it before?
10Stigmata. Pain racks your body as if splintering wooden spikes were being pushed into your flesh, wounds stretch open and blood seeps out around the edge. The blood is dark and viscous and reeks of age. Lose d4hp.
11Locusts the colour of bronze infested with corrosion pull themselves from the pores of your skin and swarm around you. Stumble around in a cloud of wings and mandibles for 2d4 rounds until they burrow back into your flesh.
12You begin to weep tears of blood and mucus, before they hit the ground they curl upwards and float into the sky.
13The integrity of the Mystic's flesh becomes dubious, they feel numb and lesions break out across their skin. For the next d6 days they take double damage. Every time they curse their god there is a 10% chance of the condition lasting a further d6 days.
14You draw a dagger and slash across your stomach, you tear your intestines out of the way and take hold of the clay urn within, you smash it on the floor and seize the preserved bladder from amongst the broken clay and dried flowers, you tear at it with your teeth until it opens and stare into the face of your mother, you drive your thumbs into her eyes until they burst and release a lilac vapour into the air amidst her screaming, your god laughs and you awake in a cold sweat.
15Your tongue burns with an intense heat, you open your mouth and spit something to the floor, you smell your roasted flesh, your saliva still pops and sizzles. The orange hunk of metal on the ground cools into an image of a plump locust, lying on its back displaying bloated clusters of eggs coating its abdomen like a lobster.
Whether you keep the idol or not you dream of the Locust Queen for the next month, of her desire for her children to blanket the land, of your special role in all this.
16Your eyes burn from your head as if something has drooled acid into them. You find you can sense people's intentions, but can no longer get around without being led.
17The next time you sleep you dream of a figure hooded in blue velvet, their mere presence makes your skin crawl and you feel as if you're going to be sick. In a voice like discarded cicada shells being crushed together they ask if you desire to be shown the truth. If you accept they will show you the truth behind your power, make a Test of Faith roll. For anything but absolute success, your mind refuses to understand the revelation, roll on the relevant table. If you succeed, you no longer require Faith to perform rituals, but are now free of any kind of religious direction..
18You vomit hundreds of gold coins which immediately melt into the floor. For the next d4 days every time you try to cast a spell you vomit melting coins instead, losing 2d4 Faith.
19The area within 60' becomes the absolute absence of light for the next 2d6 hours. There are things moving within.
20A bloated foot-long maggot with a hundred black eyes pushes its way out of your throat. Fingers like anemone fronds bristle at the ends of the stubby round legs near its head. It rolls onto its back and its belly splits open in a clean line down the middle, coiled intestines and organs unimagined bulge out of the wound, it smells like fresh fruit in a rose garden.
Eat from its belly and age 2d10 years and gain a level.

 

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Do Not Take Me For Some Turner of Cheap Tricks


A mysterious chaotic unstable force permeates the very air we breath, most are oblivious to its existence, but there are those learned and reckless enough to tap into its vastness, and at any cost untold power and vision will be theirs.

Every day the Magic-User will sit down with their spellbook to memorise a certain number of….

 

Fuck that. A Magic-User’s spell limit is how many spells they can SAFELY cast. Not how good their memory is (or how many spells the mind can contain if you prefer, if that was my problem I’d bring some goddamn notes with me), but how many times they can channel otherworldly energy through themselves before they become exhausted and things start to go awry.

 

In my setting, there is no memorising of spells, if a Maleficar (also known as Hagborn, Wormeater, Plague’d One, Harbinger, or just plain Witch) has their spellbook with them they may cast any spell they know. Unless they already found the spell in preparation, casting from a spellbook takes one round longer than usual while they turn through the pages to that cherished spot, so Maleficar often carry items bearing the formula for spells they may need quickly, their minds are too full and scattered to perfectly memorise spells.

 

For example:

 

Corfus Gnash the Bloodied, (Maleficar, obviously) wears a breastplate bearing an iron bookrest and candle holder, which secures his spellbook to his chest with leather straps attached to his shoulders. The notched axe he carries has his formula for Stinking Cloud carved into the haft, something he often finds useful in a tight spot. If you ever got close enough to see his inner arms you would also find the scarred formulas for Army of One and Gaseous Form, researched and carved into his flesh during his short imprisonment.

 

Osman Vermald (another Maleficar, imagine that) does not carry a spellbook, instead each spell has been lovingly inscribed into a rat skull and hung from his neck and arms. He raised each rat from birth and can find them at a moment’s notice.

 

The Further Adventures of Tearing Power from Beyond

 

I like my Magic-Users nasty and strange, and no matter how dirty they are as soon as they sit down to memorise spells for the day they look like the prissiest wussies at the garden party.

In that spirit, I’ve mentioned risky spellcasting several times in the play reports I’ve posted, which is an idea I first gleaned from False Machine.

 

When they can’t cast any more spells safely, Maleficar may attempt to cast further spells with a 3d6 Cast the Bones roll. A penalty is applied for every spell level above 1st, but bonuses may be applied by using appropriate spell components, requiring a further round per bonus to prepare. There can be consequences to this. For a minor consequence roll on the Chaos Reigns table. When you’ve done fucked up roll on That Which Should Not Be.

 

3d6Cast the Bones
14-18Success
11-13Success/Chaos Reigns
8-10Chaos Reigns
5-7Success/That Which Should Not Be
1-4That Which Should Not Be

 

Further to that, taking damage doesn’t stop you from casting, but it does mean you need to make a Cast the Bones roll with a penalty equal to the damage you took if you want to maintain your concentration.

Maleficar can also attempt to cast any spell they know without reading from their spellbook or an item, but since that’s an awful lot to remember it requires a Cast the Bones roll, with a penalty for every spell level above 1st.

Encumbrance doesn’t stop players from casting, that’s dumb, as long as they can move they cast spells. Besides, the more they’re carrying the more will turn into goo when they have a spell mishap.

 

I like the Dungeon Crawl Classics idea of spells having variable effects, however, I also think that having a table for every single spell is an enormous pain in everyone’s butt.

In my setting spells normally have the same effect every time, after all a lot of time and willpower is spent learning to harness that spell in a specific way. But if the Maleficar wishes, they can relax their hold on the spell, attempting to create a greater affect with a 3d6 Conduit of the Cosmos roll. The player announces what they want to happen, and the Referee applies penalties accordingly. An effect without penalties would be something like double duration/damage.

e.g. If a 1st level Maleficar wants their Magic Missile to throw out two missiles, that would be a normal roll. However if they want the missile to enter their enemy’s head and crackle and grow until it explodes, spraying his friends with skull shrapnel and brain lightning, that’s probably going to be a roll at -4.

Creativity should be encouraged, so if the Maleficar spontaneously conceives of a way to use the fundamentals of a spell they know for a different purpose, they can attempt it with a Conduit of the Cosmos roll, taking penalties as the Referee sees fit, and bonuses up to +4 if it is significantly less powerful than the true spell.

 

3d6Conduit of the Cosmos
14-18Success
11-13Success/Chaos Reigns
8-10Spell Collapse
5-7Spell Collapse/Chaos Reigns
1-4That Which Should Not Be

 

On a result of Spell Collapse roll or just decide what makes most sense for the spell/situation.

 

1d6Spell Collapse
1Normal spell effect inflicted on caster
2Half spell effect inflicted on caster
3-4Spell works in unexpected way use your imaginaaaation)
5Half spell effect inflicted on random target
6Half spell effect inflicted on target

 

Chaos Reigns
1d20
1Roll on Abyssal Side-Effects. Not only does this effect happen now, but every time you cast this spell from now on.
2That's new... Roll on Transmutation table.
3A rotting golden idol melts out of thin air and hovers in the centre of the area. Everyone present rolls 3d6, including animals and inhuman monsters. Whoever rolled highest increases a random ability score by 1. Whoever rolled lowest loses 1 from the same ability score. Anyone that rolls:
18 may make a wish. Roll again. If you roll less than 13 it goes horribly wrong.
14 has golden maggots to the value of 500sp wriggle out of their tear ducts.
10 gains a random insanity.
6 permanently sheds their hair, nails and teeth.
3 collapses in agony as enormous blisters swell from their flesh and burst, releasing mud-fleshed olive green creatures somewhere between a lobster and a squid, as they writhe on the ground their flesh turns the same mud olive and the creatures consume them before the whole scene collapses in a reeking puddle.
4A screaming hairless hound manifests, it disembowels itself with fleshy pink hands, then offers you its entrails. Screaming all the while from its toothless maw.
5You start violently weeping and you don't know why. Anyone looking at you while you weep can see a dripping halo of blood over your head.
6Save vs. Magical Device every time you want to read something from your spellbook. If you fail all you can read is a shorthand account of all your personal shortcomings in the hand of whoever you have held most dear in life.
7The caster's mind switches place with that of a random enemy, or if no enemies are present, that of a man-sized putrid pink anthropomorphic toadbeast that claws its way out of the ground. The caster retains their spellcasting abilities.
8The scent of rotting cabbage wafts through the air within 30' of the caster. Save vs. Poison. Those who fail shake and sweat as if with a fever and become sexually uncontrollable for the next d4 turns (each rolls separately).
9A pale green mist billows from the caster's mouth and they lose consciousness for d8 turns. During this time the player may control the mist. They cannot communicate, move at a Lightly Encumbered rate, can expand to fill a 30' radius, and are affected by things as a normal mist would be. Anyone who breathes in the mist must save vs. Poison or die as their lungs liquefy.
10Everyone within 30' begins to feel an itching in their flesh, and if they look closely they will notice pores stretching and closing as if something was moving through them. Something is now moving beneath the skin and it burns. If anyone digs into their flesh they will discover shimmering turquoise things like jellyfish the size of fingernails, but with tentacles that harden like glass needles. After d6 rounds the itching stops and the jellyfish disappear.
11You fall to your knees and regurgitate (roll d8):
1. Green algae filled with struggling black crabs.
2. Bubbling water, you hear whispers and childlike laughter as the bubbles expand and burst.
3. A golden eel with the face of a man.
4. A bloated, pregnant rat whose belly splits open when it hits the floor, spilling its young.
5. A pool of gritty tar. A multi-sided puzzle box is slowly revealed in the centre of the puddle, it doesn't appear to emerge from the floor, more like it remains still and the tar sinks down from its sides. You can't be sure of how many sides, you always seem to lose count. You have no idea how it fit through your mouth let alone your throat.
6. Blood. And eyes and teeth and hair. Like a burst tumor.
7. Writing. Not on paper, not in patterns, just writing. It doesn't make sense and nobody else can see anything but vomit but you regurgitate writing. It tells you how you die. But you can't read it, the words won't make sense, and they keep moving, and you try to hold them down but they slip through your fingers, but you know that the writing tells you everything. If only you could read it.
8. Eight gold coins. If these coins are used to buy something, that night the person who used the coin will dream of the one they gave it to.
The air is nothing but bushfire-black fog, and molten gold runs from their face. It might fill their mouth, their eye sockets, pour from their ears.. They desire to murder you with a psychotic rage, you wronged them, why did you wrong them? If you kill them in your dream you will wake up covered in blood and brain matter, standing on their bed in what used to be their head. And vice versa.
12A plant grows in the caster's stomach. One night per week d3 dry black tendrils emerge from the caster's orifices and bear glossy plump deep purple fruit. In the centre of the fruit is a small black multi-limbed figure in a foetal position, of the same consistency as the fruit.
If the caster has been acting immorally the fruit is sweet and grants increased Strength, Dexterity and Intelligence, with a 25% chance of addiction.
If the caster has been acting morally the fruit tastes of ash and salt and induces extreme paranoia and jealousy.
13Everything the caster is wearing* has a 50% chance of (roll d6):
1. Decomposing into a swarm of cooing lime green spiders which caress you with their tiny limbs.
2. Turning into rose-coloured glass that reflects things all wrong.
3. Becoming pliable and moist. It will fuse to your skin the next time you touch it.
4. Puffing into a foul smelling dust which swirls in place for a few minutes, then reforms, then puffs into dust, and so on.
5. Splashing to the ground like thick paint.
6. Turning into hair from some kind of beast you've never seen before, some parts still have bits of scalp attached and tiny lice swarm throughout.
*Packs count as one item but anything important inside gets its own roll.
14A dog runs into the area, if you were attacking someone it immediately latches onto them. He's just the cutest most loyal little dog ever yes he is. Anyone else that looks at it sees its fur shivering and shaking while its head splits open and the monkey skull within screams at them.
15The caster vomits forth an enormous pink toad which croaks loudly and collapses into a puddle of slime. For the next 3 hours everyone who was within earshot must save vs. Poison when they wish to speak, otherwise they vomit up a small pink toad which stares and follows them. The bumps on its back constantly sweat beads of black fluid.
If you actively lick one there is a 3 in 6 chance it cures you, otherwise you hallucinate for a number of turns equal to your roll, with a 10% chance of gaining a random insanity.
16Black Blood. The caster's Strength increases to 18 and they fly into a murderous frenzy. Any wound they sustain immediately sprays acidic boiling black blood. Every round there is a 50% chance the caster sprays blood from their eyes as a 10' ranged attack in addition to their other actions. This lasts for d8 rounds, after which the caster blacks out for that many hours.
17Everyone within view of the caster must save vs. Magic. Those who fail begin to give birth through their mouths, umbilical cord and placenta and all. The foetus is them. If they kill it there are no consequences, if they allow it to live it will leech a year of their life every day, growing visibly older.
If they eat the child, increase a random ability score by 1. Do this again for every day the child has lived.
18Your lips seal shut like they never existed and your tongue seems to double in size, it's moving around your mouth and feels like it's getting bigger, it's trying to choke you. If you bite your tongue in half you'll find that your mouth is full of black, legged maggots, and your lips were never sealed shut.
50% chance you really did bite your tongue in half.
19Beacon of Sin. Others find it hard to repress taboo desires around you. A trail of incest and lynchings is left in your wake for the next d6 weeks, with 6 being permanent.
20Everything in a 5' radius around the caster is liquefied into a foul-smelling orange pus. Including the floor, their hair, and everything they are wearing. Researching spells the caster had already learned only takes half as long as usual. There's a 50% chance that living beings completely caught in the sphere will retain their sentience despite liquefying into pus.

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