Warren Walk
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Level: 3 (Radu)
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Range: Varies
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Duration: Varies
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Casting
time: 1 Minute
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Save: None
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General
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The
caster, and possible one or more allies, passes through one rabbit warren,
exiting through another rabbit warren one minute later. Depending upon the value of the spell
check, the second warren may be very far away. The caster must begin at the site of a
rabbit warren and must exit through another rabbit warren (although either
warren may be abandoned). The caster
may choose to exit through a rabbit warren that he is aware of, so long as it
is within range, or may choose to exit through any random warren within range
(rolled randomly from known warrens, or chosen by the judge, as the judge
deems appropriate). The travellers
need not worry about food or water while travelling, as this appears in the
tunnels of the warrens. Unwilling
creatures cannot be forced to warren
walk with this spell. Obviously,
this spell cannot take the caster to a place where rabbits do not exist, or
where rabbits create individual burrows rather than warrens.
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Manifestation
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Roll
1d3: (1) the warren mouths seems to stretch
to accommodate the travellers, snapping back to its normal size immediately
after they pass, (2) the travellers shrink to pass through the warren mouth,
regaining their normal sizes once they have exited the far warren, (3) the
travellers are transformed into rabbits, with their gear merging into their
bodies, becoming their normal selves again only after they have exited the
far warren.
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1
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Lost,
failure, and patron taint.
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2-11
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Failure. Lost.
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12-15
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Failure,
but the spell is not lost.
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16-17
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The
caster may pass through the warren, reappearing through another warren not
more than 10 minutes distant. It takes
the caster 1d3 minutes to navigate the winding passages of the warrens before
he can discover the extradimensional passage that will allow him to arrive at
his destination.
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18-21
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The
caster and up to three other creatures may pass through the warren,
reappearing through another warren not more than 25 miles distant. It takes the caster 1d6 minutes to navigate
the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d6, modifying the result by the straying traveller’s Luck
modifier: (0 or less) the traveller
becomes lost inside the warrens, and is never seen again, (1-2) the traveller
exits through the same warren that he entered by, after 1d6 hours, (3-4) the
traveller exits through another warren which is neither the intended target
nor the starting point, after 1d6 x 10 minutes, (5+) the traveller exits
through the same destination warren as the caster, 1d6 minutes after the
caster does.
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22-23
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The
caster and up to six other creatures may pass through the warren, reappearing
through another warren not more than 50 miles distant. It takes the caster 3d6 minutes to navigate
the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d6, modifying the result by the straying traveller’s Luck
modifier: (1 or less) the traveller
becomes lost inside the warrens, and is never seen again, (2-3) the traveller
exits through the same warren that he entered by, after 1d6 hours, (4-5) the
traveller exits through another warren which is neither the intended target
nor the starting point, after 1d6 x 10 minutes, (6+) the traveller exits
through the same destination warren as the caster, 2d6 minutes after the
caster does.
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24-26
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The
caster and up to nine other creatures may pass through the warren,
reappearing through another warren not more than 100 miles distant. It takes the caster 3d10 minutes to
navigate the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d6, modifying the result by the straying traveller’s Luck
modifier: (2 or less) the traveller
becomes lost inside the warrens, and is never seen again, (3-4) the traveller
exits through the same warren that he entered by, after 2d6 hours, (5-6) the
traveller exits through another warren which is neither the intended target
nor the starting point, after 2d6 x 10 minutes, (7+) the traveller exits
through the same destination warren as the caster, 3d6 minutes after the
caster does.
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27-31
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The
caster and up to a dozen other creatures may pass through the warren,
reappearing through another warren not more than 500 miles distant. It takes the caster 3d14 minutes to
navigate the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d6, modifying the result by the straying traveller’s Luck
modifier: (3 or less) the traveller
becomes lost inside the warrens, and is never seen again, (4-5) the traveller
exits through the same warren that he entered by, after 3d6 hours, (6-7) the
traveller exits through another warren which is neither the intended target
nor the starting point, after 2d12 x 10 minutes, (8+) the traveller exits
through the same destination warren as the caster, 3d10 minutes after the
caster does.
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32-33
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The
caster and up to fifteen other creatures may pass through the warren,
reappearing through another warren not more than 1,000 miles distant. It takes the caster 3d16 minutes to
navigate the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d8, modifying the result by the straying traveller’s Luck
modifier: (4 or less) the traveller
becomes lost inside the warrens, and is never seen again, (5-6) the traveller
exits through the same warren that he entered by, after 3d8 hours, (7-8) the
traveller exits through another warren which is neither the intended target
nor the starting point, after 3d12 x 10 minutes, (9+) the traveller exits
through the same destination warren as the caster, 5d12 minutes after the
caster does.
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34-35
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The
caster and all allied creatures present may pass through the warren,
reappearing through another warren anywhere on the same plane. It takes the caster 1d6 hours to navigate
the winding passages of the warrens before he can discover the
extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d8, modifying the result by the straying traveller’s Luck
modifier: (4 or less) the traveller
becomes lost inside the warrens, and is never seen again, (5-6) the traveller
exits through a far distant warren, at least 10d10 x 100 miles away from
where he wishes to be, arriving after 2d6 days, (7-8) the
traveller exits through the same warren that he entered by, after 1d6 days, (9-10)
the traveller exits through another warren which is neither the intended
target nor the starting point, but is at least no more than 1d10 x 10 miles
from the intended target warren, after
3d6 hours, (11+) the traveller exits through the same
destination warren as the caster, 1d6 hours after the caster does.
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36+
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The
caster and all allied creatures present may pass through the warren,
reappearing through another warren anywhere, even within another plane of
existence. It takes the caster 3d6
hours to navigate the winding passages of the warrens before he can discover
the extradimensional passage that will allow him to arrive at his
destination. If any of the other
travellers with him do not remain with him during this time, but strike out
on their own, roll 1d10, modifying the result by the straying traveller’s
Luck modifier: (6 or less) the
traveller becomes lost inside the warrens, and is never seen again, (7-8) the
traveller exits into the wrong plane, where the rabbits may be very strange
indeed (for example, a fiendish plane where the rabbits are as large as
tigers and carnivorous, a plane of clouds where the rabbits are winged, a
western plain where six-shooters and jackelopes are the order of the day, or
a sylvan plane where the rabbits can all teleport and have horns like those
of unicorns), arriving after 3d8 weeks, (9-10) the traveller ends up on the
correct plane, but is at least 10d10 x 100 miles away from where he wishes to
be, arriving after 2d6 weeks, (11-12)
the traveller exits through the same warren that he entered by, after
1d6 weeks, (13-14) the traveller exits through another warren which is
neither the intended target nor the starting point, but is at least no more
than 1d10 x 10 miles from the intended target warren, after 3d6
days, (15+) the traveller exits
through the same destination warren as the caster, 1d6 days after the caster
does.
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Friday, 10 August 2012
Patrons & Projects VII: A Tidbit of Radu
Not quite $3,000 yet, but with GenCon this weekend, I know folks are going to be away. So here's a bitty bit to tide you over:
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