Distort Life II (Wizard Spell)

This spell resembles distort life I, but can be used to alter internal and fundamental aspects of the offspring. Its operation is very uncertain; the base chance of success depends on the aspect and the manner in which the wizard wants to affect it. Some changes require two or more generations to manifest themselves fully (these are abbreviated to "G;" for example, (G3 is the 3rd generation). Each generation might produce defects. The DM should arbitrate success chances as required. Typ­ical chances include:
* Lungs: Breathing or tolerance of different gases, add or remove gills; three generations. -50%
* Glands: Produce venom, acid, fire, or remove these; two generations. -30%
* Eating Habits:
**Carnivore, omnivore, herbivore; two generations per step. -50%
** Unusual eating habits (wood, iron ect.); 5 generations -40%
* Size: Per 5% increase or decrease in size. Each 10% shift changes the creatures hit points by 1. For example, a 3 Hit Die creature bred to 20% size would have 3d8+2, (between 5 and 26 hp). At +4, the creature's base HD increases by 1. Decrease works similarly. -50%
* Age of Maturity: Per 10%, up to 10% per gener­ation possible, up to 50%. -base 60%
d% 	Distortion II Failure
01-15 	Right aspect, wrong way
16-50 	Nothing happens
51-75 	Wrong aspect affected
76-90 	Raise defect chance 10%
91 -00	Roll twice, ignoring rolls above 90.
Failure means an aspect can change in a way other than that intended, a different aspect can change, nothing can happen, the chance of defects can arise, or a combination of these possi­bilities can occur (see table). In these cases, if there is a successful alteration in an early genera­tion and a failure in the subsequent generation, the partially altered strain is still useful as advanced breeding stock since it carries one gen­eration's worth of change. However, a partial alteration will tend to disappear entirely in three generations.
A small gold model of the creature (worth 600 gp x the creature's Hit Dice) is hammered flat during the casting.
Notes: Very rare. (Updated from Imagine Magazine.)
d% 	Distortion II Failure
01-15 	Right aspect, wrong way
16-50 	Nothing happens
51-75 	Wrong aspect affected
76-90 	Raise defect chance 10%
91 -00	Roll twice, ignoring rolls above 90.
Failure means an aspect can change in a way other than that intended, a different aspect can change, nothing can happen, the chance of defects can arise, or a combination of these possi­bilities can occur (see table). In these cases, if there is a successful alteration in an early genera­tion and a failure in the subsequent generation, the partially altered strain is still useful as advanced breeding stock since it carries one gen­eration's worth of change. However, a partial alteration will tend to disappear entirely in three generations.
A small gold model of the creature (worth 600 gp x the creature's Hit Dice) is hammered flat during the casting.
Notes: Very rare. (Updated from Imagine Magazine.)
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells