Distort Life III (Wizard Spell)

This spell alters one aspect of an unborn creature according to the wizard's will. This spell can bestow special and magical powers. The chance of inducing defects is 20% or higher if this spell is used. Its operation is very uncertain; the base chance of success depends on the aspect and 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 can produce defects. The DM should arbitrate success chances as required. Multiple generation requirements are secretly rolled by the DM; e.g. "Gd3" is 1 to 3 generations.
If the wizard confers innate spell abilities or magic resistance, then the offspring will be a magical (enchanted) monster, and subject to any special bonus or penalties that affect this type of creature. Typical alterations include:
* Intelligence: Per point of intelligence, creature average can be raised once per generation. -30% minus the current Intelligence as a %
* Speech (minimum 5 Intelligence and larynx required): Base Gd4. -40%
* Shape Changing: Base Gd3+1.- 50%
* Touch Attack (paralyze, petrification. Strength drain): Base Gd3. -40%
* Gaze Attack (petrification): Base Gd4. -30%
* Minor Breath Weapon (1 hp/HD): Base Gd3. -40%
* Major Breath Weapon (1 die/HD): Base G3d3. -30%
* Vision (detect invisibility): Base Gd3. -60%
* Vision (into other planes): Base Gd3. -50%
* Invisibility: At will; Gd4. -30%
* Regeneration: 1 point per round; Gd4. -30%, minus 10% per point over 1.
* +1 or Better Weapons to Hit: Base Gd4. - 20%
d% 	Distortion III Failure
01-10 	Right aspect, wrong way
11-60 	Nothing happens
61 -70	Wrong aspect affected
71 -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 may 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 platinum model of the creature (worth 1,200 gp x the creature's Hit Dice) is hammered flat during the casting.
Notes: Very rare. (Updated from IMAGINE Magazine.)
==Defects in Breeding==
These tables are used for changes in magi­cal breeding stock due to straight crossbreeding or use of the distort life spells. The DM decides if crossbreeding combinations will create viable offspring.
Base chance of defect:	20%
Siblings used 	+40%
Cousins used 	+20%
distort II used 	+10%
distort III used 	+20%
Upon reaching mature age, there is also a chance of a new defect occurring.
Base chance of defect at maturity 	10%
Age spell, per 10% of mature age 	+5%
Hasten growth spells, per month aged	1%
When a defect occurs check to see the defect type and sub table to be used. If both cross­breeding and distort spells are employed, use the distortion column.
Distort.	Cross.	Defect 	Table
01-40 	01-20 	Physical	I
41-60 	21-50 	Psychol.	II
61-90 	51-97 	Generic 	III
91-00 	98-00 	Magical 	IV
 Table 1: Physical Defects'''
01-40	External or internal flaw (DM choice).
41-50	Nasty smelling, periodic or continuous.
51-80	Susceptible to disease (1d6 x 5% when exposed).
81-00	Environmental problem (aversion to light, heat, etc.; allergies possible).
 Table II: Psychological Defects'
01-25	Violent, rabid, or crazed.
26-70	Listless, death-wish.
71-80	Positively suicidal.
81-00	Manic depressive or other type of insanity.
 Table III: Genetic Defects
01-30	Sterile
31-55	Weak genes, 25% to pass aspects on.
56-70	Crippled genes, 0% to pass aspects on.
71-80	Unstable genes, different defect in each generation.
81-90	Roll again, defect appears in next generation.
91-00	Roll again, defect appears 1d4 gen­erations later.
 Table IV: Magical Defects'''
01-40	Random magical aspect in warped or uncontrollable form.
41-70	Creature terrified of magic and spellcasters.
71-90	Hatred and violence toward any­thing magical.
91-00	DM choice, possibly involving the experimenting wizard as well.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells