Spell Weaver 2

(Generated 6 times)
Namelist None
Tags
Rank Veteran
Race Four Armed Humanoid
Cult rank None
Notes Spell weavers are alien-looking creatures who appear as genderless, vaguely bird-like figures with large, dark eyes. They stand around 5 feet tall and weigh around 120 pounds. Their frail bodies sport six arms and an exceptionally long neck around allowing them to turn their head completely. Their skin is smooth, hairless and usually gray, turning darker as they age. Spell weavers' blood is metallic blue in color, reminiscent of quicksilver. Usually encountered individually, Spell weavers sometimes gather in small cabals while searching for magic items to add to their collection. In groups, they plan and execute raids to steal magic items they desire, using scrying to scout out their foe, then attacking while invisible. They only communicate with each other telepathically, but sometimes they leave written (incomprehensible) notes behind for others to find. Attempts to telepathically communicate may cause temporary insanity (Insanity lasts 1d6 days, with effects as per the Theism spell). Chromatic Disk Spell weavers always carry magical items (1-2 per creature). One item is always of the conventional sort (random roll for type, none cursed), and the additional item (if any) is a unique device that humans call the chromatic disk. A chromatic disk is a 6-inch-diameter disk of an unknown, indestructible substance. It glows with a bright light that slowly shifts through the visible spectrum, becoming red, orange, yellow, green, blue, indigo, and violet in a matter of seconds. The disk is a vessel of magical power that spell weavers can tap. Each disk releases magical energy as it is used, allowing the spell weaver to cast more of its spells. The disk is consumed in the process, evaporating as its energy is exhausted. A spell weaver may employ a disk in combat, devoting one arm to holding the disk. All recorded human attempts at employing chromatic disks have resulted in explosive disaster (10d4 damage explosion in a 30-foot radius; material items must save vs. crushing blow). It is rumored that spell weavers use arcane means of their own to create such disks by drawing the magic out of enchanted items (such as swords, wands, or scrolls) that they have captured. This process permanently destroys the magical properties of the objects so used. Reproduction Although spell weavers appear immortal to other races, they live for six centuries before undergoing regeneration. Spell weavers instinctively sense when their life is coming to an end. When this happens, an elder weaver creates a magical "coffin" through a ritualistic hibernation trance which consumed a near-priceless amount of magic items. The trance usually lasts for about one month, but has been known to last for centuries instead—a time during nothing could wake them up. Upon waking, the weaver is physically restored and rejuvenated, their skin darkening and their lifespan increasing by another six centuries. The restorative trance only functions six times. An elder reaching their seventh regeneration performs a final ritual of self-sacrifice, giving birth to six new adult weavers, each sharing the ancestor's memories and mental abilities. This special ritual required breeding vessels only found in very rare spell weaver bases, and caused the body of the parent to decay and disappear into nothingness. Obviously, both the regenerative ritual and the reproductive ritual were closely guarded secrets and never revealed to other races.
Creator[email protected]
Stats
STR 2d6+2
CON 2d6+2
SIZ 2d6+1
DEX 2d6+9
INT 3d6+7
POW 3d6+6
CHA 2d6+9
D20Hit locationArmor
01-03 Right leg 1
04-06 Left leg 1
07-09 Abdomen 1
10 Chest 1
11-12 Lower Right Arm 1
13-14 Lower Left Arm 1
15-16 Right Arm 1
17-18 Left Arm 1
19-20 Head 1
Attributes
Movement 6
Natural armor Yes

Additional features

FeatureProbability
Magic Item 50% View items
Magic Item 100% View items

Non-random features

ListFeature
Ability ***Immunity(Pain)*** Always pass their Endurance rolls after taking a Serious Wound and do not lose attack actions because of them. Major Wounds affect them normally.
Ability ***Magic Sense*** detect magical emanations within a Willpower number of metres. If the creature touches another and makes a successful Perception roll, it learns of the target’s current magic points, carried enchantments and active spells.
Ability ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat
Ability ***Multi-Limbed*** Additional Combat Action per extra pair of limbs (beyond the first) it can bring to bear during combat
Ability ***Telepathy*** places the practitioner in mind-to-mind contact with another sapient being, allowing for normal levels of communication. Telepathy eliminates the requirement that the practitioner know the language spoken by the subject. The target of Telepathy must be within line-of-sight (range is of no consequence) unless well-known by the practitioner. If the practitioner knows the subject well, contact can be established as long as both the subject and practitioner occupy the same plane of existence and are within a distance of no greater than 300,000 kilometres (186,000 miles/1 light second); line-of-sight is obviously irrelevant.
Ability ***Immunity to mind affecting magic***

Standard skills

Athletics STR+DEX+2d20 Brawn STR+SIZ+2d20 Deceit INT+CHA+2d20+20
Endurance CON+CON+2d20 Evade DEX+DEX+2d20 Perception INT+POW+2d20+20
Stealth DEX+INT+2d20+20 Unarmed STR+DEX+2d20+20 Willpower POW+POW+2d20+40

Magic skills

Invocation INT+CHA+2d20+40 Shaping INT+POW+2d20+40

Custom skills

Lore (Arcana) INT+INT+2d20+20 Lore (History) INT+INT+2d20+20 Lore (Planes) INT+INT+2d20+20
Passion (Collect enchanted items) POW+POW+30

Combat styles

Primary Combat StyleSTR+DEX

Weapon options

1-handed weapons

Amount: 0

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Sorcery spells

Amount: 1d8+6
SpellProb.   SpellProb.   SpellProb.
Castback 2 Damage Resistance 2 Diminish 2
Dominate 2 Evoke 2 Fly 1
Hinder 1 Neutralize Magic 2 Palsy 2
Phantom 100 Portal 100 Project 2
Protective Ward 2 Shapechange to 2 Smother 2
Spell Resistance 2 Store Manna 2 Summon 2
Teleport 2 Transmogrify to 2 Wrack 2