1.3 KiB
1.3 KiB
Cursed Gloves
A standard pair of finger less leather gloves that can be worn by any humanoid. These gloves allow the wearer to cast any spell they want at any level (after GM states what spells that cannot be cast, for example. wish)
- 3 charges
- If the wearer knows the spell and can cast it without the gloves, the Wildmagic effects do not apply
Any Spell cast has a chance for wild magic
- Starts at 35% chance for a 1st level spell, raises 5% for each level
- Max percentile chance is 75%
The Curse
- 1d10 chance to increase the curse.
- 4 curse levels
- Gloves are permanately bound to wearers arms
- Loose one charge slot.
- half max health
- Your soul is consumed by the gloves to power it for the next wearer (could have a story aspect where the old wearer is able to talk after 1st curse level?)
1st, 2nd, 3rd lv spells take one charge
4th and 5th lv spells take two charges
6th, 7th, 8th, 9th lv spells take all three charges
ALL BELOW STILL HAVE WILD MAGIC AND CURSE DANGER
6th lv spells can be cast without danger
7th lv spells will half the entire party's total gold.
8th lv spells would deal damage equal to half the players current health
- loose a finger
9th lv spells would increase curse progression by one level.
- loose a finger
- take damage equal to half the player max health