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