Chimeric Insanity
Chimeric Insanity
A Random Spell
Actual Content?
There’s nothing more depressing than going to a website that used to be upgraded often and finding nothing there but a message declaring new content will be coming, dated 3,4, or more years ago. Well, OK, there’s actually a lot of things that are more depressing, especially now, but “There are 2,769 things more depressing than…” is a lousy way to open a paragraph.
Given I sank 80 bucks into getting a tech to upgrade my PhP (and then my WordPress install) to something written in the 2010s, I’d bloody well better not abandon this thing. This is my very roundabout way of saying I’m going to try to update more often, probably short bits I can finish in a reasonable amount of time.
One of my biggest problems is simply coming up with something to write, especially since a lot of my time is spent on longer projects. FFS, I’m juggling three RPG designs now: An “AD&D, But Space Opera” game, Earth Delta of course, and “Tri-Die”, a system where a single roll of 3d12 determines a vast range of possible values depending on which die you’re reading for a given purpose. (Inspired by Advanced Squad Leader, where you roll 2d6 of different colors and then use those two numbers in 6 different ways on 14 different tables to determine which of the members of your squad got the clap from which camp follower, how long it will take to cure, how many of their buddies jeer at them, and if someone wrote a letter to their Best Gal back home. (Add a DM of -1 for each Training Film viewed to completion. (This will be specified in V 2.5.1, based on the year and which army you’re running, unless modified by scenario.)))
Wait, where was I? Oh yeah. This blog, not one of my many incomplete projects. So I had me one of those, as Fry puts it, “headaches with pictures” – why not find some randomizer that will make up a name for a monster, a spell, a power, whatever, without any other details, and then I write it up, with a tight time limit so I don’t just randomly go off on a tear about something totally unrelated, like Advanced Squad Leader? Brilliant! And so, with a quick visit to such a generator (which does not use AI, to the best of my ability to discern), I have found a spell name.
(Oh, wow. This site saves previous uses of it, and it looks like I used it to generate the name of a protagonist in my horror novella, Kleptogenesis. (Sequel in editing.) If you like my writing without endless digressions, and you enjoy body and mind horror, check it out.)
But the, uh, the… what is it again? Line? Cube? No, point! That’s it. The point is, I hit the ol’ randomize button and got a list of 10 possibilities, from which I chose “Chimera Insanity”, which I modified very slightly to “Chimeric Insanity”. So what can we do with that? Let’s find out!
Chimeric Insanity – AD&D Style
Chimeric Insanity (Enchantment/Charm)
Level: 3
Range: 8″
Duration: Special, see below
Area of Effect: up to 4″ by 4″
Components: V, S, M
Casting Time: 5 segments
Saving Throw: Special, see below.
This spell inflicts a strange, cyclic, madness on the targets. It affects up to the caster’s HD in creatures, starting with those nearest to the caster. At the start of each round, roll 1d10 for the effect. The DM should feel free to interpret the results liberally with respect to the actual body shape of the targeted creature; a giant snake may use its head and tail as a bludgeon instead of ‘clawing’, but it will do so with odd motions, as if it were trying to use claws!
Roll Result
1-3 Draconic Madness: The target bellows like what it imagines a raging dragon sounds like, flapping its arms as if they were wings. It will make 2 ‘claw’ attacks for 1d2 damage and one ‘bite’ attack for 1d3 damage on the nearest creature, friend or foe. (If it already has natural weapons, it will use those. Very strong creatures, such as an ogre, will do more damage.) It will move into melee range of a target if it isn’t already. If there are multiple targets equally close, select one randomly.
4-6 Leonine Leap: The target roars, and leaps up 20 feet, unless, for some reason, it cannot leap (it has no feet, or is chained down). It will target a random creature within that range, and will make “claw” and “bite” attacks as per Draconic Madness. If both “claws” hit, it will attempt to use its “rear claws”. For a typical humanoid wearing normal footgear, this will do 1-2 points of damage and suffer a -2 to hit. If the target is better suited to such attacks (even if it normally does not use them), the DM may remove the penalty and increase the damage.
7-9 Goatlike Gore: The target bleats and, with head down, charges a random creature to ‘gore’ it. If the creature is a typical humanoid, this does 1d2 points of damage to both it and the target. If it’s wearing a helmet, increase to 1d4 damage and none to the creature. For other types of creatures, the DM will assign damage. While in this form of madness, the subject can climb as a thief of the same level.
10 Chimeric Clash The three personalities war with each other; target does nothing.
(A pretty version, as a screenshot, is below. Anyone know how to get the CSS used for Pathfinder content sites to work correctly in WordPress generic pages?)
Pathfinder 2e
Chimeric Insanity Spell 3
Uncommon, Concentrate, Incapacitate, Manipulate, Mental
Traditions arcane, occult
Area 30 foot cone; Targets 1 creature in cone
Defense Will (special); Duration 1 minute or special
This spell inflicts a curious madness on the target creatures, causing them to imagine themselves as being of the same creature type as one of the three heads of the famed chimera. It is most effecting when used against creatures who wield weapons or cast spells, as the primary impact is to cause them to attack with natural weapons they do not, in fact, possess. However, it may be cast on any creature affected by mental attacks, and the GM must be ready to adjudicate attacks. It is recommended the monster tables in GM Core be used. A creature’s “claws” or “bite” will use the Low Strike Attack Bonus column, and the Low Strike damage column. If it normally has significant unarmed attacks (high or extreme), use a moderate attack bonus. If it actually has claws or a bite, use them as is!
If the target lacks the physical features needed (e.g., a giant snake has no hands to use as ‘claws’), it will still try, smashing its head or tail against its enemy and believing it is using ‘claws’. The GM should apply a -2 status penalty to attacks and damage.
When the spell is cast, the target creatures makes a Will save.
Critical Success No Effect
Success Lasts for 1 round.
Failure Spell lasts until the target has experienced all three “forms” at least once, or until 1 minute has passed.
Critical Failure Spells lasts a full minute
At the start of the target creature’s turn, roll 1d10. This effect lasts until the start of their next turn.
1-3 Draconic Delusion: The creature spreads its arms as if it were a dragon, accompanied by bellows and threats attesting to its great power. It will then attack the nearest creature with its “claws” and “jaws”.
4-6 Feline Fury: The target believes itself to be a mighty lion, and roars ferociously! It gains a Pounce (1) action, allowing it to Stride up to its speed before attacking with its “claws”.
7-9 Goatlike Gore: The creature lowers its head and charges, moving up to twice its speed before making a head-butt attack. If it lacks a helmet, or a particularly solid skull, it will take half the damage it inflicts. If it has horns or any similar attack already, use that attack bonus and damage value as-is. It also gains a Climb speed equal to half its movement speed, but cannot cling to horizontal surfaces.
10 Chimeric Clash: The multiple personalities war with each other. The target takes no actions, but may defend normally.
The target can only speak (if it normally could at all) when under the effects of Draconic Delusion. If it happens to speak Draconic, it will not communicate in any other language, otherwise, it will use its native tongue. Under the grip of the spell, it cannot be meaningfully negotiated with; it will simply boast of its fiery breath, vast wingspan, and armor-rending claws.

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