Mutations
The magic of Kobos is wild, tainted, and unstable. There are strange energies floating around that are rarely understood by any but the most learned scholars. This magic can do harm, or even simply make change.
Arcanists often develop these mutations when attempting magic beyond their reach. When attempting a spell above their level, they roll their spellcasting check as normal. If they roll a natural 1 or fall short of the DC by more than 10, they roll on the Magical Mutations Table.
Other reasons to roll on this table are exposure to high level Bestow Curse spells (7th or higher), some traumatically violent magical events (the sort that end cities) and exposure to high level hostile magic in Wild Magic Areas
When you may be exposed to such magic, roll a DC 15 Charisma Saving Throw. If you fail, you immediately display the mutation rolled on the table.
Other ways to earn mutations could be exposure to mysterious energies, particularly powerful entities from the Far Realms or the Abyss, or eating the flesh of Aberrations. Additionally, overuse of magically infused materials can trigger these changes. If you have three active potion effects on you at once and drink another potion, or subsist for more than a week entirely on magically generated food, you must make a DC 16 Constitution Save. Unlike the Magical Mutations, these Biological Mutations are generally not instantaneous. They take 3d4 days from the moment of exposure.
Taint Can also have this effect.
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