Microbial Magic
A downloadable game
Sorry, in a rush. Will tidy this up and give it nice formatting later. Maybe even write a couple more spells.
## Kleptoplasty
(*Glaucus atlanticus*)
Devour the flesh of a creature, and gain a trait it possesses.
## Pilus
Casting Time: 1 action
Target: the caster
Duration: 6 turns, see text
(*Escherichia coli*)
The caster's body grows a needle-like spine, emerging from an appendage of their choosing. The caster can attack with it, dealing 1d6 damage. After 6 turns, the pilus sloughs off.
Each time Pilus is cast from a scroll or spellbook, there is a 2-in-6 chance it becomes _innate_ to the caster. A _potion of pilus_ always becomes innate.
Once _innate_, Pilus can be "cast" without preparation or available spell slots. It can even be "cast" in an area of antimagic, and is unaffected by *dispel magic*. Instead, the caster takes 1d6 damage, representing the metabolic resources to grow the pilus. This cannot reduce the caster below 1 hp; if they are already at 1 hp, they cannot cast Pilus.
Additionally, when Pilus becomes innate, the caster randomly selects a racial trait they possess, if any). Their _strain_ of Pilus becomes associated with that trait.
A living creature who survives an pilus attack will inherit the ability to innately cast Pilus after a delay of 1d6 hours.
* If the attacking pilus was of a particular _strain_, the creature inherits that strain and its associated trait. The trait only manifests when the creature innately casts that strain of Pilus.
* If the pilus had no _strain_, one of the creature's racial traits (chosen randomly) becomes associated, creating a new strain.
A creature can become transfected with multiple _strains_. Each time they innately cast Pilus, they choose which strain to express.
**Note:** Only biological traits can become associated with a Pilus _strain_. e.g. an Elf might pass on their immunity to ghoul paralysis, but not their proficiency with weapons & armour. The referee is the arbiter of which traits are biological and which are learned.
## Pyoverdine
(*Pseudomonas fluorescens*)
The caster secretes a glowing, iron-scavenging slime.
* The caster can produce enough slime to coat a number of 10 ft squares equal to their level. They do not need to secrete it all at once.
* The slime is harmless and no slipperier than water.
* Until it dries, the slime will readily wet any surface. A thin layer of slime dries within 1 turn, subject to ambient temperature and humidity.
* Slime that comes into contact with iron, steel, rust, or iron ore will bond with it (even after it dries) and stop glowing.
* A large area of slime sheds dim light out to 10 ft, enough to read by. The light is visible in pitch blackness from much further away.
* Until the spell expires, the caster can ingest slime, including any produced by
* The slime biodegrades after 3d6 days.
* Dry slime is difficult to clean. Fire, corrosive chemicals, iron filings or powdered ore will all remove it.
Status | In development |
Author | glaucus |
Comments
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These spells were reviewed favorably on Technical Grimoire: https://www.technicalgrimoire.com/david/2022/01/binomialGameJam
Thank you! I should note that Pyoverdine doesn't currently work in the ways you describe -- I kept it pretty close to reality and AFAIK it doesn't *oxidise* iron, only scavenge already-oxidised Fe2+ ions. I do like its "puzzle" nature -- a spell that makes goo that *stops* glowing when it touches metal; what uses will players devise? Your post does give me ideas for making it --or perhaps some other secretion spell -- more flexible.
I still need to clean up their formatting, and actually write a proper description for Kleptoplasty!