Chapter 9
by SkyDreamer
Can she scare the kitty off?
[CS] Okato
NAME: "Okato" Pōkatokio
RACE: Oni
PRONOUNS: She/They
GENITALS: Vagina. Large penis. Large external testicles. Huge breasts.
INVENTORY:
Kanabō 3 (spiked iron club) (magical weapon) (reflects magical effects on a successful block).
Glasses. Earrings. Mustard pussy-bow blouse (torn right sleeve). Brown knee-length pencil skirt. Wooden prayer bead necklace. White stockings. Brown ballet flat shoes. White bra. White panties.
Canvas handbag containing a component pouch for spellcasting, a spellbook, assorted stationery, various cosmetics and a few other knickknacks.
ARMOR: 0
STATUS: Onime active.
LEVEL: 32
XP: 0/3520
FERTILITY: 40
LIBIDO: 1
HORNINESS: 1/10
STIMULATION: 0/100
STATS
HEALTH: 12/12
STAMINA: 11/11
WILL: 20/20
MANA: 17/20
TRAITS
STRENGTH: 10
QUICKNESS: 6
PRECISION: 6
KNOWLEDGE: 7
CAUTION: 7
SOCIABILITY: 5
ABILITIES:
Change Shape
The oni magically polymorphs into a Small or Medium humanoid, or back into its true form as a Large giant. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its kanabō, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its kanabō reverts to its normal size. The kanabō's weapon modifier is 3 when shrunk, with damage of 1d10, and 5 when in true form, with damage of 2d10. While in true form, the oni also has claws with damage 1d8.
Flight
The oni is capable of magical flight without wings. Deduct 1 MANA if the oni starts its turn flying. Cannot use flight when at 0 MANA.
Onime
Can change your eyes into their oni form, granting the effects of True Seeing and Detect Magic on self at will without needing to use verbal, somatic or material components.
This gives you the ability to see things as they actually are. For the duration, you have truesight, noticed secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. You sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
Regeneration
The oni regains 10 HEALTH points at the start of its turn if it has at least 1 HEALTH point and 1 STAMINA point. Deduct 1 STAMINA if it heals more than 6 HEALTH in a single turn this way.
Weapon Bond
Your kanabō is bound to you. You cannot be disarmed of it as long as you have at least 1 STAMINA. If it is on the same plane of existence, you can summon that weapon as an action on your turn, causing it to teleport instantly to your hand.
SPELLS:
Fire Bolt
Level 0
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Minor Illusion
Level 0
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful KNOWLEDGE check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Ray of Frost
Level 0
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At Higher Levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Cause Fear
Level 1
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a WILL saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Charm Person
Level 1
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a WILL saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using 2 mana or higher, you can target one additional creature for each mana above 1. The creatures must be within 30 feet of each other when you target them.
Comprehend Languages
Level 1
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
Disguise Self
Level 1
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 hour
You make yourself—including your clothing, armour, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on a KNOWLEDGE check against your spell save DC.
Identify
Level 1
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Shield
Level 1
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical **** appears and protects you. Until the start of your next turn, you have a +5 bonus to Armour, including against the triggering attack, and you take no damage from Magic Missile.
Sleep
Level 1
Casting Time: 1 action
Range: 90 feet
Components: V S M (A pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many HEALTH points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current HEALTH points (ignoring **** creatures). Starting with the creature that has the lowest current HEALTH points, each creature affected by this spell falls **** until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s HEALTH points from the total before moving on to the creature with the next lowest HEALTH points. A creature’s HEALTH points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using 2 mana or higher, roll an additional 2d8 for each mana above 1.
Darkness
Level 2
Casting Time: 1 action
Range: 60 feet
Components: V M (Bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Detect Thoughts
Level 2
Casting Time: 1 action
Range: Self
Components: V, S, M (a copper piece)
Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a WILL saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make a KNOWLEDGE check contested by your KNOWLEDGE check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Invisibility
Level 2
Casting Time: 1 action
Range: Touch
Components: V S M (An eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using 3 mana or more, you can target one additional creature for each mana above 2.
Knock
Level 2
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
Counterspell
Level 3
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your KNOWLEDGE. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels: When you cast this spell using 4 mana or higher, the interrupted spell has no effect if its level is less than or equal to the amount of mana you used.
Dispel Magic
Level 3
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your KNOWLEDGE. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using 4 mana or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the amount of mana you used.
Gaseous Form
Level 3
Casting Time: 1 action
Range: Touch
Components: V S M (A bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 HEALTH. An incorporeal creature isn’t affected.
While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on STRENGTH, QUICKNESS, and STAMINA saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
Minute Meteors
Level 3
Casting Time: 1 action
Range: Self
Components: V, S, M (nitre, sulfur, and pine tar formed into a bead)
Duration: Concentration, up to 10 minutes
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as an action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a QUICKNESS saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using 4 mana or higher, the number of meteors created increases by two for each mana above 3.
Sending
Level 3
Casting Time: 1 action
Range: Unlimited
Components: V, S, M (a short piece of fine copper wire)
Duration: 1 round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
Tongues
Level 3
Casting Time: 1 action
Range: Touch
Components: V, M (a small clay model of a ziggurat)
Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Ego Whip
Level 4
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on a KNOWLEDGE saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another KNOWLEDGE saving throw. On a success, the spell ends on the target.
Locate Creature
Level 4
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Concentration, up to 1 hour
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Cone of Cold
Level 5
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V S M (A small crystal or glass cone)
Duration: Instantaneous
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a STAMINA saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using 6 mana or higher, the damage increases by 1d8 for each mana above 5.
Investiture of Flame
Level 6
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
You are immune to fire damage and have resistance to cold damage.
Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a QUICKNESS saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Investiture of Ice
Level 6
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Until the spell ends, ice rimes your body, and you gain the following benefits:
You are immune to cold damage and have resistance to fire damage.
You can move across difficult terrain created by ice or snow without spending extra movement.
The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a STAMINA saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Investiture of Stone
Level 6
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
You can use your action to create a small earthquake on the ground in a 15-foot radius centred on you. Other creatures on that ground must succeed on a QUICKNESS saving throw or be knocked prone.
You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Investiture of Wind
Level 6
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Until the spell ends, wind whirls around you, and you gain the following benefits:
Ranged weapon attacks made against you have disadvantage on the attack roll.
You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
You can use your action to create a 15-foot cube of swirling wind centred on a point you can see within 60 feet of you. Each creature in that area must make a STAMINA saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the centre of the cube.
[/CS]
- No further chapters
- Add a new chapter
Disable your Ad Blocker! Thanks :)
IMPREGNATAR | ANARCHY
A FREEFORM GAME OF SURVIVAL AND IMPREGNATION
An anarchy variant of IMPREGNATAR. While the original had a set handful of GMs, a canon timeline and balanced encounters, this version does away with balance by allowing anyone to GM any posts, including their own. This is an interactive survival story that's like a combination of D&D, Dark Souls, and Zelda. Your character awakens spawned into the middle of an unfamiliar forest. They have little memory of who they are or how they got there, and all but the faintest of survival assets. Post by post they will explore their surroundings hoping to gain skills, level up, and survive by avoiding any Bad End scenarios with a horrific (and probably kinky) fate. Or, in this case, probably experience as many Bad Ends as possible as they traverse multiple timelines.
- Tags
- breeding, pregnancy, impregnation, gang breeding, gangbang, pussy eating, face sitting, MFf, Demon, Abduction, Kidnap, Fairy, frogman, cuntboy, elf, pregnant, Vore, Equine, Penetration, Centaur, Tentacles, Insemination, inflation, oviposition, Interracial, Interracial sex, Potions, Alchemy, cunnilingus, first time lesbian, lesbian, birth, birthing, girl on girl, drow, aasimar, fingering, Encounter table, Cowgirl, Sex, Femdom, Female on top, Egg, Bestiary, Character list, Hyper pregnancy, Hyper, Multiple pregnancy, Multiples, Huge pregnancy, Chess, Goblin, Goblins, Degradation, Mocking, hag, futa, pregnancy risk, bondage, Oni, Vampire, Portal, Troll, Poker, monster cock, massive cock, futa cock, futa bred, Stripping, Size difference, Angel, Half-angel, Knight, Paladin, Virgin, Protect virginity, belt, belting, whiping, mind break, Naked, Nudity, slap, Dwarf, Combat, Fight, D20, Bandit, XP, Level up, risky sex, elf orc, orc, elf orc sex, giving in, breeding risk, bareback, elemental, bred, double penetration, triple penetration, two cocks one pussy, elementals, group sex, MMMMMMf, cum inflation, multiple pregnancies, cult, Masturbation, Submission, fertilization, ovaries, cervix, furry, raccoon, wolf, Restrained, Struggling, Succubus, Incubus, anal, first time anal, Addiction, anal orgasm, anal only orgasm, Foreplay, Scam, False pretenses, Yoshi, incubation, egg laying, stomach bulge, Prestidigitation, Horse, Fire bolt, Running away, deflowering, Blue oni, Elk, Forest, Inner monologue, Fox, Feral, Tattoo, Cursed tattoo, Womb tattoo, Womb mark, Magic tattoo, Blue skin, Character sheet, Chasing, Cabin, dragon, dragon bred, Licking, Licking dick, Licking precum, Breast play, EXP, Experience, Experience points, Casino, orgy, vines, plant sex, Covered in cum, Broken wings, Bad End, Red oni, Red skin, Living sex toy, druid, wood elf, athletic, small breasts, Prison, Kidnapped, Captured, Tentacle sex, Tentacle pregnancy, Eggnancy, Egg pregnancy, Half-elf, anal virgin, first time sex, vine sex, frog, bullywug, kobold, Wounds, Wound table, rpg, role-playing game, dice, stats, exploration, turn-based, turn-based combat, strategy, survival, Sin Eater, FFXIV, Guidelines, Cock vore, oral, vaginal, magic, drool, fingers, DD, DnD, Gambling
Updated on Jan 1, 2025
by StabilizerEmerald
Created on Jul 26, 2021
by SkyDreamer
- 3,156 Likes
- 1,164,695 Views
- 550 Favorites
- 412 Bookmarks
- 1,183 Chapters
- 141 Chapters Deep
- All Comments
- Chapter Comments