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Chapter 208
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Daphne, As of Endgame Challenge Start
Daphne
Class: Wizard
Subclass: Transmuting Mermaid
Level: 19
Str +1 (minor enhanced strength)
Dex +1 (+3 in water)
End +2 (class training + massage)
Int +3 (class training)
Cha +0
Lib -1 (magically enhanced libido)
HP 133 ([5 base HP + 2 for endurance modifier] * wizard level)
Armor 0 (1 with Mage Armor up)
SP 89
Transformation Features:
Skill Proficiencies: Animal Handling (Expertise when dealing with marine lifeforms), Athletics (Expertise when Swimming), Arcana (Expertise), Nature, Medicine.
Weapon/Tool Proficiencies: Merfolk Spells (Fog Cloud, Gust of Wind at Level 3, Wall of Water at Level 5), Merfolk Weapons (Daggers, Javelins, Spears, Tridents)
Languages: Aquan, Dolphin, Elvish, English
Damage Resistance: Cold damage
Spellcasting: This transformation allows Daphne to continue to cast magic, with certain stipulations. Magic will only flow through Daphne as long as the entirety of her torso, from the bottom of her collarbones to 2 inches below the curvature of her ass (or mermaid equivalent), is completely nude and uncovered; exceptions are made for jewelry designed to titillate and accentuate her body instead of obfuscate it. She cannot attempt to cover or hide any part of her torso, or any magical effects she has active will fizzle. Intelligence is the skill Daphne uses for casting for purposes of skill checks. Daphne shall be given arcane foci in the form of decorative coral bracers for the purposes of making spell casting easier, but they are not required to cast magic.
Daphne learns spells and records them in a special spellbook; spells can be manually added through effective study, but Daphne will automatically gain spells as she levels. Regardless of the spell being recorded in her book, Daphne cannot cast spells above her current level restriction. Daphne cannot learn cantrips innately; she must learn them through transformations. To cast a spell, she must expend a number of spell points (SP) equal to the level of spell. It cost 1 spell point to cast a cantrip, but Daphne will have unlimited uses of any and all cantrips known for an hour after expending the spell point. As she spends spell points, her arousal will increase; this arousal cannot be decreased through any natural means. If all of her spell points are spent, she will immediately orgasm upon the resolution of the spell. Should she orgasm by any means, all remaining spell points are immediately spent and (for the first orgasm of the day) she is stunned for 1 minute. Spell points are restored at the completion of a long rest (a full night’s sleep or equivalent).
Daphne prepares her spells immediately after each long rest; if this process is skipped, the spells she can access remains the same as her selections from her last preparatory session. She can prepare a number of spells equal to her level plus double her intelligence modifier (currently: 25 spells). If a spell has a ritual tag, it may be cast as a ritual even if it is not prepared.
Spellcasting +1 (Wizard): In addition to learning spells through effective study, Daphne can add spells to her spellbook by spending SP equal to 3 times the level of the spell. A copy of the spell, magical ink, and magical paper are still required.
Arcane Recovery: Once per day, as a part of a short rest (a relaxing break of at least 1 hour), Daphne can attempt to recover up to half of her spell points (rounded down). If she successfully edges herself while either in a public place or while being watched for a number of minutes equal to three times the number of spell points she is attempting to recover, she will regain those points. Orgasming while attempting Arcane Recovery will still spend SP and stun Daphne as per the Spellcasting Feature of this class.
Minor Alchemy: Daphne can temporarily alter the physical properties of one non-magical object, changing it from one substance to another. By performing a special alchemical procedure (taking at least 10 minutes per cubic foot of material) on one object composed entirely of wood, stone (no gemstones), iron, copper, or silver, transforming it into a different one of those materials. After 1 hour or loss of concentration (as if focusing on a spell), the material reverts to its original substance.
Transmuter’s Stone: Daphne can create a transmuter’s stone, bestowing the possessor (whether Daphne or someone else), with a special benefit. The benefit is selected upon creation from the following options:
- Darkvision of 60 ft
- +10 ft of movement speed
- Advantage on Constitution saving throws (including Concentration saves)
- Resistance to one of the following damage types: acid, cold, fire, lightning, or thunder
If the stone is in Daphne’s possession when she casts a Transmutation spell of Level 1 or higher, she may change the stone’s effect.
If the sexual fluids of another creature is used as part of the transmuter’s stone creation, the possessor gains advantage on Libido saves from creatures, but disadvantage on Libido saves from the person who provided the sexual fluids. This effect ceases when the one who provided the sexual fluid is dead.
Shapechanger: Polymorph is added to Daphne’s spellbook. She may cast it once per short or long rest for free, provided she targets herself and transforms into a beast of CR level 1 or lower.
Master Transmuter: Daphne can use her action to consume her transmuter stone for one of the following effects:
- She can transmute one non-magical item (no larger than a 5 foot cube) into another object of similar size, mass, and value.
- She can remove all curses, diseases, and poisons affecting a creature. The creature’s HP is healed to full.
- She can cast the Raise Dead spell on a creature, without using SP or other material components.
- Reduce the apparent age of a creature by 15 years. This effect does not extend a creature’s lifespan.
Spell Mastery: Daphne selects 1 1st level spell and 1 2nd level spell to be mastered. As long as these spells are prepared, she may cast them at base level without expending SP. She may spend 8 hours to change one or both of these spells for another spell that qualifies for this feature. These spells are denoted as (SM).
Spells Recorded in Spellbook:
Cantrips – Blast of Water (Ray of Frost, reflavored), Mending, Prestidigitation, Shape Water, Shocking Grasp
1st Level – Absorb Elements, Alarm, Armor of Water (Armor of Agathys, reflavored), Catapult (SM), Detect Magic, Identify, Mage Armor, Shield, Thunderwave, Witch Bolt
2nd Level – Detect Thoughts, Earthbind, Enlarge/Reduce, Hold Person (SM), Invisibility, Misty Step
3rd Level – Counterspell, Dispel Magic, Lightning Bolt, Remove Curse, Slow, Tidal Wave, Water Breathing
4th Level – Banishment, Control Water, Dimension Door, Polymorph, Locate Creature, Storm Sphere, Summon Elemental
5th Level – Cone of Deep Current (Cone of Cold, reflavored), Dream, Legend Lore, Synaptic Static, Telekinesis
6th Level – Chain Lightning, Disintegrate, Investiture of Lightning, Scatter, True Seeing
7th Level – Arcane Sword, Sequester, Teleport, Whirlwind
8th Level – Antimagic Field, Control Weather, Power Word Stun, Telepathy
9th Level – Invulnerability, Mass Polymorph, Shapechange, True Polymorph
Investiture of Lightning
6th Level Transmutation
Casting Time: 1 action
Range/Area of Effect: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Lightning arcs across your body. The lightning does not harm you. Until the spell ends, you gain the following benefits:
- You are immune to lightning damage and resistant to thunder damage.
- You can spend your movement speed to follow along an arc of lightning up to your movement speed. If you are in the air at the end of the arc, you fall, unless you can somehow prevent it.
- You can use your action to create a lightning bolt that is 30 feet long by 5 feet wide, centered on you. Each creature in that line (and each creature that begins it’s turn within that line) must make a Dexterity saving throw. A creature takes 8 lightning damage on a failed save, or half as much on a success. The bolt remains until the beginning of your next turn.
Feats:
Skill Expert: Gain +1 to a modifier (Endurance selected), 1 skill, and 1 expertise. All noted above.
Telepathic: Gain +1 to Intelligence. Daphne can now speak telepathically to any creature she sees within 60 feet. She also gains 2 SP and the Detect Thoughts spell added to her spellbook. Daphne can cast said spell once per long rest without having it prepared.
Elemental Adept (Lightning): Daphne’s lightning attacks ignore lightning resistance. In addition, when Daphne rolls to hit with a lightning attack, she can treat any 1 on a to hit die as a 2.
Metamagic Adept: Daphne gains 2 metamagic options and 2 SP. Feat Selections:
- Careful Spell (1 SP): When Daphne casts a spell that forces other creatures to make a saving throw, she can protect some of those creatures from the spell’s full ****. She chooses a number of creatures up to her Intelligence modifier (currently: 3). Those creatures automatically succeeds on the saving throw.
- Transmuted Spell (Variable SP): When Daphne cast a spell that deals damage, she can spend 1 SP to change the damage type to one of the following listed types: acid, cold, fire, lightning, poison, thunder. If the damage type is not on the list, she must spend 2 SP instead.
Spell Sniper: Daphne gains a ranged spell attack cantrip. Her spell’s range doubles, and ignores up to three-quarters cover.
Mermaid High Magic: Daphne gains additional spells. She learns Armor of Water (Armor of Agathys, reflavored) and Cone of Deep Current (Cone of Cold, reflavored), each of which she can cast once without expending SP per long rest.
Equipment:
Rod of the Water Adept: Arcane Focus. Water spells cast through this focus ignore resistances to the spell’s damage type(s). In addition, the rod has 3 charges, which are restored by using the rod to bring the wielder to orgasm. The caster may expend a charge to have a water spell deal an additional amount of erotic damage equal to half of the spell’s level. The wielder of the rod will always be moist and ready for rod insertion (-1 libido modifier).
Illuminator’s Tattoo: Tattoo Attunement. While this tattoo is in your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. This ink counts as magical for the purposes of spell scribing. Once a day, as an action you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours.
Tiara of the Whore Wizard: The wearer gains the following effects when attuned to this item:
- +1 Armor when not wearing armor and can currently cast spells
- You have advantage on saving throws against spells and other magical effects
- Your spells gain +2 damage and spell targets gain -2 to their saving throw rolls
- You will feel an increased compulsion to sell your body for sexual services like a good whore
Allies:
Bubbles
HP: 11 + Level of Spell Casting
Armor: Half of Level of Spell Casting
Damage Resistances: Acid
Damage Immunities: Poison
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, ****
Languages: Aquan, can understand all languages Daphne knows
Amorphous Form: Bubbles can move through a space as narrow as 1 inch wide without squeezing
Multiattack: Bubbles makes a number of attacks equal to half of the Level of Spell casting
Slam: Magical Melee Weapon Attack. Uses Daphne’s Int to attack. 2 + Level of Spell Casting bludgeoning damaging
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