Chapter 5
by SkyDreamer
Behold, the roster!
Mita, Biomancer Witch of the Torn Belly
https://chyoa.com/chapter/The-Torn-Belly.994944
NAME: Mita
APPEARANCE:
RACE: Zora
PRONOUNS: She
GENITALS: Penis. Vagina. Breasts.
INVENTORY: Ornate hooded cloak & breeches. Component Pouch.
ARMOR: 0
STATUS:
LEVEL: 30
XP: 0/3,300
FERTILITY: 40
LIBIDO: 4
HORNINESS: 4/10
STIMULATION: 0/100
STATS
HEALTH: 2/2
STAMINA: 4/4
WILL: 6/6
MANA: 30/30
TRAITS
STRENGTH: 0
QUICKNESS: 4
PRECISION: 8
KNOWLEDGE: 10
CAUTION: 10
SOCIABILITY: 10
ABILITIES:
Apothecary Expertise
Automatically succeeds on attempts to identify mushrooms, potions and organic ingredients. Has advantage when rolling to craft potions.
Enhanced Charm
Can roll either SOCIABILITY or KNOWLEDGE when casting spells that involve charming a target. When Mita rolls to set the DC that a target must beat with a WILL or SOCIABILITY save, she rolls at advantage.
Multi-charm
Mita can maintain concentration on multiple charm spells at the same time, though she will roll at disadvantage to maintain concentration while doing so. If her concentration is broken, it is broken on all spells simultaneously.
She must make a concentration roll every time she adds a new spell to her concentration pool.
Attribute Boost x3
6 STATS, 3 TRAITS, 3 FERTILITY
SPELLS:
Druidcraft
Level 0
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.
Animal Friendship
Level 1
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. The beast must succeed on a WILL saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels: When you cast this spell using 2 MANA or higher, you can affect one additional beast for each MANA above 1.
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.
Create or Destroy Water
Level 1
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using 2 MANA or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each MANA above 1.
Cure Wounds
Level 1
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your KNOWLEDGE. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using 2 MANA or higher, the healing increases by 1d8 for each MANA above 1.
Detect Magic
Level 1
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, 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.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Poison and Disease
Level 1
Casting Time: 1 action
Range: Self
Components: V, S, M (a yew leaf)
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Goodberry
Level 1
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 STAMINA point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Guiding Hand
Level 1
Casting Time: 1 minute
Range: 5 feet
Components: V, S
Duration: Concentration, up to 8 hours
You create a tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.
When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.
If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.
Purify Food and Drink
Level 1
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centred on a point of your choice within range is purified and rendered free of poison and disease.
Lesser Restoration
Level 2
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Locate Animals or Plants
Level 2
Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of fur from a bloodhound)
Duration: Instantaneous
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Protection from Poison
Level 2
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Suggestion
Level 2
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a WILL saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
Accelerate Pregnancy
Level 3
Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous
You touch the belly of a pregnant creature. Roll a D6, and accelerate the pregnancy to the corresponding stage based on the table below. If the pregnancy is already beyond the rolled stage, nothing happens.
1 - Nothing happens
2 - Middle first trimester
3 - Early second trimester
4 - Late second trimester
5 - Middle third trimester
6 - Labour
Dispel Magic
Level 3
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Choose any 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 MANA you used.
Plant Growth
Level 3
Casting Time: 1 action or 8 hours
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centred on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell’s area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centred on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Charm Monster
Level 4
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a creature you can see within range. It must make a WILL saving throw, and it 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 is friendly to you. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using 5 MANA or higher, you can target one additional creature for each MANA above 4. The creatures must be within 30 feet of each other when you target them.
Dominate Beast
Level 4
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to beguile a beast that you can see within range. It must succeed on a WILL saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new WILL saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell with 5 MANA, the duration is concentration, up to 10 minutes. When you use 6 MANA, the duration is concentration, up to 1 hour. When you use 7 MANA, the duration is concentration, up to 8 hours.
Dominate Person
Level 5
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to beguile a humanoid that you can see within range. It must succeed on a WILL saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new WILL saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell using 6 MANA, the duration is concentration, up to 10 minutes. When you use 7 MANA, the duration is concentration, up to 1 hour. When you use 8 MANA, the duration is concentration, up to 8 hours.
Modify Memory
Level 5
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to reshape another creature’s memories. One creature that you can see must make a WILL saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.
While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A Remove Curse or Greater Restoration spell cast on the target restores the creature’s true memory.
At Higher Levels: If you cast this spell using 6 MANA or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6 MANA), 30 days ago (7 MANA), 1 year ago (8 MANA), or any time in the creature’s past (9 MANA).
Mass Suggestion
Level 6
Casting Time: 1 action
Range: 60 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: 24 hours
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a WILL saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At Higher Levels: When you cast this spell using 7 MANA, the duration is 10 days. When you use 8 MANA, the duration is 30 days. When you use 9 MANA, the duration is a year and a day.
Move Earth
Level 6
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an iron blade and a small bag containing a mixture of soils – clay, loam, and sand)
Duration: Concentration, up to 2 hours
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
Dominate Monster
Level 8
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You attempt to beguile a creature that you can see within range. It must succeed on a WILL saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new WILL saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels: When you cast this spell with 9 MANA, the duration is concentration, up to 8 hours.
A humble & charming potion witch
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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.
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Updated on Jan 1, 2025
by StabilizerEmerald
Created on Jul 26, 2021
by SkyDreamer
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