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Chapter 6 by SkyDreamer SkyDreamer

Taste the oni rainbow

Red Oni

NAME: Oni

APPEARANCE: Please log in to view the image

INVENTORY:

Kanabō 3 (spiked iron club) (magical weapon) (acts as a focus for spellcasting) (reflects magical effects on a successful block).

Pelt underwear. Large wooden prayer beads.

ARMOR: 0

XP GIVEN: 1,700


FERTILITY: 25

LIBIDO: 5


STATS

HEALTH: 10

STAMINA: 12

WILL: 6

MANA: 7


TRAITS

STRENGTH: 10

QUICKNESS: 8

PRECISION: 0

KNOWLEDGE: 1

CAUTION: 1

SOCIABILITY: 5


ABILITIES:

Baby Blue

While a red oni is within 10 feet of a blue oni, the blue oni's FERTILITY and LIBIDO will be double their usual values.

This effect can stack with other red oni, so if two red oni surround a blue oni, the blue oni's FERTILITY and LIBIDO will be multiplied by 4. Three reds will multiply the blue by 8, four multiply by 16, etc.

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.

Charm of Unsealing

The oni can write a symbol on a rectangle of paper and stick the paper onto the body of a living creature. The symbol corresponds to a specific STAT, TRAIT or sexual attribute. While the charm is on the creature's body, any effects that would provide a boost to that attribute can now increase the value of the attribute beyond the attribute's usual cap.

The charm will only come off if the oni that cast it dispels it, or if it is removed by some magical means such as Dispel Magic. An oni can only have two charms active at a time, but multiple onis can stick multiple charms onto a single creature at once.

If this charm is applied to STIMULATION, then the creature will not orgasm automatically at 100 STIMULATION. They will be unable to orgasm as STIMULATION grows higher and higher, driving them to levels of lust usually impossible to reach. If STIMULATION reaches 10,000, then the charm will break, and the creature will experience an overwhelming orgasm that will immediately reduce WILL and STAMINA to 0 and increase HORNINESS by 10.

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.

Red oni's onime also grants the ability to see into the wombs and testes of other creatures and determine attributes such as fertility and the number of offspring the creature has or is likely to conceive.

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 3d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

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.

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.

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.

Increase Attribute

Level 2

Casting Time: 1 action

Range: Touch

Components: V, S, M (fur or a feather from a beast)

Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

Bear’s Endurance. The target gains 2d6 temporary STAMINA points and 2d6 temporary HEALTH points, which are lost when the spell ends.

Bull’s Strength. The target gains 1d6 STRENGTH, and their carrying capacity doubles.

Cat’s Grace. The target gains 1d6 QUICKNESS. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.

Eagle’s Splendor. The target gains 1d6 SOCIABILITY and 1d6 PRECISION.

Fox’s Cunning. The target gains 1d6 KNOWLEDGE and 2d6 temporary MANA points, which are lost when the spell ends.

Owl’s Wisdom. The target gains 1d6 CAUTION and 2d6 temporary WILL points, which are lost when the spell ends.

Bunny's Fecundity. The target gains 1d6 LIBIDO and 2d6 FERTILITY.

At Higher Levels: When you cast this spell using 3 mana or higher, you can target one additional creature for each mana above 2.

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.

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.

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.

Other variants of the hot red oni

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