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Chapter 7
by SkyDreamer
Rub, rub
She does still need to stall
Linked to: https://chyoa.com/chapter/%5BP%5D-She-does-still-need-to-stall.980651
NAME: Tacks
RACE: Troll
PRONOUNS: He
GENITALS: Penis
INVENTORY: Loincloth 1
ARMOR: 1
STATUS:
LEVEL: 10
XP: 0/1100
FERTILITY: 18
LIBIDO: 7
HORNINESS: 8/10
STIMULATION: 91/100
STATS
HEALTH: 10/10
STAMINA: 10/10
WILL: 4/4
MANA: 10/10
TRAITS
STRENGTH: 7
QUICKNESS: 3
PRECISION: 3
KNOWLEDGE: 6
CAUTION: 1
SOCIABILITY: 2
ABILITIES:
Regeneration
On its turn, the troll will heal all of the damage that was done to it on the preceding turns, unless this damage was done by fire or acid.
Flesh Glyph
Able to cast Glyph Of Warding onto a living target by carving the glyph into the flesh of the target. This loses the invisibility bonus of the glyph, but it allows the glyph to move along with the bearer far away from where the glyph was cast without breaking the spell.
Fast Glyph
Able to cast Glyph Of Warding as a single action rather than 1 hour.
Tax Haven
Can use material components for spells directly from the TTA hoard, rather than needing to carry them on his person.
Attribute Boost x3
6 STAT 3 TRAIT 3 FERTILITY
SPELLS:
Glyph of Warding
Level 3
Casting Time: 1 hour
Range: Touch
Components: V S M (Incense and powdered diamond worth at least 200 GP, which the spell consumes)
Duration: Until dispelled or triggered
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a Treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful KNOWLEDGE check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centred on the glyph. The sphere spreads around corners. Each creature in the aura must make a QUICKNESS saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph: You can store a prepared spell of 3rd Level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centred on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using 4 or more mana, the damage of an explosive runes glyph increases by 1d8 for each mana above 3. If you create a spell glyph, you can store any spell of up to the same level as the mana you use for the glyph of warding.
Teleportation Circle
Level 5
Casting Time: 1 minute
Range: 10 ft
Components: V M (Rare chalks and inks infused with precious gems with 50 GP, which the spell consumes)
Duration: 1 round
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on The Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Teleport
Level 7
Casting Time: 1 action
Range: 10 feet
Components: V
Duration: Instantaneous
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
[Familiarity] [Mishap] [Similar Area] [Off Target] [On Target]
[Permanent circle] [—] [—] [—] [01-100]
[Associated object] [—] [—] [—] [01-100]
[Very familiar] [01-05] [06-13] [14-24] [25-100]
[Seen casually] [01-33] [34-43] [44-53] [54-100]
[Viewed once] [01-43] [44-53] [54-73] [74-100]
[Description] [01-43] [44-53] [54-73] [74-100]
[False destination] [01-50] [51-100] [—] [—]
Familiarity: "Permanent Circle" means a permanent Teleportation Circle whose sigil sequence you know. "Associated Object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a Lich's Secret tomb.
"Very Familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen Casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed Once" is a place you have seen once, possibly using magic. "Description" is a place whose Location and Appearance you know through someone else's description, perhaps from a map.
"False Description" is a place that doesn't exist. Perhaps you tried to scry an enemy's Sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target: You and your group (or the target object) appear where you want to go.
Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled. For example, if you tried to Travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a Coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 **** damage and the DM rerolls on the table to see where you wind up (multiple Mishaps can occur, dealing damage each time).
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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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