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Chapter 5 by SkyDreamer SkyDreamer

Behold, the menagerie!

Succubus / Incubus

People often think succubi are female and incubi are male, but this is inaccurate, as they are both capable of shapeshifting their sex at will. In reality, they are distinguished by the fact that incubi are naturally "tops", and succubi are naturally "bottoms".

NAME: Succubus / Incubus

APPEARANCE: Please log in to view the image

INVENTORY:

ARMOR: 0

XP GIVEN: 1100


FERTILITY: 100

LIBIDO: 10


STATS

HEALTH: 6

STAMINA: 9

WILL: 8

MANA: 19


TRAITS

STRENGTH: 0

QUICKNESS: 1

PRECISION: 4

KNOWLEDGE: 2

CAUTION: 3

SOCIABILITY: 10


ABILITIES:

Occult Contraceptive

Any time the succubus/incubus has an orgasm, they can spend 1 MANA to reduce their FERTILITY to 0 temporarily. This effect lasts until they have a short or long rest or experience another orgasm, at which point they must spend another 1 MANA if they wish to maintain the contraceptive.

Premature Prevention

Even if their partner reaches 100 STIMULATION, they won't be able to orgasm until the succubus/incubus allows it. Their STIMULATION will continue to climb infinitely beyond the 100 cap, driving them further into pleasures normally unobtainable, until finally the succubus/incubus allows them to cum, giving them the most powerful orgasm of their life. If the succubus/incubus leaves without allowing them to cum, then the victim will remain unable to cum for a week afterwards.

The succubus/incubus can also spend MANA to raise their own orgasm threshold of STIMULATION. For every 1 MANA they spend, their orgasm threshold increases by 100. This effect lasts for an hour.

Soul Food

Succubi/incubi do not require food or water. Instead, they consume soul energy from mortals they have sex with.

If a mortal penis cums inside a succubus/incubus's non-vaginal orifice, or a mortal orgasms while being non-vaginally penetrated by a succubus/incubus's penis, then the mortal will give up a portion of their soul. This portion will take centuries to regenerate, and if the mortal dies before it completely regenerates, they will spend the remaining time in Hell under the thrall of the succubus/incubus that claimed them. Once their soul is completely regenerated, they will be free of the thrall. A soul cannot ever be fractured this way a second time.

If a mortal penis cums inside a succubus/incubus's vagina, or a mortal orgasms while being vaginally penetrated by a succubus/incubus's penis, then the succubus/incubus will claim the entirety of the mortal's soul. Their soul will be dragged to Hell and spend eternity under the thrall of the succubus/incubus that claimed them. In most cases, their body just dies, but in some cases, it will reawaken without a soul and become a new succubus/incubus.

When a succubus/incubus absorbs a fraction of a soul, they will get a +1 to all STAT maximums, and fully recover MANA. If they claim the entirety of a soul, then they get a +5 to all STAT maximums and fully heal all STATS. Every time they take a long rest, they will suffer -1 to a random STAT maximum. If their max HEALTH or STAMINA reaches 0, they will return to Hell and be unable to manifest in the physical realm unless summoned by a mortal. If their WILL is at 0 and they experience an orgasm during vaginal penetration, whether it's their penis or their vagina, they will be permanently enthralled by their partner. The partner will then not lose their soul (if they have one) when having sex with their own enthralled succubus/incubus.

Natural Aphrodisiac

If someone ingests the saliva or breast milk of a succubus/incubus, their HORNINESS will increase by 1. If they ingest the semen, precum or vaginal juices of a succubus/incubus, then their HORNINESS will increase by 5.

Shapeshift

They can freely shapeshift the sex of their demon form at will without spending MANA.

They can also transform to disguise themselves as any humanoid. This transformation costs 1 MANA to initiate, and a further 1 MANA to maintain for every hour they remain in this form.

Silver Tongue

The succubus/incubus can use SOCIABILITY instead of KNOWLEDGE for their spellcasting, and can cast their innate spells without requiring material components


SPELLS:

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.

Hold Person

Level 2

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a WILL saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another WILL saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using 3 MANA or higher, you can target one additional humanoid for each MANA above 2. The humanoids must be within 30 feet of each other when you target them.

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.

Dream

Level 5

Casting Time: 1 minute

Range: Special

Components: V, S

Duration: 8 hours

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of their surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a WILL saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

Telepathy

Level 8

Casting Time: 1 action

Range: Unlimited

Components: V, S

Duration: 24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables any creature to understand the meaning of your words and take in the scope of any sensory messages you send to it.

Spooky sexy succubi

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