Tumgik
#You were implanted with a mind flayer tadpole but the ceremorphosis never completed.
mariana-oconnor · 7 months
Text
OK okokok... gonna put this 'I just woke up' thought out there because this is tumblr and what else is it for? Someone has probably already said this and I haven't seen it, but whatever. I will throw it out anyway.
SO... Gale. We've all seen the posts where people quote the Gale lines about being naturally gifted with magic as a baby, a prodigy etc. and then point out that this is sorcerer behaviour.
BUT, what if... you're all right and it is sorcerer behaviour. BUT the orb feeds on weave/magic right? And sorcerers are born with innate magic... so what if he was born a sorcerer, then trained as a wizard, but the orb consumed his sorcerous magic. And that's why he's not as powerful as he once was, because, unbeknownst to him, all this time, he's been using that natural sorcerous connection to make accessing the weave easier. And now that's gone. Eaten up. Destroyed forever by the Netherese void.
And that's part of what's causing him pain. Because an instrinsic part of himself has been taken away. And he feels it like a phantom limb. Maybe he thinks it was actually connected to his relationship with Mystra, rather than a part of him, and that adds to his sense of loss from that relationship.
What if the first magic item Gale fed to the orb was himself and he doesn't even realise it?
814 notes · View notes
dragonagitator · 6 months
Text
If you're writing a "Modern Character in Faerun" author self-insert BG3 fanfic and want to eventually give your self-insert a D&D character class in a way that makes narrative sense, I encourage you to check out the Sorcerer subclass "Aberrant Mind."
It's not an option in the game itself, but our MCIF self-inserts are special snowflakes from another universe and we do what we want.
One of the possible origins for this subclass:
You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.
SOUND LIKE ANYBODY WE KNOW???
The mucus is unfortunate, but it's better than dying, so I'll take it. Because the only things I'm good at (Excel, QuickBooks, GAAP, shitposting) aren't transferable skills in Faerun and definitely won't keep me alive in combat. Thus, I'll be asking Withers to respec me from Accountant to Sorcerer at the earliest opportunity.
24 notes · View notes
dungeonmastertyrant · 3 months
Text
Sorcerer (Aberrant Mind)
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.
Aberrant Origins
d6 Origin
1 You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.
2 A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.
3 You once suffered the dominating powers of an Aboleth, leaving a psychic splinter in your mind.
4 You were implanted with a Mind Flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus.
5 As a child, you had an imaginary friend that looked like a Flumph or a strange platypus-like creature. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
6 Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!
Psionic Spells: Starting at level 1, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
Psionic Spells
Sorcerer Level 1: Arms of Hadar, Dissonant Whispers and Mind Sliver
Sorcerer Level 3: Calm Emotions and Detect Thoughts
Sorcerer Level 5: Hunger of Hadar and Sending
Sorcerer Level 7: Evard's Black Tentacles and Summon Aberration
Sorcerer Level 9: Rary's Telepathic Bond and Telekinesis
Telepathic Speech: Starting at level 1, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.
The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Psionic Sorcery: Beginning at level 6, when you cast any spell of 1st level or higher from Psionic Spells, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Psychic Defense: At level 6, you gain resistance (Half Damage) to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Revelation in Flesh: Beginning at level 14, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Warping Implosion: At level 18, you can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Source: Tasha's Cauldron of Everything
2 notes · View notes
a-heart-of-kyber · 3 years
Text
"You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus."
...I'm thinking they're the same...subclass?!
11 notes · View notes
the-ashen-gm · 3 years
Text
More Dual-Type Lineages #4: Symbiotic Psions, mind flayers gone rogue!
Tumblr media
[Image ID: a tentacle-faced pirate with a cutlass in a room with an astonomy motif. A pet gerbil sits next to them. End ID.]
Mind flayers, otherwise known as illithids, are said to be a hive-minded species. Although each illithid technically has its own individuality, they are are under the influence of the elder brain. This elder brain is a giant mass of neural matter and an ego to match. It believes that illithids are the superior consciousnesses in the multiverse and that it is the peak of illithid-kind. Most illitihids would agree, which is why they implant tadpoles birthed from the elder brain into a select few of their victims. Rather than eat their brains (as they are wont to do), they allow the victim to be slowly transformed into an illithid themselves. After less than a year of incubation, a new illithid emerges where once a normal humanoid was imprisoned.
However, not all victims of the mind flayers is successfully transformed by this so-called “ceremorphosis”. Some escape before the transformation is complete and never become a part of the elder brain’s hive mind. They flee the mind flayer colony and return to their previous communities, or join a new one if the original’s population has already been harvested for their brains by the illithids. For a time, the escapee might believe they have dodged a fate worse than death and live in peace. Truly, there is nothing more horrifying than becoming an illithid. You do not die, but instead are changed forever into an alien monstrosity without empathy or compassion to those of the material world. 
However, once the tadpole is implanted, it is too late for a normal life. Over the coming months or years, the escapee realises that the tadpole lingers on inside their skull and is changing them from the inside out. The alien stowaway is much weaker now than it was, as it is not being nourished by the colony’s ambient psionic radiation, but it still has the capacity to warp the victim beyond recognition. Such individuals retain their memories and personalities, but also gain some of the powers and visual signifiers of mind flayers. Some look like slightly unusual members of their original race while others could pass as mind flayers themselves. 
Regardless of their looks, real illithids will likely recognise a deviant in an instant and seek to destroy it. Among illithids there is a legend that a tadpole-implanted humanoid will one day destroy the remnants of the illithid empire; however unlikely that story might be, it is logically not worth the risk of allowing any half-formed kin to live. 
Symbiotic Psion Traits
Type: Humanoid and Aberration 
Size: Medium or Small (your choice when you gain this lineage) 
Speed: 30 feet
Age: Your ageing slows down on your humanoid traits, but that becomes irrelevant once the tadpole takes over. You live to be roughly 160 years old before expiring.
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Magic Resistance. You have advantage on saving throws against spells.
Ceremorphosis. You have a suite of psionic spells you can cast using your evolved brain, but the more the tadpole integrates with your brain the harder it gets to hide your burgeoning illithid nature.
You can use an action to cast mind sliver. At 3rd level, you gain the ability to cast thunderwave and gain one symptom of ceremorphosis. At 5th level, you gain the ability to cast detect thoughts and gain another symptom of ceremorphosis. At 8th level, you gain the ability to cast levitate and gain another symptom of ceremorphosis. Intelligence is your spellcasting ability for these spells.
When you cast a spell that is 1st-level or higher using this trait, you cannot cast it again in this way until you finish a short or long rest. Furthermore, any spell you cast using this trait that deals damage deals psychic damage instead of its original damage type.
If you roll the same symptom of ceremorphosis twice, the symptom becomes more extreme and difficult to hide.
Sunlight Sensitivity.  You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
1d6 Symptoms of Ceremorphosis
Your skin is slimy and pale, and smells salty like brinewater.
Your eyes are empty like pools of water, with fragments of your iris floating across the surface.
Your limbs are long and your digits are fused into a set of inhuman grabbers.
You become uncommonly tall for someone of your ancestry and far more gangly. 
Your mouth and lips become a maw of tentacle-like protuberances.
Your favourite food is brains.
25 notes · View notes