Spell-A-Day: Animal Form

Animal Form

Enaros: Vale
Target: Single
Range: Touch
Duration: Blessing
Class: Utility (Restricted)

Common Modifiers

  • Reversion (-1/2)
  • Usable On Others (+1/2)
  • Time Limit (Blessing; Persistent or Continuing-effect Power; +0)
  • Costs Endurance (Only To Activate; -1/4)
  • Orison (+0)

You channel Vale’s gift to experience the world as another creature. Each Animal Form orison must be learned separately. When channeled, the target retains personality, skills, and mental abilities, but loses powers that require a Focus or have a Physical Manifestation, as well as any power that reflects a physical trait or aspect of the character (e.g. Strength). The character also loses the ability to speak, but not the ability to comprehend. Abilities requiring Gestures or Incantations (e.g. Essence Shaping) must be executed in a way to avoid those requirements.

Animal Form (Avian)

MAG EFFECT
1 Raven/Homing Pigeon/Songbird:Multiform (40 Character Points in the most expensive form) (+2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Flight)
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Eagle)

MAG EFFECT
4 Eagle/Hawk:Multiform (125 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Flight
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Owl)

MAG EFFECT
3 Owl:Multiform (100 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Flight
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Wolf)

MAG EFFECT
4 Wolf:Multiform (104 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Running
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Rhinoceros)

MAG EFFECT
8 Rhino:Multiform (229 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Running
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Tiger)

MAG EFFECT
8 Tiger:Multiform (227 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Running
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Bear)

MAG EFFECT
5 Black or Grizzly Bear:Multiform (153 Character Points in the most expensive form)
6 Polar Bear:Multiform (181 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Running
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Tiny Mammal)

MAG EFFECT
1 Fox/Rabbit/Raccoon/Squirrel/Rat:Multiform (45 Character Points in the most expensive form)
+3 plus Enhanced Form: +1 DC, +2 OCV, +2 DCV, +1 BODY, +2 PD/ED, +1 SPD, +6m Running
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Falcon)

MAG EFFECT
7 Falcon:Multiform (200 Character Points in the most expensive form)
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Chameleon)

MAG EFFECT
2 Chameleon:Multiform (50 Character Points in the most expensive form)
+4 plus Enhanced Form: +2 DC, +2 OCV, +2 DCV, +2 BODY, +2 PD/ED, +1 SPD, +10m Flight
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Animal Form (Alligator)

MAG EFFECT
6 Alligator:Multiform (161 Character Points in the most expensive form)
+2 plus if Target Total Points greater than 199
+3 plus if Target Total Points greater than 399

Image Link: Red-Izak

Spell-A-Day: Beast Shape

Beast Shape

Enaros: Vale
Target: Self Only
Range: Self
Duration: Blessing
Class: Offensive/Utility

The channeler shifts form and becomes like the beasts. He must choose one of three forms (Inspired, Basic, or Advanced) and then may choose a size power and movement powers appropriate for the animal. No other powers may be applied. Regardless of form, this orison cannot provide a true transformation — it simply changes the channeler’s size and appearance.

The Inspired form is an impression of the target animal. If the Inspired form were a bear, the channeler would become hairier, his hands would become paw-like, his mouth would extend with hints of bear teeth. All witnesses to this blessing will recognize that the channeler has bear traits, but this is purely cosmetic.

In the Basic form, the channeler looks and smells like the animal, but does not feel or sound like one.

The Advanced form is indistinguishable from a normal animal.

Common Modifiers

  • Time Limit (Blessing; Constant Power; +1/4)
  • Orison (-1/2)
  • Costs Endurance (Only To Activate; +1/4)
MAG EFFECT
1 Inspired Form: Shape Shift (Sight Group); Affects Body Only (-1/2), Perceivable (-1/4), Limited Effect (Normal Sight Only; -1/4), Hybrid Form Only (-1/4)
3 Basic Form: Shape Shift (Sight and Smell/Taste Groups, Any Animal)
5 Advanced Form: Shape Shift (Sight, Touch, Smell/Taste and Hearing Groups, Any animal)
+2 Extra-normal (gorilla): Growth, (2.5m, 200kg, STR +5, CON +3, PRE +3*, PD +1, ED +1, REC +1, END +5, BODY +2, STUN +8, Running +2m, Knockback Resistance -2m)
+5 Semi-Large (horse, bear): Growth, (3m, 400kg, STR +10, CON +5, PRE +5*, PD +2, ED +2, REC +2, END +10, BODY +4, STUN +16, Running +4m, Knockback Resistance -4m; Attackers +1 OCV, +1 PER)
+7 Large (grizzly bear, moose): Growth, (4m, 800kg, STR +15, CON +8, PRE +8*, PD +3, ED +3, REC +3, END +15, BODY +6, STUN +24, Reach +1m (Total 2m), Running +6m, Knockback Resistance -6m; Attackers +2 OCV, +2 PER)
+10 Extra-Large (Hippopotamus): Growth, (5m, 1600kg, STR +20, CON +10, PRE +10*, PD +4, ED +4, REC +4, END +20, BODY +8, STUN +32, Reach +1m (Total 2m), Running +8m, Knockback Resistance -8m; Attackers +2 OCV, +2 PER)
+1 Small (Goat, Dog): plus Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +6m KB)
+2 Diminutive (Cat, Fox): plus Shrinking (0.5 m tall, 1.5625 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +12m KB)
+4 Tiny (Rat, Bird): plus Shrinking (0.25 m tall, 0.1953 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +18m KB)
+5 Minuscule (Mouse): plus Shrinking (0.125 m tall, 0.0244 kg mass, -8 PER Rolls to perceive character, +8 DCV, takes +24m KB)
+6 Minute (Baby Mouse): plus Shrinking (0.0625 m tall, 0.0031 kg mass, -10 PER Rolls to perceive character, +10 DCV, takes +30m KB)
+7 Insectile (Spider): plus Shrinking (0.0312 m tall, 0.0004 kg mass, -12 PER Rolls to perceive character, +12 DCV, takes +36m KB)
+8 Wasp Sized: plus Shrinking (0.0156 m tall, 4.768E-5 kg mass, -14 PER Rolls to perceive character, +14 DCV, takes +42m KB)
+4 Swift: plus Running 15m
+3 Aerial: plus Flight 15m
+2 Aquatic: plus Swimming 15m
+1 Bounding: plus Leaping 7m

 

Spell-A-Day: Beast Strike

Beast Strike

Vale bestows the target with a signature beast attack form such as claws or teeth, chosen by the channeler. Bites suffer a -1 OCV penalty unless used as part of a Grab Maneuver or while Grabbed, but have a random Hit Location of Upper Shot (1d6+4), Body Shot (1d6+7), or Leg Shot (1d6+12), depending on the position of the attacker. Claws have a random Hit Location of High Shot (2d6+1) or Low Shot (2d6+4), depending on the position of the attacker. STR can increase this damage as normal.

Enaros: Vale
Target: Single
Range: Touch
Duration: Blessing
Class: Offensive

Common Modifiers

  • Costs Endurance Only To Activate (+1/4)
  • Usable On Others (+1/2)
  • Reduced Penetration (-1/4)
  • Time Limit (Blessing; Instant Power; +1/2)
  • Orison (+0)
MAG EFFECT
2 HKA 1 point(PD)
4 HKA 1/2d6(PD)
5 HKA 1d6(PD)
7 HKA 1d6+1(PD)
9 HKA 1 1/2d6(PD)
11 HKA 2d6(PD)
13 HKA 2d6+1(PD)

 

Spell-A-Day: Chaos Shield

Chaos Shield

The shaper gathers cosmic energy and shapes it into a swirling shield. Powerless against physical attacks, this shimmering shield of amethyst light can repel all forms of energy, including all arcana, channeling, and psionic effects. To direct the shield the target must perform a maneuver with the Block element against any incoming attack. If the Block is successful, the attack is reflected in a random “hex” direction (roll 1d6: 1 = forward, 2 = 60 deg. right, 3 = 120 deg. right, 4 = back, 5 = 120 deg. left, 6 = 60 deg. left). If there are potential targets along that path, determine which one is targeted by the reflection. If there are no targets along the path, the spell is reflected without striking a target, although attacks that affect an area might still affect the battlefield.

Arcana: Akyrus (Chaos)
Target: Single
Range: No Range
Duration: Enchantment
Focus: Shard of amethyst
Class: Defensive (Restricted)

Common Modifiers

  • Physical Objects Only (-1/2)
  • Costs Endurance Only To Activate (+1/4)
  • Usable On Others (+1/2)
  • No Conscious Control (Only Effects cannot be controlled; Attacks are reflected at random target; -1)
  • Any Target (+1/2)
  • Only Versus Magical Attacks (-1/2)
  • Advanced Form: Requires skill in Chrysofus (-1/4)
  • Time Limit (Enchantment; Instant Power; +1/2)
  • Spell (+0)

Effect

The ability to reflect incoming attacks is limited to a maximum number of active points. Optionally, you can interpret this as the maximum number of Damage Classes (DC), EFF (for spells), or MAG (for orisons) that can be reflected by this spell. If the attack exceeds this limit, the spell has no effect on the incoming attack.

EFF EFFECT
1 Reflection (12 Active Points’ worth), 2 DC
2 Reflection (21 Active Points’ worth), 4 DC
3 Reflection (30 Active Points’ worth), 6 DC
4 Reflection (39 Active Points’ worth), 7 DC
5 Reflection (48 Active Points’ worth), 9 DC
6 Reflection (57 Active Points’ worth), 11 DC
7 Reflection (66 Active Points’ worth), 13 DC
8 Reflection (75 Active Points’ worth), 15 DC

 Image Link

Spell-A-Day: Chaos Blast

Chaos Blast

The shaper reaches beyond the void and opens a rift, starting at the center of the target area, causing an explosion of cosmic energy. The effects are almost entirely random, favoring physical characteristics, and difficult to predict. Any targets in the area may perceive the forming of the rift with a successful PER roll, allowing them to abort to Dive for Cover to escape the area.

Arcana: Akyrus (Chaos)
Target: Single (Indirect)
Range: Limited
Duration: Instant
Focus: Blood-soaked piece of amethyst
Class: Offensive

Common Modifiers

  • No Conscious Control (Only Effects cannot be controlled; -1)
  • Any Characteristic Characteristics (+1/2)
  • Area Of Effect (3m Radius; Random: 3d6 (count BODY) meters; +1/4)
  • Indirect (Source Point can vary from use to use, path is from Source Point to target; Warp field originates at a single point in the center of the area; +1/2)
  • Does Knockback (+1/4)
  • Advanced Form: Requires Skill in Sarkus (-1/4)
  • Limited Range (-1/4)
  • Spell (+0)

Effect

EFF EFFECT
+1 plus Drain Random Characteristic 1/2d6
+2 plus Drain Random Characteristic 1d6

 

The magnitude of the effect and the characteristic affected are uniform for all targets (i.e., roll damage once), but any associated knockback effect and direction should be determined by target.

4d6 CHARACTERISTIC
4 PRE
5 EGO
6 INT
7 EREC
8 ESS
9 SPD
10 DCV
11 OCV
12 CON
13 DEX
14 STR
15 BODY
16 STUN
17 END
18 REC
19 PD
20 ED
21 Primary movement (humanoids = Running)
22 Secondary movement (humanoids = Leaping)
23 OMCV
24 DMCV

Knockback: calculate Knockback as if the attack had delivered twice the BODY rolled on the device. For example, for 4d6 Drain that results in 4, 6, 1, 3 = 14 Character Points drained, it would also generate 8 BODY for purposes of knockback.

Direction will be random (roll 1d6 twice; first 1d6 determines vertical: 1 = down, 2 = angled down, 3-4 = horizontal, 5 = angled up, 6 = up; second 1d6 determines horizontal “hex” direction: 1 = forward, 2 = 60 deg. right, 3 = 120 deg. right, 4 = back, 5 = 120 deg. left, 6 = 60 deg. left). A vertical direction of “angled up/down” means the target moves half the distance up/down and half the distance horizontal. A vertical direction of “up/down” results in full KB damage as the target slams into the ground, but getting thrown up in the air first may change the situation if other battlefield effects are ongoing. Targets thrown at an angle or horizontal take half KB damage unless they strike a perpendicular surface.

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Spell-A-Day: Void Sheath

Void Sheath

The shaper sheaths the target with pure cosmic energy. This swirling mass of dark chaos makes it difficult for any type of energy to come into contact with the target, even psionic energy.

Arcana: Akyrus (Void)
Target: Single
Range: No Range
Duration: Enchantment
Focus: The finger of a black leather glove
Class: Defense

Common Modifiers

  • One Use At A Time (-1)
  • Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2)
  • Time Limit (Enchantment; Adjustment Power; +2)
  • Costs END To Maintain (Full END Cost; -1/2)
  • Spell (+0)

Effect Levels

Game Info: 10 Effect = +1 DCV, 6 Effect = +1 DMCV; this Enchantment binds an amount of ESS equal to EFF/2.

EFF EFFECT
2 Aid 1 1/2d6
3 Aid 2d6 (standard effect: +1 DMCV)
4 Aid 2 1/2d6 (standard effect: +1 DMCV)
5 Aid 3d6 (standard effect: +1 DMCV)
6 Aid 3 1/2d6 (standard effect: +1 DCV/+1 DMCV)
7 Aid 4d6+1 (standard effect: +1 DCV/+2 DMCV)
8 Aid 5d6 (standard effect: +1 DCV/+2 DMCV)
9 Aid 5 1/2d6 (standard effect: +1 DCV/+2 DMCV)
10 Aid 6d6 (standard effect: +1 DCV/+3 DMCV)
11 Aid 6 1/2d6 (standard effect: +2 DCV/+3 DMCV)
12 Aid 7d6+1 (standard effect: +2 DCV/+3 DMCV)
13 Aid 8d6 (standard effect: +2 DCV/+4 DMCV)

 

Spell-A-Day: Disintegrate

Disintegrate

This spell opens a rift to the void just enough to disrupt the target on an existential level, while creating a dangerous backlash. This backlash is incredible and damages the shaper as well unless the target is slain or destroyed by this effect, being disintegrated utterly and sucked into the void. If this happens, the shaper does not suffer any damaging side effects as she is able to force the cosmic energy back into the void.

Arcana: Akyrus (Void)
Target: Single
Range: No Range
Duration: Instant
Focus: Stone with a hole through it
Class: Offensive

Common Modifiers

  • Attack Versus Alternate Defense (Impenetrable Magical ED or Coldiron Resistant Protection; All Or Nothing; +0)
  • Does BODY (+1)
  • Cannot Use Targeting (-1/2)
  • Side Effects, Side Effect occurs automatically whenever Power is used (Drain 1 BODY per 2 EFF, and 1 STUN per 1 EFF (Recovery per minute); -1/2)
  • Perceivable (Hearing PER +4 to Perceive; -1/4)
  • No Range (-1/2)
  • Spell (+0)

Effect Levels

EFF EFFECT
1 RKA 1d6-1 (ED)
2 RKA 1d6 (ED)
3 RKA 1d6+1 (ED)
4 RKA 2d6 (ED)
5 RKA 2d6+1 (ED)
6 RKA 2 1/2d6 (ED)
7 RKA 3d6+1 (ED)
8 RKA 3 1/2d6 (ED)
9 RKA 4d6 (ED)
10 RKA 4 1/2d6 (ED)
11 RKA 5d6 (ED)
12 RKA 5d6+1 (ED)
13 RKA 6d6 (ED)

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Spell-A-Day: Entropic Shield

Entropic Shield

Arcana: Akyrus (Entropy)
Target: Single
Range: No Range
Duration: Enchantment
Focus: Strand of hair from a cadaver
Class: Defensive (Restricted)

Common Modifiers

  • Usable On Others (+1/2)
  • Time Limit (Enchantment; Persistent or Continuing-effect Power; +0)
  • Costs Endurance (Only Costs END to Activate; -1/4)

Description

The target’s essence is laced with entropic energy preventing any alteration by such energies (e.g. Entropic Decay). This also creates two interesting side effects. First, if shaped immediately after a target is killed, it traps the soul within the body. Second, it also blocks the Fel from binding with a corpse, preventing the creation of Undead.

EFF EFFECT
1 LS (Immunity: Artificial Aging/Decay)
+1 plus x2 Targets for Entropic Shield

Spell-A-Day: Entropic Decay

Entropic Decay

Arcana: Akyrus (Entropy)
Target: Single
Range: Limited
Duration: Instant
Focus: A pinch of powdered rust
Class: Offensive

Common Modifiers

  • Limited Range (-1/4)
  • Partial Transform (+1/2)
  • Multiple Healing Options (-1/4)
  • Spell (+0)

Description

This spell accelerates the natural decay process. As the victim suffers the effects of entropic decay, he becomes more and more greatly impaired until he is rendered an invalid. If entropic energy continues to flow into the target he may ultimately be killed.

The target is transformed into an aged/decayed version of itself in stages based on the fraction of BODY that has suffered this transformation.

Transform Stages

  • 1/2x BODY: The target appears to age 1/4 of his racial average lifespan and will generally appear to be “old”. If inanimate, the object appears worn and aged, although still functional.
  • 1x BODY: The target ages 1/3 of his racial average lifespan and becomes enfeebled. He is at -5 STR and -1 to all DEX Rolls and OCV. Inanimate objects are obviously weakened, reduced by -2 DEF -1 BODY.
  • 1 1/2x BODY: The target ages 2/3 of his racial average lifespan and now appears decrepit. He is at -10 STR, -5 CON, and -2 BODY, and Movement is reduced by -4m. Inanimate objects are nearly at the end of their useful cycle, and are reduced by -4 DEF and -2 BODY.
  • 2x BODY: The target ages a number of years equal to his racial average lifespan and becomes incapacitated. The target’s mind is clouded in dementia, although an EGO roll at -5 will allow him to exercise a mental action, provided he does not need to speak or use gestures. Inanimate objects decay into their most natural, useless state.

Transform Recovery

Recovering from the effects of this spell is possible in one of three ways. As most of this healing is gradual, once an entire stage’s amount of BODY is healed the effects no longer apply. After each remedy is listed the skill roll required to know the remedy; any practitioner who knows this spell will know all three.

  • Eating a freshly harvested egg each day will restore 1 BODY transformed to the character. This remedy does nothing at the last stage of effect. [PS: Apothecary -3 to know, complemented by SS: Herbalism and KS: Arcane Lore]
  • The target or object must be immersed in a special bath. This bath is comprised of an inorganic basin filled with 1 liter of natural spring water per 2 kg of the object’s mass mixed with 10 grams (1 coin) of pure silver (most coins are not pure) per 10kg of the affected object under a moonless night sky for one hour (which turn to lead after use). After immersion the target will heal 1 BODY transformed per hour. Once at the last stage of effect, the coins must be gold and the amount doubled (the coins still turn to lead after use). [PS: Alchemist -3 to know, complemented by SS: Alchemy and KS: Arcane Lore]
  • Dispel Akyrus or Dispel Essence capable of dispelling an amount of ESS equal half the amount of damage (i.e., amount transformed). [Thaumaturgy to know, Akyrus skill levels apply]
EFF EFFECT
1 Severe Transform 1 point
2 Severe Transform 1/2d6
3 Severe Transform 1d6
4 Severe Transform 1d6+1
4 Severe Transform 1d6+1
5 Severe Transform 1 1/2d6
6 Severe Transform 2d6
7 Severe Transform 2d6+1
8 Severe Transform 2 1/2d6
9 Severe Transform 3d6
10 Severe Transform 3d6+1
11 Severe Transform 3 1/2d6
12 Severe Transform 4d6
13 Severe Transform 4d6+1

Spell-A-Day: Void Slam

Void Slam

Arcana: Akyrus (Void)
Target: Single (Indirect)
Range: Standard
Duration: Instant
Focus: A hollow piece of amethyst
Class: Offensive

Common Modifiers

  • Does Not Work Againts Impenetrable Magical Defenses or Coldiron Resistant Protection; Every 5 Power Defense = +1 CON Roll (-1/2)
  • Spell (+0)
  • Does Knockback (+1/4)
  • Indirect (Source Point can vary from use to use, path is from Source Point to target; +1/2)

Description

The shaper forcefully pulls all of the essence away from the target which then immediately snaps back into place, shocking the target’s very soul. The target is Stunned if he fails a CON Roll, modified by the power of the spell. The target makes the CON Roll immediately. If the target has Power Defense, add +1 to the CON Roll per 5 Power Defense. A Stunned target may attempt another CON Roll every phase with a cumulative +1 until he succeeds. Additionally, the spell disorients the target, making it difficult for them to percieve her surroundings.

Knockback is equal to EFF of the spell minus 2d6. If the number is positive, multiply by 2m to determine Knockback: (EFF – 2d6)*2m.

EFF EFFECT
3 Change Environment (+5 to CON Roll, Stunning)
4 Change Environment (+4 to CON Roll, Stunning)
5 Change Environment (+3 to CON Roll, Stunning)
6 Change Environment (+2 to CON Roll, Stunning)
7 Change Environment (Stunning)
8 Change Environment (-2 to CON Roll, Stunning)
9 Change Environment (-3 to CON Roll, Stunning)
10 Change Environment (-4 to CON Roll, Stunning)
11 Change Environment (-5 to CON Roll, Stunning)
12 Change Environment (-7 to CON Roll, Stunning)
13 Change Environment (-9 to CON Roll, Stunning)