Spell-A-Day: Weaken

Weaken

The shaper causes the targets’ flesh to atrophy unnaturally.

Arcana: Sarkus (Flesh)
Target: Area
Range: Limited
Duration: Fade 5 STR/Minute
Focus: Longlegs spider or spider venom
Class: Offensive

Common Modifiers

  • Spell (+0)
  • Limited Range (-¼)
  • One Use At A Time (-1)
  • Delayed Return Rate (points return at the rate of 5 per Minute; +1)
  • Area Of Effect (4m Radius; +¼)
EFF EFFECT
1 Drain STR ½d6
2 Drain STR 1d6
3 Drain STR 1½d6
4 Drain STR 2d6
5 Drain STR 2½d6
6 Drain STR 3d6
7 Drain STR 3½d6
8 Drain STR 4d6
9 Drain STR 4½d6
10 Drain STR 5d6
11 Drain STR 5½d6
12 Drain STR 6d6
13 Drain STR 6½d6

 

“Can shapers heal?” is a common question. The answer is, “Sorta.” Sarkus shapers can end blood loss and perform even complex chirurgy without the use of any tools. However, they can’t restore BODY damage quickly. They are limited to closing wounds, seting bones, but a level to rival even advanced technology.

Mend Flesh

This spell can knit flesh together and allows the shaper to utilize the Healing Skill without the use of tools. While the spell cannot provide complete healing, it does give the target’s body the opportunity to better heal by its own devices. The wound is cleaned and sealed together at the shaper’s will, enhancing his ability to more effectively apply mundane healing techniques, including the ability to perform chirurgy without instruments. In the case of external injuries, the wound will not reopen once it is mended by this spell (at EFF 2 or higher). The Aid BODY effect at EFF 1 stops all bleeding on the target while the shaper performs her work. At EFF 2 and higher, the shaper is considered to have any necessary tools to perform any Healing Skill task, including the Healing Skill Maneuvers on p. 93. Many lay healers will learn this one spell, even if they are limited to EFF 2 because of its impact on their ability to stabilize and heal injuries.

Arcana: Sarkus (Flesh)
Target: Single
Range: No Range
Duration: Enchantment
Focus: A piece of raw meat
Class: Utility

Common Modifiers

  • Spell (+0)
  • Time Limit (Enchantment; Adjustment Power; +2)
  • One Use At A Time (-1)
EFF EFFECT
1 Aid BODY 1d6; Only Restores To Starting Values (-½), Only to Aid Others (-½)
2 Aid Healing Skill ½d6 (standard effect: +1 to Skill)
3 Aid Healing Skill 1d6+1 (standard effect: +2 to Skill)
4 Aid Healing Skill 1½d6 (standard effect: +2 to Skill)
5 Aid Healing Skill 2½d6 (standard effect: +4 to Skill)
6 Aid Healing Skill 3d6 (standard effect: +4 to Skill)
7 Aid Healing Skill 3½d6 (standard effect: +5 to Skill)
8 Aid Healing Skill 4d6 (standard effect: +6 to Skill)
9 Aid Healing Skill 4½d6 (standard effect: +7 to Skill)
10 Aid Healing Skill 5d6 (standard effect: +7 to Skill)
11 Aid Healing Skill 5½d6 (standard effect: +8 to Skill)
12 Aid Healing Skill 6d6+1 (standard effect: +9 to Skill)
13 Aid Healing Skill 6½d6 (standard effect: +10 to Skill)

Spell-A-Day: Adherance

Adherance

This spell alters the target’s skin to allow him to cling to surfaces and potentially to other targets as well. Certain variations of the spell make the target’s skin so sticky that anything that comes into contact with the target’s skin becomes stuck if he so chooses.

Arcana: Sarkus (Flesh)
Target: Single
Range: Touch
Duration: Enchantment
Focus: Leg of newt
Class: Utility (Restricted)

Common Modifiers

  • Spell (+0)
  • Time Limit (Enchantment; Constant Power; +¼)
  • Usable On Others (+½)
  • Costs Endurance (Only Costs END to Activate; -¼)
  • Requires Bare Feet for Full Running Rate or Climbing Roll for Half Running Rate (-¼)
EFF EFFECT
2 Clinging (normal STR)
3 Clinging (25 STR)
4 Clinging (22 STR), Area of Effect (Surface – Damage Shield) (Attackers Become Stuck to Character; +½)
4 Clinging (37 STR)
5 Clinging (34 STR), Area of Effect (Surface – Damage Shield) (Attackers Become Stuck to Character; +½)
5 Clinging (49 STR)
6 Clinging (43 STR), Area of Effect (Surface – Damage Shield) (Attackers Become Stuck to Character; +½)
6 Clinging (61 STR)
7 Clinging (55 STR), Area of Effect (Surface – Damage Shield) (Attackers Become Stuck to Character; +½)
7 Clinging (76 STR)
8 Clinging (64 STR), Area of Effect (Surface – Damage Shield) (Attackers Become Stuck to Character; +½)
8 Clinging (88 STR)

 

Spell-A-Day: Adrenal Boost

Adrenal Boost

This spell charges the target’s adrenal gland for a specific purpose. The shaper chooses any Physical Characteristic or Movement Power to enhance. Then, as a Half-Phase action, the target may then activate the boost at will, at which point the Aid effect will begin to fade at the rate of 5 points per Turn. The Enchantment can only be perceived by Essence Touch or Essence Sight. Defense and Movement Powers cost double to increase with Aid.

Arcana: Sarkus (Humors)
Target: Single
Range: No Range
Duration: Enchantment/Fades 5 per Turn once activated
Focus: A cup of pure water
Class: Utility

Common Modifiers

  • Invisible Power Effects (Invisible to Sight Group; +½)
  • Spell (+0)
  • Time Limit (Enchantment; Instant Power; +½)
  • One Use At A Time (-1)
  • Any Physical Characteristics or Movement Powers (+½)
EFF EFFECT
1 Aid 1d6
2 Aid 1½d6
3 Aid 2d6+1
4 Aid 3d6
5 Aid 3½d6
6 Aid 4d6+1
7 Aid 5d6
8 Aid 5½d6
9 Aid 6d6+1
10 Aid 7d6
11 Aid 7½d6
12 Aid 8d6+1
13 Aid 9d6

 

Spell-A-Day: Bone Spurs

Bone Spurs

This enchantment causes boney spurs split from the target’s flesh, increasing the damage caused by his fists.

Arcana: Sarkus (Flesh)
Target: Single
Range: Touch
Duration: Enchantment
Focus: A knuckle bone
Class: Offensive

Common Modifiers

  • Spell (+0)
  • Time Limit (Enchantment; Instant Power; +½)
  • Costs Endurance Only To Activate (+¼)
  • Usable On Others (+½)
  • Hand-To-Hand Attack (-¼)
EFF EFFECT
1 HA +½d6
2 HA +1d6
3 HA +1½d6
4 HA +2d6
5 HA +3d6
6 HA +3½d6
7 HA +4d6
8 HA +4½d6
9 HA +5d6
10 HA +5½d6
11 HA +6d6
12 HA +6½d6
13 HA +7d6

Spell-A-Day: Vile Humors

Vile Humors

The shaper causes the target’s bodily fluids to become unwelcome in their host. The target is doubled over in agony and will eventually evacuate all fluids if subject to the spell for a long period. Once the target escapes the Entangle, the Transform is negated as well, restoring the target’s normal color and vibrancy over the next 5 minutes. However, any fluids expelled remain expelled. Additionally, while immunity to poison can negate the Transform it does not negate the Entangle — the pain associated with the spell is still incapacitating.

Arcana: Sarkus (Humors)
Target: Single
Range: Limited
Duration: Enchantment
Focus: Dried Vomit
Class: Offensive

Common Modifiers

  • Spell (+0)
  • Time Limit (Enchantment; Persistent or Continuing-effect Power; +0)
  • Limited Range (-¼)
  • Limited Target (Living Targets Only; -¼)
EFF EFFECT
All Entangle includes Cannot Be Escaped With Teleportation (+¼), Takes No Damage From Attacks (All Attacks), STR/CON only to break out (+1); STR or CON, Whichever is Greater (-¼) plus Cosmetic Transform 2d6 (Target evacuates all non-essential bodily fluids (i.e. urination, defecation, vomit, mucous, sweat, etc.), Heals Back In 5 Minutes), Time Limit (Enchantment; Constant Power; +¼), Costs Endurance Only To Activate (+¼), Constant (+½); LS (Immunity to all terrestrial poisons) Negates (-½)
4 Entangle 1d6, 1 PD/1 ED
5 Entangle 2d6, 1 PD/1 ED
6 Entangle 2d6, 2 PD/2 ED
7 Entangle 3d6, 2 PD/2 ED
9 Entangle 3d6, 3 PD/3 ED
10 Entangle 4d6, 3 PD/3 ED
11 Entangle 5d6, 3 PD/3 ED
13 Entangle 5d6, 3 PD/3 ED plus Cosmetic Transform is 5d6

 

Spell-A-Day: Bloodfast

Vacation is over and now back to work. This next series starts the Sarkus arcana (flesh, humors). This spell specifically is useful against the Unliving.

Bloodfast

This enchantment stabilizes and reinforces the target body’s circulatory system. At its most basic level it negates magical attacks against the blood. The most common level of the enchantment prevents bleeding, followed by such strong essence bonding that the target no longer suffers increased damage from vital locations. Finally, the target’s BODY is so enhanced that her natural healing process is accelerated as well.

Arcana: Sarkus (Humors)
Target: Single
Range: Touch
Duration: Enchantment
Focus: A pea-sized ball of congealed blood
Class: Utility (Restricted)

Common Modifiers

  • Spell (+0)
  • Time Limit (Enchantment; Persistent or Continuing-effect Power; +0)
  • Usable On Others (+1/2)
  • Costs Endurance (Only Costs END to Activate; -1/4)
EFF EFFECT
2 Does Not Bleed; Only Works Against Blood-Affecting Magical Attacks (-1)
4 Does Not Bleed
+2 plus No Hit Locations Head, Chest, Stomach, Vitals: STUNx x3, BODYx x1, NSTUN x1; All others use normal multipliers; All Impairing/Disabling is calculated as Chest
+2 plus Regeneration (1 BODY per 20 Minutes)

 

Spell-A-Day: Unbalance

Unbalance

This spell upsets the balance of all targets in the area, making it difficult to move, maneuver, and attack. Once a target succeeds on their DEX Roll they are no longer affected by the spell.

Arcana: Apatus (Perception)
Target: Area
Range: Limited
Duration: Constant
Focus: An earbone from any creature
Class: Offensive

Common Modifiers

  • Spell (+0)
  • Limited Range (-1/4)
EFF EFFECT
4 Change Environment (-2 to DEX Roll) **plus** Drain BODY 1d6, Spell (+0), Expanded Effect (x3 OCV, DCV, PER) (+1); Limited Range (-1/4)
7 Drain BODY 1 1/2d6, Expanded Effect (x3 OCV, DCV, PER) (+1) **plus** Change Environment (-4 to DEX Roll), Spell (+0); Limited Range (-1/4)
10 Change Environment (-4 to DEX Roll), Spell (+0); Limited Range (-1/4) **plus** Drain BODY 2 1/2d6, Spell (+0), Expanded Effect (x3 OCV, DCV, PER) (+1); Limited Range (-1/4)
13 Drain BODY 3 1/2d6, Spell (+0), Expanded Effect (x3 OCV, DCV, PER) (+1); Limited Range (-1/4) **plus** Change Environment (-4 to DEX Roll), Spell (+0); Limited Range (-1/4)

 

Spell-A-Day: Invisibility Sphere

Invisibility Sphere

This spell makes all willing targets in the area invisible. The number of targets and subtle energies required to maintain the power limit all targets to non-agressive action (except at EFF 8). At lower EFF the targets must remain still and the Invisibility only affects normal sight.

Arcana: Apatus (Light)
Target: Area (4m Radius centered on shaper)
Range: No Range
Duration: Enchantment
Focus: Two small bat eyes
Class: Utility (Restricted)

Common Modifiers

  • Spell (+0)
  • Time Limit (Enchantment; Constant Power; +1/4)
  • Costs Endurance Only To Activate (+1/4)
  • Usable Nearby (+1)
EFF EFFECT
4 Blending: Invisibility to Sight Group ; Only When Not Attacking (-1/2), Normal Sight Only (-1/2), Chameleon (-1/2)
5 Lesser Unseen: Invisibility to Sight Group ; Only When Not Attacking (-1/2), Normal Sight Only (-1/2)
7 Lesser Invisibility: Invisibility to Sight Group ; Only When Not Attacking (-1/2)
7 Unseen: Invisibility to Sight Group, No Fringe; Only When Not Attacking (-1/2), Normal Sight Only (-1/2)
8 Bend Light: Invisibility to Sight Group ; Bright Fringe (-1/4)
2 New Spells: Share Senses, Unbalance (CE DEX roll), Spell (+0), Time Limit (Enchantment; Constant Power; +1/4), Usable On Others (+1/2)

 

Spell-A-Day: Silent Step

Silent Step

This spell allows the target to move silently. At lower EFF the target must remain still. At the highest EFF the Invisibility to Hearing Group is almost impossible to detect even if the target is adjacent to the observer.

Arcana: Apatus (Perception)
Target: Single
Range: No Range
Duration: Enchantment
Focus: A tiny pillow
Class: Utility (Restricted)

Common Modifiers

  • Spell (+0)
  • Time Limit (Enchantment; Constant Power; +1/4)
  • Costs Endurance Only To Activate (+1/4)
  • Usable On Others (+1/2)
EFF EFFECT
2 Silent Stand: Invisibility to Hearing Group ; Only When Not Attacking (-1/2), Chameleon (-1/2)
3 Peaceful Step: Invisibility to Hearing Group ; Only When Not Attacking (-1/2)
3 Whisper Step: Invisibility to Hearing Group ; Bright Fringe (-1/4)
4 Silent Step: Invisibility to Hearing Group
5 Peaceful Step True: Invisibility to Hearing Group, No Fringe; Only When Not Attacking (-1/2)
8 Silent Step True: Invisibility to Hearing Group, No Fringe