Post by Elisandra on Feb 26, 2007 8:24:19 GMT -8
Primal Arts
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House Rules have changed the lvl's for cantrips in this art to the following
Fae who learn Primal come to understand the connection between their fae souls and the forces of nature and earth. The cantrips (or fae spells) are named for the trees that aided in giving the fae this knowledge origionally. Another School of thought is that Primal is believed to have been originated in its current form by the heroic spirits of Greece, exalting control over the physical forms of people and things. Each level of Primal grants the user further understanding and control over the forms of the world.
Willow Whisper (Asclepius’ Tongue) •
The first trick learned from this Art is empathy for the hidden speech of all things. When invoked, the caster can speak to any object or person that she has the proper Realms for. Objects that are typically inanimate will give cryptic responses that may or may not be helpful, but will be more willing to deal with any caster of the power. Animate creatures will typically be easier to understand but will base their responses on how they feel about the caster. Each success keeps the power active for about five minutes of conversation, and usually indicates the number of questions a non-sentient target can be convinced to answer for the caster.
Realm: The Realm used indicates what can be spoken to.
1 success-mumbling, meandering answers; One question only.
2 successes- slightly obscure answers; three questions only
3 successes-clear but strange answers (the object is still thinking in it's terms not yours.); lasts for one day.
4 successes-clear, strightforward but very boring answers. Lasts for one week
5 successes- perfectly clear, lucid, interesting answers. The conversation lasts as long as you focus on the cantrip.
Eldritch Prime ••
The user of this cantrip can cause any one of the following natural elements to appear: fire, water, earth, air or wood. The cantrip causes the element to appear in the most natural form possible: water showers down as either rain or bubbles up from the ground like a spring; wood either sprouts out of the ground, or an object “grows” bark. The element can appear in an unnatural setting (such as rain indoors), but the element could nor appear in an unnatural or manufactured form. A changeling could not suddenly cage an opponent inside a square wooden box, but he could cause a network of roots to grow around a target, forming a most unusual prison.
System: If simply creating natural elements, the Nature Realm is used. If actually affecting an individual, both the Nature and the appropriate Realm (for whatever is being affected) must be used.
The number of successes determines how much of the element appears. For every two successes gained (round up), the changeling can create a one-die effect (as is generally the case when conjuring fire and air) or provide one Health Level of protection (as can be the case when conjuring stone or wood). For example, a caster achieving three successes can cause a root-prison to appear that could withstand two levels of damage.
A caster who rolls one success could summon a flame that would inflict one Health Level of damage, or cause bark to grow on her skin, protecting against one Health Level of damage. Multiple castings are cumulative. The changeling can direct where the element will appear, but she cannot control what the element does unless she recasts the cantrip. If she causes fire to rain from the sky, she cannot control the path of the resulting inferno unless she recasts the cantrip and receives at least as many successes as the present size of the flame. The consistency of the element is up to the caster, but she may not conjure anything that is not a phenomenon “normally” occurring in nature.
The effects of this cantrip last for one minute for each success earned.
Type: Chimerical
Oakenshield (Nemean Lionskin) •••
At the next level of potency, a caster learns to improve the forms of the world around her. Casting this power makes people more resistant to harm. Each success on the power’s invocation grants the subject an extra level of health. These levels are lost first to any damage dealt, and do not heal back after being lost. Multiple castings do not stack: only the greatest casting applies to any one subject. This lasts for one month or until the health points are used, whichever happens first.
Realm: The Realm used indicates what receives damage resistance levels.
Heather Balm (Ares’ Salve) •••
After learning how to protect , the next step is to learn to repair. Invoking this power restores a wounded subject to its natural state, healing damage and repairing flaws and rents. Certain illnesses might also be healed by this power, the number of successes required being up to the storyteller. Typically, one success heals a level of Bashing damage, half a level of Lethal damage, or one third of a level of aggravated damage. In most cases the worst type of damage is healed first, and left-over successes are applied to remaining damage to the maximum effect. For example a character with four Bashing wounds and an Aggravated wound with a 4 success casting would heal the Aggravated wound and one Bashing, rather than 4 Bashing levels.
Realm: The Realm used indicates what kind of subject can be healed. For less physical Realms, the effect of the power is up to the Storyteller’s judgement.
Holly Strike (Stymphalian Feathers) ••••
Learning to heal and protect eventually results in enough understanding to harm as well. A user of this power can target a subject with damage to her form. The exact results of this power vary from caster to caster. Some keen like a banshee, causing fractures in solids and ruptures in living tissues. Some cause the target to violently sicken in moments. The most common form however, is to afflict the target with strange lacerations that resemble being scourged with a holly branch or caught in a hail of razors.
Regardless of the method of attack, the power always the same effect. Each success deals one level of damage to the target, which bypasses armor. Oakenshield still absorbs the damage from this power, and any other form-toughening powers the character has affect the damage as they would any Lethal damage. Unless the character is visible then the source of the attack is not obvious, though casting normally does involve very violent gestures (and possible keening).
Realm: This indicates the subject damaged. As with the other powers, metaphorical targets are for the storyteller to adjudicate.
1 success- one health level (enough damage to break a bottle)
2 successes- two health leveles (a door)
3 successes- three health levels (a wooden wall)
4 sucesses- six health levels (a metal door)
5 sucesses- seven health levels (a large oak tree)
Elder Form (Proteus’ Dance) •••••
After learning how to preserve, repair, and destroy the forms of things, the final step is to alter them completely. Invoking this power allows the caster to alter her form or the form of other things into virtually anything. A transformed character can make use of any of the new form’s natural abilities (flight, damage resistance, natural weapons, etc.) and move ability scores around as with Lesser Shapeshifting. The character loses none of her supernatural powers or flaws, but they may become meaningless if the new form cannot employ them or be limited by them. Transforming into a mythical creature otherwise does not grant any of its powers, but also does not grant any of its supernatural flaws.
Transforming an inanimate subject into an animate one or transforming a non-sentient creature into a sentient one should typically involve successes spent into mental and social attributes. Willpower cannot be bought with successes, but subjects can eventually buy levels of it if they spend long enough in their new form.
Successes not spent on statistics each grant an hour’s duration (and at least one success must be spent into duration). Many Elder Forms could be counted as blessings or curses such that Time could be used to extend the change. In some cases a long-duration change into a form that suits the target better than her normal form may become permanent, but this happens very infrequently.
Realm: This indicates what the caster changes into. A secondary Realm is needed to change subjects who are not the caster.
1 success- five minutes
2 successes- one hour
3 successes- one day
4 successes- three days
5 successes-one week
[/b]
House Rules have changed the lvl's for cantrips in this art to the following
Fae who learn Primal come to understand the connection between their fae souls and the forces of nature and earth. The cantrips (or fae spells) are named for the trees that aided in giving the fae this knowledge origionally. Another School of thought is that Primal is believed to have been originated in its current form by the heroic spirits of Greece, exalting control over the physical forms of people and things. Each level of Primal grants the user further understanding and control over the forms of the world.
Willow Whisper (Asclepius’ Tongue) •
The first trick learned from this Art is empathy for the hidden speech of all things. When invoked, the caster can speak to any object or person that she has the proper Realms for. Objects that are typically inanimate will give cryptic responses that may or may not be helpful, but will be more willing to deal with any caster of the power. Animate creatures will typically be easier to understand but will base their responses on how they feel about the caster. Each success keeps the power active for about five minutes of conversation, and usually indicates the number of questions a non-sentient target can be convinced to answer for the caster.
Realm: The Realm used indicates what can be spoken to.
1 success-mumbling, meandering answers; One question only.
2 successes- slightly obscure answers; three questions only
3 successes-clear but strange answers (the object is still thinking in it's terms not yours.); lasts for one day.
4 successes-clear, strightforward but very boring answers. Lasts for one week
5 successes- perfectly clear, lucid, interesting answers. The conversation lasts as long as you focus on the cantrip.
Eldritch Prime ••
The user of this cantrip can cause any one of the following natural elements to appear: fire, water, earth, air or wood. The cantrip causes the element to appear in the most natural form possible: water showers down as either rain or bubbles up from the ground like a spring; wood either sprouts out of the ground, or an object “grows” bark. The element can appear in an unnatural setting (such as rain indoors), but the element could nor appear in an unnatural or manufactured form. A changeling could not suddenly cage an opponent inside a square wooden box, but he could cause a network of roots to grow around a target, forming a most unusual prison.
System: If simply creating natural elements, the Nature Realm is used. If actually affecting an individual, both the Nature and the appropriate Realm (for whatever is being affected) must be used.
The number of successes determines how much of the element appears. For every two successes gained (round up), the changeling can create a one-die effect (as is generally the case when conjuring fire and air) or provide one Health Level of protection (as can be the case when conjuring stone or wood). For example, a caster achieving three successes can cause a root-prison to appear that could withstand two levels of damage.
A caster who rolls one success could summon a flame that would inflict one Health Level of damage, or cause bark to grow on her skin, protecting against one Health Level of damage. Multiple castings are cumulative. The changeling can direct where the element will appear, but she cannot control what the element does unless she recasts the cantrip. If she causes fire to rain from the sky, she cannot control the path of the resulting inferno unless she recasts the cantrip and receives at least as many successes as the present size of the flame. The consistency of the element is up to the caster, but she may not conjure anything that is not a phenomenon “normally” occurring in nature.
The effects of this cantrip last for one minute for each success earned.
Type: Chimerical
Oakenshield (Nemean Lionskin) •••
At the next level of potency, a caster learns to improve the forms of the world around her. Casting this power makes people more resistant to harm. Each success on the power’s invocation grants the subject an extra level of health. These levels are lost first to any damage dealt, and do not heal back after being lost. Multiple castings do not stack: only the greatest casting applies to any one subject. This lasts for one month or until the health points are used, whichever happens first.
Realm: The Realm used indicates what receives damage resistance levels.
Heather Balm (Ares’ Salve) •••
After learning how to protect , the next step is to learn to repair. Invoking this power restores a wounded subject to its natural state, healing damage and repairing flaws and rents. Certain illnesses might also be healed by this power, the number of successes required being up to the storyteller. Typically, one success heals a level of Bashing damage, half a level of Lethal damage, or one third of a level of aggravated damage. In most cases the worst type of damage is healed first, and left-over successes are applied to remaining damage to the maximum effect. For example a character with four Bashing wounds and an Aggravated wound with a 4 success casting would heal the Aggravated wound and one Bashing, rather than 4 Bashing levels.
Realm: The Realm used indicates what kind of subject can be healed. For less physical Realms, the effect of the power is up to the Storyteller’s judgement.
Holly Strike (Stymphalian Feathers) ••••
Learning to heal and protect eventually results in enough understanding to harm as well. A user of this power can target a subject with damage to her form. The exact results of this power vary from caster to caster. Some keen like a banshee, causing fractures in solids and ruptures in living tissues. Some cause the target to violently sicken in moments. The most common form however, is to afflict the target with strange lacerations that resemble being scourged with a holly branch or caught in a hail of razors.
Regardless of the method of attack, the power always the same effect. Each success deals one level of damage to the target, which bypasses armor. Oakenshield still absorbs the damage from this power, and any other form-toughening powers the character has affect the damage as they would any Lethal damage. Unless the character is visible then the source of the attack is not obvious, though casting normally does involve very violent gestures (and possible keening).
Realm: This indicates the subject damaged. As with the other powers, metaphorical targets are for the storyteller to adjudicate.
1 success- one health level (enough damage to break a bottle)
2 successes- two health leveles (a door)
3 successes- three health levels (a wooden wall)
4 sucesses- six health levels (a metal door)
5 sucesses- seven health levels (a large oak tree)
Elder Form (Proteus’ Dance) •••••
After learning how to preserve, repair, and destroy the forms of things, the final step is to alter them completely. Invoking this power allows the caster to alter her form or the form of other things into virtually anything. A transformed character can make use of any of the new form’s natural abilities (flight, damage resistance, natural weapons, etc.) and move ability scores around as with Lesser Shapeshifting. The character loses none of her supernatural powers or flaws, but they may become meaningless if the new form cannot employ them or be limited by them. Transforming into a mythical creature otherwise does not grant any of its powers, but also does not grant any of its supernatural flaws.
Transforming an inanimate subject into an animate one or transforming a non-sentient creature into a sentient one should typically involve successes spent into mental and social attributes. Willpower cannot be bought with successes, but subjects can eventually buy levels of it if they spend long enough in their new form.
Successes not spent on statistics each grant an hour’s duration (and at least one success must be spent into duration). Many Elder Forms could be counted as blessings or curses such that Time could be used to extend the change. In some cases a long-duration change into a form that suits the target better than her normal form may become permanent, but this happens very infrequently.
Realm: This indicates what the caster changes into. A secondary Realm is needed to change subjects who are not the caster.
1 success- five minutes
2 successes- one hour
3 successes- one day
4 successes- three days
5 successes-one week