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

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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)

Spell-A-Day: The Unforming

The Unforming

Arcana: Akyrus (Chaos)
Target: Single
Range: Limited
Duration: Instant
Focus: A ball of animal fat
Class: Offensive

Common Modifiers

  • Limited Range (-1/4)
  • Partial Transform (+1/2)
  • Multiple Healing Options (-1/4)
  • Advanced Form: Requires skill in Sarkus (-1/4)
  • All Or Nothing (Must achieve a level of effect as defined under Transform Stages; -1/2)
  • Spell (+0)

Description

This spell alters the living flesh of the target to beyond the grotesque. As the victim suffers the effects of the Unforming, he becomes more and more greatly impaired until he is rendered an invalid. If chaotic energy continues to flow into the target he may ultimately be killed.

This spell targets a hit location completely at random.

The target is affected in stages based on the fraction of BODY that has suffered this transformation. When the effect is rolled the amount totaled must equal or exceed one of these stages or it has no effect. Successive spells can increase the effect stage but the damage rolled is not added to the previous roll… it is resolved independently.

Transform Stages
Hands and Feet require half the listed BODY for each stage, and Arms and Legs require one-third the listed BODY for each stage. However, the actual amount of damage caused should be recorded for purposes of healing.

  • 1/2x BODY: The targeted body part becomes oversized and mangled but is ultimately still functional. This results in a -2/2d6 on all Interaction skills, but may provide a bonus for fear and intimidation if used appropriately.
  • 1x BODY: The targeted body part loses most of its utility. Arms: -5 STR and -1 to all actions with that arm; Legs: -4m Running and a DEX roll to stand each phase of more than a half-move; Hands: -2 to all actions with that hand plus a DEX roll to use any tool effectively each phase; Feet: -4m Running and -2 to all movement related DEX rolls; Head: -1 to all actions and -2 to PER; Chest/Stomach: no post segment 12 recoveries and -1 to all physical actions; Vitals: -1 to all actions and recoveries only once per minute.
  • 1 1/2x BODY: The targeted body part is malformed so badly it is unusable. Arms: limb is unusable; Legs: -8m Running and a DEX roll -2 to stand each phase; Feet: -8m Running and -4 to all movement related DEX rolls; Head: character is blind, deaf, mute, an unable to smell or taste and is at -3 to all actions due to intense pain; Chest/Stomach: character loses (in value) 1d6 STR, CON, and STUN, 2d6 END, as well as 1/2d6 BODY and REC, -1 to all actions and -2 more to all physical actions, cannot recover during post segment 12, and cannot recover more than once per minute; Vitals: character is paralyzed and cannot recover more than once per minute.
  • 2x BODY: The target body part is transformed into a mangled mass of flesh and bone and is completely useless. Head, Chest, Stomach, or Vitals: the character is dead.

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.

  • Wrapping the afflicted body part in silver mesh will heal 1 BODY transformed per day. [PS: Apothecary -3 to know this, SS: Herbalism and KS: Arcane Lore complement]
  • If the target personally kills the caster the BODY transformed will be instantly reversed, recovering 1 BODY per minute. [KS: Arcane Lore to know this]
  • Dispel Akyrus or Dispel Essence capable of dispelling an amount of ESS equal to half the BODY transformed. [Thaumaturgy to know this, Akyrus skill levels apply]
EFF EFFECT
1 Severe Transform 1/2d6
2 Severe Transform 1d6
3 Severe Transform 1 1/2d6
4 Severe Transform 2d6
5 Severe Transform 3d6-1
6 Severe Transform 3d6
7 Severe Transform 4d6-1
8 Severe Transform 4d6
9 Severe Transform 4 1/2d6
10 Severe Transform 5d6
11 Severe Transform 5 1/2d6
12 Severe Transform 6d6
13 Severe Transform 7d6-1

Spell-A-Day: Long Step

Long Step

Arcana: Akyrus (Void)
Target: Single
Range: No Range
Duration: Constant
Focus: A piece of mirror-polished coldiron
Class: Offensive/Utility (Restricted)

Common Modifiers

  • Advanced Form (-1/4)
  • Usable Nearby (+1 1/4), Grantor pays the END whenever the power is used, Grantor controls the power totally
  • Side Effects, Side Effect occurs automatically whenever Power is used (0 DCV if PER Roll failed on arrival (Akyrus skill levels apply); -1/2)
  • Leaves A Trail (Space between locations distorted; -0)
  • Once Destination Is Set It Cannot Be Changed (-1/2)
  • Noncombat Movement Only (-1/4)
  • Spell (+0)

Description

The shaper forces space and time to bend between his current location and any point he can see. This allows the shaper and any nearby targets of his choice to step between the two points as if there was no more than 2m distance between them. Taking this step is very disorienting however, and many who travel this way arrive on their knees, completely disoriented. The shaper can hold the fold in space to remain as long as he concentrates. If the shaper is familiar with any structure at the location, and there is a direct, unobstructed line to that location, he could appear inside the structure (having passed through an open door or window), even if he can’t see those details directly. If the shaper has access to pure cosmic energy he can enhance thsi spell further. Each point of akyrus aspected Essence (or pure Qliphotic elemental chaos) used to deepen the fold doubles the distance.

EFF EFFECT
1 Flight 16m Noncombat
2 Flight 36m Noncombat
3 Flight 72m Noncombat
4 Flight 160m Noncombat
5 Flight 320m Noncombat
6 Flight 700m Noncombat
7 Flight 1400m Noncombat
8 Flight 3km Noncombat

 

Spell-A-Day: Primordial Whispers & Visions

Primordial Whispers & Visions

Arcana: Akyrus (Void)
Target: Single
Range: Limited
Duration: Constant
Focus: A crushed earwig
Class: Offensive

Common Modifiers

  • Limited Range (-1/4)
  • Affects Desolidified Any form of Desolidification (+1/2)
  • Spell (+0)
  • Attack Versus Alternate Defense (Mental Defense; +0)
  • Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2)
  • Constant (+1/2)
  • Extra Time (Half Phase, -1/4)

Description

The shaper opens a window beyond the void for the target to witness things it was not meant to know. As the target receives a glimpse of this unknowable horror, he is further blessed to hear the faintest of Qliphothic whispers. This experience shatters the target’s grasp of reality as his mind struggles to bring things back into order. Strong minded targets may suffer only fleeting confusion, while weak minded fools may find themselves struggling with even the simplest of activities for a significant period of time.

Targets reduced to INT 0 and PRE 0 will find themselves unable to take any action, and though they may wish to flee they are so feebleminded they do not have any sense of how to do so. Even after a target recovers from the effects of the spell she may be skittish or listless for some time to come.

As long as the shaper continues to spend a Half Phase Attack action and the necessary ESS to maintain the effect, the target will experience primoridal whispers and visions. Points “drained” beyond INT 0 or PRE 0 still need to be recovered before the characteristics increase from 0. For example, an INT 10 and PRE 10 target is drained for 15 points. The characteristics are not reduced below 0, but 5 points will need to be recovered before the target’s INT and PRE begin increasing from 0 and start recovering to their normal values. A shaper can incapacitate a target for a longer period of time in this way.

EFF EFFECT
1 Drain INT & PRE 1 point
2 Drain INT & PRE 1/2d6
3 Drain INT & PRE 1d6
4 Drain INT & PRE 1d6+1
5 Drain INT & PRE 1 1/2d6
7 Drain INT & PRE 2d6
8 Drain INT & PRE 2 1/2d6
10 Drain INT & PRE 3d6
11 Drain INT & PRE 3d6+1
12 Drain INT & PRE 3 1/2d6
13 Drain INT & PRE 4d6