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Dice Café

Sisyphus Happy Sisyphus Happy , for thy spell:

Knowledge 6: Metamorphose
Tier II
Make a Knowledge roll against the DC or spell power of the caster. Any biological matter within the target area that has been permanently altered by an effect, magical or mechromantic, is reverted to its original form -- if and only if the spell Dispel Magic would not interact with the effect.
  • Target: 10cm cube x Knowledge
  • Casting Range: Touch
  • Ritual Duration (is this spell duration? Like, after this duration the altered object goes back to being altered. Because if this spell turns it back to normal, then no need for a spell duration. Or is this extremophile duration?): Knowledge
Alternatively, invert the effect of the spell. Transform into one of five extremophile forms below upon casting. You may attempt a hard Knowledge check to cast Knowledge 1 spells in these forms and speak haltingly. The spells will require the user's Manna or supplies to cast. You must remove your equipment to gain the effects of this spell, your equipped gear does not meld with your flesh (we can just remove this if you like?). You have a toughness of 17, +2 to your Combat, improved dark vision, and you can use your minor action to make an extra attack. Your size increases by one classification (if small, become human sized; if human sized, becomes as large as a bear or smaller. the size of a beast of burden). You may receive one extra instance damage from enemies, but not from other sources (i.e. poison, environmental) (you take +1 damage when damaged?).

If you are reduced to unconscious while in this form, revert to your original form with the health value bloody.

"The desert takes what it pleases, she covets life. So does its scaled king."


While in a desert environment:

  • Difficult Terrain doesn't slow your group's Travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you Forage, you find twice as much food as you normally would.
  • Hex speed = 3
  • Gain advantage on Survival rolls. (pick either strength, dexterity, or perception)
Gain the ability Acid Spit:

As a major action, project a thin cone of caustic and poisonous liquid up to 2 small areas away. Make a Combat roll to neutralize a target and one adjacent creature, if successful both take one damage and makes a Challenging Survival roll. On a failure, the target receive -2 to their toughness and becomes afflicted with Bleed.
Cost: 2 Mp
"-- and all of a sudden, a blue shadow as wide as the ship rose from the depths. I scorned the gods that it weren't a hurricane instead."


While in an oceanic environment:
  • Difficult Terrain doesn't slow your group's Travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you Forage, you find twice as much food as you normally would.
  • Hex speed = 5 IF (IF?)
  • IF on land then Hex speed = 0
  • If your size is increased to human, increase your size to beast of burden. Triple size increase. From medium to Huge. Or human to orca.
  • If your size is increased to beast of burden, increase your size to large beast.
  • Gain advantage on Survival rolls. (pick either strength, dexterity, or perception)
  • You may hold your breath for up to ten hours (do you want this to be water breathing? If not, then hold breath for a number of hours = knowledge) and are unaffected by intense water pressure.
  • Triple your carrying capacity for the purposes of transporting objects or creatures in a water environment.
Gain the ability Overwhelm:

As a major action, make a Charge attack at -2 instead of -3 against a number of foes in your path = Combat. On a successful hit, each foe takes one instance of damage and gains Panicked and Don't Move.
Cost: 2 Mp
"There is a reason every explanation of creation states that the world was once chaos. Its blood melts flesh and turns life into dust. And yet, he is only warmed by its fury."

While in a mountainous or actively volcanic environment:

  • Difficult Terrain doesn't slow your group's Travel.
  • Your group can't become lost except by magical means.
  • Your group has a +1 to rolls to overcome intense heat or noxious fumes.
  • Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you Forage, you find twice as much food as you normally would.
  • Hex speed = 3 IF
  • IF in water then Hex speed = 0
  • Gain immunity to intense heat and advantage on Survival rolls against noxious fumes and intense heat produced by volcanic activity.
Gain the ability Bomb:

As a major action, make a Combat roll to neutralize a target and all adjacent creatures within 1 small area non-lethally. On a successful roll, the target takes one instance of damage and Don't Move, the adjacent creatures receive Don't Move.
Cost: 2 Mp
"He is found where your breath freezes solid. That is his kingdom. He is his own fortress and you will not see his white mountain of a body until he greets you."

While in an arctic environment:
  • Difficult Terrain doesn't slow your group's Travel.
  • Your group can't become lost except by magical means.
  • Your group is not slowed by mild weather effects.
  • Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you Forage, you find twice as much food as you normally would.
  • Hex speed = 3
Gain the ability: Shatter

As a major action, make a Combat roll to neutralize a target within melee range lethally. If successful, the target takes one instance of damage, and then the target must make an additional combat roll or be affected by is Disarmed. The next roll made by the enemy after the mentioned combat roll is reduced by 2.
Cost: 2 Mp
"A dark shadow cast from above darts across the ground. Feathers as long as an arm tumble through the wind."

While in a mountainous environment:

  • Difficult Terrain doesn't slow your group's Travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
  • When you Forage, you find twice as much food as you normally would.
  • Hex speed = 6
Gain a flying speed equal to your walking speed.

Gain the ability Dervish:

As a major action, make a Combat roll to neutralize a target and each creature within 15 ft. of it within one area non-lethally. If successful, the target takes one instance of damage, and all other creatures within 15 ft. are thrown ten feet in a random direction and fall prone.
Cost: 2 Mp

  • Target: Self
  • Duration: No. of hours = Knowledge
 
For they spell, Katsuya Katsuya

“Cruv uk kera“
Tier 2
Spinning his staff, a burst of flames tail behind and shoots out in a form of a fiery murder of crows. Just as the enemy believes they are safe from being burned, a pointy object hits under their jaw: the beak on his crow staff. He’ll use this to confuse the enemy by unleashing the crows and make them miss their mark. Deals 1 damage, and afflicts - 1 on enemy rolls (you can have this at -2 since it's a tier 2 spell). If used on a blade of some kind, the edges will glow brightly with hints of fire simmering on the tips, and will burn the enemy as a flurry of fiery feathers dance around the caster and the enemy. +2 in a fight.
Range: 2 small areas
Target: number of foes or weapons = knowledge (can be both weapons and foes as long as the number doesn't exceed knowledge)

Duration (Concentration) = knowledge. (Do you want this to be minutes = knowledge instead of concentration?)
Cost: 2 Mp
 
For they spell, Katsuya Katsuya

“Cruv uk kera“
Tier 2
Spinning his staff, a burst of flames tail behind and shoots out in a form of a fiery murder of crows. Just as the enemy believes they are safe from being burned, a pointy object hits under their jaw: the beak on his crow staff. He’ll use this to confuse the enemy by unleashing the crows and make them miss their mark. Deals 1 damage, and afflicts - 1 on enemy rolls (you can have this at -2 since it's a tier 2 spell). If used on a blade of some kind, the edges will glow brightly with hints of fire simmering on the tips, and will burn the enemy as a flurry of fiery feathers dance around the caster and the enemy. +2 in a fight.
Range: 2 small areas
Target: number of foes or weapons = knowledge (can be both weapons and foes as long as the number doesn't exceed knowledge)

Duration (Concentration) = knowledge. (Do you want this to be minutes = knowledge instead of concentration?)
Cost: 2 Mp
For duration, yeah. It’s better if it’s in minutes than concentration.
 
Knowledge 6: Metamorphose
Tier II
Make a Knowledge roll against the DC or spell power of the caster. Any biological matter within the target area that has been permanently altered by an effect, magical or mechromantic, is reverted to its original form.
  • Target: 10cm cube x Knowledge
  • Casting Range: Touch
  • Ritual Duration (is this spell duration? Like, after this duration the altered object goes back to being altered. Because if this spell turns it back to normal, then no need for a spell duration. Or is this extremophile duration?): Knowledge
Alternatively, invert the effect of the spell. Transform into one of five extremophile forms below upon casting. You have a toughness of 17, +2 to your Combat, dark vision, and you can use your minor action to make an extra attack. Your size increases by one classification (if small, become human sized; if human sized, becomes as large as a bear or smaller. You may receive one extra instance damage from enemies, but not from other sources (i.e. poison, environmental) (you take +1 damage when damaged?).

"The desert takes what it pleases, she covets life. So does its scaled king."


While in a desert environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
  • Gain advantage on perception rolls.
Gain the ability Acid Spit:

As a major action, project a thin cone of caustic and poisonous liquid up to 2 small areas away. Make a Combat roll to neutralize a target and one adjacent creature, if successful both take one damage and receive -2 to their toughness and becomes afflicted with Bleed.
Cost: 2 Mp
"-- and all of a sudden, a blue shadow as wide as the ship rose from the depths. I scorned the gods that it weren't a hurricane instead."


While in an oceanic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 5 unless on land.
  • IF on land then Hex speed = 0
  • Triple size increase. From medium to Huge. Or human to orca.
  • Gain advantage on strength rolls.
  • Gain water breathing.
  • Triple your carrying capacity for the purposes of transporting objects or creatures in a water environment.
Gain the ability Overwhelm:

As a major action, make a Charge attack at -2 instead of -3 against a number of foes in your path = Combat. On a successful hit, each foe takes one instance of damage and gains Panicked and Don't Move.
Cost: 2 Mp
"There is a reason every explanation of creation states that the world was once chaos. Its blood melts flesh and turns life into dust. And yet, he is only warmed by its fury."

While in a mountainous or actively volcanic environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3 IF
  • IF in water then Hex speed = 0
  • Gain advantage on Survival rolls against noxious fumes and intense heat produced by volcanic activity.
Gain the ability Bomb:

As a major action, make a Combat roll to neutralize a target and all adjacent creatures within 1 small area non-lethally. On a successful roll, the target takes one instance of damage and Don't Move, the adjacent creatures receive Don't Move.
Cost: 2 Mp
"He is found where your breath freezes solid. That is his kingdom. He is his own fortress and you will not see his white mountain of a body until he greets you."

While in an arctic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
Gain the ability: Shatter

As a major action, make a Combat roll to neutralize a target within melee range lethally. If successful, the target takes one instance of damage, and is Disarmed. The next roll made by the enemy after the mentioned combat roll is reduced by 2.
Cost: 2 Mp
"A dark shadow cast from above darts across the ground. Feathers as long as an arm tumble through the wind."

While in a mountainous environment:

  • Difficult Terrain doesn't slow your Travel.
  • Hex speed = 6
Gain a flying speed equal to your walking speed.

Gain the ability Dervish:

As a major action, make a Combat roll to neutralize a target and each creature within 15 ft. of it within one area non-lethally. If successful, the target takes one instance of damage, and all other creatures within 15 ft. are thrown ten feet in a random direction and fall prone.
Cost: 2 Mp

  • Target: Self
  • Duration: No. of hours = Knowledge
(is this spell duration? Like, after this duration the altered object goes back to being altered. Because if this spell turns it back to normal, then no need for a spell duration. Or is this extremophile duration?)

I don't remember what I had before, but the idea that I have for it right now is that even though the effect is permanent, the ritual should be long and painstaking, almost like surgery. Knowledge score should decrease the duration of the ritual linearly (i.e. 10h-2(knowledge)h=Duration, minimum 1/2h or something less complicated). Alternatively, we could just set it to six hours and leave it like so. Extremophile has its duration under the forms.

You may receive one extra instance damage from enemies, but not from other sources (i.e. poison, environmental) (you take +1 damage when damaged?).

It means that if you receive two damage from an enemy attack roll and step on a trap, you go down. If you receive three damage from an enemy attack, you will go down if you receive damage from any source.
 
Knowledge 6: Metamorphose
Tier II
Make a Knowledge roll against the DC or spell power of the caster. Any biological matter within the target area that has been permanently altered by an effect, magical or mechromantic, is reverted to its original form.
  • Target: 10cm cube x Knowledge
  • Casting Range: Touch
  • Ritual Duration (is this spell duration? Like, after this duration the altered object goes back to being altered. Because if this spell turns it back to normal, then no need for a spell duration. Or is this extremophile duration?): Knowledge
Alternatively, invert the effect of the spell. Transform into one of five extremophile forms below upon casting. You have a toughness of 17, +2 to your Combat, dark vision, and you can use your minor action to make an extra attack. Your size increases by one classification (if small, become human sized; if human sized, becomes as large as a bear or smaller. You may receive one extra instance damage from enemies, but not from other sources (i.e. poison, environmental) (you take +1 damage when damaged?).

"The desert takes what it pleases, she covets life. So does its scaled king."


While in a desert environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
  • Gain advantage on perception rolls.
Gain the ability Acid Spit:

As a major action, project a thin cone of caustic and poisonous liquid up to 2 small areas away. Make a Combat roll to neutralize a target and one adjacent creature, if successful both take one damage and receive -2 to their toughness and becomes afflicted with Bleed.
Cost: 2 Mp
"-- and all of a sudden, a blue shadow as wide as the ship rose from the depths. I scorned the gods that it weren't a hurricane instead."


While in an oceanic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 5 unless on land.
  • IF on land then Hex speed = 0
  • Triple size increase. From medium to Huge. Or human to orca.
  • Gain advantage on strength rolls.
  • Gain water breathing.
  • Triple your carrying capacity for the purposes of transporting objects or creatures in a water environment.
Gain the ability Overwhelm:

As a major action, make a Charge attack at -2 instead of -3 against a number of foes in your path = Combat. On a successful hit, each foe takes one instance of damage and gains Panicked and Don't Move.
Cost: 2 Mp
"There is a reason every explanation of creation states that the world was once chaos. Its blood melts flesh and turns life into dust. And yet, he is only warmed by its fury."

While in a mountainous or actively volcanic environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3 IF
  • IF in water then Hex speed = 0
  • Gain advantage on Survival rolls against noxious fumes and intense heat produced by volcanic activity.
Gain the ability Bomb:

As a major action, make a Combat roll to neutralize a target and all adjacent creatures within 1 small area non-lethally. On a successful roll, the target takes one instance of damage and Don't Move, the adjacent creatures receive Don't Move.
Cost: 2 Mp
"He is found where your breath freezes solid. That is his kingdom. He is his own fortress and you will not see his white mountain of a body until he greets you."

While in an arctic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
Gain the ability: Shatter

As a major action, make a Combat roll to neutralize a target within melee range lethally. If successful, the target takes one instance of damage, and is Disarmed. The next roll made by the enemy after the mentioned combat roll is reduced by 2.
Cost: 2 Mp
"A dark shadow cast from above darts across the ground. Feathers as long as an arm tumble through the wind."

While in a mountainous environment:

  • Difficult Terrain doesn't slow your Travel.
  • Hex speed = 6
Gain a flying speed equal to your walking speed.

Gain the ability Dervish:

As a major action, make a Combat roll to neutralize a target and each creature within 15 ft. of it within one area non-lethally. If successful, the target takes one instance of damage, and all other creatures within 15 ft. are thrown ten feet in a random direction and fall prone.
Cost: 2 Mp

  • Target: Self
  • Duration: No. of hours = Knowledge


I don't remember what I had before, but the idea that I have for it right now is that even though the effect is permanent, the ritual should be long and painstaking, almost like surgery. Knowledge score should decrease the duration of the ritual linearly (i.e. 10h-2(knowledge)h=Duration, minimum 1/2h or something less complicated). Alternatively, we could just set it to six hours and leave it like so. Extremophile has its duration under the forms.



It means that if you receive two damage from an enemy attack roll and step on a trap, you go down. If you receive three damage from an enemy attack, you will go down if you receive damage from any source.
Ah, so it's casting time. Okay, six hours.

For the damage, I don't get it. So, yeah, three damage you go down. But not from the environmanent and stuff depending on your form?
 
Like, if you're at 1/3 and an enemy attacks you, it's almost as if you go to 0.5/3 in that situation. If you fall off of a cliff and take one point, you go directly to 0.
 
Knowledge 6: Metamorphose
Tier II
Make a Knowledge roll against the DC or spell power of the caster. Any biological matter within the target area that has been permanently altered by an effect, magical or mechromantic, is reverted to its original form.
  • Target: 10cm cube x Knowledge
  • Casting Range: Touch
  • Ritual
Alternatively, invert the effect of the spell. Transform into one of five extremophile forms below upon casting. You have a toughness of 17, +2 to your Combat, dark vision, and you can use your minor action to make an extra attack. Your size increases by one classification (if small, become human sized; if human sized, becomes as large as a bear or smaller.

"The desert takes what it pleases, she covets life. So does its scaled king."


While in a desert environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
  • Gain advantage on perception rolls.
Gain the ability Acid Spit:

As a major action, project a thin cone of caustic and poisonous liquid up to 2 small areas away. Make a Combat roll to neutralize a target and one adjacent creature, if successful both take one damage and receive -2 to their toughness and becomes afflicted with Bleed.
Cost: 2 Mp
"-- and all of a sudden, a blue shadow as wide as the ship rose from the depths. I scorned the gods that it weren't a hurricane instead."


While in an oceanic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 5 unless on land.
  • IF on land then Hex speed = 0
  • Triple size increase. From medium to Huge. Or human to orca.
  • Gain advantage on strength rolls.
  • Gain water breathing.
  • Triple your carrying capacity for the purposes of transporting objects or creatures in a water environment.
Gain the ability Overwhelm:

As a major action, make a Charge attack at -2 instead of -3 against a number of foes in your path = Combat. On a successful hit, each foe takes one instance of damage and gains Panicked and Don't Move.
Cost: 2 Mp
"There is a reason every explanation of creation states that the world was once chaos. Its blood melts flesh and turns life into dust. And yet, he is only warmed by its fury."

While in a mountainous or actively volcanic environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3 IF
  • IF in water then Hex speed = 0
  • Gain advantage on Survival rolls against noxious fumes and intense heat produced by volcanic activity.
Gain the ability Bomb:

As a major action, make a Combat roll to neutralize a target and all adjacent creatures within 1 small area non-lethally. On a successful roll, the target takes one instance of damage and Don't Move, the adjacent creatures receive Don't Move.
Cost: 2 Mp
"He is found where your breath freezes solid. That is his kingdom. He is his own fortress and you will not see his white mountain of a body until he greets you."

While in an arctic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
Gain the ability: Shatter

As a major action, make a Combat roll to neutralize a target within melee range lethally. If successful, the target takes one instance of damage, and is Disarmed. The next roll made by the enemy after the mentioned combat roll is reduced by 2.
Cost: 2 Mp
"A dark shadow cast from above darts across the ground. Feathers as long as an arm tumble through the wind."

While in a mountainous environment:

  • Difficult Terrain doesn't slow your Travel.
  • Hex speed = 6
Gain a flying speed equal to your walking speed.

Gain the ability Dervish:

As a major action, make a Combat roll to neutralize a target and each creature within 15 ft. of it within one area non-lethally. If successful, the target takes one instance of damage, and all other creatures within 15 ft. are thrown ten feet in a random direction and fall prone.
Cost: 2 Mp

  • Target: Self
  • Duration: No. of hours = Knowledge
Just to be clear, that is no for simply increasing the HP to 4 as well?

Would you be willing to scale the ritual duration down based on knowledge? Like six hours minus knowledge, or half knowledge rounded down?
 
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Knowledge 6: Metamorphose
Tier II
Make a Knowledge roll against the DC or spell power of the caster. Any biological matter within the target area that has been permanently altered by an effect, magical or mechromantic, is reverted to its original form.
  • Target: 10cm cube x Knowledge
  • Casting Range: Touch
  • Ritual Duration: 6 hours
Alternatively, invert the effect of the spell. Transform into one of five extremophile forms below upon casting. You have a toughness of 17, +2 to your Combat, dark vision, and you can use your minor action to make an extra attack. Your size increases by one classification (if small, become human sized; if human sized, becomes as large as a bear or smaller.

"The desert takes what it pleases, she covets life. So does its scaled king."


While in a desert environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
  • Gain advantage on perception rolls.
Gain the ability Acid Spit:

As a major action, project a thin cone of caustic and poisonous liquid up to 2 small areas away. Make a Combat roll to neutralize a target and one adjacent creature, if successful both take one damage and receive -2 to their toughness and becomes afflicted with Bleed.
Cost: 2 Mp
"-- and all of a sudden, a blue shadow as wide as the ship rose from the depths. I scorned the gods that it weren't a hurricane instead."


While in an oceanic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 5 unless on land.
  • IF on land then Hex speed = 0
  • Triple size increase. From medium to Huge. Or human to orca.
  • Gain advantage on strength rolls.
  • Gain water breathing.
  • Triple your carrying capacity for the purposes of transporting objects or creatures in a water environment.
Gain the ability Overwhelm:

As a major action, make a Charge attack at -2 instead of -3 against a number of foes in your path = Combat. On a successful hit, each foe takes one instance of damage and gains Panicked and Don't Move.
Cost: 2 Mp
"There is a reason every explanation of creation states that the world was once chaos. Its blood melts flesh and turns life into dust. And yet, he is only warmed by its fury."

While in a mountainous or actively volcanic environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3 IF
  • IF in water then Hex speed = 0
  • Gain advantage on Survival rolls against noxious fumes and intense heat produced by volcanic activity.
Gain the ability Bomb:

As a major action, make a Combat roll to neutralize a target and all adjacent creatures within 1 small area non-lethally. On a successful roll, the target takes one instance of damage and Don't Move, the adjacent creatures receive Don't Move.
Cost: 2 Mp
"He is found where your breath freezes solid. That is his kingdom. He is his own fortress and you will not see his white mountain of a body until he greets you."

While in an arctic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
Gain the ability: Shatter

As a major action, make a Combat roll to neutralize a target within melee range lethally. If successful, the target takes one instance of damage, and is Disarmed. The next roll made by the enemy after the mentioned combat roll is reduced by 2.
Cost: 2 Mp
"A dark shadow cast from above darts across the ground. Feathers as long as an arm tumble through the wind."

While in a mountainous environment:

  • Difficult Terrain doesn't slow your Travel.
  • Hex speed = 6
Gain a flying speed equal to your walking speed.

Gain the ability Dervish:

As a major action, make a Combat roll to neutralize a target and each creature within 15 ft. of it within one area non-lethally. If successful, the target takes one instance of damage, and all other creatures within 15 ft. are thrown ten feet in a random direction and fall prone.
Cost: 2 Mp

  • Target: Self
  • Duration: No. of hours = Knowledge
Just to be clear, that is no for simply increasing the HP to 4 as well?

Would you be willing to scale the ritual duration down based on knowledge? Like six hours minus knowledge, or half knowledge rounded down?
Yup, yup.

I'm down with the ritual just being like the usual 10 minutes actually, or if you wish, 6 hours minus knowledge yes, but no less than 10 minutes. Why do you want it to be six hours?
 
I want it to be kind of complicated to pull off but I'll just set it to the normal ritual time. No need for me to complicate it. I'll just set it to ten.
 
Knowledge 6: Metamorphose
Tier II
Make a Knowledge roll against the DC or spell power of the caster. Any biological matter within the target area that has been permanently altered by an effect, magical or mechromantic, is reverted to its original form.
  • Target: 10cm cube x Knowledge
  • Casting Range: Touch
  • Ritual
Alternatively, invert the effect of the spell. Transform into one of five extremophile forms below upon casting. You have a toughness of 17, +2 to your Combat, dark vision, and you can use your minor action to make an extra attack. Your size increases by one classification (if small, become human sized; if human sized, becomes as large as a bear or smaller.

"The desert takes what it pleases, she covets life. So does its scaled king."


While in a desert environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
  • Gain advantage on perception rolls.
Gain the ability Acid Spit:

As a major action, project a thin cone of caustic and poisonous liquid up to 2 small areas away. Make a Combat roll to neutralize a target and one adjacent creature, if successful both take one damage and receive -2 to their toughness and becomes afflicted with Bleed.
Cost: 2 Mp
"-- and all of a sudden, a blue shadow as wide as the ship rose from the depths. I scorned the gods that it weren't a hurricane instead."


While in an oceanic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 5 unless on land.
  • IF on land then Hex speed = 0
  • Triple size increase. From medium to Huge. Or human to orca.
  • Gain advantage on strength rolls.
  • Gain water breathing.
  • Triple your carrying capacity for the purposes of transporting objects or creatures in a water environment.
Gain the ability Overwhelm:

As a major action, make a Charge attack at -2 instead of -3 against a number of foes in your path = Combat. On a successful hit, each foe takes one instance of damage and gains Panicked and Don't Move.
Cost: 2 Mp
"There is a reason every explanation of creation states that the world was once chaos. Its blood melts flesh and turns life into dust. And yet, he is only warmed by its fury."

While in a mountainous or actively volcanic environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3 IF
  • IF in water then Hex speed = 0
  • Gain advantage on Survival rolls against noxious fumes and intense heat produced by volcanic activity.
Gain the ability Bomb:

As a major action, make a Combat roll to neutralize a target and all adjacent creatures within 1 small area non-lethally. On a successful roll, the target takes one instance of damage and Don't Move, the adjacent creatures receive Don't Move.
Cost: 2 Mp
"He is found where your breath freezes solid. That is his kingdom. He is his own fortress and you will not see his white mountain of a body until he greets you."

While in an arctic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
Gain the ability: Shatter

As a major action, make a Combat roll to neutralize a target within melee range lethally. If successful, the target takes one instance of damage, and is Disarmed. The next roll made by the enemy after the mentioned combat roll is reduced by 2.
Cost: 2 Mp
"A dark shadow cast from above darts across the ground. Feathers as long as an arm tumble through the wind."

While in a mountainous environment:

  • Difficult Terrain doesn't slow your Travel.
  • Hex speed = 6
Gain a flying speed equal to your walking speed.

Gain the ability Dervish:

As a major action, make a Combat roll to neutralize a target and each creature within 15 ft. of it within one area non-lethally. If successful, the target takes one instance of damage, and all other creatures within 15 ft. are thrown ten feet in a random direction and fall prone.
Cost: 2 Mp

  • Target: Self
  • Duration: No. of hours = Knowledge
 
Knowledge 6: Metamorphose
Tier II
Make a Knowledge roll against the DC or spell power of the caster. Any biological matter within the target area that has been permanently altered by an effect, magical or mechromantic, is reverted to its original form.
  • Target: 10cm cube x Knowledge
  • Casting Range: Touch
  • Ritual
Alternatively, invert the effect of the spell. Transform into one of five extremophile forms below upon casting. You have a toughness of 17, +2 to your Combat, dark vision, and you can use your minor action to make an extra attack. Your size increases by one classification (if small, become human sized; if human sized, becomes as large as a bear or smaller.

"The desert takes what it pleases, she covets life. So does its scaled king."


While in a desert environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
  • Gain advantage on perception rolls.
Gain the ability Acid Spit:

As a major action, project a thin cone of caustic and poisonous liquid up to 2 small areas away. Make a Combat roll to neutralize a target and one adjacent creature, if successful both take one damage and receive -2 to their toughness and becomes afflicted with Bleed.
Cost: 2 Mp
"-- and all of a sudden, a blue shadow as wide as the ship rose from the depths. I scorned the gods that it weren't a hurricane instead."


While in an oceanic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 5 unless on land.
  • IF on land then Hex speed = 0
  • Triple size increase. From medium to Huge. Or human to orca.
  • Gain advantage on strength rolls.
  • Gain water breathing.
  • Triple your carrying capacity for the purposes of transporting objects or creatures in a water environment.
Gain the ability Overwhelm:

As a major action, make a Charge attack at -2 instead of -3 against a number of foes in your path = Combat. On a successful hit, each foe takes one instance of damage and gains Panicked and Don't Move.
Cost: 2 Mp
"There is a reason every explanation of creation states that the world was once chaos. Its blood melts flesh and turns life into dust. And yet, he is only warmed by its fury."

While in a mountainous or actively volcanic environment:

  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3 IF
  • IF in water then Hex speed = 0
  • Gain advantage on Survival rolls against noxious fumes and intense heat produced by volcanic activity.
Gain the ability Bomb:

As a major action, make a Combat roll to neutralize a target and all adjacent creatures within 1 small area non-lethally. On a successful roll, the target takes one instance of damage and Don't Move, the adjacent creatures receive Don't Move.
Cost: 2 Mp
"He is found where your breath freezes solid. That is his kingdom. He is his own fortress and you will not see his white mountain of a body until he greets you."

While in an arctic environment:
  • Difficult Terrain doesn't slow your Travel.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • Hex speed = 3
Gain the ability: Shatter

As a major action, make a Combat roll to neutralize a target within melee range lethally. If successful, the target takes one instance of damage, and is Disarmed. The next roll made by the enemy after the mentioned combat roll is reduced by 2.
Cost: 2 Mp
"A dark shadow cast from above darts across the ground. Feathers as long as an arm tumble through the wind."

While in a mountainous environment:

  • Difficult Terrain doesn't slow your Travel.
  • Hex speed = 6
Gain a flying speed equal to your walking speed.

Gain the ability Dervish:

As a major action, make a Combat roll to neutralize a target and each creature within 15 ft. of it within one area non-lethally. If successful, the target takes one instance of damage, and all other creatures within 15 ft. are thrown ten feet in a random direction and fall prone.
Cost: 2 Mp

  • Target: Self
  • Duration: No. of hours = Knowledge
Metamorphose all good.
 
I'll add that to the list of things coming down the pipeline. I have a difficult test tomorrow, a project due on the 14th, and a couple of homework assignments to do on top of those. I can probably start pumping Charon's home and a good basic idea on the perspectives people could have based on their origins during this weekend.

Oh, and a doctor's appointment on Wednesday.
 
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I'll add that to the list of things coming down the pipeline. I have a difficult test tomorrow, a project due on the 14th, and a couple of homework assignments to do on top of those. I can probably start pumping Charon's home and a good basic idea on the perspectives people could have based on their origins during this weekend.

Oh, and a doctor's appointment on Wednesday.
No problem, you just focus on those. Thanks for telling me and I hope all those things will go well for you, Panda.
 
I'll add that to the list of things coming down the pipeline. I have a difficult test tomorrow, a project due on the 14th, and a couple of homework assignments to do on top of those. I can probably start pumping Charon's home and a good basic idea on the perspectives people could have based on their origins during this weekend.

Oh, and a doctor's appointment on Wednesday.
Good luck on your tests and projects!
 

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