Shapes Living Things



Shapes Living Things

Draggable: Yes
Recursions: Ardeyn
Recommended Laws: Magic
Connection: If this is your starting focus, choose one of the following connections.
1: Choose one PC. This character's body is unusually responsive to your magic. All spells cast on them are one level less difficult.
2: (none)
3: (none)
4: (none)
Equipment: Fine clothing in a flowing, loose style, light or medium armor, one weapon of your choice, explorer's pack.
Minor Effect Suggestion: Along with restoring the body, your spell calms the mind. Restore 1 intellect to the target.
Major Effect Suggestion: Duration or effect is doubled.

You are either a Mavin, Mafact, or Madia; similarly to other magic wielders, you have a connection to magic on a cellular level, but the element you manipulate is life. 

Tier 1: Healing Touch (1 intellect point). With a touch, you restore 1d6+1 to either the might or speed pool of any creature. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task difficulty increases by one step. The difficulty returns to 2 after that creature rests for ten hours. Action.

Class Privilege: Any Thunian who knows you wield magic will treat you with a certain minimum of respect. Social consequences that befall you will not be as severe as they could be; praise that comes your way will be amplified. However, in order to benefit from this effect, you must not be seen to be actively undermining the social order. All actions using the Community skill are one difficulty level easier. If you are a Mavin, you receive a further +2 on the roll.

Tier 2: Restore (3 intellect points). With a touch, you can attempt to cure one poison or disease in one creature. The difficulty of the task depends on the lethality of the condition.

Tier 3: Pay the Price. With your approval, a mage who is touching you may transfer the cost of casting to your intellect pool instead of her own. You use your own intellect edge instead of the caster’s for this purpose.

Tier 4: Combat Transformation (4 intellect points). You, or a willing creature you touch, becomes stronger, faster, tougher, and takes on a monstrous, muscular aspect. The target gains +4 might, +1 might edge, +4 speed, +1 speed edge, +1 armor, and loses 2 intellect edge. If used on a creature wearing tight clothing, all physical actions are one level more difficult until they spend an action to rip them off. The effect lasts for ten minutes. After the creature returns to their normal form, they suffer a -1 penalty to all actions for an hour. Action to initiate, target loses an action for the change.

Tier 5: Always Centered. Your fine magical control over your own body grants training in might defense and speed defense. Enabler.

 

Tier 6: Reshape Flesh (6 intellect points). You can reshape any creature no larger than you are. Over an hour-long period, during which time the subject must either be helpless or willing, you can completely reshape their body. The more radical the change, the more difficult the action; simply changing someone’s hair color would be trivially easy (difficulty 1) whereas changing a human into a tree would be monumentally difficult (difficulty 10). Shapes which are either hideous or beautiful are more difficult than ones which are plain. You must either have held the shape yourself in the past, or have an example of it at hand. Since the spell affects creatures all the way down to the cellular level, you can even change a person’s gender, perhaps granting or removing the ability to use magic. The spell is permanent, but can be dispelled.