ALTERNATE ART - PRIMAL |
- Bulk Shift Primal allows its wielders to shift their own body mass around, enabling someones to becomes temporarily extremely strong or agile, but at the cost of muscle mass from elsewhere. The cantrip provides a fairly nice amount of versatility for a large number of situations. System: The Realm determines the target of the cantrip. The target must be alive. The number of successes on the roll determines the number of Attribute points that can be shifted around. A point can be taken from Strength, Dexterity, Stamina, or Appearance, and placed into any of the above. The total number of points added MUST equal the total number taken away. No attribute can be raised above five(not including Birthrights). The cantrip lasts one scene. It takes two successes to lower an Attribute from 1 to 0, and after one minute, that Attribute point restores itself (and takes away from wherever it was placed). Type: Wyrd |
![]() |
- Quell Pain It takes a large amount of Primal to heal wounds, but this cantrip is the stepping stone upon which such mastery can be built. With this cantrip, a changeling sooths the pains of their target, greatly reducing wound penalties and easier their suffering. System: The target of the cantrip determines the Realm. The caster must lay their hands upon the target at the conclusion of the bunk, at which point the cantrip takes effect. Successes are divided between soothing and duration. Each success placed into soothing negates 2 points of wound penalties. The duration chart works as follows: 1 success - One minute, 2 successes - Ten Minutes, 3 successes - One hour, 4 successes - One day, 5 successes - One week Type: Wyrd |
![]() |
![]() |
- Animate This effective cantrip allows a changeling to bring objects to life that do not normally move. These objects are controlled however the caster wishes, and will perform the act they are commanded to until she tells them to stop. However, the link is tenuous. Any damage dealt to the objects severs it, and the caster cannot give any more commands. System: The target of the cantrip determines the Realm. If the object is larger than a fistful of matter, an extra success is required to animate it. If the object is larger than a person, two extra successes are required to animate it. Objects larger than a room require three extra successes, and objects larger than a house cannot be animated. Every success above those required for animation provide two turns of motion, after which the objects are no longer animate. Type: Wyrd |
![]() |
![]() |
![]() |
- Gifts of the Gods With simple levels of Primal, a caster can shift around their body mass. With this cantrip, a changeling can increase or decrease any of their physical traits without having to alter another. Using this cantrip can turn even the weakest creature into a rampaging powerhouse, or vice versa. System: The realm for this cantrip is determined by the target of the cantrip. Successes are divided between power and duration. Every success on power increases (or decreases) a Physical Attribute by one point. Increasing an Attribute past five, or decreasing it past one (not counting Birthrights), requires two successes per point. No Attribute can be raised past 8 or lowered past 0. Every success spent on duration grants one turn to the cantrip's duration. Type: Wyrd |
![]() |
![]() |
![]() |
![]() |
- Elemental Form This cantrip is similar to the Pyretics Star Body effect. With it, a changeling transforms their own body into one of the five Prime Elements - Earth, Fire, Air, Water, and Wood. Each element provides different advantages (and disadvantages) to its host. The cantrip is more versatile than Star Body, but tends to last for shorter periods of time. System: The target of the cantrip determines the Realm. The chaster choses an element at the time of the casting. All possesions carried by the target are also transformed. Each element provides benifits and side effects, as follows. Earth transformations gain three soak dice against all damage, but lose one dot of Dexterity due to their stone exteriors. Water transformations halve all damage (rounding up) and can breath underwater. However, they lose a dot of Strength and have trouble holding things. Air beings are ephemerial - they cannot harm or be harmed by physical attacks. Fire beings deal three dice of fire damage to anything they touch, but take damage from water as per acid rules. Finally, wood creatures add two soak dice against all damage, are considered to have eaten if the sun's out, and cannot soak fire in any way. They also tend to burn. The effect lasts for one minute for every success rolled. Type: Wyrd |
![]() |
![]() |
![]() |
![]() |
![]() |