2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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10.1.3<br />
CHANGELING MASTERY<br />
Lvl Name Area of Effect Duration Range Type<br />
❑ 1 Study Original 1 target Varies 10' Fm<br />
❑ 2 Analyze Changeling 1 changeling - 100' P<br />
❑ 3 Change Skin Appearance 1 target Permanent Touch F<br />
❑ 4 Change Skin Density 1 target Permanent Touch F<br />
❑ 5 Change Bone Projection1 target Permanent Touch F<br />
., ., ., ., .,<br />
❑ 6 Change Cartilage 1 target Permanent Touch F<br />
❑ 7 Change Covering 1 target Permanent Touch F<br />
❑ 8 Change Mouth 1 target Permanent Touch F<br />
❑ 9 Change Manipulators 1 target Permanent Touch F<br />
❑ 10 Change Appendage 1 target Permanent Touch F<br />
., ., ., ., .,<br />
❑ 11 Change Sense Organ 1 target Permanent Touch F<br />
❑ 12 Change Limb 1 target Permanent Touch F<br />
❑ 13 Change Size 1 target Permanent Touch F<br />
❑ 14 Change Internal Organ 1 target Permanent Touch F<br />
❑ 15 Inherit Lesser Change 1 spell 1 minute Self U<br />
., ., ., ., .,<br />
❑ 16 Change Resistance 1 target Permanent Touch F<br />
❑ 17 Change Inherent 1 target Permanent Touch F<br />
❑ 18 Lesser Abomination 2 targets 1 hr/lvl Touch F<br />
❑ 19 Change Brain 1 target Permanent Touch F<br />
❑ 20 Change Body 1 target Permanent Touch F<br />
❑<br />
., ., ., ., .,<br />
25 Inherit Greater Change 1 spell 1 minute Self U<br />
❑ 30 Greater Abomination 2 targets 1 hr/lvl Touch F<br />
❑ 50 Abomination True 2 targets 1 day/lvl Touch F<br />
1. Study Original: Caster may magically study and store the form<br />
and nature of the target, if it fails to resist this spell. The caster must<br />
spend one minute in uninterrupted concentration after a successful<br />
casting in order to assimilate the information. Caster may<br />
only have as many targets stored as his temporary Memory stat<br />
(not stat bonus). Stored patterns may be released at any time.<br />
2. Analyze Changeling: This spell analyzes one Changeling, giving<br />
the caster in-depth information on how the changes were made<br />
and the nature of the changes (+25 to any maneuvers related to<br />
this knowledge). Even if the caster does not have the Changeling’s<br />
original form stored, this spell gives the caster sufficient details<br />
to use the appropriate higher-level Change spell(s) to reverse the<br />
effects. Abominations cannot be reversed by this means.<br />
3. Change Skin Appearance: Target’s skin is altered (e.g. one change<br />
in hue, addition/removal of spots or stripes, one change in texture<br />
(oily, dry, scaly, leathery, metallic, etc.)).<br />
4. Change Skin Density: Target’s natural armor type can be<br />
raised or lowered by 1. Armor Type may not be reduced<br />
below 1 or raised above 20.<br />
5. Change Bone Projection: Caster can add, remove or modify<br />
one external bone projection of target (e.g. antlers, barbs,<br />
beaks, horns, talons, thorns, etc.).<br />
6. Change Cartilage: Caster can add, remove, or modify any<br />
one piece of external cartilage of the target (e.g. antenna, ear,<br />
nose, spikes, stalks, etc.).<br />
7. Change Covering: Caster can add, remove, or modify any one<br />
external body part that covers another (e.g. eye lids, gill slots,<br />
neck and stomach pouches, feathers, fur, hair, whiskers, etc.).<br />
8. Change Mouth: Caster can add, remove, or modify parts of<br />
the target’s mouth (e.g. snout, lips, teeth, fangs, suckers,<br />
tusks, tongue).<br />
108 CONSTRUCT COMPANION<br />
9. Change Manipulators: Caster can add, remove, or modify<br />
whatever the target uses for manipulation (e.g. fingers, toes,<br />
claws, nails, webbing between digits, small tentacles).<br />
10. Change Appendage: Caster can add, remove, or modify<br />
miscellaneous external appendages (e.g. sex organs, stingers,<br />
rattles, web spinners, etc., but not hands or feet).<br />
11. Change Sense Organ: Caster can add, remove, or<br />
modify in shape or sensory range one sensory organ<br />
(e.g. eyes, ears, nose, etc.).<br />
12. Change Limb: Caster can add, remove, or modify any<br />
one (pair of) limb(s) (e.g. arm, leg, wing, tentacle, tail)<br />
or limb part (e.g. hand, foot, joint, etc.).<br />
13. Change Size: Caster can alter the overall size of a creature<br />
by one step (e.g. from Tiny to Small, Small to Medium,<br />
Medium to Large, Large to Huge, or vice versa).<br />
14. Change Internal Organ: Caster can add, remove or<br />
modify any one internal organ of the target (e.g. gills,<br />
glands, heart, lungs, poison sac, sex organs, spit, stomach)<br />
or affect the target internally (e.g. balance, blood<br />
type, bone density, fat layer, floatation, metabolism).<br />
15. Inherit Lesser Change: By casting this spell, the caster<br />
may make the next Change spell of 10th level or lower<br />
on this list affect the target and be inherited by all his/<br />
her future progeny.<br />
16. Change Resistance: Caster can alter any one racial<br />
Resistance Roll modifier of the target by +5 or –5.<br />
17. Change Inherent: Caster can alter any one racial stat<br />
modifier of the target by +2 or –2.<br />
18. Lesser Abomination: If cast on two targets of the opposite<br />
sex, who then mate within the duration, the union will<br />
result in a fertile hybrid offspring, known as an Abomination.<br />
The targets may be of different species, but not of<br />
different “orders” (e.g. mammals, reptiles, fish, birds, etc.)<br />
e.g. using this spell, a lion may be mated with a horse, but<br />
a lion may not successfully mate with a crocodile. The result<br />
in form and statistics is at the GM’s discretion.<br />
19. Change Brain: Caster can make any target with<br />
animal instincts or no intelligence sentient (roll d100<br />
for each mental stat). This spell has no effect on targets<br />
who are already sentient.<br />
20. Change Body: Caster can alter the target to any<br />
desired shape or form.<br />
25. Inherit Greater Change: As Inherit Lesser Change,<br />
except any Change spell of 20th level or lower may be<br />
made permanent.<br />
30. Greater Abomination: As Lesser Abomination, but<br />
the targets may be of any species.<br />
50. Abomination True: As Greater Abomination, but the<br />
caster may choose the form and statistics (within<br />
limits) of the resulting hybrid.<br />
Special Notes<br />
1.See Chapter 8 for details on Changelings and Abominations.<br />
2.All Change spells on this list require the caster to<br />
concentrate for a number of rounds equal to the spell’s<br />
level after casting for the spell to take permanent effect.<br />
The caster must continue touching the target during<br />
this period. If either of these conditions is not met, the<br />
spell will fail and the effect will be undone.