The Path of the Wild

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Title: Shape-Shifter, Wild Mage

Origin: Invocation / Petition

Attribute: None

School: Conjuring

Effects: Any


Sometimes called Wild Magic or Shape-Shifting, these individuals learn how to tap into the primal energies of the land, invoking change upon themselves, or they contact totemic spirits which grant them the ability to change their shape. Some sorcerers instead become savage and wild, gaining potent abilities as they lose control of themselves. Such sorcerers are often feared by the outside world, and are considered to be savages and uncivilized.


Most people who take this Form of Sorcery consider those who do not know it to be out of touch with themselves and the world around them, trapped in one form, unable to evolve and adapt to the world around them. Wild Mages are quite skilled at adapting to each challenge before them, and are quite skilled at thinking 'outside the box'.


Contents

Form Benefits

This Form of Sorcery does not use any Schools other than Conjuring. Beyond this School, there is no reason for the character to purchase any other School. The Path of the Wild does not use Spells. For each level of Growth the character has, they gain access to one Spell Effect. This Effect manifests on the character in an obvious fashion, called a Tell. Some Effects manifest as tattoos along the skin in various colours or designs, while other Tells include glowing eyes or hair that looks like it burns. The character can spend one Essence to subdue their Tell for a number of hours equal to the character's Might. If the character uses any Path Benefits however, the Tell will immediately become obvious. A person who studies a character with a subdued Tell may make a Mental + Awareness roll with a Difficulty equal to the character's Growth to discern if the character knows the Path of the Wild. Each Success gives the witness the knowledge of one Effect the character knows. If the character is not subduing their Tell the roll is at Difficulty 0. The character may spend 1 Essence as an Active Defence to add their Subterfuge to the Difficulty of recognizing the character's Tell. When an Effect is used as part of the character's Form Benefit, it has a Damage and Potency equal to the character's Might, as well as the benefit of the Effect itself.


The character may use their Conjuring Pool to summon spirits as normal. However, the most important aspect of the Conjuring Pool is that it gives the character the means to augment themselves. The character may use the Conjuring Pool to perform transformations, taking on aspects of animals, plants, elementals, and eventually monstrous creatures. The character spends points from this Pool to adopt Qualities, described below.


Shape Shifting

When changing forms, the character spends Essence and Conjuring Pool to craft a shape for themselves. If the character wishes to make a new shape or adjust the shape they currently have, they must 'revert', then re-spend the Essence to change.


Wild Form

At Growth 1, the character can spend 1 Essence to activate an Effect, manifesting it as part of their form. The Effect remains for the Scene. The character can only have one Effect active at a time. Anyone who comes into contact with the character is subject to the Effect unless the character spends one Essence to protect the person. This protection remains for as long as the target remains touching the character, and is removed once contact is lost.


As an Action the character may spend 1 Essence to draw on the qualities of the animal world. The character may use their Conjuring Pool as described below. Each Wild Quality costs one point from the Pool. The character may spend multiple points on the same Quality. These Qualities manifest as animal aspects which transform the character in some fashion, making the character seem less natural and more a creature of the wild. The Pool remains committed for the Scene, or until the character ends the transformation and removes all Qualities.


Animal Qualities

  • +1 Die Bonus to a single Attribute for the Scene per Point spent.
  • +1 Additional Success to a single Attribute for a single Roll.
  • Access to one of the following Powers for the Scene: Alacrity, Ambush, Burrowing, Cling, Discharge, Imitation, Leap, Lope, Natural Weapons, Quills, Resilience, Scream, Sense *, Venom, Water Baby, Wings


* The character can only copy or enhance natural senses as per a normal animal.

Plant Form

At Growth 3, the character can spend 2 Essence to activate an Effect, manifesting it as an aura that extends a number of feet from the character equal to the character's Might for the Scene. Alternatively, the character can activate two Effects in the manner listed under Wild Form, using them both simultaneously. If the character spends the Essence to protect someone entering the aura, they remain protected for as long as they remain within the aura.


As an Action, the character may spend 2 Essence to draw on the qualities of the plant world. The character may use their Conjuring Pool as described below, in the manner listed under Wild Form. These Qualities manifest as plant aspects which transform the character in some fashion.


Plant Qualities

  • +1 Soak Bonus for the Scene per Point spent.
  • -2 Damage from a number of attacks equal to the Points spent.
  • Access to one of the following Powers for the Scene: Additional Limbs, Breathless, Cling, Infection, Invulnerability, Natural Weapons, Paralysis, Quills, Regeneration, Resilience, Tendrils, Tireless, Venom, Vitality *


* The character gains their Might in Health immediately upon taking Vitality.


Primal Form

At Growth 5, the character can spend 3 Essence to activate two Effects in the manner listed under Plant Form, or three Effects in the manner listed under Wild Form, using the Effects simultaneously. Alternately, the character can use one Effect as a single projected attack, affecting one person with the Effect within a range equal to the character's Might in yards. The character rolls Mental + Thrown to attack.


As an Action, the character may spend 3 Essence to draw on the qualities of the elemental world. The character may use their Conjuring Pool as described below, in the manner listed under Wild Form. These Qualities manifest as elemental aspects which transform the character in some fashion.


Elemental Qualities

  • +1 Size for the Scene per Point spent. *
  • +1 Damage for the Scene per Point spent.
  • Access to one of the following Powers for the Scene: Anti-Magic, Breathless, Burrowing, Cling, Discharge, Dragon Breath, Flight, Grounding, Harming Aura, Incorporeal, Invulnerable, Natural Weapons, Resilience, Tendrils, Tireless, Vitality *, Water Baby


* The character gains their Might in Health immediately upon taking Vitality, and gain one Health for every point of Size they gain.


Legendary Form

At Growth 7, the character can spend 4 Essence to activate two Effects in the manner listed under Primal Form, three Effects in the manner listed under Plant Form, or four Effects in the manner listed under Wild Form, using the Effects simultaneously. Alternatively, the character can use one Effect as a single area-effect blast, affecting everyone with the Effect who is within a range equal to the character's Might x 5 yards.


As an Action, the character may spend 4 Essence to draw on the qualities of the legendary creatures. The character may use their Conjuring Pool as described below, in the manner listed under Wild Form. These Qualities manifest as monstrous aspects which transform the character in some fashion.


Legendary Qualities

  • +1 Size and +1 Soak for the Scene per Point Spent. *
  • +1 Damage and +1 Initiative for the Scene per Point Spent
  • +1 Additional Success to one Attribute for the Scene per point Spent.
  • Access to one of the following Powers for the Scene: Additional Limbs, Alacrity, Ambush, Aura (Harming), Bleeding, Blending, Breathless, Burrowing, Cling, Discharge, Dragon Breath, Entrancement, Hydra, Imitation, Incorporeal, Infection, Invulnerable, Leap, Lope, Natural Weapons, Paralysis, Pheromone, Quills, Ray (Harming), Regeneration, Resilience, Scream, Sense **, Taur *, Tendrils, Tireless, Venom, Vitality *, Weakness, Wings


* The character gains their Might in Health immediately upon taking Vitality, and gain one Health for every point of Size they gain. They gain 2 Health if taking Taur.


** The character can only copy or enhance natural senses as per a normal animal.

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