Shapeshifter (Specialization)

This magic was lost long ago to the Circle of Magi, and those who possess the tradition of shapeshifting are not keen to share it with them. The infamous witches of the Korcari Wilds are said to be shapeshifters, and some even claim infamous Witch of the Wilds called Flemeth can turn into a mighty dragon. The Fog Warriors of Seheron are also known to take the forms of strange and fearsome beasts.

Requirements
Class: Mage

Ability Stats: Constitution 2+, Magic 3+

Base Abilities
You automatically gain the following abilities upon taking a new level in this specialization. You may earn additional spells in this specialization by choosing them in lieu of other spells when you level up normally.

Novice

You transform into the shape of other creatures. You learn the ritual Learn Form as well as the Shapeshifter spell Small Animal Form, which allows you to turn into creatures weighing up to 20 lbs. You must use the Learn Form ritual to memorize the forms of animals before you can transform into them.

Journeyman

You learn the Shapeshifter spell Large Animal Form, and may now transform into creatures weighing between 20-1000 lbs (from a lynx up to a bear). Learn two additional Shapeshifter Spells or Skills now.

Master

You learn the shapeshifter spell Vicious Beast Form, and may now transform into powerful creatures weighing between 1000-2500 lbs. Vicious beasts often have a number of special abilities (for example, giant spiders spit poison and webbing; drakes spit fire and are magic resistant). Learn one additional Spapeshifter Spell or Skill now.

Shapeshifter Spells & Skills
The symbol ✹ indicates that this skill is automatically earned upon taking a level in this specialization. Other abilities and spells must be selected when the option is available.

Learn Form (Ritual) ✹
This ritual requires both Somatic and Material components:


 * Somatic Components: One hand must be free to perform the appropriate gestures, as the other hand keeps contact with the material component
 * Material Components: Body of live animal, or part of a dead animal (tooth, bone, feather, etc.)

Before a shapeshifter to change into a particular form, they must first conduct a ritual to learn that animal's form. To initiate the ritual, the shapeshifter must touch a part of the body of the animal whose form they wish to learn. The animal may be living or dead; a tooth, feather, or bone will suffice, as long as it is in good condition. Physical contact with the ritual subject must be maintained for the duration of the ritual, as the mage concentrates and channels creation magic through their touch. Roll Magic (Creation) TN12. Upon success, the mage will understand the unique features and abilities of the animal and will be able to turn into this animal upon casting Small Animal Form. If you fail, you must wait 24 hours to attempt the ritual again.

You cannot learn a form that is beyond your skill level, i.e. if you are a Novice-Level Shapeshifter, you cannot yet learn the form of a wyvern. Once you learn Large Animal Form this ritual will allow you to learn the forms of large beasts, and once you learn Vicious Beast Form it will allow you to learn their forms as well. Small Animal Forms cost 10 mana and take 10 minutes to learn. Large Animal Forms cost 15 mana and 20 minutes to learn. Vicious Beast forms cost 25 mana and 1 hour to learn.

Small Animal Form (Spell) ✹
Speak the incantation, and transform yourself into a learned small animal form for a number of minutes equal to your Magic ability. You can extend the spell for the cost of 1 MP per additional minute. Before you can turn into an animal, you must learn the animal's form using the Learn Form ritual.

This spell allows you to turn into creatures weighing up to 20 lbs. While in animal form, the following rules apply:


 * 1) You cannot speak or cast spells.
 * 2) Spells you cast before the transformation remain in effect as normal, and you can pay mana when required to keep them going.
 * 3) You retain your Cunning and Magic abilities and your Health, but the rest of your stats are determined by the Shapeshifter spell you use.

You may also choose to end this spell as a Minor Action.

Large Animal Form (Spell) ✹
You transform yourself into a large animal for a number of minutes equal to your Magic ability. You can extend the spell for the cost of 3 MP per additional minute. This spell allows you to take the form of animals weighing over 20 lbs that have Strength/Dexterity ratings going up to a maximum of 7. You retain your own Cunning, Magic, and Willpower but otherwise your stats (Strength, Constitution, Dexterity, and Perception) are those of the animal. Black bears, brontos, Mabari war dogs are examples of large animals. GMs may create similar stats for others.

I ncrease Animal Form Duration (Spell Upgrade)
You have learned how to stay in the form of a creature without wasting any mana. You may now stay in an animal form for twice as long, for the same mana cost.

Morph Others (Spell Upgrade)
You have learned how to transform other people and creatures into the animal forms that you have learned using the Small or Large Animal Form spell. This spell transforms a creature with at least 1 hit point that you can see within 12 yards into a new form. An unwilling creature must make a Willpower (Self-Discipline) or Magic (Creation) saving throw to avoid the Effect. If the form could be fatal to the creature (e.g. a fish out of water), they get +4 on their saving throw. A fellow Shapeshifter automatically succeeds on this saving throw.

The transformation lasts for the base Duration of the spell, or until the target drops to 0 Health Points or dies. An unwilling creature has the opportunity to make a Willpower (Self-Discipline) saving throw at the top of each turn. The target's Strength, Dexterity, Perception, and Constitution, are replaced by the Ability statistics of the chosen beast. It retains its Health points, Stamina, Magic, Willpower, Cunning, and personality. The creature is limited in the Actions it can perform by the nature of its new form, and it can't speak, cast Spells, or take any other action that requires Speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Beastly Aspect  (Spell)
You modify your own bodily form or the form of another willing creature that you touch. The target gains one of the following alterations for a number of minutes equal to your Magic.


 * Dragon eyes. Allow the target to see in very dim conditions up to 20 yards.
 * Cod gills. These allow the target  to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
 * Weasel arms: Your hands and arms are covered in fur, and become extremely dexterous. You get +4 to Climbing ability checks.
 * Chicken Legs: Gain +4 bonus on Acrobatics and Jumping checks.

A creature can only have one altered aspect at a time. You may also give yourself new alterations derived from forms that you have learned, at the GM’s discretion. Once cast, you may spend +1 MP to extend the spell by another full duration (a number of minutes equal to your Magic).

Enlarge Person (Spell)
School: Creation  ||  Type: Utility ||  Mana Cost: 10+ MP  ||  Casting Time: Major Action  ||   Range: 16 yards

Target Number: 13  ||  Test: n/a  ||  V/S/M:  Somatic || Duration: A number of rounds equal to your Magic

This spell causes instant growth of a willing humanoid, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength and Constitution, a -2 size penalty to Dexterity (to a minimum of 1) and Defense due to its increased size. A humanoid creature whose size increases to Large has a space of 4 yards and a natural reach of 4 yards. This spell does not change the target’s speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it–the spell cannot be used to crush a creature by increasing its size.

Reduce Person (Spell)
School: Creation  ||  Type: Utility ||  Mana Cost: 10+ MP  ||  Casting Time: Major Action  ||   Range: 16 yards

Target Number: 13  ||  Test: n/a  ||  V/S/M:  Somatic || Duration: A number of rounds equal to your Magic

This spell causes a willing humanoid creature to shrink, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smallest one. The target gains a +2 bonus to Dexterity and defense, but a -2 size penalty to Strength and Constitution.

A Small humanoid creature (like a dwarf) whose size decreases to Tiny has a natural reach of 0.5 yards (meaning that it must enter an opponent’s hex to attack). A Large humanoid creature (like a human, elf, or Qunari) whose size decreases to Medium has a space of 1 yard and a natural reach of 1 yard. This spell doesn’t change the target’s speed.

Vicious Beast Form (Spell) ✹
School: Creation  ||  Type: Utility ||  Mana Cost: 25+ MP  ||  Casting Time: Major Action  ||   Range: Self

Target Number: 12  ||  Test: n/a  ||  V/S/M:  Somatic || Duration: Instant

You transform yourself into a vicious beast for a number of minutes equal to your Magic ability. You can extend the spell for the cost of 10 MP per additional minute. You retain your own Cunning, Magic, and Willpower but otherwise your stats are those of the beast. Giant spiders and drakes from the are examples of vicious beasts appropriate for this spell. GMs may create similar stats for others. It is beyond the power of this spell to grant the caster the form of creatures like high dragons or varterral.

Increase Form Duration II (Spell Upgrade)
Requires Increase Form Duration. As a master shapeshifter, you have found ways to stay in an animal form for four times as long as the base spell duration, for the same mana cost.

True Shapechange (Ritual)
School: Creation  ||  Type: Utility ||  Mana Cost: 25+ MP  ||  Casting Time: Major Action  ||   Range: Touch

Target Number: 12  ||  Test: n/a  ||  V/S/M:  Verbal, Somatic, Material || Effect Duration: Permanent

Ritual Duration: 1 hour

Components:


 * Verbal: Words of power
 * Somatic: Touch the target object
 * Material: Raw lyrium (5 gp worth), a drop of quicksilver, and the target creature or object

Choose one creature or nonmagical object that you can touch. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). After an hour of concentration, the ritual is completed, and the transformation is permanent (but can still be Dispelled). If the ritual is not fully completed, the transformation will wear off after an hour or if the creature’s health drops to 0. This spell has no effect on a shapeshifter. An unwilling creature can make a Willpower (Self-Discipline) saving throw against your Spellpower, and if it succeeds, it isn’t affected by this spell.


 * Creature into Creature. If you turn a creature into another kind of creature, the new form can be any form that you have learned. he target's Strength, Dexterity, Perception, and Constitution, are replaced by the Ability statistics of the chosen beast. It retains its Health points, Stamina, Magic, Willpower, Cunning, and Personality.  The creature is limited in the Actions it can perform by the Nature of its new form, and it can't speak, cast Spells, or take any other action that requires Speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its Equipment.
 * Object into Creature. You can turn an object into any kind of creature whose form you have learned, as long as the creature’s size is no larger than the object’s size. The creature has the base ability stats of the chosen creature’s natural form. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement. Over time, it may or may not remain friendly to you, depending on how you have treated it.
 * Creature into Object. You may turn a creature into an object that you are familiar with.  If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form if it returns to its normal form.

Animal Forms
While in an animal form, you retain your own Cunning, Magic, and Willpower but otherwise your stats are those of the animal. Each animal has its own Focuses and Special Abilities.