Level 1 Rectifier Spells | Level 2 Rectifier Spells | Level 3 Rectifier Spells | Level 4 Rectifier Spells | Level 5 Rectifier Spells |
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Rectifier Spell Limits
The flesh-mending and shapeshifting powers of a Rectifier are versatile, but when a PC wants to create new spells for their Magister a few limits should be kept in mind for this tradition.
Spells only change living creatures. Rectifiers can do absolutely nothing with robots, inanimate objects, or the like. They might be able to mold flesh to behave like inanimate substances or tools, but they can’t alter such materials with their spells.
No permanent augmentations without a Change. No spell should give the target some permanent advantage or boost unless it is supported by a Change. Only cosmetic changes should be sustainable without requiring a commitment from the caster’s limited supply of Changes.
New shapes don’t have intrinsic benefits. This limit is a little tricky, since it has to do with the potential advantages of being able to transform into different creatures with different innate powers. One would intuitively assume that if you transform into a horse you’re as strong as a horse, or that if you become an eagle, you can fly like one. This is not the case. Normally, when you transform, all you get is the outward appearance of the creature, possibly with the ability to survive in its native medium, like a fish’s ability to breathe in water. The spell may then grant you additional perks based on the form you adopt, but these should be paid for in Changes and balanced the same as any other buffing spell. The caster doesn’t get free benefits just because they can think of a creature that has the perk they want. The default benefit of shapeshifting is that you no longer look like yourself and can pass for people and things that you are not. Extra perks are just a bonus.
Accelerando
Level 4
A visible willing target is infused with a tremendous burst of physical speed. So long as Deep Focus is maintained, to a maximum number of rounds equal to the caster’s level, the target gets a bonus Main Action each round. This action must be used to take a physical action, and cannot be used for spellcasting or psychic power use. Due to the extreme disorientation of this acceleration, the target of this spell cannot maintain Deep or Light Focus.
Adaptive Modification
Level 1
One visible willing target per character level is biologically altered to withstand a particular set of environmental conditions, the entire group of alterations counting as a single Change. The altered subject can survive any specific chosen natural environment, whether deep space, the surface of a molten planet, or the airless pressures of a sub-sea trench. These alterations do not protect the target from energies intentionally used to harm them; thus, protection from a flaming hell-world won’t protect the user from being hurt by a flamethrower. Adapted subjects do not need to eat, drink, or breathe while so altered. The adaptations last as long as the Change is supported, and then fade in one hour per caster level. Alterations are not usually externally visible, but can be easily detected on closer inspection.
Arcane Cyst
Level 4
You encyst a spell within your tissue as a Change, creating a crude, specialized SANIS node that maintains its own energy potential at the very cusp of release. When you cast this spell, you must follow it immediately with a second spell you know that requires no more than one round to cast. This second spell is suspended at the very moment before its release, and may be discharged as an On Turn action, even on the same round you choose to cast a different spell. Both spell slots remain committed, one to the Arcane Cyst and the other to the suspended spell, and may not be recovered until both are discharged or the Change is no longer supported.
Balance of Power
Level 4
The Rectifier can tune and adjust the physical prowess of a willing target within three meters, shifting attri-bute points around. Each use of this spell counts as a Change, and the shift vanishes as soon as the Change is no longer supported. For each given subject, the target can move as many attribute points between Strength, Dexterity, Constitution, and Charisma as the Rectifier has caster levels. Thus, a 7th level Rectifier would let the target shift up to 7 points between the four attributes in question. A target can be under the influence of only one Balance of Power spell at a time.
Biometric Imposture
Level 1
Whenever a person or device is conducting a biometric or physical diagnostic test within ten meters of the caster, such as testing DNA, comparing retinas, screening for diseases, or checking thumb prints, the person who has mastered this spell becomes intuitively aware of it and may choose to cast Biometric Imposture. If so, the test will produce whatever results the caster wishes for it to produce. If the caster isn’t sure what the test is checking for, the spell will confirm whatever expected or ordinary result the test usually obtains. This spell automatically defeats technological devices, but if the biometric scan involves purely human analysis, such as comparing fingerprints or using a magical ability, the target gets a Mental save to resist. This spell may be cast as an Instant action.
Bodily Panoply
Level 5
The Rectifier has such finely-honed control over their own tissues that they can create temporary organs and extrusions that mimic the effects of standard TL4 technology as a single Change. When this spell is cast, the Rectifier gains the benefit of any TL4 weapon, armor, or piece of portable equipment they so wish, up to four encumbrance points worth of gear. These items count as Readied and do not run out of energy or ammunition so long as the Change is sustained. A Rectifier can be under the effects of only one Bodily Panoply at a time.
Compel Change
Level 5
Cast as an Instant adjunct to another spell of transformation, and counting as a separate Change, Compel Change allows the spell to affect even unwilling or un-cooperative targets. The victim gets a Physical saving throw at a -2 penalty to resist the spell; on a success, it has no effect. On a failure, the spell alters them as the Rectifier so chooses, within the limits of the spell’s original scope. This spell cannot be used on transformation spells that only affect the caster. Even if the transformation spell usually allows the subject to end it at their discretion, spells altered with Compel Change end only when dispelled or the Change is abandoned by the caster.
Disjunctive Shift
Level 2
A fruit of the Rectifier research into shapeshifting and its consequent effect on carried objects, this spell allows the caster the ability to shift carried or worn objects into metadimensional space without actually shape-shifting. Up to the caster’s character level in unliving encumbrance points can be shifted into metadimensional space with this spell, each casting counting as a Change. These objects follow the caster, and one or more may be withdrawn from the void as a Main Action. When all objects are withdrawn or the Change is no longer supported, the spell ends and any unclaimed objects fall at the caster’s feet. Objects continue to decay while in metadimensional space, and living creatures cannot be shifted. The effects of this spell are invisible to normal TL4 sensors, but magical detection spells can discern it.
Eternal Persistence
Level 5
The Rectifier is unshackled from the limits of cellular senescence and physical decay. When this spell is cast upon a touched willing target that has aged beyond the peak of their physical capacity and health, the subject immediately begins regressing back toward that physical optimum at a rate of one year per day. Once they reach their physical peak, they remain there indefinitely so long as the Change the spell induces is maintained. If the Change is no longer supported, the subject begins aging back toward their true chronological age at the same rate of one year per day, dying when they reach the end of their natural lifespan. Note that while this spell can cure all the organic, physical harms of aging, it does nothing to alter strictly psychological forms of degeneration, ennui, or insanity, consequences that can prove eventually self-limiting to most people.
Feral Guise
Level 2
The Rectifier or a touched willing target may be transformed into the shape of a normal non-sapient animal, the alteration counting as a Change and persisting as long as the Change is sustained, or up to one hour per caster level thereafter. The animal must be no smaller than a cat and no larger than a horse, and the precision of the spell isn’t sufficient to grant effective flight without the help of Means of Ascent. The Rectifier must have a fairly precise knowledge of the physiology of the animal in question. Such knowledge can be assumed for common fauna in the sector, but truly alien creatures may require a dissection before the Rectifier understands them well enough to use this spell. This animalistic shape grants no changes to the target’s at-tributes or mind, but only the purely external seeming of the creature.
Flowing Form
Level 2
You briefly disorganize your physical form and carried inanimate equipment, becoming liquid and capable of flowing at your full movement rate through any barrier or obstacle that is not water-tight. This plasmic form lasts for as much as one round per character level.
While so transformed you cannot attack or cast spells, and remain subject to damage as usual, but you can flow up or down any surface, including vertical ones. If reduced to zero hit points while plasmic, you turn back into your original shape.
Font of Persistent Life
Level 1
You discharge a portion of your own vitality to stabilize and revive all mortally-wounded targets within a twenty-meter range. All such victims revive with one hit point five minutes later, and you gain one point of System Strain per target so stabilized. A target can benefit from this spell only once per day.
Manifest Aspect
Level 3
The Rectifier can adopt any organic form no smaller than a cat nor larger than a horse, of whatever appearance or arbitrary shape might be desired. The trans-formation counts as a Change and persists as long as the Change is supported, or one hour per character level thereafter. Unless adapted otherwise, the Rectifier cannot regain System Strain while so transformed. As part of the transformation, the caster can pick one benefit conferred by the form for every three caster levels, rounded up: a natural Armor Class of 16, intrinsic immunity to a particular hostile natural environment, an effective Strength attribute of 18, an effective Dexterity attribute of 18, an effective Charisma attribute of 18, ten bonus maximum hit points, immunity to toxins and diseases, or the ability to recover System Strain while under the spell’s effects.
Mask of Passion
Level 4
The Rectifier must choose a visible sapient target when casting this spell and select a single powerful emotion: fear, lust, awe, compassion, or some other clear passion. Once invoked, the Rectifier’s external appearance shifts and alters as a Change in subtle, superficial ways to perfectly match the deep, physiologically-imprinted responses of the target, forming an appearance, how-ever alien, that cannot help but provoke the chosen passion in the subject, directed toward the Rectifier.
The target will invariably feel the emotion, but may make a Mental saving throw. On a success, they will feel the emotion, but not act unreasonably or in contradiction to their important goals. On a failure, they are utterly swept away by the emotion and will act to
the limits of their natural character, doing anything to express the emotion that is not unthinkable to them. The emotion lasts for the rest of the scene or until the Change is abandoned.
Means of Ascent
Level 2
This spell is unusual in that it is only cast as an Instant adjunct to another physical alteration spell, such as Temporary Limb. The augmented spell can be used to create wings, gas sacs, or other means of aerial maneuvering, including methods that function in a vacuum. The flight movement rate allowed by the organs is 30 meters per Move action, and hovering is possible. This spell’s flight ability counts as a separate Change, along with any required by the original spell.
Mend the Shattered Vessel
Level 5
Even a clinically dead creature may be revived by a Rectifier, provided the brain is intact and un-decomposed. Under battlefield conditions, this usually obtains for up to ten minutes after the target’s death, assuming their head was not explicitly destroyed by the trauma that killed them. Brains specifically harvested for preservation may be kept indefinitely, provided the right TL4 tools are available. The spell rebuilds the body the creature possessed at the time of its death and restores it to life with one hit point and maximized System Strain. Such life is unfortunately provisional; it persists only as long as the Change of the spell is maintained. Once the spell is terminated or the creature dies again, its body disintegrates and it cannot be revived once more.
One In All
Level 5
The Rectifier may cast this spell as an Instant action when they are reduced to zero hit points. They explode in a mass of mobile biological fragments that often appear vaguely insect-like. This swarm scatters into an expanding cloud of scuttling and flying life, fleeing with human forethought and intellect. If an area-effect attack that inflicts at least 10 points of damage is used against the swarm, it will be destroyed, but this usually must be done within two rounds of the spell’s casting or a fragment is likely to escape. If even one mobile fragment escapes destruction and is able to find a human-sized place to hide for 1d6 days, it can regenerate the Rectifier’s entire body and mind. The Rectifier so restored revives with maximized System Strain and cannot use this spell for one month thereafter. The fragments cannot attack or manipulate objects, but they move with an intelligence directed by the Rectifier’s mind, which can choose which fragment to be re-embodied from. Any fragments that don’t result in a reborn Rectifier die and dissolve afterwards.
Perpetual Molding
Level 3
A specialized spell used to grant a subject a form more suitable to their desires, Perpetual Molding must be used on a willing sapient target within three meters. The target may be transformed into any shape that shares the same basic body structure and a mass no more than 50% lesser or greater than the original, such as one bipedal humanoid to another. Unlike most Rectifier transformations, this modification is permanent until the target voluntarily ends it, and it does not count as a Change that must be sustained. While under the influence of a Perpetual Molding spell, the target gains one point of System Strain that cannot be shed. Due to the specialized precision of the spell, a subject does not show as magically transformed to any non-Rectifier investigative spell, and will appear to have been always and naturally their transformed self right down to a DNA-level medical investigation.
Physical Perfection
Level 3
A visible target is imbued with tremendous physical prowess so long as Deep Focus is maintained. The subject gains an effective Strength and Dexterity of 18 and a bonus of three extra hit points per caster level so long as the spell is maintained. When the spell terminates, the extra hit points are lost, and a damaged creature might drop directly into mortal injury if their hit points are thus reduced to zero.
Polymorphous Pervasity
Level 4
The Rectifier becomes a pervasive presence when this spell is employed. Unlike most arcana, this spell may be cast as an Instant action. The Rectifier must target a visible living or recently-dead creature within ten meters no larger than a horse and no smaller than a cat; the subject immediately assumes the Rectifier’s current appearance and clothing while the Rectifier instantly shifts to perfectly mimic the target. If the subject is conscious and resisting, they get a Physical save to resist their own transformation. The paired alterations count as a single Change and persist until the Change is no longer supported or the effect is dispelled. The changes are perfect down to a DNA level. This spell does not alter the minds of the affected creatures.
Proprioceptive Crash
Level 3
A visible living target may be struck with a complete confusion of the proprioceptive brain centers, rendering them incapable of intuitively sensing where their limbs are or the relation of their body parts to each other. The target gets a Physical saving throw to resist the spell at the start of each round; if successful, the spell ends. If unsuccessful, the target is incapable of effectively performing any physical action that round,
though they still retain their AC. Psychic powers can be used, but spellcasting or other activities requiring physical motion are impossible.
Rectify
Level 3
A visible willing target experiences a sudden and total physical reset, restoring them to full normal hit points, perfect health, and minimum possible System Strain.
Lost organs are regrown and any diseases or poisons are eliminated. The Rectifier immediately loses half the hit points that the target just regained, rounded down, and gains half the lost System Strain, rounded down. If this would cause them to exceed their maximum allowed System Strain, they immediately fall unconscious for 24 hours. If the hit point damage would reduce them to zero hit points, they are stable but unconscious.
This spell may be used only once per scene, and never more than once per day on a given target. The Rectifier cannot cast this spell on their own person.
Reinforce Tissue
Level 1
The caster catalyzes the latent organic energy within a visible wounded target to provoke immediate healing of physical injuries. This spell is unusual in that once it is mastered, it can be cast with any level of spell slot. The healing provided is equal to 2d6 per level of the spell. Thus, if cast as a first level spell, it heals 2d6 damage, and if cast as a fifth level spell, it heals 10d6. Each use of this spell on a target causes it to gain one point of System Strain. This spell can only heal physical trauma, and cannot regrow lost limbs, cure diseases, or detoxify poisons.
Resolve Strain
Level 3
The Rectifier may discharge a certain portion of their own System Strain by casting this spell, unraveling it with a burst of metadimensional energy. One System Strain point is lost for every two caster levels, rounded down. This spell can only benefit the caster, and the caster may only be aided by it once per day.
Restore Organ
Level 3
The Rectifier may repair organ damage in a willing or unconscious subject, including limb loss and congenital deformities, but not hit point damage. The process induces two points of System Strain in the target. This spell cannot create organs or physical structures not naturally part of the subject creature’s DNA, though alterations to sex can be made. The spell’s effects are permanent as any other magical healing.
Return to the Root
Level 3
A spell of bodily or cerebral unbinding used to revert unintended changes or hinder hostile Rectifiers, the Return to the Root must be targeted at a visible living subject. Any spell or magical effect that has physically altered their body or influenced their mind is immediately dispelled if the source of the magic comes from a caster of equal or lower level than the Rectifier. If the origin of the magic is from a higher-level caster, both make opposed Int/Cast Magic skill checks, while non-human sources of magic have a set difficulty from 9 to 12. If the caster fails, their Return to the Root spells can never break the enchantment in question. All creatures affected by this spell are forced back into their original, unaltered shape. A creature that genuinely has no natural shape merely shifts and warps wildly for a moment before settling back into its current guise.
Sanctity of Self
Level 2
A defensive measure against unwanted biological alteration, the Rectifier may use this spell as an Instant action when suffering hit point damage from physical trauma. Their tissue hardens to resist the damage or regenerates rapidly around the torn flesh. The spell reduces incoming damage from a single source by three points per character level, but the shock of the sudden response adds one point of System Strain to the Rectifier and costs them their next Main Action. In addition, this spell may be used to automatically counter any magical effect used to transform the mage’s body, whether or not the effect normally allowed a saving throw. This spell may be used only once per scene.
Sensory Leech
Level 3
The Rectifier targets a visible sapient creature, which gets a Mental save to resist the spell. While Light Focus is maintained, the Rectifier can eavesdrop on the tar-get’s senses, hearing what they hear, seeing what they see, and otherwise experiencing the target’s current environment. The caster is oblivious to their own sur-rounds while leeching the target’s senses, though they can swap focus back and forth as an On Turn action.
The spell has an effective range out to orbital distances.
The target is not aware of the effects of this spell, and even a successful Mental save will not necessarily alert them that some attempt was made on their mind, albeit the spellcasting itself may be obvious to them and they will show up to magical detection effects.
Siphon Strain
Level 1
By touching a willing target, the caster is capable of absorbing a portion of their System Strain. Up to one System Strain point per caster level can be absorbed with each casting of this spell, the System Strain accru-ing to the Rectifier.
Sloughing Curse
Level 4
One of the very few direct offensive spells known to the Rectifiers, the Sloughing Curse is directed at a visible living creature. Their body begins to melt away in a terrifying liquefaction of skin, tissue, and bone. At the beginning of every round this spell is in effect, the tar-get takes hit point damage equal to the Rectifier’s level.
Targets can make a Physical saving throw at the end of each round to end the spell, and the caster can end it at any time, including just short of death if so desired.
The damage done by this spell cannot be healed without magical or TL4+ medical assistance. This spell induces Surge in the caster.
Superficial Tissue Sculpture
Level 1
The caster can rework external physical features as if they were clay, either on their own person or on a willing touched subject. Facial features, skin, eye, and hair colors, external scars, and other superficial details can be reworked, but height, build, and limb or organ placement remain immutable. Each subject’s alterations count as a single Change for duration purposes. Alterations unsupported by the caster’s Change capacity revert after one day per caster level, or instantly if the caster so desires. Disguising a target as a specific person may require a Dex/Cast Magic skill check at a difficulty of 9 or more, depending on the original closeness of the subject; failure means the caster cannot replicate the target’s appearance perfectly.
Temporary Excellence
Level 2
A visible target is imbued with a temporary burst of physical vitality as a Change. So long as the Change is maintained, each round for the remainder of the scene, as an On Turn action, they may choose to treat either their Strength or Dexterity score as if it was 18 for the remainder of the round, gaining the corresponding +2 attribute modifier on any applicable rolls or saves. Each round they use this benefit, they gain one point of System Strain. The spell ends at the end of the scene.
Temporary Limb
Level 1
The Rectifier or a visible target sprouts one or more additional limbs as a Change. The descriptions and nature of these limbs may vary, whether as arms, tendrils, wings, or otherwise, but they all have functionality similar to that of an ordinary human hand and arm and a maximum length of two meters. The limbs can be used to grip or manipulate things, but they do not grant extra actions or allow additional weapons or items to be effectively wielded, and they do not allow additional movement types such as flight. The limbs persist as long as the Change is supported. Lacking that, they vanish in ten minutes per character level.
Ten Thousand Senses
Level 2
Alternate sensory apparati are developed in a willing touched target, the senses counting as a single Change and persisting as long as the Change is supported. One new sense or augmentation may be added for every two full levels of the caster. Augmented human senses are undetectable short of a medical examination, but entirely alien senses always leave some obvious physiological mark while they persist. Common possibilities for improved senses include perfect vision in complete darkness, the visual acuity of a raptor or other bird of prey, scent abilities akin to those of a bloodhound, or hearing acute enough to pick out single conversations in a noisy club. More exotic senses include the ability to sense magnetic north, see electrical charges, echolocate within enclosed spaces, utilize sonar while underwater, or other mimicry of senses found in natural animals. A subject can be affected by only one casting of this spell at a time. When these new senses are applicable to a Notice check or similar skill test, they count as a +2 bonus to the skill roll.
Toxin Purge
Level 2
A visible subject may be purged of a single toxin or disease at a cost of one point of System Strain. Natural toxins and diseases are automatically removed. Afflictions that have been designed as bioweapons or are of exceptional virulence force the target to make a Physical saving throw. On a failure, Toxin Purge cannot cure the affliction in this particular target. Toxin Purge cannot cure congenital diseases, and it does not repair any damage done by the disease or poison.
Truth of Flesh and Bone
Level 1
You target a visible subject for a deep analysis of their physical structure and health. You immediately identify any injuries, diseases, toxins, or implants they may possess, and can grant a +2 bonus to any Heal checks related to treating their health problems, either to yourself or to a cooperating physician. If they have been enchanted by a spell or have received mundane or magical physical alteration, you perceive it and the target’s original form unless it is somehow concealed by some special effect, in which case an opposed Wis/Know Magic skill check is usually required against some appropriate opposing skill.