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Appendix B: Wild Shape Forms

While transformed by the Wild Shape action the following rules affect you:

Path Customisations

Depending on the path chosen with the Speaker’s Path Feature your Wild Shape Forms gain the following modifications:

Path of the Beastkin

When you use the Wild Shape action to choose an Animal Form, you can treat the Animal Form as being one Size Category larger or smaller than chosen, for determining the size of your Traits and damage dice as well as starting HP.

When in an Animal Form, you can attempt to make an Intuition (Stealth) Test to hide even whilst being in line of sight of other entities, if successful, you act sufficiently like the Animal you adopted the form of to hide from casual inspection. Until you act suspiciously different to the Animal you have taken the Form of, you will blend into the background and be ignored as much as an Animal of your Form would in the current circumstance.



Path of the Channeler

You may choose for any one Spellcasting Foci you have a Soulbond with (up to half your SB), to become magical tattoos instead of fusing with your Form when taking on a Wild Shape Form, allowing you to be treated as being in contact with those Spellcasting Foci and any spells cast in the Form being treated as being cast through one of the chosen Foci.

You can cast the Cantrip and spell chosen with the Path of the Channeler Feature whilst in your Wild Shape Forms. You can ignore the Somatic Components of these spells when casting them in a Wild Shape Form.



Path of the Emissary

You can cast Cantrips with Spell Tags of Elements you have at least a 1st Tier Elemental Bond with whilst in your Wild Shape Forms. You can ignore the Somatic, and Material Component of these Cantrips when casting them in a Wild Shape Form.

You may reroll a damage die roll of a 1 for any Damage Roll of your Form’s Natural Weapons or other actions, that deal the Associated Damage Type of Elements you have at least a 1st Tier Elemental Bond with. You must use the rerolled result.



Path of the Guardian

You may choose for any Armour Pieces and Accessories you are wearing upon using the Wild Shape action, to alter in size and shape to always fit the Forms you Wild Shape into.

When you use the Wild Shape action, you may choose one Magic Weapon you have a Soulbond with that is absorbed into your Form as part of the action. Until the Wild Shape ends, the Natural Weapons of your Form gains the additional effects of the Magic Weapon.



Path of the Sage

Whilst in your Animal Form’s you are able to adapt the Form in order to use Tools you are Trained with, even if the Form normally cannot do so.

When you use the Wild Shape action, you may choose one Skill, you can use Intuition instead of the normal Trait for that Skill for the Duration of the Wild Shape. If you would already use Intuition for that Test, you instead have Advantage on the Test.



Path of the Speaker

Whilst in a Wild Shape Form you have Advantage on Concentration Tests.

Whilst in a Wild Shape Form, the Range of your Channel the World Soul actions increases by a number of metres equal to your Intuition (minimum of 1m). If it has a Range of Touch, it instead gains a Range of a number of metres equal to your Intuition (minimum of 1m).



Animal Forms

When you gain the Wild Shaper Feature you will unlock the Form of the Land, Form of the Sea, and Form of the Sky. Whenever you change into a new Animal Form, you can select a number of Wild Shape Customisations to make the Form appropriate to the animal you are actually taking the Form of. The maximum number of Wild Shape Customisations you can pick at any one time are equal to your Skill Bonus.


Form of the Land
Tiny| Small| Medium| Large Animal (Chosen when adopting the Form)

HT: 12 + Intuition + Size Bonus

HP: 1| 5| 15| 30 + Intuition + (5 x World Speaker Level)

Speed: 8m, Climb 6m

PHY YOUR INTUITION
AGI 5| 3| 2| 1
END 1| 2| 2| 4

Senses Passive Perception (8 + Intuition + SB)

Actions

Multiattack. When you perform the Natural Weapons action, you make a number of separate attacks as part of the action equal to half your SB.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: World Speaker Spell Attack Modifier, Target: 1, Reach: 1m| 1m| 1m| 2m. Hit: 1d4| 1d6| 1d8| 1d10 + SB Bludgeoning/Piercing/Slashing damage (chosen when you make the attack).


Form of the Sea
Tiny| Small| Medium| Large Animal (Chosen when adopting the Form)

HT: 12 + Intuition + Size Bonus

HP: 1| 5| 15| 30 + Intuition + (5 x World Speaker Level)

Speed: 0m, Swim 8m

PHY 1| 2| 2| 4
AGI 5| 3| 2| 1
END YOUR INTUITION

Senses Passive Perception (8 + Intuition + SB)

Passive Traits

Water Breathing. This Form can breathe only underwater.

Actions

Multiattack. When you perform the Natural Weapons action, you make a number of separate attacks as part of the action equal to half your SB.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: World Speaker Spell Attack Modifier, Target: 1, Reach: 1m| 1m| 1m| 2m. Hit: 1d4| 1d6| 1d8| 1d10 + SB Bludgeoning/Piercing/Slashing damage (chosen when you make the attack).


Form of the Sky
Tiny| Small| Medium Animal (Chosen when adopting the Form)

HT: 13 + Intuition + Size Bonus

HP: 2| 5| 10 + Intuition + (5 x World Speaker Level)

Speed: 3m, Fly 8m

PHY 1| 1| 2
AGI YOUR INTUITION
END 2| 2| 3

Senses Passive Perception (8 + Intuition + SB)

Actions

Multiattack. When you perform the Natural Weapons action, you make a number of separate attacks as part of the action equal to half your SB.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: World Speaker Spell Attack Modifier, Target: 1, Reach: 1m. Hit: 1d4| 1d6| 1d6 + SB Bludgeoning/Piercing/Slashing damage (chosen when you make the attack).



Elemental Form

When adopting an Elemental Form, you gain access to the Traits, Damage Types, and Movement speeds from any Element you have an Elemental Bond of Tier 3 or greater. Elements tied to parts of the sheet are denoted by [].

You also may as part of adopting an Elemental Form, choose a number of Wild Shape Customisations to apply equal to half your SB.


Elemental Form
Large Primordial

HT: 12 + Intuition

HP: 10 + Intuition + (5 x World Speaker Level)

Speed: 6m [Fire: 7m], [Earth/ Metal/ Wood: 7m Burrow], [Air/ Thunder/ Cosmic: 7m Fly (Hover)], [Fungi/ Water: 7m Swim]

PHY 4
AGI 2
END YOUR INTUITION

Reductions X = World Speaker Level [Air: Lightning (X)], [Cosmic: Cosmic (X)], [Fire: Fire (X)], [Fungi: Necrotic (X)], [Earth: Force (X)], [Metal: Vorpal (X)], [Thunder: Thunder (X)], [Water: Cold (X)], [Wood: Radiant (X)]

Immunities Poison, Grappled, Unconscious, [Air: Paralysed], [Cosmic: Impaired], [Fire: Burned], [Fungi: Poisoned], [Earth: Petrified], [Metal: Exhaustion], [Thunder: Silenced], [Water: Slowed], [Wood: Restrained]

Senses Nightvision (12m), [Earth/ Metal/ Wood: Tremorsense (12m)], Passive Perception (8 + Intuition + SB)

Passive Traits

Armoured Bark/ Gems/ Plates/ Stone [Earth/ Metal/ Wood]. This Form gains a +1 Elemental Bonus to its HT, deals double damage to objects, structures, & vehicles. You can Burrow through nonmagical material of your appropriate element. While doing so, you do not disturb the material you move through.

Burning Form [Cosmic/ Fire]. An area within 6m (Near) of you is Well-Lit and a further 6m (At Range) is considered Dimly Lit.

Dangerous Form [Cosmic/ Fire/ Fungi/ Metal]. An entity that touches you or hits you with a melee attack while within your AoC takes 1d10 [Cosmic: Cosmic] [Fire: Fire] [Fungi: Necrotic] [Metal: Vorpal] damage. The first time it enters an entity’s space on a Turn, that that entity gains a number of Degrees of the Burned ([Cosmic: Cosmic] [Fire: Fire] [Fungi: Necrotic] [Metal: Vorpal]) condition equal to half your SB.

Fluid/ Gaseous Form [Air/ Cosmic/ Fire/ Fungi/ Thunder/ Water]. This Form can enter a hostile entity’s space and stop there. It can move through a space as narrow as 3cm wide without squeezing.

Actions

Multiattack. When you perform the Natural Weapons action, you make a number of separate attacks, in any combination of melee and ranged attacks, as part of the action equal to half your SB.

Natural Weapons (Melee) (2AP). Melee Natural Weapon Attack Roll: World Speaker Spell Attack Modifier, Target: 1, Reach: 2m. Hit: 2d8 + SB [Air: Lightning]/ [Cosmic: Cosmic]/ [Fire: Fire]/ [Fungi: Necrotic]/ [Earth: Force]/ [Metal: Vorpal]/ [Thunder: Thunder]/ [Water: Cold]/ [Wood: Radiant] damage (chosen when you make the attack). [Fire: If the Target is an entity or a flammable object, it ignites. Until an entity takes an action (2AP) to douse the fire, the Target takes 1d10 Fire damage at the start of each of their Turns.]

Natural Weapons (Ranged) (2AP). Ranged Natural Weapon Attack Roll: World Speaker Spell Attack Modifier, Target: 1, Range: 6m | Near. Hit: 2d6 + SB Air: Lightning]/ [Cosmic: Cosmic]/ [Fire: Fire]/ [Fungi: Necrotic]/ [Earth: Force]/ [Metal: Vorpal]/ [Thunder: Thunder]/ [Water: Cold]/ [Wood: Radiant] damage (chosen when you make the attack).

[Water: Whelm (Recharge 4–6) (2AP)]. Each entity in your space must make a Physique Test against your Spell TG.

Failed: The Target takes 2d8 + SB Cold Bludgeoning damage. If they are Large or smaller, they are also Grappled. Until this Grapple ends, the Target is Restrained and unable to breathe unless they can breathe underwater.

Success: The Target is pushed out of your space.

You can Grapple one Large Sized entity or up to two Medium or smaller Sized entities at one time this way. At the start of each of your Turns, each Grappled Target by you takes 2d8 + SB Cold Bludgeoning damage. An entity within 1m (Melee) of you can pull an entity or object out of you by taking an action (2AP) to make a Physique Test against your Spell TG and succeeding.

[Air/ Thunder: Whirlwind (Recharge 4–6) (2AP)]. Each entity in your space must make a Physique Test against your Spell TG.

Failed: The Target takes 3d8 + SB Lightning Thunder damage and is flung up to [your Intuition (minimum of 1)] metres away from you in a random direction (use 1d8 to determine cardinal direction) and knocked Prone. If a thrown entity strikes another entity/ object/ structure, the Target takes 1d6 Bludgeoning damage for every 2m they were thrown, and if the Target is thrown into an entity, that entity must succeed on an Agility Test against your Spell TG or take the same damage and be knocked Prone.

Success: The Target takes half as much damage.



Titanic Forms

When you gain the Archspeaker Feature, you will unlock the Titan of the Land, Titan of the Sea, and Titan of the Sky Forms. Whenever you change into a new Titanic Form, you can select a number of Wild Shape Customisations to make the Form appropriate to the entity you are actually taking the Form of. The maximum number of Wild Shape Customisations you can pick at any one time are equal to your Skill Bonus; these Forms are considered Animal Forms of the appropriate Type for Prerequisites.

You also can choose two Titanic Customisations, you can choose an additional Titanic Customisation if you have the Path of the Beastkin Feature.


Titan of the Land
Titanic Animal

HT: 12 + (2x Intuition)

HP: 150 + Intuition + (10 x World Speaker Level)

Speed: 12m, Climb 12m

PHY YOUR INTUITION x2
AGI 9
END 9

Senses Passive Perception (8 + Intuition + SB)

Passive Traits

Titanic Transformation. Upon adopting this Form, each entity within your new AoC must make a Endurance Test against your Spell TG.

Failed: They are knocked Prone.

Titanic Form. This Form ignores Difficult Terrain caused by heavy snow, ice, plant growths, and rubble.

Actions

Multiattack. When you perform the Natural Weapons action, you make a number of separate attacks as part of the action equal to half your SB.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: World Speaker Spell Attack Modifier, Target: 1, Reach: 6m. Hit: 4d12 + (2 x SB) Bludgeoning/Piercing/Slashing damage (chosen when you make the attack).








Titan of the Sea
Titanic Animal

HT: 12 + (2x Intuition)

HP: 150 + Intuition + (10 x World Speaker Level)

Speed: 0m, Swim 12m

PHY 9
AGI 9
END YOUR INTUITION x2

Senses Passive Perception (8 + Intuition + SB)

Passive Traits

Titanic Transformation. Upon adopting this Form, each entity within your new AoC must make a Endurance Test against your Spell TG.

Failed: They are knocked Prone.

Titanic Form. This Form ignores Difficult Terrain caused by heavy snow, ice, plant growths, and rubble.

Water Breathing. This Form can breathe only underwater.

Actions

Multiattack. When you perform the Natural Weapons action, you make a number of separate attacks as part of the action equal to half your SB.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: World Speaker Spell Attack Modifier, Target: 1, Reach: 6m. Hit: 4d12 + (2 x (Intuition + SB)) Bludgeoning/Piercing/Slashing damage (chosen when you make the attack).






Titan of the Sky
Titanic Animal

HT: 13 + (2x Intuition)

HP: 75 + Intuition + (10 x World Speaker Level)

Speed: 6m, Fly 12m (Can Hover)

PHY 9
AGI YOUR INTUITION x2
END 9

Senses Passive Perception (8 + Intuition + SB)

Passive Traits

Titanic Transformation. Upon adopting this Form, each entity within your new AoC must make a Endurance Test against your Spell TG.

Failed: They are knocked Prone.

Titanic Form. This Form ignores Difficult Terrain caused by heavy snow, ice, plant growths, and rubble.

Actions

Multiattack. When you perform the Natural Weapons action, you make a number of separate attacks as part of the action equal to half your SB.

Natural Weapons (2AP). Melee Natural Weapon Attack Roll: World Speaker Spell Attack Modifier, Target: 1, Reach: 5m. Hit: 4d10 + (2 x (Intuition + SB)) Bludgeoning/Piercing/Slashing damage (chosen when you make the attack).









Wild Shape Customisations

General Customisations

Adaptive Camouflage

You have Advantage on Stealth Skill Rolls while remaining still.



Arctic Adaptation

You gain Cold Resistance, and ignore Difficult Terrain from ice and slippery surfaces.

You also have Advantage on Stealth Skill Rolls to hide in the snow.



Armoured Form

You gain a +1 Shape Bonus to your HT.



Bioluminescence

Bioluminescence (1AP). You can emit light, creating a Well-Lit area within 3m (Near) of you and a further 3m (Near) Dimly Lit area. This can be turned off for 1AP.



Blood Drinker

Once per Turn, when you deal damage with your Natural Weapon you recover HP equal to half the damage dealt. As part of this effect, you can expend and roll a Hit Die, to increase the HP restored by the result.



Burrower

You gain Tremorsense out to 6m, and gain a Burrowing speed equal to your Walking speed. You leave tunnels behind you when burrowing.

When you Burrow directly under another entity stood on a solid surface within your AoC, whose Size Category is no larger than one size larger than you, they must make a Physique or Agility Test (their choice) against your Spell TG.

Failed: The entity falls Prone.



Desert Adaptation

You gain Fire Resistance, and ignore Difficult Terrain from sand or dirt.

You also have Advantage on Stealth Skill Rolls to hide in the sand.



Echolocation

You gain Blindsight out to 12m, this sense is inactive whilst under the effects of the Impaired (Hearing) condition.



Enduring

When you would be reduced to 0HP, make an Endurance (Stamina) Test, TG equals 5 + the damage received. This effect cannot be used if the damaging effect was a Critical Hit.

Success: You instead are reduced to 1 HP.



Forest Adaptation

You leave no tracks behind when walking.

You may use Agility instead of Physique for calculating your Jumping distance.

You also have Advantage on Stealth Skill Rolls to hide in the underbrush and foliage.



Grappling Adaptations

You can use your Intuition instead of the normal Trait for determining the Escape TG for your Grappled condition.

When you hit a Target with your Natural Weapons you can choose to Grapple the Target. Whilst Grappled this way, the Target is also Restrained.



Keen Senses [Hearing/ Sight/ Smell]

You gain a Skill Focus for the Empathy, Investigation, Perception, and Survival Skills of your chosen Sense.

This customisation may be taken multiple times picking a different sense each time.



Keen Tracker

You can perform the Seek action for 1AP, and have Advantage on Trait Tests made as part of the action to track an entity Marked by you.

You always know which way is North.



Lighting Burst

Lighting Burst (1AP) (Recharge 6). Range/ AoE: 1m Radius Sphere, Centred on You, or if underwater your AoC. Effect: Each entity in the AoE must make an Endurance Test against your Spell TG.

Failed: Target takes SBd8 Lighting damage, and gains one Degree of the Dazed condition.

Fail 5+: They take an additional SBd8 Lightning damage.

Success: They take half as much damage.



Mimicry

You can mimic simple sounds you have heard. An entity that hears the sounds can tell they are imitations with a successful Intuition (Insight) Test against your Spell TG.



Minor Regeneration

Whilst your HP is less than your Hit Point Maximum, but you have 1 or more HP, at the start of each of your Turns, you recover HP equal to your Spellcasting Trait. This does not occur if since the end of your last Turn, you took Acid or Fire damage.



Nightvision

You gain Nightvision out to 12m.



Pack Tactics

You have Advantage on an Attack Rolls against a hostile entity, if it is in the AoC of an allied entity that isn’t Incapacitated.



Petrifying Strike

When you deal damage with your Natural Weapons, the Target must make an Endurance Test against you Spell TG.

Failed: Target takes an additional Xd8 Cold damage, where X equals half your SB, and gains a Degree of the Slowed condition.

If you have the Circle of the Shaper at Tier 4, and the Target failed the Endurance Test by 5 or more, the Target’s gains an additional 2 Degrees of the Slowed condition.



Poison Sense

You can detect the presence of Poisons or Diseases in substances or entities by smell, taste, or touch.



Poisoned Shot

Poisoned Shot (2AP) (Recharge 6). AoE: 3m Cone, Emanating from You. Effect: Each entity within the AoE must make an Agility Test against your Spell TG.

Failed: Target takes SBd8 Poison damage, and gains a Degree of the Poisoned condition.

Success: They take half as much damage.

If you have the Poisoned Strike Wildshape Customisation, you can use this action to make a ranged Spell Attack against an entity you can see within 12m (At Range) of you. On a hit, the Target takes SBd10 Poison damage. Using the Customisation this way does not require the ability to be Recharged nor does it use up its charge.



Poisoned Strike

When you deal damage with your Natural Weapons, the Target must make an Endurance Test against you Spell TG.

Failed: Target takes an additional (half SB)d8 Poison damage, and gains a Degree of the Poisoned condition.

If you have the Circle of the Shaper at Tier 4, and the Target failed the Endurance Test by 5 or more, the Target’s gains an additional 2 Degrees of the Poisoned condition, and whilst it has Degrees bestowed by this effect, the Target’s Walking speed is reduced to 1m.



Poisonous Adaptations

You gain Resistance to Poison damage, and have Advantage on Trait Tests to resist, avoid, and end the Poisoned condition and Diseases.



Pounce

If you move at least 4m straight towards an entity, whose Size Category is no more than one size larger than you, and then hit them with a Natural Weapon on the same Turn, the Target must make a Physique Test against your Spell TG.

Failed: Target is knocked Prone, and you can make an additional Natural Weapon attack against them for 1AP.



Powerful Build

You count as one Size Category larger when determining Carrying Capacity, Grappling & Shove effects, and the weight you can push, pull, drag, or lift.



Quick Reflexes

You can take the Dodge and Disengage actions for 1AP.



Rampage

When you reduce an entity to 0 HP, or bestow the Bloodied or Desperation condition on an entity with a melee attack on your Turn, you can use an action (1AP) to move up to half your Walking speed and make a Natural Weapon attack.



Shadowy Camouflage

Whilst in a Dimly Lit area, you can use the Use Skill (Stealth) action for 1AP.



Sharp Spines

At the start of each of your Turns, you deal 1d8 Piercing damage to any entity Grappling you or Grappled by you.



Slippery

You have Advantage on Trait Tests made to escape the Grappled condition.



Steel Breaker

When a Target receives damage from your Natural Weapons, choose a nonmagical Item granting a Shield Bonus. The Shield Bonus is reduced by 1, should the Shield Bonus be reduced to 0 the Item is Broken.

If there are no applicable Items conferring a Shield Bonus, then instead choose a nonmagical Armour Piece, that Item reduces its HT Bonus by 1, should this be reduced to 0 the Item is Broken.



Thickened Hide

You gain Resistance to nonmagical Bludgeoning, Piercing, and Slashing damage.



Form of the Land Customisations

Amphibious

Prerequisite: Form of Land or Sea

You can breathe in air and water. Your Walking speed and Swimming speed become the value of whichever speed is the highest.



Bloodied Rage

Prerequisite: Form of Land

Whilst under the effects of the Bloodied condition, you have Advantage on your Natural Weapon’s Attack Rolls.



Constricting Body/ Jaws

Prerequisite: Form of Land or Sea

You can Grapple a single entity without requiring one of your limbs.

When you Grapple a Target, you can immediately use your reaction (1RP), to move up to your Walking/Swimming speed without any Degrees of the Slowed condition for moving a Grappled Target.



Death Wail Adaptations

Prerequisite: Animal Form

When this Form ends due to being reduced to 0HP, each entity within the AoC immediately takes 3d12 Entropic damage.



Draining Strike

Prerequisite: Animal Form

When you adopt this Form, choose Physique, Agility, or Endurance. If you dealt damage with your Natural Weapons, the Target must then make an Endurance Test against your Spell TG.

Failed: Target gains the Sap (chosen Trait) 1 condition, and you restore one expended Hit Die if the condition reduces the Target’s Trait.

Fail 5+: This becomes Sap (chosen Trait) 3 condition, and you restore a number of expended Hit Dice equal to the reduction of the Target’s Trait.



Empowered Leap

Prerequisite: Form of Land or Sea

You may use Intuition instead of Physique to determine Jumping distance.

You treat any Jump as if it was a Running Jump.



False Appearance

Prerequisite: Animal Form

Choose something you look like when at rest such as a plant, bones or similar remains, or an object such as a coin, a chest, or rubble.

When you use the Use Skill (Stealth) action to hide in an appropriate location, you become indistinguishable from what it is you chose to look like.



Fleet Build

Prerequisite: Animal Form

Your Agility is increased by 2 (to a max of 5).



Glider

Prerequisite: Form of Land or Sea

If you are not Incapacitated when Falling, you can Glide (see the Falling section of Exploration & Travel Chapter in the Core Rules). When you land, so long as you did not fall to the ground due to the Prone condition, you are not knocked Prone and do not take Falling damage.



Hardy Build

Prerequisite: Animal Form

Your Endurance is increased by 2 (to a max of 5).



Itchy Strikes

Prerequisite: Animal Form

The size of your Natural Weapons decreases by 1 (minimum of 1d4).

When you hit with your Natural Weapons, the Target has Disadvantage on Attack Rolls they make until the start of your next Turn.



Lingering Wounds

Prerequisite: Animal Form

When you deal damage to a Target with your Natural Weapons, you also apply half your SB Degrees of the Burned (Damage Type dealt by your Natural Weapons) condition.



Mountainous Adaptations

Prerequisite: Form of Land

You have Advantage on Physique and Agility Tests to maintain your balance or resist or avoid being knocked Prone or pushed.

You also do not suffer the ill effects for operating at high altitude.



Petrifying Gaze

Prerequisite: Form of Land

Petrifying Gaze (2AP) (Recharge 6). Target: An entity you can see within Range. Range: 12m (At Range). Effect: The Target must make an Endurance Test against your Spell TG.

Failed: Target gains a Degree of the Slowed condition.

Fail 5+: They gain an additional Degree of the Slowed condition.

Success: The effect and condition ends.

Whilst the entity has Degrees of the Slowed condition from this action, they must repeat the Endurance Test at the end of each of their Turns, so long as you can still see them.



Prowler

Prerequisite: Form of Land

When using the Movement action, so long as you move no more than half your Walking or Climbing speed, your Movement does not Trigger Opportunity Attacks.

You can perform the Use Skill (Stealth) action for 1AP.



Putrid Smell

Prerequisite: Form of Land

Whilst you are not Incapacitated, when an entity enters your AoC for the first time on a Turn, or ends their Turn in your AoC, they must make an Endurance (Stamina) Test against your Spell TG.

Failed: The entity gains a Degree of the Poisoned condition until the end of their next Turn.

Success: They are Immune to this effect for 1 Hour.



Relentless (Recharge 6)

Prerequisite: Form of Land

If you take 8 + your SB damage or less, that would reduce you to 0 HP, you are reduced to 1 HP instead.



Rending Weapons

Prerequisite: Animal Form

Your Natural Weapon increases the size of its damage die by 1.



Retract Into Shell

Prerequisite: Animal Form

Retract Into Shell (1AP). You retract into your shell, increasing your HT by your SB, but reducing your AP to 1, RP to 0, and all Movement speeds to 0m. Your senses bar Tremorsense and Blindsight are reduced to your AoC.

You can emerge from your shell for 1AP.



Roar

Prerequisite: Form of Land or Sea

Roar (2AP) (Recharge 6). Each entity within 12m (At Range) of you that can see/hear you must make a Determination Test against your Spell TG.

Failed: Target gains a number of Degrees of the Frightened condition equal to half your SB.

Fail 5+: They gain an additional Degree of the Frightened condition.

Success: They are Immune to this action for 1 Day.



Spider Climb

Prerequisite: Form of Land

You gain a Climbing speed equal to your Walking speed, and can climb difficult surfaces, including upside down on ceilings, without needing to make a Trait Test and leaving your Form's hands, if they have them, free.



Strong Build

Prerequisite: Animal Form

Your Physique is increased by 2 (to a max of 5).



Web Adaptations

Prerequisite: Form of Land

You ignore movement restrictions caused by webbing.

While in contact with a web, you know the exact location of any other entity in contact with the same web.



Form of the Sea Customisations

Amphibious

Prerequisite: Form of Land or Sea

You can breathe in air and water. Your Walking speed and Swimming speed become the value of whichever speed is the highest.



Blood Frenzy

Prerequisite: Form of Sea or Sky

You have Advantage on melee Attack Rolls against any entity that has the Bloodied condition.



Compressed Form

Prerequisite: Form of Sea

You can squeeze through a space as narrow as 3cm wide, and have Advantage on Trait Tests to escape a Grapple.



Constricting Body/ Jaws

Prerequisite: Form of Land or Sea

You can Grapple a single entity without requiring one of your limbs.

When you Grapple a Target, you can immediately use your reaction (1RP), to move up to your Walking/Swimming speed without any Degrees of the Slowed condition for moving a Grappled Target.



Death Wail Adaptations

Prerequisite: Animal Form

When this Form ends due to being reduced to 0HP, each entity within the AoC immediately takes 3d12 Entropic damage.



Deep Sea Adaptations

Prerequisite: Form of Sea

You gain Cold Resistance, Blindsight out to 12m, this sense is inactive whilst under the effects of the Impaired (Hearing) condition.

You also do not suffer the ill effects for operating at low depths.



Draining Strike

Prerequisite: Animal Form

When you adopt this Form, choose Physique, Agility, or Endurance. If you dealt damage with your Natural Weapons, the Target must then make an Endurance Test against your Spell TG.

Failed: Target gains the Sap (chosen Trait) 1 condition, and you restore one expended Hit Die if the condition reduces the Target’s Trait.

Fail 5+: This becomes Sap (chosen Trait) 3 condition, and you restore a number of expended Hit Dice equal to the reduction of the Target’s Trait.



Empowered Leap

Prerequisite: Form of Land or Sea

You may use Intuition instead of Physique to determine Jumping distance.

You treat any Jump as if it was a Running Jump.



False Appearance

Prerequisite: Animal Form

Choose something you look like when at rest such as a plant, bones or similar remains, or an object such as a coin, a chest, or rubble.

When you use the Use Skill (Stealth) action to hide in an appropriate location, you become indistinguishable from what it is you chose to look like.



Fleet Build

Prerequisite: Animal Form

Your Agility is increased by 2 (to a max of 5).



Glider

Prerequisite: Form of Land or Sea

If you are not Incapacitated when Falling, you can Glide (see the Falling section of Exploration & Travel Chapter in the Core Rules). When you land, so long as you did not fall to the ground due to the Prone condition, you are not knocked Prone and do not take Falling damage.



Hardy Build

Prerequisite: Animal Form

Your Endurance is increased by 2 (to a max of 5).



Ink Cloud

Prerequisite: Form of Sea

Ink Cloud (1RP) (Recharge 6). Trigger: Whilst you are underwater, an entity enters your AoC or ends their Turn there. Effect: The AoC becomes Heavily Obscured for 1 Encounter/Scene or until a strong current or similar effect disperses the ink.

You may then move up to your Swim Speed; this movement does not provoke Opportunity Attacks from the Triggering entity.



Itchy Strikes

Prerequisite: Animal Form

The size of your Natural Weapons decreases by 1 (minimum of 1d4).

When you hit with your Natural Weapons, the Target has Disadvantage on Attack Rolls they make until the start of your next Turn.



Lingering Wounds

Prerequisite: Animal Form

When you deal damage to a Target with your Natural Weapons, you also apply half your SB Degrees of the Burned (Damage Type dealt by your Natural Weapons) condition.



Rending Weapons

Prerequisite: Animal Form

Your Natural Weapon increases the size of its damage die by 1.



Retract Into Shell

Prerequisite: Animal Form

Retract Into Shell (1AP). You retract into your shell, increasing your HT by your SB, but reducing your AP to 1, RP to 0, and all Movement speeds to 0m. Your senses bar Tremorsense and Blindsight are reduced to your AoC.

You can emerge from your shell for 1AP.



Roar

Prerequisite: Form of Land or Sea

Roar (2AP) (Recharge 6). Each entity within 12m (At Range) of you that can see/hear you must make a Determination Test against your Spell TG.

Failed: Target gains a number of Degrees of the Frightened condition equal to half your SB.

Fail 5+: They gain an additional Degree of the Frightened condition.

Success: They are Immune to this action for 1 Day.



Strong Build

Prerequisite: Animal Form

Your Physique is increased by 2 (to a max of 5).



Form of the Sky Customisations

Blood Frenzy

Prerequisite: Form of Sea or Sky

You have Advantage on melee Attack Rolls against any entity that has the Bloodied condition.



Bloody Weapons

Prerequisite: Form of Sky

Your Natural Weapon increases the size of its damage die by 2 when dealing damage to an entity with the Bloodied condition.



Buffet

Prerequisite: Form of Sky

Buffet (2AP) (Recharge 6). Requirement: Currently Flying. AoE: SBm Cone, Emanating from You. Effect: Each entity in the AoE must make a Physique Test against your Spell TG.

Failed: Target takes (half SB)d10 Force damage, and if they are your Size Category or smaller, they are knocked Prone.

Fail 5+: Target is pushed back a number of metres equal to your Intuition, before being knocked Prone.

Success: They take half as much damage.



Death Wail Adaptations

Prerequisite: Animal Form

When this Form ends due to being reduced to 0HP, each entity within the AoC immediately takes 3d12 Entropic damage.



Dive Strike

Prerequisite: Form of Sky

If you moved at least 6m in a dive, the next Attack Roll you make this Turn, is made with Advantage.



Draining Strike

Prerequisite: Animal Form

When you adopt this Form, choose Physique, Agility, or Endurance. If you dealt damage with your Natural Weapons, the Target must then make an Endurance Test against your Spell TG.

Failed: Target gains the Sap (chosen Trait) 1 condition, and you restore one expended Hit Die if the condition reduces the Target’s Trait.

Fail 5+: This becomes Sap (chosen Trait) 3 condition, and you restore a number of expended Hit Dice equal to the reduction of the Target’s Trait.



Evasive Flying

Prerequisite: Form of Sky

Whilst you are Flying, your HT equals 10 + Size Bonus + your Intuition + your SB.



False Appearance

Prerequisite: Animal Form

Choose something you look like when at rest such as a plant, bones or similar remains, or an object such as a coin, a chest, or rubble.

When you use the Use Skill (Stealth) action to hide in an appropriate location, you become indistinguishable from what it is you chose to look like.



Fleet Build

Prerequisite: Animal Form

Your Agility is increased by 2 (to a max of 5).



Flyby

Prerequisite: Form of Sky

You do not provoke Opportunity Attacks when moving with a Flying speed.



Hardy Build

Prerequisite: Animal Form

Your Endurance is increased by 2 (to a max of 5).



Itchy Strikes

Prerequisite: Animal Form

The size of your Natural Weapons decreases by 1 (minimum of 1d4).

When you hit with your Natural Weapons, the Target has Disadvantage on Attack Rolls they make until the start of your next Turn.



Lingering Wounds

Prerequisite: Animal Form

When you deal damage to a Target with your Natural Weapons, you also apply half your SB Degrees of the Burned (Damage Type dealt by your Natural Weapons) condition.



Rending Weapons

Prerequisite: Animal Form

Your Natural Weapon increases the size of its damage die by 1.



Retract Into Shell

Prerequisite: Animal Form

Retract Into Shell (1AP). You retract into your shell, increasing your HT by your SB, but reducing your AP to 1, RP to 0, and all Movement speeds to 0m. Your senses bar Tremorsense and Blindsight are reduced to your AoC.

You can emerge from your shell for 1AP.



Strengthened Wings

Prerequisite: Form of Sky

You ignore the Difficult Terrain penalty for increasing your altitude whilst Flying.



Strong Build

Prerequisite: Animal Form

Your Physique is increased by 2 (to a max of 5).



Elemental Bond Customisations

Cosmic Form

Prerequisite: Elemental Bond: Cosmic Tier 3+

You may choose one Wild Shape Customisation you do not meet the Prerequisite of. This Form gains that Wild Shape Customisation as part of this Customisation.



Earthen Armour

Prerequisite: Elemental Bond: Earth Tier 3+

You gain a +2 Earth Bonus to HT.



Echoed Leap

Prerequisite: Elemental Bond: Thunder Tier 3+

Once per Turn, when you would teleport in this Form, you can use an action (1AP) to teleport the same distance again with the same rules as the initial teleportation.



Fiery Strikes

Prerequisite: Elemental Bond: Fire Tier 3+

You gain a +2 Fire Bonus to Attack and Damage Rolls.



Fungal Infection

Prerequisite: Elemental Bond: Fungi Tier 3+

When an entity would gain Degrees of the Poisoned condition from you, if they are within this Form’s AoC, they gain an additional 2 Degrees of the condition.



Metallic Edge

Prerequisite: Elemental Bond: Metal Tier 3+

Your Form increases its Critical Hit Scope by 2.

Your Form’s Natural Weapons score an Overwhelming Blow if the Attack Roll’s TTV is 3 or more higher than their HT, and a Critical Hit if the Attack Roll’s TTV is 8 or more higher than their HT.



Misty Form

Prerequisite: Elemental Bond: Air Tier 3+

You can move through the space of other entity without a penalty, but may not end your Turn in an occupied space.



Solar Recovery

Prerequisite: Elemental Bond: Wood Tier 3+

Any (Recharge 6) actions/reactions of this Form, instead has (Recharge 4-6), otherwise they increase the Scope of their Recharge by 1.



Watery Consistency

Prerequisite: Elemental Bond: Water Tier 3+

You can squeeze through a space as narrow as 1cm wide, and have Advantage on Trait Tests to escape a Grapple.



Circle of the Shaper Customisations

Dire Armour

Prerequisite: Circle of the Shaper: Tier 2+

Your Form gains a Shield Bonus to your HT equal to your Tiers of the Circle of the Shaper.



Dire Strike

Prerequisite: Circle of the Shaper: Tier 2+

Your Form gains a Shaper Bonus to your Form’s Attack Rolls equal to your Tiers of the Circle of the Shaper.

Your Form also gains a Shaper Bonus to the Form’s Damage Rolls equal to double your Tiers of the Circle of the Shaper.



Dire Weapons

Prerequisite: Circle of the Shaper: Tier 2+

Your Form’s Natural Weapons increases their number of damage dice equal to your Tiers of the Circle of the Shaper.



Shaper’s Leap

Prerequisite: Circle of the Shaper: Tier 4+

Your Form may as part of the Movement action instead of normal movement, immediately jump to an unoccupied point you can see horizontally within a number of metres equal to your Walking speed multiplied by your SB, and vertically within a number of metres equal to half your Walking speed multiplied by half your SB.

If the total distance jumped is at least a quarter of your Walking speed, you gain a +3 Jump Bonus to your next Natural Weapon’s Attack and Damage Roll made at the point you jumped to this Turn.



Shaper’s Ward

Prerequisite: Circle of the Shaper: Tier 4+

Your Form has Advantage on Trait Test made to resist, avoid, or end the effects of a spell or rite upon you.

Spell Attack Rolls made against your Form are made with Disadvantage.



Titanic Customisations

General Customisations

Absorbed Customisation

You can choose one Passive Trait or action/reaction you have observed from a Titanic sized entity you have defeated in combat before.



Energy Beam

Energy Beam (2AP+) (Recharge 6). AoE: 30m x 3m Line, Emanating from You. Effect: Each entity, object, vehicle, and structure in the AoE must make an Agility Test against your Spell TG.

Failed: Target takes 8d10 damage + 2d10 for each AP spent above 2AP. The Damage Type is either Acid, Cold, Cosmic, Fire, Force, Lightning, Necrotic, Psychic, Radiant, Thunder, or Vorpal damage (chose when you gain this Customisation).

Fail 5+: They take twice as much damage, and are pulled up to 2m towards the centre of the line.

Success: They take half as much damage.

After the initial damage has resolved, if 3 or more AP were spent, any entity, object, vehicle, or structure within the centre 30m x 1m Line of the AoE take an additional 4d10 damage, whose Damage Type is a combination of Fire damage and the original Damage Type.

Entities and nonmagical objects, vehicles, and structures reduced to 0HP by this action are reduced to ashes.



Energy Shield

Energy Shield (1RP) (Recharge 6). Trigger: You receive damage. Effect: Until the start of your next Turn, you gain Immunity to one of the Triggering Damage Types, including against the Triggering source of damage.



Horrifying Presence

Entities with 5 or less Hit Dice gain the Terror condition for as long as they can sense you, and entities with the Minion Entity Tag automatically fail their Morale Tests if they can sense you, unless they have the Titanic Size Category.



Magic Resistance

If you are Targeted by a Magic Missile spell/power or a spell/power that requires a ranged spell Attack Roll, roll 1d6.

On a 1: You are affected normally.

On a 2-5: You are unaffected by the spell/power.

On a 6: You are unaffected by the spell/power and reflect it, turning the original caster into the Target.

You have Advantage on Trait Tests made to resist, avoid, or end the effects of spells, powers, and rites.

You also gain Resistance to the damage from spells, powers, and rites.



Mesmerising Scales

Mesmerising Scales (2AP) (Recharge 6). AoE: 12m (At Range) Radius Sphere, Centred on You. Effect: Each entity in the AoE must make an Intuition Test against your Spell TG.

Failed: Target becomes Charmed by you. Whilst Charmed this way they are Incapacitated and their Movment speeds are 0m. The condition ends early if the entity takes damage.

Success: They gain two Degrees of the Dazed condition until the start of your next Turn.



Negative Pulse

Negative Pulse (3AP) (Recharge 6). AoE: 12m (At Range) Radius Sphere, Centred on You. Effect: Until the start of your next Turn, the AoE is considered to be under the effects of the Antimagic Field spell and Null Field power.

Spells and powers are not Suppressed instead they immediately end, and entities/objects summoned by them do not reappear.

Magic Items do not immediately regain their Suppressed abilities, instead the Item’s wielder must roll a d6 as if the Item had a Recharge 6 ability, with the recharge value decreasing by 1 one each successive Turn it fails to recharge, ending the Suppression upon a successful roll.



Psionic Manipulation

Psionic Manipulation (2AP) (Recharge 6). You cast the Telekinesis spell without expending a Spell Slot, however it is treated as being Empowered to 3AP and the Target becomes one Titanic sized entity/object, or up to three Gargantuan or smaller sized entity/object.



Regenerative Form

At the start of each of your Turns, you recover 20 HP. This effect does not occur if you have received Acid, Fire, or Entropic damage since the end of your last Turn. This effect allows you to regrow lost limbs of this Form after 1 Encounter/Scene.



Siege Monster (Recharge 6)

Your Natural Weapons deals double damage to Constructs, objects, vehicles, and structures, this always occurs even if this Customisation has yet to Recharge.

When you complete your Movement, if you have moved at least half your Movement speed, each entity within 12m (At Range) of you must make an Endurance Test against your Spell TG, all objects, vehicles, and structures automatically fail this Test.

Failed: Target takes 6d12 Force damage, and gains the Mind Lock and Impaired (Hearing) conditions until the end of your next Turn, and are knocked Prone. Constructs, objects, vehicles, structures, and entities already Prone take twice as much damage.

Fail 5+: They take twice as much damage.

Success: They take half as much damage.

After this the ground and water affected area becomes nonmagical Difficult Terrain for all entities bar you, for the Duration of the Encounter/Scene.



Tentacled Form

Your Reach for your Natural Weapons increases by 3m. You can Grapple up to 5 additional entities simultaneously.

When you hit a Target with your Natural Weapons, you can choose to Grapple the Target automatically and/or pull the Target up to 6m towards you.

At the start of each of your Turns whilst Grappling a Target, you can choose to pull it up to 6m towards you.



Titanic Hide

You gain Damage Reduction 15 against all Damage Types.



Titan of the Land Customisations

Tail Swipe

Prerequisite: Titan of the Land or Sea

Tail Swipe (2AP) (Recharge 6). AoE: 12m Cone, Emanating from You. Effect: Each entity, object, vehicle, and structure in the AoE must make an Agility Test against your Spell TG.

Failed: Target takes 10d12 Force damage, are pushed up to 10m away from you, then knocked Prone.

Fail 5+: They take twice as much damage and pushed twice as far away.

Success: They take half as much damage.



Titan of the Sea Customisations

Poison Cloud

Prerequisite: Titan of the Sea

Poison Clowd (2AP) (Recharge 6). Requirement: Currently Underwater. AoE: 10m Sphere, Centered on You. Effect: Each entity in the AoE must make an Agility Test against your Spell TG.

Failed: Target takes 8d10 damage, and gains five Degrees of the Poisoned condition.

Fail 5+: They take an additional 4d10 Poison damage, and gain an additional Degree of the Poisoned condition.

Success: They take half as much damage.



Tail Swipe

Prerequisite: Titan of the Land or Sea

Tail Swipe (2AP) (Recharge 6). AoE: 12m Cone, Emanating from You. Effect: Each entity, object, vehicle, and structure in the AoE must make an Agility Test against your Spell TG.

Failed: Target takes 10d12 Force damage, are pushed up to 10m away from you, then knocked Prone.

Fail 5+: They take twice as much damage and pushed twice as far away.

Success: They take half as much damage.



Titan of the Sky Customisations

Healing Powder

Prerequisite: Titan of the Sky

Healing Powder (2AP) (Recharge 6). Requirement: Currently Flying. AoE: 6m (Near) Radius Sphere, Centred on You. Effect: Each entity of your choosing in the AoE recovers 12d8 + your World Speaker Level HP.



Poison Powder

Prerequisite: Titan of the Sky

Poison Powder (2AP) (Recharge 6). Requirement: Currently Flying. AoE: 24m Cone, Emanating from You. Effect: Each entity in the AoE must make an Agility Test against your Spell TG.

Failed: Target takes 8d10 damage, and gains five Degrees of the Poisoned condition.

Fail 5+: They take an additional 4d10 Poison damage, and gain an additional Degree of the Poisoned condition.

Success: They take half as much damage.