Kryx RPGThemesMonsters

Fleshwarp

Fleshwarping warps creatures in a bizarre ways. The Fleshwarp theme focuses on buffs, utility, and debuffs.

Power sources

Occult

Table of contents

Fleshwarp feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: You must have a magical or physical means of gaining this vision. Speak to your GM.

You gain darkvision out to a range of 10 meters. If you already have darkvision, its range increases by 10 meters.

Your locomotive limbs grow incredibly long and springy. Your walking speed increases by 2 meters.

Your movement is unaffected by difficult terrain, you have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.

You gain the ability to sprout a pair of leathery wings from your back. While you aren’t encumbered by weight, you gain a flying speed of 10 meters. You can create these wings as an action or as a reaction to falling. They last until you dismiss them on your turn (no action required).

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Fleshwarp concoctions

1 hour/catalyst

As two actions, you can create a vial of cloudy green fluid that smells of the sea and has a jellyfish-like bubble floating in it. Choose fins or gills as the concoctions’s effect. A creature can drink the contents as an action to gain the chosen effect:

Fins. The creature grows fins and webbing between its fingers and toes; it gains a swimming speed of 5 meters for the duration.

Gills. The creature grows gills; it gains the ability to breathe underwater for the duration. It also retains its normal breathing pattern.

Augment

You can expend 1 additional catalyst so the concoction produces both effects.

1 hour/catalyst

As an action, you can create a vial of liquid with hooked claws suspended in it. A creature can drink the contents as an action to grow tiny hooked claws that allow it to climb. The creature gains a climbing speed equal to its walking speed for the duration.

Augment

You can expend 1 additional catalyst so the creature can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

unstable, 1 minute/catalyst

As an action, you can create a vial of red liquid that continuously contracts to a tiny bead and then expands to color the clear liquid around it. A creature can drink the contents as an action to grow larger or smaller for the duration.

Everything the creature is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The creature’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the creature to double its size, the creature attains the maximum possible size in the space available. Until the effect ends, the creature has advantage on Strength checks and any weapon it wields grows to match its new size, dealing 1d6 extra damage.

Reduce. The creature’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the effect ends, the creature has disadvantage on Strength checks and any weapon it wields shrinks to match its new size, dealing 1d6 less damage (this can’t reduce the damage below 1).

Augment

You can expend 1 additional catalyst to enlarge or reduce the creature’s size one additional step.

Enlarge. The creature gains 10 temporary health and its reach increases by 1 meter.

Reduce. The creature had advantage on Stealth checks.

1 hour/catalyst

As an action, you can create a vial of liquid that smells of a certain creature. When you create this concoction choose claws, fangs, spines, horns, or a different natural weapon. Some examples could be that hands turn into claws, two teeth turn into tusks, or a whip-like tail is grown. A creature can drink the contents as an action to grow the chosen natural weapons. Its unarmed strikes that it is proficient with deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.

Its unarmed strikes become magical, if they aren’t already.

1 hour/catalyst

As an action, you can create a vial of liquid with sinew suspended in it. A creature can drink the contents as an action to become more bulky and powerful. The creature counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

unstable, 1 minute/catalyst

As two actions, you can create a vial of liquid with grasshopper legs in it. A creature can drink the contents as an action so its legs grow incredibly long and springy as its speed increases by 2 meters and it has advantage on Athletics checks to jump for the duration.

3 hours/catalyst

As two actions, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to gain the ability to see in the dark. For the duration, the creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.

3 hours/catalyst

As two actions, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to gain the ability to see in bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.

unstable, 5 minutes/catalyst

As two actions, you can create a vial of liquid with leather suspended in it. A creature can drink the contents as an action to alter their physical form so a pair of leathery wings spread out from their back and they gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if the creature is still flying, it floats gently to the ground at 10 meters per round.

Fleshwarp spells

As an action, your free hand transforms into a grotesque weapon. Make a melee spell attack against a creature within 1 meter of you.

On a hit, the target takes 1d8 bludgeoning, piercing, or slashing damage (your choice).

If you miss by 4 or less, the target takes half as much damage.

After you make the attack, your hand returns to normal.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

As an action, your hand turns into a long, fleshy, whip that lashes out at a creature you can touch or see within 5 meters which must make a Reflex saving throw.

On a failed save, it takes 1d8 piercing damage, and if it is Medium or smaller, it is pulled 2 meters closer to you.

At higher levels

This spell’s damage increases by 1d8 and it can affect a creature of a larger size when you reach 9th level (2d8; Large) and 17th level (3d8; Huge).

1 hour

As an action, you mutate yourself to produce one of the following effects:

  • The color of your hair, eyes, or skin becomes blue, red, yellow, or patterned.
  • Your hair grows or contracts.
  • Your eyes push out of your head at the end of stalks.
  • Your limbs grow or contract up to 5 centimeters.
  • Your mouth or lips change shape.
  • Your eyes become beacons, filling a 5-meter cone with dim light when they are open.
  • Your body swells, doubling your weight.
  • Your body becomes thin and skeletal, halving your weight.
  • You grow or shrink up to 5 centimeters.
  • Your head doubles in size.
  • Your eyes, ears, or nose slightly shrink or enlarge.
  • You grow two additional arms, which can carry items normally and allow you to interact with one extra object for free on your turn. If you wield a weapon with two hands or wield two weapons, you cannot benefit from a shield.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect on your turn (no action required).

1 hour/mana or psi

As an action, you make yourself look different until the spell ends or until you dismiss it on your turn (no action required). You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance.

You may alter any skin or facial features to be anything normally possible. Birthmarks, moles, tattoos, piercings, and other distinguishing features are not visible unless you specifically will it.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to disguise yourself as a specific individual, with the results depending on the details you know and have seen of the creature’s physical features as determined by the GM.

  • Fragrant. You can expend 1 additional mana or psi to alter your smell to blend in with creatures using the scent ability or creatures who identify individuals by pheromones or other chemical senses.

1 hour/mana or psi

As an action, you adapt to life underwater. Choose fins or gills as the spell’s effect.

Fins. You grow fins and webbing between your fingers and toes; you gain a swimming speed of 5 meters for the duration.

Gills. You grow gills; you gain the ability to breathe underwater for the duration. You also retain your normal breathing pattern.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi to gain the benefit of both effects.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

1 hour/mana or psi

As an action, you grow tiny hooked claws that allow you to climb. You gain a climbing speed equal to your walking speed for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana or psi

As an action, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight.

Augment

You can expend 1 additional mana or psi to cast the spell as a reaction, which you use when you are hit by an attack. The attacker must make an additional attack roll and use the worst result.

concentration, 1 minute/mana or psi

As an action, you inflict crippling agony upon up to two creatures that you can touch or see within 10 meters and within 5 meters of each other. Each target must succeed on a Fortitude saving throw or be slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana or psi to changes to increase the slowed level by 1.

As a reaction, which you use when you take damage, you can dampen the pain. Roll 3d6 and reduce the damage by the result.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can reduce the damage by an additional 4d6 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 10 meters is damaged.

1 hour/mana or psi

As an action, a countless amount of eyes grow across your body for the duration. The eyes appear in a form of your choosing such as appearing similar to your own, appearing like an animal’s eyes, or appear milky white. You see in all directions, you have advantage on Perception checks that rely on sight, and you have advantage on saving throws against being blinded.

concentration, 1 minute/mana or psi

As an action, you can grow larger or smaller for the duration. Everything you are wearing and carrying changes size with you. Any item dropped by returns to normal size at once.

Enlarge. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn’t enough room for you to double your size, you attain the maximum possible size in the space available. Until the spell ends, you have advantage on Strength checks and any weapon you wield grows to match your new size, dealing 1d6 extra damage.

Reduce. Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category—from Medium to Small, for example. Until the spell ends, you have disadvantage on Strength checks and any weapon you wield shrinks to match your new size, dealing 1d6 less damage (this can’t reduce the damage below 1).

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 1 additional mana or psi so a creature you touch grows larger or smaller instead. You can target one additional creature for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to grow larger or smaller by one additional size.

    Enlarge. You gain 10 temporary health and your reach increases by 1 meter.

    Reduce. You have advantage on Stealth checks.

M (a piece of flesh from another creature, consumed); 1 hour/mana or psi

As an action, you alter the flesh of a creature that you can touch or see within 5 meters. The creature’s flesh resembles the creature that the original flesh was taken from. An unwilling creature can make a Fortitude saving throw, and if it succeeds, it is unaffected by this spell.

The spell changes the physical appearance, but not clothing, armor, weapons, or equipment. You can’t change a creature’s body type, so you the original creature must have had the same basic arrangement of limbs. The spell lasts for the duration, unless you dismiss it on your turn (no action required).

As a reaction, which you use when a creature is reduced to 0 health within 10 meters of you, you can take control of the creature’s body as it falls. That creature immediately makes a single weapon attack against a target of your choice within its reach and the attack deals extra damage equal to your spellcasting ability.

The targeted creature must have flesh or this spell has no effect.

As an action, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, it takes 2d6 piercing and 1d6 slashing damage and its flesh contorts and stretches, growing mouths filled with rows of sharp teeth and hands with vicious claws that shift to tear into its flesh.

On a successful save, it takes half as much damage and doesn’t start hemorrhaging.

At the start of each of its turns while its flesh contorts, the creature must make a Fortitude saving throw.

On a failed save, it takes 1d6 piercing and 1d6 slashing damage.

On a successful save, it takes half as much damage and the effect ends.

Augment

You can increase the initial damage and contorting damage by 2d6 piercing and 1d6 slashing for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As two actions, you throw a severed hand as it transforms into a Large crawling claw, in an unoccupied space that you can see within 5 meters. The claw lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

When you cast the spell—and as an action on each of your turns thereafter—you can move the claw up to 5 meters and then cause one of the following effects with it.

Slashing Claw. The claw slashes a creature or object within 1 meter of it. Make a melee spell attack.

On a hit, it takes 5d8 slashing damage.

If you miss by 4 or less, it takes half as much damage.

Forceful Claw. The claw attempts to push a creature within 1 meter of it in a direction you choose. The creature must make a Reflex saving throw.

On a failed save, it takes 4d8 bludgeoning damage and if it is Medium or smaller it is pushed up to 3 meters away from the claw. The claw moves with the creature to remain within 1 meter of it.

On a successful save, it takes half as much damage and isn’t pushed.

Grasping Claw. The claw attempts to grapple a creature within 1 meter of it. The creature must make a Reflex saving throw.

On a failed save, it takes 5d6 bludgeoning damage and if it is Medium or smaller it is grappled by the claw.

On a successful save, it takes half as much damage and isn’t grappled.

Interposing Claw. The claw interposes itself between you and a creature. The claw moves to stay between you and the creature, providing you with half cover against the creature. The creature can’t move through the claw’s space unless it succeeds on an Acrobatics check to tumble past it or a Brawn check to overrun it.

Augment

You can increase the damage from the slashing claw option by 3d8, the damage from the forceful claw by 3d8, and the damage from the grasping claw by 3d6, and affect a creature of a larger size for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, the arms of a willing creature become tentacles with fingers on the ends, increasing its reach by 1 meter.

1 hour/mana or psi

As an action, you grow claws, fangs, spines, horns, or a different natural weapon of your choice for the duration. Some examples could be that your hands turn into claws, two of your teeth turn into tusks, or you grow a whip-like tail. Your natural weapon, which you can use to make unarmed strikes that you are proficient with, deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.

Your unarmed strikes become magical, if they aren’t already.

Augment

You can expend 1 additional mana or psi so a creature you touch grows natural weapons instead. You can target one additional creature for each additional mana or psi expended.

3 hours/mana or psi

As an action, you touch a willing creature who isn’t wearing armor, and its bones creak and contort to protrude from its skin. Its ribs and shoulders strengthen and protrude to protect it until the spell ends. The target’s Defense becomes 13 + half its proficiency bonus + its Dexterity (max 4), it gains a Soak of 1, and it has disadvantage on Charisma ability checks. The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

1 hour/mana or psi

As an action, your body becomes more bulky and powerful. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Augment

You can expend 1 additional mana or psi to target a willing creature you touch.

As a reaction, which you use when you are hit by an attack that you can see, you can shrink in size to avoid the attack. Roll a d4 and add the result to your Defense until the start of your next turn, including against the triggering attack. You can do so after the creature rolls but before any effects of the roll occur.

You can then move up to 1 meter without provoking opportunity attacks.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

  • You can expend 1 additional mana or psi to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead, but cannot move as part of the reaction.

As an action, you can make a melee weapon attack as you shift to an incredibly small size and then suddenly return to normal.

On a hit, add 2d6 damage to the attack’s damage roll and if the creature is your size or smaller it must succeed on a Reflex saving throw or it is flung up to 4 meters away from you where it falls prone and takes 2d6 bludgeoning damage.

Augment

You can increase the initial damage by 4d6, the secondary damage by 3d6, and affect a creature of a larger size for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, its eyes or ears tear free from its head and scurry away, blinding or deafening it as it takes 3d6 necrotic damage and is either blinded or deafened (your choice) for the duration.

On a successful save, it takes half as much damage and isn’t blinded or deafened.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 6d6 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, you warp the locomotive limbs of creatures which are typically its legs though it may be its wings or other limbs. Choose lengthen or shorten as the spell’s effect.

Lengthen. A creature that you can touch or see within 10 meters has its locomotive limbs grow incredibly long and springy as its speed increases by 2 meters and it has advantage on Athletics checks to jump for the duration.

Shorten. Up to two creatures that you can touch or see within 10 meters and within 5 meters of each other must make a Fortitude saving throw.

On a failed save, one or more of the creature’s limbs grows longer or shrinks shorter than its other limbs as its speed decreases by 2 meters and it has disadvantage on Athletics checks to jump for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can target one additional creature with lengthen or two additional creatures with shorten for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them. You can choose to mix and match the effects by lengthening one creature and shortening two creatures for example.

concentration, 1 hour/mana or psi

As two actions, you, along with everything you’re wearing and carrying, transforms into a partially translucent mass that generally conforms to your normal shape for the duration. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Augment

You can expend 1 additional mana or psi to target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

3 hours/mana or psi

As two actions, you touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 10 meters. If it already has darkvision, its range increases by 10 meters.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

3 hours/mana or psi

As two actions, you touch a willing creature to grant it the ability to see in bright areas and suppress the effects of any Sunlight Sensitivity species trait for the duration.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

Prerequisites:
1 hour/mana or psi

As two actions, you can touch your eidolon and fuse yourself with it. You can divide the fusion earlier by using an action on your turn. You automatically divide if the spell ends, if you fall unconscious, if you drop to 0 health, or if you die. You can expend additional mana or psi to extend the duration of the spell. When the fusion ends, you emerge prone in a space within 1 meter of your eidolon. If your eidolon is reduced to 0 health while you are fused, you are immediately ejected, and stunned for 1 round. Any excess damage carries over to you.

While you are fused, the following rules apply:

  • Your game statistics are replaced by the statistics of your eidolon, but you retain your personality, Intelligence, Wisdom, and Charisma. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of your eidolon. If your eidolon has the same proficiency as you and the bonus in its stat block is higher than yours, use your eidolon’s bonus instead of yours.
  • Your ability to speak or use any action that requires hands is limited to the capabilities of your eidolon.
  • You retain the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
    • You can’t use any of your special senses, such as darkvision, unless your eidolon also has that sense.
    • You retain your mana, mana limit, psi, psi limit, stamina dice, and dice limit, and your eidolon does as well. When you expend any such resource, you choose which pool to draw from.
    • You can use any maneuver you know or a maneuver known by your new form.
  • You can use an action to expend mana or psi so your form gains 3 stamina dice per mana or psi expended, up to your mana limit or psi limit.
  • You choose whether your equipment falls to the ground in your space, fuses into your new form, or is worn by your eidolon. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on your eidolon’s shape. Your equipment doesn’t change shape to match your eidolon, and any equipment that the new form can’t wear must either fall to the ground or fuse with it. Equipment that fuses with the form has no effect until you leave the form.
Augment

If you expend 4 or more mana or psi and the spell lasts for the duration, the transformation lasts until it is dispelled.

concentration, 1 hour/mana or psi

As two actions, you and another willing, living, creature of the same or smaller size fuse into one being. As the caster, you control the actions of the fused being. However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it. The fused being has your health plus the other creature’s health. The fused being knows all the maneuvers and spells you and the other creature know, has prepared any concoctions you or the other creature has prepared, and has the sum of your and the other creature’s catalysts, mana, and stamina dice. Likewise, all feats, abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once).

For each of the six abilities, the fused being’s ability is the higher of yours and the other creature’s. The fused being uses the higher proficiency bonus, saving throw proficiency, and skill proficiency of either member.

You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the spell ends.

When the spell ends, the fused being separates. The other creature appears in an area adjacent to you that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 2 meters of solid material passed through.

Damage taken by the fused being is split evenly between you and the other creature when the spell ends. In a like manner, the fused being’s remaining mana is split between you and the other creature (you cannot leave with more than your maximum allowed).

If a fused being is killed, it separates into its constituent creatures, both of which are also dead. You cannot use fission on a fused being.

concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, the creature’s arms and legs switch places for the duration as it is unable to move unless it crawls and it has disadvantage on any attack made with a weapon. If a creature is lacking arms or legs, then any limbs used in locomotion are swapped or rotated, causing the same effect.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

concentration, 5 minutes/mana or psi

As two actions, another head sprouts from your body for the duration. You have advantage on Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Augment

You can expend 1 additional mana or psi so a creature you touch grows another head instead. You can target one additional creature for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As two actions, the ground in a sphere centered on a point within 20 meters twists and becomes doughlike with hundreds of little teeth. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 1d4 piercing damage for every meter it travels.

As an action, you can cause the maws to move up to 2 meters.

Augment

You can increase the damage by 1d4 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As two actions, you create a wall of flesh, faces, and limbs at a point within 20 meters for the duration. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Reflex saving throw.

On a successful save, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall is an object made of flesh that blocks line of sight. A creature can move through the wall, albeit slowly and painfully. A creature must spend 3 meters of movement for every meter it moves through the wall. The wall can be damaged and thus breached. Each panel has 12 Defense, 1 Soak, and 20 Health per centimeter of thickness. Reducing a panel to 0 health destroys it and might cause connected panels to collapse at the GM’s discretion.

You can choose to cast this spell so the flesh isn’t animated to bridge a chasm or create a ramp. If you create a span greater than 4 meters in length, you must halve the size of each panel to create supports. You can crudely shape the wall with or without animation to create crenellations, battlements, and so on.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.

On a failed save, a creature takes 5d8 slashing damage and is grappled for the spell’s duration.

On a successful save, it takes half as much damage and isn’t grappled.

To break out, the grappled target can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target escapes and is no longer grappled by the flesh.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Augment

You can increase the damage by 2d8 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As two actions, a pair of leathery wings spread out from your back so you gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Augment

You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana or psi

As two actions, a creature that you can touch or see within 10 meters must make a Fortitude saving throw. Creatures not composed of flesh are immune.

On a failed save, its flesh ripples, grows together, and fuss into a nearly seamless whole as it is paralyzed and is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The target retains the ability to breathe, eat, and excrete.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

A shapechanger can revert to its normal form on its turn.

concentration, 1 hour/mana or psi

As you spend 1 minute to cast this spell, you can stitch together body parts within 20 meters to form a flesh golem. The flesh golem has no stamina dice, but you can infuse it with stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the flesh golem gains 3 stamina dice. The flesh golem is friendly to you and your companions and deanimates when it drops to 0 health or when the spell ends.

As an action on each of your turns, you can mentally command the flesh golem you animated with this spell if the creature is within 100 meters of you. You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

M (diamond worth 1,000 sp and at least 15 cubic centimeters of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth 2,000 sp)

As you spend 1 hour to cast this spell, you grow an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel that is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water. The clone grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere.

As two actions, you utter a foul incantation that causes the flesh, muscle, and bones of up to six creatures of your choice that you can touch or see within 20 meters to be ripped asunder. Constructs, incorporeal undead, and creatures that lack flesh and bones are immune to this spell. Each creature must make a Fortitude saving throw.

On a failed save, a creature takes 14d8 necrotic damage and is knocked prone as its body is suddenly and violently twisted and contorted into unnatural shapes.

On a successful save, a creature takes half as much damage and isn’t knocked prone.

If a creature is killed by this damage, its body is twisted into shredded pieces and if the creature is not undead, you regain health equal to half the amount of necrotic damage dealt.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick