Kryx RPGThemesMonsters

Metabolism

Metabolism is all the chemical reactions involved in maintaining the living state of the cells and the organism. The Metabolism theme focuses on buffs and utility.

Power sources

Psionic

Table of contents

Metabolism 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.

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.

Metabolism concoctions

unstable, 1 minute/catalyst

As an action, you can create a vial of yellow fluid that is streaked with a white cloudy liquid and swirls on its own. A creature can drink the contents as an action to cause adrenaline to rush through its body, causing it to be hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial of rainbow liquid with a geometric shape suspended in it that continuously reforms into a different geometric shape. A creature can drink the contents as an action to look different until the effect ends or until it dismisses it (no action required). You decide what change the potion will illicit, including height, weight, facial features, sound of voice, hair length, coloration, and distinguishing characteristics, if any. You can make the creature appear as a member of another species, though none of its statistics change. The creature also can’t appear as a creature of a different size than it, and its basic shape stays the same; if it’s bipedal, it can’t 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 concoction with the following options, expending catalysts for each option.
  • You can expend 1 additional catalyst to disguise the creature 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 catalyst to alter the creature’s smell to blend in with creatures using the scent ability or creatures who identify individuals by pheromones or other chemical senses.

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.

As an action, you can create a vial of liquid that smells like moldy cheese and has the texture of a troll’s skin. A creature can drink the contents as an action to stimulate its natural healing process. The creature regains 2d8 health immediately and again at the end of its next turn.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the healing by 3d8 for each additional catalyst expended.

  • Major Regeneration. You can expend 2 additional catalyst to increase the healing by 3d8 and stimulate major natural healing. The duration changes to 1 minute/catalyst and for the duration of the effect, the creature regains 1 health at the start of each of its turns (10 health each minute).

    The creature’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If the creature has the severed part and hold it to the stump, the effect instantaneously causes the limb to knit to the stump.

1 hour/catalyst

As an action, you can create a vial of liquid that continuously changes color and smell, rotates through religious and arcane symbols, jumps up and down within its container, and suddenly vanishes. A creature can drink the contents as an action to deepen its understanding of its own talent. It gains proficiency in one skill of its choice until the effect ends.

1 hour/catalyst

As an action, you can create a vial of liquid with a grasshopper’s hind legs suspended in it. A creature can drink the contents as an action to increase its speed by 2 meters and have advantage on Athletics checks to jump until the effect ends.

As an action, you can create a vial of fluid that smells like the smeller’s favorite meal, but tastes like paper. A creature can drink the contents as an action to receive enough sustenance to satisfy its solid and liquid nourishment needs for a day.

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.

3 hours/catalyst

As two actions, you can create a vial of liquid that shifts from orange to blue and from hot to cold. A creature can drink the contents as an action so their body automatically adapts to hostile environments. The creature can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing it to survive as if it were a creature native to that environment. The creature can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and it takes no damage simply from being in that environment. You need not specify what environment the potion is adapting to when you create this concoction; simply activate it, and the creature’s body will instantly adapt to any hostile environment as needed throughout the duration.

The creature can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage each round deals the creature only half the usual amount of damage.

1 hour/catalyst

As two actions, you can create a vial of liquid that smells and tastes like the inside of a cave. A creature can drink the contents as an action so its skin receives sensory inputs, allowing it to feel light and sound. Its face must be uncovered to use this effect, as the skin of its face acts as the sensory receiver. It gains blindsight out to a range of 5 meters. If it already has blindsight, its range increases by 5 meters.

Metabolism spells

concentration, 1 minute/mana or psi

As an action, adrenaline rushes through your body. You are hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional mana or psi expended.

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.

As an action, you endow yourself with energy fueled by magic. You gain 2 stamina dice.

Augment

You can expend 1 additional mana or psi to gain 3 additional stamina dice.

As a reaction, which you use at the start of an initiative round, a creature you can touch or see steps into a space between heartbeats. The creature adds 10 to its initiative, moving up the initiative order.

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.

As an action, you take control of your body’s healing process, you regain 2d8 health immediately and again at the end of your next turn.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the healing by 3d8 for each additional mana or psi expended.

  • Major Regeneration. You can expend 2 additional mana or psi to increase the healing by 3d8 and stimulate major natural healing. The duration changes to 1 minute/mana or psi and for the duration of the spell, you regain 1 health at the start of each of your turns (10 health each minute).

    Your severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

1 hour/mana or psi

As an action, your magic deepens your understanding of your own talent. You gain proficiency in one skill of your choice until the spell ends.

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.

1 hour/mana or psi

As an action, you touch a willing creature. The target’s speed increases by 2 meters and it has advantage on Athletics checks to jump until the spell ends.

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.

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 generate enough sustenance to satisfy your solid and liquid nourishment needs for a day.

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.

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.

1 hour/mana or psi

As two actions, you touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 1 meter of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

3 hours/mana or psi

As two actions, your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you cast this spell; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage each round deals you only half the usual amount of damage.

1 hour/mana or psi

As two actions, your skin receives sensory inputs, allowing you to feel light and sound. Your face must be uncovered to use this spell, as the skin of your face acts as the sensory receiver. You gain blindsight out to a range of 5 meters. If you already have blindsight, its range increases by 5 meters.

concentration, 1 minute/mana or psi

As two actions, you can divide yourself, creating a duplicate that comes into existence 1 meter away. Your duplicate thinks and acts exactly as you do and follows your orders, although it will not do anything you wouldn’t do yourself. Your duplicate has all your abilities but none of your magical equipment (it does possess a duplicate of all your mundane equipment, clothing, armor, and implements, as well as mundane versions of any magical equipment you have). Your duplicate has all other physical traits you had at the time you cast this spell. Spells or other effects affecting you when you cast this spell do not transfer to your duplicate. Your duplicate has the same amount of health you did at the time this spell was cast.

Your duplicate can move and use actions as normal. It can cast spells, using up to 2 mana or psi per spell. The mana or psi is removed from your mana or psi.

As two actions, or when the duration expires, you and your duplicate rejoin, no matter how far from each other you are. At the time of rejoining, your health become the average between the health of you and your duplicate.

If you or your duplicate dies before the duration expires, no rejoining occurs. You take full control of the still living creature and you become exhausted 1 and you have disadvantage on attack rolls and ability checks for 10 minutes.

If you cast this spell again, the effect of another fission spell on you ends. You cannot use fusion with a duplicate, or share any other spell or effect that pools abilities (the sum of you and you is still just you). Similarly, attempting to use spells and effects such as life drain to hurt your duplicate only damages your duplicate; these spells and effects do not heal you.

All beneficial spells affecting a fissioned creature, either the original or the duplicate, end when the fission ends.

Any detrimental spells affecting your duplicate end when the duration ends, unless you die and your duplicate survives, in which case any detrimental effects continue.

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