026 - Perks 4
Summon Eidolon
Cost: [-15]
A set of related perks, these allow you to summon an Eidolon. A specific type of summon that can appear and disappear on command. Once you summon your Eidolon, it can always remain active, but is "toggleable". All Eidolons are capable of at-will invisibility, observable only with true-sight effects or by others who possess an Eidolon.
You may also adopt a fusion form with your Eidolon, merging your general "stats" together but becoming one target, and it can wrestle for control if you are not satisfying its nature.
If an Eidolon is slain, you'll need to summon it again with appropriate mana expense but no initial summoning ritual is necessary.
You can only have one Eidolon at a time, though you may know how to summon more and swap between them.
Violence Devil
Body Eidolon
Requires: Consortation 5
A particular type of feral devil 10ft tall bred in the blood forges for warfare. Its body is stygian iron comparable to adamantium but of a cursed nature. It has countless years of perfected battle reflexes it employs across six main limbs, and a set of "Wings" from its back acting as anchors for further limb. It can freely create weapons out of its same flesh material or out of crystallized blood prone to shattering into wounds into fine needle particulates shredding internals. Any time it moves with a straight motion, the movement is as instant as a lightning strike, easily flashing across a battlefield, with precise puncturing strikes.
Battle Angel
Beast Eidolon
Requires: Ministration 5
A celestial creation designed to function as a lone army. It can indefinitely clone itself within a large area, while each clone is capable of effortless flight, high speed, and shapeshifting across the animal kingdom, and manipulating the scale from fine sand scale to the size of a commercial airliner. Clones can appear in a flicker which it can use as effective teleportation and decoys. After a base limit of 12 clones, further clones will begin to fade into golden dust over up to a minute wherein they can still act as normal, or wink out of existence on demand, or when too far from the general area.
Hecatoncheires
Blood Eidolon
Requires: Necromancy 5
The magnum opus of a great lich, an abomination comparable to the eldritch. An inversion of flesh and bone, it's skin is bone hardened like iron as a smooth exoskeleton while dense corded musculature binds its interior. Its blood is highly pressurized and bound hairlike veins woven through its musculature. A hundred limbs fold together to give it shape, sensing its surroundings through raw awareness. Its regeneration is explosively and can be exploited to emulate rocket boosted flight or projecting fingers or limbs like high caliber rifle shots, or release laser-like blood rays carving through natural matter with ease.
War Golem
Metal Eidolon
Requires: Hexes 5
Golemcraft updated to the modern erra, applied to the form of modern arms and robotics. As a golem its still self-animated, but this animation is amplified by all aspects that would normally power it for a multiplicative effect as well as integrating modern weapons which when bound to the magics allow munitions to be restored through magic. The War Golem once created can cannibalize technologies and vehicles to integrate them into its design, no matter the scale, so long as you lawfully own it or unlawfully got away with seizing it, you can integrate it. Roughly match mana costs to the results.
World Soul
??? Eidolon
Requires: Witchery 5
Creating an Eidolon out of your pocket dimension, embodying the space into an intelligent actor. It has free control over the dimension to warp space and reality within it with instantaneous changes, though only one attribute at a time. Outside of your dimension, (and within) it can match your ranks in Portals, Dominion, Aethernautics, and Divination. While fused, they add together to result in 1 rank greater. If it results in rank 6, you may only result in one additional Rank 6 from this effect. Any time it is slain outside the dimension, it returns to it and can simply return at will.
Spell Studies
Cost: [-8]
A set of related perks, these allow you to discover an extra spell you may use with a specialization if you have it.
The cost weighs having to have a given specialization at rank 5 first as the spells here are just addons, and do not stand on their own. Having a Spell Study for a given specialization further implies additional understanding and mastery with that type of magic and can justify a professional standard with it or stretching the rules a little with techniques that aren't invalid, but are rules as written questionable.
DLC may create additional spell studies for the same or other magic specializations.
Genesis Proxima
Life Spell
Requires Portals 5: Learn to access the GENESIS PROXIMA. An antithesis to the Void Proxima, your portal shines with pure white radiance. It's as blinding as looking at the sun and can illuminate night as though day. This light will result in the equivalent of rank 4 damage to undead, demonic, and eldritch entities. Wherever its light touches has reversed entropy, things like curses are effortless to lift, healing effects work perfectly & without mana. A fine glittering dust slowly snowfalls throughout the area, a kind of "element zero", it will disappear into the eco-system adding mass and nutrients. Elemental magics can manipulate it, a teaspoon of it amplifying into the maximum control capacity of a rank 3 effect. It can be stored indefinitely, worked like flour or clay, and satisfies all nutritional requirements.
Aether Skimming
??? Spell
Requires Aethernautics 5: Learn of a spell technique for AETHER SKIMMING. By creating a bond between your location in space and drawing yourself partway to the aether, you can recreate the function of a "warp bubble" to launch yourself, or a pocket of space you can see, off in a direction at multiples of the speed of light, without (most) relativistic effects. With practice and high mana expenses you could effect pockets of space of proportional rank equivalence to the mana expense up to your max Aether ranks. Rank 5 would max out as the size of a battleship. 6 an aircraft carrier. The pocket can't launch things that are anchored, such as the ground under you, unless sand.
Foredestination
Mind Spell
Requires Divination 5: Learn to cast FOREDESTINATION. With a one hour ritual cast you may continue to live and act normally, then at any future point quickcast a release spell to wake back up from the ritual. This is not time travel, it's advanced predictive divination. Certain actors might not show up in the divination due to protections, though basic wards would not counter this, only beings similar to Hespatian Crowns or high level Alphazon Executives, or general beings above R7 you're not likely to encounter. If they are fatebound to your via Quests, you can still encounter them normally but specific actions or events with them may be hidden from this. The prediction may skew heavily the further into the future you go. At any point you can also quickcast an anchor spell instead of a release, to automate yourself to fast forward to then, autoreleasing if things change.
Deathloop
Soul Spell
Requires Curses 5: Learn a new terrible curse: DEATHLOOP. The next time the subject falls asleep, either their Spirit or their Psyche will experience simulated reincarnation into fictional worlds you choose, where they find themselves in the body of characters with bad fates. The deathloop will act to softlock them to that fate, counteracting their efforts to change it, though imperfectly. You can and must set certain specific conditions for how they can escape their fate and continue living that life without fate. But. Each time they die they wake up in a new loop. If they escaped fate, they wake up in a new world instead. They must escape 3 times to return to their real body. They cannot be awoken until then, not without potent enough cursebreaking, or guided searching for them in the fictional realities. Knowing where they are yourself, you if you have the means you could visit as you wish.
Assimulant
Necro Spell
Requires Familiarity 5: ASSIMIMULANT is a dark-art that abuses the nature of a familiar bond to force a bond on a creature that can be unwilling if subdued. The nature of this corrupted bond will cause them to adopt your appearance, or you theirs. All magic and scientific methods of identification will read them as being you. Should you ever die without other methods of overcoming it, you can "wake up" within an Assimulant. You can force your own personality traits and memories onto the target such that they may believe they are you, holding back what information you will. You may offload up to 15 points worth of drawbacks onto the target, but if they die they return to you.
Metamorphosis
Cost: [-15]
Exclusive to witch types that possess the Beast affinity or witches with Improved Familiar, in which case this form is what the familiar itself can take.
Beast Races will generally all have the same Metamorphosis form associated with their race but it's up to the player to determine what form they take here.
A Hybrid can adopt the form as normal. A Hybrid of 2 Beast types chooses one unless they buy this again, though they can visually adapt its appearance to be a mixed form. If they bought it twice, they can choose how to hybridize the two statistics into one combined creature at their free discretion on how the aspects of either mix into one new form, or they may simply have two forms. Metamorphing is an indefinite toggle.
Leviathan
Metamorphosis
Colossal terrors of the ocean, leviathans are over a mile in length and have the width of 5 blue whales. Their appearances vary a lot outside this generality up to including no more than 2 arm-like limbs or 4 tentacle limbs each no more than 10% of their length. Their maw can stretch far wider than its dimensions suggest. Folklore claims they can swallow islands. Just past the maw is an extradimensional digestive system the size of a great inland sea like Lake Superior, but with digestive acids for water. You can find a few sparse islands within it along with wreckage and indigestible matter. There can be interior tentacles. They are uncomfortable to the point of pain when out of either water or vacuum, not handling atmosphere well.
Behemoth
Metamorphosis
Assume the form of a primal avatar at the apex of an animal species. They look obviously similar to the base animal but with any number of extra mods such as horns, spikes, scales, markings, or abnormal color. They can be normal sized, or grow up to the height of a 12 story building in their natural gait. (Could be taller if they stood on hind legs, if a quadruped). Their hide, scales, or exoskeletons are averaged out whatever the case to be as resistant to harm as steel armor of equivalent mass (to the hide, fur, scales, etc). They have proportional strength. Predators have increased physique 200% extra than you'd expect for their size, herb or omnivores have increased magic effectiveness by 20% per story-size.
Nagalisk
Metamorphosis
Worshipped in some places as serpent gods, nagalisks have the lower body of a lamia, the upper body of a gorgon, and 4 or 6 arms. They're roughly 100m long while the humanoid body portion is like that of a giant. Each of the snakes of its hair has a gorgon's gaze while being the size of a full grown anaconda, meanwhile the nagalisk's own sight causes neurological activity to stop outright causing death in most mortals while beings that don't need organs might simply mindblank as though time were stopped as far as their mind is concerned. Their scales are like steel plating. Each snake head can assume the focus of any ongoing magic effect that would require the witch's concentration allowing them exceptional multitasking.
Dragon
Metamorphosis
Transform into a scaled beast the size of an A380 airliner, or as wide as a nuclear submarine and as long as an aircraft carrier depending on whether or not you want a Classic European or maned Asian Long type dragon, aside from which you customize the appearance to taste. Their scales are equivalent to 4 inch thick mythril plating and they have an elemental breath weapon. If dravir, this is the same breath affinity as they already chose, else the user chooses it now. This breath affects a 300m cone, 1,200m line 5ft wide, or lobbed balls/globs within 1,200m that burst for 60m diameter. The resulting damage is scaled appropriately to your maximum rank as a witch. They fly at 300mph, adding your Witchery broom speed if applicable.
Kraken
Metamorphosis
A creature with a core mass the size of a large ferry ship with up to dozens of tentacles of potentially varying thickness. Tentacles can have different tips ranging from suction manipulators, hard carapaces like weapon heads, or even extra heads or simple sensory and digestive organs. The main body has the rigid durability of 4 inch mythril plating but the tentacles are only equivalent to thick whale hide potentially ridged with rhino-like keratin nubs or ridges. They have a large central beak of mythril quality that can pierce any physical defense. Their skin glistens like an oil slick which can alter its color and texture to the degree that a kraken can look like a coral reef, lying in wait like an ambush predator.