NWoD Mage the Awakening Spell Transform Base Life

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Transform Base Life: Life 2 (MtA p.184)

Practice: Ruling

Action: Instant and contested; target reflexively rolls Stamina

Duration: Prolonged (one scene)

Aspect: Vulgar

Cost: None

Rote Pools: Silver Ladder Rote: Intelligence + Animal Ken or Survival + Life vs. Stamina

Adamantine Arrow Rote: Resolve + Animal Ken or Survival + Life vs. Stamina

Description: The mage can transform one base form of life (such as insects, fungi or plants) into another base life form.

Note that sentient beings of whatever kind are not considered base life.) By transmuting the living energy of a plant, such as a growing flower or unripe acorn, a mage can transform such life into another form of life entirely, such as an insect swarm. Alternately, the mage can change one kind of insect (or other simple invertebrate life) into another (such as a cockroach into a wasp or an earthworm into a millipede).

At this level, the mage must touch the target. With Life 3, he can cast this spell at sensory range.

The mage can affect a target of Size 20 or less. If the target is larger, dice penalties are levied on the spellcasting roll (see “Size,” MtA p. 118). He can transform a subject into a creature with a Size typical for that type of creature. A large oak tree (Size 10) can be transformed into a small bonsai tree (Size 1), but not into a Size 10 bonsai tree. Transforming a smaller life form (the bonsai) into a larger life form (the oak) levies dice penalties:

>>Need Table Here<< Increased Size Dice Penalty +3 –1 +6 –2 +9 –3 +12 –4 +15 –5

If the caster wants to change a life form (such as a tree) into an insect swarm, the size of an insect swarm depends on the Size of the life form that was transformed.

>>Need Table Here<< Target Life Insect Swarm Size Form’s Size 1-3 1-yard radius 4-6 2-yard radius 7-10 4-yard radius 11-15 8-yard radius 16-20* 16-yard radius

  • Add x2 radius per five additional points of Size.

To direct the swarm, the mage can cast the “Control Base Life” spell, MtA p. 182.

GMC Rules

Any rulings that are added - such as spells being converted into conditions, or providing conditions - can be detailed here. If there are no such things to be added, this section can be removed.

House Rules

Chronicle 1

House rules for Chronicle 1 go here. If there are none to speak of, delete this section. If there are multiple chronicles with different house rules, simply replicate this section (everything from ===Chronicle 1=== and onward) for each chronicle.


(this is going to eventually be a bunch of links. For now, just hop back to the Spells page. DO NOT EDIT THIS SECTION.)