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*'''Behaviors:''' | *'''Behaviors:''' ''Imirt'' causes nearby Fauna to be indifferent to the [[Definitions: Entity|Entity]], sapping their aggression towards its wielder within a certain radius around [[Definitions: Objects|Objects]] enchanted by it. Trimi instead invites aggression, luring out pests and beasts of the realm to swarm or destroy in great numbers. | ||
:*Imirt temporarily overrides Animal Familiar bonds or Saolsong by an [[Animism|Animist]] of an inferior skill tier, refusing demands to cause harm as described. Trimi does the same, instead causing aggression. | :*Imirt temporarily overrides Animal Familiar bonds or Saolsong by an [[Animism|Animist]] of an inferior skill tier, refusing demands to cause harm as described. Trimi does the same, instead causing aggression. | ||
:*Entities or Objects must incorporate the materials belonging to the Entity they imitate or the Ridhinne will not function. | :*Entities or Objects must incorporate the materials belonging to the Entity they imitate or the Ridhinne will not function. |
Revision as of 08:28, 18 February 2025
Wielded by Changelings, Imirt / Trimi is a Cantrip used to make peace or war with Fauna, imitating them or individuals.
Cantrip: Imirt / Trimi | |
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Boon of Imirt | |
Tier | Description |
Ridhinne | Imirt allows an Entity to speak regardless of their physiology while influencing their mannerisms, speech, and accent to resemble another specified Entity- one would still have to spend time learning the language and background of a person they are attempting to portray convincingly. This is only as effective as one is able to write it; how convincing it may be is directly tied to the Acting or Psychology skill of the character wielding it. Imirt enables Objects to better resemble a specific Entity, feeling like them and carrying their scent, even the texture and warmth of their skin; a hood made from a wolf pelt could cause unintelligent animals to mistake the wearer as that wolf. |
Novice | CR1 or less Fauna such as small Insects and tiny pests like mice will not harm an Entity with Imirt unless acting in a hostile manner towards these creatures or their master. Objects will ward off these creatures from nesting or acting aggressive in a 5ft vicinity unless frightened. |
Apprentice | CR2 or less Fauna such as eagles, rabbits, cats, foxes, deer, boars, or rams will not harm an Entity with Imirt unless acting in a hostile manner towards these creatures or their master. They will even tolerate the Imirt within their territory or or around their young. Objects will ward off these creatures from nesting or acting aggressive in a 20ft vicinity unless frightened. |
Journeyman | CR3 or less Fauna such as moose, wolves, alligators, cows, and horses will not harm an Entity with Imirt unless acting in a hostile manner towards these creatures or their master. They will even tolerate the Imirt within their territory or or around their young. Objects will ward off these creatures from nesting or acting aggressive in a 50ft vicinity unless frightened. |
Expert | CR4 or less Fauna such as tigers, lions, and elephants will not harm an Entity with Imirt unless acting in a hostile manner towards these creatures or their master. They will even tolerate the Imirt within their territory or or around their young. Objects will ward off these creatures from nesting or acting aggressive in a 100ft vicinity unless frightened. |
Master | CR5 or less Fauna such as whales, mammoths, and most other enormous mythical creatures will not harm an Entity with Imirt unless acting in a hostile manner towards these creatures or their master. They will even tolerate the Imirt within their territory or or around their young. Objects will ward off these creatures from nesting or acting aggressive in a 250ft vicinity unless frightened. |
Ascended | CR6 or less Fauna such as legendary beasts will not harm an Entity with Imirt unless acting in a hostile manner towards them or their master. They will even tolerate the Imirt within their territory or or around their young. Objects will ward off these creatures from nesting or acting aggressive in a 500ft vicinity unless frightened. |
Hex of Trimi | |
Tier | Description |
Ridhinne | Trimi lulls the mind of the Hexed towards the mental state of an Entity it specifies, making it easier to get lost in the flow of acting out how the Hexed believes that creature should act; by default this Conditionally ceases to function when the Hexed is no longer fighting it, allowing the Transfigured to retain some part of themselves. In Objects, Trimi would convey to the senses a cold and lifeless, reeking version of the Entity it specifies. |
Novice | CR1 or less Fauna such as small Insects and tiny pests like mice within 5ft will swarm upon an Entity with Trimi or else an Entity holding an Object with it, biting aggressively. |
Apprentice | CR2 or less Fauna such as eagles, rabbits, cats, foxes, deer, boars, or rams within 20ft will swarm upon an Entity with Trimi or else an Entity holding an Object with it, attacking aggressively. |
Journeyman | CR3 or less Fauna such as moose, wolves, alligators, cows, and horses within 50ft will swarm upon an Entity with Trimi or else an Entity holding an Object with it, attacking aggressively. |
Expert | CR4 or less Fauna such as tigers, lions, and elephants within 100ft will swarm upon an Entity with Trimi or else an Entity holding an Object with it, attacking aggressively. |
Master | CR5 or less Fauna such as whales, mammoths, and most other enormous mythical creatures within 250ft will swarm upon an Entity with Trimi or else an Entity holding an Object with it, attacking aggressively. |
Ascended | CR6 or less Fauna such as legendary beasts within 500ft will swarm upon an Entity with Trimi or else an Entity holding an Object with it, attacking aggressively. |