Avatar Form II: Irrilandrilla

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Required Avatar Domain: Irrilandrilla 2
Range Self
Area 1 Target
Duration 1 Hour
Casting Verbal, Somatic
Cast Action Standard
Mana Cost 1 Mana
Effect The channeler gains the ability to conjure and equip a full set of magical arms and armor when taking on their Avatar Form. The items conjured during the transformation may be of any type that the caster can wear or wield.
  • If the caster was wearing armor or had weaponry equipped prior to transforming, the existing items are effectively changed into basic weapons and armor of the caster’s choosing instead (i.e. existing with unmodified base stats: damage, armor value/shield bonus, strength requirements, etc.) with the exception of clothing or robes, which gain Immunity to Mundane (non-magical) Armor Piercing as they offer no base Armor Value.
  • Upon transforming, the channeler gains a number of points equal to their Rank in Avatar to distribute as Enhancement bonuses among the conjured arms and armor. At Rank 5, the number of points increases to Rank + 1, however, no item may be enhanced beyond the channeler’s Rank in the Avatar Domain. For example, a Rank 2 channeler could conjure a magical +1 longbow and +1 leather armor or a +2 magical sword, +0 shield, and +0 full plate mail.
  • At Rank 4, the channeler may choose to conjure specific parts of their armament, rather than a full set, and may choose to enhance equipped items rather than conjuring/transforming them into entirely new ones. The Enhancement bonuses provided by Avatar Form will not stack with existing Enhancements, however, items equipped prior to assuming Avatar Form may retain their other unique characteristics and power.
  • Any items conjured or worn on the channeler’s body change and assume the appearance of silk, steel, leather, and lace - most often dark in color, sometimes with an oily sheen to it as if coated in the substance from the Black Bottle) - for the duration of the transformation, unless otherwise determined by the storyteller.

Irrilandrilla’s armaments in particular seem to draw the eye and also repel it, making her channeler harder to target and providing 1 charge of Displacement. Hostile targets using single-target physical and aimed magical attacks must succeed on a Mental Magic Resistance roll vs. the channeler’s Casting dice with a +2 Divine bonus (Int + Channeling + Avatar + 2 Divine). The number of charges increases to 2 at Rank 3, and then again to 3 charges at Rank 5.