Ritual of becoming a Shape Changer Review "This is a review of a new Special Knowledge spell for the College of Shaping Magics. I would recommend that only GM`s read it first to see how much they want to reveal to potential Shape-changers." "How or where did the original Shape-changes come into existence? This Ritual could answer part of the question (if a GM decides to adopt it). I based it loosely upon `R3: Ritual of Becoming Undead` from `Necromantic Conjurations`. It deals with the actual casting of the Ritual as well as the effect on experience multiples. It deals with other races other than humans being Shape-changers. It also deals with the necessary physical components, mainly the animal. As always I would appreciate feedback, good or bad. I would like to hear any changes you make." ANDON THE GREAT Arch Ensorceler and Enchanter. (c/o dja@magna.com.au) Ritual of becoming a Shape Changer The College of Shaping Magics. Ritual of Becoming a Shape-changer. R-26 {Arcane Wisdom} or R-25 {Third Edition}. The Adept may become a Shape-changer by employing this Ritual. At the GM`s discretion, this Ritual may also be performed upon another person, so long as they are present for the entire ritual. Once he joins the ranks of the Shape- changers, he may not reverse the effect. Races other than Humans are only allowed to become shape-changers after careful consideration by the GM. The choice of animals allowed is also the GM`s decision. Two concentric protective circles must be drawn by the Adept, and the recipient must remain within the outer circle throughout the ritual. The Adept conducts the ceremony from the inner circle. The ritual takes two hours to perform. During the course of this, an animal of the species to which the Adept wishes to be able to turn must be present (within the inner circle). The Animal may be bound, but must be conscious during the entire ritual. As the Ritual nears its end, the Adept takes the essence of the animal in the inner circle and places it in the recipient in the outer. If this is the Adept then he moves to the outer circle and places it in himself. Upon the completion of the ritual the GM rolls to determine whether or not the ritual in question was a success, the base chance for this ritual is 10% (+3 per rank). If successful, the recipient becomes a Shape-changer of the animal used in the ritual. The animal must be released after the ritual, regardless of whether or not this was successful. The new Shape-changer will have a strong bond with this individual animal and will have no desire to harm it. If it is harmed in any way powerful Earth Adepts will probably `feel` a mana shift and take swift justice! At the GM`s option it can become a constant companion. The same animal cannot be used in further attempts to become a shape- changer. Attempting to use the same animal twice will result in an automatic backfire. This is also true of the animal if it was used previously by another Adept with this Ritual. There is no easy way of determining this. The Person or Adept will NOT know if the ritual is successful for at least a month. No Shape-changing can occur before this until the magic `settles in` and the body adjusts. Only one ritual can be in effect each month. If the Ritual backfires then Lycanthropy (major curse) is contracted. This can not be detected or cured until it manifests itself at the next full moon or other times as determined by the GM. Remember the GM keeps the roll secret, and the person will not know what may happen with regard to success or failure until this month is up. Another Ritual cannot be performed until this major curse is removed. A Shape-changer created this way can pass his ability on to his children, who will have the normal 2.0 ELM. He also now has a change to his ELM. Mercenaries have their ELM multiplied by 150%, Adventurers by 200% and Heroes by 250% For example a human would be 1.5 until he reached Adventurer level. He would then have to change to 2.0. When he becomes a Hero it would change yet again to 2.5. An Elf would be 3.75; 5; and 6.25 respectively. The GM of course is free to change these. These experience point multiples represent the fact that the person changed by this ritual is not wholly at home in his new body (and coincidentally prevent this spell from disadvantaging those who have been Shape-changers from the beginning). The Experience Multiple of this Ritual is 550.