Spells of Chimera

The Displaced Image 3

Cost: 3
With Chimera, I conjure a displaced image.

You shift your visage with illusion so you do not appear to be where your opponent thinks you are. Spend two points of Water, Speak the incantation, and call out "Grant Defense, Elude.” This spell gives you the Chimera trait while it is active. This spell cannot be used on other characters.

Dreams of Another

Cost: 4
With Chimera, I weave your dreams with the dreams of another.

Once per event you may call out the dreams, perceptions, and passions of another willing character who is familiar with this spell and understands its effect. Both you and the willing recipient of the spell must be fully refreshed and no attributes except Void can be spent when you use this ability. Speak the incantation, concentrate for one minute, and say "Imbue by Chimera" to activate the spell. When the spell is activated you switch character cards and both of you gain the Chimera trait. You gain all the skills and attributes of the recipient, and they gain all your skills and attributes. Racial skills and traits, manifest headers, Imbues, Inflicts, and active effects remain unchanged. Any ability that ends when you take a long rest also ends when you use this ability. While this effect is active you cannot take a long rest and you are unaffected by Refresh effects. If there is a skill on the card that is unfamiliar to you it cannot be used. If there is a skill with an additional restriction on how many times it can be used during an event it cannot be used. You may end the effect by spending one minute of concentration with the willing recipient and calling out "Imbue by Chimera" to swap character cards. When the effect ends the attributes of both characters are fully exhausted as well as any effect granted by one of the swapped skills. Otherwise the effect lasts until the end of the event. It is common for characters under this effect to demonstrate quirks and passions of the personality of the character they have swapped with. You may also use this skill by spending a point of Void and adding “With Void,” before the verbal when you call it out.

Hallucinatory Terrain

Cost: 3
With Chimera, I invoke a misstep.

The terrain around the recipient seems to warp and twist making quick movement impossible. Spend a point of Earth, speak the incantation, call out "Slow by Confusion," and make an attack to hamper your foe’s movement.

The Illusion Exposed

Cost: 1
With Chimera, I adjure these illusions.

You cause creatures created or masked by illusion to cry out. Spend a point of Fire, speak the incantation, and call out "By My Voice, Expose Chimera by Magic."

A Mask of Fright

Cost: 2
With Chimera, I invoke a mask of fright.

You insert yourself within the target's deepest fears, preventing them from attacking you. Spend a point of Fire, speak the incantation, call out "Repel by Fear" and make an attack to drive your foe away.

Mental Fortification

Cost: 4
With Chimera, I conjure a mental fortification.

You protect the recipient from mental energies. Spend a point of Water, speak the incantation, call out “Grant Mental Defense, Shield,” and make a packet or touch attack to protect the ally from mental assault.

A Moment of Clarity

Cost: 4
With Chimera, I instill you with a moment of clarity.

You invoke Chimera to give a recipient a moment of focused clarity where you reveal for the briefest moment the true nature of the world. Spend 1 point of Water, speak the incantation, call out "Cure Mental by Chimera," and make a packet or touch attack to clear their mind of falsehoods.

Send Dreams

Cost: 5

Information Skill

With Chimera, I weave a message of dreams.

You conjure dreams and send them forth into the Dream Realm to find their way to others. If you use this skill between events you may prepare a description of the dream to be sent to a specific recipient you know by name. This description is not a letter, but instead must be written as one might experience a dream. This dream is sent, along with the name and description of the recipient, to plot. A spirit of the Dream Realm attempts to visit the recipient and deliver the dream to them. You may send one dream between events.

There are certain characters who, though powerful magic or natural gifts, attract energies and spirits of the Dream Realm. If you convince these characters to help, you can cast this spell during an event. Prepare a physical manifestation of your dream on parchment. You must include the name and description of the recipient at the top of the dream and a description of the dream underneath. The parchment and writing must be of reasonable quality. Once per event, cast this spell in the presence of a willing character so infused with the Dream Realm. You may hand the manifestation of the dream to them to complete the spell. In time the dream will be sent forth into the Dream Realm and find its way to the recipient. There may be creatures and effects that can block or intercept attempts to Send Dreams.

The Shattered Mirror

Cost: 4
With Chimera, I invoke the shattered mirror.

You shatter the perceptions and passions of an opponent leaving them unable to act. Spend 2 points of Fire, speak the incantation, call out "Drain by Confusion," and make an attack to confuse your enemy.

Tearing of the Dream

Cost: 2
With Chimera, I evoke the tearing of the dream.

You call magic power to rip at illusions and those masked by them. Spend a point of Fire, speak the incantation, call out "6 Damage to Chimera," and make an attack to destroy the chimeric foe.

The World Is an Illusion

Spirit Form
Cost: 4
With Chimera, a weave a world of illusion.

You step out of this world and into Dream to protect you from harm. Once per long rest, exhaust a point of Earth, speak the incantation, cross your arms and place your hands on your shoulders, and call out “Imbue by Chimera” to become a Spirit for up to one minute. Once you become a Spirit you cannot move. While in Spirit form you call out “Spirit by Chimera” to negate any attack that does not have the Magic trait or a “to Spirit” trait. Only attacks with the Magic trait or the “to Spirit” trait can affect you, and if that attack is not beneficial it will end this effect. You may end this effect at any time, but you cannot remain in spirit form for more than one minute. Once the effect ends all Spirit Form skills are exhausted until you take a long rest.

Your hands and arms must be free and you cannot be holding any item or carrying a shield. If you have the Staff of the Arcane skill you may use this skill while holding your staff so long as you can hold it while you cross your arms and hold your hands to your shoulders while carrying it.