Chromatic Reconfiguration of the Biomorphic Matrix (Ritual)
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Source: Serpent Men Sorcery
PP Cost: 6
Casting Time: 6 hours, minus one per three full levels of the caster.
Casting Delay: Once per 24 hours, minus four per three full levels of the caster.
Arcane Difficulty Rating: Challenging (20+) with side effects, Formidable (25+) without side effects.
Components: verbal, gesture & physical (Victim of same race/color of Carcosan Human that is going to be changed and a piece of the intended target Race/Color. This could be finger, eye, tongue, toe, decent sized lock of hair, etc...).
Optional Component: [Currently Unknown...]
Optional Foci: [Currently Unknown...]
Range: 5' per level of the caster from target(s).
Area of Effect: 1 target, +1 more for every three full levels of the Sorcerer.
Duration: Permanent, unless duration related side effect is rolled.
Saving Throw: (Fortitude, related to mishaps in the ritual performance.)
Description:
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This ritual allows the Sorcerer to attempt to change the Race/Color/Gender of a Carcosan Human. This ritual was used by the Serpent Men to modify their human ritual components to the appropriate type when low on a specific type. It was also used to purge anomalies such as mutations and purify human hybrids into being pure Human of specific type. Unfortunately for the Sorcerer, it does not work as effectively for them as it did for the Serpent Men who created it. It only works perfectly on a Natural 20. In fact there is always side effects to the target, unless the ritual is performed at a roll of 25+ or Natural 20.
Ritual Side Effects:
Arcane Roll = 20: Target loses 3 CON & BEA permanently, 95% chance gender wrong, 90% chance wrong race/color, 90% chance of getting 1D4 mutations.
Arcane Roll = 21: Target loses 2 CON & BEA permanently, 95% chance gender wrong, 90% chance wrong race/color, 75% chance of getting 1D4 mutations.
Arcane Roll = 22: Target loses 1 CON & BEA permanently, 90% chance gender wrong, 75% chance wrong race/color, 75% chance of getting one mutation.
Arcane Roll = 23: Target loses 1 CON & BEA permanently, 75% chance gender wrong, 50% chance wrong race/color, 50% chance of getting one mutation.
Arcane Roll = 24: Target loses 1 CON & BEA permanently, 50% chance gender wrong, 25% chance wrong race/color, 25% chance of getting one mutation.
Arcane Roll = 25: Works without side effects.
Arcane Roll = 26: Human Half Breeds have 25% chance of becomes Pure Human of Sorcerer's choice.
Arcane Roll = 27: Human Half Breeds have 50% chance of becomes Pure Human of Sorcerer's choice.
Arcane Roll = 28: Human Half Breeds have 75% chance of becomes Pure Human of Sorcerer's choice. 25% chance of removing 1D4 Mutations.
Arcane Roll = 29: Human Half Breeds have 100% chance of becomes Pure Human of Sorcerer's choice. 50% chance of removing 1D4 mutations.
Arcane Roll = 30: Human Half Breeds have 100% chance of becomes Pure Human of Sorcerer's choice. 75% chance of removing 1D4 mutations.
Arcane Roll = 31+: Human Half Breeds have 100% chance of becomes Pure Human of Sorcerer's choice. 100% chance of removing 1D4+1 mutations.
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Critical Success: Ritual works as intended by the Serpent Men. Target is changed without flaw to new race/color and/or any anomalies and/or mutations are purified as well.
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Critical Fumble: The caster is changed into a different race, suffers the effects of Casting Corruption and gains 1D4 miscast side effects. Must also make a Fortitude save at -2 or turn into a mindless flailing tentacled blob that leaks ooze.
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Corruption Chance: Roll failed by 3+
Cast Corruption: +1D8 Chaos Affiliation, +1D10 aging, lose 1D8 SAN, save vs Fortitude or gain Sorcerous Affliction.