By Kevin Whisenhunt (kevinw@iosa.com)
Etherplasm: This is a substance of pure ethereal energy, which serves as the blood and bowels of all Xiphara kind. When cut, they do not bleed; they leak Etherplasm, in the form of a heavy greenish-blue mist. For game purposes, Etherplasm takes the place of Health Levels. All Xiphara have 7 levels of it as indicated on the status sheet. Any damage levels above Incapacitated do not cause the Xiphara any pain or hinder their bodies in any way.
Regeneration: Xiphara can heal non-aggravated wounds at the rate of 1 Etherplasm point per turn of concentration, without any other activity. The strike of a Soul Craft weapon causes a drain of 1 Mana point per 2 Etherplasm levels of damage.Mana: Mana is the rating of how much Ethereal power any given Xiphara possesses. This is often expended in the casting of Ether Powers, much in the way Werewolves expend Gnosis in the casting of certain Gifts and Rituals. To regain Mana, a Xiphara must sleep. Every 8 hours of un-disturbed sleep regains 1 point of Mana. Note, however, that Xiphara do not have to sleep. They do so only by choice and usually to regain Mana.
Ether: These are spent to buy Ether Powers. A character may buy as many points worth of Ethereal Powers as they have in this rating.
Soul Crafts: These are magical objects that Xiphara possess. These can be in the form of weapons, clothing, or helpful objects. Much as the Ether points, these points are distributed to buy Soul Craft items.The Ethereal Summit: This term is used by Xiphara to describe the combination of all the Ethereal forces and thus is only a term and not an actual place or organization.Aging: A Xiphara ages as a human until it reaches 25 years of age. From this point they do not age for up to 5000 years, at which time they simply flicker out and cease to exist.When a Xiphara is slain, without the Ether Core being removed, only the body is lost. With the killing strike, a Xiphara is instantly transformed in a rippling, nearly amorphous substance beyond description. In comparison, it turns into a creature that looks and moves exactly like Spawn's cloak, only it is a living being. Coloration is either black, red, green, or purple, but all in their darkest shade, which looks black in all but bright light. This is called an Ethereal Shade and Xiphara who become one never revert back to their previous forms. Appearance automatically drops to 0, and any Soul Craft items fuse to the Xiphara's new form, granting its powers upon the Ethereal Shade. This form grants the ability to fly at double normal movement rate. They do not walk, but float to move.
If a Xiphara is slain again, it melts into a semi-liquid puddle the same color as the Shade form, and must remain in this helpless form for an hour, as it takes one hour to regenerate a point of Etherplasm. However, every time it is slain as an Ether Shade, the Xiphara permanently loses one Stamina point. When Stamina is eliminated, the Ether Core explodes in a violent eruption, forming a Ethereal Well of massive proportions that lasts for 30 seconds and sucks in all matter within a 200 yard radius that is less than 500 pounds. All that is consumed is dumped into Io.
A Xiphara killed on Io does not create a Ethereal Well as they do in other domains, they simply burst in a flare of light.
1 Point Powers
Everstriking: When this weapon is used to attack, it always gets a successful hit, a non-soakable, successful die of damage. If a character botches, they get the one hit and suffer the botch.
Soulbound: If a Soul Blade has been called into existence, but the owner does not have it in hand, rather he has been disarmed perhaps, he can use this power to cause his weapon to fly from its location directly into its owner's hand.Bladeshfit: This allows a Soul Blade to change shape upon command, becoming any type of bladed weapon, however damage always remains the same. Only one-piece weapons can be formed with this.2 Point PowersSoulslash: When swung in battle, this power can be activated to cast its damage up to 20 yards, inflicting wounds as if the person was within striking distance.
Stun: By spending a Mana point upon hitting, the Soul Blade can stun an opponent for as many turns as the number of Health Levels of damage inflicted.Blademorph: This is a stronger version of Bladeshift, which allows the blade to form more complex weaponry, such as a chain of blades, a whip covered in barbs, a flog, etc.3 Point PowersSplit: This allows a Soul Blade to split into two separate weapons, each with the same powers as the original. However they do suffer a -1 damage dice when split. They can not split more than once.
Thiefbane: Any being besides its owner who grasps this sword is instantly zapped by a surge of ethereal energy, delivering damage as if the weapon had struck the creature with a strength of 5 swinging it.4 Point Powers
Drain: When the Soul Blade strikes any being that uses or in some way has Quintessence, this power drains 1 point for every 2 health levels of damage, converts it to Mana, and adds it to the Xiphara's temporary Mana rating. Likewise, it can drain Ether from other Xiphara.
Armor: The Soul Blade can form a suit of armor around the upper torso of its owner, a breastplate, and shoulder plates. This adds 1 dice to all soak rolls, and does not hinder dexterity. When serving as armor, the Soul Blade can not serve as a weapon at the same time.5 Point PowersVorpal: Upon any strike dropping a being to the Crippled Health level or bellow, the blade slices off one limb, such as and arm, leg, ear, finger, foot, etc., at ST discretion. Any hit that instantly kills, usually results in the removing of the head... Immortal beware.
Etherburst: With the expenditure of a Mana point upon striking a foe, this allows the sword to burst forth with Ethereal energy, inflicting double normal damage to all within 1 yard, save its owner. After this power is used, the blade of the weapon disappears and takes a turn to reform.Reform: This allows the cloak to form various types of clothing at its master discretion, mimicking any type of clothing its owner has ever seen. It can not create more clothing than its own usual mass, but since cloaks are large, very few articles of clothing can not be formed. Coloration can not be changes, nor can the cloak separate, thus all articles of clothing are attached somewhere.
Aura of Darkness: With this power, the cloak can create a sphere of inky black darkness around its owner that moves with the character. All, save the owner, within this 15 foot sphere are unable to see without some sort of power or device that would allow them to see in the dark. All those within without the ability to see in the dark are for game purposes blinded. This allows invisibility in the dark as well.2 Point PowersVanish: With this power, the cloak wraps completely around its wearer and vanishes from all senses as long as the character is perfectly still. When under the influence of this power, they can not be detected in any way, shape, or form, by any being in existence.
Featherfall: This power functions constantly once granted. Whenever the Xiphara falls from heights that would normally cause damage, the cloak expands and rises, forming a parachute over the head of its wearer. With this power, the Xiphara will never suffer damage from falling.
3 Point PowersBatwings: With this power, the cloak can transform into the shape of massive bat-like wings, which enable their owner to fly at her normal movement base.
Shell of Protection: With this power, the cloak can wrap around its owner and up to 1 other roughly man-sized person, forming a shell that protects against all fire, acid, poison gas, electricity, etc.
Scare: When this power is activated, the cloak engulfs the wearer from view and then grows and changes to form the illusion of a massive, demonic creature or indescribable horror. All seeing the illusion must make a check on the Delirium chart. Those who aren't usually affected by Delirium (werewolves, vampires, etc.) are treated as if they have +3 Willpower for the check.4 Point PowersMelt: The cloak can engulf its owner, melting them both in a puddle of slime-like liquid. The Xiphara can move around in this form, flowing through small crevasses, under doors, or away from a battle.
Shadowlurk: The cloak and its owner can transform into a shadow, an incorporeal form that can not be harmed, and is utterly invisible in most circumstances.5 Point Powers
Metalmorph: This allows the cloak to wrap around its owner and become a solid, indestructible metal. This provides all the same benefits as Shell of Protection, and can also be formed into objects such as a giant metal spike, a ball, or even a massive chain. Applications are limitless.
Shadeform: The cloak grants upon its wear the ability to assume Ethereal Shade form at will.Point cost | Maximum Mana Point Storage |
3 | 5 |
4 | 10 |
5 | 15 |
Range: Touch
Area of Effect: 1 object
Duration: Eternity
Casting Time: 2 turns
This power makes any object you cast it on bound to your Ethereal makeup. Upon command, you may cause it to transform into pure ether and enter your body, and likewise you are able to call it into existence. Binding an object costs 1 Mana point; nothing further is required.
** Ether HealRange: Self
Area of Effect: Self
Duration: N/A
Casting Time: Special
This power allows you to regenerate aggravated damage. For every 5 minutes you are willing to sit down and concentrate on regeneration, you gain 1 die to roll against diff 6. On a successful roll, you regain 1 level of Etherplasm.
*** Regenerate ManaRange: Self
Area of Effect: Self
Duration: N/A
Casting Time: Special
This power allows you to regenerate Mana points at an increased rate. For every 10 minutes you sit down and concentrate on regaining Mana, you are allowed a dice to roll against diff 6. On a successful roll, you gain a Mana point.
**** Drain QuintessenceRange: Touch
Area of Effect: N/A
Duration: N/A
Casting Time: Special
This power allows you to touch a Mage or Node and starting draining Quintessence from it. Once drained, the Quintessence is automatically converted to Mana. For every minute you are able to constantly touch the Mage or Node, you are allowed a dice to roll against Diff 7; success means you drained 1 point.
***** Create Mana NodeRange: N/A
Area of Effect: 1 Node
Duration: Eternity
Casting Time: Special
With this power, you are capable transforming a Quintessence Node into a Mana Node. A Node transformed this way grants you the same benefits with your Mana as it does Mages with Quintessence. One hour of concentration must be spent for every level of the node. Each hour giving a dice to roll against diff 7, and each hour costs 1 point of Mana. A successful roll means that you have successfully transformed one level of the Node to flow with Mana. A fully converted Node is worthless to Mages, but one only partially converted can help both although the Mage will have a weaker Node than it originally was.
Range: N/A
Area of Effect: Self
Duration: 1 turn/success
Casting Time: 1 turn
With this power, you are capable of looking upon any given being, and changing yourself to appear exactly like it. You can not however, gain or lose mass. Thus, if you turned into a Werewolf, you would most likely be a small one, and if you turned into an aardvark, you would be a very large one. If you are an Ethereal Shade, you do not suffer this hindrance. To activate this power, you must look upon a being or even a picture of a being, as long as the full body can be seen, and roll Charisma + Subterfuge (diff 7).
** Body ShiftRange: N/A
Area of Effect: Self
Duration: 1 turn/success
Casting Time: 1 turn
With this power, you are capable of shifting your physical body, converting dexterity to strength, appearance to manipulation, etc, as long as you stay within the Physical and Social areas. Thus a strength point could not be changed to a charisma point, for example. It is impossible to shift your Mental areas. This requires a Stamina + Science roll against diff 7. For each success, you may convert 1 point to another area, but you do not have to convert a point for every success.
*** MorphRange: N/A
Area of Effect: Self
Duration: 1 turn/success
Casting Time: 1 turn
This power allows you to change as in Mimic, only the creature can be from memory. You can also transform into inanimate objects such as a small tree, a chair, a hill, etc. You must still maintain your own mass, unless of course you are a Ethereal Shade. To transform into a being, you do as the power Mimic. To transform into an inanimate object, roll Charisma + Survival against diff 7.
**** Morph Other
Range: Touch
Area of Effect: 1 person/casting
Duration: 1 turn/success
Casting Time: 1 turn
This power allows you to use the Morph power on others whether they are willing or not. If a person is not willing, the difficulty is raised to 8. This requires the use of a Mana point.
***** Mythic MorphRange: N/A
Area of Effect: Self
Duration: 1 round/success
Casting Time: 1 turn
This ability allows you to change your form into nearly anything imaginable, whether or not it really exists. For each success, you can increase or decrease 1 size from your true size. Ethereal Shades can increase or decrease 5 times their true size. Most often, a Xiphara using this power transforms into one of the great beasts from Io; however you have no limits. Make yourself into a griffon, pink dragon with blue dots, etc. Changing requires a Stamina + Survival roll against diff 7, and a Mana point expended.
Range: Touch
Area of Effect: 1 weapon
Duration: Eternity
Casting Time: 1 turn
This ability allows you to make an ordinary weapon inflict aggravated damage. A Stamina + Repair roll is made against diff 6; each success indicatwa that 1 damage level of the weapon is now capable of causing aggravated wounds. A weapon can not be enchanted this way more than once, unless a Mana point is spent in the casting. A weapon can only gain as many aggravated damage health levels as its total number of damage levels, thus a Str + 3 weapon could not become a Str + 4 aggravated weapon.
** Sleep
Range: Within 50 yards
Area of Effect: 1 being/success
Duration: 1 hour/success
Casting Time: 1 turn
This ability allows you to put a being into a comatose state of deep sleep. Nothing short of intense physical pain can wake them, save for you dispelling touch if you so desire. You can pick which beings you wish to put to sleep, so this is not dangerous to your companions (unless of course you botch). Roll Manipulation + Expression against diff 6.
*** Dumbfound
Range: Within 50 yards
Area of Effect: 1 being/success
Duration: 1 turn/success
Casting Time: 1 turn
This ability allows you cause anther being to completely forget everything but the very basics, rendering most helpless. Mages can not use their spells, werewolves become human babies if homid, snarling dogs if lupus. If a homid werewolf in crinos form looks into a mirror, it will suffer Delirium even, as will even Awakened beings looking upon the crinos werewolf. For all purposes, this lowers their mental range to that of a child of 2. Like Sleep, this ability can be aimed. Roll Wits + Expression (difficulty: victim's Willpower).
**** Soul Forge
Range: Touch
Area of Effect: 1 item
Duration: Eternity
Casting Time: 1 hour
This power allows you to create Soul Craft items. This is more of a ritual than a typical spell, requiring an hour of chanting and spell weaving. No roll is required; you need only expend 5 Mana points. The proper materials are required, thus you can not create a Soul Craft item from thin air, save for with a Shade Cloak, as their component is your body. It must be done in a place of ethereal power (such as a Node converted to an Ether Node). To avoid this, one of your Ether points may be used, but note that Ether points do not regenerate anything short of being bought with experience points through gameplay.
***** Geas
Range: Within 10 yards
Area of Effect: 1 person/2 successes Duration: 1 hour/success
Casting Time: 1 turn
This power allows you to totally dominate the mind of a being, granting you the ability to tell it to do anything, and expect it to be carried out. This can be dangerous if not used carefully however, for every command you make will be carried out very literally. Thus, if you state "Go take a hike.", you can expect to find that person many hours later on the nearest forest trail, or up the nearest mountain. A person under this power fulfills your commands instantly, and with great obsession. This is not limited to one command, as many can be given. Roll Charisma + Subterfuge (difficulty: victim's Willpower).
* Shield
Range: N/A
Area of Effect: Shelf
Duration: 1 turn/success
Casting Time: 1 turn
Through the use of this power, you can form a protective shield of ethereal energy directly in front of you. This shield provides +2 to all soak rolls from forward attacks and does not hinder its caster in any way shape or form. The shield moves with you, so you may cast it and run, jump, fly, etc. Do as you wish and still rely on its protection. Roll Manipulation + Survival against diff 6.
** Ethereal Missiles
Range: 60 + 10/success
Area of Effect: Special
Duration: Instantaneous
Casting Time: 1 turn
Through the casting of this power, you conjure up bolts of pure ethereal energy, and blast them toward a victim or victims. Roll Stamina + Brawl; every success creates 1 missile that unerringly strike and do damage to a single foe, or it can be split up as desired between multiple opponents. Each missile inflicts 1 level of aggravated damage, and it can not be soaked. When the spell is cast, the opponent must be in sight. However, if the foe turns a corner, jumps over a desk, etc., the missile will curve whatever corners are necessary, and strike the opponent; thus it is impossible to dodge. Basically put, if you get a success roll, you are going to hit and inflict damage no matter what.
*** Ethereal Serpent
Range: 10 yards
Area of Effect: 1 being
Duration: 1 turn/success
Casting Time: 1 turn
Through the use of this power, you summon forth an ethereal creature resembling a green light, the shape of snake and around 15 feet long. Its "head" is set with many dangerous pinchers. When cast upon a foe, the serpent blast from your fingertips and wraps around its victim, immobilizing it, while at the same time biting. To escape, the victim must make a successful Strength roll, difficulty of 2 for every 1 success you made casting the spell. Roll Stamina + Melee against diff 7. For every turn the serpent is wrapped around its opponent, it bites for 5 dice of damage, +1 per successful roll in casting. This cost 1 Mana point.
**** Wall of Blades
Range: N/A
Area of Effect: Special
Duration: 2 turns/success
Casting Time: 1 turn
When you cast this spell, hundreds of ethereal chains set with thousands of hooks, blades, and spikes stretch out across a chosen area to form a wall that can not be cut through. Range is 10 yards wide, and 5 yards tall for every success rolled on casting the spell. If the area that needs to be filled, for example, a large corridor, is smaller than the spells range, the chains simply fill the available area. There is no way possible to get past this wall; any attempting by actually touching the wall, suffer 15 dice of aggravated damage, although most are smart enough not the touch the wall. Roll Stamina + Brawl against diff 7, and spend a Mana point.
***** Delayed Etherblast
Range: N/A
Area of Effect: 10 yard radius/success
Duration: Delay of 1 turn per success
Casting Time: 1 turn
With this powerful and incredibly dangerous spell, you may discharge a spark of unstable Mana, and leave it there until its time delay runs out, at which time it explodes with tremendous force. All within the area of effect suffer 20 dice of aggravated damage. Roll Stamina + Survival against diff 7, and cost 1 Mana point.
* Phantasmal Force
Range: Sight
Area of Effect: N/A
Duration: 1 turn/success
Casting Time: 1 turn
With the use of this spell, you can create an illusion of small scale. Thus, you could make the illusion a raging lion charging, a pit full of spikes, a doorway look like a wall etc. The complexity of this spell depends on the number of successes scored in casting it. Make a Wits + Expression roll against diff 7.
Effects by successes:
Successes | Effects |
1 | Visual only. |
2 | Visual and Audible effects. |
3 | Visual, Audible, and Olfactory effects |
4 | The illusion can seem to do harm, by shedding illusionary blood. |
5+ | The illusion has enough physical force to knock a man-sized being down. |
** Mirror Image
Range: N/A
Area of Effect: N/A
Duration: 1 turn/success
Casting Time: 1 turn
Through the use of this spell, you create an illusionary duplicate for every successful roll made when casting. These mirror images move exactly as you do, but cannot cause damage, and cannot be harmed. If struck with a weapon, that image disappears; however the others still remain. Every turn the spell is functioning, the images and you shift positions, so if you are struck in the first round, your opponent will not be able hit you again if he swings at the same spot. Roll Wits + Enigmas against diff 7.
*** VeilRange: Immediate area
Area of Effect: 10 square yards/success Duration: 2 turns/success
Casting Time: 1 turn This spell enables you to instantly change the appearance of your surroundings and companions, creating a hallucinatory terrain so as to fool even the most clever creatures. Thus, if you and your companions are standing in a spaceship, you could make it appear as if you are chairs in a castle-like room. A pit full of spikes can be made to look like level ground, a lava pit look like a pool of water, etc. Roll Perception + Enigmas against diff 7, and spend one Mana point.
**** Shadow Beast
Range: N/A
Area of Effect: N/A
Duration: 1 turn/success
Casting Time: 1 turn
With the casting of this potentially deadly spell, you create from the shadows 1 monster for every 2 successes on your casting roll. These monsters are only semi-illusion, and those who believe in them suffer very real damage from their attacks. Those that disbelieve may go along unharmed. In appearance, the shadow beasts are bipedal, living shadows covered with many horns, and massive fanged mouths. The only service they can do for their master is fight. They cannot be harmed in any way, as they have no physical form; their damage is actually caused by their ability to heighten the mind so much as to cause it to do physical harm to the body. Stat's are as follows:
Strength 5, Dexterity 3, Stamina 3
Brawl 4, Dodge 2.
Bite: Str+3 damage
Claw: Str+2 damage
***** Ethereal Mirage
Range: N/A
Area of Effect: 15 square yards/success Duration: 1 hour/success
Casting Time: 2 turns
By casting this spell, you create a mass illusion much in the same way as Veil. However those who believe this illusion is real, can actually interact with it the same way Shadow Beast are capable of attacking. A bridge can be formed across a river and as long as the person believes the illusion is real, she may walk directly across it, unaware that it's the sheer power of the mind actually making her levitate. Likewise, the illusion of falling walls can kill a being believing them to be real. Roll Intelligence + Expresson against diff 7, and expend 1 point of Mana.
* Tongues
Range: N/A
Area of Effect: Self
Duration: 1 scene/success
Casting Time: 1 turn
This spell is the single most powerful at what is does than all others in the WoD. It is a simple language translation spell, but its effects have the potential to last for very long periods of time. Simply by listening to another speak for but a few moments, you can cast this spell and get full understanding of that language. Roll Intelligence + Enigmas against diff 7.
** Healing Hand
Range: N/A
Area of Effect: 1 being
Duration: N/A
Casting Time: 1 turn
When you cast this spell, your hand glows with a modified ethereal energy, and upon touching and injured being, the ether works to reconstruct the damaged tissue, healing as many health points as you rolled success in the spells casting, aggravated or otherwise. With this spell, bones snap back together, skin reforms, lost limbs regrow, and even old scars clear up. Roll Stamina + Science against diff 6.
*** True Seeing
Range: Sight
Area of Effect: Self
Duration: 1 turn/success
Casting Time: 1 turn
Through the casting of this spell, you are capable of seeing all beings as they truly are. Examples are: a werewolf is seen in crinos form, a vampire is seen to have no body heat, a fetish item is seen for the spirit within, an immortal shimmers with Quickening, a Mage has a magical aura, an invisible being is seen clearly, etc. Roll Perception + Awareness against diff 7, and expend 1 Mana point.
**** Soulcage
Range: Within 15 yards
Area of Effect: 1 being
Duration: 1 hour/success
Casting Time: 1 turn
Through the use of this spell, you can create a cage of massive ethereal force to enclose around and entrap virtually any type of being no more than 3X the size of a man. Even creatures with no corporal form, such as a spirit, wraith, or totem being can be bound up this way, and there is no escape. When cast, a shimmering green mesh resembling an opening net flies from your fingertips and wraps around your chosen target. Roll Stamina + Enigmas against diff 7, and expend 1 Mana point.
***** Magic Jar
Range: Touch
Area of Effect: 1 being
Duration: 1 day/success
Casting Time: 2 turns This spell is incredibly powerful, and must be used with great discretion. Through casting this on a chosen target, you may swipe the soul of a being, transform it into a metallic coin the size of a coffee saucer, and enter your victim's body, taking full control for the duration of the spell. You maintain your mental attributes and abilities, however you take on their physical attributes while inside their bodies. The coin with your victim's soul, the Soul Jar, has the resemblance of the person who's soul it contains embossed upon it. The trapped soul may talk and see, but through the mouth and eyes of his image on the coins, and likewise the mouth of the coin will actually move. Roll Wits + Expression and expend 1 Mana point; however if 1 permanent point is spent, the soul is trapped until you chose to release it. This is practiced only by the most cruel of Xiphara, as it is seen as the ultimate torture.
Successes | Effect |
1 | They cannot tell its an illusion |
2 | They have a -1 difficulty in rolling for disbelief. |
3 | They have a -2 difficulty in rolling disbelief. |
4+ | They have a -3 difficulty in rolling disbelief. |
Rolling disbelief requires a Perception + Awareness roll against diff 8. Ratings are as follows:
Successes | Effect |
1-3 | No help; they can not shake the thought that it is real. |
4 | They believe it fake for this turn, but must make the check again next turn, but with the difficulty lowered by 1. |
5+ success | They know it to be fake and laugh at your attempt to trick them! |
Rolling belief is only done in cases where a being knows that the illusion is fake, but desires to overcome this belief. This would be beneficial in many areas, one for example; say you stand on a small island in the middle of acid pool, and the island is sinking. The local Xiphara decides to try and help you, by casting the illusion of a sturdy bridge across the acid with Ethereal Mirage, but you know it was not there before and that the Xiphara has illusionary powers. If you can cause yourself to believe in the bridge, despite your better judgment, you may run along this bridge to safety. However even a moments hesitation once the roll is made cancels it out, and you take an acid bath. In order to make this work, the being would have to roll Wits + Intuition (Enigmas to those who do not have Intuition) against difficulty 8. Effects of successes are as follows.
Successes | Effect |
1-3 | No help . . . too bad for them. |
4 | They are capable of committing mind over matter, but must roll the check against for every turn they attempt to believe the illusion. (such as on a really long bridge). |
5+ | They are capable of believing, and perform what action is required. |
Note: Xiphara do not have to roll for belief or disbelief, for they know that the illusion is not there, but at the same time know that the illusion can be used to aid the mind. Thus they can interact with their illusions if they chose to, but don't have to.