Saga of the Northlands
The following changes apply to any effect that changes one creature into another. They do not apply to spells which only appear to change one creature into another but give a discrete set of benefits, such as bite of the werewof.
For simplicity, when changing into another creature, there is no mixing-and-matching of statistics. The original creature becomes the target creature in body and mind (effectively replacing their own stat block with the new creature’s stat block) with the following exceptions:
- The original creature retains its Intelligence score and Knowledge and Region proficiencies, and does not gain the new creature’s Knowledge or Region proficiencies.
- Any magic items that can still be worn by the new form remain unchanged (such as turning into a wolf and retaining a necklace) instead of merging with the new form.
- Ongoing magical effects on the original creature are suppressed for the duration of the polymorph effect unless they are permanent or require break enchantment, remove curse, or similar to end.
When the polymorph effect ends, the creature is returned to its original form, and any effects applied to it in its shapechanged form are applied to its original form as well; for instance, a creature who had 50 HP before polymorphing and then took 40 points of damage while in bear form would have that damage applied to his original form, leaving him at 10 HP. Polymorph effects do not provide any healing upon changing form or returning to the original form.
Spells or abilities that allow the caster to changing into many different forms, such as alter self or Wild Shape, require that the character track the forms with which he is sufficiently familiar to take on their form. The number of known forms depends on one’s Knowledge proficiency in an appropriate category (Nature for taking on Midgard forms, Near Worlds for taking on Jotunheim or Vanaheim forms, and so on), as given below:
|Proficiency Rank||Forms Known|
|None||Cannot assume these forms|
Known forms are “pooled” between spells, meaning that one has a single set of known animal forms based on his Nature proficiency into which he can change using Wild Shape, polymorph, and any other spell that allows assuming animal forms. Known forms can be gained or changed with study during downtime.
A handful of spells are available that would normally summon creatures from another plane, but as the Norse cosmology functions differently, all such spells are modified as follows:
- Their school changes from Conjuration (Summoning) to Enchantment (Compulsion), as they attract a real living creature from the caster’s surroundings instead of bringing them from another plane.
- References to “summoning” in the spell names are changed to “beckoning.”
- They can only be cast appropriate surroundings; a character cannot bring forth a bird underground, a fish on land, and so forth.
- After the spell is cast, the creatures arrive in 2d10 minutes and remain for 1 hour/level.
- No special control is granted over the creatures; they must be commanded using Handle Animal or other appropriate abilities, though they have an initial attitude of Friendly towards the caster.
Some sphere active powers allow the caster to turn or rebuke certain kinds of creatures. Instead of the standard turn or rebuke undead rules, use the following mechanic:
Turn or Rebuke [Creature]: As a standard action, spend a Divine Channeling use. All creatures of the specified category within 60 feet must make a Will save, DC 10 + 1/2 class level + Charisma modifier. They are affected based on their hit dice relative to your level:
|Hit Dice||Turning, Successful Save||Turning, Failed Save||Rebuking, Successful Save||Rebuking, Failed Save|
|Up to level/2||Cowering||Slain or destroyed||Suggested||Dominated|
|Between level/2 and level||Frightened||Panicked||Charmed||Suggested|
|Greater than level||No effect||Shaken||No effect||Charmed|
Turning has a duration of 1 minute. Each time you approach within 10 feet of a turned creature or attack or damage them, they are entitled to another Will save to end the turning.
Rebuking has an indefinite duration, though you can only rebuke a total number of creatures of each type equal to twice your caster level at any given time. “Suggested” creatures must be given reasonable verbal orders (as per suggestion), while “dominated”
creatures are under your total mental control (as per dominate spells), and in either case commanding one or more rebuked creatures requires a standard action.
Some sphere active powers allow the caster to smite certain kinds of creatures. Such a power is activated as a swift action before making an attack roll; the caster adds his Charisma bonus to his attack roll and his Charisma bonus and his level to his damage roll. If the caster smites in conjunction with an ability that does not deal hit point damage, the damage is dealt in addition to the normal effects of the ability used.