| Notes |
**The Physical Transformation** The shaman ceases to be flesh and bone, transforming into a 6-cubic-meter pillar of roaring, superheated cosmic fire, swirling alkali dust, and blinding ash
**Incineration**: The intense heat instantly burns away the shaman's clothing, weapons, and mundane equipment.
**Radiated Danger**: The shaman is physically immune to their own flames, but they cannot control the elemental's effect on their immediate surroundings. Any friends, allies, or flammable structures in close proximity will take radiated heat damage and risk catching fire.
**Expulsion & Backlash**: If the elemental form is reduced to 0 Hit Points, the binding shatters, freeing the spirit and potentially killing the shaman. When the spirit is expelled or dismissed, any damage sustained while in elemental form is divided evenly across all of the shaman's normal Hit Locations (rounding up), which can trigger sudden, massive Major Wounds as their flesh returns.
**Elemental Vulnerability**: The embodied shaman takes double damage from Water or Cold attacks, and can be instantly dispersed if they come into contact with an opposing Water Elemental of equal or greater size.
**Engulf / Heat Shock**: The shaman does not strike with fists, but moves to engulf opponents in their fiery mass. In combat, the elemental fire attacks the victim's 1d4+1 locations with 2d6 damage (armor does not protect) (Heat Shock), bypassing normal armor to boil them alive unless the victim is protected by specific magic like a Shield or Protection spell.
**Animate (Fire/Ash)**: The shaman commands the very substance of their new body, allowing them to stretch, reshape, and flow over the battlefield, baking stone and melting metal upon contact. Attacks the victim's on the second turn 1d4+1 locations with 1d6 damage (armor does not protect)
**Miasma**: The embodied shaman radiates the apocalyptic terror of the sky pouring fire. They project a crushing aura of dread in a radius equal to the spirit's POW in meters. Enemies caught in this heat must succeed in an opposed Willpower test against the shaman, or break and flee in abject terror
**Curse of the Sikkanos Wind**: The Nargan Desert is infamous for its toxic, choking dust. Any creature engaged in close combat with the embodied shaman must resist a localized Curse that fills their lungs with phantom ash, either (1d3)
1. Draining their Action Points 1 point per intensity (2)
2. The Scouring Alkali Dust (Abrasion Damage) The physical grit of the burning desert acts like the devastating dust storms of a Whirlvish.
The grinding sand and dust inflict 1D3 points of damage to every Hit Location each round.
This intense abrasion actively shreds physical protection. It destroys armor point by point (e.g., 5-point mail that takes 2 points of abrasion damage is permanently reduced to 3 points of protection). Once the armor is worn through, the 1D3 damage begins flaying the flesh underneath.
3. The Sikkanos Wind (Toxic Asphyxiation & Fatigue) The toxic, gaseous nature of the Nargan's ash directly attacks the respiratory system using standard Mythras poison and suffocation mechanics.
Victims caught inside the choking cloud must make an opposed Endurance roll against the Potency of the ash (typically calculated as the spell or spirit's Intensity x 10). If the victim fails their Endurance roll, they suffer the Asphyxiation condition. They begin to suffocate and must make standard Endurance rolls; success adds 1 level of Fatigue, failure adds 1d2 extra levels of Fatigue, and a fumble adds 1d3 extra levels of Fatigue, rapidly driving the victim down the fatigue track toward incapacitation and death.
Furthermore, the toxic ash settling in the lungs acts as a lethal internal irritant. Failing the opposed Endurance roll against the toxin also inflicts immediate internal damage (such as 1D8 damage) directly to the Chest Hit Location, bypassing armor entirely.
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