top of page
  • ALCH 101: Intro to Alchemetry: The anima reduces the target's hardness or DR by 1 for every 5 damage (Fort negates). This effect stacks over consecutive applications, and lasts for 5 rounds.

  • ALCH 112: Spooky Solvents: The anima replicates the contact effect of a single pint of the fluids which this principle can organize spirits into.

  • ALCH 202: Irregular Properties: The anima reduces or increases the target's energy resistance to a single type (acid, cold, electricity, fire, or sonic) by 1 for every 5 damage (Fort negates). This effect stacks over consecutive applications, and lasts for 5 rounds. If this would make their energy resistance negative, they become vulnerable to the energy type instead (which indicates they take 1.5 times as much damage from it as long as the effect continues).

  • ALCH 286: Mysterious Metallurgy: The anima causes the target to become magnetically active; for 5 rounds they are treated as if they were made of ferrous metal.

  • ALCH 325: Preternatural Fluids: The anima transforms the target into either a liquid or gas phase, at your option (Fort negates). If liquified, the target becomes amorphous, gains a +12 racial bonus on Escape Artist checks, and gains immunity to precion-based damage and critical hits. If vapourized, the target receives a gaseous form effect instead. This effect lasts for 5 rounds.

  • ALCH 364: Unexpected Materials: The anima projects radiomantic energy. The target takes 1 temporary negative level for every point of your Cha modifier, but they have a chance to remove them after 5 rounds instead of 24 hours (Fort save to remove). If your eldritch blast deals at least 100 points of damage, the target is also radiomantically charged while these negative levels persist, and can be detonated with an influx of puissance as if they were made of radiomantic material.

  • ARCD 101: Intro to Arcanodynamics: The anima drains the life force of the target. You gain 1/4 of the damage the eldritch blast deals as temporary hit points.

  • ARCD 176: Disturbing Kinematics: The anima distorts the kinetic energy of the creature, causing a slow effect or haste effect for 5 rounds (Fort negates) in addition to dealing damage.

  • ARCD 204: Nonlinear Waves: The anima behaves as both a particle and a wave, and can thus somehow travel through solide objects. It penetrates any cover and can go through walls and corners, although miss chances from concealment still apply. It is stopped by magical darkness of any kind.

  • ARCD 230: Interpretive Charges: The anima pulls electrons from the target's body, rendering them more acidic. They take acid damage from the blast, and every square the blast travels through is ionized with the loose electrons pulled out, which deals an equal amount of electricity damage to the first creature to enter any of those squares before your next turn (Ref half).

  • ARCD 350: Unlikely Thermodynamics: The anima creates a transfer of work and heat between two targets within range. You must succeed on a ranged touch attack against each of them; the first takes the blast as either fire damage or cold damage, at your option. If you select fire damage, the second target is stunned for one round (Fort negates). If you select cold damage, the second target is bull rushed in a direction of your choice, with the damage dealt to the first target used as your effective base attack bonus on the attempt. You do not provoke an attack of opportunity for this bull rush.

  • ARCD 365: Unsubstantiated Light: The anima interrupts the divine; any divine spellcaster it hits must make a Will save or lose one spell level out of their prepared spells for every die of damage (their choice).

  • BIOY 101: Intro to Biollurgy: The anima revitalizes the target's flesh, healing them for an equivalent amount to the normal damage. This is explicitly not positive energy. A single target can only be revitalized like this once per hour.

  • BIOY 191: Blacksmithing for Biologists: The anima causes the target's flesh to rebel against them; they must make a Fort save or take a penalty on further Fortitude saves for the next 5 rounds equal to your Charisma modifier. Their fast healing and regeneration is similarly reduced, although their regeneration cannot be reduced below 1 in this way. Multiple applications of this anima do not stack.

  • BIOY 228: Animate Construction: The anima causes the target to grow and mutate in strange ways. They either take a penalty or gain a racial bonus to a physical ability score of your choice for 5 rounds (Fort negates) equal to your Cha modifier. Multiple applications of this anima do not stack.

  • BIOY 273: Artificial Reckoning: The anima siphons the thought processes of the target; they must make a Will save or take a penalty to further Will saving throws for 5 rounds equal to your Cha modifier. Simultaneously, you can grant any other target (including yourself) within range a moment of prescience effect, except that it must be used within the same 5 rounds. A single target can only be drained or boosted like this once per hour.

  • BIOY 340: Erratic Mutations: The anima causes a living target to make a Fort save or receive a random mutation. Treat this as a random graft of level 1 to 4 which manifests on them in a free body slot. Roll 1d20 to determine the exact graft mutation received. The mutation lasts for 1d4 minutes (rolled randomly); the target can only have a single mutation like this at a time.

  • BIOY 381: Eccentric Genetics: The anima causes a living target to lose all racial special abilities, racial special qualities, and racial skill bonuses for the next 5 rounds (Fort negates). They keep their basic shape, physical ability scores, and natural weapons.

  • ELDK 101: Intro to Eldrikinetics: The anima causes the base land speed of the target to increase or decrease by 5ft. for every die of damage for the next 5 rounds (Ref negates), to a minimum of 5ft. This effect does not stack with itself.

  • ELDK 150: Kinetic Conversions: The anima allows you to store your blast in a willing target; they take no damage, but they gain one use of the eldritch blast themselves, which must be used within the next 5 rounds. They can use a single anima you know with this, at your option.

  • ELDK 219: Atypical Ballistics: The anima allows you to transform your blast into an arcane projectile of some sort, allowing you to deal any of piercing, slashing, or bludgeoning damage, at your option.

  • ELDK 276: Unnatural Propulsion: The anima deals additional damage based on the distance it travels before striking the target. Use the Pythagorean theorem to work out the actual distance; for every single ft. by which the actual distance exceeds your listed maximum range on your eldritch blast, the blast deals 1d6 more damage.

  • ELDK 355: Strange Locomotion: The anima causes your blast to launch live bees at your target. The target is struck by giant bee poison (use the DC for this anima instead of the normal poison DC), and the beest form a 5ft. radius cloud around the target until your next turn. Anyone who begins the turn in or enters into the cloud is affected by your blast anew (same damage as originally).

  • ELDK 399: Immaterial Travel: The anima allows your blast to reach through Planes of existence. It can strike ethereal and incorporeal targets, and if it does it leaves behind a gash in the ether. This gash is large enough to act as a portal between the current Plane and the Ethereal Plane for 5 rounds (a portal the size of a normal doorway).

  • GEOC 101: Intro to Geoccultism: The anima causes the ground to come alive underneath the target's feet, entangling them for 5 rounds (Ref negates) as vines, debris, stone, ice, or some other terrain of your choice grabs at them.

  • GEOC 117: Rocks for Jocks: The anima launches a barrage of stones at your target, dealing exactly the same amount of damage as normal, except as bludgeoning damage. What did you expect, taking a class like that? You're more athletic than the average gramarist though, and you gain a +2 bonus to your Strength score just for taking this anima. Oh, and you can apply the effects of a successful eldritch blast whenever you successfully resolve a thrown weapon attack. I knew that learning to throw the discus would come in handy some day.

  • GEOC 235: Bizarre Biomes: This multipurpose anima channels one of the four natural elements of the land; it can either deliver the effect of a gust of wind (target only, Fort negates), a quench effect (Will negates), a pyrotechnics (Will or Fort negates), or a soften earth and stone effect. Once you have used one of the effects, you have aligned your geoccult sign with that element for the rest of the day, and can only use that variation of the anima until you've had 8 hours of cleansing sleep. This restriction is lifted at 10 Hit Dice. These effects replace the normal damage of your eldritch blast.

  • GEOC 291: Unknown Oceans: The anima produces a massive stream of water which works like a decanter of endless water, except that as a fourth option you can select 'torrent', dealing your normal blast damage as bludgeoning damage.

  • GEOC 323: Curious Climates: The anima produces a parching heat wave which evaporates liquid as if with dust of dryness. If at least 100 gallons is consumed, the pellet appears in your free hand after the blast.

  • GEOC 374: Supernal Ecologies: The anima can only be applied inside of a biome, and causes the blast to veer unerringly towards the geoccult pole. It carries a disintegrate effect (objects only).

  • HEUR 101: Intro to Heuristicism: The anima spreads out in a cone, and makes heuristical circuits inside of the area appear translucently coloured.

  • HEUR 159: Experimental Thoughts: The anima creates a mental static; the target must make a Will save or lose access to any telepathy or mindsight for 5 rounds.

  • HEUR 245: Nonstatic Instruction: The anima disrupts magical command, causing an unbinding effect. If the blast strikes a mindless undead, a summoned creature, a familiar, or other controlled creature, the creature is free of its master's orders for 5 rounds (the spellcaster or other controller gets a Will save to stop the unbinding effect).

  • HEUR 266: Unorthodox Triggers: The anima carries a strange emotional trigger, which can cause either a calm emotions effect (target only) or a rage effect; either way, it lasts for 5 rounds.

  • HEUR 302: Abnormal Behaviour: The anima allows you to program your blast with a logical decision for a circuit you created. If the blast passes through the circuit's bubble, it delivers your logical decision with it.

  • HEUR 328: Exotic Intelligence: The anima delivers immediate energy to an exotic intelligence for a pinch situation. If the blast enters into the bubble of a circuit with an exotic intelligence, the EI drain the blast for 1 ebb per caster level, which must immediately be applied to some element of the circuit.

  • IMCH 101: Intro to Imachination: The anima dulls the senses and leaves the subject easy pickings for a clever illusion. They only take nonlethal damage, they take a penalty on Spot, Listen, and Survival checks equal to your Cha modifier, and if they don't succeed on a Will save, they don't even realize they were hit. The penalty to sense checks lasts for 5 rounds, and does not stack.

  • IMCH 167: Unbound Expectations: The anima causes the victim to suffer a temporary hallucination, which makes them believe they just perceived a sensory mismatch of information of your choice, but that they were not able to pierce the illusion it belongs to (Will negates).

  • IMCH 228: Imperfect Images: The anima collapses any imperfect images the target is maintaining around themselves; if they are a shapeshifter, they are forced back into their natural form. If they are under the effects of an illusion spell, the illusion collapses (Will negates).

  • IMCH 295: Perturbed Mentalities: The anima causes the target to make a Will save or become fatigued. If the target is already fatigued, they must similarly make a Will save or fall asleep. This anima is ineffective if the target does not sleep. In any case, the effect ends after 5 rounds unless they are kept asleep in a dream state illusion.

  • IMCH 334: Nonsensical Senses: The anima causes one of the target's weird senses to simply shut down. Select a single sense the target possesses other than the traditional five; they lose access to it for the next 5 rounds. This sense must be in the target's stat block; it can't be some wiseass thing like "sense of proprioception".

  • IMCH 388: Glamourous Gramarie: The anima makes the target believe they have died (Will negates). They must already be inside of an illusion which can reinforce the belief in order for this to be effective.

  • KALD 101: Intro to Kaleidomantics: The anima causes the blast to carry a Lesser Confusion effect (Will negates). You can only use this anima once per minute until you reach 5 HD, at which point you can use it as often as you like. Against creatures of 5+ HD, it's effetc is limited to a Sickened condition (Will negates). 

  • KALD 107: Unearthly Colours: The anima carries the effects of a heavy burden; it applies a load of 100 lb per caster level to whatever it hits. This is enough to knock a target prone at a distance, provoking a Strength check to remain standing against your Charisma check. This blast is also solid to every kind of kaleidomantic filter. If the additional load would exceed the strength of the filter, the filter is pushed backwards up to 5ft. for every 100 lb by which you exceed its rated load. This load vanishes after the blast is resolved.

  • KALD 238: Extrareal Hues: The anima requires that you have the residue from a poison that was eliminated by a green filter. Your blast delivers the effects of the poison along with its regular damage (which becomes acid damage).

  • KALD 282: Cthonic Dyes: The anima warps the target's mind with the brain-shattering twistedness that is pink. They must avert their eyes from the blast or become confused, as if they were looking at a pink-infused filter (Will negates). The confusion from this effect lasts for 5 rounds.

  • KALD 347: Superlunar Pigments: The anima subtly alters the target's body with a violet hue; they are treated as an undead for the next 5 rounds, as if they had the Tomb-Tainted Soul feat (Fort negates). This does also allow them to regain health from negative energy.

  • KALD 379: Imperceptible Shades: The anima creates a quantum possibility which is impossible to resolve because of assymetrical information. Both you and the target become perfectly imperceptible to each other for 5 rounds (Will negates).

  • YGGD 101: Intro to Yggdratecture: The anima causes a minor apportation; the target is teleported five feet in any direction, although not into a solid object (Will negates).

  • YGGD 198: Unsettling Geometry I: The anima allows your blast to wrap around obstacles; at any point in the shot the blast can disappear into a rift, and come out again from any point that you can see, oriented in a new direction. In 'real' space it can only cover its listed distance.

  • YGGD 212: Unsettling Geometry II: The anima allows your blast to distort gravity; creatures and objects struck become weightless for 5 rounds (Fort negates) as if they were in freefall.

  • YGGD 241: Incongruous Pathways: The anima causes all extradimensional spaces the target might be carrying, such as a bags of holding or a semi-space they might be tethered to, to suddenly turn inside out, dumping all of their contents around them in an area appropriate to the internal size of the spaces.

  • YGGD 353: Uncanny Cosmology: The anima carries a dismissal effect (special Will save negates) against creatures native to a different Plane.

  • YGGD 371: Abstruse Causality: The anima causes a strange causality to settle over the target, reseting the counter for any current anima effects they're experiencing which typically end after 5 rounds (Fort negates).

bottom of page