As always, these Mysteries presume that their Channeler has the basic Bokor package, at 24 CP.
The Psychopomp and the Whisper From The Grave
Acererak was the Arch-Lich “responsible” for the classic Tomb of Horrors, and – as a Vestige – is apparently still clinging to his “unlife” after a fashion. He supposedly grants a tiny portion of the terrible powers he once wielded.
Of course, if being powerful, unwilling to fully die, and slain by adventurers was really enough, then half the dark lords who have ever lived should have become Vestiges. This illustrates a general problem with Vestiges. With a nigh-infinite number prime material planes, each with the potential to host a nigh-infinite number of worlds, even the most bizarre circumstances will pop up over and over again. Why aren’t there an endless host of Vestiges?
Just as importantly… why some no-longer-undead guy should bestow some undead powers that were almost entirely based on his transformed (and no longer existent) undead physical form is beyond me. Wouldn’t some of his knowledge, or magical power, or something else that was a part of HIM instead of being a part of a generic template make more sense?
So, OK; how about something a little more interesting?
The Psychopomp (32 CP + 3 CP Disadvantage / Duties. The Psychopomp must be a listener and faithful guide to the dead, regardless of his or her personal opinion of them or their lives)
The Psychopomp stands between life and death, a part of neither and a guide to both, a guardian at the crossroads, offering enigmatic advice to the incomprehending. Unless a spirit accepts their judgement, they do not judge, but merely ensure passage. Anubis, Charon, the Grim Reaper… all fill the role. It is not, however, a role that calls for divinity; shaman, deceased relatives, and lesser spirits all commonly take the role.
Among them, Bokor who choose to channel the Psychopomp.
- Guide of the Dead: Privilege/The spirits of the newly dead and any other free spirits in the area get to spend a few “minutes” out of the normal flow of time speaking with the Psychopomp. If such a spirit agrees to a destination, or has none in mind, the Psychopomp may send the spirit on to either reincarnation or to any appropriate afterlife (3 CP).
- On The Paths Of The Dead/Witchcraft III, Specialized and Corrupted for Triple Effect/each basic ability is limited to a fairly specific, simple effect (rather than allowing dozens), often with additional limitations (6 CP).
- Dreamfaring/In Dead Mans Shoes: By expending a standard action and 3 Power a Psychopomp may briefly abandon his or her hold on the material plane to become an incorporeal free spirit. Incorporeality can only be safely maintained for (Will Bonus) rounds. After that, resisting the siren call of the afterworlds to return to the material realm requires a Will check at a DC equal to the number of rounds you are already past your limit. If the user fails three such checks in a row, he or she will depart for the afterworlds.
- Infliction/Transcendent Blast: As per triple-effect Infliction, but this radiance only affects the Undead (including incorporeal ones) and blatantly reveals the user’s nature.
- The Adamant Will/Citadel of Souls: A Psychopomp cannot be involuntarily possessed. Such attempts can be blocked for an entire hour with the expenditure of one Power. This does not count as an action and may be automatically activated whenever a possession is attempted.
- The Inner Eye/Tales Of The Dead: A Psychopomp can read the traces of death upon an object, area, or corpse – determining details such as if and when an item was used to kill, what the killer felt about the victim, how long ago a creature died, and what they were feeling when they did, and so on. Secondarily, he or she can sense the presence of spirits and undead and the approach of death. This sense may be activated as a free action for ten minutes at a cost of one Power.
- Strengths Of The Dead: +2d6 Mana as 6d6 (21) Power, Specialized and Corrupted/only to power the Paths of the Dead abilities given above (4 CP).
- Touching The Fading Light: Rite of Chi with +4 Bonus Uses, Specialized and Corrupted/only to rebuild the Paths of the Dead power pool above, only usable in the vicinity of a recently slain creature (4 CP).
- The Unfallen Mantle: Luck with +4 Bonus Uses, Specialized in saving throws (6 CP).
- The Instant Of Death: Reflex Training (three action per day variant) with +8 Bonus Uses, Corrupted / may not be used more than three times in any one encounter (12 CP). A Psychopomp may occasionally invoke the timelessness of death, stepping momentarily out of the normal flow of events accomplish some task in a mere instant.
Being a soul-guide doesn’t offer a lot of raw combat power – but it can provide a great deal of information and it does include two of the handiest defensive abilities that Eclipse has to offer – the ability to automatically succeed on a save when you really need to and the ability to take extra actions when you need them. Being able to blast the undead is just a bonus.
The Whisper From The Grave (32 CP + 3 CP Disadvantage / Insane. Those who channel the Whisper have an irrational fear of death; if confronted with a serious chance of being killed, they tend to flee expeditiously).
Death in d20 is not an especially frightening thing. People KNOW that their spirits continue after death, they can go and visit various afterlives, they know that resurrection, reincarnation, various forms of transfiguration (becoming a god, or demon, or various other outer-planar creatures), and visits from the dead occur on a regular basis. Even if you betray your god, or are horribly evil, or have other problems… there are plenty of other gods who will approve and reward you. And while there are plenty of ways to put it off… there’s no avoiding it in the end. Sooner or later the odds will catch up with you no matter what, even if it takes a million years, and you will just have to put up with moving on. It is still a big change though – and there are always some who listen to that whisper of fear, of doubt and uncertainty and choose to linger in the embrace of the grave rather than moving on. To call upon that dubious host is somewhat foolish, but all too common.
- Innate Enchantment (6000 GP Value / 7 CP. All Spell Level One, Caster Level One, Unlimited-Use use-Activated).
- Detect Undead (2000 GP).
- Hide From Undead (2000 GP). Note that this can be granted to companions with a simple touch.
- Protection From Good (2000 GP). This too may be granted to companions.
- Presence (Resist Energy), Specialized and Corrupted for Increased Effect/only affects the user, only protects against Cold and Electricity (6 CP). This provides 20 points of resistance to start, 40 at level seven, and increases to sixty at level eleven.
- Occult Sense / Deathlore (3 CP): The user may gather about a paragraph’s worth of information from a corpse. If this is about the circumstances of death and and general information about the deceased and the cause of death, success is automatic. If the user would prefer other information he or she must share a language with, or use an effect which would allow communication with, the deceased. If the deceased would not have wanted to give up that information the corpse may make a will save (DC 14 + User’s Cha Mod) as if it was alive; if it succeeds it may censor the information it provides. Specialized/Any given user may only target a given corpse once with this ability.
- Trick / Paralyzing Touch (4 CP): As a standard action once every five rounds you may make a touch attack to paralyze a living target. If the target fails a Fort Save (DC 10 + Level/2 + Cha Mod) it will be paralyzed for (Level/2) rounds. Corrupted/the victim gets a new save as a full-round action each round to end the effect.
- Immunity to Negative Energy (Common, Major, Major, 9 CP).
- Grant of Aid, Specialized and Corrupted for 3x the daily number of uses (1/Level) / Can only be triggered by exposure to negative energy, cannot restore negative levels (6 CP).
The Whisper From The Grave isn’t an especially versatile entity, but it can be awfully handy when dealing with a more subtle scenario – and even if it’s only real offensive ability is the paralyzing touch, it’s a pretty good one. A channeler could do much worse.
Balam (32 CP + 3 CP Disadvantage / Irreverent. Balam has seen enough of various gods to have some pretty serious doubts about them being any more than really powerful people – and shares those doubts with his summoner. A channeler cannot regain divinely-granted spells while Balam is present).
According to the grimoires, Balam gives perfect answers to queries about things past, present, future and can make men invisible and witty. The name is probably derived from the biblical Balaam, a prophet-magician who was called on to curse Israel and could not, because god did not command it (although he did offer the upset king who had demanded his services some practical advice – basically “get them sinning and god will favor them less”). He supposedly died in battle. What a prophet was doing in a battle where he was going to get killed is never really explained.
In Wizard’s d20 version Balam possesses some combat-related foresight, a small gaze attack – perhaps to represent cursing groups – and a rather nice reroll ability, which is a pretty reasonable way to represent some prophetic ability. That’s a fairly reasonable place to start.
- Luck, with +12 Bonus Uses, Specialized and Corrupted/only usable to reroll, only usable once every five rounds (8 CP).
- Advanced Augmented Bonus: Add (Dex Mod) to (Str Mod) for combat purposes (12 CP).
- Eyes and Hands: Witchcraft III, Specialized and Corrupted for Triple Effect/each basic ability is limited to a fairly specific, simple effect (rather than allowing dozens), often with additional limitations (6 CP).
- Witchfire/Ice Eyes: You may spend 2 Power and a Swift Action to gain a Gaze Attack with a 30′ range that inflicts 3d6 Cold damage, or half that against a DC (16 + Cha Mod) Fortitude Save for up to one round per level. This supernatural ability works on constructs and, under the usual, rules, – does not require an action on your part to employ.
- Witchsight/Death Eyes: You may spend 2 power whenever the game master calls for an Initiative Check or Reflex Save to see the patterns and flow of combat, gaining a + (Level/4) insight bonus to your Armor Class, Initiative, and Reflex Saves for one minute per level.
- Hand of Shadows/Crushing Hand: You channel your determination into your weapons, allowing them to inflict damage as if they were one size larger. This is a constant effect with a cost of one Power per hour.
- Witchfire/Icefire: All your attacks carry an aura of icy fire with them, and inflict an extra 1d8 cold damage. This is a constant effect with a cost of one Power per hour.
- +2d6 Mana as +6d6 (21) Power, Specialized and Corrupted/only to power the four Eyes and Hands powers listed above (4 CP).
- Rite of Chi with +6 Bonus Uses, Specialized and Corrupted/only for Power, only to rebuild the power pool for the Eyes and Hands Powers, above (5 CP).
Balam effectively comes with better than 90 power – which should be quite enough to run those four abilities for a day. Admittedly this version only has a limited number of rerolls available, but – since that once every five rounds limitation tends to promote saving rerolls for emergencies – a limited number of daily uses will have much the same effect.
Dantalion (32 CP + 3 CP Disadvantage / Compulsively nosy. Those channeling Dantalion cannot stand there being things they do not know or motivations that they do not understand, and will try to read the thoughts of anyone in the vicinity who is doing something for unknown reasons and will want to stop and do research or discuss matters if they ever fail a knowledge check).
Here we have yet another resident of the Ars Goetia. According to the Lesser Key Of Solomon…
“The Seventy-first Spirit is Dantalion. He is a Duke Great and Mighty, appearing in the Form of a Man with many Countenances, all Men’s and Women’s Faces; and he hath a Book in his right hand. His Office is to teach all Arts and Sciences unto any; and to declare the Secret Counsel of any one; for he knoweth the Thoughts of all Men and Women, and can change them at his Will. He can cause Love, and show the Similitude of any person, and show the same by a Vision, let them be in what part of the World they Will.”
Well that pretty well covers most of the things you could want doesn’t it? Doesn’t it EVER occur to would-be demonologists that if this had any chance of working the world would long since be under the thumb of a successful summoner?
Oh well. Wizards of the Coast gave him the ability to prevent others from attacking (for one round in every five), a bonus to knowledge checks, the ability to read thoughts, and short-range teleportation. That could be a lot worse. Of course, it could also be better…
- Ten Thousand Faces / Superior Improved Presence: Dantalion lacks a true form of his own, and so borrows one from the mind of anyone who looks upon him. This is equivalent to a constant Disguise Self effect – allowing him to change his own appearance, and that of anyone else within a ten foot radius, to suit his whims. This does not count as an action. He gains a +4 Circumstance bonus when interacting with anyone who can be affected by mind-affecting powers and anyone who attempts to attack him (whether physically, magically, or what-have-you) must make a Will save (DC 13 + Cha Mod) or lose their action. The save must be repeated each round, although if the Channeler is currently attacking someone they get a +5 bonus (18 CP).
- The Rule of Will: Witchcraft III, Specialized and Corrupted for Triple Effect/each basic ability is limited to a fairly specific, simple effect (rather than allowing dozens), often with additional limitations (6 CP).
- Tap the Akhasic Record / The Inner Eye: Drawing on the psychic echoes of knowledge past, the user may spend 1 Power as a part of a knowledge check to gain a +12 bonus on it – and to count as being skilled.
- Read Thoughts / The Inner Eye: You may use the Read Thoughts psionic power at will at no cost. Creatures may resist with a DC (16 + Cha Mod) will save.
- Phantom Step / Hand of Shadows: you may expend 2 Power and a Standard Action or 5 Power and a Swift Action to instantly transport yourself and any objects you carry up to heavy load to any location you can see within medium range. If the space is occupied by something you cannot see, you will collide with it, stunning yourself for one round.
- Who Walks Unseen / Shadowweave: You may expend 2 Power and a Standard Action to create an effect equivalent to the Greater Invisibility spell.
- +3d6 Mana as +9d6 (32) Power, Specialized and Corrupted/only to power the Rule of Will powers listed above (6 CP).
- Rite of Chi with +6 Bonus Uses, Specialized and Corrupted/only for Power, only to rebuild the power pool for the Rule of Will Powers, above (5 CP).
Dantalion has some substantial defensive abilities. Even a moderate chance of an enemy losing their action whenever they try to attack you is a major benefit, and throwing in invisibility and even short range teleportation can go a very long ways towards not being targeted – but Dantalion has no real offensive abilities at all unless you get very creative about disguising appearances.
Geryon (32 CP + 3 CP Disadvantage / Compulsive. Those hosting Geryon will find themselves speaking in thieves cant, like a gangster, or in some other dialect which will serve as a warning to the knowledgeable).
In Greek Myths Geryon was a grandson of Poseidon and a fearsome giant warrior, possibly with extra arms and bodies. Sadly for him, Hercules shot him with a poisoned arrow so as to steal his cattle. Much later on Dante’ put him in the Inferno as the venomous avatar of Fraud and a winged transport for Dante and Virgil. From there he made it into the first edition Monster Manual as an Arch-Devil with poison, ice powers, and a horn that summoned Minotaurs (his “cattle” – and the secret cow level). Later editions deposed him (and gave him vastly increased abilities). Still later, he somehow wound up both alive and a Vestige.
Well, OK. The “Giant Multibodied Warrior” version is kind of hard to implement (and just what it would do is kind of dubious anyway, although I may throw in some Minotaurs to give him more bodies to work with) – but the master of fraud and corruption who moved Dante and Virgil past deadly dangers has possibilities. To make sure there’s some combat power there I think I’ll equate “corrupting” to “corrosive” – and in d20 that means “acid”. So, some minor acid power that can affect large numbers of people.
- +1 Bonus to Speak Language (Infernal, Specific Knowledge/The Fifth Layer Of Hell (2 CP).
- Master Of The Infernal Realms: Witchcraft III, Specialized and Corrupted for Triple Effect/each basic ability is limited to a fairly specific, simple effect (rather than allowing dozens), often with additional limitations, taken twice, for a total of eight specific effects (12 CP).
- Witchfire/Disrupting Gaze: You may spend 2 Power and a Swift Action to gain a Gaze Attack with a 30′ range that inflicts 2d6 Acid damage (your targets being torn apart by molecular telekinesis), or half that against a successful DC (16 + Cha Mod) Fortitude Save for up to one round per level. This supernatural ability works on constructs and – under the usual rules – does not require an action on your part to employ.
- Shadowweave/Expanded Vision: You guide the light from all around you into your eyes – allowing you to see in all directions at once. You gain a +6 bonus to Spot and Search checks and cannot be flanked. On the other hand, you cannot avert your eyes from gaze weapons, and suffer a -3 penalty on saves against bright lights and similar visual threats. This is a constant effect with no cost unless you intentionally deactivate it, in which case it costs 1 Power and a free action to start again.
- Witchsight/Perfect Nightsight: You see in twilight, shadows, and darkness, including magical versions thereof, as if it was full daylight. This is a constant effect at no cost.
- Dreamfaring/Eyes of the Archdevil: You may see, and strike into, the Ethereal, Near Astral, and Shadow planes at no cost as a constant effect.
- Hand of Shadows / Phantom Step: You may expend 2 Power and a Standard Action or 5 Power and a Swift Action to instantly transport yourself and any objects you carry up to heavy load to any location you can see within medium range. If the space is occupied by something you cannot see, you will collide with it, stunning yourself for one round.
- Glamour / Forked Tongue. You gain the benefit of a constant Glibness effect.
- Hand of Shadows / Fingers of the Night. You may expend 1 power and a move action to make a Disable Device, Open Locks, or Sleight of Hand check at a range of 60 feet. For an additional 2 Power you gain a +5 on the roll.
- Shadowweave / In Mortal Guise. You gain a constant Change Self effect.
- +3d6 Mana as +9d6 (32) Power, Specialized and Corrupted/only to power the Master of the Infernal Realms powers listed above (6 CP).
- Rite of Chi with +8 Bonus Uses, Specialized and Corrupted/only for Power, only to rebuild the power pool for the Master of the Infernal Realms Powers, above (6 CP).
- Birth of Flames with +4 Bonus Uses, Bonus Uses are Specialized/must be identical to the first construct (9 CP). Geryon can call on the services of five Bulls of Wrath. These may be called forth, or returned to mental storage, for 1 Power each.
Bull of Wrath (Astral Construct VI / Large Construct).
These appear to be massive minotaurs, carrying axes.
- Basic Statistics: 10d10+30 (85) HP, Initiative +1, Speed 80, AC 27 (Base 10 + 15 Natural +2 Martial Art), Attacks 3 x +21 Slam for 1d10+12 damage, 10 x 10 Space, Fort +3, Ref +4, Will +3, Str 33, Int 10, Wis 11, Con -, Dex 13, Chr 10. 60′ Darkvision, Low-Light Vision
- Construct Traits: Immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They cannot normally heal damage save by their own fast healing, but can be repaired.
- Celerity: +10 Movement (80′ total).
- Knockdown: Those hit by a Bull of Wrath must make a DC 22 Str check or fall.
- Semisentient: They are sensible and gain a +6 bonus to Intimidate, Spot, Jump, and Listen.
- Fast Healing II
- Sentient (Int 10, 40 SP (Minotaur’s Wrath Martial Art (Str Based) +21 (Attack +4, AC +2, +5′ Reach, Combat Reflexes, Versatility (May do lethal damage, nonlethal damage, bludgeoning, slashing, or piercing damage at will), Mighty Blow, and Whirlwind Attack), Speak Language 2 (Giant, Infernal), Intimidate +16, Spot +16, Listen +14, Jump +17), Improved Bull Rush, Power Attack, Innate Enchantment (SL, CL1, Personal Haste (Unlimited-Use Use-Activated, 2000 GP), plus one use each (Unlimited-Use Command Word Activated x One Use) of the following none spells: Benign Transposition, Blades of Fire, Blood Wind, Close Wounds, Grease, Light Foot, Resurgence, Swift Invisibility, and True Strike).
- Warding: They may hold an action to intervene and take an attack or damage meant for someone else.
Bulls of Wrath don’t actually have weapons – but being astral constructs and having the Versatility option covers inflicting various types of damage, so giving them the appearance of carrying axes is a mere special effect.
This version of Geryon is highly alert and mobile and an expert at fraud – but not especially good at physical combat, even with his handful of special tricks. For THAT he has his private squad of goons. Those are quite powerful when Geryon first becomes available even if they become less useful offensively as levels increase – but their Warding ability will continue to be handy even at very high levels.
Kagura, (32 CP + 3 CP Disadvantage / Insane. Those channeling Kagura suffer from severe claustrophobia whenever bound or tightly confined).
Otiaz is something of a mystery. The earliest mention I could locate was a Spanish priest who accompanied Pizarro in the early 16’th century. There are a couple of variant spellings, and it appears as a name in a few places, but it doesn’t seem to mean anything in any likely language – and neither does spelling it backwards, various variants, or most of it’s anagrams – although they do appear as (rare) names. Ergo…
Naraku, a being consisting of a horde of demons merged together around an evil human core, could split off fragments of himself – manifesting other demonic entities that embodied bits that he’d rather get rid off or thought might be more useful outside himself, maintaining control by holding their mystical hearts captive. Perhaps it is not all that surprising that his first creation embodied his capacity for self-reflection. For his second shed collection of soul-shards… Kagura carried the parts of his myriad component souls that yearned for freedom, to regain their own lives free of Naraku. As such, Kagura’s power was considerable, her aspect was the ever-roaming wind, and her determination to be free was an all-consuming fire. When Naraku at last tired of her defiance and attempts to escape, he slew her – but his own life continued, leaving her soul-fragments adrift upon the winds, free at last but still bound to the world by his own life. Now those same fragments can empower others, granting them many of the powers Kagura once held.
That works at least as well as most “Vestige” / Mystery origins, even if it is straight out of the “Inuyashu” Anime.
- Augmented Bonus: Add (Cha Mod) to (Int Mod) for Skill Points through L1, Specialized and Corrupted for Triple Effect/may only be spent on the Dance of Winds Martial Art (Dex Based), the Vortex Style Martial Art (also Dex based), and Disable Device – and must be split evenly between them (6 CP). This gives each of those skills a score of (Cha Mod) x 4 + (Dex Mod), plus anything the base character has chosen to invest.
- Dance of Winds Total: 01: +1 AC, 03: +2 AC, 05: Strike, 07: Weapon Kata/Wind Saber, 09: Blind Fight, 11: +3 AC, 13: Mighty Blow (target automatically tripped on a critical hit), 15: Mind Like Moon (DC 15 Reflex Check to avoid being Surprised or Flat-Footed at the beginning of combat), 17: +2 Synergy to Tumble, 19: +4 AC, 21: Dodge, 23: Healing Hand, 25: Inner Strength, 27) +1 to Attack, 29: Iron Skin, 31: Vanishing, 33: +2 to Attack, 35: +3 to Attack, 37: +4 to Attack, 39+: +2 Synergy to Stealth.
- Vortex Style (Focused on Wind Saber, Defenses Specialized for Double Effect versus ranged attacks) Total: 01: +2 AC versus Ranged Attacks, 03: +4 AC versus Ranged Attacks, 05: +6 AC versus Ranged Attacks, 07: +8 AC versus Ranged Attacks, 09: Rapid Shot (Wind Saber), 11: Combat Reflexes, 13: +5′ Reach, 15: Instant Stand, 17: Strike, 19: +1 to Attack, 21: Inner Strength, 23: +2 to Attack, 25: +2 Synergy to Flight, 27: Ki Block, 29: +3 to Attack, 31: Wrath (Lightning), 33: +4 to Attack, 35: Light Foot, 37: Power +1 (Wind Saber damage 1d8+1d6), 39: Power +2 (Wind Saber Damage 2d8).
- Innate Enchantment (9 CP).
- Wind Saber. You may use the wind as a weapon to strike your enemies. As per Produce Flame, but does slashing or bludgeoning damage at your option (2000 GP).
- Vortex Edge: Upgrades your Wind Saber to a base of 2d6 Damage and provides 10′ of reach which does not inhibit attacking adjacent characters (2000 GP).
- Fingers of the Wind: You may make a Disable Device, Sleight of Hand, or Dirty Trick check, or perform a simple unrolled manipulation (open a door, etc) as a standard action at medium range (2000 GP).
- Cloak of Mists: As per Concealing Amorpha: Gain 20% Concealment (2000 GP).
- Mistress of the Winds: 2d6 (7) Mana with Reality Editing: Specialized and Corrupted, for Triple Effect, only for Reality Editing, only to produce Supernatural Effects equivalent to Spells (Minor Edits produce L1-L2 effects, Notable Edits produce L3-L4 effects, Major Edits produce L5-L6, and Grand Edits produce L7-L8 effects. Given the specialization for triple effect, these cost 1, 2, 3, and 4 Mana respectively. Such “spells” require their usual casting times and are cast at the user’s level. Users may only spend 1 Mana on an effect per 5 levels or part thereof that they possess, the user is limited to the list of effects given below (almost all wind, fog, or cloud effects) (12 CP).
- Minor Edits (1 Mana, Levels 1+): Binding Winds, Cloudburst, Deep Breath, Fog Cloud, Gust of Wind, Summon Medium Air Elemental, Updraft, Whirling Blade, Wind Wall, Wings of Cover, and Breath of Frost (Ice Blast).
- Notable Edits (2 Mana, Levels 6+): Arctic Haze, Air Walk, Boreal Wind, Capricious Zephyr, Contagious Cloud, Defenestrating Sphere, Downdraft, Eye of the Hurricane, Favorable Wind, Haboob, Stinking Cloud, Stolen Breath, Summon Large Air Elemental, and Feather Chariot (as per Phantom Steed).
- Major Edits (3 Mana, Levels 11+): Airy Water, Control Winds, Cloudkill, Cyclonic Blast, Freedom of Movement (24 hour duration), Freezing Fog, Sandstorm, Solid Fog, Summon Huge Air Elemental, Wind Walk, and Breath of Life (As per Animate Object. If used on Corpses treat them as Skeletons for the duration).
- Grandiose Edits (4 Mana, levels 16+): Cloud Chariot, Control Weather, Immediate Wall of Force, Mastery of the Sky, Summon Elder Air Elemental, and Whirlwind.
- Rite of Chi with +12 Bonus Uses, Specialized and Corrupted/only to refill the Mistress of the Winds pool, only usable between encounters (8 CP).
Kagura, as probably befits an anime character, is pulling a couple of cheap tricks to be as powerful as possible – and is using Specialized and Corrupted reality editing (in itself a take-a-good-look-a-this-first flag for the GM) to become a fairly powerful, if very highly specialized, spellcaster along the way. Of course, like most anime characters… she only has enough Mana to pull off one or two major special tricks in each battle. Unlike a full spellcaster, most of the time she’s going to be relying on her basic attacks.