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Animus Colleges

Rules system: homebrew Sancturi system (2017-2018 drafts). Legacy design material, not canon for play.

Lore page: Arcane Colleges.

The college lists of the Animus (Life) domain, whose opposite is Imperia: Vivanimancy (Empowerment), Philanimy (Affinity) and Remediancy (Healing), with a single later spell card. The fourth college of the domain worksheet, Biomorphology (Alteration), has no list; it is mentioned only as a source of Taxed Frame. The thirteen-tier ladder is on Arcane Colleges.

Vivanimancy (Empowerment)

Potest-Corporis. "Vivanimancy deals with protecting, supporting and enhancing living systems." (S300, July 2017)

Terms and conditions

  • Taxed Frame (stacking debuff): frequently applied to persons with long-term Vivanimancy or Biomorphology buffs. 1 stack: no ill effects. 2 stacks: 1d6 damage per turn. 3 stacks: 3d6 damage per turn and Dazed+1 while active. 4 stacks: 5d6 damage per turn and Dazed+1 per turn.
  • Willing (condition): if the target is conscious, they can choose to react negatively to the pull of the spell.

The famous Vivanimancy mages named in the header are Cuordaxis and Poltemarc, whose spells appear below; a third entry is "?? (??)".

Spells

The columns are the source's, unheaded: kind and cost, casting, target and range (in feet), and effect.

Tier Spell Kind Casting Target Effect
I Novice Heroic Strike Augment Minor 1 ally visible 30 A burst of strength gives the Willing target +4 Strength (+2 bonus) for a single Action.
I Novice Identify Vivanimancy Action Minor 1 object visible 30 A detailed understanding of the Vivanimancy spells active on a creature or object in range.
II High Novice Jump Action, 12 mp Minor 1 ally visible 15 A burst of energy to the legs lets the Willing target leap up to 4x their normal distance.
II High Novice Poltemarc's Tottering Action, 15 mp Standard 1 creature visible 30 Empowering one leg over the other makes walking difficult and running impossible; the target can adjust in time (Poise & Dodge). −1 Dodge, −4 Poise, 50% Movement, cannot gain Momentum.
II High Novice Steely Brace of Cuordaxis Guard, 12 mp Guard self Cast just before taking damage; infuses the body with resilience and stabilizing agents. Breaks after taking more than 0 final damage. +5 resist vs Piercing, Slashing, Mystical and Somatic; +10 resist vs Bludgeoning and Aural.
III Initiate Mighty Strength Action, 18 mp Standard 1 ally visible 15 A Willing target gains +4 Strength for the duration. Taxed Frame+1 while active.
III Initiate Steady Vitality Action, 22 mp Standard 1 ally visible 15 +4 Fortitude, as Mighty Strength.
III Initiate Accelerated Growth Action, 36 mp Ritual, 2 turns 10x10 area of plants or 1 Medium creature, visible 10 Plants and Willing animals grow 5-100x faster; problematic with animals, as brain development is not accelerated. Taxed Frame+1 while active. Covers one Medium creature or area of plants; for larger creatures multiply cost and casting time by the Size Low Modifier.
IV High Initiate Swift Reflexes Action, 26 mp Standard 1 ally visible 15 +4 Agility, as Mighty Strength.
IV High Initiate Rigid Precision Action, 30 mp Standard 1 ally visible 15 +4 Dexterity, as Mighty Strength.
IV High Initiate Instant Growth Action, 50 mp Full 1 plant or ally visible 15 Brings the body of a plant or Willing creature to adulthood within 1 turn. Taxed Frame+1 while active. Lowers lifespan by 25%.
V Adept Extended Vivanimancy – Passive – Range of all Vivanimancy spells ×4.
V Adept Deft Cunning Action, 32 mp Standard 1 ally visible 15 +4 Ingenuity, as Mighty Strength.
V Adept Firm Confidence Action, 36 mp Standard 1 ally visible 15 +4 Charisma, as Mighty Strength.
VI High Adept Deep Logic Action, 40 mp Standard 1 ally visible 15 The target gains +4 Reasoning; Taxed Frame+1 while active.
VI High Adept Iron Will Action, 42 mp Standard 1 ally visible 15 The target gains +4 Willpower; Taxed Frame+1 while active.
VIII Master Mass Empowerment Action, 50 mp + 2 per target Ritual, 1 turn +1 per 10 targets [N] allies visible 120 Gives many Willing creatures one of the ability-score buffs (Mighty Strength, Steady Vitality, Deft Cunning, Deep Logic, Iron Will, Swift Reflexes, Rigid Precision or Firm Confidence).
XI Grandmaster Empowerment Mastery – Passive – Ability-score Vivanimancy buffs give +6 instead of +4.

Tiers VII, IX, X and XIII are blank; XII is "??".

Philanimy (Affinity)

"Philanimy deals with deals with emotions and the emotional state of the living. It also" (S298, August 2017; the sentence breaks off). Its motto is "??".

  • Emotionally Numb (debuff): frequently applied to living beings whose emotions have been manipulated. It reduces the effect of back-to-back emotional manipulation. It stacks, and some spells will not work or work less well while it is present. Its length is set by whichever spell applied the longest duration of it.
  • Control Capacity: "many philanimy spells ?? TODO".
  • Aura: only one may be active at a time.

The tiers use different names from the other college lists: V and VI are Aspirant and High Aspirant, VII and VIII Adept and High Adept, IX and X Master and High Master, and XIII Archmaster. The sibling ladder has Adept and High Adept at V-VI, Arch-Adept at VII, Master at VIII and Arch-Grandmaster at XIII.

Tier Spell Casting Effect
I Novice ?? ritual, 20 m, 0 mp ??
I Novice Courage minor action The target gains +Q Charisma and +Q Resolve for N turns.
I Novice Radiant Personality bonus action, 0 mp +2 on Negotiation, Command and Performer checks.
II High Novice Animal Friendship ritual, 1 turn+, 0 mp Turns a hostile but not attacking animal of Reasoning 4 or less friendly.
III Initiate Aura of Courage? full action, 0 mp All living creatures within the X area gain +Q Charisma and +Q Resolve for N turns.
III Initiate Aura of Uncertainty full action, 0 mp All living creatures within the X area lose Q Charisma and Q Resolve for N turns.
III Initiate Inspiration minor action The target gains +Q Reasoning and +Q Acuity for N turns.
IV High Initiate Summon Minor Beasts ritual, 1 m Summons local beasts to your aid under a magical Charm; they do as commanded until it breaks, which it does automatically if they become Frightened. Most animals not Charmed flee immediately. The strongest beasts summoned are ½ your Character Level or level 5, whichever is lower.
IV High Initiate Admiration standard action The target converts its Hate or Fear into Admiration and avoids targeting you as long as possible (unless you are the only target left). At Reasoning 6 or lower it will not attack you unless you attack it.
V Aspirant Strongheart counterspell +Q to Acuity, Resolve and Grace vs a single attack, and +3 Absorb vs Psychic or Blight damage for that attack.
V Aspirant Aura of Desire standard action All living creatures within the X area lose Q Reasoning and Q Acuity for N turns.
VI High Aspirant ?? passive You can control which living creatures your Auras affect.
VIII High Adept Aura of Admiration standard action All living creatures within the X area are affected by Admiration.
VIII High Adept Summon Beasts ritual "S??"
XII High Grandmaster Summon Greater Beasts ritual ??

Every other slot is "??", with a casting type only (ritual or passive).

Remediancy (Healing)

Viribus-Corporis. "Remediancy deals with with empowering a physical body's remediancy systems (immune system, cellular regeneration, etc) to amplify health and injury recovery." (S299, April 2017) Only the first four tiers are written; the domain worksheet glosses the college "Restoration".

Tier Spell Effect
I Novice Blessing of Medicaelus (ritual) Increases natural recovery for 24 hours: every hour of full rest in that time recovers 10% total health.
II High Novice Circle of Medicaelus (ritual) A circle on the ground; all living things within regenerate 1 hp per turn while Fresh, 2 while Wounded, 3 while Bloodied and 4 while Broken. Creating it takes a ritual; an existing circle can be recharged with a standard action. It lasts [Skill Proficiency] turns. Cost is multiplied by radius, up to a maximum radius of [Skill Proficiency].
III Initiate Boon of Medicaelus (ritual) The target's health +10% for 24 hours.
IV High Initiate Minor Restoration (ritual) Removes injuries that require Mending and instantly restores 10% health.

Later spell card: Enhanced Body

A single Animus spell in the later spell-card format of the Fae Shaman lists (S301, August 2018), headed "Animus 3" (3rd order).

Spell Casting Effect
Enhanced Body 1 standard action; interruption −0; a single creature; range 15'; 1 hour per demesne level; save see effect; attack --; empower +1 effective demesne level Improves a single body stat for the duration. Strength: advantage on Strength-based checks, double carrying capacity and +2 Strength. Agility: advantage on Agility-based checks, falling damage halved and +2 Agility. Dexterity: advantage on Dexterity-based checks; "??".