The Sheela

By Arikail, in Anima: Beyond Fantasy RPG

I would like you to please welcome the Sheela to the boards. Translated from Arcana Exxet, these are elemental soul fragments called into being by Summoners, but usable by anyone willing to pay the cost. It's a WIP, but here's what I've got so far. I'll continue to update as I get more finished. ATM, here are the basic rules.

Chapter 7: Sheela, Spirits of the Soul
The Sheela, also called reflections of the soul, are one of the greatest powers both Summoners and Wizards can have at their disposal. This is pure elemental magic, supernatural entities that have gained power and identity by entering contact with the soul of a living being.

Their usual form is similar to a small fairy, no more than a foot high. The vast majority are female, but that is because they represent the Animus, or feminine side of life. However, there are rare cases of male Sheela, or even some completely asexual in many forms.

Usually, the existence of these creatures is linked to an individual and a particular kind of magic. In fact, with the exceptions of Necromancy, Creation and Destruction, which by their nature do not support the birth of Sheela, all the ways of magic have their own kind of elemental.

A character skilled in Summoning can try to focus enough supernatural power to attract a Sheela and tie it to their soul. Thus, a Summoner can make up for his lack of magical knowledge by letting the elemental cast spells for him. However, magicians and fighters can make use of them as well, as the capabilities of the Sheela are diverse enough to enhance any kind of skill.


Invocation and Linking

Calling a Sheela has the same requirements as summoning a being equal to the level of the Summoner plus one, and the character must pay a Zeon cost ten times higher than normal. In case they are trying to invoke it for another individual, the difficulty is the level of the target plus 2, and the Zeon cost must be fully paid by the Summoner and the target, in order for the Summoner to attract and create the essence of the Sheela for him.

A Level 3 Summoner who tried to invoke his Sheela would have to invoke and control a being of level 4 and pay a sum of 800 points of Zeon (80 times ten).Similarly, invoking a Sheela for a character of level 2 would also be equivalent to invoking a level 4, although in thiscase, the 800 points must be spent Zeon by both the Summoner and the individual for whom the Sheela is invoked.

Immediately following, the Summoner must secure the Sheela, performing a Binding with the same difficulty as before, as a being of his level plus one (or two if performed for another individual). If successful, then whoever he states he intends to become the Sheela’s master (either the Summoner or another individual) must spend a point Power to bind the Sheela to their soul. With the ritual completed, the Sheela will, from that moment forward, belong completely to the person.

If you wish to randomly determine the type of Sheela called, the Summoner must make a roll on Table 13 and check the result.


Table 13: Types of Sheela
Roll Type
1-10 Light
11-20 Air
21-30 Essence
31-40 Earth
41-50 Fire
51-60 Illusion
61-70 Water
71-80 Darkness
81-100 Character’s Choice

The Sheela as Familiars

Like any other supernatural creature, a Sheela may be bound as a Familiar. In this case, the Summoner experiences the difficulty of binding both a Sheela as explained in the previous section and the familiar tie (two levels). Consequently, as a familiar link, binding a Sheela is an additional three levels of difficulty for the Summoner himself or four in case of performing the binding for another. Regarding the cost of Zeon, this is not increased at all.

Having a Sheela as a familiar gives certain special elemental powers, as explained in the Enhancements section.

Maintaining a Sheela

Keeping a Sheela applies the same rules as a familiar for the daily Zeon cost. If, for any reason, the character is unable to pay its cost, the elemental begins to weaken, applying a -10 All Action Penalty and reducing their Presence by one each day this cost is not paid. If their Presence falls to zero, the Sheela dies, irrevocably.

Contrary to what happens with a familiar, you cannot stall the evolution of a Sheela, so if of the character's Level increases above what they can afford to pay to maintain it, it is destroyed.


General Rules


It is important to point out that Sheela are not naturally independent creatures, but they are so tied to magic and man that they are not based on the same rules as traditional beings. In a way, they are arguably a reflection of the soul of the Summoner that has claimed independence and self-existence. Therefore, despite having a proper level and attributes like any creature, the Sheela use rules different from a conventional form, they have no DP to develop their skills normally. To reflect these attributes can you can use the tab that comes at the end of this book.

Attributes: The Sheelas, have different attributes depending on to which element they are linked. The description of each Sheela gives those values. Each time the Master levels up, you may choose to add a +1 to one Attribute (instead of gaining a +1 every two levels).
LP: The Life Points of the Sheela. These are not calculated using the attribute Constitution, but they are always equal to twice the Presence of their Master.
Initiative: A Sheela has an Initiative equal to her Master without weapons.
Resistances: Sheelas share the same resistances (MR, PsyR, PhR, VR, and DR) as her Master.
Magic Projection: The Sheela has a Magical Projection value equivalent to twice the base Presence of her Master. As a
general rule, do not add the Dexterity bonus to this.
Spells: Each Sheele has a level of certain way that allows
his master use spells through them. To calculate the maximum power of their spells, Sheela can choose from their Intelligence or their Power.
Other Powers: Each type of Sheela also has different unique powers, as described in their respective sections.
Secondary Skills: As with attributes, Sheela have different values of secondary skills dependent on their elemental nature. However, none of them can have a skill based on knowledge higher than the value her Master has in the same ability. Each time the Master rises in level, you may give a bonus of +10 to five different secondary skills of your choice. The Sheela never add a bonus from their Attributes to these skills.

Spellcasting Through Sheela
A character can channel the supernatural powers of the Sheela in the form of spells. Therefore, he can transfer all or part of his Magical Accumulation the Sheela so she can build and cast spells she knows. This "Assignment" temporarily reduces the Accumulation of the character himself. It is important to note that it is the Sheela who casts the spells, while the Master only gives her his power. Therefore, the elemental cannot cast unknown spells and must use her own Magic Projection at launch, even if her master knows the spells or has a higher Projection.

A sorcerer with 60 MA states that he will yield 20 points of MA to his Sheela for her to prepare a spell. Consequently, he can continue to accumulate 40 points each turn, while the elemental accumulates 20. Naturally, at any time after, he can declare a different number to assign to MA, depending on what he himself saw fit.

Mystical Empowerment
A character can enhance the actions of his Sheela by investing large amounts of supernatural power. Therefore, he can give your Sheela a bonus to a particular action equivalent to the value of Zeon spent for that purpose, to a maximum determined by the Control ability of her Master (Table 14). For a Sheela in Spirit Form, this improvement is reduced to half the Zeon spent (in groups of 5 rounded down).

A Summoner with Control of 120 could declare he is spending 40 Zeon points in granting a +40 to the Sheela’s Magic Projection to cast a spell, but if she was in her Spirit Form, she would get only a +20.

Table 14: Mystic Empowerment of the Sheela
Control Maximum Zeon
0+ 20
50+ 30
100+ 40
150+ 50
200+ 60
250+ 70
300+ 80
350+ 90
400+ 100


Distance Limit

Being tied to her master, a Sheela cannot be separated more than 100 feet from him. If forced to, she loses consciousness and slowly becomes weaker, eventually dying. This period varies depending on the power level of the entity, but is usually between a couple of days to a month.

Death of the Sheela or her Master

The death of a Sheela has serious implications for her Master. First, having a part of his soul destroyed, the character irreversibly loses the Power point invested into the Calling of the Sheela. It is impossible to recover or recreate this loss, even with powerful spells. Second, if he has the Gift, his magical powers are temporarily reduced, so he applies a penalty of -50 MA that recovers at a rate of 5 per day. If the Sheela is also tied to the character as a familiar, he suffers the usual consequences carried with the latter's death, in addition to those described above.

Whereas if it is the Master who dies, this usually results in the Sheela being destroyed with him. However, there have been very unusual cases in which the elemental has become an independent being.

Combat
Generally, Sheelas fight using their Magical Projection with spells or some of their special powers. However, they are governed by special rules when it comes to defense, and as both her and her Master are linked, if they are close to each other, they can use a joint defense. This means that instead of each using their own defense, they can choose who will defend them both. For example, a fighter may choose to use his Block to stop an attack against her, or else let her create a supernatural shield to protect him. Naturally, there is no penalty applied to this ability.

If you receive damage during a joint defense, the Master suffers full damage, while the Sheela suffers half that amount.

Personality

The behavior of these creatures is quite variable. Some are little more than a silent, faceless being that accompanies her master while others have a strong personality. Thus, the Sheelas may be a simple tool in the hands of her master or a creature with her own identity. The Game Director is the one who should decide which of the two is more accurate depending on what is best for the style of the game.

Sorry it's taken so long. Here's the next part of the Sheela, how they improve. After this, will be a listing of each of the elemental Sheela, and what specific powers and attributes each of them has. Enjoy.

Supernatural Improvements

The real power of the Sheela lies in the supernatural improvements obtained as a reflection of the spiritual power of her Master. Consequently, the Sheela gets one improvement point for each level that her Master had when she was called and then another point every time his level rises again. In the event that the Sheela is also the character’s familiar, she automatically gets two additional points for improvement, independent of the level of her Master.

The Sheela of a level 4 character would have four points improvements or six if it is your familiar.

Below is a list of the different general improvements that all Sheela have access to, regardless of the elemental nature to which they are linked. Besides these, each particular type of Sheela has a list of improvements, as shown in each description.

Esoteric Improvements

Spiritual Nature: The Sheela gains the ability to become intangible and invisible at will, applying the same rules as the Incarnation creature spiritual power (chapter 26 base book).

Linked Senses: The Sheela’s Master can see, hear and speak to her as though she were present.

Spatially Separation: Contrary to the general rules, there is no limit to how far away the Sheela can be separated from her Master.

Life Link: The Sheela’s Master can transfer any amount of damage you receive and vice versa. For example, if the Sheela is attacked and receives 100 damage, her Master could choose to suffer the damage in of the elemental.

Elementalism: The Sheela becomes completely immune to the effects of the element that she is related to and gets a +50 to all MR against spells of that type. While the Sheela is in contact with her Master, he also acquires the same elemental immunity and resistances. This power has no effect against the supernatural.

Spiritual Form Improvements

Spiritual Form: The Spiritual Form is one of the greatest powers of the Sheela. This capability allows the Sheela, for a limited time, to use the supernatural powers of her Master to change her nature and alternatively buy a more powerful Form than the original. Generally, this entails a complete transformation of the body of the Sheela, which takes on a different appearance according to the powers that she gets, hence the name Spiritual Form.
In obtaining this gift, the character who controls the Sheela should create a supernatural creature using the rules described in Chapter 26 of the rulebook. The Sheela has a level equivalent to her Master, and gets powers as an Elemental Being Between Worlds with Gnosis 20.
From that moment, the character can decide when he wants the Sheela to take on her Spiritual Form, paying for it with 150 points of Zeon. Each turn afterwards that the character keeps the transformation active has a maintenance cost equivalent to the presence of Sheela in Zeon points. That is, having a level 3 Sheela in Spiritual Form would cost 40 points of Zeon per turn. When the Sheela goes up a level, the character also gets the DP to acquire skills and new powers for the Spiritual Form like a conventional elemental form. Consequently, the powers the Sheela has while transformed improve with those of her Master.
The transformation is automatic and passive, though the Sheela has a penalty of -25 to all actions in the turn during which she enters Spiritual Form. Naturally, while transformed, she loses all Common qualities and advantages of being a Sheela.
A Sheela recovers from wounds she has received in Spiritual Form and restores Ki points at the same rate as if she were continuously transformed, even if she returns to her natural appearance.

Enhanced Transformation (Requires Spiritual Form): It will cost the character less to have his Sheela remain transformed into her Spiritual Form, thereby reducing the cost per turn of staying transformed by 10 points to Zeon. That is, a Level 3 Sheela with this advantage would only cost 30 points of Zeon per turn to remain in Spiritual Form. Enhanced transformation can be acquired several times, but cannot decrease the cost below 10 Zeon per turn.

Enhanced Powers (Requires Spiritual Form): The Sheela’s Gnosis is equivalent to 30 when choosing the powers she has access to for her Spiritual Form. However, this increase does not allow her to use high magic spells.

Greater Form (Requires Spiritual Form): The power of the Sheela is much higher when taking her Spiritual Form. Consequently, she is considered to be a level above her Master when changed. That is, a Sheela of a level 4 character with this power would be level 5 when in Spiritual Form. Naturally, increasing her Presence causes an increase in the maintenance cost per turn to keep her transformed. This advantage can be picked up twice more, increasing the level of the Sheela to +3 above her Master.

Magical Improvements
Magical Projection: The Sheela gets a +20 to her Magical Projection. There is no limit to the number
of times you can choose this advantage, but if its value increases above 200, the bonus granted by this improvement
is reduced to +10.

Improved Spells: The Sheela gets a +10 bonus to their level of Magical Path they have access to. There is no limit to the number of times you can choose this benefit, but increasing the path above 50 only causes it to increase by +5.

Enhanced Accumulation: By choosing this advantage, the Sheela gets 5 MA above that which her Master grants when channeling a spell. There is no limit to the number of times you can choose this benefit.

A sorcerer who declares he is giving 30 of his MA points to his Sheela after she has acquired this advantage 3 times gets an Accumulation of 45 points, thanks to the +15 that this advantage gives.

Improvements Empowerment

Enhanced Stamina: The Life Points of the Sheela increase up to four times the Presence of her Master.

Enhanced Empowerment: The character increases by 25 points the maximum Zeon he can spend per turn to give bonuses to his Sheela. This improvement can be chosen up to four times, allowing him to spend no more than 150 points of Zeon.

Powerful Attribute: The Sheela gets a +1 to one of her attributes.

And the first one is up. The Air Sheela, the Haley.

Air (Haley)
Haley is the name usually given to Sheela based on the element of air. Physically similar in appearance to Elven adolescents, with hair a brilliant sky blue or made of electricity. They do not have wings, but are surrounded by small currents of wind that allow them to simulate flight. Their personality usually tends to be arrogant, but they are also very fickle. They are usually very concerned with their Masters, though they hide their feelings behind a closed and aggressive facade.

Base Characteristics
Attributes: Agility: 8, Constitution: 2, Dexterity: 8, Strength: 2, Intelligence: 8, Perception: 6, Power: 8, Willpower: 6
Secondary Abilities: Acrobatics: 60, Notice 30, Search 10, Theft 40, Magic Appraisal 80, Dance 40, Music 40, Sleight of Hand 20
Paths of Magic: Air 20

Innate Powers
Defensive Movement: The Haley can use her Magical Projection to Dodge. This ability does not allow her Master to Dodge with her; only the elemental.
Mystical Flight: The Haley has a Mystic Flight Value of 10.

Improvements
Below is a list of possible improvements that a Haley can get Haley. Unless otherwise mentioned, each can only
be chosen once.

Thunder Soul
The Haley throws a powerful beam of supernatural power that strikes on the Electricity table, using her Magical Projection plus 50. The discharge has Base Damage equal to twice the elemental’s Presence and is capable of affecting supernatural beings. The Lightning Beam is so large that it affects all who are 5 meters from the line drawn for the attack. Using this attack consumes 250 points of her Master’s Zeon.

Cutting Gale
The Haley makes numerous drafts, cutting everything around her. This ability makes an attack on the Cutting table in an area of 25 meter radius with a Base Damage of 60. Only those who are in direct contact with the Haley are not affected by the attack, everything else will be attacked by the gale. Using this attack consumes 100 points of Zeon from her Master.

Absolute Speed
For five rounds, the Haley gets a +50 bonus to initiative and doubles the MA to granted by her Master. At the end of this period, she suffers a -50 All Action Penalty, that is recovered at a rate of 10 points each round. Using this ability consumes 100 points of Zeon from her Master.

Hands of Air
The Haley condenses wind currents to manipulate objects without touch. In game terms, the elemental can magically move with air anything that is not more than 20 kilograms up to 50 meters away. Similarly, this ability allows her to launch objects as a means of attack, using her Magical Projection as her Attack Skill and the Haley’s Power as her Strength. Each time the elemental activates this ability, her Master spends 20 Zeon, whether an object is moved or thrown.

Teleportation
The elemental can teleport to a maximum distance of 100 meters with total freedom. There is no limit on the number of times she can do this a day, but she must wait five rounds between each jump.

Improved Flight
The Haley’s Mystic Flight Value increases to 14.

Enhanced Projectiles
Any physical projectile fired or launched by a person who is in physical contact with the Haley gets a +2 to his Strength to calculate the range of the attack. Additionally, all projectiles add the Haley’s Power bonus to the damage.

Improved Abilities
The Haley gets a +40 bonus to all her secondary skills. This improvement can be chosen more than once, but after the first, the bonus is reduced to +20.

Electrical Form
The Haley becomes a mass of pure electricity and anything in physical contact with her must pass a Phy R against twice her Presence plus her Power bonus, or take damage equal to the level of failure. While in this form, the Haley becomes immune to all attacks that are not capable of damaging energy. Her Master must invest 25 Zeon points to initiate this transformation and an additional 5 points for each turn after that it is maintained.

Fast Reactions
The Haley gets a +50 to her Initiative.

Water (Coral)
The Sheela of water, often referred to as Corals by mystics and occultists. They are the ones with the most varied forms of all their ilk, but the most common is the little mermaid with butterfly wings made of water. However, there is also a fairly common second variation, Icebound, in which case they are a completely humanoid ice crystal. They are generally quiet and pleasant, always with a kind word to be said to their Master.

Base Characteristics
Attributes: Agility: 8, Constitution: 3, Dexterity: 6, Strength: 3, Intelligence: 8, Perception: 6, Power: 8, Willpower: 6
Secondary Abilities: Persuasion 40, Notice 40, Search 20, Poisons 20, Sailing 60, Magic Appraisal 80, Composure 40.
Paths of Magic: Water 20

Innate Powers
Mystical Flight: The Coral can move freely through the air with a Mystical Flight value of 4.
Aquatic Movement: A Coral can move freely through water with a Movement Value of 10.
Water Breathing: Corals can breathe underwater as if they were sea creatures.
Physical Endurance: Any damage that is not supernatural only does half damage to Corals.

Improvements
Below is a list of possible improvements that can be obtained by a Coral. Unless otherwise mentioned, each can only be chosen once.

Ice Needles
The elemental concentrates water into ice and makes it shoot out at a target. In use, the Coral produces a beam with a Base Damage of 50 that is Penetrating and attacks on the Cold table. The elemental can keep raining needles on the same target in later turns; to do so, make an automatic attack at the beginning of the turn, before your enemy can do anything else. Only if the defender gets a surprise result against the Coral may it act before being forced to defend themself. Corals can continue to throw the needles continuously provided they are not put on the defensive. Using this attack uses 100 points of her Master’s Zeon, plus 20 extra per turn to keep it.

Wave of Power
The Coral creates a wave of supernatural water that hits everything around. Any target that is not directly in contact with her at a distance equivalent to the Coral’s Presence in meters suffers a Blunt supernatural attack with Damage also equivalent to the elemental’s Presence. Additionally, anyone who is hit by the attack is also struck by an impact with a Force equivalent to the Power of the elemental. Using this attack uses 100 points of Zeon from her Master, plus 20 extra per turn to keep it.

Absolute Defense
If declared before determining initiative, the Coral gets a bonus of +50 to her Magic Projection for defense that turn. Using this ability consumes 30 of the Master’s Zeon points.

Crystal Dawn
A target designated by the Coral must exceed a MR or PhyR Control roll with a difficulty equal to twice the Presence plus the Power bonus of the elemental. The target can be apply a +5 to this roll for each Cold AT they possess. In case of failure, the individual will be frozen, undergoing Partial Paralysis if the difference is less than 40, or Complete Paralysis if the difference is greater. This skill is automatic, without any condition except to be in the presence of the elemental and less than 50 feet away. Each time the Coral activates this ability, her Master must spend 100 points of Zeon.

Crystal Screen
The Coral creates a supernatural shield able to withstand 500 damage, using her Magic Projection plus 50 to Block. Using this ability cost her Master 150 Zeon points.

Major Aquatic Movement
The Coral’s Aquatic Movement Value is increased to 15.

Defensive Empowerment
While the Coral is in physical contact with a person, that individual gets the elemental’s Agility bonus as an additional to his defensive skill.

Improved Skills
The Coral gets a +40 bonus to all her secondary skills. This improvement can be chosen more than once, but after the first, the bonus is reduced to +20.

Crystal Form
Light or Darkness-based attacks do not cause damage to the Coral this turn. Each time Crystal Form is used, it consumes 10 points of Zeon from her Master.

Regeneration
The Coral automatically recovers 10 Life Points per turn, regardless of what her normal Regeneration rate is.

Fire (Faren)
Faren is the name used to refer to the fire Sheela. Their form is usually that of a young woman with elven features perpetually surrounded by flames of different colors. Interestingly, the fire engulfing their bodies does not burn things, and is merely warm and inviting. The Faren are extremely active, boastful and lovers of action, getting one to stand still is something significant even for their Masters.

Base Characteristics
Attributes:
Agility: 6, Constitution: 4, Dexterity: 5, Strength: 4, Intelligence: 7, Perception: 5, Power: 8, Willpower: 5
Secondary Abilities: Acrobatics 20, Notice 40, Search 20, Magic Appraisal 80, Feats of Strength 20, Resist Pain 20, Forging 20.
Paths of Magic: Fire 20

Innate Powers
Mystical Flight:
The Faren can move freely through the air with a Mystical Flight value of 6.
Control of Flames: The Faren is able to control fire whose intensities do not exceed half of her Power attribute. This ability allows her to attack with fire at will, using her Magical Projection.

Improvements
Below is a list of possible improvements that can be obtained by the Faren. Unless otherwise mentioned, each can only be chosen once.

Pyre
Faren raises a huge pillar of flame that completely burns her target. This ability allows the elemental make an attack based on Heat using her Magic Projection plus 50. It has a Base Damage equivalent to twice the presence of the elemental and is capable of affecting supernatural beings. If damaged, the target must make a PhyR Check against twice the damage received or suffer further damage equal to the level of failure. Using this attack consumes 100 points of Zeon from her Master.

Ignition of the Soul
One target designated by the Faren automatically starts burning, making a roll directly on Table 73: Flames of ABF with twice the presence of the elemental plus her Powerbeing added to the result. This skill is automatic, without any conditions except to be in the presence of elemental and within 50 feet of it. Every time Ignition of the Soul is activated, the Faren’s Master must spend 100 points of Zeon.

Sheol
During the next five rounds, the Faren gets a +30 bonus to damage for any of their spells and attack powers and her Offensive Magical Projection. To activate this ability, the Faren loses 50 LP and her Master must spend 50 points of Zeon.

Flames of Gehenna
The Faren focuses her spiritual energy to cause devastating explosions around her. The Sheela makes an attack on the Heat table with a radius equal to her Willpower in meters and with a Base Damage equal to her Presence. Each turn that she performs the attack thereafter, the area is doubled, and increases the Base Damage by 10 points. That is, a level 1 Sheela with a Willpower of 5 will cause an explosion with a radius of 5 meters and 30 Base Damage in the first round, 10 meters and 40 Base Damage in the second, 20 meters with Base Damage of 50 in the third, and so on. Flames of Gehenna requires the Faren’s Master to spend 50 points of Zeon each time she fires this attack.

Ignis
The Faren’s Control of Flames ability increases so that she can control up to her full Power attribute in Fire Intensities.

Improved Skills
The Faren gets a +40 bonus to all her secondary skills. This improvement can be chosen more than once, but after the first, the bonus is reduced to +20.

Igneous Weapons
While the Faren is in physical contact with a person, the weapons they wield have Heat as a secondary critical and add the Faren’s Power bonus to their damage. This ability has no effect on projectiles fired from a distance.

Form of Fire
The Faren increases the intensity of the flames surrounding her body, consuming anything that comes into contact with it. While in this state, only attacks that can affect energy, or those based on Cold or Water can damage her. Everything she touches must make a PhyR Check against double her Presence plus her Power bonus or suffer damage equal to the level of failure. Her Master must invest 25 Zeon points to enable this form and an additional 5 points each turn that it is kept activer.

Destructive Power
The Faren gets a +20 bonus to the Base Damage of all her Attack spells.

Fiery Ardor
The Faren gets +2 Strength, +2 Agility, and +2 Dexterity.

Earth (Emerald)
The "girls of the jewels", or the Sheela known as Emeralds, are linked to the magic of the earth. They are slightly chubby girls whose tiny bodies are full of gems, diamonds, and crystals. They have earth-colored hair and skin as rough as rock. These Sheela are usually exceptionally big-headed, simple of idea and easy to anger, but in the background are the most devout of all to their Masters.

Base Characteristics
Abilities:
Agility: 6, Constitution: 5, Dexterity: 6, Strength: 6, Intelligence: 6, Perception: 6, Power: 8, Willpower: 6
Secondary Abilities: Lock Picking 20, Notice 30, Search 10, Track 10, Science (Geology) 80, Memorize 20, Appraisal 20, Magic Appraisal 60,Feats of Strength 60, Resist Pain 40, Forging 20.
Paths of Magic: Earth 20

Innate Powers
Mystical Flight:
The Emerald can move freely through the air with a Mystical Flight value of 4.
Resilience: Emeralds have a natural Damage Barrier of 60.

Improvements
Below is a list of possible improvements that can be obtained by the Emerald. Unless otherwise mentioned, each can only be chosen once.

Meteor
The Emerald creates a huge stone meteor stone that crushes all that are located located within 10 meters. The attack has damage equal to three times the Presence of the elemental, rounded up in groups of 10. After activation, the attack takes a full turn to reach its target. It has no effect on immaterial beings. Using this attack consumes 150 points of Zeon from her Master.

Absolute Gravity
The Emerald increases the severity that with which gravity affects the people and things surround her, except those who are in direct contact with her, causing everything to move more slowly. Any individual who is less than 25 meters from the Sheela and does not pass an MR Check with a difficulty of double her Presence plus her Power bonus automatically suffer a penalty of -50 to Initiative and has it’s Movement Value halved. The only condition to be affected by this power is to be within the area influenced and be in view of the elemental. Using this attack consumes 150 points of Zeon from her Master.

Indestructible
For the next five rounds, the Emerald becomes completely immune to physical damage, whether natural or supernatural, and while maintaining in this state, may only be damaged by effects that target her Resistances. At the end of this period,
she must wait at least one minute before re-activating this ability. Using this ability consumes 150 points of her Master’s Zeon.

Rupture of Gaia
The Emerald hits the ground, causing a powerful tectonic earthquake. All constructions with Barrier Ratings less than 80 are brought down immediately, while those individuals who are on the ground and not in direct contact with the elemental will have to pass an Agility Control Check against a difficulty equal to twice the Strength of the Emerald or be taken down immediately. This ability has a radius equal to the presence of elemental in meters. Using this ability consumes 80 Zeon points from her Master.

Stamina
The Emerald automatically gains 250 LP.

Physical Enhancement
Anyone in physical contact with the Emerald gains +2 Strength and can perform Inhuman actions relating to that Attribute.

Fury of the Earth
The Emerald creates an enormous stone hand that emerges from the ground and crushes her target. Using this skill, allows the elemental to make a conventional attack up to a maximum distance of 100 meters using her Magic Projection Magic plus 50. If she achieves a result that causes damage, her target must overcome a Strength Control Check with a difficulty equal to her Strngth, Power, and Willpower added together (although the defender can add the value of his Blunt AT to the result). For each point by the which the target fails, he takes 10 points of damage (50 if it is a creature with Damage Resistance). Using this ability consumes 150 points of Zeon from her Master.

Improved Skills
The Emerald gets a +40 bonus to all her secondary skills. This improvement can be chosen more than once, but after the first, the bonus is reduced to +20.

Movement of Earth
Emerald can move through the depths of the earth at a speed equivalent to her Movement Value.

Diamond Endurance
The Emerald increases her Barrier Damage to 120 and gets a kind of armor with 6 AT against
all non-energy-based attacks.

Light (Shina)
Shina is the name of the Sheela of Light, and these elementals look closer to a traditional fairy, they are tiny
girls with butterfly wings. They tend to dress like little princesses from fairy tales, with luxurious robes and crowns of light. Their personality tends to be pleasant, polite and quiet, and they especially like to relax and learn interesting things.

Base Characteristics
Attributes:
Agility: 5, Constitution: 2, Dexterity: 6, Strength: 2, Intelligence: 9, Perception: 7, Power: 9, Willpower: 8
Secondary Abilities: Style 20, Persuasion 20, Notice 80, Search 60, Animals 20, Magic Appraisal 100, Art 20, Music 20.
Paths of Magic: Light 20

Innate Powers
Mystical Flight: A Shina can move freely through the air with Mystic Flight Value of 6.
Vision of Light: While in a lighted area, the Shina able to feel everything around her as if she had extrasensory vision.
Bright: A Shina can emit a dim light at will that illuminates an area 5 meters in radius.

Improvements
Below is a list of possible improvements that can be obtained by the Shina. Unless otherwise mentioned, each can only be chosen once.

Spheres of Light
The Shina forms small spheres of light that she can throw as supernatural projectiles. Activating this ability creates a sphere for every point of Power she has, which will remain floating around her for a number of rounds equal to her Willpower attribute. Each turn, the Shina can fire off any number of projectiles with her Magical Projection, up to the equivalent of half her Dexterity attribute (rounded down) per turn. Each sphere has a Base Damage of 40 and attacks on the Energy table. Activating Spheres of Light costs the Shina’s Master 250 points of Zeon.

Final Flare
The Shina starts to accumulate energy to unleash a powerful discharge of lightning based Energy attacks. The lightning has a Base Damage equivalent to twice the Presence of elemental and uses her Magical Projection plus 15 for each turn that she spends preparing. The maximum number of turns a Shina can spend accumulating Final Flare is equivalent to her Power attribute. Using this attack consumes 250 points of Zeon from her Master.

Ascension
For the next five rounds, the Shina gets a bonus to all actions and to her MA from her Master equal to twice her Power Bonus. At the end of this period, she gets an All Action Penalty of -50, which recovers at a rate of 10 points per turn. Using this ability consumes 250 points of Zeon from her Master.

Light of Life
The Shina is able to cure a number of Life Points equal to her Presence or, alternatively, reduces or eliminates a supernatural penalty of equal value. This ability can only be used once a day on the same being. Each time the elemental activates this power, her Master must spend 10 Zeon points.

Guardian of Dreams
The Shina's mere presence keeps those around her from suffering nightmares. When she enters into this Vigil, she is considered to have one level higher than she is when calculating the effects of her powers and transformations.

Detection
The Shina gets +100 to Notice and Search.

Aura
An individual in contact with the Shina gets a bonus of +20 to all Resistances.

Improved Skills
The Shina gets a +40 bonus to all her secondary skills. This improvement can be chosen more than once, but after the first, the bonus is reduced to +20.

Form of Light
The elemental can become pure light, becoming immaterial and immune to attacks unable to harm Energy. She can, at will, while in this state, emit a strong glow that blinds anyone trying to look at it directly. Those who fix their eyes on her
must pass a PhyR check against double her Presence plus her Power bonus, or be blinded for 1 turn for 10 points that they failed by. Each turn she maintains this form consumes 20 points of Zeon from the elemental’s Master.

Resistance
The Shina gets +50 to all her Resistances.

I think the best way to use a Sheela is use only her powers and not the magic.

Especially for a warrior summoner.

The good news is they are natural beings.

Darkness (Xianne)
The Sheela who are born from dark magic are often called Xianne, or "Flashes of Shadow." Like their sisters, they are tiny girls, though their skin is blue or white and they often have black feathers on their backs. Xianne normally dress in Gothic costume, full of dark black cloth and leather straps. Their nature is not evil, but they have to be malicious, rugged and often even cruel. They behave in a distant and cold fashion to everyone, except with their Masters, to whom they show great respect.

Base Characteristics
Attributes:
Agility: 5, Constitution: 2, Dexterity: 6, Strength: 2, Intelligence: 9, Perception: 7, Power: 9, Willpower: 8
Secondary Abilities: Intimidate 20, Hide 20, Theft 60, Stealth 60, Notice 60, Search 40, Magic Appraisal 100, Sleight of Hand 20.
Paths of Magic: Darkness 20

Innate Powers
Mystical Flight:
A Xianne can move freely through the air with a Mystic Flight Value of 8.
Dark Vision: The Xiannes can see normally in the complete darkness.
Invisible Shadow: While covered under a shadow and not moving quickly, the Xianne becomes invisible to everyone unable to see spirits.

Improvements
Below is a list of possible improvements that can be obtained by the Xianne. Unless otherwise mentioned, each can only be chosen once.

Master of the Shadows
The Xianne gets a +100 bonus to Stealth and Hide.

Obscuritas Delta
The Xianne unleashes a powerful ray of darkness with a Base Damage equivalent to twice the Presence of elemental, using their Magic Projection plus 100. If the attack causes damage, the target of the attack must make a MR check with a difficulty of double the damage received or suffer an All Action Penalty equal to the level of failure. Using this attack uses 300 points of Zeon from the Xianne’s Master.

Shadow Wings
When attacked, this ability allows the Xianne to become a mass of darkness that envelopes his opponent and fills the area with spectral chains. The elemental using Shadow Wings to defend against an attack uses her Magical Projection. Upon a successful defense, the attacker must automatically overcome an MR equal to double the Presence of the Xianne plus her Power bonus or suffer an All Action Penalty of -50, which recovers at a rate of 10 points per turn. This defense consumes 250 Zeon points from the Master.

Shadow Form
The elemental can become darkness at will, during which time she is immune to all attacks incapable of damaging energy. While in this state, the Xianne can create a dome of supernatural darkness that hides everything is inside. Anyone using the Notice or Search skills to observe something inside the dome has the degree of success reduced by one level for five rounds. Activating this ability consumes 20 points of Zeon from the Xianne’s Master.

Soul of Ruin
A target designated by the Xianne is inflicted by a terrible malaise that causes an All Action Penalty equal to twice the Power bonus of the elemental. This skill is automatic, without any condition other than being in the Xianne’s presence and less than 50 feet from her, but targets can resist the effect by passing an MR Check against double the Presence of the Sheela. Every time Soul of Ruin is activated, the Xianne’s Master must spend 200 points of Zeon.

Dark Ascension
During the next five rounds, the Xianne get an All Action Bonus and improves the MA granted by her Master by an amount equal to twice her Power Bonus. At the end of this period, she takes an All Action Penalty of -50, which recovers at a rate of 10 points per turn. Using this ability consumes 250 points of Zeon from her Master.

Lady of Nightmares
The Xianne can, at will, cause nightmares in people near her. Anyone who is sleeping next to her when she uses this ability must exceed a MR Check of double the Presence of the elemental plus her Power bonus, or suffer bad dreams. If she enters her Vigil in a dark place, she is considered to have an additional level when calculating the effects for her powers and transformations.

Overshadow
Anyone who is in contact with Xianne gets a +40 bonus to Stealth and Hide, and gains the ability of Ki Concealment in case they have not developed the ability.

Improved Skills
The Xianne gets a +40 bonus to all her secondary skills. This improvement can be chosen more than once, but after the first, the bonus is reduced to +20.

Demon
The Xianne can physically attack and defend using their Magic Projection, and her punches have a Base Damage equivalent to her Presence plus her Strength bonus.

Nature (Quinn)
The flower girls, also called Quiin are the elementals based on nature magic. As their nickname suggests, they are tiny girls with the body filled with plants and petals, and are characterized by always having greenish hair. The Quinn usually respect life and have a calm and pleasant personality, but may lose nerves with extreme ease.

Base Characteristics
Attributes: Agility: 7, Constitution: 3, Dexterity: 6, Strength: 4, Intelligence: 7, Perception: 8, Power: 8, Willpower: 6
Secondary Abilities: Style 20, Persuasion 20, Poison 80, Notice 40, Search 20, Animals 40, 80 Herbal Lore, 20, Magic Appraisal 80.
Paths of Magic: Essence 20

Innate Powers
Mystical Flight: Quinn can move freely through the air with a Mystic Flight Value of 6.
Nature Healing: Quinn regains 5 hit points per turn, regardless of what her normal Regeneration rate would be.

Improvements
Below is a list of possible improvements that can be obtained by the Quinn. Unless otherwise mentioned, each can only be chosen once.

Living Chains
The Quinn creates bonds of vines and roots that wrap around an opponent and prevent him from moving. Using this skill, she makes an attack on her prey using her Magic Projection plus 50, using her Power attribute to perform control checks. Living Chains consumes 100 points of Zeon from her Master, plus 10 points for each additional turn the target is bound.

Soul Shield
The Quinn creates a spiritual shield that protects her from any attack using her Magic Projection +50. The shield has an equivalent value equal to the Presence of elemental times 10, and it remains active until it is broken or until a number of rounds equal to the Willpower of the Quinn elapse. Activating the shield consumes 150 points of Zeon from her Master.

Exaltation
During the next five rounds, the Quinn enters a state of spiritual exaltation during which her Magic Level increases by 20 points and all Essence spells are cast one degree higher than the indicated potential. At the end of this period, the Quinn must wait five turns before casting more spells. Activating this ability consumes 50 points of Zeon from her Master.

Powder of Life
The Quinn can cure a number of Life Points equal to twice her Presence. This ability can only be used once a day on any given being. Each time she activates this power, her Master must spend 10 points of Zeon.

Wave of Power
The elemental triggers a wave of spiritual energy, sweeping everything in a 20 meter radius, except for persons
in contact with her. This is an attack based on mystical energy that affects only creatures with souls, passing harmlessly through buildings and objects. Because it is soul energy, it can only be seen by those able to see magic or spirits, while the rest of those affected have the Blinded penalty applied to their defense. The attack has Base Damage equal to the Presence of the elemental and each time that it is activated her Master must spend 150 points of Zeon.

Enhanced Influence
All spells the Quinn uses have their MR difficulty to be resisted increased by 20 points.

Soul
Anyone in contact with the Quinn increases their Regeneration by 4 points and can see spiritual beings.

Improved Skills
The Quinn gets a +40 bonus to all her secondary skills. This improvement can be chosen more than once, but after the first, the bonus is reduced to +20.

Natural Form
The Quinn is able to become any type of animal or plant at will, adopting their characteristics, abilities, and powers. This imitation only allows her to take the form of beings that are, at maximum, a single level above her, but only if the creature is a natural being linked to natural world somehow (eagles, wolves, squirrels, bears ...). To activate this power, her Master must invest 20 points of Zeon for each new form taken, but staying transformed does not require any additional expenditure.

Defender
The Quinn receives a +40 bonus to her Defensive Magic Projection.

And finally, the last one.

Illusion (Mesmeria)
The fairy of mirrors, those of many eyes ... these and more names are given to the Mesmerias, the Sheela of illusions. These small creatures are endowed with wings full of eyes, they have long white hair that often covers their faces. They are playful, deceitful and mischievous, and enjoy playing harmless pranks on people, even occasionally
their own Masters. But above all they are very unstable, and no one knows for sure what they will do next.

Base Characteristics
Attributes: Agility: 6, Constitution: 2, Dexterity: 8, Strength: 2, Intelligence: 9, Perception: 10, Power: 8, Willpower: 7
Secondary Abilities: Persuasion 80, Disguise 20, Hide 20, Theft 20, Stealth 20, Notice 40, Search 20, Magic Appraisal 80.
Paths of Magic: Illusion 20

Innate Powers
Mystical Flight: Mesmeria can move freely through the air with a Mystic Flight Value of 6.
The All-Seeing: The eyes of Mesmerias see both magic and spiritual beings.
Flashes of Illusion: Any physical or ranged attack against the elemental automatically applies a -30 to the result. This ability has no effect against the powers that the Mesmeria must directly resist.

Improvements
Below is a list of possible improvements that can be obtained by the Mesmeria. Unless otherwise mentioned, each can only be chosen once.

Hypnos Ragna
The Mesmeria throws a powerful illusionary beam using her Magic Projection plus 50. The discharge has a Base Damage equal to double the Presence of the elemental and is capable of affecting supernatural beings. Although the damage produced is not real, Hypnos Ragna applies the rules of illusionary spells. Using this attack consumes 100 of her Master’s points of Zeon.

Gemini’s Mirror
During the next five rounds, the Mesmeria is divided into two, obtaining, for all intents and purposes, the ability to act as two different Sheela dependent on the same person. However, if her Master pays Zeon for one of them, both receive the same amount of power, and can launch different spells with the Zeónic value that has been granted. If one of the Mesmerias is destroyed, the survivor is always the true one. The only limitation of this power is that only one of them is
able to go into Spiritual Form while this power is active. Using this skill consumes 200 points of her Master’s Zeon.

Mirror Jump
The Mesmeria can pass through one mirror to another, teleporting automatically between them as long as there is less than 10 miles between them. After the leap, the Mesméria must wait at least a turn before she can move from one mirror to another again.

Wings of Confusion
Altering the senses and perception of reality, the Mesmeria distorts the world and confuses her opponents at will. As an automatic power, all individuals who are less than 25 meters away from her (unless they are physically in contact with her) should overcome a MR Check against twice the Presence of the elemental plus her Power bonus or suffer a penalty to all Perception skills equal to the level of failure, and all other actions suffer a penalty equivalent to half their level of failure. Activating this power has a cost of 100 points of Zeon for the Mesmeria’s Master.

Fantasy or Reality
The Mesmeria can repeat one of her rolls once a day.

Master Illusionist
All of the spells the Mesmeria uses have their MR to be overcome increased by 20.

A Thousand Illusions
The Mesmeria can use this ability to defend against any type of incoming attacks. When used, she creates illusory copies of herself to be continuously transported from one place to another. The number of illusions created is equivalent to her Power attribute, and at the end of each turn and every time she defends herself against an attack (successful or not), an
illusion vanishes. A Mesmeria using A Thousand Illusions defends using her Magic Projection, +10 to her Projection for each illusion that exists; for example, if she has seven copies out, she would get a +70 to her defense. However, if an area attack is used, all copies are destroyed immediately. Using this ability consumes 200 points of Zeon from her Master.

Duality
Anyone who is in contact with the Mesmeria also benefits from her Flash of Illusion for the first attack he receives
from each opponent.

Improved Skills
The Mesmeria gets a +40 bonus to all her secondary skills. This improvement can be chosen more than once, but after the first, the bonus is reduced to +20.

Illusionary Body
The Mesmeria can become a real illusion, ceasing to exist as a real being at will. While in this state, she is
considered for all purposes as a living spell living and not a supernatural creature and therefore is completely indestructible except with effects that somehow destroy or defeat spells. While in Illusionary Body, the Mesmeria is equivalent to a spell with a base Zeonic value equivalent to their Life Points. Her Master must invest 50 Zeon points to turn this way, and an additional 10 points each turn that she remains in this form.

Oops, forgot the link. For those interested in having them all in readily accessible document, you can access it here (rtf format):

https://docs.google.com/leaf?id=0B0GlXCzYFgcUNjcyYWQ1OTktZTJkOS00NDQ4LTk2YTctMGU3MjI1N2E4YWY5&hl=en_US

Thanks so much for translating all of these! I think the Sheela are very interesting. I'm excited to toy around with them some more.

I'm liking them myself. They seem like they could be quite interesting, and I'm hoping to give my PC's the opportunity to work with them a bit.

Definitely thanks for this. It saved me a lot of work. I am wondering though if "Sheele" is supposed to be "Seele" instead. It's the German word for "soul" (woohoo, watching Eva was actually useful for something), which makes a lot of sense.

Most likely, yes. I will admit, I didn't take too much time to look into the word. If you wish to change it in your game, feel free. I've kinda gotten used to using Sheela for mine. Perhaps next time I can do the switch. Thanks for the background. :)