I believe this is balanced because your NPCs, etc cannot buy Gramarye experience unless your PC has it already.
Mutagen:
Metaphoric Awakening – By injecting someone with a concentrated dose of alkahest, it is possible to force one's body to undergo a significant transformation. The formula calls for a Globe's worth of alkahest of the relevant metaphor. It kills about 2/3 of those who are injected by it.
This formula is common knowledge but is difficult to make. It can be made/applied by Grand Master Alchemists. It calls for an ounce of blood from four different mages, each using the metaphor in question as the blood is drawn. That is then mixed with the alkahest over a precise temperature before ultimately being cooled in a bath of ice. Medicines can be added to it at this point to try increasing the chance of success, though there's little proof that this actually helps.
Appearance: One with an Awakened Metaphor has their aesthetics forever touched by said Metaphor. This is largely customizable from an OOC perspective, but the change is always significant enough to be obvious. Imber might cause a stream of water to flow perpetually along their skin, Luxiite may cause their eyes to glow brightly, etc.
Drawbacks: As the body adjusts to their Awakened Metaphor, they must spend a great deal of time around the Metaphor. If they don't, then their body and soul will become so stressed that they will experience permanent shattering of limbs that cannot be healed. The safest way of preventing this from happening is to spend one's nights in one's metaphor. One may submerge their body in sand while sleeping, etc.
Active: Expulsion – Allows the user to emit blasts or beams of metaphor from their bodies. Only one or the other may be chosen - the user OOCly picks this when injected.
The effects of what the blast or beams actually do is fairly self explanatory and equivalent to what the alkahest page calls for. Aeris, for example, would shoot a ball or beam of wind. Aetherite and Absentite are the exceptions and they emit balls or beams that cause concussive force.
Active: Wrest – Allows the user to quash a spell that utilizes their Awakened Metaphor.
Active: Fountain – Allows the user to expend their Awakened Metaphor to produce alkahest of the same type.
Passive: Embrace – Grants resistance and eventual immunity to their Awakened Metaphor.
Buff: Armed – The user can grow up to four additional limbs that can be used to aid them just as a regular limb might be able to.
Novice:
Expulsion: 5 foot reach and can cause light damage to unprotected skin
Wrest: Not Available
Fountain: Not Available
Embrace: Not Available
Armed: Not Available
Apprentice:
Expulsion: 20 foot reach and can contend with stone
Wrest: Not Available
Fountain: Not Available
Embrace: Not Available
Armed: Not Available
Journeyman:
Expulsion: 50 foot reach and can contend with iron
Wrest: Able to quash a spell of their Awakened Metaphor of equal tier or less
Fountain: Not Available
Embrace: Not Available
Armed: Can grow one extra limb
Expert:
Expulsion: 100 foot reach and can contend with steel
Wrest: Able to quash a spell of their Awakened Metaphor of equal tier or less
Fountain: Available
Embrace: User takes half damage from expert attacks of their Awakened Metaphor and is immune to attacks of lower tiers.
Armed: Can grow two extra limbs
Master:
Expulsion: 250 foot reach and can contend with 1.5x steel
Wrest: Able to quash a spell of their Awakened Metaphor of equal tier or less
Fountain: Available
Embrace: User takes half damage from master attacks of their Awakened Metaphor and is immune to attacks of lower tiers.
Armed: Can grow four extra limbs
Ascended:
Expulsion: 250 foot reach and can contend with 2x steel
Wrest: Able to quash a spell of their Awakened Metaphor of equal tier or less
Fountain: Available
Embrace: Full immunity to one's Awakened Metaphor
Armed: Can grow six extra limbs
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