Chameleon Arts

The Chameleon Arts constitute the official Martial Art of the Republic of Chæmeron, and by far the most common power system in the Calderan Peninsula. Although its spread and development is closely monitored by the Curia, they are relatively lax with allowing the distribution of teaching of ordinary techniques, and only intervene concerning the higher mysteries of the Chameleon Arts. That said, leaking knowledge of the Arts to foreigners and residents is still a punishable offence. The exact origins of the Arts is debated, thought it is most commonly thought to be have been assembled from incomplete knowledge of various older systems. The creator of the Arts is unknown, its name coming from the title given to the elite Curia operatives who've Mastered the Art.

As a martial art, the Chameleon Arts are based on exciting the blood-flow of the user trough self-hypnotic conditioning and spurts of deliberate, heavy movements to unleash a mystical effect. The movements themselves are simple and straight-forward, evoking the effect desired by the user. At lower levels, the Chameleon Arts excel in direct combat application, possessing various offensive and misdirection techniques. Primarily, its combat style relies on ranged preemptive strikes, formation tactics and explosive ambushes. At higher levels, however, the Arts are primarily focused on manipulation and infiltration, promoting the use of conspiracy and skulduggery.

## **Spell-Casting**

Your Spell-Casting Attribute for spells of this School is Physique. The origin of your spells are your hands. If your hands or legs are restrained, or if you suffer from excessive blood loss, you cannot cast spells of this School.

## **Known Spells of the Chameleon Arts**

**Cost:** 1 Numen
**Casting Time:** 1 Action
**Range:** Sight
**Duration:** Instantaneous
**Effects:** [Elemental] Missile], [Element]: Lightning

Holding your wrist, you fully extend your hand to fire a bolt of lightning towards a creature within range. The target takes 2C shock damage against Physique and can’t take any reactions until the end of their turn.

**Cost:** 1 Might
**Casting Time:** 1 Action
**Range:** Self
**Duration:** Instantaneous
**Effects:** [Element] Coating, [Element]: Lightning

**Cost:** 2 Might and 2 Numen
**Casting Time:** Free Action
**Range:** Self
**Duration:** Concentration
**Effects:** [Elemental] Weapon, [Element]: Lightning, Psyshock

You form an energetic blade of mental energy, taking the form of a one-handed weapon of your choice. Letting go of the blade will cause it to temporarily disappear, but it can be summoned back as an action. The blade deals 2C psyche damage against Intellect when used to attack, and prevents a target from taking reactions until the end of their turn.

**Cost:** 3 Numen
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Concentration
**Effects:** Merge into [Element], [Element]: Water

**Cost:** 3 Numen
**Casting Time:** 1 Action
**Range:** Sight
**Duration:** 1 hour
**Effects:** Memetic Construct, False Sense

Squatting and passing your hands over the body of a target within range, you coat them with a translucent rainbow shimmer. For the duration, all those who attempt to perceive the target trough their sight must make a Glamor contest against your Spell-Casting Attribute. Should they lose the contest, they will be unable to distinguish them from the surrounding environment, as the coating adapts to reflect it in their minds. This delusion lasts for 2 turns. Should a deluded target become suspicious of the target's presence, they may use an action to attempt to discover them. If they succeed on an Intellect(Investigation) check against your Spell-Casting Attribute, they successfully overcome the delusion.
***Upcasting.*** You can increase the duration of the spell, or of the delusion, by one degree (from an hour to a day, a day to a year, etc.) for each extra Numen spent |*OR*| increase the area of the coating by 2 meters for every two extra Numen spent.