Alteration
Alteration is, quite simply, the practice of turning one thing into another. Sometimes this change is subtle, altering the size, weight, or some other quality of an object just so. Other times the change is blatant, such as changing a chair into a sword or transmuting a hunk of lead into a pile of gold bullion. Tales of wizards turning their enemies into frogs or witches turning their oppressors to stone with but a gaze are not too far-fetched when one begins to understand the implications of this Mystery. However dramatic the transformation, all but the most potent Transfiguration Spells eventually wear off, returning the target back to their (likely confused) original state. However drastic the changes may be, all but the most powerful Alteration Spells are impermanent. Many are the unfortunate merchants paid with a hefty sack of gold nuggets, only to find their fortune turned back into worthless stones a few hours later.
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Spells
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ADAPT TO DARKNESS
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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ADAPT TO DARKNESS
Many are the times when adventurers find themselves in the deep, dark, forgotten places of The Sphere, fumbling about with nothing but a torch between them and the gaping maw of utter blackness. Not so for those able to ADAPT TO DARKNESS; to them, the deepest of night can be as the brightest day.
This Spell adjusts the target's eyes to perceive perfectly in the dark, even going so far as to outfit the individual with senses not typically held by Mortals such as sonar and the ability to sense tiny vibrations in the air and earth. Combined, these senses give the affected creature perfect clarity to maneuver through the shadows with skill and grace while others stumble around at the darkness' mercy. |
0 Mana - Action
Make a Spellcraft Feat; you or a creature you touch gains Low-Light Vision for a number of minutes/rounds equal to the roll. Only one creature at a time may be affected by ADAPT TO DARKNESS at this Level.
1 Mana - Action
Make a Spellcraft Feat; you and one creature you touch gain Darkvision for a number of hours equal to the roll. You can end the effects of ADAPT TO DARKNESS on all affected creatures as a Free Action at any time, even if caught by surprise or in the middle of another creature's Action.
2 Mana - Action
Make a Spellcraft Feat; you and up to (Intellect) creatures within 10 meters gain Darkvision and Sonar for a number of hours equal to the roll. You can end the effects of ADAPT TO DARKNESS on all affected creatures as a Free Action at any time, even if caught by surprise or in the middle of another creature's Action.
3 Mana - Action
Make a Spellcraft Feat; you and any number of creatures within 10 meters of you gain Darkvision, Sonar, and Tremorsense for a number of hours equal to the roll. You can end the effects of ADAPT TO DARKNESS on all affected creatures as a Free Action at any time, even if caught by surprise or in the middle of another creature's Action.
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ADAPT TO WATER
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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ADAPT TO WATER
For land-born creatures, the sea is a vast and mysterious place, its frontiers restricted from exploration by the obvious physical limitations of the would-be explorers. But for those who can ADAPT TO WATER, the sea is but another shoreline that can be traversed as easily as walking on the beach.
Through the use of this Spell, the body is temporarily adapted to swim freely, breathe seawater, and cope with the intense pressure of the depths. And though they are but impermanent guests, those who ADAPT TO WATER become as accustomed to the sea as its native sons and daughters. |
0 Mana - Action
Make a Spellcraft Feat; you or a creature you touch gains Water Adaptation for a number of minutes/rounds equal to the roll. Only one creature at a time may be affected by ADAPT TO WATER at this Level.
Water Adaptation: Your body adapts to life underwater. While submerged in water you:
- Can swim freely without the need to make a Feat
- Can breathe normally
- Are not Slowed by swimming
- Do not grant Advantage to land-based creatures who are not swimming
- Have Advantage on land-based creatures who are swimming (and are not adapted to water).
Water Adaptation: Your body adapts to life underwater. While submerged in water you:
- Can swim freely without the need to make a Feat
- Can breathe normally
- Are not Slowed by swimming
- Do not grant Advantage to land-based creatures who are not swimming
- Have Advantage on land-based creatures who are swimming (and are not adapted to water).
1 Mana - Action
Make a Spellcraft Feat; you and one creature you touch gain Water Adaptation for a number of hours equal to the roll. You can end the effects of ADAPT TO WATER on all affected creatures as a Free Action at any time, even if caught by surprise or in the middle of another creature's Action.
Water Adaptation: Your body adapts to life underwater. While submerged in water you:
- Can swim freely without the need to make a Feat
- Can breathe normally
- Are not Slowed by swimming
- Do not grant Advantage to land-based creatures who are not swimming
- Have Advantage on land-based creatures who are swimming (and are not adapted to water).
Water Adaptation: Your body adapts to life underwater. While submerged in water you:
- Can swim freely without the need to make a Feat
- Can breathe normally
- Are not Slowed by swimming
- Do not grant Advantage to land-based creatures who are not swimming
- Have Advantage on land-based creatures who are swimming (and are not adapted to water).
2 Mana - Action
Make a Spellcraft Feat; you and up to (Intellect) creatures within 10 meters gain Water Adaptation for a number of hours equal to the roll. You can end the effects of ADAPT TO DARKNESS on all affected creatures as a Free Action at any time, even if caught by surprise or in the middle of another creature's Action.
While you have Water Adaptation, you have 2 Elemental Resistance and your Speed increases by 2 in water.
Water Adaptation: Your body adapts to life underwater. While submerged in water you:
- Can swim freely without the need to make a Feat
- Can breathe normally
- Are not Slowed by swimming
- Do not grant Advantage to land-based creatures who are not swimming
- Have Advantage on land-based creatures who are swimming (and are not adapted to water).
While you have Water Adaptation, you have 2 Elemental Resistance and your Speed increases by 2 in water.
Water Adaptation: Your body adapts to life underwater. While submerged in water you:
- Can swim freely without the need to make a Feat
- Can breathe normally
- Are not Slowed by swimming
- Do not grant Advantage to land-based creatures who are not swimming
- Have Advantage on land-based creatures who are swimming (and are not adapted to water).
3 Mana - Action
Make a Spellcraft Feat; you and any number of creatures within 10 meters of you gain Water Adaptation for a number of days equal to the roll. You can end the effects of ADAPT TO DARKNESS on all affected creatures as a Free Action at any time, even if caught by surprise or in the middle of another creature's Action.
While you have Water Adaptation, you have 3 Elemental Resistance, your Speed increases by 3 in water, and you have Low-Light vision.
Water Adaptation: Your body adapts to life underwater. While submerged in water you:
- Can swim freely without the need to make a Feat
- Can breathe normally
- Are not Slowed by swimming
- Do not grant Advantage to land-based creatures who are not swimming
- Have Advantage on land-based creatures who are swimming (and are not adapted to water).
While you have Water Adaptation, you have 3 Elemental Resistance, your Speed increases by 3 in water, and you have Low-Light vision.
Water Adaptation: Your body adapts to life underwater. While submerged in water you:
- Can swim freely without the need to make a Feat
- Can breathe normally
- Are not Slowed by swimming
- Do not grant Advantage to land-based creatures who are not swimming
- Have Advantage on land-based creatures who are swimming (and are not adapted to water).
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AIRFLOW
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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AIRFLOW
Many children have looked up at the clouds and dreamed of floating through the sky on a gentle breeze. Those who have mastered the Spell of AIRFLOW can actually make these flights of fancy a reality. While the Spell has little in common with true flight, it uses a mastery over matter to thicken the atmosphere in a defined area, causing it to become like water which the magician (and anyone nearby) can swim through.
Everything in the affected area begins to behave as though it were underwater (without getting wet). Breathing, though a bit difficult, is not impossible and the environment can now be navigated by swimming, with all the freedom and limitations that come from this form of mobility. |
0 Mana - Action
Cast AIRFLOW to swim for the duration of a movement you make. While swimming you:
- Must make a Feat to move
- Are Slowed
- Grant Advantage to land-based attackers
- Must make a Feat to move
- Are Slowed
- Grant Advantage to land-based attackers
1 Mana - Action
Make a Spellcraft Feat; a 10x10 meter area centered within your line of sight "floods"; everything and everyone within the affected area behaves as though submerged in water. This lasts for a number of rounds/minutes equal to your roll.
Within the affected area:
- Creatures and objects float as if underwater
- To move, a creature must swim
- Elements and energies like fire, ice, earth, and electricity behave as they do on dry land
Within the affected area:
- Creatures and objects float as if underwater
- To move, a creature must swim
- Elements and energies like fire, ice, earth, and electricity behave as they do on dry land
2 Mana - Action
Make a Spellcraft Feat; a 25x25 meter area centered within your line of sight "floods"; everything and everyone within the affected area behaves as though submerged in water. This lasts for a number of Scenes/hours equal to your roll.
Within the affected area:
- Creatures and objects float as if underwater
- To move, a creature must swim
- Elements and energies like fire, ice, earth, and electricity behave as they do on dry land
Within the affected area:
- Creatures and objects float as if underwater
- To move, a creature must swim
- Elements and energies like fire, ice, earth, and electricity behave as they do on dry land
3 Mana - Action
Make a Spellcraft Feat; a 50x50 meter area centered within your line of sight "floods"; everything and everyone within the affected area behaves as though submerged in water. This lasts for a number of days equal to your roll.
Within the affected area:
- Creatures and objects float as if underwater
- To move, a creature must swim
- Elements and energies like fire, ice, earth, and electricity behave as they do on dry land
Within the affected area:
- Creatures and objects float as if underwater
- To move, a creature must swim
- Elements and energies like fire, ice, earth, and electricity behave as they do on dry land
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ALTER MATTER
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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ALTER MATTER
While the material world may seem to be immovably static, those who have studied The Mystery for any length of time understand that nothing is as it seems. Why, just a few small adjustments to one or two of an item's properties can change its nature entirely. A magician who can ALTER MATTER is able to make changes to the fundamental properties of an object that might seem insignificant, but can offer a vast utility to one clever enough to fully exploit this new bend in the established order.
While there are a limited number of adjustments that can be made to an object, the applications of such changes are limited only by the imagination of the magician and their willingness to bend the rules of reality to their own ends. |
0 Mana - Action
Spend 1 Action Dice. Until the end of your next turn, an item which you are touching and is small enough to fit in the palm of your hand gains one of the properties below.
Target object becomes...
Target object becomes...
- ...extremely sticky, as though covered in superglue
- ...slick and slippery, as though covered in oil or soap
- ...powerfully magnetized
- ...very durable and heavy, as though made from wrought iron
- ...very fragile and light, as though made from fine porcelain
- ...light as air, and floats around like a bubble
1 Mana - Action
Spend 1 Action Dice. Until the end of the Scene, an item within 10 meters that is small enough to be carried in both arms gains one of the properties below. You may end this effect prematurely as a Free Action.
Target object becomes...
Target object becomes...
- ...extremely sticky, as though covered in superglue
- ...slick and slippery, as though covered in oil or soap
- ...powerfully magnetized
- ...very durable and heavy, as though made from wrought iron
- ...very fragile and light, as though made from fine porcelain
- ...light as air, and floats around like a bubble
- ...extremely hot or cold (you decide how hot or cold, up to 1000 degrees F)
2 Mana - Action
Spend 1 Action Dice. Until the end of your next Full Rest, an item within 10 meters that is small enough to fit in a coat closet gains up to three of the properties below. You may end this effect prematurely as a Free Action.
Target object becomes...
Target object becomes...
- ...extremely sticky, as though covered in superglue
- ...slick and slippery, as though covered in oil or soap
- ...powerfully magnetized
- ...very durable and heavy, as though made from wrought iron
- ...very fragile and light, as though made from fine porcelain
- ...light as air, and floats around like a bubble
- ...extremely hot or cold (you decide how hot or cold, up to 1000 degrees F)
3 Mana - Action
Spend 1 Action Dice. Until the end of the Scene, an item within 10 meters that is small enough to fit in a normal-sized room gains any number of the properties below. You may end this effect prematurely as a Free Action.
Target object becomes...
Target object becomes...
- ...extremely sticky, as though covered in superglue
- ...slick and slippery, as though covered in oil or soap
- ...powerfully magnetized
- ...very durable and heavy, as though made from wrought iron
- ...very fragile and light, as though made from fine porcelain
- ...light as air, and floats around like a bubble
- ...extremely hot or cold (you decide how hot or cold, up to 1000 degrees F)
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ANGELIC WINGS
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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ANGELIC WINGS
For as long as Mortals have looked to the heavens for answers, there have been stories of divine servants soaring through the skies on wings like those of a bird sprouting from their shoulders. Whether or not this is true, the vivid power of these tales has inspired some magicians to recreate the iconic ANGELIC WINGS for themselves.
This Spell causes a pair of ANGELIC WINGS to spring from the shoulder-blades of the target creature, enabling them to fly (or at least glide on currents of wind) as the storied servants of the gods do. Not only does the Spell have the utilitarian function of enhancing one's mobility, but few sights are so inspiring (especially to common folk caught up in superstition and religion) as an angel soaring through the heavens. |
0 Mana - Action
Make a Spellcraft Feat and target yourself or a creature within 10 meters. Target creature grows a pair of feathery wings which can be used to glide from a height. The Spell lasts for a number of rounds/minutes equal to the roll.
Glide: You automatically move horizontally as you fall, at a rate of 5 meters at any point during your turn. If you're still gliding by the time you reach the ground, you don't take any damage from falling.
Glide: You automatically move horizontally as you fall, at a rate of 5 meters at any point during your turn. If you're still gliding by the time you reach the ground, you don't take any damage from falling.
1 Mana - Action
Make a Spellcraft Feat and target yourself or a creature within 10 meters. Target creature grows a pair of feathery wings which can be used to propel them high into the air or glide from a height. The Spell lasts for a number of rounds/minutes equal to the roll.
While you have ANGELIC WINGS, you can Jump 5 meters for 1 Action Dice and can Glide if you're falling. Due to the speed of falling with wings, jumping to your maximum height and gliding is no different than simply Jumping 5 meters.
While you have ANGELIC WINGS, you can Jump 5 meters for 1 Action Dice and can Glide if you're falling. Due to the speed of falling with wings, jumping to your maximum height and gliding is no different than simply Jumping 5 meters.
- Jump: This special type of movement allows you to move in any direction for the duration of the movement, but you must end the move by landing on a viable surface, not airborne.
- Glide: You automatically move horizontally as you fall, at a rate of 5 meters at any point during your turn. If you're still gliding by the time you reach the ground, you don't take any damage from falling.
2 Mana - Action
Make a Spellcraft Feat and target yourself or a creature within 10 meters. Target creature grows a pair of feathery wings which can be used to hover just over the ground or fly through the air. The Spell lasts for a number of Scenes/Hours equal to the roll.
While you have ANGELIC WINGS, you can Fly during any movement you make, Glide if you're falling, or just Hover over the ground.
While you have ANGELIC WINGS, you can Fly during any movement you make, Glide if you're falling, or just Hover over the ground.
- Fly: You may move in any direction, even vertically and may end movements airborne while able to fly.
- Glide: You automatically move horizontally as you fall, at a rate of 5 meters at any point during your turn. If you're still gliding by the time you reach the ground, you don't take any damage from falling.
- Hover: You float just 1 meter above the ground, avoiding land-based obstacles, hazards, and Rough Terrain.
3 Mana - Action
Make a Spellcraft Feat and target yourself or a creature within 10 meters. Target creature grows a pair of feathery wings which can be used to hover just over the ground or fly through the air. The Spell lasts for a number of Scenes/Hours equal to the roll.
While you have ANGELIC WINGS, you can Fly during any movement you make, Glide if you're falling, or just Hover over the ground. While Flying, your Speed increases by 5. You can Fly during overland travel to ignore any penalties or benefits related to terrain (but not weather) and travel at twice your normal overland speed. While doing so, you adapt to the cold, thin air of high altitudes and can resist the friction of high speed flight.
While you have ANGELIC WINGS, you can Fly during any movement you make, Glide if you're falling, or just Hover over the ground. While Flying, your Speed increases by 5. You can Fly during overland travel to ignore any penalties or benefits related to terrain (but not weather) and travel at twice your normal overland speed. While doing so, you adapt to the cold, thin air of high altitudes and can resist the friction of high speed flight.
- Fly: You may move in any direction, even vertically and may end movements airborne while able to fly.
- Glide: You automatically move horizontally as you fall, at a rate of 5 meters at any point during your turn. If you're still gliding by the time you reach the ground, you don't take any damage from falling.
- Hover: You float just 1 meter above the ground, avoiding land-based obstacles, hazards, and Rough Terrain.
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ANIMAL ADAPTATION
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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ANIMAL ADAPTATION
Nature has given truly fascinating adaptations to plants and animals over the untold aeons of evolution. A wise magician looking to nature for inspiration might be motivated to try on some of these attributes for themselves. ANIMAL ADAPTATION allows such a magician to grow gills, wings, claws, horns, or hooves to overcome the challenges of the wilderness as the animals do.
While such adaptations may seem interesting but rather insignificant (compared to other Spells, at least), the fact of the matter is that a clever magician can mix and match whatever animal traits they so choose, merging the greatest strengths of several beasts with their own intellect and grasp of spellcraft. |
0 Mana - Action
Make a Spellcraft Feat. You or a creature you are touching gains a bestial trait like horns, claws, hooves, etc. This trait doesn't provide the benefit it normally would to the animal it comes from (wings do not give flight, gills do not allow you to breathe water, etc.), but acts instead like a new Feature, giving you a +2 bonus to any Feat that could benefit from having the animal trait. Target creature keeps the trait for a number of rounds/minutes equal to the roll.
1 Mana - Action
Make a Spellcraft Feat. You or a creature you are touching gains one animalistic feature like horns, claws, gills, wings, etc. This Adaptation lasts for a number of Actions equal to the Spellcraft roll divided by 5 and provides the same benefit to you that it does to the creature it comes from. You also receive a bonus to rolls that could benefit from having the Adaptation:
- +1 if the Adaptation is barely applicable
- +2 if the Adaptation is moderately applicable
- +3 if the Adaptation is perfect for the task at hand
- +4 if the Adaptation is necessary for the task at hand
2 Mana - Action
Make a Spellcraft Feat. You or a creature you are touching gains up to three animalistic features like horns, claws, gills, wings, etc. This Adaptation lasts for a number of minutes equal to the Spellcraft roll and provides the same benefit to you that it does to the creature it comes from. You also receive a bonus to rolls that could benefit from having the Adaptation:
- +2 if the Adaptation is barely applicable
- +3 if the Adaptation is moderately applicable
- +4 if the Adaptation is perfect for the task at hand
- +5 if the Adaptation is necessary for the task at hand
3 Mana - Action
Make a Spellcraft Feat. You or a creature you are touching gains up to five animalistic features like horns, claws, gills, wings, etc. This Adaptation lasts for a number of Scenes/Hours equal to the Spellcraft roll and provides the same benefit to you that it does to the creature it comes from. You also receive a bonus to rolls that could benefit from having the Adaptation:
- +2 if the Adaptation is barely applicable
- +4 if the Adaptation is moderately applicable
- +6 if the Adaptation is perfect for the task at hand
- +8 if the Adaptation is necessary for the task at hand
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ANTHROPOMORPH
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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ANTHROPOMORPH
For as long as there have been stories, there have been tales of magicians transforming witless fools into animals and animals into witless fools. In most of these stories, the magician does so as punishment for some offense, to prove a point, or simply on a whim. While the simplistic motives of the characters in these stories may be called into question, the magic of ANTHROPOMORPH upon which they are based is undoubtedly real.
For a brief time, the target of this Spell becomes Mortal (be they an animal) or an animal (be they Mortal). While the magician has some control over the target's new appearance, they will most often change into a shape that reflects their character, personality, and physical appearance in their normal form. |
0 Mana - Action
Make a Spellcraft Feat against a creature within 10 meters. If the target is an animal, they gain a Mortal mind for the duration of a single Action (or 5 seconds). If the target is a Mortal, they are cursed with an animal's mind (the GM decides what animal) until they complete their first Action during their next turn.
1 Mana - Action
Make a Spellcraft Feat versus the Save of a creature within 20 meters. If you succeed, the creature is turned into a Mortal if they are an animal or turned into an animal if they are a Mortal. This effect lasts until the end of the Scene or until the target creature is attacked by an enemy.
While transformed, the target's equipment becomes part of their body and they loses access to it. The target gains a mind to match their body and loses access to all of their special abilities while transformed; any effects they were sustaining end.
The result of your Spellcraft Feat (after factoring in the target's Save) determines the target's Mortal/animal appearance:
While transformed, the target's equipment becomes part of their body and they loses access to it. The target gains a mind to match their body and loses access to all of their special abilities while transformed; any effects they were sustaining end.
The result of your Spellcraft Feat (after factoring in the target's Save) determines the target's Mortal/animal appearance:
- 1-8: The target takes an appearance most fitting their normal form.
- 9-16: The target takes an appearance of the GM's choosing.
- 17+: The target takes an appearance of your choosing.
2 Mana - Action
Make a Spellcraft Feat versus the Save of a creature within 20 meters. This Save has Disadvantage. If you succeed, the creature is turned into a Mortal if they are an animal or turned into an animal if they are a Mortal. This effect lasts until the end of your next Full Rest or until the target creature is attacked by an enemy.
While transformed, the target's equipment becomes part of their body and they loses access to it. The target gains a mind to match their body and loses access to all of their special abilities while transformed; any effects they were sustaining end.
The result of your Spellcraft Feat (after factoring in the target's Save) determines the target's Mortal/animal appearance:
While transformed, the target's equipment becomes part of their body and they loses access to it. The target gains a mind to match their body and loses access to all of their special abilities while transformed; any effects they were sustaining end.
The result of your Spellcraft Feat (after factoring in the target's Save) determines the target's Mortal/animal appearance:
- 1-8: The target takes an appearance most fitting their normal form.
- 9-16: The target takes an appearance of the GM's choosing.
- 17+: The target takes an appearance of your choosing.
3 Mana - Action
Make a Spellcraft Feat versus the Save of a creature within 20 meters. This Save has Disadvantage. If you succeed, the creature is turned into a Mortal if they are an animal or turned into an animal if they are a Mortal. If the creature is not attacked by the end of the Scene, this change is permanent.
While transformed, the target's equipment becomes part of their body and they loses access to it. The target gains a mind to match their body and loses access to all of their special abilities while transformed; any effects they were sustaining end.
The result of your Spellcraft Feat (after factoring in the target's Save) determines the target's Mortal/animal appearance:
While transformed, the target's equipment becomes part of their body and they loses access to it. The target gains a mind to match their body and loses access to all of their special abilities while transformed; any effects they were sustaining end.
The result of your Spellcraft Feat (after factoring in the target's Save) determines the target's Mortal/animal appearance:
- 1-8: The target takes an appearance most fitting their normal form.
- 9-16: The target takes an appearance of the GM's choosing.
- 17+: The target takes an appearance of your choosing.
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ELEMENTAL BODY
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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ELEMENTAL BODY
By touching a substance, a talented alterationist can assume its properties in their own bodies, becoming as fluid as water, hard as stone, or stretchy as rubber. ELEMENTAL BODY is a Spell with endless applications, especially in the hands of a cunning magician.
The magic of this Spell allows the magician to remain corporeal, regardless of the form they assume. Becoming gas or liquid won't result in dispersal or harm, even in a stiff wind or a pool of water. Likewise, a magician who takes on the properties of fire won't be extinguished by an icy gale and a wood body won't be immediately consumed by flame. Essentially, ELEMENTAL BODY gives the magician all the benefits of the material who's properties they assume and none of its weaknesses. |
0 Mana - Action
Spend 1 Action Dice and dedicate any amount of available Focus. For every point of Focus dedicated, the GM will give you a +2 bonus to Melee, Ranged, Spellcraft, Defense, or Save based on the type of material you are holding in your dominant hand. This bonus lasts until the Scene ends or you stop dedicating Focus.
1 Mana - Action
Make a Spellcraft Feat. Until the Scene ends, your body takes on the properties of whatever material you are holding in your dominant hand. Choose one of the bonus abilities associated with the form you take and gain the ability while in this form.
Solid Form
You've taken a form of wood, metal, stone, or another hard substance.
- Hardbody: Gain a Defense bonus equal to your Spellcraft Feat divided by 5.
- Solid Strength: Gain a Melee bonus equal to your Spellcraft Feat divided by 5. You can also add this bonus to any Feat involving strength, durability, and stamina.
- Unstoppable: You can enter occupied spaces, crashing through obstacles and foes like a wrecking ball. Obstacles are destroyed (or damaged, depending on GM discretion) and opponents are shoved into an adjacent space and must Save or fall prone.
Semi-Solid Form
You take a form of sand, mud, glue or another permeable substance.
- Flow: Gain a bonus to Speed equal to your Spellcraft Feat divided by 5. You can move through occupied spaces (but can't end a move there), flow around obstacles, and creep through any opening that isn't hermetically sealed.
- Non-Newtonian: Gain a bonus to Physical Resistance equal to your Spellcraft Feat divided by 5.
- Weaponshape: As a Free Action, you can shape any part of your body into any melee weapon of your choice so long as it remains attached to your body. This weapon gives a +1 bonus to Melee.
Liquid Form
You take a form of water, acid, blood or another liquid substance.
- Flow: Gain a bonus to Speed equal to your Spellcraft Feat divided by 5. You can move through occupied spaces (but can't end a move there), flow around obstacles, and creep through any opening that isn't hermetically sealed.
- Fluid Body: Half all Physical damage you would receive.
- Solvent: One creature that begins its turn adjacent to you and one creature that ends its turn adjacent to you both take 1d6 Chaos damage. Your melee attacks inflict Chaos damage rather than their standard damage type.
Gaseous Form
You take a form of vapor, toxic gas, oxygen, argon, or some other gas.
- Choke: At the start of your turn each round, one creature of your choice within 10 meters must Save or take 1d6 Physical Damage if it needs air to breathe.
- Ethereal Flow: Gain a bonus to Speed equal to your Spellcraft Feat divided by 5. You can fly during any movement you make, and may end your turn airborne. You can move through occupied spaces, flow around obstacles, and creep through any opening that isn't hermetically sealed.
- Intangible: You are immune to Physical damage but cannot deal damage with weapon attacks and any Feat that requires you to physically interact with objects or creatures is made with Disadvantage. You have Advantage on Feats made to hide and do not need to break line of sight to stealth. Whenever you'd become Hidden, you become Invisible instead.
Energy Form
You take a form of fire, electricity, radiation or another form of energy.
- Blaster: You can use the energy you're made of to make a Ranged or Spellcraft attack against an enemy up to 20 meters away. The type of damage this attack deals depends on the kind of energy you're made of (and the GM's discretion). Deal an extra 1d6 damage and push the target 1 meter if you hit.
- Lighter than Air: Gain a bonus to Speed equal to your Spellcraft Feat divided by 5. You can fly during any movement you make and can end your moves airborne.
- Radiant Aura: All creatures that start their turn adjacent to you take 1d6 Elemental damage.
2 Mana - Action
Make a Spellcraft Feat. Until you finish your next Rest, your body takes on the properties of whatever material you are holding in your dominant hand. Choose two of the bonus abilities associated with the form you take and gain these abilities while in this form.
Solid Form
You've taken a form of wood, metal, stone, or another hard substance.
- Hardbody: Gain a Defense bonus equal to your Spellcraft Feat divided by 4.
- Solid Strength: Gain a Melee bonus equal to your Spellcraft Feat divided by 4. You can also add this bonus to any Feat involving strength, durability, and stamina.
- Unstoppable: You can enter occupied spaces, crashing through obstacles and foes like a wrecking ball. Obstacles are destroyed (or damaged, depending on GM discretion) and opponents are shoved into an adjacent space and must Save or fall prone.
Semi-Solid Form
You take a form of sand, mud, glue or another permeable substance.
- Flow: Gain a bonus to Speed equal to your Spellcraft Feat divided by 4. You can move through occupied spaces (but can't end a move there), flow around obstacles, and creep through any opening that isn't hermetically sealed.
- Non-Newtonian: Gain a bonus to Physical Resistance equal to your Spellcraft Feat divided by 4.
- Weaponshape: As a Free Action, you can shape any part of your body into any melee weapon of your choice so long as it remains attached to your body. This weapon gives a +2 bonus to Melee.
Liquid Form
You take a form of water, acid, blood or another liquid substance.
- Flow: Gain a bonus to Speed equal to your Spellcraft Feat divided by 4. You can move through occupied spaces (but can't end a move there), flow around obstacles, and creep through any opening that isn't hermetically sealed.
- Fluid Body: You only take 1/3 of the Physical Damage that you normally would.
- Solvent: One creature that begins its turn adjacent to you and one creature that ends its turn adjacent to you both take 1d8 Chaos damage. Your melee attacks inflict Chaos damage rather than their standard damage type.
Gaseous Form
You take a form of vapor, toxic gas, oxygen, argon, or some other gas.
- Choke: At the start of your turn each round, one creature of your choice within 10 meters must Save or take 1d8 Physical Damage if it needs air to breathe.
- Ethereal Flow: Gain a bonus to Speed equal to your Spellcraft Feat divided by 4. You can fly during any movement you make, and may end your turn airborne. You can move through occupied spaces, flow around obstacles, and creep through any opening that isn't hermetically sealed.
- Intangible: You are immune to Physical damage but cannot deal Physical damage. Any Feat that requires you to interact with a tangible object is made at Disadvantage. You have Advantage on Feats made to hide and do not need to break line of sight to stealth. Whenever you'd become Hidden, you become Invisible instead.
Energy Form
You take a form of fire, electricity, radiation or another form of energy.
- Blaster: You can use the energy you're made of to make a Ranged or Spellcraft attack against an enemy up to 20 meters away. The type of damage this attack deals depends on the kind of energy you're made of (and the GM's discretion). Deal an extra 1d8 damage and push the target 2 meters if you hit.
- Lighter than Air: Gain a bonus to Speed equal to your Spellcraft Feat divided by 4. You can fly during any movement you make and can end your moves airborne.
- Radiant Aura: All creatures that start their turn adjacent to you take 1d8 Elemental damage.
3 Mana - Action
Make a Spellcraft Feat. Until your next Full Rest starts, your body takes on the properties of whatever material you are holding in your dominant hand. Choose three of the bonus abilities associated with the form you take and gain these abilities while in this form.
Solid Form
You've taken a form of wood, metal, stone, or another hard substance.
- Hardbody: Gain a Defense bonus equal to your Spellcraft Feat divided by 3.
- Solid Strength: Gain a Melee bonus equal to your Spellcraft Feat divided by 3. You can also add this bonus to any Feat involving strength, durability, and stamina.
- Unstoppable: You can enter occupied spaces, crashing through obstacles and foes like a wrecking ball. Obstacles are destroyed (or damaged, depending on GM discretion) and opponents are shoved into an adjacent space and must Save or fall prone.
Semi-Solid Form
You take a form of sand, mud, glue or another permeable substance.
- Flow: Gain a bonus to Speed equal to your Spellcraft Feat divided by 3. You can move through occupied spaces (but can't end a move there), flow around obstacles, and creep through any opening that isn't hermetically sealed.
- Non-Newtonian: Gain a bonus to Physical Resistance equal to your Spellcraft Feat divided by 3.
- Weaponshape: As a Free Action, you can shape any part of your body into any melee weapon of your choice so long as it remains attached to your body. This weapon gives a +3 bonus to Melee.
Liquid Form
You take a form of water, acid, blood or another liquid substance.
- Flow: Gain a bonus to Speed equal to your Spellcraft Feat divided by 3. You can move through occupied spaces (but can't end a move there), flow around obstacles, and creep through any opening that isn't hermetically sealed.
- Fluid Body: Any time you'd take Physical Damage, you only take 1 point of damage no matter how much you'd normally be obligated to take.
- Solvent: One creature that begins its turn adjacent to you and one creature that ends its turn adjacent to you both take 1d10 Chaos damage. Your melee attacks inflict Chaos damage rather than their standard damage type.
Gaseous Form
You take a form of vapor, toxic gas, oxygen, argon, or some other gas.
- Choke: At the start of your turn each round, one creature of your choice within 10 meters must Save or take 1d10 Physical Damage if it needs air to breathe.
- Ethereal Flow: Gain a bonus to Speed equal to your Spellcraft Feat divided by 3. You can fly during any movement you make, and may end your turn airborne. You can move through occupied spaces, flow around obstacles, and creep through any opening that isn't hermetically sealed.
- Intangible: You are immune to Physical damage but cannot deal Physical damage. You have Advantage on Feats made to hide and do not need to break line of sight to stealth. Whenever you'd become Hidden, you become Invisible instead.
Energy Form
You take a form of fire, electricity, radiation or another form of energy.
- Blaster: You can use the energy you're made of to make a Ranged or Spellcraft attack against an enemy up to 20 meters away. The type of damage this attack deals depends on the kind of energy you're made of (and the GM's discretion). Deal an extra 1d10 damage and push the target 3 meters if you hit.
- Lighter than Air: Gain a bonus to Speed equal to your Spellcraft Feat divided by 3. You can fly during any movement you make and can end your moves airborne.
- Radiant Aura: All creatures that start their turn adjacent to you take 1d10 Elemental damage.
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GIANT GROWTH
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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GIANT GROWTH
A perennial favorite amongst alterationists, GIANT GROWTH allows the mystic to increase the size of a creature or object, often to ludicrous proportions. The benefits of such a change are obvious, though the drawbacks can be equally plain. Thankfully, most of these transformations are temporary at best with the target returning to its original size none the worse for wear.
As a target grows, its proportional strength and durability also increase (so as to allow it to cope with the changes to its physical form) and magicians often use this Spell to strengthen allies before battle (if for no other reason, than to intimidate the opposition into surrender). |
0 Mana - Action
Spend 1 Action Dice. Until the end of your next turn, a creature or object within 10 meters increases in Size by one Size Category.
1 Mana - Action
Make a Spellcraft Feat. A creature or object of your choice within 10 meters increases in Size by one Size Category and gains a bonus to rolls related to melee combat, strength, and endurance. This bonus is equal to your Spellcraft Feat result divided by 5. The target's weight increases five-fold.
The target remains enlarged for the duration of the Scene, though you may return them to their former size as a Free Action.
The target remains enlarged for the duration of the Scene, though you may return them to their former size as a Free Action.
2 Mana - Action
Make a Spellcraft Feat. A creature or object of your choice within 20 meters increases in Size by one or two Size Categories and gains a bonus to rolls related to melee combat, strength, and endurance. This bonus is equal to your Spellcraft Feat result divided by 4. If increased by one Size Category, the target's weight increases five-fold; if increased by two Size Categories, their weight increases ten-fold.
The target remains enlarged until they take a Short or Full Rest, though you may return them to their former size as a Free Action.
The target remains enlarged until they take a Short or Full Rest, though you may return them to their former size as a Free Action.
3 Mana - Action
Make a Spellcraft Feat. A creature or object of your choice within 50 meters increases in Size by one, two, or three Size Categories and gains a bonus to rolls related to melee combat, strength, and endurance. This bonus is equal to your Spellcraft Feat result divided by 3. If increased by one Size Category, the target's weight increases five-fold; if increased by two Size Categories, their weight increases ten-fold; if increased by three Size Categories, they'r weight increases twenty-fold.
The target remains enlarged until they take a Full Rest, though you may return them to their former size as a Free Action.
The target remains enlarged until they take a Full Rest, though you may return them to their former size as a Free Action.
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GOOIFY
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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GOOIFY
Any practitioner of Alteration understands that the physical form of creatures and objects is quite malleable under the right circumstances. The GOOIFY Spell takes this high concept to the next level, however, making the target creature or object into a literally malleable body of viscous slime.
The target creature or object is not destroyed (and automatically gathers and reintegrates any scattered pieces of itself with no effort), it simply changes properties, behaving as a semi-solid body of goo rather than whatever it was previously comprised of. Under the influence of GOOIFY, the target gains a whole new set of strengths, weaknesses, and possibilities to influence (and be influenced by) the world around it. |
0 Mana - Action
Make a Spellcraft Feat and target a non-magical object within 10 meters. For a number of rounds/minutes equal to the Spellcraft roll, the object behaves as though it were made of thick slime and not whatever material it is normally comprised of. In this state, the object...
- ...gains 1 Physical Resistance and 2 Elemental Vulnerability
- ...can seep through porous surfaces and cracks with impunity
- ...can be stretched out to 20 times its normal length
- ...burns with great intensity if set ablaze, producing twice the heat (and burning out twice as fast) as it normally would
- ...gathers and reforms any pieces of it that were separated at the end of its next turn
1 Mana - Action
Make a Spellcraft Feat and target a creature or non-magical object within 10 meters. A creature unwilling to be subjected to this Spell's effect may Save to resist it.
For a number of rounds/minutes equal to the Spellcraft roll, the target behaves as though it were made of thick slime and not whatever material it is normally comprised of. In this state, the target...
For a number of rounds/minutes equal to the Spellcraft roll, the target behaves as though it were made of thick slime and not whatever material it is normally comprised of. In this state, the target...
- ...gains 2 Physical Resistance and 4 Elemental Vulnerability
- ...can make melee attacks from up to 3 meters away
- ...can seep through porous surfaces and cracks with impunity
- ...can stretch out to a maximum of 10 times its normal length
- ...burns with great intensity if set ablaze, producing twice the heat (and burning out twice as fast) as it normally would
- ...gathers and reforms any pieces of it that were separated at the end of its next turn
2 Mana - Action
Make a Spellcraft Feat and target a creature or non-magical object within 10 meters. A creature unwilling to be subjected to this Spell's effect may Save to resist it.
For a number of Scenes/Hours equal to the Spellcraft roll, the target behaves as though it were made of thick slime and not whatever material it is normally comprised of. In this state, the target...
For a number of Scenes/Hours equal to the Spellcraft roll, the target behaves as though it were made of thick slime and not whatever material it is normally comprised of. In this state, the target...
- ...gains 3 Physical Resistance and 6 Elemental Vulnerability
- ...can make melee attacks from up to 5 meters away
- ...can seep through porous surfaces and cracks with impunity
- ...can stretch out to a maximum of 20 times its normal length
- ...burns with great intensity if set ablaze, producing twice the heat (and burning out twice as fast) as it normally would
- ...gathers and reforms any pieces of it that were separated at the end of its next turn
3 Mana - Action
Make a Spellcraft Feat and target a creature or non-magical object within 10 meters. A creature unwilling to be subjected to this Spell's effect may Save to resist it.
For a number of days equal to the Spellcraft roll, the target behaves as though it were made of thick slime and not whatever material it is normally comprised of. In this state, the target...
For a number of days equal to the Spellcraft roll, the target behaves as though it were made of thick slime and not whatever material it is normally comprised of. In this state, the target...
- ...gains 4 Physical Resistance and 8 Elemental Vulnerability
- ...can make melee attacks from up to 10 meters away
- ...can seep through porous surfaces and cracks with impunity
- ...can stretch out to a maximum of 50 times its normal length
- ...burns with great intensity if set ablaze, producing twice the heat (and burning out twice as fast) as it normally would
- ...gathers and reforms any pieces of it that were separated at the end of its next turn
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HAND OF THE CHAMBER
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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HAND OF THE CHAMBER
The separation between body, mind, and the surrounding world may seem ironclad, but to the practiced alterationist, the gap between the three is tenuous at best. HAND OF A CHAMBER is a perfect example of this idea in practice, using a part of the magician's body as model material for a construct elsewhere in the area.
There are a number of uses for such a power from the utilitarian to the martial. Those who learn to manifest their hands through the substance of whatever chamber they occupy can surely find creative ways to attack, manipulate, or outmatch whatever obstacles they come across. |
0 Mana - Free Action
Place your hand up to the elbow in the ground or wall and cause a likeness of your hand (made from the same material as the wall or floor) to sprout from any point in the same room within 10 meters. This copy of your hand can do anything your hand is capable of doing, including making attacks, casting Spells, and interacting with objects. The Spell ends when you withdraw your hand from the ground/wall.
1 Mana - Action
Place your hand up to the elbow in the ground or wall and cause a likeness of it (made from the same material as the wall or floor) to sprout from any point in the same room within your line of sight. This copy of your hand can do anything that your hand is capable of doing, including making attacks, casting Spells, and interacting with objects. The Spell ends when you withdraw your hand from the ground/wall.
The copy of your hand can range anywhere in size from Tiny to Large. If you grab a creature or object, you may pull them through the ground or wall your hand is reaching out from and teleport them into a space adjacent to you as you withdraw your hand from the ground and end the Spell.
The copy of your hand can range anywhere in size from Tiny to Large. If you grab a creature or object, you may pull them through the ground or wall your hand is reaching out from and teleport them into a space adjacent to you as you withdraw your hand from the ground and end the Spell.
2 Mana - Action
Place your hand up to the elbow in the ground or wall and cause a likeness of it (made from the same material as the wall or floor) to sprout from any point in the same room within your line of sight. This copy of your hand can do anything that your hand is capable of doing, including making attacks, casting Spells, and interacting with objects. You may keep the Spell active until the end of the Scene after you withdraw your hand from the ground/wall (and may still mentally control your false hand from a distance).
The copy of your hand can range anywhere in size from Tiny to Huge. If you grab a creature or object, you may pull them through the ground or wall your hand is reaching out from and teleport them into a space adjacent to you as you withdraw your hand from the ground.
The copy of your hand can range anywhere in size from Tiny to Huge. If you grab a creature or object, you may pull them through the ground or wall your hand is reaching out from and teleport them into a space adjacent to you as you withdraw your hand from the ground.
3 Mana - Action
Place both of your hands into the ground or wall up to the elbow and cause a likeness of them (made from the same material as the wall or floor) to sprout from any point in the same room within your line of sight. These copies of your hands can do anything that your hands are capable of doing, including making attacks, casting Spells, and interacting with objects. You may keep the Spell active until the end of the Scene after you withdraw either hand from the ground/wall (and may still mentally control your false hands from a distance).
These copies of your hands can range anywhere in size from Tiny to Enormous. If you grab a creature or object, you may pull them through the ground or wall your hand is reaching out from and teleport them into a space adjacent to you as you withdraw your hand from the ground.
These copies of your hands can range anywhere in size from Tiny to Enormous. If you grab a creature or object, you may pull them through the ground or wall your hand is reaching out from and teleport them into a space adjacent to you as you withdraw your hand from the ground.
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MASQUERADE
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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MASQUERADE
While some parts of The Sphere may be more understanding, the study and practice of any Mystery is forbidden in most parts of the worlds. Magicians must often live in secrecy or go into hiding to escape persecution. In such cases, a Spell like MASQUERADE is indispensable. By simply moving around a few bones, muscles, and other tissue, the magician is able to switch faces entirely.
Wearing a new face doesn't always guarantee a new identity since MASQUERADE only guarantees a change in appearance and not the voice, mannerisms, and knowledge of whatever face the magician may now wear. Changes are only superficial, so the magician will need to use her cunning to improvise the rest. |
0 Mana - Action
Make a Spellcraft Feat. You assume the face of another Mortal you can see for a number of rounds/minutes equal to the roll.
1 Mana - Action
Make a Spellcraft Feat. You assume the face, gender, race, height, weight, hair, eyes, and general body structure of another Mortal you can see for a number of minutes equal to the roll.
2 Mana - Action
Make a Spellcraft Feat. You assume the face, gender, race, height, weight, hair, eyes, and general body structure of another Mortal you can see or have previously encountered. This Spell can last for a number of Scenes/hours equal to the roll, though you may end the Spell's effect prematurely as a Free Action.
3 Mana - Action
Make a Spellcraft Feat. You assume the face, gender, race, height, weight, hair, eyes, and general body structure of any Medium-sized creature you can see or have previously encountered. This Spell can last for a number of days equal to the roll, though you may end the Spell's effect prematurely as a Free Action.
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OBJECTIFY
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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OBJECTIFY
Most people (and even some magicians) believe that shapeshifting magicians are limited to taking the forms of other creatures, but this simply isn't so. As alterationists understand all too well, the divide between flesh and material is an illusion. OBJECTIFY is proof enough of that, for the Spell allows one to change forms into a seemingly inanimate object.
Not only is such a Spell useful for hiding, spying, or escaping pursuers, but by transforming into a useful object like a key or weapon, the magician can solve a plethora of problems using nothing more than their cunning and physical body as a tool (and, of course, an ally they trust enough to handle them with skill and delicacy). |
0 Mana - Action
Make a Spellcraft Feat. You transform into a Small-sized (or smaller) non-enchanted object you can see for a number of rounds/minutes equal to the Spellcraft roll.
1 Mana - Action
Make a Spellcraft Feat. You transform into a Medium-sized (or smaller) non-enchanted object which you can see or have held in your hands for at least a minute. Your transformation lasts for a number of rounds/minutes equal to the Spellcraft Feat. While in this form, you can communicate telepathically with any creature that is holding you and may end the Spell's effect prematurely as a Free Action.
2 Mana - Action
Make a Spellcraft Feat. You transform into a Large-sized (or smaller) non-enchanted object which you can see or have touched. Your transformation lasts for a number of Scenes/hours equal to the Spellcraft Feat. While in this form, you can communicate telepathically with any creature within your line of sight and may end the Spell's effect prematurely as a Free Action.
3 Mana - Action
Make a Spellcraft Feat. You transform into a Huge-sized (or smaller) non-enchanted object which you can see, have touched, or have seen a detailed picture of OR you may transform into a collection of several objects such as a pile of coins, a mechanical arm, or an arsenal of weapons. The number of individual items that can be in this collective is limited to the number you rolled on your Spellcraft Feat.
Your transformation lasts for a number of Scenes/hours equal to the Spellcraft Feat. While in this form, you can communicate telepathically with any creature within your line of sight and may end the Spell's effect prematurely as a Free Action.
Your transformation lasts for a number of Scenes/hours equal to the Spellcraft Feat. While in this form, you can communicate telepathically with any creature within your line of sight and may end the Spell's effect prematurely as a Free Action.
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PHANTOM LIMB
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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PHANTOM LIMB
The Mystery of Alteration opens the possibility of changing the shape and fundamental nature of both the world and oneself. It logically follows that detaching, duplicating, and otherwise manipulating hands, feet, and limbs is a simple matter for the practiced alterationist. PHANTOM LIMB is a rather simple Spell whose use can elicit some rather interesting reactions, from amazement to disgust.
PHANTOM LIMB allows one to detach and remotely control limbs, grow duplicate arms, and practice an unnatural degree of control over the body and the usefulness of such a Spell is obvious to those with the stomach to ponder such possibilities. |
0 Mana - Action
Detach your hand at the wrist and control it remotely to perform any task it would be capable of, were it attached to your body. Your hand may move along the ground or float in mid-air at any height it could reach were it still attached to your body, up to a distance of 10 meters from your body. You experience feeling and sensation through your hand as though it were still attached.
You may recall your hand as a Free Action and reattach it to your body as a Free Action. Any damage suffered by your hand remains when you reattach it.
You may recall your hand as a Free Action and reattach it to your body as a Free Action. Any damage suffered by your hand remains when you reattach it.
1 Mana - Action
Detach any part of your body and use it to perform any Action it would be capable of, were it still attached to your body. The limb may move along the ground or float at any height it could reach were it still attached to you, up to a distance of 20 meters from your body. You also stand, move, and may perform as though your limb were still attached (though you can't do anything else that would require it being attached to your body). You experience feeling and sensation through any detached parts as though they were still attached.
You may recall a detached part and reattach it to your body as a Free Action. Any damage suffered by your limbs while they were detached remains when you reattach them to your body.
You may recall a detached part and reattach it to your body as a Free Action. Any damage suffered by your limbs while they were detached remains when you reattach them to your body.
2 Mana - Action
Detach any part of your body and use it to perform any Action it would be capable of, were it still attached to your body. The limb may move along the ground or float at any height it could reach were it still attached to you, up to a distance of 50 meters from your body. You also stand, move, and may perform as though your limb were still attached (though you can't do anything else that would require it being attached to your body). You experience feeling and sensation through any detached parts as though they were still attached. You may recall a detached part and reattach it to your body as a Free Action. Any damage suffered by your limbs while they were detached remains when you reattach them to your body.
You may create one duplicate of any of your body parts (you may consider right and left sides of the same appendage as different parts; ie you could create a duplicate right arm and a duplicate left arm) and control (or detach) it as though it had always been a part of your body. This part remains in existence and under your control for the duration of the Scene.
You may create one duplicate of any of your body parts (you may consider right and left sides of the same appendage as different parts; ie you could create a duplicate right arm and a duplicate left arm) and control (or detach) it as though it had always been a part of your body. This part remains in existence and under your control for the duration of the Scene.
3 Mana - Action
Detach any part of your body and use it to perform any Action it would be capable of, were it still attached to your body. The limb may move along the ground or float at any height it could reach were it still attached to you, up to a distance of 100 meters from your body. You also stand, move, and may perform as though your limb were still attached (though you can't do anything else that would require it being attached to your body). You experience feeling and sensation through any detached parts as though they were still attached. You may recall a detached part and reattach it to your body as a Free Action. Any damage suffered by your limbs while they were detached instantly heals when you reattach them to your body.
You may create up to three duplicates of any of your body parts (you may consider right and left sides of the same appendage as different parts; ie you could create a duplicate right arm and a duplicate left arm) and control (or detach) them as though they had always been a part of your body. These parts remain in existence and under your control for the duration of the Scene.
You may create up to three duplicates of any of your body parts (you may consider right and left sides of the same appendage as different parts; ie you could create a duplicate right arm and a duplicate left arm) and control (or detach) them as though they had always been a part of your body. These parts remain in existence and under your control for the duration of the Scene.
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REALIGN MATTER
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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REALIGN MATTER
The Mystery of Alteration allows practitioners a certain degree of influence over the alignment of atoms and molecules within a volume of matter. As one's understanding of this Mystery increases, so too does the finesse with which matter can be manipulated. A simple Spell like REALIGN MATTER is one cornerstone of this lifelong pursuit as it allows the magician to repair, harden, or soften materials as need dictates.
While REALIGN MATTER can't affect matter on an atomic or even a molecular level to change the essential nature of a substance, it can transform the material into a stronger or weaker version of itself and repair any damage an object may have suffered in the process. |
0 Mana - Action
Touch an object and make a Spellcraft Feat to restore HP to the object equal to the amount rolled. If the object does not have HP, the GM may simply allow it to be restored to wholeness so long as all of its broken pieces are present. At their discretion, the GM may or may not allow this Spell to have an effect on enchanted objects.
1 Mana - Action
Touch an object and make a Spellcraft Feat. You may do one of three things to the object:
- Restore HP to the object equal to the amount rolled. If they object does not have HP, the GM may allow you to restore it to wholeness, provided at least 2/3 of its pieces are present.
- Harden the object by n degrees on the scale below (n = the Spellcraft Feat divided by 5)
- Soften the object by n degrees on the scale below (n = the Spellcraft Feat divided by 5)
|
2 Mana - Action
Touch an object and make a Spellcraft Feat. You may do one of three things to the object:
- Restore HP to the object equal to twice the amount rolled. If they object does not have HP, the GM may allow you to restore it to wholeness, provided at least 1/3 of its pieces are present.
- Harden the object by n degrees on the scale below (n = the Spellcraft Feat divided by 4)
- Soften the object by n degrees on the scale below (n = the Spellcraft Feat divided by 4)
|
3 Mana - Action
Touch an object and make a Spellcraft Feat. You may do one of three things to the object:
- Restore HP to the object equal to three times the amount rolled. If they object does not have HP, the GM may allow you to restore it to wholeness, even if there are only a few pieces present.
- Harden the object by n degrees on the scale below (n = the Spellcraft Feat divided by 3)
- Soften the object by n degrees on the scale below (n = the Spellcraft Feat divided by 3)
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REDUCTION
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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REDUCTION
Of all the Spells offered by the Mystery of Alteration, those which enlarge or reduce a target's size seem to be among the most favored by practitioners of the art. REDUCTION is the discipline of making a creature or object small, often to comically tiny proportions. A skilled mystic can reduce an elephant down to the size of a mouse or fit an entire vault of treasure into a single pouch.
While some might be tempted to use such a Spell to shrink and squash their enemies, the strange intricacies of REDUCTION make it unfit for the task; any attempt at violence against shrunken targets immediately disrupts the transformative field of arcane energies, reverting the shrunken target back to its former size. |
0 Mana - Action
Spend 1 Action Dice. Until the end of your next turn, a creature or object within 10 meters is reduced in Size by one Size Category.
1 Mana - Action
Make a Spellcraft Feat. A creature or object of your choice within 10 meters decreases in Size by one Size Category and suffers a penalty to rolls related to combat, strength, and endurance against creatures two or more Size Categories larger. This penalty is equal to your Spellcraft Feat result divided by 5. The target's weight decreases five-fold.
The target remains shrunk for the duration of the Scene, though you may return them to their former size as a Free Action.
The target remains shrunk for the duration of the Scene, though you may return them to their former size as a Free Action.
2 Mana - Action
Make a Spellcraft Feat. A creature or object of your choice within 10 meters decreases in Size by one or two Size Categories and suffers a penalty to rolls related to combat, strength, and endurance against creatures two or more Size Categories larger. This penalty is equal to your Spellcraft Feat result divided by 5. If they were shrunk 1 Size Category, the target's weight decreases five-fold; if they were shrunk 2 Size Categories, their weight decreases ten-fold.
The target remains shrunk until their next Short or Full Rest, though you may return them to their former size as a Free Action.
The target remains shrunk until their next Short or Full Rest, though you may return them to their former size as a Free Action.
3 Mana - Action
Make a Spellcraft Feat. A creature or object of your choice within 10 meters decreases in Size by one, two, or three Size Categories and suffers a penalty to rolls related to combat, strength, and endurance against creatures two or more Size Categories larger. This penalty is equal to your Spellcraft Feat result divided by 5. If they were shrunk 1 Size Category, the target's weight decreases five-fold; if they were shrunk 2 Size Categories, their weight decreases ten-fold; if they were shrunk 3 Size Categories, their weight decreases twenty-fold.
The target remains shrunk until their next Full Rest, though you may return them to their former size as a Free Action.
The target remains shrunk until their next Full Rest, though you may return them to their former size as a Free Action.
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SHATTER
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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SHATTER
While the power to destroy things isn't exclusive to the Mystery of Alteration, it is rather difficult to do so as wholly as SHATTER allows for. Objects targeted by this Spell are completely and irrevocably destroyed, beyond repair by any but the most skilled (and dedicated) hands. In the upper echelons of its power, SHATTER can even destroy matter completely, removing the target from existence in total violation of the physical laws which normally govern the Sphere.
No mundane object is safe from the effects of SHATTER. Regardless of their value, their durability, and the skill with which they may have been made, a non-magical object in the crosshairs of this Spell simply will not survive the encounter. |
0 Mana - Action
Make a Spell attack against an object within range and deal twice as much damage to it as you normally would. If this reduces it to 0 HP, it is splintered into a thousand fragments and cannot be repaired under normal conditions.
1 Mana - Action
Spend 1 Action Dice to instantly destroy a non-magical object that you can comfortably hold in one hand.
-OR-
Make a Spell attack against a non-magical object within range and deal three times as much damage to it as you normally would. If this reduces it to 0 HP, the object is totally destroyed and cannot be repaired by conventional means.
2 Mana - Action Type
Spend 1 Action Dice to instantly destroy a non-magical object you can comfortably hold in both arms.
-OR-
Make a Spell attack against a non-magical object within range and deal four times as much damage to it as you normally would. If this reduces it to 0 HP, the object is totally destroyed and cannot be repaired by conventional means.
3 Mana - Action
Spend 1 Action Dice to instantly destroy an object that is no larger than you are.
-OR-
Make a Spell attack against a non-magical object within range and deal five times as much damage to it as you normally would. If this reduces it to 0 HP, the object is totally destroyed and cannot be repaired by conventional means.
-OR-
Make a Spell attack against a magical object within range and deal twice as much damage to it as you normally would. If this reduces it to 0 HP, the object is totally destroyed and cannot be repaired by conventional means. The GM may disallow this use of SHATTER at their discretion.
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TRANSMUTE MATTER
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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TRANSMUTE MATTER
Simply put, TRANSMUTE MATTER changes one object into another, completely changing its fundamental properties, the state it exists in, or even something as simple as its size, shape, or quantity. TRANSMUTE MATTER allows the alterationist to turn a vault door into vaporous gas, transform a vial of blood into burning plasma or, as the famed stories tell tales of, transmute a useless hunk of of lead into bars of gleaming gold.
Even the most powerful expressions of this Spell are temporary, however. As reality gradually reestablishes its grip upon the object, it reverts back to the state it was in before the magician worked their wonders upon it. Even so, the Spell has countless applications from the scholarly to the larcenous. |
0 Mana - Action
Make a Spellcraft Feat to reshape a volume of non-magical matter no larger than a 1x1 meter square as though you were shaping a raw lump of clay. If you are trying to make something specific, your Spellcraft Feat determines the quality of your sculpture as well as how long it takes to finish shaping the target object. Divide your Spellcraft roll by 5; for every point remaining, improve your creation's quality by one degree or decrease the time it takes to complete by one degree:
QUALITY
Poor (default) Good Excellent Masterpiece |
TIME
3 Hours (default) 2 Hours 1 Hour 30 minutes |
The object reverts back to its previous state 24 hours after you finish sculpting it.
1 Mana - Action
You are able to transform an object you touch into a different object, so long as both objects share similar properties; the object you transform and the object you transform it into must have at least two major things in common. (i.e. turning one type of metal into another type of metal, transforming an ordinary chair into a grandiose throne, changing a mug of stale beer into the finest tea you've ever tasted). The change occurs over the course of one Scene/hour and lasts for the next 24 hours.
Make a Spellcraft Feat and target a non-magical object you can fit comfortably in one hand. Divide your total roll by 5; for every point remaining, choose one of the following:
Make a Spellcraft Feat and target a non-magical object you can fit comfortably in one hand. Divide your total roll by 5; for every point remaining, choose one of the following:
- The change happens instantly
- The object remains transformed for 3 entire days
- The object you transform can be big enough to fit comfortably in two hands
- The object you transform and the object you transform it into only need to have one thing in common
- You can turn the target object into a group of objects (such as turning a hunk of lead into hundreds of gold coins) so long as they add up to roughly the same volume as the original object
2 Mana - Action
You are able to transform an object you touch into a different object, so long as both objects are of the same state of matter; i.e. turning solid wood into solid stone, transforming a room full of oxygen into a room full of chlorine, changing a pitcher of water into a pitcher of wine). The change occurs over the course of one Scene/hour and lasts for the next 24 hours.
Make a Spellcraft Feat and target a non-magical object no larger than a 1x1 meter area. Divide your total roll by 4; for every point remaining, choose one of the following:
Make a Spellcraft Feat and target a non-magical object no larger than a 1x1 meter area. Divide your total roll by 4; for every point remaining, choose one of the following:
- The change happens instantly
- The object remains transformed for 3 entire days
- The object you transform can be as big as a 3x3 meter area
- The object you transform can be magical, but it can't change into a different magical object
- The object you transform and the object you transform it into can be one state of matter apart. The stages of matter are:
- Solid < - > Liquid < - > Gas < - > Plasma
- You can turn the target object into a group of objects (such as turning a hunk of lead into hundreds of gold coins) so long as they add up to roughly the same volume as the original object
3 Mana - Action
You are able to transform an object you touch into a different object, so long as both objects have at least one major thing in common. The change occurs over the course of one Scene/hour and lasts for the next 24 hours.
Make a Spellcraft Feat and target a non-magical object no larger than a 3x3 meter area. Divide your total roll by 3; for every point remaining, choose one of the following:
Make a Spellcraft Feat and target a non-magical object no larger than a 3x3 meter area. Divide your total roll by 3; for every point remaining, choose one of the following:
- The change happens instantly
- The object remains transformed for 3 entire days
- The object you transform can be as big as a 5x5 meter area
- The object you transform can be magical, and it can change into a different magical object with a similar purpose
- The object you transform and the object you transform it into don't need to have anything in common
- You can turn the target object into a group of objects (such as turning a hunk of lead into hundreds of gold coins) so long as they add up to roughly the same volume as the original object
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UNLOCK
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CANTRIP
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LEVEL 1
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LEVEL 2
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LEVEL 3
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UNLOCK
People use locks for a variety of reasons, usually to keep thieves or unwanted visitors away from home and treasure. A magician with knowledge of UNLOCK need not pay heed to these obstacles as a simple casting of the Spell will instantly open a mundane lock.
Though more complicated locks may require greater power to bypass, no ordinary security measure can withstand the power of this Spell. Of course, its efficacy makes it highly illegal to practice (let alone study) in the more civilized parts of the Sphere. Those who become aware of a mystic's prowess with Alteration and familiarity with UNLOCK may guard their valuables a bit more closely and find other (possibly more dangerous) methods to secure their homes and valuables. |
0 Mana - Perk
Treat this Spell as Proficiency with Security. Any time you'd attempt to pick a lock or disarm a trap, you may add your Spellcraft to the Feat in question.
1 Mana - Action
Spend any number of available Action Dice and treat each one as though you had rolled a number equal to your Spellcraft.
One non-magical lock or trap you can touch whose Difficulty to unlock or disarm is equal to or less than your total "roll" is bypassed and can't be locked or armed again for at least an hour.
One non-magical lock or trap you can touch whose Difficulty to unlock or disarm is equal to or less than your total "roll" is bypassed and can't be locked or armed again for at least an hour.
2 Mana - Action
Spend any number of available Action Dice and treat each one as though you had rolled a number equal to your Spellcraft x2.
All non-magical locks and traps within 10 meters whose Difficulty to unlock or disarm is equal to or less than your total "roll" are bypassed and can't be locked or armed again for at least 6 hours.
All non-magical locks and traps within 10 meters whose Difficulty to unlock or disarm is equal to or less than your total "roll" are bypassed and can't be locked or armed again for at least 6 hours.
3 Mana - Action
Spend any number of available Action Dice and treat each one as though you had rolled a number equal to your Spellcraft x3.
All non-magical locks and traps within 10 meters whose Difficulty to unlock or disarm is equal to or less than your total "roll" are bypassed and can't be locked or armed again for at least 12 hours.
One magical lock or trap within 10 meters whose Difficulty to unlock or disarm is equal to or less than your total "roll" is bypassed and can't be locked or armed again for at least an hour.
All non-magical locks and traps within 10 meters whose Difficulty to unlock or disarm is equal to or less than your total "roll" are bypassed and can't be locked or armed again for at least 12 hours.
One magical lock or trap within 10 meters whose Difficulty to unlock or disarm is equal to or less than your total "roll" is bypassed and can't be locked or armed again for at least an hour.