TRANSMUTATION
Transmutation 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 Transmutation 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 Transmutation 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.
Adaptation
Cast this Spell as a Half Action on yourself or a creature you are touching; the target's body temporarily mutates, granting new physical adaptations that allow them to function in a hostile, extreme, or otherwise abnormal environment. The Level of this Spell determines the extent and usefulness of these adaptations, which last so long as you hold Concentration.
- Cantrip: You are able to survive in this new environment, and that's pretty much it
- Level 1: You are able to function normally in this environment, as though you belong here
- Level 2: Your adaptation allows you to excel in this new environment, granting you Advantage on Feats that utilize your adaptation
- Level 3: Your adaptation allows you to thrive in this new environment, granting you (Spellcraft) Bumps automatically applied to any Feat that utilizes your adaptation.
Alter Matter
Cantrip
An unattended non-magical object which you can comfortably hold in one hand becomes like putty in your hands, allowing you to reshape it as you like. It springs back to its original shape after 10 minutes.
Level 1
As the Cantrip, but you can affect no more matter than you could carry in two hands and may increase or decrease the object's Size by one degree or alter the state of matter it is in (solid, liquid, or gas). It springs back to its original form after 10 minutes or once you stop holding Concentration (whichever comes first).
Level 2
As Level 1, but you can affect up to a 1 square meter cube of matter also grant the object up to (Spellcraft) of the following properties (you cannot pick contradictory properties): the object is...
Level 3
As Level 2, but you can affect up to a 3 x 3 x 3 meter cube or 25 contiguous 1-meter spaces (in any configuration).
An unattended non-magical object which you can comfortably hold in one hand becomes like putty in your hands, allowing you to reshape it as you like. It springs back to its original shape after 10 minutes.
Level 1
As the Cantrip, but you can affect no more matter than you could carry in two hands and may increase or decrease the object's Size by one degree or alter the state of matter it is in (solid, liquid, or gas). It springs back to its original form after 10 minutes or once you stop holding Concentration (whichever comes first).
Level 2
As Level 1, but you can affect up to a 1 square meter cube of matter also grant the object up to (Spellcraft) of the following properties (you cannot pick contradictory properties): the object is...
- Buoyant
- Combustible
- Conductive, allowing electricity to easily flow through it
- Dense, heavy and resilient
- Fire-Proof
- Flammable
- Glowing (in a color of your choice), giving off normal light to all spaces within 10 meters of it
- Ice-Cold, instantly freezing any Wet object, surface, or creature it touches
- Indestructible to all but the most extreme forces
- Light, thin, and brittle
- Loosely Bound, like sand
- Magnetic
- Water-Soluable
Level 3
As Level 2, but you can affect up to a 3 x 3 x 3 meter cube or 25 contiguous 1-meter spaces (in any configuration).
Angelic Wings
Cantrip
A pair of angelic wings springs from your back, granting you a Jump speed equal to your Spellcraft.
Level 1
As the Cantrip, but you may target a willing creature within 10 meters and increase the Jump speed by 3.
Level 2
As Level 1, but grant the target Fly instead of Jump.
Level 3
As Level 2, but target up to (Spellcraft) creatures and increase Fly speed by 5 instead of 3.
A pair of angelic wings springs from your back, granting you a Jump speed equal to your Spellcraft.
Level 1
As the Cantrip, but you may target a willing creature within 10 meters and increase the Jump speed by 3.
Level 2
As Level 1, but grant the target Fly instead of Jump.
Level 3
As Level 2, but target up to (Spellcraft) creatures and increase Fly speed by 5 instead of 3.
Anthropomorph
Cantrip
An animal you touch gains Mortal speech (in a language you speak) for the next 10 minutes.
Level 1
Target an animal within 10 meters. The creature gains Mortal form, speech, and intelligence for the next 24 hours.
Level 2
Target a Mortal within 10 meters. The creature must Save or take the form of an animal (which most suits their personality as determined by the GM) for the next 24 hours. Any time the transformed Mortal is put in danger or takes damage, they may Save (with Advantage) to revert to their Mortal form.
Level 3
As Levels 1 and 2, but roll 1d10 to determine the duration:
An animal you touch gains Mortal speech (in a language you speak) for the next 10 minutes.
Level 1
Target an animal within 10 meters. The creature gains Mortal form, speech, and intelligence for the next 24 hours.
Level 2
Target a Mortal within 10 meters. The creature must Save or take the form of an animal (which most suits their personality as determined by the GM) for the next 24 hours. Any time the transformed Mortal is put in danger or takes damage, they may Save (with Advantage) to revert to their Mortal form.
Level 3
As Levels 1 and 2, but roll 1d10 to determine the duration:
- 1-2: 48 hours
- 3-4: 1 week
- 5-6: 1 month
- 7-8: 1 year
- 9-10: Permament
Elemental Body
Cantrip
Assume the properties of a material you're holding in your dominant hand. You can treat up to one full appendage as though it was this material; it will behave in this manner until you stop maintaining Concentration.
Level 1
Your entire body can transform into a material you hold in your dominant hand. In this form, you can move normally, have no need to eat or breathe, and can reconstitute yourself at will. You are not impervious to harm, but are considered to have 2 Resistance to all types of damage. This effect lasts so long as you hold Concentration.
Level 2
As Level 1, but you may transform up to four creatures within 10 meters (including yourself). An unwilling creature can Save to resist this effect.
Level 3
As Level 2, but you may transform up to 10 creatures you can see (including yourself). An unwilling creature may Save at Disadvantage to resist this effect. You do not need to use Concentration to maintain Elemental Body, but if you do not, it's effect ends when the Scene ends.
Assume the properties of a material you're holding in your dominant hand. You can treat up to one full appendage as though it was this material; it will behave in this manner until you stop maintaining Concentration.
Level 1
Your entire body can transform into a material you hold in your dominant hand. In this form, you can move normally, have no need to eat or breathe, and can reconstitute yourself at will. You are not impervious to harm, but are considered to have 2 Resistance to all types of damage. This effect lasts so long as you hold Concentration.
Level 2
As Level 1, but you may transform up to four creatures within 10 meters (including yourself). An unwilling creature can Save to resist this effect.
Level 3
As Level 2, but you may transform up to 10 creatures you can see (including yourself). An unwilling creature may Save at Disadvantage to resist this effect. You do not need to use Concentration to maintain Elemental Body, but if you do not, it's effect ends when the Scene ends.
Grow // Reduce
Cantrip
Touch an object to either shrink it to half its normal size or enlarge it to 1.5 times its normal size for as long you hold Concentration, increasing or decreasing its weight by 1 Stone proportionally.
Level 1
Touch an object or creature to either Increase or decrease its Size category by one degree, effectively doubling or halving its size (an unwilling creature may Save to resist this effect and can end the effect with a Save). The target retains all its stats, abilities, and physical qualities - the only thing that changes is its size. This effect lasts for one hour or until you voluntarily end the effect as a Free Action.
An enlarged creature gains Advantage on strength and endurance Feats relative to smaller creatures and objects while a shrunk creature suffer's Disadvantage on such Feats. A shrunken creature gains Advantage on Feats to hide and move stealthily relative to larger creatures while an enlarged creature has Disadvantage on such Feats.
Level 2
As Level 1, but you can increase or decrease the target's Size category by up to three degrees.
Level 3
As Level 1, but you can increase or decrease the target's Size category by up to five degrees.
Touch an object to either shrink it to half its normal size or enlarge it to 1.5 times its normal size for as long you hold Concentration, increasing or decreasing its weight by 1 Stone proportionally.
Level 1
Touch an object or creature to either Increase or decrease its Size category by one degree, effectively doubling or halving its size (an unwilling creature may Save to resist this effect and can end the effect with a Save). The target retains all its stats, abilities, and physical qualities - the only thing that changes is its size. This effect lasts for one hour or until you voluntarily end the effect as a Free Action.
An enlarged creature gains Advantage on strength and endurance Feats relative to smaller creatures and objects while a shrunk creature suffer's Disadvantage on such Feats. A shrunken creature gains Advantage on Feats to hide and move stealthily relative to larger creatures while an enlarged creature has Disadvantage on such Feats.
Level 2
As Level 1, but you can increase or decrease the target's Size category by up to three degrees.
Level 3
As Level 1, but you can increase or decrease the target's Size category by up to five degrees.
Hand of the Chamber
Cantrip
Plunge your hand into a wall, floor, or ceiling. A hand comprised of whatever material you plunged your hand into appears elsewhere on the surface, somewhere within your line of sight. Treat this hand as though it were your own (though you feel no stimulation from it and suffer no harm if the hand is damaged or destroyed). You may control this hand so long as your own hand remains plunged within the surface where it has manifested; when you withdraw your hand, the Spell ends and the Hand of the Chamber sinks back down into the surface from whence it came.
Level 1
A Small or Medium-sized hand appears in an unoccupied space within 10 meters of you, emerging from, connected to, and comprised of whatever the floor, ceiling, or wall it emerges from is made of. You control the Hand with your Actions. You can use an Action to command the Hand to:
Level 2
As Level 1, but the Hand can be Large-sized and gains the Combat Opportunist Arcanum. The Hand does not have to be a hand, but can take the shape of a tentacle, a monstrous claw, a pincer, or whatever other appendage you can imagine (this may limit its functionality according the the GM's discretion).
Level 3
As Level 1, but you create up to (Spellcraft) Hands in unoccupied spaces within 10 meters of you. You can use Half Actions instead of Actions to command individual Hands. Hands you create can be Small, Medium, or Large-sized.
Plunge your hand into a wall, floor, or ceiling. A hand comprised of whatever material you plunged your hand into appears elsewhere on the surface, somewhere within your line of sight. Treat this hand as though it were your own (though you feel no stimulation from it and suffer no harm if the hand is damaged or destroyed). You may control this hand so long as your own hand remains plunged within the surface where it has manifested; when you withdraw your hand, the Spell ends and the Hand of the Chamber sinks back down into the surface from whence it came.
Level 1
A Small or Medium-sized hand appears in an unoccupied space within 10 meters of you, emerging from, connected to, and comprised of whatever the floor, ceiling, or wall it emerges from is made of. You control the Hand with your Actions. You can use an Action to command the Hand to:
- Move up to (Spellcraft) meters
- Interact with a creature or object (using all the same manual dexterity you possess - you will make any necessary Feats using your own stats)
- Make a Melee attack (using your best attack & damage scores)
- Grapple with a creature (again, using your Strength score)
Level 2
As Level 1, but the Hand can be Large-sized and gains the Combat Opportunist Arcanum. The Hand does not have to be a hand, but can take the shape of a tentacle, a monstrous claw, a pincer, or whatever other appendage you can imagine (this may limit its functionality according the the GM's discretion).
Level 3
As Level 1, but you create up to (Spellcraft) Hands in unoccupied spaces within 10 meters of you. You can use Half Actions instead of Actions to command individual Hands. Hands you create can be Small, Medium, or Large-sized.
Keystone
Cantrip
Touch an object and decide whether you want to restore or destroy it, then make a Spellcraft Feat.
Touch an object and decide whether you want to restore or destroy it, then make a Spellcraft Feat.
Destroy
|
Restore
|
Level 1
For the next 6 hours, the durability of an object you touch is altererd. You can either make the object harder and more durable or softer and more brittle. A weapon you reinforce increases the size of its base damage dice by one degree. Armor you reinforce grants 1 Physical Resistance. A weapon you weaken reduces the size of its base damage dice by 1 degree. Armor you weaken grants 1 Physical Vulnerability. An object you target is moved one position up or down the Durability Chart from its default position.
Level 2
As Level 1, but increase or decrease the size of weapon dice by 2 dice sizes, Armor gains 2 Physical Resistance/Vulnerability, and objects are moved up or down the Durability Chart by two positions.
Level 3
As Level 1, but increase or decrease the size of weapon dice by 3 dice sizes, Armor gains 3 Physical Resistance/Vulnerability, and objects are moved up or down the Durability Chart by three positions.
For the next 6 hours, the durability of an object you touch is altererd. You can either make the object harder and more durable or softer and more brittle. A weapon you reinforce increases the size of its base damage dice by one degree. Armor you reinforce grants 1 Physical Resistance. A weapon you weaken reduces the size of its base damage dice by 1 degree. Armor you weaken grants 1 Physical Vulnerability. An object you target is moved one position up or down the Durability Chart from its default position.
Level 2
As Level 1, but increase or decrease the size of weapon dice by 2 dice sizes, Armor gains 2 Physical Resistance/Vulnerability, and objects are moved up or down the Durability Chart by two positions.
Level 3
As Level 1, but increase or decrease the size of weapon dice by 3 dice sizes, Armor gains 3 Physical Resistance/Vulnerability, and objects are moved up or down the Durability Chart by three positions.
Masquerade
Cantrip
So long as you hold Concentration, you change your likeness to that of another Mortal whose face you know, taking on every aspect of their appearance. You gain none of their Features or abilities and neither your voice or mannerisms change to match theirs.
Level 1
As the Cantrip, but you gain full control over your appearance and do not need to assume another's likeness; you can change your physical features at will, taking on an entirely new race or gender should you so choose. You also gain complete control over your voice in this new form and can alter your voice to match that of another Mortal you've heard. Gain up to (Spellcraft) Physical Features of your choice so long as you maintain this Spell.
Level 2
As Level 1, but you can take the form of any Beast or monstrous creature (though you do not gain any of their inherent abilities) whose Size category is either the same or no more than one degree higher or lower than your own.
Level 3
As Level 2, but you gain any abilities related to the physiology of a creature whose shape you assume; flight from a creature with wings, the swimming and water-breathing of an aquatic creature, etc. You can take the form of creatures whose Size category is either the same or no more than two degrees higher or lower than your own.
So long as you hold Concentration, you change your likeness to that of another Mortal whose face you know, taking on every aspect of their appearance. You gain none of their Features or abilities and neither your voice or mannerisms change to match theirs.
Level 1
As the Cantrip, but you gain full control over your appearance and do not need to assume another's likeness; you can change your physical features at will, taking on an entirely new race or gender should you so choose. You also gain complete control over your voice in this new form and can alter your voice to match that of another Mortal you've heard. Gain up to (Spellcraft) Physical Features of your choice so long as you maintain this Spell.
Level 2
As Level 1, but you can take the form of any Beast or monstrous creature (though you do not gain any of their inherent abilities) whose Size category is either the same or no more than one degree higher or lower than your own.
Level 3
As Level 2, but you gain any abilities related to the physiology of a creature whose shape you assume; flight from a creature with wings, the swimming and water-breathing of an aquatic creature, etc. You can take the form of creatures whose Size category is either the same or no more than two degrees higher or lower than your own.
Phantom Limb
Cantrip
Cast this Spell as a Free Action to detach one of your limbs, While you hold Concentration, you can control this limb remotely (up to 20 meters away from your body) using your Actions. This does not harm you in any way (except for the disability of having a temporarily missing limb) and you are able to teleport your missing limb back onto your person as a Half Action. Your limb can be harmed while detached, and any damage it takes is deducted from your HP.
Level 1
As the Cantrip, but any limb you detach has a Fly speed equal to your normal Speed and becomes Shielded at the end of your turn each round while detached. You do not suffer any disability from a detached limb as you are magically assisted by an invisible force that mimics the function of your missing limb.
Level 2
As Level 1, but you may detach multiple limbs at once, commanding individual Limbs to move, act, and attack as Half Actions instead of a full Action.
Level 3
As Level 2, but you may detach the limbs of any creature within 10 meters of you (an unwilling creature may Save to resist this effect). You control the motion (Flight) of these limbs through space using a Half Action to move a limb, but the creature regains control of the limb itself (and can still attack, grab, and interact with it). You can reattach a creature's limbs in any configuration you like (the GM will determine what status effects, penalties, or bonuses are relevant depending on the situation). The creature returns to their normal state once you stop maintaining this Spell's effect with Concentration.
Cast this Spell as a Free Action to detach one of your limbs, While you hold Concentration, you can control this limb remotely (up to 20 meters away from your body) using your Actions. This does not harm you in any way (except for the disability of having a temporarily missing limb) and you are able to teleport your missing limb back onto your person as a Half Action. Your limb can be harmed while detached, and any damage it takes is deducted from your HP.
Level 1
As the Cantrip, but any limb you detach has a Fly speed equal to your normal Speed and becomes Shielded at the end of your turn each round while detached. You do not suffer any disability from a detached limb as you are magically assisted by an invisible force that mimics the function of your missing limb.
Level 2
As Level 1, but you may detach multiple limbs at once, commanding individual Limbs to move, act, and attack as Half Actions instead of a full Action.
Level 3
As Level 2, but you may detach the limbs of any creature within 10 meters of you (an unwilling creature may Save to resist this effect). You control the motion (Flight) of these limbs through space using a Half Action to move a limb, but the creature regains control of the limb itself (and can still attack, grab, and interact with it). You can reattach a creature's limbs in any configuration you like (the GM will determine what status effects, penalties, or bonuses are relevant depending on the situation). The creature returns to their normal state once you stop maintaining this Spell's effect with Concentration.
Transmute Matter
Cantrip
Touch an object and make a Spellcraft Feat. For the next (Bumps) minutes, the object's shape, color, and/or outward appearance changes according to your wishes.
Level 1
Touch an object or a 1 meter space and make a Spellcraft Feat. For up to the next (Bumps) hours, you can do any of the following:
Level 2
Touch an object or a 1 meter space and make a Spellcraft Feat. For up to the next (Bumps) days, you can do any of the following:
Level 3
Touch an object or a 1 meter space and make a Spellcraft Feat. For up to the next (Bumps) weeks, you can do any of the following:
Touch an object and make a Spellcraft Feat. For the next (Bumps) minutes, the object's shape, color, and/or outward appearance changes according to your wishes.
Level 1
Touch an object or a 1 meter space and make a Spellcraft Feat. For up to the next (Bumps) hours, you can do any of the following:
- The object's color, smell, level of rust/tarnish, or anything else related to its outward appearance changes according to your wishes
- The object's size, weight, or density changes, increasing or decreasing in Size Category by one degree
- The object changes form and shape, becoming something else of the same size and material, just in a different shape (a lump of granite becomes a statue)
- The object's temperature changes, becoming extremely hot or extremely cold to the touch but doesn't melt or freeze
Level 2
Touch an object or a 1 meter space and make a Spellcraft Feat. For up to the next (Bumps) days, you can do any of the following:
- The object's size, weight, or density changes, increasing or decreasing in Size Category by up to two degrees
- The material the object is made from changes to a similar material (lead becomes gold)
- The object changes into a different state of matter, becoming solid, liquid, gaseous, (or even non-Newtonian, like slime) but keeps all its other properties
Level 3
Touch an object or a 1 meter space and make a Spellcraft Feat. For up to the next (Bumps) weeks, you can do any of the following:
- The object's size, weight, or density changes, increasing or decreasing in Size Category by up to three degrees
- The material the object is made from changes to a dissimilar material (lead becomes jelly)
- The object changes form and shape, becoming something else completely (a lump of granite becomes an enormous rubber ducky)
Unlock
Cantrip
Touch a non-magical lock or trap and make a Spellcraft Feat. If you beat its Difficulty to pick/disarm, it is instantly and soundlessly disarmed or unlocked.
Level 1
Touch a non-magical lock or trap. It is instantly and soundlessly disarmed or unlocked.
Level 2
Touch a magical lock or trap and make a Spellcraft Feat. If you beat its Difficulty to pick/disarm, it is instantly and soundlessly disarmed or unlocked.
Level 3
Touch a magical lock or trap. It is instantly and soundlessly disarmed or unlocked.
Touch a non-magical lock or trap and make a Spellcraft Feat. If you beat its Difficulty to pick/disarm, it is instantly and soundlessly disarmed or unlocked.
Level 1
Touch a non-magical lock or trap. It is instantly and soundlessly disarmed or unlocked.
Level 2
Touch a magical lock or trap and make a Spellcraft Feat. If you beat its Difficulty to pick/disarm, it is instantly and soundlessly disarmed or unlocked.
Level 3
Touch a magical lock or trap. It is instantly and soundlessly disarmed or unlocked.