First Circle Transmutation Spells
Animate Rope: Animate rope to tie knots, trip enemies, rig a ship or do other things animate ropes do. 10 minutes per success. Dexterity
Darkvision: Target can see 60 feet in total darkness. At three successes this is doubled to 120 feet, Perception
Fast Movement: Doubles caster’s base speed for 10 minutes per success. Dexterity
Faerie Gold: Worthless items looks like something valuable for one hour per success. Leaves can turn into gold coins or rags can turn into an elegant dress. Contact with cold iron breaks the enchantment early. This spell and how to break it is common knowledge, at least among most merchants and traders who usually carry a cold iron ingot. Manipulation
Feather Fall^: Slow down a fall enough to land safely. Wits
Household Transmuting: Spell cleans floors, dishes, and the like. Mends minor tears in items. Moves paint from a bucket onto the wall cleanly. Wits
Jump: Caster gains five dice on all jumping rolls for one minute per success. Strength
Spider Climb: Target Reduce all climb difficulties by -4 for 20 minutes per success. Target can “climb” upside down at difficulty 7. Dexterity
Second Circle Transmutation Spells
Fly (Feather Fall, Jump): Target flies for 10 minutes per success. Dexterity
Haste (Expeditious Retreat): Two targets per success get +1 dot of Dexterity for ten minutes per success. Dexterity
Partial Polymorph (Spiderclimb, Darkvision, Jump): The caster polymorphs part of his/her body. Usually this is to get claws or a similar natural weapon for 30 minutes per successes, but you can glide on bat wings, morph your legs into a merfolk like fish tail and get other benefits.
The more successes you roll, the better your transformation is. For instance one success will get you Strength + 1 lethal claws. Three successes will get you Strength +2 claws and five successes will get you Strength +3 claws.
For the above mentioned mermaid tail, expect a caster with one success to be a clumsy swimmer (+1 difficulty on all Dexterity rolls) while five successes might let the caster outswim a real mermaid. Stamina
Slow (Expeditious Retreat): Two targets per success get +1 difficulty on all Dexterity rolls for ten minutes per success. Manipulation
Water breathing (Spider climb, Jump, Darkvision): Target gains the ability to breathe water for one hour per success (or the ability to breathe air if they are a merfolk or something similar). Stamina
Third Circle Transmutation Spells
Physical Augmentation: Target gains one dot of a physical attribute of the caster’s choice per success. You can take it all in one attribute or spread the successes out. Maximum is the target’s normal trait maximum plus two. Each dot of Stamina provides an extra Bruise level. Clothes and armor change slightly with the target so no one rips their shirts growing new muscles.
Maximum is the target’s normal trait maximum plus two. Raising an attribute above the maximum usually makes the target stand out as being obviously magically enhanced. Any physical attribute
Polymorph (Partial Polymorph, Spiderclimb, Darkvision, Jump): You turn into something else. Even when polymorphed some aspect of your original form remain. At best you look like a generic member of the species you turned into. This spell lets you mimick a generic goblin, but doesn’t let you polymorph into General Martok, the feared goblin warlord, at least not well enough to fool his men.
If the subject you want to polymorph has a supernatural power that you don’t (flight, a breath weapon, etc), you need extra successes to mimic these power. For instance if you want to be a Pegasus, one success can turn you into a winged horse, but you need at least three successes for your wings not to just be purely cosmetic. You would need five successes to have strong enough wings to bear the weight of an armored rider in flight. Wits
Stoneshape (Household Transmutation): You can shape stone with your mind. If you don’t have Craft (stoneworking) your shapes are pretty crude. It’s easier to punch a hole in a stone wall than to make perfectly interlocking masonry bricks. You get a -2 difficulty break on mundane stone craft when using this spell. Dexterity
Fourth Circle Transmutation Spells
Beneficial Polymorph (Polymorph): This works like polymorph, but you can use this power on other people, providing they are willing. Manipulation
Body Warp (Partial Polymorph): Touch attack inflicts one die of physical attribute damage per success rolled, soaked by Stamina. Strength
Ghost Form: Caster becomes incorporeal for ten minutes per success rolled. Stamina
Overland Flight (Fly): Targets can fly for one hour per success Stamina
Fifth Circle Transmutation Spells
Baleful Polymorph (Body Warp)This works like Beneficial Polymorph, but you do not need the subject’s permission. This is resisted by Wllpower. More successes result in more dramatic changes. If you want to merely disfigure someone you hate, it takes one net success. You want to turn them into a cockroach you need to win by five successes. Manipulation
Flesh to Stone (stone shape): Target is turned to stone if they fail to resist your spell with Willpower. This spell can also be used to undo a petrification attack. Manipulation
Mass Physical Augmentation (Physical Augmentation): As physical augmentation but it affects two targets per success. Any physical attribute
Move Earth (stone shape): Creates trenches and earth mounds. Dexterity
Condensed Spell List
(1) Darkvision (Perception), Expeditious Retreat (Dexterity), Faerie Gold (Manipulation), Feather Fall^ (Wits), Household Transmuting (Wits), Jump (Strength), Spider Climb (Dexterity)
(2) Fly (Dexterity), Haste (Dexterity), Partial Polymorph (Stamina), Slow (Manipulation), Water breathing (Stamina),
(3)Physical Augmentation (Any physical attribute), Polymorph (Wits), Stoneshape (Dexterity),
(4) Body Warp (Strength), Beneficial Polymorph (Manipulation), Ghost Form (Stamina), Overland Flight (Stamina)
(5) Baleful Polymorph (Manipulation), Flesh to Stone (Manipulation), Mass Physical Augmentation (Any physical attribute), Move Earth (Dexterity)
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