Transmutation Spell List V2

First Circle Transmutation Spells

  Appraisal: The caster can analyze nonliving matter for purity, flaws, mass or preexisting damage. One success covers things he's touching. Three successes covers line of sight, and five successes goes beyond line of sight relatively nearby if the substance is relatively contiguous such as a body of water or a pile of grain. This spell needs to be cast multiple times to analyze a pile of different things.Perception Instant       Courtesan's Eyes: A small group of people can cosmetically change the color, shape, and size of their eyes as long as it's roughly in the limits of what their species has for eyes. The spell does not impact a subjects ability to see for good or ill. Spell affects one person per success rolled, range of touch.   Duration is per the Standard Chart (see sidebar). Perception Spread       Eagles Eyes: Eagle Eyes physically transforms a small group of people's eyes affecting one target per success with range of touch.   Subjects with Eagle Eyes gain excellent long range vision beyond their normal limits without penalizing their ability to see things up close. Subjects also receive +1 bonus die when making "long range" shots with bows and crossbows. This does not convey a bonus on thrown weapons, magic rays, or bows and cross bows in the short range or point blank range increments.   Duration is half the Standard Chart (see sidebar). Perception Spread       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 to test merchandise. Manipulation Spread     Fast Movement: Doubles caster’s base speed for 10 minutes per success. Dexterity Persistent     Feather Fall^: Slow down a fall enough to land safely. This spell can be cast reflexively (as in mid fall)Wits Instant       Household Transmuting: Spell cleans floors, dishes, and the like. Mends minor tears in cloth. Moves paint from a bucket onto the wall cleanly.   The spell can also be used to make a mess as opposed to cleaning a mess.Wits Instant       Mage Claws: The caster grows claws, fangs, or some other form of a natural weapon that he can instinctively use for the duration for the spell. Duration is one scene.   One Successes: Strength+1 lethal damage, difficulty 7 to attack or parry   Two Successes: Natural weapons are durable enough not to break from hitting armor or a hard surface   Three Successes: Difficulty 6 to attack or parry   Four Successes: Boosted to Strength +2 lethal damage   Five Successes: Boosted to Strength +3 lethal damage.   Strength Persistent     Spider Climb: Target Reduce all normal climb difficulties by -4 for 20 minutes per success. Target can “climb” upside down on ceilings rolling Athletics difficulty 7. Dexterity Persistent       Simple Magic Amor: Mundane armor does one extra soak die of damage for one scene.   This spell can be cast on normal clothing. This will give normal clothing a soak value of one die if it's thin like silk or fine linen. It gives three dice of protection if the clothes are fairly thick like a winter or autumn set of woolfclothing.Stamina Persistent     Transmute Wig: Transmuter Wig lets a character magically change his/hair hairstyle. The spell is not a one-and-done casting, while the spells active, the caster can make caster make adjustments for about ten minutes. The spell is actually a little bit easier to cast on other people rather than the caster himself because it helps to see what you are doing.   After the ten minute "styling window", the spell lasts about two hours per success rolled. The spell can be cast as a one-and-done spell to extend the duration of an existing spell.   The caster can grow or remove hair as well as change the style, texture, curliness and color. All hair. Scalp hair, eyebrows, beards, body hair. The hair effect has to exist within the species. A brunette human woman can grow a thick manly red colored beard, but this spell won't grow hair on a tengku.   Subjects of this spell often report fake or enhanced hair feels somewhat itchy.   Perception Persistent       Water breathing: One target per succes gains the ability to breathe water using the duration per the Standard Chart (see sidebar). Target sprouts gills for the duration of the spell, though he can still breathe air. Stamina Spread      

Second Circle Transmutation Spells

  Accelerate Healing (Fast Movement): Subject's natural healing rate for wounds, disease, and poison is doubled for one day per success. If the normal non-magical treatment regiment requires bedrest, medicine, or other care, these things are still required. If a Stamina roll is required for natural healing, it is at -1 difficulty.   This is nicknamed the "Poor Man's Healing Spell" and is gradually falling out of favor, but it still has adherents because of the ongoing secondary effect. For the duration of the spell, the caster has a -1 difficulty bonus on Stamina rolls to resist poisons and diseases. It can also give an unfair edge in drinking contests. It also raises the metabolism a bit temporalily so subjects to the spell tend to be a bit peckish. Spell lasts for two days pewr success rolled.Stamina Instant     Bestow Minor Curse: Details pending.     Darkvision: Target can see 60 feet in total darkness, though without being able to distinguish colors. At three successes this is doubled to 120 feet. Spell lasts for a scene. Perception Persistent       Dowsing: If on land, the caster can find distant water. If the caster is on or in water, he can find distant land. The spell lasts for ten minutes per success rolled.   The caster can detect the direction and general size of standing bodies of water in a radius of miles equal to the successes he rolled. He can detect underground water in a radius and depth of 20 feet per success from his position.   On water, the caster can detect shorelines within a radius of three miles per success rolled or detect the depth of the sea floor up to 20 feet per success rolled. Perception Persistent       Enhance Armor: The spell temporary enchants a suit of armor for 10 minutes per the caster's Willpower. This can be extended to one hour per the caster's Willpower with an expenditure of 10 drams of reagents.   One Success: +1 soak die   Two Successes: +1 soak die, -1 difficulty soak rolls.   Three or Four Successes: +1 soak die, -2 difficulty soak rolls.   Five Successes: +1 soak die, -3 difficulty soak rolls.   Six+ Successes: +2 soak die, -3 difficulty soak rolls.   Stamina Persistent     Face Blight: Face Blight blight inflicts someone with a long-lasting disfigurement. The person is still recognizable as themselves, but their face becomes swollen or covered in boils or some other disfigurement on top of their normal features. And frequently croaky or squeaky voice. Resisted by Willpower. Duration uses the standard Transmutation chart (see sidebar)   More successes increases the effect of the hex, all effects are cumulative.   One Success: Very noticeable but not necessarily hideous new trait (equivalent to the Uncanny Appearance Flaw 2)   Two Successes: +1 difficulty Appearance rolls   Three Successes: +1 difficulty Manipulation rolls (voice changes)   Four Successes: +1 difficult Charisma rolls. (gains bad smell)   Five Successes: Additional +1 difficulty on Appearance rolls (disfigurement increases)   Manipulation Persistent     Fly (Mage Claws, Spider Climb, Feather Fall): Target flies for 10 minutes per success. Unlike other versions of the Fly spell, the target sprouts wings for the duration of the spell Dexterity Persistent     Scaly Skin (Mage Claws, Spider Climb): The caster can give herself and a small number of willing subjects nearby thickened skin for a scene. One target per success rolled gains +1 soak dice. This stacks with preexisting natural armor and/or worn armor. The recipients of this spell are still "S" class targets unless wearing heavy armor.   Spell lasts for a scene.   Stamina Spread     Improved Water breathing (Spider climb): 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) and gains improved mobility in the water. Target sprouts gills and fins during the duration of the spell, though he can still breathe air. Stamina Persistent      

Third Circle Transmutation Spells

    Bestow Major Curse (Bestow Minor Curse): Details TBD   Material Bulwark (Appraisal, Faerie Gold): A nonliving object is made more resilient and durable for the caster's Willpower rating in hours. This can be turned from hours to day with ten drams of reagents.   This can be cast on a door or window but it can't be cast on a house or wall.   This can be cast on armor to make it more durable, mimicking the Enhance Armor spell but it tends to make armor heavy and stiff, imposing a Dexterity penalty of +1 on the wearer.   How strong an object is is up to the Game Master's discretion but for a general guideline this will affect the Lifting and Feats of Strength chart chart by one level, two levels if the caster got three or more successes. Stamina Instant       Physical Augmentation (Scaly Skin): 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 one (normally 6). Raising an attribute above the maximum usually makes the target stand out as being obviously magically enhanced. Any physical attribute Persistent     Reassert the True Form: A person, creature or object that was subjected to Transmutation magic is restored to it's original form. This is commonly used by Transmuter who get tired of replacing their ruined clothing but it has other uses.   This can reverse lost attribute points one-for-basis with success. It also mends armor, clothing, and even structural damage caused directly by Transmutation magic. It doesn't mend any other kind of damage besides direct magical changes on one's phsyical body or structure or clothing or armor worn by the subject of Transmutation. Repairing large structures usually requires multiple castings.   Using the spell against permanent curses only provides temporary reprieve, only lasting for 30 minutes per success.   It can be used offensively to remove helpful Transmutations. Range is touch. Instant     Terrifying Claws (Mage Claws): As the spell mage Claws, but it inflicts persistent damage rather than lethal damage. Strength Persistent    

Fourth Circle Transmutation Spells

    Body Warp (Bestow Major Curse, Scaly Skin, Terrifying Claws): Touch attack inflicts one die of physical attribute damage per success rolled, soaked by Stamina. Strength Instant     Ghost Form: Caster becomes incorporeal for ten minutes per success rolled. Stamina Persistent     Mask of Mortals: The caster or his target turns into a member of another mortal race. +1 difficulty if the subject of the spell is someone other than the caster. Duration is double the standard Transmutation Chart (see sidebar)   The spell can only transform into races that both the caster and subject know fairly well. Add +1 difficulty if the mortal the person is impersonating is very different. (human to kalazotz counts as very different, human to gnome does not)   The spell does not bestow new language skills on the subject and it does not change close. It can bestow foreign racial abilities with very high rolls.   The subject still looks recognizable to those who know them. A human transforming into a satyr would have the same basic appearance they had before, just with the goat legs, tail, horns, and elfin features satyrs have.   The successes rolled determines how good the transformation is.   (human to gnome)   One Success, The subject vaguely resembles a Gnome-human hybrid, though a a terminally awkward one. +1 difficulty Dexterity and Appearance rolls.   Two Successes, The subject is a normal and healthy Gnome-human hybrid.   Three Successes, The subject looks like a normal gnome, albeit an above average sized gnome, and the subject is subject to the Strength penalty from the Puny Trait minus the Stealth bonus.   Four Successes, The subject looks like a normal gnome, with the beneficial aspects of aspects of Puny.   Five+ Successes, Subject receives a gnome's heightened sense of smell and intuitive ability to read micro-expressions.   (Dragons can learn this spell as a third circle spell and the duration is quadrupled).   Appearance Persistent     Overland Flight (Fly): Targets can fly for one hour per success. Stamina Spread     Stone Skin (Enhance Armor, Physical Augmentation, Scaly Skin): Target gains a soak pool equal to successes rolled stacking with other forms of armor. Material components cost roughly 50 drams of reagents Stamina Persistent      

Fifth Circle Transmutation Spells

    Battle Form: The caster transforms himself into a vaguely humanoid monster that reflects his/her values and self image. A savage wizard from a barbarian tribe with a bear totem is likely to grow fur and bear-like traits and a Swynfaredian draconic sorcerer is likely to resemble a half-dragon.   Casting the spell with a mere one success does a lot of things. The caster gains one temporary dot in all three physical attributes, can inflict Strength +1 lethal damage with claws, talons, or spikes attacking at difficulty 6, the caster can block melee weapons bare-handed. The caster can soak lethal and persistent damage with his (increased) Stamina score. The spell normally lasts about an hour.   Additional successes can be used to buy additional things chosen from the list below.   -Natural Weapons inflict Strength +3 and are difficulty 5 base, taking this again lets the character inflict Persistent damage with their weapons.   -+3 Soak Dice, boost to +5 soak dice if taken twice, third and additional successes add a single soak dice.   -The character's clothing and armor ISN'T destroyed by the transformation   -Multi-action penalties are reduced by one-die. (max take this once)   -Add an additional +1 die to all three physical attributes (max take this twice)   -Gain enhanced senses giving -1 to all Perception rolls with a cumulative -2 difficulty on Alertness and the ability to smell or hear things beyond their normal perception (without the difficulty breaks when exceeding their normal senses)   -Character can fly and hover with great agility and carry their normal load while flying.   -The duration of the spell is increased by three hours.   Battle Form can only be cast on the caster. If the spell overlaps with an enhancement spell with a redundant effect such as Mage Claws or Overland Flight, use the better effect, they don't stack. Strength Persistent     Bestow Incapacitating Curse (Bestow Major Curse, Body Warp): Details TBD     Mass Physical Augmentation (Physical Augmentation): As physical augmentation but it affects two targets per success. Any physical attribute Spread     Permanent Major Curse (Bestow Major Curse, Permanent Minor Curse): Details TBD

Standard Transmutation Duration

  Some Transmutations use "the Standard Duration". If that's the case,   A mortal's True Name resists magical alterations to their body. A character with a high Willpower can hold to a beneficial Transmutation longer. A character with a high Willpower can also expel a harmful Transmutation longer   When the character wants to keep the Transmutation   • - 30 minutes   •• - 1 hour   ••• - 2 hours   •••• - 3 hours   ••••• - 4 hours   ••••• • - 6 hours   ••••• •• - 12 hours   ••••• ••••• -16 hours   ••••• •••• - 20 hours   ••••• ••••• - 24 hours   When the character doesn't want to keep the Transmutation   • - 24 hours   •• - 20 hours   ••• - 16 hours   •••• - 12 hours   ••••• - 6 hours   ••••• • - 4 hours   ••••• •• - 3 hours   ••••• ••••• - 2 hours   ••••• •••• - 1 hour   ••••• ••••• - 30 minutes


Cover image: by me with Midjourney

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