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       Fast Movement: Doubles caster’s base speed for 10 minutes per success. Dexterity Persistent       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     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. 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.   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 ordinary is fairly thick like a winter or autumn set of woolfclothing.Stamina Persistent   Water breathing: Target gains the ability to breathe water for one hour per success. Target sprouts gills for the duration of the spell, though he can still breathe air. Stamina Persistent      

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 peckishStamina 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. It last 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 Successes: +1 soak die, -2 difficulty soak rolls.   Four Successes: Nothing, special.   Five Successes: +1 soak die, -3 difficulty soak rolls.   Six+ Successes: +2 soak die, -3 difficulty soak rolls.   Stamina 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. 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     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

    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


Cover image: Symbol of the Nine by Pendrake

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