Transmutation Spell Book (Archive)

This article is an archive of the old version of this book. Information within may no longer be canon to the Ascension Academy Roleplay. Please refer to the Ascension Academy Classes page for an updated catalog of books.
==The Basics==
The school of magic known as Transmutation has many ways of being involved, some can be purely physical with no need to cast magic using Verbal, somatic or even material. Unless you wish to count your own self as the material cost. Other may use Runecrafting or long form Verbal in combination with Somatic. Transmutation at its core can be boiled down to a few key verbal commands.
School of magic descriptor: The first word spoken identity verballing what school of magic the spell will be in. For Transmutation "Do" will suffice, some to increase accuracy when time is not an issue might use the full "Dominic".
Target Identifier: Several exist but the most common will be "Vox" and "Vir". "Vox" is used in a target you can see including yourself. Whereas "Vir" is used when a target can not be seen or identify. This is best for creation for finding something with doesn't exist or is elsewhere.
*Vir: When a target can not be seen or doesn't exist.
*Vox: When a target can be seen or exist.
Modifiers (Optional): Can be used to modify a spell in interesting ways. Some don't work with everything and mileage may vary.
*Gos: Used when solo casting, after enough practice with spells this modifier can be dropped.
*Pos: Can be attempt to switch a spell to have a negative effect. Spells such as Purify can turn clean water rancid or even poisonous if used by a skilled enough caster.
Spell Name: Any words spoken past the modifier will fully invoke the spell. Once a caster becomes well versed in a spell they can begin to adjust the name or even remove all 3 starting words. Casting using just the spell name is possible due to this. Some casters can even cast these spells using alternative names as long as they are metally attaching the spell name to the phrase. This is useful in combat situations where a caster may wish to hide the spell name they are casting to prevent counterspelling or effective counters.
==Spells==
===Knock - Basem Datorum===
Touch an object with a basic lock. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means to prevent access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of the, is in locked. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. Objects with more complex methods of being locked or blocked off cannot be opened via Knock but will still emit the sound during the attempt. Example: A mechanical lock with more that 2 tumblers, or 3 combinations. A magical seal using more than 2 keywords, runes, or items to unseal.
===Water Purify - Proluo===
This spell uses salt as it's material cost. For every gallon of water it will take 100 grams of salt. The mind during cast must remain put and think of pure thoughts to improve the result. quality of water can be not improved with a second cast without adding impurity to the water to attempt another cast. In other words already purified water that is uncaged can not be recasted upon. An expert cast can lead to water with all impurities removed.
===Feather Fall - Procidens===
You or your target takes no falling damage if it lands on its feet before the spell ends. Users must hold their breath after the cast. If the user takes a breath before landing the spell ends and the user receives full damage from the fall. Those that have the spell casted on them must hold their breath in similar fashion. Feather fall damage reduction is limited to the skill of the caster. The more experienced the further the user can fall without receiving the damage. For example if a user's limit is 50 feet before receiving damage a user that falls 60 feet will take damage as if they fell 10 feet. Beginner's tend to have a limit of 40 feet (Approx. 4 stories) before taking damage via feather fall. 
===Evolve Self - Evolvere===
Unique to the person, no way telling which you will get result wise, but once casted the first time. Every time you cast afterwards will be the same result. Examples- Gills(Underwater Breathing), Webbed Fingers(Swim speed), Fangs, claws, horns, spines or a different natural weapon. Random useless things are common such as scales, patches of fur/hair, extra ear/toe. Cast sometimes use this spell at least once in their life to test their luck but also as a way of knowing the effects of demon blood corruption. Demon Ichor can use these.
===Lead to Gold - Aurum Plumbum===
This spell can be used to temporarily transmute lead to gold at a 2:1 ratio. For every 2 grams of lead will create 1 gram of gold. After 10 minutes it will return to lead but at a 1:1 ratio losing 50% of the material used in the original cast. Useful for material cost spells that require gold.
===Lead to Silver - Argentum Plumbum===
This spell can be used to temporarily transmute lead to silver at a 3:2 ratio. For every 3 grams of lead will create 2 gram of gold. After 10 minutes it will return to lead but at a 1:1 ratio losing 50% of the material used in the original cast. Useful for material cost spells that require silver.
===Affinity Walking - Superficiem Ambules===
Commonly known as Water walking due to usefulness, Affinity walking is when a spell caster gains the ability to temporarily walk on the surface of a liquid for 5 minutes as if it were a solid surface. The liquids that you can walk on when casting this spell is based on affinity hence the name. A water user can cast Water Walking for example. Here is a list of common liquids and affinity possible.
*Water: Water, Blood
*Earth: Mud, Acid, Sap, Quicksand
*Fire: Lava, Glass, Sulfur
*Wind: Liquified Air (Such as nitrogen/oxygen/etc.)
*Lightning: Slime, Ooze, Oil
The affinity dark and Light while there are liquids they can walk on using this spell, they are only found within the fae wilds or the shadowfell. Ponds of liquid death (poison) or streams of fluorescent liquids (bioluminescent).
===Enlarge/Reduce - Amplificatio/Redigo===
Material Cost: 1-2 grams of iron based on size of object 
Modifiers: Before stating Enlarge or Reduce you can say a percentage such as 500% in order to control the size of reduction or enlargement. You can not go above 95% or below 5% in either direction.
Summary: You cause a creature or an object you can see within range to grow larger or smaller for 30 minutes. Choose either a creature or an object that's is neither worn or carried. If the target is unwilling, it has a high rate of falling. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
*When using Enlarge, the target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the available space. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal extra damage.
*When using reduce, the target's size is halved in all dimension, and its weight is reduced to one-eight of normal. This reduction decreases its size by one category-- from Medium to small for example. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal less damage.
===Plant Growth - Solannaceae===
Material Cost: Fertilizers/Compost such as cow manure and other compounds high in nitrogen/nutrients.
Modifiers: Repair/ Restituo added as a modifier before the spell name will help the spell known to repair/heal the plant target instead of causing it to grow. Failure to do this could result in the target dying of old age or entering seasonal changes to soon.
Summary: This spell can speed up a plant growth by several stages over a small span of time. Higher speeds require massive amounts of mana and material cost however. Best used on small plants, fruit/vegetable bearing plants, or flowers to help blossoming.
*Beginner: 1 plant stage skipped in life cycle. Cause seeding to sprout.
*Amateur: 2 plant stages skipped, seedling to half its maximum maturity.
*Expert: 3 plant stages skipped, seedling to almost full maturity.
*Master: All plant stages skippable, plants can go from seedling to full maturity in a single day.
===Enlarge insect -Amplification Insectum===
Modifiers: Before stating the spell name you can say a percentage such as 50% in order to control the size of reduction or enlargement. You can not go above 100%.
Summary: Enlarge insect as a spell used to not only enlarge an insect to a much greater size, but enables the used to put a insect under the user control during the spell duration. Enlarge Insect lasts for 30 minutes but can break soon if the insect dies, loses consciousness, or breaks free of the control. The insect will return to normal size and no longer will be under the caster's control when the spell wears off. The user's skill level can increase how many insects they can use this spell on in tandem.
*Beginner: 1
*Amateur: 2
*Expert: 3-4
*Master: 5+ Insects, at this level your limitation is that of mental fortitude and ability not spell strength.
Category:Ascension Lore