The Problem of Change: The Philosophy and Theory of Transmutation

**The Problem of Change: The Philosophy and Theory of Transmutation** is a book discussing transmutation.

> “I used to think, you know, that we were somehow less than everyone else. Where we change wood to iron, a conjurer summons a steel beam. Where we work in flesh, an enchanter alters the mind. At every step, it seems like we're just scratching the surface while everyone else delves into the truly arcane.
> I was wrong. In truth, we are the oldest--and truest--tradition of mages. In the early days, we had nothing but ourselves and the raw, untapped power of magic. Where sculptors had stone and artists had parchment, bodies were the canvas of the earliest arcanists. Transmutation has been shaping the world since the first days of the world’s existence.”
>
> Glyndan, Curator of the Beta Outpost

## Contents

#### Subschools of Transmutation

* Elemental Manipulation
	+ Control Flames, Gust, Mold Earth, Shape Water, Pyrotechnics, Erupting Earth, Control Water, Stone Shape, Investiture of Flame/Ice/Stone/Wind, Move Earth
* Time Manipulation
	+ Haste, Slow, Time Stop
* Object Manipulation
	+ Mending, Catapult, Tiny Servant, Fabricate, Animate Objects, Telekinesis
* Personal Alteration
	+ Expeditious Retreat, Feather Fall, Jump, Longstride, Alter Self, Darkvision, Dragon's Breath, Enlarge/Reduce, Spider Climb, Water Breathing, Skill Empowerment, Tenser's Transformation, Etherealness
* Metamorphosis
	+ Polymorph, Disintegration, Shapechange

Fundamentally, transmutation is about change. Where evocation creates the energy for elemental damage, transmutation manipulates the properties of existing elements. Where conjuration creates objects, transmutation enhances and manipulates them for the user's gain.

Many transmutation spells alter the properties of living creatures. On a more basic level, we see many of the Personal Alteration spells — Jump, Enlarge, and Spider Climb, for example — give the target new properties. More advanced transmutation can utterly change the atomic makeup of the target — in some cases giving them a new shape, and in others turning them into literal dust.

Perhaps the most iconic of these Metamorphosis spells is Polymorph, which allows a spellcaster to turn something — or someone — into something else. Fortunately, for many spellcasters, the effects are not permanent. It is not uncommon for an unwary  apprentice to accidentally turn themselves into a sheep, pig, or worse (what “worse” means is not specified, but it seems that whatever it is, it is not pleasant).

Another famous, and rather niche, use of transmutation magic is teleportation. While normally associated with the school of conjuration, teleportation magic can be used in a pinch to save a spellcaster’s skin. The most famous example of these spells is Blink, and it remains among the most useful. Blink can be used to quickly escape a foe, or save a spellcaster who has accidentally fallen off a cliff. It is advised to not attempt to use Blink to escape falling to your death unless absolutely necessary, as it is the kind of trick you can only fail once.

Spells that deal with Time Manipulation are some of the most powerful and commonplace transmutation spells. The ever-popular Feather Fall spell is an excellent alternative to falling to your death (and much more reliable than Blink at this function). More advanced practitioners of the transmutative arts can also learn a spell that slows the movements of their enemies, as well as a spell that hastens the movement of their allies.

Elemental and Object Manipulation are some of the more uncommon subschool of transmutation magic. This is because in order to make good use of these spells, you must already have certain resources nearby to cast the spell on. For example, without any of the elements within reach, it becomes difficult to make practical use of spells such as Control Flames, Gust, Mold Earth, and Shape Water. In addition, in a moment where you have no objects (such as rocks, daggers, etc) near your person, there would be nothing to animate with the Animate Objects spells. However, do not ever, under any circumstances, underestimate a transmute when surrounded by objects that he or she can alter, manipulate, or control. It would be no better than placing a masterwork blade in the hands of a seasoned warrior.

### Philosophy

> “Changing the world is easy-- you can do that in an instant, and by accident. Changing yourself…. now that's a lot trickier, isn’t it?”
>
> Aurelienne Dulroi, the Rat Mage

#### **The Problem of Change: Identity Over Time, by Archmage Luthonir Dazo**

Every Transmuter struggles with the philosophical notion of identity. When the properties of an object are changed — when an object is animated or a person is polymorphed into an eagle — how exactly can it be the same thing? By what means does it keep its identity?

At its most obvious, if we transmute a wooden wall to metal, then it's no longer the same wall. If we transmute a person to an octopus, it doesn't seem all that much like the original person anymore. Any alteration, however small, poses an issue for our conception of identity.

Take the simplest case; a kettle on the fire. In the morning, the fire is lit and the kettle heats up. By noon, the fire is doused and the kettle cools down. If it's the same kettle throughout, then it seems like the following are both true:

1. The kettle is hot.
2. The kettle is not hot.

In other words, an obvious contradiction. At first, it may seem trivial; the kettle is hot at time A and cold at time B. Problem solved.

But how does time interact with the identity of an object? Does the kettle have both the properties “hot-at-time-A” and “not-hot-at-time-B”? That might be one answer.

Some philosophers believe that objects exist in four dimensions: length, width, height, and time. The kettle exists in four dimensions; one part of it (located at time A) happens to be hot, and one part of it (located at time B) happens to be cold. Those two parts are not identical to one another. Using a 3D analog: one part of me (my hand) is hand-shaped, but that doesn’t mean I am completely hand-shaped.

Another, more radical view embraces the notion that all objects only exist for a moment; there’s a kettle at time A that’s hot, and then another kettle a second later. And then another, and another, and another...

Of course, some are just plain nihilists and say that nothing exists ever, so, problem solved.

Don’t be like them.

#### **Reality and Other Falsehoods, by Anonymous**

It is easy to confuse the schools of illusion and transmutation. Both schools of magic attempt to create what is not there. The difference is in the rules of nature. Illusion is not bound by them, while transmutation is. This may seem to indicate that transmutation is the weaker of the two schools, but this is not true. Transmutation creates a reality that is recognized by everyone. Illusion's reality is only in the mind of the caster and the target of the effect.

To master transmutation, first accept that reality is a falsehood. There is no such thing. Our reality is a perception of greater forces impressed upon us for their amusement. Some say that these forces are the gods, others that they are something beyond the gods. For the wizard, it doesn't really matter. What matters is the appeal couched in a manner that cannot be denied. It must be insistent without being insulting.

To cast transmutation spells is to convince a greater power that it will be easier to change reality as requested than to leave it alone. Do not assume that these forces are sentient. Our best guess is that they are like wind and water. Persistent but not thoughtful. Just like directing the wind or water, diversions are easier than outright resistance. Express the spell as a subtle change and it is more likely to be successful.

### Lore

> Labor is the true alchemist that beats out in patient transmutation the baser metals into gold.
>
> Third Tenant of the Alchemist’s Guild

#### **The Oldest Art: War and Alchemy**

Many believe the school of transmutation to be the oldest school of magic. When ancient wizards were experimenting with the arcane, they had very little in the way of test subjects — that is, apart from themselves. Transmutation spells were also highly valued for their ability to transform the battlefield. Everything from boosting one’s speed to being able to breathe underwater to molding earth can dramatically change the face of warfare.

As such, the school of transmutation has a variety of strict traditions and doctrines dating back hundreds of years, one of the oldest of which being alchemical practice.

Much of the earliest wizardry that emerged during the Ringed War was concerned with the creation of gold from mundane materials in attempts to enrich the Fuscian Dominion under the new Queen Celestina. The results were mixed; gold somehow seemed to elude even the most educated of scholars.

#### **Ashranezr and the Chuuls**

Prior to the Ringed War, wizards of the Age of Peace sought to push the boundaries of biology, physics, and magic. One such wizard was Ashranezr; a gifted Transmuter who was obsessed with engineering an army of perfect soldiers built to counteract other spellcasters. Ashranezr worked from his tower and laboratory on an unnamed island in the middle of the Sea of Mirrors. He remained largely undisturbed, keeping entirely to himself on the island.

After decades of experimentation, he was successful. Ashranezr's perfect servants were an unholy mix of crustaceans, insects, and magic-seeking monstrosities: chuuls.

Unfortunately, Ashranezr did not hide his plans as well as he should have. While he was in the process of creating the army, other wizards took notice. A party of powerful adventurers, led by Archmage Errol Mandrake, attacked the island and burned the entire thing to the ground — destroying the tower, most of the chuuls and sealing Ashranezr in his underground lair, cursed with undeath.

#### **Alter Self Potion Recipe, by Zur the Alchemist**

Eleven drops of the tincture? No, no, no. Seven. Seven drops. No more, no less.

Do not oversaturate the paste with tincture.

I need more ground pearl powder. Gadris had some. I need to borrow it. It's for a good cause, but I wish he did not get so cross. Always going on about not wasting time or ingredients. His middle name must be Tightwad.

Odd that scathecraw dust had the effect it did, but this finding is very useful. Very useful, indeed. Never knew the dried leaves made such a fine powder. Hadn't intended for the leaves to dry out, though. Just another of those useful accidents that make me a brilliant alchemist!

Scathecraw is hard to come by here. Possible substitutes need to be investigated.

Dried mort flesh is not a good substitute. Pity. Lots of that around here. Poor deformed creatures. I would feel more pity for them if they weren't trying to kill us.

So, seven drops of pearl tincture. Three precise pinches of dried scathecraw. One dram of purified water. Dried blood.

You never know when you might need a potion to make you, not you!

NOTE:

The use of a pearl tincture, created from the inherent essence of this rare gem, can stabilize a transmutation potion. It is a crucial component for potions meant to modify living flesh for any period of time.

Pearl tinctures can be created in a number of ways. The purest essences take time and patience, not unlike the creation of a pearl from a grain of sand.

Note: Pounding a pearl with a fist-sized rock is not efficacious. I like the word efficacious. Gadris uses it often and it has stuck with me. Efficacious.

Treating a pearl with an acidic substance produces a sort of goo. The dried goo can be finely ground and dissolved into a liquid.

Yes! This may work! I'll have a tincture in no time!

### Transmuter's Curriculum and Abilities

> Everything is in constant flux, from state to state, from good to bad and back again... only in transmutation, perpetual motion, lies truth.
>
> Asger Jorn, the Cobra of the West

Schools of Transmutation are some of the most common throughout the world, as Transmuters are recruited to be battle mages, architects, and alchemists in a variety of fields.

The first step in transmutation is to follow in the footsteps of the original transmuters--alchemists seeking to change materials. Thus, they gain the ability to perform Minor Alchemy, temporarily shifting materials from one chemical composition to another.

Next, Transmuters work on creating their own personal talisman — colloquially called the Philosopher's Stone or the Sorcerer's Stone, but in technical terms is merely a Transmuter's Stone. This stone focuses their magical energy, granting the ability to perform minor alterations to the bearer without expending any of the wizard's energy. Every Transmuter's stone is different, and every path to mastery requires different ingredients.

At this point, the area of focus shifts from alchemy to form shifting, as the Transmuter learns a specialized form of Polymorph. By this point, self-alteration has become second nature.

Finally, the Transmuter discovers the ingredients and rituals required to turn their Transmuter's Stone into a proper Philosopher's Stone with the Master Transmuter ability; they can sacrifice their stone to perform incredible feats like restoring health and resurrecting the dead.

### Spells

* Origami
* Animate Instrument
* Codespeak
* Staggering Fall
* Time Shudder
* Twisted Space
* Fractions of Heal and Harm
* Chameleon
* Magic Army
* Scribe’s Binding