Path of the Transmutation Arcana

*“Chemistry is my clay”*

**Requirements:** Ha'proof to Healing (Universalist Arcana), Base Course Set

**Path Completion Bonus:** +1 Spirit

## Core Abilities

**Water to Alcohol**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 0 / 1 / 3 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 2 Actions

**Range**: 6 meters

*Isn’t magic great? \*hic\**

This spell turns up to [ 1 / 4 / 8 ] gallons of water into an equal number of alcoholic beverages of your choosing which expire by the next Rest. If this spell was twice-cast, each drink also provides 3 Vim.

**Augment**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 2 Actions

**Range**: Touch

You recombine the organic structure of yourself or a living ally touched, increasing [ 1 / 2 / 3 ] Attribute score(s) by 1 until the end of the Encounter.

**Purify**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 2 Actions

**Range**: 6 meters

You purify up to [ 1 / 3 / 6 ] meals, Rations, or drinks, cleansing them of all toxins and disease. Each item affected grants an additional 1 Vim when consumed.

**Prehensile Appendages**

**Prerequisite**: **Augment**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: Personal

Your body gains [ 1 / 2 / 4 ] prehensile limbs such as tails, extra arms, or prehensile hair. Until the end of the Encounter, these prehensile limbs act as extra arms and hands for you.

**Transmute Material**

**Prerequisite**: **Purify**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: Touch

You touch [ a handful / a few pounds / a cubic meter ] of natural mundane materials, such as wood, stone, or metal, into another natural mundane material. This effect lasts [ until the end of the Encounter / until the next Rest / permanently ]. This cannot create valuable materials such as silver, titanium, or ancient lumber.

**Transmute Substance**

**Prerequisite**: **Purify**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: Touch

You touch [ a handful / a few pounds / a cubic meter ] of natural mundane materials, such as wood, stone, or metal, into another natural mundane material. The material turns into an amount of perishable food and drink equivalent to [ 1 / 4 / 8 ] Rations. The type of food and drink is based on the material: for example, wood turns into nuts, fruits, honey, and water; earth and stone turn into soups and stews; bone turns into meat and wine; sand turns into juicy cactus flesh; and grass turns into rice, bread, and milk.

**Lesser Iron Constitution**

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Passive

Gain +1 to checks made to resist poisons, diseases, and magical effects.

**Blood Mutation**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 3 / 5 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: Personal

You alter the nature of your blood, gaining one of the following buffs:

* *Acidic Blood*: Your blood becomes acidic, dealing [ 1d6 / 1d6+3 / 2d6+6 ] + SPI damage to any adjacent enemies who make a melee attack against you.
* *Clotting Blood*: Your blood hardens on contact with air. Each time you lose HP, you gain [ 1 / 2 / 3 ] Armor. This effect can stack up to SPI times.
* *Boiling Blood*: Your blood boils you into a frenzy, granting [ +1 / +2 / +3 ] Strength and [ 5 / 10 / 20 ] + SPI temporary HP.

**Beast Shape**

**Prerequisite**: **Augment**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: Personal

You shape your physical form into that of any small to large mundane animal. Becoming a large creature increases your Strength and Speed by [ 1 / 2 / 3 ] and decreases your Agility by [ 3 / 2 / 1 ]. Becoming a small, nimble creature increases your Agility by [ 1 / 2 / 3 ] and decreases your Strength and Speed by [ 3 / 2 / 1 ]. This spell grants you a [ +4 / +8 / +12 ] bonus to checks made to appear as that creature, as well any any other benefits that would come with being that animal, subject to the GM’s discretion. Your mental capacity, speech, and abilities are unaffected, but you cannot use weapons or items. This spell lasts while maintained as a Reaction.

**Transmute Metal**

**Prerequisite**: **Transmute Material**

**Cost**: 600 XP

**Expedited for**: Magic

**MP Cost**: [ 4 / 8 / 12 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: Rest

**Range**: 3 meters

You transform a base metal into a more precious one. Choose one of the following effects:

* Convert up to [ 1 / 3 / 6 ] Bulk of mundane metals into [ 100 / 200 / 400 ] copper pence per Bulk.
* Convert up to [ 100 / 500 / 1000 ] copper pennies into half as many silver pieces.
* Convert up to [ 20 / 100 / 400 ] silver pieces into a tenth as many golf proofs.

If doubles are rolled on the casting roll, the casting DL for this spell is doubled. On spell failure, in addition to normal spell failure rules, lose [ 1 / 2 / 3 ] maximum MP.

**Greater Transmutation**

**Prerequisite**: **Transmute Material**

**Cost**: 600 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 3 Actions

**Range**: 12 meters

*"The transmutationist disentangles and re-entangles the structures of a material. To transmute is to transform. To transform is to transcend." - Archmage Breigard*

You reform [ 1 / 4 / 8 ] cubic meters of mundane material, performing one of the following exchanges:

* Stone into sand or vice versa
* Wood into water or vice versa
* Dirt into flammable oil or vice versa
* Metal alloys into a base metal within the alloy
* Copper, iron, lead, nickel, tin, aluminum, or zinc into another of these metals
* Steel into equal parts iron and coal, striated

**Iron Constitution**

**Prerequisite**: **Lesser Iron Constitution**

**Cost**: 500 XP

**Expedited for**: Magic

**Activation**: Passive

Gain +3 to checks made to resist poisons, diseases, and magical effects. This effect replaces **Lesser Iron Constitution**.

**Weak Polymorph**

**Prerequisite**: **Beast Shape**

**Cost**: 600 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: Touch

You bend the nature of one creature into another. The living target touched must succeed a Spirit check versus your Spellpower or be transformed temporarily into a small to large mundane animal of your choosing. The target may also Evade the touch. The target gains a [ +4 / +8 / +12 ] bonus to checks made to appear as that creature, as well any any other benefits that would come with being that animal, subject to the GM’s discretion. Their mental capacity, speech, and abilities are unaffected, but they cannot use weapons or items. Additionally, the target takes a [ -2 / -4 / -6 ] penalty to casting rolls. This spell lasts while maintained using [ 2 Actions / 1 Action / 1 Reaction ].

**Strong Polymorph**

**Prerequisite**: **Weak Polymorph**

**Cost**: 700 XP

**Expedited for**: Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation**: 2 Actions

**Range**: Touch

You warp the nature of one creature into another. This spell has all of the effects of **Weak Polymorph** at the same casting strength. A target affected by **Strong Polymorph** additionally has the mind of the animal it becomes, reducing its Intelligence and Wisdom to at most [ 2 / 0 / -2 ]. During the time that the target is affected, it retains its memory, consciousness, willpower, and ability to make rational decisions, but loses the ability to speak, cast spells, wield weapons, use items, and use special attacks or abilities. This spell lasts while maintained using [ 2 Actions / 1 Action / 1 Reaction ].

**Greater Iron Constitution**

**Prerequisite**: **Iron Constitution**

**Cost**: 600 XP

**Expedited for**: Magic

**Activation**: Passive

Gain +5 to checks made to resist poisons, diseases, and magical effects. This effect replaces **Lesser Iron Constitution**.

**Mass Polymorph**

**Prerequisite**: **Strong Polymorph**

**Cost**: 800 XP

**Expedited for**: Magic

**MP Cost**: [ 4 / 8 / 12 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: 2 Actions

**Range**: 12 meters

This spell acts as **Strong Polymorph** normal-cast on up to [ 2 / 4 / 6 ] targets within Range. Mass Polymorph lasts while maintained as a single spell using 1 Action.

**Entropy**

**Prerequisite**: **Strong Polymorph**

**Cost**: 800 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: 2 Actions

**Range**: 6 meters

You unravel a creature's nature. The target must succeed a Spirit check versus your Spellpower or take [ 3d6 / 6d6 / 12d6 ] damage and gain the stacking debuff *Entropy* which decreases [ 2 / 4 / 6 ] of their Attributes by 1 or one of their Attributes by [ 2 / 4 / 6 ].