Transmutation stands out as one of the most versatile and extensive schools of magic, offering a diverse array of spells capable of modifying and transforming various aspects of the tangible world. This versatility, however, comes hand in hand with complexity, as each alteration of reality demands specific magical approaches and techniques, which can vary significantly from one another. Let's delve into the four distinct methodologies of transmutation. Dimensional Transmutation: This methodology involves the manipulation of space-time reality concerning locations, objects, or creatures. Such spells enable practitioners to achieve feats like time travel, spatial displacement, or other alterations to the fabric of space-time. Elemental Trasmutation: This branch of magic deals with the alteration of basic natural elements such as air, fire, water, and earth, including their derivatives like ice, crystals, and rocks. These spells are closely related to those of the evocation school. By integrating secondary principles from evocation, mages can summon elemental material, which is then transformed using transmutation magic. Life Transmutation: Here, the focus is on altering the bodies of living beings, resulting in various effects, whether beneficial or harmful. Spells in this category are often used to empower or inflict damage upon living creatures. Material Transmutation: Unlike elemental transmutation, which deals with basic elements, material transmutation focuses on complex physical objects crafted through skill and ingenuity, such as weapons, doors, or other objects. It's important to note that these magical methodologies are arranged in pairs that oppose each other. Elemental Trasmutation opposes Material Transmutation, while Dimensional Transmutation opposes Life Transmutation. This opposition underscores the diverse and often conflicting nature of magical practices within the realm of transmutation. While each methodology holds its own unique power and potential, they also present inherent conflicts and challenges when wielded together or in opposition. Elemental Transmutation, for instance, focuses on manipulating the fundamental elements of nature, harnessing their raw power for transformative purposes. In contrast, Material Transmutation delves into the intricate craftsmanship and ingenuity of human creation, altering complex physical objects with precision and finesse. Similarly, Life Transmutation grapples with the delicate balance between empowering and harming the biological complex bodies of living beings, whereas Dimensional Transmutation ventures into the mysterious realms of space and time, where the very fabric of reality is subject to manipulation and distortion. Ultimately, it is this tension between opposing forces that gives transmutation its dynamic and multifaceted nature, challenging magic practitioners to navigate the complexities of the enchanted world. |
The study and understanding of spells from one methodology hinders the learning process of spells from the opposite methodology. For instance, if Magicians focus on mastering spells from the Transmutation school, they can do so without hindrance. However, once they've acquired a spell and attained a certain level of proficiency in a particular methodology, they'll encounter a penalty. Specifically, they'll face a 33% increase in study times and a 15% decrease in the likelihood of successfully learning any spell from the opposing methodology in which they are less proficient.
If a wizard achieves equal proficiency in spells from two opposing methodologies, the methodology in which they initially gained that level of proficiency will be considered dominant. Consequently, when attempting to learn a spell from the other methodology, they will still face the penalty. It's important to note that degrees in secondary schools of magic are irrelevant to these rules.
Additionally, the dominance relationship between the known methodologies can change as the wizard learns new spells, and each power level is assessed separately in this regard. For example, a Magician might have dominant knowledge in Life Transmutation at one power level and in opposing Dimensional Transmutation at another. These rules do not affect the general knowledge and proficiency levels obtained by the wizard in various power levels of the magic school, which are governed by standard magic study rules.
During character creation, a wizard cannot select starting spells from opposing methodologies within this magic school (though they can choose from two neutral methodologies), but they can learn additional spells following these rules.
TRANSMUTATION MASTERY
Transmutation Mastery represents a profound milestone for Magicians who dedicate themselves to the intricacies of this specialized branch of magic. By attaining mastery in transmutation, these Magicians gain the extraordinary ability to manipulate the very fabric of magic of their spells. This mastery grants them the power to not only cast spells but also to subtly alter the outcomes of these spells by manipulating the fundamental elements and energies involved. In essence, it elevates their magical prowess to a level that other Magicians cannot achieve. Within each power level, those who attain a certain level of expertise are granted the esteemed title of Masters of Transmutation. There are two distinct levels of Mastery, each offering escalating benefits. It's important to note that a Magician cannot surpass the level of transmutation mastery attained in previous power levels within this school of magic.
I Level of Transmutation Mastery
This level requires the Magician to have achieved the third degree of knowledge
in the school of magic at the corresponding power level. Additionally, they must
have learned at least 7 degrees of difficulties in magic spells (considering
only primary school levels) in two different methodologies of magical formulas
within this school of magic.
II Level of Transmutation Mastery
This level requires reaching the fourth degree of knowledge in the school of
magic at the specific power level. Furthermore, the magician must have mastered
at least 7 degrees of difficulties in magic spells (considering only primary
school levels) in three different methodologies of magical formulas within this
school of magic.
Magicians who attain the first or second level of Mastery of Transmutation in a particular power level gain several benefits. In particular, when casting any known spell (not necessarily of this magic school) using the standard spellcasting system (not through objects or special powers), they can modify it by expending additional magic points and succeeding in a percentage-based test. It's important to note that these additional magic points must be drawn from the magician's generic magic points possessed in that power level and cannot be saved in any way. The Masters of Transmutation may modify the effects of their spells in different ways, however they can modify each individual spell applying only one type of modification at any given time during casting. The way in which Masters of Transmutation may modify their spells are the following ones:
Extension of Duration
By paying additional magic points, the magician can prolong the duration of the
spell by one round or one hour, depending on the base duration of the spell is
calculated in rounds or hours. For spells of the first and second degree of
complexity, one extra magic point is required, while for spells of the third and
fourth degree of complexity, two magic points are necessary. Magicians who have
reached the I Mastery Level of Transmutation can apply this increase up to two
times, whereas those who have reached the II Mastery Level can do so up to four
times.
Range
Extension
By paying additional magic points, the magician can extend the range of the
spell. This methods cannot modify spells having range touch or zero. The range
could be extended by one position (3 meters) each time this implementation is
applied. For each implementation, spells of the first and second degree of
complexity require one extra magic point, while for spells of the third and
fourth degree of complexity, two magic points are necessary. Magicians who have
reached the I Mastery Level of Transmutation can apply this increase up to two
times, whereas those who have reached the II Mastery Level can do so up to four
times.
Empowering the Effects
Magicians have the ability to enhance the potency of their spells by investing
additional magic points. This enhancement specifically applies to spells that
inflict damage. For each enhancement, spells of the first and second degree of
complexity require an expenditure of one extra magic point, while spells of the
third and fourth degree of complexity necessitate two magic points. Magicians
who have attained the I Mastery Level of Transmutation can apply this
enhancement up to two times, while those who have reached the II Mastery Level
can do so up to four times. Each enhancement grants a +5% damage bonus, in
addition to a +5% basic bonus applied universally (resulting in a bonus ranging
from +10% to +25%). The final damage calculation is rounded in the standard
manner. It's important to note that this bonus cannot be stacked with any other
bonuses applicable to spell damage; only the highest bonus will be considered in
such cases.
Intensifying Magic Power
Magicians possess the capability to amplify the effectiveness of their spells
through the expenditure of additional magic points. This augmentation varies
depending on the complexity of the spell: for spells of the first and second
degree, one extra magic point is required, while spells of the third and fourth
degree necessitate two magic points. Magicians who have achieved the I Mastery
Level of Transmutation can apply this enhancement up to two times, whereas those
at the II Mastery Level can do so up to four times. With each enhancement, the
victims of the spell incur a -3% penalty to their Resilience Tests, if
applicable, and a -2% penalty to their Magic Resistance, if present. It's
important to note that the penalty to Resilience Tests can accumulate with
penalties imposed by the magician's abilities in that school of magic and
external circumstances, but not with additional penalties that are possibly
applicable by the Magician. The penalty to the Magic Resistance test cannot be
stacked with any other similar penalty; only the highest penalty will be
considered in such cases.
Percentage-based Test
Regardless of the chosen modification, the success chance is determined by the
Magician's Acumen score plus twice their Focus score, with an additional bonus
of +15% or +30% if they have reached the I or II mastery level, respectively.
However, a penalty of -20% and -10% will be applied if their knowledge level in
that power level in the magic school of the spell they want to modify is
respectively the first or second degree of knowledge. If the percentage test
fails, the additional magic points are expended, but the alteration effect will
not occur.
N. | INCANTESIMO | TIPO DI MANIPOLAZIONE | GRADO | SCUOLA SECONDARIA | GRADO |
1 | Affect Normal Fires | Elemental Manipulation | 1° | -- | -- |
2 | Ahrvar’s Forgery | Material Manipulation | 1° | -- | -- |
3 | Campfire | Elemental Manipulation | 1° | -- | -- |
4 | Coloration | Alteration | 1° | -- | -- |
5 | Compact | Alteration | 1° | -- | -- |
6 | Condense Water | Alteration | 1° | -- | -- |
7 | Crier’s Boon | Alteration | 1° | -- | -- |
8 | Fools | Alteration | 1° | -- | -- |
9 | Friendspeak | Alteration | 1° | -- | -- |
10 | Gaze Reflection | Alteration | 1° | -- | -- |
11 | Glow | Alteration | 1° | -- | -- |
12 | Ice Crack | Elemental Manipulation | 1° | -- | -- |
13 | Improved Clean | Alteration | 1° | -- | -- |
14 | Improved Sight | Life Manipulation | 1° | -- | -- |
15 | Ink Cloud | Alteration | 1° | -- | -- |
16 | Mental Notepad | Alteration | 1° | -- | -- |
17 | Message | Dimensional Manipulation | 1° | -- | -- |
18 | Murdock’s Feathery Flyer | Alteration | 1° | -- | -- |
19 | Sand Glass | Alteration | 1° | -- | -- |
20 | Sharpen | Material Manipulation | 1° | -- | -- |
21 | Smelt | Alteration | 1° | -- | -- |
22 | Telltale Feet | Alteration | 1° | -- | -- |
23 | Wizard Mark | Material Manipulation | 1° | -- | -- |
24 | Burning Palm | Elemental Manipulation | 2° | Evocation | 1° |
25 | Cat Spirit | Alteration | 2° | -- | -- |
26 | Erase Seal | Alteration | 2° | -- | -- |
27 | Expeditious Retreat | Life Manipulation | 2° | -- | -- |
28 | Feather Fall | Dimensional Manipulation | 2° | -- | -- |
29 | Fist of Stone | Life Manipulation | 2° | -- | -- |
30 | Freeze | Elemental Manipulation | 2° | -- | -- |
31 | Gizmo’s Sticky | Alteration | 2° | -- | -- |
32 | Hold Portal | Material Manipulation | 2° | -- | -- |
33 | Jump | Life Manipulation | 2° | -- | -- |
34 | Korel Last Word | Alteration | 2° | -- | -- |
35 | Lasting Breath | Life Manipulation | 2° | -- | -- |
36 | Mending | Material Manipulation | 2° | -- | -- |
37 | Spectral Voice | Alteration | 2° | Necromancy | 1° |
38 | Spider Climb | Life Manipulation | 2° | -- | -- |
39 | Tree Swipe | Alteration | 2° | -- | -- |
40 | Vanquil’s Clinging Pockets | Alteration | 2° | -- | -- |
41 | Burning Hands | Elemental Manipulation | 3° | Evocation | 1° |
42 | Chill the Blood | Life Manipulation | 3° | -- | -- |
43 | Comprehend Languages | Alteration | 3° | -- | -- |
44 | Destroy Barrier | Alteration | 3° | -- | -- |
45 | Fellstar’s Flame Finger | Elemental Manipulation | 3° | Evocation | 1° |
46 | Katrine’s March | Alteration | 3° | -- | -- |
47 | Kazago’s Lock Pick | Alteration | 3° | -- | -- |
48 | Metamorphose Liquids | Alteration | 3° | -- | -- |
49 | Rune of Copper Defence | Alteration | 3° | Enchantment | 1° |
50 | Shocking Grasp | Elemental Manipulation | 3° | Evocation | 1° |
51 | Superior Senses | Life Manipulation | 3° | -- | -- |
52 | Enlarge | Life Manipulation | 4° | -- | -- |
53 | Flesh Tearing | Life Manipulation | 4° | -- | -- |
54 | Katrine’s Falcon | Alteration | 4° | -- | -- |
55 | Katrine’s Kitty Cat | Alteration | 4° | -- | -- |
56 | Stiffen | Alteration | 4° | -- | -- |
57 | Skip Object | Dimensional Manipulation | 4° | -- | -- |