Alteration Spells
Alteration Spell Features
Alchemy
Ancient in concept but new in magic, alchemy physically transforms one type of matter to another. Outside of purification, this is difficult to make full use out of without permanency.
Purify (50 PP)
- Upon casting, the spell purifies 1 additional kilogram of affected solid material or 1 additional liter of affected liquid, or if the spell has a wake, all material and liquids within the spell's wake. This effect may modify objects, equipped or otherwise, but cannot modify anything living.
Transmute (20 PP)
- The caster changes 1 additional kilogram of affected solid substances, or if the spell has a wake, all applicable substances within the spell's wake, to another type. The transformation persists for the spell's duration. Upon dispelling, the material reverts back to its original form. Unless the targeted substance is magimatter, both the targeted substance and the new substance must be solid and pure. The caster must be touching a sample of the new substance upon casting the spell, otherwise this effect fails. This effect may modify objects, equipped or otherwise, but cannot modify anything living.
Restoration
The first form of magical healing ever derived prior to a creature actually being dead, restoration is a revolutionary feature of magic. Not only can it heal minor cuts and bruises, it mends mortal wounding such as organ failure and broken bones.
Alleviate (80 PP)
- Upon casting and at the beginning of each turn after for the duration of the spell, affected creatures regain an additional 1d4 SHP. Healing dice may be redistributed in any fashion as long as the maximum healing is the same. If a creature under this effect cannot regain any more SHP, this effect ends on the creature.
Mend I (40X PP)
- Upon casting and at the beginning of each turn after for the duration of the spell, affected creatures regain an additional 1d4 DHP. Healing dice may be redistributed in any fashion as long as the maximum healing is the same. This effect cannot restore a creature's DHP beyond 25. Each time affected creatures regain DHP this way, a Common component or item must be consumed. If the caster does not have enough or chooses not to, this effect ends instead.
Mend II (60X PP)
- Upon casting and at the beginning of each turn after for the duration of the spell, affected creatures regain an additional 1d4 DHP. Healing dice may be redistributed in any fashion as long as the maximum healing is the same. This effect cannot restore a creature's DHP beyond 50. Each time affected creatures regain DHP this way, an Extraordinary component or item must be consumed. If the caster does not have enough or chooses not to, this effect ends instead.
Mend III (80X PP)
- Upon casting and at the beginning of each turn after for the duration of the spell, affected creatures regain an additional 1d4 DHP. Healing dice may be redistributed in any fashion as long as the maximum healing is the same. This effect cannot restore a creature's DHP beyond 100. Each time affected creatures regain DHP this way, a Rare component or item must be consumed. If the caster does not have enough or chooses not to, this effect ends instead.
Mend IV (100X PP)
- Upon casting and at the beginning of each turn after for the duration of the spell, affected creatures regain an additional 1d4 DHP. Healing dice may be redistributed in any fashion as long as the maximum healing is the same. This effect cannot restore a creature's DHP beyond 200. Each time affected creatures regain DHP this way, a Legendary component or item must be consumed. If the caster does not have enough or chooses not to, this effect ends instead.
Mend V (120X PP)
- Upon casting and at the beginning of each turn after for the duration of the spell, affected creatures regain an additional 1d4 DHP. Healing dice may be redistributed in any fashion as long as the maximum healing is the same. Each time affected creatures regain DHP this way, a Mythical component or item must be consumed. If the caster does not have enough or chooses not to, this effect ends instead.
Transmutation
Transmutation is a branch of alteration that allows the caster to reshape objects and creatures, allowing them new abilities and features, or rather debilitating them. Effects like this are heavily based on the caster's imagination and memory.
Reshape Object (60 PP)
- The physical form of any number of affected objects changes, such in a way that the caster can vividly imagine. The physical changes may modify how the item operates. This feature cannot modify an object in a way that would change its size category. This effect cannot change an item's rarity or what substances it is already made of. The transformation persists for the spell's duration. Upon dispelling, the object reverts back to its original form. This feature can only affect objects that are either Medium or fit within the spell's wake.
Reshape Creature (100 PP)
- The physical form of any number of affected creatures changes, such in a way that the caster can vividly imagine. This cannot modify a creature in a way that would change its size category. The physical changes may have up to one of the following effects, or something similar: Any chosen travel score increases or decreases by 3, minimum of 0. It gains the ability to breathe underwater. Its weaponless attacks deal an additional 2d8 Physical damage. It can no longer speak. Increase or decrease its defenses by a total sum of 4. Increase or decrease its Block Rating or Dodge Rating by 1 die, minimum of 1. Increase or decrease its subtrait scores by a total of 2, minimum of 1. This cannot bring a creature's subtrait score higher than its maximum. Other effects require GM discretion, and may require one or more additional stacks of Reshape Creature. Affected creatures may make a Will contest against the caster upon casting and at the beginning of each turn. Upon succeeding, the effect ends for the creature. The transformation persists for the spell's duration, or until it is transformed again. Upon dispelling, the creature reverts back to its original form. If a transformed creature is transformed again, the original effect is overwritten. This feature can only affect creatures that are either Medium or fit within the spell's wake.
Debilitate (150 PP)
- Upon casting, all affected creatures may make its choice of a Strength or Will contest against the caster's Will test. For each creature, upon failing, it becomes Paralyzed for the spell's duration. Affected creatures may make a Strength contest against the caster's Will test at the beginning of each turn. Upon succeeding, the effect ends for the creature.
Locomotion
Telekinesis is a powerful feature that was quickly harnessed upon the creation of the Art of Alteration. It not only allows the caster to control other creature's positions, but even their own. This makes it a pertinent form of travel for some powerful mages.
Telekinetic Halt (10X PP)
- Affected creatures and objects are halted, unable to move in any direction, regardless of their current position. A creature may attempt to forcefully pull something affected this way out of its position, including itself, by spending 1 turn action or 1 interrupt action to make a Strength contest against X. If it succeeds, the effect ends on the targeted object or creature. Strength tests made this way are not automatically failed, and do not count as a test made to resist spell effects.
Telekinetic Force (10X PP)
- Affected creatures and objects that weigh 10 times X kilograms or less are forced in a single specific direction chosen by the caster for the duration of the spell. Creatures and objects affected this way travel up to a number of meters per second (meters per turn action) equal to the caster's Will score. The caster may spend 1 turn action or 1 interrupt action to change direction or speed during the duration of the spell. The caster may spend 1 turn action to command and use a suspended item, but must also use the necessary turn actions required to activate the item. If more than one item is being used this way simultaneously, 1 turn action per item must be spent in addition. Weapons attacked with this way still suffer Multi-weapon Attack effects. This effect cannot force an object or creature further than X meters away from the caster. If it would be outside this area for any reason, this effect ends on it. A creature may attempt to forcefully prevent this motion, including on itself, by spending 1 turn action or 1 interrupt action to make a Strength contest against X. If it succeeds, the effect ends on the targeted object or creature. Strength tests made this way are not automatically failed, and do not count as a test made to resist spell effects. An affected creature or object being suspended may take kinetic force damage.