Transmutation

Overcome actions are the caster’s Charisma vs. target’s Intelligence, unless otherwise stated.

Alter Surface(Transmutation, Cost, Persistent): You change the surface of a solid object in your zone (such as the ground, a sword handle, etc.), applying a new aspect that you or your allies gain two free invocations on. Choose one of the following: Slippery Footing, Razor Sharp Corners, Weakened By Dry Rot, or invent your own. You can’t apply this to objects being worn by an unwilling creature (such as armor).

Call Mist (Transmutation, Nature, Trickster, Cost): You fill the zone you’re currently in with fog, applying the situation aspect Thick Fogto the zone. (Also, the temperature in the zone chills noticeably!) You & your allies gain two free invocations on the aspect.

Control Weather(Transmutation, Nature, Cost, Persistent, Requires Call Mistand four other transmutation or three other nature spells): Your current zone, and all zones in the vicinity, are affected by the same weather-related aspect of your choice; you and your allies gain two free invocations of this aspect.

Darkness(Evocation, Transmutation, Cost, Persistent): A supernatural darkness envelops a zone you can see, applying the situation aspect Impenetrable Darkness to that zone. No light source can penetrate this darkness.

Grace(Transmutation, Prayer, Cost, Persistent): You or a willing ally in your zone gains +1 to Dexterity. Multiple castings of Grace on the same target in the same scene do not stack.

Haste(Transmutation, Prayer, Cost, Persistent, Requires Grace): You or a willing ally in your zone is granted a +1 to their Dexterity score, and acquires the aspect Supernatural Speed with two free invocations. The effects do not stack with additional castings of Hasteor Grace.

Knock(Transmutation, Trickster, Cost): You can attempt to open a lock. The overcome roll is your charisma +2 vs. the standard difficulty to pick the lock, or the caster’s charisma +2 roll if it’s magically sealed (see spell “Seal” below).

Might(Transmutation, Prayer, Cost, Persistent, Requires Power): You or a willing ally in your zone is granted a +1 to their Strength score, and acquires the aspect Supernatural Strength with two free invocations. The effects do not stack with additional castings of Power or Might.

Minor Telekinesis (Transmutation): You telekinetically move a small object (up to 5 pounds or so) that’s in your zone. It’s not strong enough effect to wrestle the object out of someone’s conscious control.

Power(Transmutation, Prayer, Cost, Persistent): You or a willing ally in your zone gains +1 to Strength. Multiple castings of Power on the same target in the same scene do not stack.

Seal(Transmutation, Cost, Permanent): You magically lock a door, chest, safe, or similar lockable container in your zone. It stays locked until you release the lock, someone casts the Knock spell on the item, or a particularly skilled locksmith picks it (with a +2 to the standard difficulty).

Transmutation

Adventures in Freeport and Beyond josh61980