This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Alteration ====== Alteration magic grants you the means to take charge of your destiny by enabling you to adapt to just about any circumstance. Not strong enough? There’s a spell for that. Need to get some where fast? This tradition has you covered. You can make your self grow to gigantic proportions or shrink down to the size of a mouse. And when you need something to deal with a difficult foe, Alteration magic offers a suite of appalling spells that can make your enemies suffer. ===== Talents ===== //**Camouflage:**// You can use this talent at the end of your turn if you are within reach of one object of your Size or larger. Your appearance changes to match your surroundings. You become invisible to all creatures more than 2 yards away from you. The effect ends if you move. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Efficacious Disguise:**// You can use an action to alter a creature’s appearance. Target one creature in reach. You touch the target and change as much or as little of the target’s physical appearance as you like. You can adjust the target’s height and weight, within limits for its Size, change coloration, apparent ancestry, and any other detail you decide. Objects worn and carried by the target are unchanged. The effect lasts 1 hour, but ends early if the target becomes unconscious or you cross running water. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Unnerving Mask:**// You can use a reaction when a creature you can see attacks you to make yourself appear hideous. The creature makes a Will roll. On a failure, you push the creature 1 yard and it becomes frightened of you until the start of your next turn. Once you use this talent you lose access to it (luck ends). //**Warp Flesh:**// You can use an action to cause a creature’s body to undergo a brief, but painful transformation. Target one creature within 5 yards. Make a Will roll against its Strength. On a success, the target becomes weakened until the end of your next turn. On a critical success, the target takes 1d6 damage and becomes vulnerable (luck ends). At level 3, you can target two creatures. At level 7, you can target three creatures. ===== Novice Spells ===== {{page>weird-wizard:spells:Bestow_Might&link&doindent}} {{page>weird-wizard:spells:Light_Healing&link&doindent}} {{page>weird-wizard:spells:Minor_Polymorph&link&doindent}} {{page>weird-wizard:spells:Seeming&link&doindent}} {{page>weird-wizard:spells:Split_the_Skin&link&doindent}} {{page>weird-wizard:spells:Weigh_You_Down&link&doindent}} ===== Expert Spells ===== {{page>weird-wizard:spells:Aid_Movement&link&doindent}} {{page>weird-wizard:spells:Change_Size&link&doindent}} {{page>weird-wizard:spells:Mass_Healing&link&doindent}} {{page>weird-wizard:spells:Moderate_Healing&link&doindent}} {{page>weird-wizard:spells:Molecular_Agitation&link&doindent}} {{page>weird-wizard:spells:Strange_Division&link&doindent}} ===== Master Spells ===== {{page>weird-wizard:spells:Greater_Healing&link&doindent}} {{page>weird-wizard:spells:Release_the_Brute&link&doindent}} {{page>weird-wizard:spells:Toad_Spell&link&doindent}} {{page>weird-wizard:spells:Petrify&link&doindent}} {{page>weird-wizard:spells:Polymorph&link&doindent}} {{page>weird-wizard:spells:Restore_Health&link&doindent}}