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.
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.
Bestow Might
Tradition: Alteration
Rank: Novice
Castings: 3
Duration: 1 minute
The target grows a bit bigger and stronger. The target increases its Health by 5, makes Strength rolls with 1 boon, imposes 1 bane on rolls against its Strength, and its melee attacks deal an extra 1d6 damage. The spell ends early if the target becomes unconscious.
Light Healing
Tradition: Alteration
Rank: Novice
Castings: 3
Duration: Instantaneous
The target heals 2d6 damage.
Minor Polymorph
Tradition: Alteration
Rank: Novice
Castings: 1
Duration: 1 hour
You, along with everything you wear and carry, transform into a Size 1/4 harmless animal of your choice such as a bird, cat, or frog. The effect ends early if you are harmed. Your Speed is 4 and you have the Slippery trait and other movement traits appropriate to your form. You have no attacks and you lose the ability to speak.
Seeming
Tradition: Alteration
Rank: Novice
Castings: 1
Duration: 8 hours
You change the appearance of each target. Each target is subjected to the effects of the Efficacious Disguise talent, with you making all decisions about their new appearance. Additionally, the effect ends early for a target if it enters running water.
Split the Skin
Tradition: Alteration
Rank: Novice
Castings: 3
Duration: Instantaneous
A bulge forms on the target’s body and breaks open. The target becomes vulnerable (luck ends). Each time the target makes a luck roll to end this effect, the target takes 1d6 damage.
Weigh You Down
Tradition: Alteration
Rank: Novice
Castings: 1
Duration: Instantaneous
You cause the targets to grow big and heavy, so that they move more slowly. Each target becomes slowed and vulnerable (luck ends both).
Aid Movement
Tradition: Alteration
Rank: Expert
Castings: 3
Duration: 1 hour
You alter the target’s body so that it can move more easily. The target’s Speed increases by 3 and gains one of the following traits: Climber, Silent, Slippery, Squeeze 6 inches, Strider, or Swimmer.
Change Size
Tradition: Alteration
Rank: Expert
Castings: 1
Duration: 1 hour
The target either grows giant-sized or shrinks down to mouse-size. Everything the target wears or carries adjusts to accommodate the target’s Size until the spell ends. The spell ends early if the target becomes unconscious. Choose one of the following effects:
Enlarge: Triple the target’s Size. The target’s weight becomes thirty times its normal amount. The target grants 1 boon on rolls against its Defense, makes Strength rolls with 1 boon, imposes 1 bane on rolls against its Strength, and its Health increases by 40. Finally, the target’s melee attacks deal an extra 2d6 damage.
Shrink: The target’s Size becomes 1/8. The target imposes 2 banes on rolls against its Defense, makes Strength rolls with 1 bane, grants 1 boon on rolls against its Strength, makes Agility rolls with 1 boon, and imposes 1 bane on rolls against its Agility. The target deals half damage on all attacks.
Mass Healing
Tradition: Alteration
Rank: Expert
Castings: 1
Duration: Instantaneous
You speed the targets’ healing. Each target heals 5d6 damage.
Moderate Healing
Tradition: Alteration
Rank: Expert
Castings: 3
Duration: Instantaneous
Energy returns to the target as its wounds heal. The target heals 6d6 damage.
Molecular Agitation
Tradition: Alteration
Rank: Expert
Castings: 3
Duration: 1 minute
You agitate the target’s substance and the resulting friction causes the tar get to combust. The target catches fire and becomes vulnerable (luck ends both). The target makes rolls to end the afflictions with 1 bane. Each time the target gets a failure on the luck roll, it takes an extra 4d6 damage. In addition, the target radiates heat. At the end of the round, each creature within 1 yard of the target takes 1d6 damage. A creature can make a Strength roll. On a success, the creature takes no damage. A target incapacitated by this damage loses all Health and becomes a pile of ash
Strange Division
Tradition: Alteration
Rank: Expert
Castings: 1
Duration: Special (see the effect)
You reach out to seize the target in the hopes of turning it into two beings. If the target has not been affected by this spell already, make an Intellect roll against the target’s Strength. On a success, the target divides into two separate creatures. Each creature has half the Size and Health score of the original. In addition, halve the damage dealt by the creatures’ attacks. The two creatures retain any afflictions they had before you cast the spell, but divide their damage total between them in any way you choose. The creatures consider each other to be their enemy. When one of them dies, the corpse of one merges with the other, at which point they add together their damage totals and their normal rules are restored.
Greater Healing
Tradition: Alteration
Rank: Master
Castings: 3
Duration: Instantaneous
Healing energy flows into the target. The target heals 10d6 damage.
Release the Brute
Tradition: Alteration
Rank: Master
Castings: 1
Duration: 1 hour
The target becomes bigger, heavier, more brutish. The target makes the following adjustments to its rules.
* Natural Defense: 8 * Health: increase to 160 * Attributes: Strength 18 (+8), Agility 8 (–2), Intellect 8 (–2) * Weighty Strikes: The target’s melee attacks deal an extra 3d6 damage
Toad Spell
Tradition: Alteration
Rank: Master
Castings: 1
Duration: Instantaneous
The target makes a croaking sound. Roll 15d6. If the sum of the dice, plus the target’s damage total, equals or exceeds the target’s Health score, it transforms into a toad and everything it wears and carries falls to the ground around it. As a toad, the target uses the following rules.
* Natural Defense: 10 * Health: 1 * Attributes: Strength 1 (–9), Agility 10 (+0), Intellect 8 (–2), Will 5 (–5) * Size: 1/8 * Speed: 2 (Slippery, Swimmer) * Amphibious: A toad can breathe while submerged in water. * Harmless: The toad’s attacks deal no damage to creatures larger than it.
Petrify
Tradition: Alteration
Rank: Master
Castings: 1
Duration: Instantaneous
The target slowly turns to stone. The target loses 10d6 Health, and becomes slowed (luck ends). Each time the target gets a failure on the roll to end the affliction, it becomes held until the end of the next round and it loses an additional 5d6 Health. A creature reduced to 0 Health becomes a stone statue.
Polymorph
Tradition: Alteration
Rank: Master
Castings: 1
Duration: 4 hours
The target’s body bubbles, bends, and twists as it struggles to find its new form. You transform the target into one of the following forms. If you target yourself, you can use an action to switch your form into a different one, but you reduce the duration by 1 hour. Each time you transform in this way enables you to heal 3d6 damage. * The target takes the form of a different individual, either a unique person of your own design or a duplicate of another individual. The person can be no more than a few feet taller or shorter than the target. If the new form has a different ancestry, the target gains the ancestry’s traits and loses its own ancestry traits. If the target duplicates another person, it uses the person’s Strength and Agility scores in place of its own. * The target transforms into some kind of animal of your choice but of its Size. Everything the target wears or carries transforms with it. In this form, the target uses its own rules with the following modifications. The target has the Keen Scent trait and has a natural weapon that deals 1d6 damage for each point of its Size (minimum 1d6). The target might gain additional traits, such as movement traits, based on its form. For example, if you turn the target into a winged animal, the target gains the Fly trait. Or, if you turn the target into a fish, it gains the Swimmer trait and can breathe while submerged in water.
Restore Health
Tradition: Alteration
Rank: Master
Castings: 1
Duration: Instantaneous
You repair the target’s body. The target regains 5d6 Health.