Chapter III · Magic Traditions

Alteration — a school of magic —

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 somewhere fast? This tradition has you covered. You can make yourself 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.

03 of 33 Common Class Has Talents
Sigil Nº 03
Class Common
Alteration Magic Traditions
[ sigil plate · alteration ]
The Spellbook Magic Traditions

Alteration Spells listed by level

Reference during play

Alteration Talents

CAMOUFLAGE (Magical): 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 (Magical): 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 (Magical): 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 (Magical): 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 tales 1d6 damage and becomes vulnerable (luck ends). At level 3, you can target two creatures. At level 7, you can target three creatures.

Novice Alteration Spells


Bestow Might

Light Healing

Minor Polymorph

Seeming

Split the Skin

Weigh You Down

Expert Alteration Spells


Aid Movement

Change Size

Mass Healing

Moderate Healing

Molecular Agitation

Strange Division

Master Alteration Spells


Greater Healing

Release The Brute

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 and extra 3d6 damage.

Toad Spell

NATURAL DEFENSE: 10, HEALTH: 1 ATTRIBUTES: Strength 1 (-9), Agility 10 (+0), Intellect 8 (-2)m 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

Polymorph

  • 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 modifica – tions. 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