Aspect Codex
Elemental Transmutation
Elemental Transmutation is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Elemental Transmutation defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Elementalism
Create a harmless elemental effect within range: stir air, chill or warm an object, ignite or snuff a tiny flame, shape loose earth, move up to 1 gallon of water, or change a small sensory trace of one element into another.
Elemental Spark
Make a ranged power attack against one creature. On a hit, the target takes 4 (1d8) acid, cold, fire, lightning, or thunder damage, chosen when you use this power.
Chromatic Orb
Make a ranged power attack against one creature within range. On a hit, the target takes 13 (3d8) acid, cold, fire, lightning, poison, or thunder damage, chosen when you use this power.
Absorb Elements
When you take acid, cold, fire, lightning, or thunder damage, gain resistance to the triggering damage type until the start of your next turn. The next melee attack you hit with before then deals an extra 1d6 damage of the triggering type.
Elemental Touch
Touch one unattended nonmagical object no larger than 5 ft. in any dimension. Change its surface property to hot, cold, damp, dry, brittle, conductive, slick, or rough for the duration.
Elemental Ward
When a creature you can see within range takes acid, cold, fire, lightning, or thunder damage, reduce the damage by your INT modifier plus your proficiency bonus.
Damage Conversion
When a creature you can see within range deals acid, cold, fire, lightning, or thunder damage, change that damage to another type from that list before damage is applied.
Dragon Breath
Touch one willing creature and choose acid, cold, fire, lightning, or poison. Until the effect ends, the target can use an action to exhale a 15-ft. cone. Creatures in the cone must make a DEX save, taking 10 (3d6) damage of the chosen type on a failed save, or half as much on a success.
Elemental Shell
Choose acid, cold, fire, lightning, or thunder. Gain temporary hit points equal to 2d8 + your INT modifier. While you have these temporary hit points, you have resistance to the chosen damage type.
Shape Element
Shape loose earth, flame, water, smoke, frost, or nonmagical elemental matter in a 10-ft. cube within range. You may move it up to 10 ft., make it difficult terrain, extinguish it, ignite it if flammable, or reshape it into a simple form.
Elemental Weapon
Touch one weapon. Choose acid, cold, fire, lightning, or thunder. The weapon becomes magical, gains a +1 bonus to attack rolls, and deals an extra 1d4 damage of the chosen type on a hit.
Elemental Burst
Choose acid, cold, fire, lightning, or thunder. Energy erupts in a 15-ft. radius centered on a point within range. Creatures in the area must make a DEX save, taking 23 (5d8) damage of the chosen type on a failed save, or half as much on a success.
Reactive Transmutation
When a creature you can see within range fails a saving throw against acid, cold, fire, lightning, or thunder damage, change one condition imposed by the effect to prone, pushed 10 ft., unable to take reactions, or speed reduced by 10 ft. until the start of its next turn.
Elemental Step
Teleport to an unoccupied space within range that is adjacent to fire, water, ice, stone, metal, strong wind, smoke, or an active elemental effect. One creature within 5 ft. of your arrival space takes damage equal to your INT modifier; choose acid, cold, fire, lightning, or thunder.
Elemental Bane
Choose one creature you can see within range and choose acid, cold, fire, lightning, or thunder. The target must make a CON save or lose resistance to the chosen type and take an extra 2d6 damage of that type the first time each turn it takes that damage.
Suffused Strikes
Choose acid, cold, fire, lightning, or thunder. Once per turn when you hit with an attack or power, deal an extra 2d8 damage of the chosen type.
Transmute Hazard
Choose one nonmagical elemental hazard in a 30-ft. cube within range, such as fire, smoke, acid, ice, mud, electrified water, or choking dust. Change it into another hazard of similar size and intensity from that list for the duration.
Elemental Aegis
When a creature you can see within range takes acid, cold, fire, lightning, or thunder damage, reduce the damage by 4d8 + your INT modifier and change any remaining damage to another type from that list.
Conjure Elemental
Create a Large elemental spirit in an unoccupied space within range. Choose air, earth, fire, or water. When a creature enters the spirit’s space for the first time on a turn or starts within 5 ft. of it, it must make a DEX save, taking 36 (8d8) lightning, thunder, fire, or cold damage based on the chosen element on a failed save, or half as much on a success.
Elemental Suffusion
Choose acid, cold, fire, lightning, or thunder. Gain resistance to that damage type and a flying speed of 30 ft. At the start of each of your turns, creatures of your choice within 15 ft. must make a DEX save, taking 7 (2d6) damage of the chosen type on a failed save, or half as much on a success.
Conversion Field
Choose acid, cold, fire, lightning, or thunder. Damage of any other type from that list dealt inside the emanation becomes the chosen type. Hostile creatures that start their turn in the emanation take damage of the chosen type equal to your INT modifier.
Elemental Recovery
When you take acid, cold, fire, lightning, or thunder damage, reduce the damage by 4d8 + your INT modifier. If this reduces the damage to 0, gain temporary hit points equal to the amount reduced.
Effulgent Spheres
Six elemental spheres orbit you. As a reaction when you take acid, cold, fire, lightning, or thunder damage, expend one sphere to gain resistance to that damage until the start of your next turn. As a bonus action, expend one sphere to make a ranged power attack against a target within 120 ft.; on a hit, it takes 10 (3d6) acid, cold, fire, lightning, or thunder damage.
Greater Elemental Weapon
Touch one weapon. Choose acid, cold, fire, lightning, or thunder. The weapon becomes magical, gains a +2 bonus to attack rolls, and deals an extra 2d4 damage of the chosen type on a hit.
Elemental Rewrite
When a creature you can see within range deals or takes acid, cold, fire, lightning, or thunder damage, change the damage to another type from that list and double or halve the damage before resistance or vulnerability is applied.
Elemental Wall
Create a wall of acid, ice, flame, lightning, or thunderous force within range. The wall is up to ten contiguous 10-ft. panels. A creature that enters the wall for the first time on a turn or starts there must make a DEX save, taking 35 (10d6) damage of the chosen type on a failed save, or half as much on a success.
Elemental Dominion
Your Elemental Transmutation powers ignore resistance to acid, cold, fire, lightning, and thunder damage. Once per turn when you deal one of those damage types, you may change it to another type from that list.
Elemental Shift
Choose acid, cold, fire, lightning, or thunder. Gain resistance to the chosen type, a movement mode tied to the element, and advantage on saves against effects that deal that type. You may change the chosen type as a bonus action while the effect lasts.
Mass Conversion
When acid, cold, fire, lightning, or thunder damage is dealt in a 30-ft. radius centered on a point within range, change all of that damage to another type from that list. Creatures of your choice in the area gain resistance to the new type until the start of your next turn.
Cataclysmic Blend
Choose two types from acid, cold, fire, lightning, and thunder. Energy erupts in a 40-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 22 (4d10) damage of each chosen type on a failed save, or half as much on a success.
Elemental Avatar
Choose acid, cold, fire, lightning, or thunder. Gain immunity to the chosen damage type, resistance to two other types from that list, and a flying, swimming, burrowing, or climbing speed of 60 ft. based on the chosen element.
Transmute Weakness
Choose one creature you can see within range and choose acid, cold, fire, lightning, or thunder. The target must make a CON save or gain vulnerability to the chosen damage type for the duration. The target repeats the save at the end of each of its turns, ending the effect on a success.
Prismatic Engine
At the start of each of your turns, choose acid, cold, fire, lightning, or thunder. Hostile creatures in the emanation lose resistance to the chosen type and must make a DEX save, taking 27 (6d8) damage of that type on a failed save, or half as much on a success.
Elemental Cataclysm
Choose acid, cold, fire, lightning, or thunder. Energy detonates in a 50-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 55 (10d10) damage of the chosen type on a failed save, or half as much on a success.
Elemental Sovereignty
You are immune to one damage type of your choice from acid, cold, fire, lightning, or thunder after each long rest. Your Elemental Transmutation powers ignore resistance to all five types.
World Conversion
Choose a 120-ft. radius centered on a point within range and choose acid, cold, fire, lightning, or thunder. Elemental hazards and damage inside the area become the chosen type. Hostile creatures that start their turn in the area take damage of the chosen type equal to your INT modifier.
Perfect Conversion
When a creature you can see within range takes acid, cold, fire, lightning, or thunder damage, change the damage to another type from that list, then choose whether the creature has vulnerability, resistance, or immunity to that damage instance.
Fivefold Devastation
Choose up to five creatures you can see within range. Assign acid, cold, fire, lightning, or thunder to each target. Each target must make a DEX save, taking 66 (12d10) damage of its assigned type on a failed save, or half as much on a success.
Elemental Paragon
For the duration, you are immune to acid, cold, fire, lightning, and thunder damage. Once per turn when you deal one of those damage types, you may change it to any other type from that list and ignore immunity to that damage instance.
Absolute Transmutation
Choose one creature you can see within range and choose acid, cold, fire, lightning, or thunder. The target must make a CON save or become vulnerable to the chosen type and lose immunity and resistance to it for the duration. The target repeats the save at the end of each of its turns.
Cataclysmic Reversal
When you or a creature you can see within range would take damage or fail a saving throw from an effect that deals acid, cold, fire, lightning, or thunder damage, reduce the damage to 0 or turn the failed save into a success. Then choose a creature within 60 ft. of the protected target; it takes 55 (10d10) damage of one type from that list.
Worldshaper Convergence
Acid, cold, fire, lightning, and thunder converge in a 60-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 88 (16d10) variable damage on a failed save, or half as much on a success. Choose the damage type separately for each affected creature.
Characters With This Aspect
Dr. Larn
Meeka Larn
Dr. Meeka Larn is a gnome transmutationist working between Point Pringle and the Chimera Range, where curiosity has begun walking dangerously familiar paths. Her research into adaptive matter recomposition can reshape organic and arcane structures with remarkable precision, stabilized by containment arrays of her own design. Brilliant and meticulous, Meeka does not appear to know how closely her theories echo the forbidden work of Dr. Malevolus Krane. That ignorance may be her defense—or the reason someone is watching. Around her lab, even the wildlife has started to change.
Dr. Marvelous
Malevolus Krane
Dr. Malevolus Krane, known in some records as Dr. Marvelous, is an infernal transmutationist whose genius helped turn Centrum’s golden age into one of Jericha’s lasting nightmares. Once celebrated as an elite contractor, he pushed arcane biology past ethics and into void-adjacent augmentation, genetic rewriting, and engineered Witchborn potential. Krane’s work shaped Project M.A.I., the Boost mutation crisis, and the Road Warriors’ ideology. He rarely enters a battlefield himself; he builds the experiment, releases the failure, and waits for the world to adapt or break.