Aspect Codex
Transmutation
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
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
Transmute Trinket
Alter the color, texture, scent, polish, softness, stiffness, or minor shape of one Tiny nonmagical object you touch. The object must remain the same general material and cannot become valuable, functional beyond its original complexity, or a precise duplicate of a key or mechanism.
Dissolution Touch
Destabilize the structure of one creature or object you touch. Make a melee power attack. On a hit, the target takes 1d8 force damage, and the next attack against it before the end of your next turn ignores half cover from mundane armor, shell, casing, or surface plating.
Magic Stone
Touch up to three pebbles, coins, beads, bones, or similar Tiny objects. For the duration, a creature can throw one as a ranged power attack using your INT. On a hit, it deals 1d6 + your INT modifier bludgeoning or force damage. The magic ends on a missile after it hits or misses.
Shape Small Matter
Reshape one Small or smaller nonmagical object made of wood, clay, cloth, wax, bone, soft stone, leather, glass, or common metal. You can bend, flatten, sharpen, blunt, seal, open, or crudely refit it, but cannot create complex mechanisms, rare materials, or permanent wealth.
Alter Density
Choose one willing creature or unattended object within range. For the duration, the target becomes lighter or heavier. A creature gains advantage on one Athletics or Acrobatics check involving carrying, jumping, climbing, resisting forced movement, or moving quietly. An object’s effective weight is halved or doubled.
Mutable Weapon
Touch one simple weapon, natural weapon, staff, club, tool, or improvised weapon. For the duration, it can use your INT for attack and damage rolls, its damage die becomes at least 1d8, and its damage type may become bludgeoning, piercing, slashing, or force.
Enlarge / Reduce
Choose one creature or object within range. A creature may make a CON save if unwilling. On a failure or if willing, the target grows or shrinks one size category if space allows. Enlarge grants advantage on STR checks and +1d4 weapon damage; reduce imposes disadvantage on STR checks and subtracts 1d4 from weapon damage.
Transmuter's Armor
When you or a creature within range takes bludgeoning, piercing, slashing, acid, fire, cold, lightning, or thunder damage, briefly alter skin, cloth, armor, or surface matter. Reduce the damage by 2d8 + your INT modifier.
Material Shift
Change one Small or smaller nonmagical object from one common material into another common material of similar value: wood, stone, clay, glass, bone, cloth, leather, copper, iron, or tin. The object keeps its general shape and cannot become food, poison, rare metal, gemstone, complex machinery, or currency.
Pliant Form
Briefly transmute your body toward soft clay, rubber, smoke-flesh, or flexible fiber. For the duration, you have advantage on checks to escape grapples, restraints, narrow gaps, and bindings, and you reduce falling or collision damage by 2d8 + your INT modifier.
Transmute Surface
Change the surface qualities of a 20-ft. square within range. It may become slick, sticky, brittle, soft, hard, noisy, silent, polished, rough, muddy, dusty, or glassy. Hostile creatures entering or starting there must make a DEX save or fall prone, be slowed by 10 ft., or lose reactions until their next turn, chosen when created.
Catapult Matter
Choose one unattended object within range weighing 1 to 25 pounds and transform its momentum into a violent launch. A creature in the object's path must make a DEX save, taking 4d8 bludgeoning, piercing, or slashing damage on a failed save, or half on a success. The object takes the same damage.
Alchemical Body
Alter your internal chemistry. For the duration, choose acid, cold, fire, lightning, poison, or thunder. You have resistance to that damage type, advantage on saves against one related condition or environmental hazard, and your Dissolution Touch may deal that type instead of force.
Soften the Lock
Touch one lock, bar, hinge, chain, grate, latch, shackle, seal, or jammed mechanism. Make an INT check with advantage against its DC. On a success, soften, reshape, loosen, or realign the object enough to open, bypass, or disable it without creating missing parts.
Stone to Clay
Choose a nonmagical stone, brick, clay, plaster, glass, bone, or earth section no larger than a 10-ft. cube within range. You may soften it, harden it, shape it, seal a gap, open a rough passage, make footholds, or turn it brittle. Unsupported structures may become unstable at the GM’s discretion.
Transmuting Strike
Fire a ray, shard, or pulse that distorts matter. Make a ranged power attack. On a hit, the target takes 5d10 force damage, and until the start of your next turn, the first time it is hit by an attack, the attacker may choose bludgeoning, piercing, or slashing damage for the hit.
Fleshcraft Adjustment
Touch a willing creature and temporarily alter one minor bodily trait: skin texture, hair, voice pitch, fingerprints, scars, height by a few inches, facial contour, scent, or eye color. This grants advantage on one disguise, escape, endurance, or social check that relies on the altered trait, but does not copy a specific person perfectly.
Brittle Curse
When a creature or object within range takes damage, make its material structure brittle. Until the start of your next turn, the next damage roll against that target deals an extra 4d8 damage if it is bludgeoning, piercing, slashing, force, acid, fire, cold, lightning, or thunder.
Major Fabrication
Convert raw materials you can see within range into a finished object of the same or similar material. You may create a Large or smaller common object, or a Medium or smaller object of metal, stone, glass, or crystal. Complex or high-quality goods require the appropriate tool proficiency. This cannot create rare components, magic items, or wealth beyond the materials supplied.
Petrifying Touch
Touch one creature and begin hardening its body. The target must make a CON save. On a failure, it is restrained as its flesh stiffens. It repeats the save at the end of each turn. If it fails three times before three successes, it is petrified until the effect ends or cured by Tier 5 or higher restoration/transmutation magic.
Transmute Body
Transform your body toward stone, ironwood, glass, smoke-flesh, rubber, living clay, or flowing mercury. For the duration, choose one benefit: resistance to bludgeoning/piercing/slashing, squeeze through 1-inch gaps, climb without hands, breathe water, or ignore mundane poison and disease. You cannot combine multiple forms with one use.
Undo Transmutation
When a creature or object within range is altered in size, material, density, form, texture, petrification, polymorph-like shape, or object state, attempt to stabilize it. Make an INT check against the effect DC. On success, suppress the transformation until the start of your next turn or end it if it is Tier 5 or lower.
Transmutation Dominion
Your Transmutation powers ignore mundane material flaws, poor tools, surface grime, and minor impurities. You can sense material composition, density, hidden seams, structural stress, and active transmutation effects within 120 ft. if you can see or touch the target.
Disintegrate
Launch a ray that breaks matter into dust. One creature, nonmagical object, or magical force creation within range must make a DEX save, taking 10d6 + 40 force damage on a failed save, or half on a success. If this reduces a creature to 0 hit points, its nonmagical remains and carried objects become gray dust. A Large or smaller unattended nonmagical object is destroyed automatically.
Battle Transformation
Transmute your body and gear for war. Gain 50 temporary hit points, proficiency with armor and martial weapons for the duration, advantage on weapon attacks, and an extra 2d12 force damage on weapon hits. While transformed, you cannot use powers except Transmutation powers that target yourself or your equipment. When the effect ends, make a CON save or gain 1 level of exhaustion.
Mass Material Shift
Choose up to six unattended objects or one 20-ft. cube of nonmagical material within range. Shift its common material composition within similar value and rarity: wood to stone, iron to glass, cloth to leather, clay to brick, bone to chalk, or similar. The change cannot create rare metals, gems, food, poison, or magic.
Greater Polymorph
Transform one creature you can see within range into a beast, humanoid-like form, harmless object, or comparable living shape approved by the GM. An unwilling target makes a WIS save. The new form cannot exceed the target’s tier-equivalent power, cannot copy a specific person perfectly, and cannot grant unique supernatural traits outside Transmutation’s scope.
Transmute Wall
Transform a wall, bridge, floor, gate, tunnel face, statue, boulder, or similar nonmagical structure section within range up to a 30-ft. cube. You may make it soft, hard, porous, transparent, brittle, sealed, open, rough, smooth, buoyant, or heavy. Load-bearing changes may cause collapse.
Mutable Host
Choose up to six willing creatures within range. Each gains one minor transmuted trait for the duration: gills, climbing nails, stone skin, padded feet, flexible joints, heat-hardened flesh, cold-blooded stillness, camouflaged skin, or hardened bones. Each target gains advantage on one type of check or resistance to one mundane environmental hazard tied to the trait.
Reverse Form
When a creature within range is transformed, petrified, disintegrated, polymorphed, enlarged, reduced, or materially altered, attempt to reverse the event before it settles. Make an INT check against the effect DC. On success, the target returns to its prior state, or the triggering damage/effect is reduced by 7d10 + your INT modifier.
Philosopher's Flesh
Perfect your own matter. For the duration, you have resistance to bludgeoning, piercing, slashing, acid, poison, and force damage; you do not need to breathe; you have advantage on CON saves; and you can squeeze through spaces as narrow as 1 inch without leaving equipment behind.
Gold Curse
Choose one creature within range. It must make a CON save or become restrained as flesh, cloth, and equipment begin hardening into inert gold or another precious-looking substance. It repeats the save at the end of each turn. After three failures, it is petrified for 24 hours. The created material has no lasting market value and reverts when the effect ends.
Matter Rewrite
Transform one Large or smaller nonmagical object or 20-ft. cube of material into another mundane substance of similar mass. You may create functional simple objects, passages, shelters, tools, or terrain, but cannot create rare materials, food, living creatures, magic items, or currency-grade wealth.
Transmutation Field
Matter in the emanation becomes unstable under your command. Chosen creatures treat hostile terrain as normal; hostile creatures treat chosen surfaces as difficult terrain. Once per round, when a hostile creature starts there, it must make a CON save or take 8d8 force damage and lose resistance to one physical damage type until your next turn.
Sovereign Transmuter
Your Transmutation powers ignore mundane resistance from hardness, impurities, ordinary alloys, poor leverage, decay, age, and nonmagical craftsmanship. Effects below Tier 9 cannot forcibly transform, petrify, age, shrink, enlarge, or materially alter you unless you choose.
Mass Polymorph
Transform up to ten creatures you can see within range into approved beasts, harmless objects, humanoid-like forms, or comparable living shapes. Unwilling targets make WIS saves. The forms cannot exceed the targets’ tier-equivalent power and cannot grant unique supernatural traits outside Transmutation’s scope.
Disassembly Wave
Release a wave that breaks unstable matter apart. Creatures of your choice in the emanation must make a DEX save, taking 16d10 force damage on a failed save, or half on a success. Unattended nonmagical objects and structures in the area may crack, soften, dust, or collapse at the GM’s discretion.
Permanent Transmutation
Permanently transform one nonmagical object or structure section no larger than a 20-ft. cube into another mundane substance of similar mass and rarity. The result cannot be rare metal, gemstone, food, living matter, currency-grade wealth, spell components above common value, or magic. Living creatures cannot be targeted.
Omniform Body
Become a perfect mutable body. For the duration, choose two benefits from Transmute Body and Philosopher's Flesh, your Transmutation powers deal or prevent an extra 4d10 once per turn, and you may change your size by one category at the start of each of your turns.
Prima Materia
Reduce one non-divine non-artifact object, structure section, construct shell, or 30-ft. cube of nonliving matter to primal mutable substance, then reshape it into another mundane form of similar mass. You may create complex structures if you understand their design, but cannot create true life, souls, magic items, rare wealth, or divine matter.
True Transmutation
Choose one creature, object, or structure section within range. An unwilling creature makes a WIS save. On a failure, transform the target into an approved creature, object, material, statue, harmless form, or alternate body for the duration. The change may become permanent only with GM-approved story cost, consent for player characters, or a separate Tier 10 condition.
The Great Work
Declare a mythic transmutation tied to a kingdom, curse, body, plague, wasteland, artifact-forge, impossible bridge, living statue, or ruined city. Define its principle with the GM: turn a battlefield to glass, make a city breathe underwater, restore a petrified people, unmake a tyrant’s fortress, or complete the impossible alchemical work. It can be opposed only by Tier 10 transmutation, divine intervention, or a story condition set when declared.
Characters With This Aspect
No character is linked to this aspect yet.