Amber: War of the Crossings
The School of Transmutation
Transmutation spells affect the physical stuff of Shadow, briefly creating it out of other things, or changing the shape or properties of shadow stuff. These spells are equally useful in or out of battle, prized by those who like their environment to be exactly as they desire. Transmutation is also a boon to anyone who abuses their inanimate gear, as it can repair and strengthen items.
When combined with other schools, Transmutation allows spells to directly affect matter, or to express their power through an item rather than in the normal fashion.
Low Magic Simple Spells:
Unlidded Eye: Sorcerers with access to the Transmuation school can see directly through solid matter, should they choose to cast a spell to do so. Unlike scrying, the effect is on the caster, so it is not as obvious to people being observed.
Detect Object: Finding a needle in a haystack is no problem. This spell locates a specific object as described by the caster, as long as it is within sensory range of the Sorcerer. Dimension magic can greatly extend this range.
Improve Item: A general boost to the functioning of an item, this quick and easy spell makes an item at once stronger, sharper, easier to grip, and better fitted to whatever task it is used for. The enchantment can be maintained for very little cost, as there is no specific effect, simply a general, minor improvement of the item.
Shape Liquid: In low magic shadows, the only thing that can be easily shaped to a Transmuter’s whim is liquid, which is already amenable to shaping. Liquids can be made to form almost any shape, though really extreme shapes may fall apart in mid-spell. Liquids can also be transmuted, water to milk, blood to acid, oil to cherry cola. Only dead liquids can be affected, the liquid inside a living being is the purview of the Life School.
Steel Cloth: A boost to the protective power of any garment, armor or cothing. Clothing can be made harder to cut, and more dense so it absorbes more of incoming blows. Armor can similarly be improved. This spell can be cast with a short duration that doesn’t drain power except during the cast, or it can be cast for a lot of power to alter the clothing or armor long term. The duration of the long term cast depends on the Psyche of the user and how much power was avalaible at the casting time, but nothing lasts forever, and eventually the spell will need to be refreshed. A usual amount of time for a long term cast is one month.
Degrade Object: With a simple spell, a Transmuter can cause objects to break up and fall apart, failing in whatever way they would naturally have failed, just much more quickly, in the span of seconds instead of years.
Normal Magic Simple Spells:
Window of Stone: Normally opaque materials can be made transparant. Or other properties can be altered, such as making an object lighter, or harder. The duration is short, just ten to twenty minutes.
Armor Peircing: A minor transmuation effect can be placed on an edge of a blade, or the point of a projectile, causing it to part armor slightly as it hits. The effect is one-use, so it would have to be refreshed for a second sword stroke, but the effect will not be used up until the blade or projectile actually hits some armor.
Disintigrate: The dissolution of normal matter into a fine powder. This spell is heavy on the power cost, but will clear away any inanimate obstruction that is not protected by magic or some other power. It does not work well in areas that are especially real, such as the Abyss and Amber.
Plasticity: Matter can be made to act like plastic or rubber, regardless of it’s normal state. The effect is short lived, only half a minute, but that’s more than enough time to bend some bars, roll up a door, or land on a bouncy rubber floor that would normally be stone.
Repair Object: An object can be returned to a state of good repair as long as at least 50% of the object remains. Rust, breakage, and other problems are cleared away or gaps filled in. This spell requires more power than most transmutations, but once repaired, the item is fixed until it gets broken again.
Enchantment: Some property can be worked into an item, it can transform on commend, or it is nearly unbreakable. With the use of other schools, the possiblity is nearly limitless. A sorcerer who has access to this ability, and also the Imbue Item ability can create nearly-permenant magical items. Actually permenant magical items require the application of some special circumstances, but with Transmutation, Spirit, and any other Schools necessary for the effect, an item may keep it’s powers for a year or two.
Transmute Earth: The very earth can be transmuted, formed into spikes, changed into liquid, changed from one solid substance to another. The only limit is the imagination of the Sorcerer and how much effort he wants to put into it. Any solid object can be reshaped or transmuted in a typical magic shadow.
Grind Gears: A general purpose spell that fouls up machinery. The spell will damage the machine in the easiest way, breaking fragile components, introducing sand to delicate gears, and so on. Most machines will be shut down after a single casting of this spell, unless protected by magic or some Power.
Lasting Trasmutation: For a lot of power, a transmutation can be made long lasting in a typical magic shadow or better. Low magic shadows simply cannot support this effect.
Initial Velocity: Items created via a transmutation can be defined as having some initial velocity. Once the item is created, physics takes over, and the object’s path cannot be controlled further. Adding Energy magic gives much more control over the velocity and trajectories of objects.
High Magic Simple Spells:
Permenant Tramsutation: Tramsutes can only be made permenant in a High magic environment, and if taken outside such an area they will eventually return to their inital form.
Transmute Air: Gasses can now be transmuted into solid or liquid, or other types of gasses. Lower level magic environments cannot support such a transmute.
Anhiliate Matter: The spell is cast, and nothing at all remains. This spell has a bit of a kick to it, it drains a lot of power but the item will be truely gone, difficult to find in even nearby shadows.
Transmute Properties: Really fantastic properties are now possible. Objects that react to a particular person, swords that pass through steel without harm but still cut flesh, anything that can be imagined. These powers will not last when the item is taken to a lower magic area, and the cost to keep the effect running is signifigant.
Regenerating Object: An object can be made self-repairing in a high magic shadow. The rate of regeneration is not fast, perhaps 5% of the object will be regenerated after an hour. If more than 80% of the object is destroyed, it will not regenerate.
Unobtanium: The most potent ability of Tramsutation, perhaps. In a high magic shadow, a new ‘natural’ material can be created. It cannot have fantastic properties, but it can have properties that are better than normal materials. A metal stronger than steel and lighter is one possibility. Materials resistant to Powers and Magic are another. Each special material will have to be cleared by the Storyteller. The great advantage of Unobtainum materials is that they can be taken out of the shadow and will continue to function normally, since they have become ‘natural’.