I’m thinking about making some kind of a Transmutation mage playbook.

I’m thinking about making some kind of a Transmutation mage playbook.

I’m thinking about making some kind of a Transmutation mage playbook. He could change inorganic materials into other materials. Does anyone know of one that exists already?

5 thoughts on “I’m thinking about making some kind of a Transmutation mage playbook.”

  1. The Transmuter:

    Damage: d4 HP: 6 + con

    Look:

    Weighing Eyes, Assessing Eyes, Determined Eyes

    Wild Hair, Short Hair, Fancy Cap

    Multi-Pocketed Cloak, Dark-colored Outfit, Drab robes

    Fidgety Hands, Average Body, Portly Body

    Alignment:

    Chaotic: Use your magic to alter the status quo

    Good: Use your skills for the betterment of others

    Neutral: Use your skills to further your goals

    Races:

    Elf: When you use “Staff into Shelter”, you may use a large branch instead of a staff

    Human: You receive +1 to any roll as Quartermaster when using the “Undertake a Perilous Journey” move

    Snakeman: When using the “dirt into mud option” for “Apprenticed in Transmutation”, you treat a 6- as a 7-9 result.

    Bonds:

    _______ fears change.

    _________ doesn’t understand how easily things can change.

    I can become more well-rounded with magic by spending time with ______.

    Starting Moves:

    – A Decent Meal: Any time you gather nuts, berries, scraps of food, etc; you may change it into a delicious meal, providing a number of rations equal to 2 + your level

    – Both Ends of the Rope: If you have even the smallest scrap of rope, you may attempt to transmute into a rope whose length matches your needs. Roll +int. On a 10+, the rope becomes that length and stays such until you break the spell. On a 7-9, the rope becomes that length, but with a complication (only temporary, falls apart after one use, etc)

    – Free Fall: You can freely drop from a distance of 15’ or less without being damaged.

    – Apprenticed in Transmutation: You are able to magically change the structure of one thing into another. Choose 2 of the following (getting the vice versa of each):

        – `wood to stone

        – dirt to mud

        – stone to metal

    When you spend a moment touching the surface, roll +con. On a 10+ choose 1. 7-9 you choose 1 and the gm chooses 1. Since this requires Con, on a 6- suffer a stamina-based complication.

    You transmute less than intended

    It doesn’t last as long as intended

    You draw unwanted attention

    You take -1 forward to casting spells until you rest

    Gear:

    Load is 7+str. You start with dungeon rations (5 uses, 0 weight) and a bag of metal scraps and pebbles (3 uses, 1 weight)

    Choose Your Weapon:

    Staff (Close, 2 Hands, 1 weight)

    Throwing Axes or Daggers (near, 4 ammo, 2 weight)

    Choose Your Defenses:

    Leather Armor (1 armor, 1 weight)

    1 Healing Potion(0 weight, Sweet Tasting) and Wooden Buckler (1 armor, 1 weight)

    Choose One:

    Adventuring Gear (5 uses, 1 weight)

    A Useful Document from Notable NPC (1 uses, 0 weight)

    Second bag of metal scraps and pebbles (3 uses, 1 weight)

    Advanced Moves 2-5:
    – Freer Fall: (requires Free Fall) You can freely drop from a distance of 30’ or less without taking damage

    – An Apprentice No Longer: (requires Apprenticed in Transmutation) You may now perform all 3 options from Apprenticed in Transmutation

    – A True Transmuter: (requires Apprenticed in Transmutation)You can now also alter the following, using the same roll results as Apprenticed in Transmutation:

        – wood to metal

        – silver to gold

    – A Cloud of Dust: If you throw a rock on the ground in front of you, you can choose to have it burst into a cloud of dust.

    – Align Item: When you cast a spell to transmute an alignment into an item, roll +int. On a 10+ it is aligned to your choice of good, lawful, chaotic, or evil. On a 7-9, it is aligned, but there is a complication (doesn’t last, somewhat breaks item, etc). Anyone of an opposing alignment is unable to hold the item, but can make a Defy Danger + con roll to temporarily hold it.

    – School Ties: Choose one move from the Polymuter class. Treat your level as one lower when selecting.

    – Something of a Bookworm: You may select a move from the Wizard, Abjurer, or Mage classes. Treat your level as one lower when selecting.

    – Hardened Shell: You have made your clothes/armor magically tougher. Gain +1 armor.

    – Staff to Shelter: When you drive a staff into the ground, you may cast a spell to change it into a shelter. Roll +int. On a 10+ you get both, 7-9 pick 1.

        – it lasts as long as you need it to

        – it is able to fit your companions, in addition to you

    – Transmute weapon: When you cast a spell to temporarily alter a weapon, you may add a tag to the weapon. Roll +int. 10+ hold 3, 7-9 hold 2. Holds are spent whenever the weapon is used in hack’n’slash or volley roll.

    Advanced Moves 6-10:
    – Rust: When you have a few, uninterrupted, moments to hold a metal object, you may turn that item to rust.

    – Freest Fall: (requires Freer Fall) You can drop from a distance of 60’ or less without taking any damage.

    – Statuesque: When you attempt to meld yourself and your belongings into a stone surface, roll + con. 10+ choose 1, 7-9 choose 2

    It doesn’t last as long as intended

    You draw unwanted attention

    You take -1 forward to casting spells until you rest

    – A Master Transmuter: (requires A True Transmuter): You can now also alter the following, using the same roll results as Apprenticed in Transmutation:

        – Stone to Glass

        – Metal to Glass

    – An Iron Shell: (requires A Hardened Shell): Your clothes/armor are now defensively as hard as iron, gain an additional +1 armor.

    – A Stairwell of Sorts: When you put your hand on the surface of a wall, you can alter the surface to form hand/foot holds to climb up/down it.

    – Rogue by Nature: (requires Something of a Rogue) you may take an additional move from the Thief or Thief Characters classes. Treat your level as one lower when selecting.

    – Water Walk: When you cast a spell to walk across water, roll +int. On a 10+ it works exactly as intended. 7-9 it works with a complication.

    – Weapon Transmutation Mastery: (requires Transmute Weapon) You may now add a second tag to your Transmute Weapon move.

  2. The Polymuter

    Damage d4 HP: 6 + con

    Look:

    Wild Eyes, Mischievous Eyes, Overly-Calm Eyes

    Short Hair, Bald, Deep Hood

    Non-Descript Clothes, Bright Clothes, Dark Cloak

    Average Body, Fidgety Body, Slightly-Misshapen Body

    Alignment::

    Neutral: You use magic to benefit your cause.

    Chaotic: Change the world to suit your needs

    Good: Use your magic to help your allies.

    Race:

    Human:  Your hearty upbringing grants you + 1 to Defy Danger +con rolls

    Elf: You gain the ‘wooden’ option to “Gotta Hand it to You”, in addition to the other two.

    Half-Elf: Your fiery temper gives you +1 damage to hack’n’slash rolls made when using the ‘fire’ option of “Gotta Hand It To You”

    Bonds:

    ______  could use a change.

    ______ likes to stir the pot. I like him/her!

    ______ doesn’t see the worth in me. I will prove him/her wrong.

    Starting Moves:

    –  Choose your adventurer: Polymuting is very multi-dimensional and offers several paths. Choose one path, and gain the starting move from it:

        – Shape-Altering: become a magical shape-changer

        – Skirmisher: become a magical fighter

        – Rogue: become a magical thief

    Shape-Altering: choose one:

    Growth: When you cast a spell to make yourself and your possession grow in height, roll + int. 10+ choose two from below, 7-9 you choose one

    Reduction: When you cast a spell to make yourself and your possessions shrink, roll +int. 10+ choose two from below, 7-9 choose one

    Choices: – you reach the size intended – it lasts as long as needed – you don’t get -1 to spells cast during shape-change

    Skirmisher:

    – Gotta Hand it to You: When you cast a spell to change alter the appearance of your hand(s), roll +int. 10+ hold 3, 7-9 hold 2 and get a complication. Spend a hold when using an action with your hand(s). Hack’N’Slash rolls with this activated do d6 damage

    Choose 2 starting options:

    Lightening

    Stone

    Fire

    Ice

    Rogue:

    – A Spider, Man: When you cast a spell to alter your hands and feet to climb walls and other vertical surfaces, roll +int. On a 10+ it works and lasts as long as needed. 7-9 it works with a complication.

    – Tastes Like Water: If you consume alcohol or poisons, you can choose to not feels their effects. Roll +con. 10+ you feel no effects. 7-9 it works with a complication. If you roll a 10+, and the people around you are inebriated; you get +1 forward to Parley rolls.

    – Skin of the Tree: When you hold a wooden object and have a moment, you can give your skin a wooden texture, giving you +1 armor forward.

    Gear: Load is 7 + strength.  You start with dungeon rations ( 5 uses, 1 weight )

    Choose your weapon:

    Staff ( Close, 2 hands, 1 weight )

    Blowgun (near, 8 ammo, 1 weight)

    Choose your defense :

    Leather Armor ( 1 armor, 1 weight )

    3 Healing Potions (0 weight, foul tasting)

    Choose one:

    Lockpicks

    5 gold

    Adventuring gear  (5 uses, 1 weight)

    Advanced Moves 2-5:
    – Comes in All Sizes: (requires Shape-Altering) You now can use both Growth and Reduction.

    – Polymorph: (requires Shape-Altering) When you cast a spell to alter your appearance to that of a being roughly your size, roll +int. On a 10+ choose 2. 7-9 the GM gives you the choice of 2 options:

        – you take on that appearance perfectly

        – you can switch stats around while in this form

        – you don’t take -1 to casting spells while in this form

        – the form has an unintended benefit

    The spell lasts until you: choose to end it, cast another spell, or use one of the “Skin of the…” moves.

    – Idoled Hands: (requires Skirmisher) You can now access a third option from Gotta Hand it to You. Additionally, you may add a tag to add on to your holds.

    – Strong Arm: (requires Skirmisher) When you cast a spell to make yourself physically stronger, roll +int. On a 12+ gain +2 to rolls requiring strength forward, 10+ gain +1, 7-9 gain +1 and a complication.

    – Trickster: (requires Rogue)You gain the Thief starting move “Tricks of the Trade”

    – Deep Pockets: (requires Rogue) When you cast a spell to create pockets in your body, roll +int.

    On a 10+ choose 2, on a 7-9 choose 1:

    you make enough pockets/big enough pocket to fit what you need

    it last as long as needed

    you don’t take -1 to casting spells while in effect

    – Skin of the Boulder: (requires Skin of the Tree) When you hold a stone and have a moment, you can give your skin a stone-like texture; giving you +2 armor forward. Does not stack.

    – A Might Bit Gassy: When you cast a spell to turn yourself and your belongings into a gaseous form, roll +int. On a 10+ it works and lasts as long as needed. 7-9 it works with a complication. When in this form, you can not do anything that affects the “solid” world.

    – Comes in All Sizes: (requires Shape-Altering) You now can use both Growth and Reduction.

    – School Ties: Gain a move from the Transmuter Class. Treat your level as one lower when selecting.

    – A Secondary Path: You gain the starting move of a second path, and gain access to the corresponding advanced moves.

    Advanced Moves 6-10:
    – Polymorph Other: (requires Polymorph) You can now cast Polymorph on others. You can attempt to Polymorph a number of people equaling half your level (round up); but must cast it on each person separately. The roll/results are the same as Polymorph. If not used on a willing person, roll at -1. The spell has the same duration. If the person chooses to break the spell, they must roll Defy Danger +con.

    – Grow/Reduce Other: (requires Comes in All Sizes) You can now cast Growth or Reduction on a number of people equalling half you level (round up); but must cast it on each person separately. Roll +int. On a 10+ get both, 7-9 you choose which they get.

        – it lasts as long as needed  – they reach the intended size.

    – The __ Hands of __: (requires Handyman) You now have access to all options of Gotta Hand it To You. In addition to the added tag, you now deal d8 damage.

    – From Enemy to Ene-mini: (requires Skirmisher) When you cast spell to alter a foe’s body to make them weaker, roll +int. On a 10+ they gain -2 to strength rolls forward. On a 7-9 they take -1 forward, but can attempt to break the spell through Defy Danger +con

    – The Gracefulness of a Feline: (requires Rogue)When you cast a spell to make your body more dextrous, roll +int. On 12+ gain +2 to dexterity rolls forward, 10+ gain +1, 7-9 gain +1 and a complication

    – Reverse Gravity: (requires Rogue) When you cast a spell to reverse gravity, roll + int.  On a 10+, choose 2. 7-9 choose 1.

         – your area of effect is what you intended

         – it lasts as long as needed

         – you don’t get – 1 to casting spells while in effect

    – Skin of the Metals: (requires Skin of the Boulder) When you hold a metal object and have a moment, you can give your skin the texture of metal; giving you +3 armor forward. Does not stack.

    – Toxic Fumes: (requires A Might Bit Gassy) When you are in a gaseous form, you may now choose to perform actions. Roll +con. On a 10+ hold 3, 7-9 hold 2. You may spend a hold to perform an action affecting solid things. Spending a hold to cast a spell is made at -1.
    – Something of a Bookworm: You may select a move from the Wizard, Illusionist, or Mage classes. Treat your level as one lower when selecting. (If you choose Cast A Spell, you can not cast the wizard spell Polymorph).

    – A Tertiary Path: You now gain the starting moves of all paths, and have access to their corresponding advanced moves.

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