THE COLLEGE OF TRANSFORMATIONS By Martin Dick Designer's note: The original inspiration was that old Arabian Nights cartoon in the Banana Splits, which had this Arabian magician who could transform himself into anything by saying "size of a _______!!!". Hoping you enjoy it... This College is concerned with magics which allow its practitioners to change their shape in both part and whole. Thus, they are able to take on attributes of various animals with the general knowledge of this College and with the special knowledge of the College take on the actual form of nearly any creature. Due to the nature of the magic of this College, the vast majority of their spells and rituals only have effect on the adept themselves. An adept of the College of Transformations uses the Generic True Name of creatures to take on their attributes and shapes. They, like Namers, are taught to use True Names in their magics and also like Namers can gain Rank in both Generic True Names and Individual True Names. It will take the adept a week per Rank to gain Rank in a Generic True Name, and a month per Rank in an Individual True Name. In neither case need the adept expend experience points. When using Special Knowledge spells, the adept actually becomes the creature transformed into, thus the adept will have all the characteristics of the creature save for Magical Aptitude and Willpower. If the adept takes Endurance and Fatigue damage while transformed, that damage is transferred pro-rata when they change to a new shape. For example, if an adept who is in the shape of a tiger has lost 13 of its 26 points of Fatigue, when the adept changes back to human form (normally 20 Fatigue), then the adept will have 10 Fatigue left. This also means that if the adept transforms into a fly, then one quick swat is enough to kill the adept. If the adept transforms into a creature which cannot fit inside the current environment (e.g. back to human shape while in a rat hole which is 3 inches wide), then the adept will die. Similarly, if the adept takes a shape which does not belong in the environment (e.g. a fish in the desert), the adept will take damage as the GM feels appropriate. As stated above, an adept of the College of Transformation uses the Generic True Name of a creature, to transform into the creature or take on an attribute of a creature. To aid the player, where it is relevant, next to the spell name are listed several creatures whose Generic True Name can be used for this spell. This is not an exhaustive list and the adept can use any relevant creature that the GM agrees to. An adept of the College must also be careful as to what fantastical creatures they transform into. For example, the consequences of transforming into an undead creature would almost certainly be fatal for the adept. Thus, the adept should be wary of transforming into exotic and extra-planar creatures. I. Restrictions Adepts of the College of Transformations may only cast their spells and rituals if they know the Generic True Name of the creature they are invoking with the spell of ritual. As well, unless stated otherwise, the adept may only have one General Knowledge or Special Knowledge Spell or Ritual in effect at any one time. If the adept casts a spell or ritual successfully whilst another is in effect, then the prior spell is ended immediately. II. Modifications The Base Chance of performing any talent, spell or ritual of this College is modified by the addition of the following numbers: Adept has the bones/pelt of the creature whose Generic True Name is +5 being invoked Adept is touching a living creature whose Generic True Name is being +10 invoked Each Rank the adept has achieved with the target's Generic True Name +1 Each Rank the adept has achieved with the target's Individual True Name +5 The Base Chance of performing any Special Knowledge spell or ritual of this college is also modified by the addition of the following numbers: Each point of Size the creature transformed into is larger than -1 the Adept Each point of Size the creature transformed into is smaller than -2 the adept The creature transformed into is intelligent -10 III. Talents TrT-1. Reversion An adept of Transformation Magics is trained to be able to terminate the effects of one of the College's spells by the use of this talent. If the adept successfully uses this Talent, the adept will appear standing in the hex (in the adept's natural form) facing the direction the creature the adept was transformed into was facing. To use the talent, the adept must execute a Pass action, and it works on a roll of Willpower + (Rank x 4)%. The adept may continue trying until success is achieved. The adept may also use the Talent to revert back from other changes made to the adept, e.g. if the adept has been turned into a chair by an Adept of the College of Mind Sorceries, then the adept could use the Talent to quickly revert back to the adept's natural form. The Experience Multiple for this talent is 150. TrT-2. Animal Friendship Adepts of the College of Transformations have the ability to calm and befriend animals. The adept gains a positive modifier of (Rank x 3)% to the reaction rolls of Animals that they meet. The adept must be aware of the animal for the talent to take effect. The Experience Multiple for this talent is 100. IV. General Knowledge Spells TrG-1. Cat's Eye (Cat, Owl, Possum) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 100 Base Chance: 60% Resist: None Effects: This spell causes the adept to develop night vision equal to that of a cat. The adept will be able to reduce the penalty for fighting in darkness by 20% (+1/Rank). Note however that the adept cannot see in pitch darkness. The eyes of the adept will change to resemble those of the creature invoked. TrG-2. Hawk Vision (Hawk, Falcon, Eagle) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 100 Base Chance: 50% Resist: None Effects: The adept gains the ability to see at long distances as a hawk. The vision of the adept is increased by 50 + (Rank x 10)% in its range. The eyes of the adept will change to resemble those of the creature invoked. TrG-3. Strength (Horse, Gorilla, Bull) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 200 Base Chance: 30% Resist: None Effects: This spell adds 3 + (Rank/2) points to the adept's Manual Dexterity for the duration of the spell (round down). The hands and forearms of the adept change to resemble those of the creature invoked. TrG-4. Dexterity (Monkey) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 200 Base Chance: 30% Resist: None Effects: This spell adds 3 + (Rank/2) points to the adept's Manual Dexterity for the duration of the spell (round down). The hands and forearms of the adept change to resemble those of the creature invoked. TrG-5. Agility (Monkey, Cheetah, Swift) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 200 Base Chance: 30% Resist: None Effects: This spell adds 3 + (Rank/2) points to the adept's Agility for the duration of the spell (round down). The limbs of the adept will change to resemble those of the creature invoked. TrG-6. Endurance (Wolf, Rat, Snake) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 300 Base Chance: 30% Resist: None Effects: This spell adds 3 + (Rank/2) points to the adept's Endurance or Fatigue (round down). The adept may choose which characteristic is to be affected. The bonus points are lost first when any damage is taken, and the spell cannot be recast until the duration of the spell expires. The bonus points may, however, be healed by other means while the spell is in effect. The general appearance of the body of the adept will change to resemble the creature invoked. TrG-7. Goldenvoice (Nightingale, Canary) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 150 Base Chance: 30% Resist: None Effects: This spell adds 3 + (Rank/2) points to the Bardic Voice of the adept for the duration of the spell (round down). TrG-8. Monkey Climb (Monkey, Spider) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 175 Base Chance: 20% Resist: None Effects: This spell adds 1 + (Rank/2) Ranks to the Climbing skill of the adept (round down). The Rank the adept has in Climbing is able to exceed Rank 10 as a result of this spell. The arms and legs of the adept will change to resemble the creature invoked. TrG-9. Stealth (Fox, Cat) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 375 Base Chance: 20% Resist: None Effects: This spell adds 1 + (Rank/2) Ranks to the Stealth skill of the adept (round down). The Rank the adept has in Stealth is able to exceed Rank 10 as a result of this spell. The feet and movements of the adept will change to resemble the creature invoked. TrG-10. Speak To Animals (Any) Range: Adept only Duration: Concentration (maximum of 3 hours/Rank) Experience Multiple: 50 Base Chance: 45% Resist: None Effects: The caster may communicate with fauna (whether verbally or symbolically, and to what extent, are left to the GM's discretion). Each particular casting of the spell will only work for the species of animal whose Generic True Name was invoked. TrG-11. Sixth Sense (Cat, Dog) Range: Adept only Duration: 1 hour + 1/Rank Experience Multiple: 200 Base Chance: 35% Resist: None Effects: The adept gains the ability to sense the presence of supernatural creatures in the adept's general vicinity (such as ghosts, undead, demons, and so on). If such a creature approaches within 10 feet (+10/Rank), then the adept has a Perception + (Rank x 5)% chance of feeling its presence. This will usually be in the vein of hairs raising on the back of the neck, chills down the spine, and so on. TrG-12. Chameleon (Chameleon) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 75 Base Chance: 60% Resist: None Effects: The adept is able to change the colour and texture of their skin to blend in with their background perfectly, so that they cannot be seen by non-magical means. The adept must remain stationary while the spell is in effect. If the adept moves at any time while the spell is in effect, the spell in broken. TrG-13. Bat Hearing (Bat, Weasel, Wolf) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 175 Base Chance: 30% Resist: None Effects: This spell adds 3 + (Rank/2) points to the adept's Perception for the duration of the spell (round down). If the adept invoked the Generic True Name of a bat when casting this spell and is Rank 10 or greater in the spell, then the ability to emit high-frequency squeaks is gained. These squeaks are reflected off the surrounding environment back to the adept, who is then able to act without penalty in any lighting conditions. The ears of the adept will change to resemble the creature invoked. TrG-14. Tracking (Dog, Pig) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 200 Base Chance: 25% Resist: None Effects: This spell enables the adept to track like a Ranger of Rank equal to half the adept's Rank in the spell (round down). Unlike a Ranger, the adept will be tracking via the sense of smell, so the adept will require some scent trace in order to track a quarry. If the character is already a Ranger, it will add half the Rank of the spell to the Ranger's Rank for purposes of tracking. The effective Rank of the Ranger in tracking is able to exceed Rank 10 as a result of this spell. The nose of the adept will change to resemble that of the creature invoked. TrG-15. Infravision (Pit Viper) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 150 Base Chance: 20% Resist: None Effects: This spell enables the adept to see via the means of heat sources. The adept will be able to sense the presence of creatures and objects which radiate heat at a distance of 30 feet (+5/Rank). Due to the less than sharp nature of infravision, the adept is still at -5% in darkness, and -10% in complete darkness. The eyes of the adept will change to resemble those of the creature invoked. TrG-16. Swimming (Fish, Dolphin) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 150 Base Chance: 30% Resist: None Effects: This spell adds 1 + (Rank/2) Ranks to the Swimming skill of the adept (round down). The skill of the adept in Swimming is able to exceed Rank 10 as a result of this spell. The skin, arms and legs of the adept will change to resemble those of the creature invoked. TrG-17. Leatherskin (Turtle, Bear) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 200 Base Chance: 30% Resist: None Effects: The skin of the adept becomes leathery/thick/tough as per the skin of the creature invoked by the adept. The spell adds 1 + (Rank/5) points to the adept's Armour Protection (round down). The skin of the adept will change to resemble that of the creature invoked. TrG-18. Jump (Frog, Kangaroo, Flea) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 175 Base Chance: 35% Resist: None Effects: The adept will gain the ability to jump as an Acrobat of Rank equal to half the Rank the adept has in the spell (round down). If the adept is already an Acrobat, then the Rank conferred by the spell is added to the Acrobat's Rank. The adept's effective Rank for purposes of jumping is able to exceed Rank 10 as a result of this spell. The legs of the adept will change to resemble the creature invoked. TrG-19. Water Breathing (Fish) Range: Adept only Duration: 10 minutes + 10/Rank Experience Multiple: 200 Base Chance: 20% Resist: None Effects: This spell will cause the adept to grow gills and be able to breathe underwater just like a fish. It is important to note that if a freshwater fish is invoked, then the adept will only be able to breathe freshwater and likewise with seawater and seawater fishes. TrG-20. Mimic (Parrot, Mynah, Budgerigar) Range: Adept only Duration: 10 hour + 10/Rank Experience Multiple: 100 Base Chance: 45% Resist: None Effects: This spell allows the adept to attempt to mimic voices and sounds that the adept has heard. Success is automatic if the adept is attempting to imitate a simple sound. However, if the adept is attempting to mimic a particular voice, his chance of success is Perception + Magical Aptitude + (Rank x 3)%. V. General Knowledge Rituals TrQ-1. Assumption Adepts of the College of Transformations are able to perform a ritual to enable them to retain a particular ability granted by a spell, for a much longer period of time. The ritual takes 1 hour to perform and will cause the selected General Knowledge spell to last for Rank hours (1 hour, if unranked). The Base Chance is 15% (+3/Rank). If the adept casts another spell while the ritual is still in effect, the ritual is cancelled for the duration of the spell, but will return as soon as the spell finishes. The adept may only have one Assumption ritual in effect at any one time. As well, the ritual may not be cast on any person other than the adept. The Experience Multiple for the ritual is 450. TrQ-2. Become Man-Animal By the use of this ritual, the adept is able to assume a form which is hybrid of the particular animal invoked and the adept's human form. The resulting creature will retain the Magical Aptitude, Willpower and Luck of the adept. For all other characteristics, the characteristic of the man-animal will be the average of the animal's and the adept's with the following limitations: the Physical Strength, Endurance, Fatigue and Size of the hybrid cannot be more than twice that of the adept. The adept cannot invoke a fantastical creature in this ritual. While in the hybrid form, the adept will have difficulty in not exhibiting behaviour that mimics the normal behaviour of the animal. If the adept fails to roll less than (Willpower x 3) + (Rank x 3)%, then the adept will react like the animal in any stress situation. The ritual lasts for 1 hour (+1/Rank), and has a Base Chance of 15% (+3/Rank). If the Ritual backfires, the adept will take on the mind of the animal invoked completely, for the duration of the spell, having the Magical Aptitude, Willpower and skills of the animal. The man-animal also gains any relevant abilities that the animal has (e.g. water breathing, flying, climbing), though these will only be at half the effectiveness of the animal. The Experience Multiple is 400. VI. Special Knowledge Spells TrS-1. Transform To Mammal Range: Adept only Duration: 30 minutes + 30/Rank Experience Multiple: 300 Base Chance: 40% Resist: None Effects: This spell transforms the adept into any mammal of the adept's choice. The adept must choose a specific species of mammal by invoking the Generic True Name of the mammal. TrS-2. Transform To Avian Range: Adept only Duration: 30 minutes + 30/Rank Experience Multiple: 350 Base Chance: 30% Resist: None Effects: This spell transforms the adept into any avian of the adept's choice. The adept must choose a specific species of avian by invoking the Generic True Name of the avian. TrS-3. Transform To Marine Creature Range: Adept only Duration: 30 minutes + 30/Rank Experience Multiple: 400 Base Chance: 20% Resist: None Effects: This spell transforms the adept into any marine creature of the adept's choice. The adept must choose a specific species of marine creature by invoking the Generic True Name of the marine creature. TrS-4. Transform To Reptile Range: Adept only Duration: 30 minutes + 30/Rank Experience Multiple: 375 Base Chance: 25% Resist: None Effects: This spell transforms the adept into any reptile of the adept's choice. The adept must choose a specific species of reptile by invoking the Generic True Name of the reptile. TrS-5. Transform To Insect Range: Adept only Duration: 30 minutes + 30/Rank Experience Multiple: 400 Base Chance: 20% Resist: None Effects: This spell transforms the adept into any insect of the adept's choice. The adept must choose a specific species of insect by invoking the Generic True Name of the insect. TrS-6. Transform To Plant Range: Adept only Duration: 30 minutes + 30/Rank Experience Multiple: 500 Base Chance: 15% Resist: None Effects: This spell transforms the adept into any plant of the adept's choice. The adept must choose a specific species of plant by invoking the Generic True Name of the plant. TrS-7. Transform To Fantastical Creature Range: Adept only Duration: 30 minutes + 30/Rank Experience Multiple: 700 Base Chance: 5% Resist: None Effects: This spell transforms the adept into any fantastical creature of the adept's choice. The adept must choose a specific species of fantastical creature by invoking the Generic True Name of the fantastical creature. When an adept transforms into a creature which possesses magical powers, the adept only gains those abilities which are inherent to the nature of the creature. For example, if the adept transformed into a pixie, they would gain the natural invisibility, but not the illusion ability of the pixie. The GM will have to rule on a case by case basis for each magical power a creature possesses. TrS-8. Transform To Object Range: Adept only Duration: 30 minutes + 30/Rank Experience Multiple: 800 Base Chance: 1% Resist: None Effects: This spell transforms the adept into any inanimate object of the adept's choice. The adept must choose a specific inanimate object by invoking the Generic True Name of the object. VII. Special Knowledge Rituals TrR-1. Doppleganger This ritual allows the adept to use one of the Special Knowledge spells to transform into an exact duplicate of a creature/object without having to know the Individual True Name of the creature or object. The ritual takes 3 hours to complete, and the creature/object must be present for the duration of the ritual for it to work. The Base Chance of the ritual working is equal to the chance of the the adept casting the spell to transform into the desired type of creature. If the creature is conscious, it may actively resist the ritual if it wishes. The adept must know the relevant Special Knowledge spell to use this ritual. The duration of the ritual is 1 hour (+1/Rank). The Experience Multiple for the ritual is 500. TrR-2. Transform Others This ritual allows an adept to use a General or Special Knowledge spell on another person. The Base Chance of success is equal to the adept's chance to cast the spell. The ritual takes 3 hours to complete and has an Experience Multiple of 500. The recipient may actively resist if they wish to. Unlike an adept of Transforming Magics, the recipient is unable to terminate the spell by use of the Reversion talent and thus must remain in the form until the duration of the spell is reached. The ritual lasts for 1 hour (+1/Rank). TrR-3. Become Vapour This ritual allows the adept to transform into the very air itself. This is an extremely difficult ritual to conduct, taking 6 hours. The adept is completely unable to take any action while in this form, but retains all their normal sensory abilities. The adept can move at the equivalent of a slow walking pace while in this form. The adept is practically undetectable while vaporous, although spells such as Telepathy (MiS-2) would sense the presence of the adept, though not the location. The Base Chance for this ritual is 1% (+3/Rank). It has a duration of 1 hour (+1/Rank), and an Experience Multiple of 400. TrR-4. Skin Change By means of this ritual, the adept may enchant any animal pelt or skin so that anyone who wears it will turn into the type of animal to which the pelt originally belonged, retaining his own mind and memories. When the pelt is worn, the wearer must make a passive resistance or be transformed. The person may resume their own form by having a Remove Curse ritual cast upon them, or by the pelt used in the ritual being destroyed. An adept of the College of Transformations can use the Reversion talent to resume their natural form. This ritual has a Base Chance of 30% (+3/Rank). It takes 3 hours to complete, and has an Experience Multiple of 350.