System
Roll: Intelligence + Occult
Transmutations cost
1 Willpower to shape the spirit, and usually
1 Mana to activate the effect. However, sorcerers on this path can sometimes spend
successes instead of Mana, depending on the Transmutation's level:
- Levels 1–2: 2 successes
- Levels 3–4: 3 successes
- Level 5: 4 successes
Permutations generally cost
1 Mana to activate, though the exact cost can vary.
Modifiers: -1 Difficulty to cast and imprint Transmutations that have been mastered.
Time: Normal Casting rules for temporary Transmutations, 1-3 days per level of the Per level of Permutation shaped.
Duration: See following
Price of Failure: While on failure of transmutations nothing happens, a botch results in minor internal injuries, a number of levels of bashing damage (unsoakable) equal to the rank of the Transmutation. On the Failure to form permutations results in major internal injuries, a number of levels of lethal damage (unsoakable) equal to the rank of the Depth a botch results in that in aggravated damage and no Permutations or Transmutations can be done until that Spirit damage has been healed.
Special Note: Permutations unlike Enchantment Use the aspect System which means for example if a spirit artist wished to stamp an impression of Might upon themselves That lasts one scene 4 Successes, adds 3 dice of damage to strength rolls 3 and 3 effective Strength 3 this would be at max Transmutation depth 5 they would need 15 Successes rolled at difficulty 9 and would need 5 - 15 days to fully internalize and cost 10Xp (Same Cost as Potence 3) Even with -3 difficulty from mana this is quite literally a nearly impossible roll even at standard difficulty with a not insignificant likelihood of killing a mortal practitioner nearly out right.
Spiritual Transmutation can use most of the Aspects in given contexts but uses unaltered
Area,
Metaphysical Weight,
Range,
Travel Speed, Distance, Sympathetic Connection along with
Transmutation Depth listed below and these modified aspects.
Damage/Healing
one dice of damage/healing per success spent. Although the basic form of Spiritual Transmutation follows the form of damage already being done by the character, Healing primarily heals bashing damage with the option to spend a success for lethal. Spiritual Transmutation does not do aggravated damage/Healing by default: for aggravated, spend 2 additional successes (some Keyword Effects preclude aggravated damage). Total number of successes spent on damage (including to buy aggravated damage/Healing) cannot exceed the dots the caster has in Spiritual Transmutation.
Duration
● One turn / Permanent (Permutation only/Pending Storyteller approval)
●● Three turns
●●● Five turns
●●●● One scene
●●●●● One Hour
Weight
● For the purposes of feats of strength counts the characters dice pool as if one higher
●● For the purposes of feats of strength counts characters dice pool as if two higher
●●● For the purposes of feats of strength counts characters dice pool as if three higher
●●●● Up to 1500 pounds
●●●●● Large objects such as cars or elephants can be moved
Transmutation Depth
The general measurement of power and reach of the impressions and protrusions of spirit.
● Minor Transmutations that have a very limited utility and very limited effects that will never be seen as magical by any who don't know what to look for. They might lower the difficulty by one (or, less frequently, two) to an Attribute or Ability, grant a bonus to an attack or skill (never more than a +1) or some other boon.
●● More powerful versions of already possible Transmutations offer two additional dice or a –2 difficulty on a task. Some of the Transmutations created at this level can change reality in a subtle way, being more magical than previously possible.
●●● Obviously magical Transmutations are now possible, though they'll still seem merely "very weird" to the magically unaware. These include Transmutations that offer two additional dice on up to three different Attribute or Ability rolls, and those that confer supernatural perceptions to the user by replicating supernatural powers of no greater than a single dot. At this point Permutations of the first rank can be molded upon the spirit; for experience purposes count as a three dot recipe/rituals.
●●●● Transmutations of truly superhuman power. These can raise Attributes above 5, reproduce powers (up to the second dot) of other supernatural beings though the sorcerer requires some innate basis for these powers (Merits, Backgrounds, Advantages, Alchemical Spirit / Pattern Alteration) and otherwise warp reality in significant ways. At this point Permutations of the second rank can be molded upon the spirit they for experience purposes count as a Four dot recipe/rituals X 2
●●●●● Extremely powerful Transmutations often bordering on the mythic. Minor miracles are possible, and often these powers are quite blatant. Transmutations created at this level can reproduce up to three dots worth of supernatural powers. At this point Permutations of the Third and Fourth rank can be molded upon the spirit they for experience purposes count as a five dot recipe/rituals X 2