7 November 2018

Transmute for Fun and Profit

As suggested in a previous post, wizards often breed a single spell into many dissimilar forms. Sometimes the breeding offers nothing more than a variety of appearances, but skillful spell-breeders can subtly tweak and alter the spell over several generations until they can gain a very different effect.

While stone to flesh or rock to mud are a staple of any wizardly library, more rare and strange version of this spell have been bred. Maybe the sorceress whose tower your players just burglarised had one in her spellbook?

Many of the material combination below can cause damage on use. As a rule of thumb, they either deal [sum] damage at once, or [dice] damage per round. All other effects are better left to the GM to adjudicate.

I rolled fruit to gold.

Transmute [Material] to [Material]
R: 30'; T: any; D: concentration, up to [sum] minutes

You transmute a material into another material. If [sum] is 12 or greater, you may choose to make the duration permanent.

With 1 [die], you may transform a handful of material. With 2 [dice] a bucket, with 3 [dice] a tub, and with 4 [dice] a waggon.

Roll twice on the d100 table below to find which material you can transmute into which:
  1. acid
  2. adamant
  3. aether
  4. air
  5. alcohol
  6. ash
  7. blood
  8. bone
  9. bread
  10. candy
  11. clay
  12. cloth
  13. coal
  14. copper
  15. coral
  16. crystal
  17. dark matter
  18. drugs
  19. dust
  20. ectoplasm
  21. electricity / lightning
  22. fart
  23. feathers
  24. fire
  25. flesh
  26. food
  27. fossil
  28. fruit
  29. fungus
  30. gas
  31. gems
  32. glass
  33. glue
  34. gold
  35. grease
  36. gunpowder
  37. hair
  38. honey
  39. horns
  40. chitin
  41. ice
  42. illusion
  43. ink
  44. iron
  45. ivory
  46. lava / magma
  47. lead
  48. leather
  49. light
  50. lye / chemical base
  51. mercury
  52. milk
  53. mithril
  54. mud
  55. nails / claws
  56. paint
  57. panacea
  58. paper
  59. petroleum
  60. plants
  61. plastic
  62. platinum
  63. poison
  64. porridge
  65. quintessence
  66. raw magic
  67. rot
  68. rubber
  69. saliva
  70. salt
  71. sand
  72. seashell
  73. shadows / darkness
  74. silk
  75. silver
  76. skin
  77. slime / ooze
  78. smoke
  79. snot
  80. snow
  81. soil
  82. steam / fog
  83. stone
  84. sulphur
  85. sweat
  86. tar
  87. tears
  88. teeth
  89. tin
  90. uranium
  91. urine
  92. vacuum
  93. vermin / insects
  94. vodka
  95. void
  96. vomit
  97. water
  98. wax
  99. wine
  100. wood

I guess vomit to raw magic sounded better on paper... Nah, it's cool.

Wizards never know when to stop, so of course there were some who attempted to breed transmute spells capable of ever stranger changes. Eventually, they ran out of physical materials and tried to change the metaphysical.

Here is a bonus table of d20 metaphysical qualities than also can be transmuted:
  1. anger
  2. boredom
  3. death
  4. disgust
  5. envy
  6. hatred
  7. joy
  8. life
  9. love
  10. lust
  11. memories
  12. music
  13. pain
  14. serenity
  15. shame
  16. silence
  17. sorrow
  18. surprise
  19. terror
  20. trust
My first roll on this table got me... pain to boredom. Yeah, I think it will work just fine.

1 comment:

  1. Hey, I really like this! I did a similar one around the same time (system aside), but I really like they metaphysical qualities table.

    ReplyDelete