Enchantment nature: Transformation
Magical skill used: Air, Darkness, Death, Earth, Enhancement, Fire, Life, Light, Stasis, Water; Enhancement magic is best.
Description: A transformation enchantment allows the caster to temporarily change the target character's form into that of a different creature, taking on its appearance and abilities.
Power: The power of a transformation enchantment determines how significant a change in size the transformation involves, as follows:
Size | Power required | Approx. weight | Approx. height | ST modifier | Concealment modifier | Defence dice roll modifier |
Small insect | 10 | 2g | 5 cm | -15 | +15 | +5 |
Large insect | 8 | 15g | 10 cm | -12 | +12 | +4 |
Tiny animal | 6 | 0.1 kg | 20 cm | -9 | +9 | +3 |
Very small (e.g. cat) | 4 | 1 kg | 50 cm | -6 | +6 | +2 |
Small (e.g. child) | 2 | 10 kg | 1 m | -3 | +3 | +1 |
Man-sized | 0 | 100 kg | 2 m | +0 | +0 | +0 |
Large | 3 | 1 tonne | 4 m | +3 | -3 | -1 |
Giant | 6 | 10 tonnes | 8 m | +6 | -6 | -2 |
Enormous | 9 | 100 tonnes | 16 m | +9 | -9 | -3 |
A transformed character's ST characteristic score is modified as a result of his/her change in size. The transformed character also receives a modifier on dice rolls to hide or stay concealed and on his/her defence dice rolls.
The minimum Power of a transformation enchantment is 0.
Finesse: The finesse of a transformation enchantment determines how much fine control the caster has over the transformation effect.
Transforming a willing stationery target is normally automatic provided the caster can see the target. If a target is not willing to be transformed or is a moving target, the caster must make an attack dice roll with a basic value equal to the Finesse of the enchantment to pick up the target in the transformation enchantment.
The Finesse also determines how significant the changes are to the target character's form as follows:
Finesse | Changes to target's form |
0 | Same body form, features and capabilities. |
2 | Same basic body form and capabilities, but different features. |
4 | Minor changes to form (e.g. ape) and up to 4 cps of extra talents or disabilities. |
6 | Significant changes to form (e.g. quadruped mammal, bird, bat) and up to 6 cps in extra talents or disabilities. |
8 | Major changes to form (e.g. insect, fish) and up to 8 cps in extra talents or disabilities. |
10 | Very major changes to form (e.g. elemental) and up to 10 cps in extra talents or disabilities. |
Limitations: The magical skill used limits what kind of transformation the caster can perform. The referee should apply discretion, but the following list may help.
Skill | Transformation can change form into: |
Air | Become air-aligned being. Air-aligned beings (e.g. birds, air elementals). Minimum finesse is 6. |
Darkness | Become darkness-aligned being. Darkness-aligned beings (e.g. bats, dark elementals). Minimum finesse is 6. |
Death | Become death-aligned being. Death-aligned beings (e.g. undead, demons). Minimum finesse is 6. |
Earth | Become earth-aligned being. Intelligent plants, Earth-aligned beings (e.g. moles, earth elementals). Minimum finesse is 6. |
Enhancement | Transformation. Any other being. |
Fire | Become fire-aligned being. Fire-aligned beings (e.g. dragons, fire elementals). Minimum finesse is 8. |
Life | Become animal. Animals, Other people, Life-aligned beings (e.g. angels). |
Light | Become light-aligned being. Light-aligned beings (e.g. fireflies, light elementals). Minimum finesse is 8. |
Stasis | Self-transformation. Any other being. Target must be the caster. Area of effect and range must be 0. |
Water | Become water-aligned being. Water-aligned beings (e.g. fish, dolphins, water elementals). Minimum finesse is 8. |
Examples:
Erik Shadow-walker has a Darkness magic skill of 8 (with no specialism in transformation) and a WP score of +3. It is night-time and Erik wishes to temporarily assume the form of a bat. He, therefore, seeks to cast a Transformation enchantment with Power 6 (tiny animal), Finesse 6 (bat), Range Self (i.e. 0), Concealment 3 (not obvious), Duration 1 hour (i.e. 3), Area of effect Single target (i.e. 0), Investment 0 = Difficulty 18 in total. His basic value is 8 + 3 = 11. He decides to spend 1 minute preparing the magic and use hand gestures and words when casting to give a modifier of +4, plus he is in darkness giving a further modifier of +2, giving a basic value of 17. He chooses to risk 12 points, giving a dice roll of 4D+5, on which he rolls a 4,3, 2 and 5, getting a result of 19. The enchantment succeeds and Erik becomes a bat. While he is a bat, he gains the ability to Fly (worth 4 cps) and Sonar (equivalent to Night Vision, worth 2 cps); he also gains a +9 bonus on hiding and a +3 bonus on defence dice rolls, but his ST is reduced by -9, which will make it very hard to lift objects and dangerous if he gets hit.
Wanda the witch has a Life magic score of 5 (with +2 specialism in transformation) and a WP score of +2. Having been slighted by Prince Ahmed, she decides to have revenge on him by transforming him into an ape. She, therefore, seeks to cast a Transformation enchantment with Power 0 (man-sized), Finesse 4 (ape), Range Extreme and cannot see (i.e. 7), Concealment 0 (obvious), Duration 1 week (i.e. 5), Area of effect Single target (i.e. 0), Investment 0 = Difficulty 16 in total. Her basic value is 7 + 2 = 9. He decides to spend 1 hour preparing the magic and use hand gestures and words when casting to give a modifier of +6, giving a basic value of 15. She risks 12 points to give a dice roll of 4D+3, rolling a 1, 3, 5, and 6, making a dice roll result of 18. Because Ahmed is asleep, he fails the defence dice roll and wakes up as an ape. While as an ape, he is unable to speak other than in ape-like noises (referee rules this is a -4cps disability). Wanda laughs when she sees the commotion in the morning. Her joy is short-lived since her enchantment is obvious and weak-powered. Ahmed's court magician quickly counters it, and Wanda flees lest the source be traced to her.