Transmutation is the art of seeking to take what already exists and make it better through arcane knowledge and practice.
Opposes: Life, Conjurations, Mental
Focus: Transmutation
Strengths: Protective Shields, Strong Debuffs, Strong Self-Buffs
Weaknesses: Not very useful in helping others and little offense and very taxing on mana/intelligence due to most self-buffs being sustained.
Changers are a school that are almost entirely reliant on human-trasmutation; seeking to take what already exists and either improve or ruin it; depending on the magi’s intent. Many changers may believe that through improving themselves or the world around them by restructuring it’s weave to a superior pattern; they do not entirely need to fight, but rather just alter the enemies to be unable to fight and themselves to be too powerful to fight, others seek to improve themselves searching for a way to make the temporary alterations permanent in an attempt to become better.
Unfortunately, as a physically inclined school the art fails to address the issue of enhancing and improving the mind or really even addressing the matter itself due to the personal dangers that can exist with tampering with it. As a result, they are unable to magically alter flaws of the mind to strengthen it or weaken it.
However, despite this adamant die hard focus the school does possess a few spells that while not direct are intended to be used to injure the victim of them.
Rarely some of the practitioners of Changers may seek to find the threads that they believe cause aging in an attempt to reverse their lose of time and aging process itself without the stigma of turning to lichedom; no recorded successful attempts exist to date.
It is believed that a combination of Transmutation and Summoning is what resulted in the creation of various Homonculi and some Changers to date may even pursue the wicked pursuit of trying to create homonculi; this pursuit would be considered a ‘Forbidden’ side to Changers and would likely result in exile of any practitioner.
“With my art as long as I have my mind and body I am never without armor or a weapon, even if my focus does dimish.” - Sol Rahl, Age 28
The Changers school focuses largely on three particular threads; Air, Fire, and Earth.
This is because earth threads are commonly associated with the resilience and solidity of something; by reinforcing them and using them to protect other thread types they can serve as effective barriers. Essentially, earth threads are known for strength and protective properties that make them essential in the art of transmutation.
Fire threads are used in unison with the air threads; either to deteriorate and shield or to further reinforce the strength of earth threads to make a more intricite and complex barrier by weaving the threads together. Fire threads are also known for their association with life and vitality; while not as prominent as water threads in the sense of healing or life they serve as a good secondary selection to such.
Air threads are used for fluidity and versatility as well as most commonly associated with travel, swiftness, relocation, and projecting; being often used to redirect a pattern onto another. Air threads are also used in binding and hindering; as seen in the slow spell; they are also easily woven with all other kinds of threads.
Water threads are used in spells such as Celerity; in changing rather than their association with healing and life it is used for their ability to enhance speed; replacing or intwining the earth threads with water threads to permit the caster to move easier; although changes such as this result in a loss of strength.
By replacing, intwining, or reinforcing the threads of it’s focused target the Changer is able to amplify, hinder, or replace attributes with other attributes allowing them much more physical versatility than other schools may possess.
Tier 1 spells are considered the basics and the stepping stones of a school towards greater mastery and understanding;
Brittle: This incantation is used to reduce the target’s resistance to melee weapons; but in turn increases their ability to resist the elements. So it may be used as a supportive or hindering spell depending on the situation. Mana Cost: 3 Threads: Earth 1, Fire 1 Options: Area Effect: Lowers Pointed, Bludgeon, Slashing resistance. Raises Fire, Ice, Electrical resistance. Hands required: None
If I can not cut my crush my foe with my weapon then I simply need to make it to where I can do so.
Slow: This incantation seeks to bind the weave about the magi’s victim causing their muscles to respond slower and their natural reflexes to drop making it seem as if time itself was slowed down for them. Mana Cost: 3 Threads: 1 Air/ 1 Mind[Colorless] Options: Range Effect: Minor reduction of Dexterity, Reduction of Tactics Skill Hands Required: One
As regrettable as it may seem to have to say this, you will not live very long if you continue to fight me with such sluggish movements.
Reactive Armor: This incantation creates a very closely and tightly woven layer of earth threads atop the magi’s skin making it seem as though their own skin is much harder and stronger; but in truth, it is similar to a barrier in that physical objects or direct spells that hit it will be either be absorbed or prone to roll off around the shielding. A master magi’s shielding during this spell can be equivilent to a thin metal layer over themselves, but it may only last a short bit.
Some transmutors even go as far as to weave their own threads to reinforce their earth threads with more of them and literally harden their flesh obtaining the similar effect to those above; two different means but same end result. Mana Cost: 4 Threads: 2 Earth Reagents: 2 Garlic, 1 Spider Silk, 1 Sulphurous Ash Options: Duration Effect: A strong but temporary increase of damage reduction. Hands Required: None
You look surprised that I can grab and hold your blade with my hand and no, your blade is not dull. You simply were unfortunate to choose me as your opponent.
Teleport: This incantation allows the magi to transport to a remote location that is within their view; it could be considered a improved form of spellstep due to the increased range and speed of it’s usage and it’s superior method of being woven. It serves as one of the signature spells of Changers. Mana Cost: 5 Threads: 2 Air, 1 Fire Reagents: 1 Mandrake Root Options: Careful, Faster, Range Effect: Fast relocation to targeted spot Hands Required: None
It’s not that your wall was not well made, I just chose to step around it.
Energy Alteration: This incantation allows the magi to transfer some of the target’s HP into Stamina. Mana Cost: 5 Threads: Fire 2, Air 1 Options: Careful, Effect, Range Effect: Converts HP to Stamina Hands Required: None