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  1. Spellbook
  2. Level 1: Transmute



LEVEL 1: TRANSMUTE (OVERVIEW)

Obtained By: Magic of the Earthlings, unlocked from birth

Description / Roleplay Properties

Allows the user to fuse Mythical Beast Parts with objects.

The user can fuse Mythical Beast Parts with an object that will then be imbued with their primary magic type of that Mythical Beast. This object will store the magic until it is channeled by an alchemist.

Any physical object can be fused with a Mythical Beast Part. The object will not decay as long as it still contains magic (e.g. a plant would not wilt).

  • Dragon Parts = Soul Magic properties.
  • Griffin Parts = Loop properties.
  • Lycanthrope Parts = Offers durability and item enhancement.
  • Unicorn Parts = Offers Rosary Magic properties.
  • Can be used on objects of any size (though you may want to focus on making something portable).

Obtaining Parts

At the beginning of the campaign, characters who use Alchemy will be granted 2 dragon parts that they can use then to transmute up to two objects that will then become usable during the next event. The list of options is in Level 1: Transmute (Draconis).

Durability

Items crafted through Alchemy come with a Durability Stat. Every time an item is used, its durability is reduced by one. Once it reaches zero, the item will break and become unusable. Be sure to manage your alchemic items wisely!

Scaling

Items will scale off of either Strength or Dexterity. It is up to the user to decide which stat they would prefer to use.



LEVEL 1: TRANSMUTE (DRACONIS)

Obtained By: Magic of the Earthlings, unlocked from birth…


Stats

TYPEMAIN ACTION
POTENCY3
COOLDOWNNONE
TARGETINGSINGLE
DURABILITY2

Item Choice 1  》DRACONIC WARBLER

A weapon that when swung utters a horrible screech. Ripples of energy are sent through the air and incapacitate an incoming foe. Usually a blade, but can be any other kind of swingable weapon.

Special Effect: SILENCE
100% chance to prevent an enemy from acting on the next turn.

Special Interactions

  • If the effect is not triggered, durability will not be reduced.

Overworld Applications


  • ACTION PRE-ENCOUNTER ATTACK: Can be used to attack a foe before an encounter begins. Consumes 1 Durability.
  • ACTION SILENCE: Can be used to incapacitate a target, guaranteed. Consumes 2 Durability.



Stats

TYPEMAIN ACTION
POTENCY4
COOLDOWNNONE
TARGETINGSINGLE
DURABILITY2

Item Choice 2  》DRACONIC WEEPER

Typically a bladed weapon that sends furious hot energy towards a foe when slashed. Other items used can be whips, chains, or projectile weapons. The energy causes either deeper wounds or burns.

Special Effect: BLEED
100% chance to inflict BLEED. Enemy takes continuous damage over time equal to ⅓ of damage dealt. The effect is permanent unless cured.

Special Interactions

  • If BLEED is not triggered (for whatever reason), durability will not be reduced.

Overworld Applications


  • ACTION PRE-ENCOUNTER ATTACK: Can be used to attack a foe before an encounter begins. Consumes 1 Durability.
  • ACTION SILENCE: Can be used to incapacitate a target, guaranteed. Consumes 2 Durability.



Stats

TYPEMAIN ACTION
POTENCY2
COOLDOWNNONE
TARGETINGALL
DURABILITY1

Item Choice 3  》DRACONIC LEVELER

An item of your choosing, typically seen in orb form. It can also come in the form of various ornaments. Tends to be blue in colour. It emits waves of thick energy when activated, making it hard for targets to move.

Special Effect: DAZE
All foes are afflicted with DAZE (will have their damage reduced by 50% for two turns, and take damage with a potency of 2 for two turns. Foes cannot evade any attacks).

Special Interactions

  • If the DAZE is not triggered (for whatever reason), durability will not be reduced.

Overworld Applications


  • ACTION PRE-ENCOUNTER ATTACK: Can be used to attack a foe before an encounter begins. Consumes 1 Durability.
  • ACTION FLOOD: Can be used to keep foes at bay for 2 turns. Consumes 1 Durability.



Stats

TYPEMAIN ACTION
POTENCY12
COOLDOWNNONE
TARGETINGANY
DURABILITY1

Item Choice 4  》DRACONIC NOVA

An item of your choosing, typically seen in orb form. It can also come in the form of various ornaments. Tends to be red in colour. It explodes after being activated and tossed.

Special Effect: NONE
Simply inflicts damage.

Special Interactions

  • FINAL GAMBIT can allow team members to live on 1HP if it feels better RP wise.

Overworld Applications


  • ACTION FINAL GAMBIT (dangerous): Creates an explosive distraction with 100% chance of working, causes massive damage to structures or NPCs, but sacrifices 20HP from the user. Damage can be divided amongst other players if consent is given (e.g. your character could take 10HP damage, while two other characters take 5HP damage each).



Stats

TYPEMAIN ACTION
POTENCY3
COOLDOWNNONE
TARGETINGSINGLE
DURABILITY3

Item Choice 5  》DRACONIC CORE

A Power Core that can be used to power a Severethian Weapon. These weapons typically shoot projectiles, but can come in the form of lasers or laser swords.

Special Effect: CRITICAL
50% chance to deal double damage.

Special Interactions

  • None at the moment.

Overworld Applications


  • ACTION PRECISION: Hit a far off target without any chance to miss. Typically counts as a pre-encounter attack. Consumes 1 durability.

LEVEL 1: TRANSMUTE (GRIFFUS)

Obtained By: Magic of the Earthlings, unlocked from birth…

Alchemy with Griffin parts, will be unlocked later in the campaign.
Transmute (Griffus) is still usable outside of events.

LEVEL 1: TRANSMUTE (LUPUS)

Obtained By: Magic of the Earthlings, unlocked from birth…

Alchemy with Lycanthrope parts, will be unlocked later in the campaign.
Transmute (Lupus) is still usable outside of events.

LEVEL 1: TRANSMUTE (UNICORNIS)

Obtained By: Magic of the Earthlings, unlocked from birth…

Alchemy with Unicorn parts, will be unlocked later in the campaign.
Transmute (Unicornis) is still usable outside of events.