Houses of Magic Part 8 Transmuters

I got the very awesome Crimson Pandect from Sine Nomine has some really great new rules on variant magic users.  Wanting to get them into my campaign world, I’ve come up with more details on the previously monolithic Mage’s Guild. From this point, I’ll be talking about the specific houses.  I can’t list their unique spells from the Pandect, for obvious reasons, but I’m including the cross over spells from ACKS.  Today I’m talking about a magic that controls the minds and bodies of others, shaping them to your desires.

Read Part VII


Transmuters as a House are feared and reviled almost as much as necromancers.  Similar to Alchemists, they focus less on purifying the body for a more perfect state and instead seek total control over the flesh and minds of their targets.

The magic of transmuters is limited, in that it only affects living creatures and has a handful of other magic for examining complex sorcery.  But within that sphere, it is tremendously potent, able to shapeshift, create fleshy servants, control minds, diseases, poisons and augment living creatures.  Outside of these arenas, their magic is weak.  They lack the ability to easily affect inanimate, inert, or undead matter.  They lack elemental power except from a few explosive powders and alchemies.  They possess healing magics, but cannot restore something to life as it was (though they can Reincarnate it into new flesh).

Alchemists and Transmuters rarely get along.  Both claim that the other House originated with them and stole their secrets.  The truth is probably murkier, in that they were both one house that split over philosophical differences.

Transmuters are masters at knowledge of living beings.  As such, they can identify by sight all known living creatures, including special abilities.  Only new, unique, or secret creatures will escape their ability to identify.  Further, as master manipulators, their minds are hard to influence and they can easily resist most mental powers.  At higher levels they can identify the weak points of living creatures and advise allies on where best to attack such creatures.  Those creatures so identified also receive a penalty to saves versus the transmuter’s spells.  Finally, they are skilled at Tranmutation Rituals and can perform them for half cost.

Transmuters cannot learn Elementalism, but they can learn Mastery of Charm

In addition to the spells listed on their spell list, they gain the following spells from ACKS:

Level 1-Chameleon, Command, Silent Step, Summon Berserkers*

Level 2-Alter Self, Cure Minor Wound, Hypnotic Pattern, Ogre Power

Level 3-Command Person, Gaseous Form, Skinchange, Water Breathing

Level 4-Command Plant, Confusion, Fear, Giant Strength, Summon Fantastic Creature*

Level 5-Curse of Swine, Panic

Level 6-Control Plants, Geas, Trollblood



Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )


Connecting to %s