Transmutation Sphere
Transmuters, Changers
Transmuters (also known as Changers) are known for their ability to mend items, heal people and even change elemental components and the elements themselves. Invest in this Sphere if:
You want access to immense flexibility and utility at the cost of specialization and the inability to affect distant targets.
You want to play a materially focused spellcaster, able to shape items to their will.
You want to play a shapeshifter, an arcane alchemist, and/or a flesh weaver.
SPHERE OVERVIEW
Basic Skills
Transmute Element (Ritual): Assist a ritual and transmute a component to your liking
Transmute Flesh: cure wounds or tear flesh
Transmute Material: damage items or repair Sundered items
Transmutation Adept (ATN): Empower basic Transmutation spells
Complex Skills
Transmute Air: Alter the air, hitting distant targets with wind
Transmute Form (Ritual; ATN): Alter the flesh of an ally or yourself
Transmute Structure (Ritual): Change an item’s shape or repair wounds
Unchained Transmutation: Empower complex Transmutation spells
Erudite Skills
Master of Alteration (1/E): Mastery skill for Transmutation
Shifting Aspect (ATN): Turn your flesh into a malleable form
Sorcerous Metamorphosis (1/P): Temporarily turn yourself into stone, vapour or wind.
Transmute Component (Ritual): Create a basic item using Components
Transmute Water: Alter water, creating beverages or removing poison
BASIC SKILLS
TRANSMUTE ELEMENT
(Basic Transmutation; Active-Ritual/Focus, Admixture, Assist, Defense, Spell)
A useful spell, Transmute Element lends a crafter or a ritualist some measure of flexibility with regards to what Components (CMP) they may use for their task. This has two functions
Elemental Admixture (Ritual)
Step 1: Assist in filling out a Craft-Ritual sheet
Step 2: Choose 1-5 individuals who are performing a Craft/Ritual within the half hour.
Step 3: Perform 10+ minutes of roleplay reflecting your assistance/
Step 4: At the end of the role-play, resolve the effects that do not require any Game Staff intervention and clarify anything if needed.
Effect: This Spell allows you to choose one CMP type (e.g Earth, Fire, etc) -- the individuals you are assisting may consider the Minor CMP that they are using to be of that type, in addition to what types they currently have.
Augmented Ritual: This Ritual cannot be Augmented.
Neutralize Energy (-Focus)
Step 1: Receive a Frost/Flame/Lightning attack that is not an Ambush or Master-type.
Step 2: As a Reaction, expend 1 Focus
Step 3: Invoke “Transmute Element”
Step 4: You transmute your clothes to be resistant to this energy for a short moment, negating the damage.
TRANSMUTE FLESH
(Basic Transmutation; Active-Conc/Focus, Heal/Revive, Melee-Mangle/Pain/Damage, Cure-Wounds, Spell)
Transmutation is painful to endure, but the results speak for themselves. This skill’s use is outlined below:
Step 1: Be within arm’s reach to the target person or object.
Step 2: Perform EConc-3 while remaining that distance
Step 3: Expend 1 Focus
Step 4: Invoke “Transmute Flesh”
Step 5: Invoke one of the options below for this spell’s effect on the target. You cannot target yourself with this spell due to its discomfort.
Step 6: Deliver the effect via a touch with a hand or melee weapon (aka melee touch)
Option 1: “Heal 1” -- target regains 1 HP. Can’t exceed their Max HP.
Option 2: “Painful Revive” -- target is now at 1 HP from Downed/Critical
Option 3: “Pain or Mangle Wound” -- target receives either effect as a Wound.
Option 4: “3 damage” -- target takes 3 damage
Option 5: “Cure Wounds” -- all of the target’s Wounds are cured
Option 6: “Regrow Limb” -- your target can regrow a severed limb or reattach it
Interlinked Concentration: While you are Concentrating with this spell over a person you are “Interlinked” with them. Your Concentration is interrupted if they take any damage or Control effect.
TRANSMUTE MATERIAL
(Basic Transmutation; Active-Conc/Focus, Armor/Weapon-Repair, Sunder, Disarm, Spell)
This is the most raw form of Transmutation: the ability to change the form of an object to suit you. Individuals that can Disarm Devices are colloquially called “Lockpicks”
Step 1: Be within arm’s reach to the target person or object.
Step 2: Perform EConc-10 while maintaining that distance
Step 3: Expend 1 Focus
Step 4: Invoke “Transmute Material”
Step 5: Invoke one of the options below for this spell’s effect on the target.
Step 6: Deliver the effect via melee touch
-- Option 1: “Basic Disarm” -- This will disarm Basic Devices (e.g. locks or traps)
Basic Locks are designated with a Padlock symbol or a “L” while Traps are designated with a “<” or a “T”. Advanced Devices are encircled while Superior Devices have their symbols or letters enclosed in a rectangle or a circle and a rectangle.
-- Option 2: “Sunder” -- this inflicts a Sunder on a Workshop, a Weapon, or a Shield. Only its very basic functions are active and it can’t be used for Skills (e.g Parry, Smite, etc)
-- Option 3: “Repair Weaponry” -- Removes Sunder from a Weapon or Shield
-- Option 4: “Quick Patch” -- grants the Quick Patch status to an armored person. This adds slapdash patches to damaged armor, granting the “Patched” status to its wearer -- this is used by invoking “Patch Aegis”, defending its user as per an unaugmentable use of Aegis. Otherwise, it lasts for 10 minutes or until the end of the current combat.
TRANSMUTATION ADEPT
(Basic Transmutation; Active-Task/CMP/ATN, Adept)
This skill allows a Transmuter to attune themselves to the Transmutation Sphere. This takes up one of their Attunements (ATN) but has the benefit of enhancing and improving their spells -- allowing them to be cast more frequently
Step 1: Label this ATN as “TRN Adept <your magic tradition>”
Step 2: Perform 1+ minutes of role-play that reflects communion with magic
Step 3: Expend five Minor CMP (Tradition-based). You can waive this CMP cost by allowing it to take up 2 ATN slots instead of 1 ATN. You cease to benefit from this Adept ATN if either ATN slot becomes inert or afflicted.
Animantic tradition: Astral or Wind component
Diabolic tradition: Abyssal or Shadow component
Talismanic tradition: Lightning or Earth component
-- Transmute Material: Perform your Arcane Tradition’s Somatic Gesture to waive the Focus cost. Furthermore, if you perform at least an EConc-30, you may invoke “Greater Disarm” to Disarm an Advanced or Basic Device.
-- Transmute Flesh: Perform your Arcane Tradition’s Somatic Gesture to waive the Focus cost.
-- Transmute Element: As part of the Ritual, perform your Arcane Tradition’s Somatic Gesture to affect Basic components instead of merely Minor components with this Ritual.
COMPLEX SKILLS
TRANSMUTE AIR
(Complex Transmutation; Active-Conc/Focus, Knockback/Frost/Flame/Damage-Ranged, Spell)
Requires: Any two Basic Transmutation skills
Transmute Air bypasses the close range limits of this Sphere and allows a Transmuter to attack from range, by using their magic directly on the air around them. Its use is outlined below:
Step 1: Perform EConc-3
Step 2: Expend 1 Focus
Step 3: Invoke “Transmute Air” to alter the air near you
Step 4: Launch a packet/foam dart at a target
Step 5: In mid-launch, invoke one of the effects below. They take this effect if you hit them.
Option 1: “3 Corrosive” -- you poison the air and the target takes the invoked damage.
Option 2: “3 Damage” -- you bludgeon the target, who takes the invoked damage
Option 3: “3 Flame” -- you fry the target with superheated air
Option 4: “3 Frost” -- you freeze the target with super cooled air
Option 5: “Knockback” -- you repel the target; they take 10 steps away from you
Option 6: “Pull” -- you propel the target 10 steps toward you.
TRANSMUTE FORM
(Complex Transmutation; Active-Ritual/ATN/CMP, Spell)
Requires: Any two Basic Transmutation skills
With this spell, a Changer without squeamishness can temporarily sculpt their own form according to their own whim. Transmute Form is used as per below:
Step 1: Fill out a Craft-Ritual sheet
Step 2: Label one of your empty ATN slots with one of the Forms below and have Game Staff sign off on it. This ATN expires at the end of the Event.
Step 3: Give Game Staff 5 Minor CMP (Astral or Tradition-based)
Step 4: Perform 10+ minutes of roleplay that reflects this magical Ritual
Step 5: At the end of the role-play, grant yourself one of the options below.
Option 1: “Armored Form” (+HP, ATN)
You grant yourself scaly flesh, reinforce your bones, and add redundant organs.
Your HP is increased by +3 or only +1 if you are already wearing armor.
You are unable to use Dodge, Escape, Conceal, or Pursuit effects; however, they can be bestowed upon you by others.
Option 2: “Flight Form” (ATN, -Focus)
You gain powerful legs and leathery or feathered wings. (see below)
Expend 1 Focus and invoke “Flight Form” to gain the Flying-5 effect. Among other things, you become briefly immune to melee attacks but must fly in a straight line.
Your maximum HP cannot exceed 5 HP.
Hide or unfold your wings via a QConc-30. You can only fly while they are unfolded.
Option 3: “Sensor Form” (ATN)
You gain extra animal ears and eye(s)
Use the Uncanny Defense, Mental Deduction, or Keen Perception skills as if you had them.
Your maximum HP cannot exceed 5 HP.
Option 4 Altered Cosmetics
You may permanently alter your form. This may mean permanently changing one’s hair color, eye color or even sex. This does not require an ATN. However, this cannot be used to impersonate another person.
Augmented Ritual: If your Ritual action is Augmented by an ally’s Skills or Market Hour, you may choose between one of the following bonuses:
Bonus Output: Affect yourself and/or 1-2 Bonded allies, paying the CMP cost for each.
Bonus Quality: Grant yourself two of the Forms.
Prop Requirements:
-- Armored Form: Make-up and/or props simulating scales on face, arms, and back of hands. If scales are already present, add a few different colored/.shaped ones.
-- Flight Form: Feathered, leather, or insectoid wing props (at least 3 feet long)
-- Sensor Form: Extra animal or human ears and/or 2-5 extra eyes
TRANSMUTE STRUCTURE
(Complex Transmutation; Active-Ritual/CMP/ATN, Cure-Wound/Blight, Spell)
Requires: Any two Basic Transmutation skills
A refinement of the Transmute Material spell, Transmute Structure allows a Changer to reinforce and maintain items and people.
Step 1: Fill out a Craft-Ritual sheet
Step 2: Label one of your empty ATN slots with one of the Forms below and have Game Staff sign off on it. This ATN expires at the end of the Event.
Step 3: Give them the required CMP cost (Astral or Tradition-based)
Step 4: Perform 10+ minutes of roleplay that reflects this magical Ritual
Step 5: At the end of the role-play, resolve the effects that do not require any Game Staff intervention and clarify anything if needed. You may benefit from one of the options below:
-- Option 1: Upkeep an Item — You may renew the upkeep of a Workshop or Advanced item, waiving the other Skill requirements but paying the normal CMP costs and other necessities
-- Option 2: Repair Human — Affect 1-5 allies via melee touch with the benefits below. Unlike the other options, this has no CMP cost.
Cure Wound
Heal 10
Cure Blight
Cure Basic Disease
-- Option 3: Fortify Armor — Apply the Lasting Patch status to 1-5 armored allies. This functions like Quick Patch except it lasts for the whole Event or until expended. You cannot gain this while you are Quick Patched and vice versa.
-- Option 4: Change Appearance — Expend 1 Basic CMP (Astral or Tradition-based) to change the form and/or colors of an item while keeping it to its purpose. This means that you can turn a dagger into a sword, a pistol into a stave, etc.
Limitations: However, it must adhere to any item type or prop requirements of its Augments. Furthermore, an item cannot be turned into a more expensive item (e.g. a dagger cannot be turned into a longarm).
Augmented Ritual: If your Ritual action is Augmented by an ally’s Skills or Market Hour, you may choose between one of the following bonuses:
Bonus Output: You may affect yourself and two other Bonded allies or additional two Items, paying the Component cost for each. This is additive to the benefit of Unchained Transmutation.
Bonus Quality: When you Upkeep an Item, you can do so for an item that has deteriorated to a Basic Item two months ago (provided that you have access to its old Item Tag).
UNCHAINED TRANSMUTATION
(Complex Transmutation; Active-Task/ATN/CMP)
Requires: Any two Basic Transmutation skills
This is an upgrade of the Transmutation Adept skill and it allows said skill to empower the Transmutation spells listed below instead of merely Basic Transmutation spells.
While you have the Transmutation Adept ATN, you are able to harness its changing properties in a stronger capacity, allowing you to augment several other spells of the Transmutation Sphere.
-- Transmute Air: You may perform your Tradition’s Somatic Gesture to waive the Focus cost of this spell.
-- Transmute Element: You can affect Rare components instead of merely Minor and Basic components with this Ritual.
-- Transmute Flesh (+Heal): With this ATN, your Healing with this Spell is increased by +1 when it is used on others (aka outgoing healing)
-- Transmute Form: Perform your Tradition’s Somatic Gesture as part of the Ritual to make the forms less fragile. Flight and Sensor forms have a max HP of 7 HP. Armored Form’s added HP is increased to +4/+2.
-- Transmute Material: When you successfully Disarm a Device, you turn it into useful scrap -- this is identical to the Disarm Device skill of the Junker and Tinker Disciplines.
Furthermore, you can opt to cast this spell as a Long Task (5+ minutes) instead of spending a Focus. This allows you to Full Repair yourself and/or 1-2 armored allies.
-- Transmute Structure: Perform your Tradition’s Somatic Gesture as part of this Ritual to increase its output by 2 items or effects. CMP costs and other requirements must be fulfilled for each item/effect.
ERUDITE SKILLS
MASTER OF ALTERATION
(Erudite Transmutation; Active-Ritual/Event, Masterspell)
Requires: Any two Basic Transmutation skills and any two Complex Transmutation skills
You have reached the apex of proficiency with the Transmutation Sphere. This skill represents this expertise, allowing you greater flexibility and utility with Transmutation rituals and its periodic spells.
Transmute Elements (Ritual): With a Transmutation Adept ATN, this spell allows you to choose two CMP types instead of only one type when using this Ritual.
Transmute Form (Ritual): You can use this spell to implant an Eidolonic Spore unto an ally. The costs and procedure for this is outlined in the Eidolon Stigmata section.
Cooperative Disarming (requires Transmute Material; EConc-30): If you have 2 other Lockpicks or Versatile Artisans working with you, the leading Lockpick can invoke a “Superior Disarm” after an iConc-30 or EConc-30 which cannot be lowered (even by Cooperative Effort). This allows you to disarm Superior Traps and Superior Locks, but your Conc is disrupted if any of your group is disrupted.
Transmute Resolve: Whenever you successfully use Transmute Element to negate an attack, you may imbue yourself or an ally with “Resolve 3”. Furthermore, Transmute Element may now negate Corrosive, Shadow, and Psychic attacks.
Masterspell Action (1/Event): Perform a Masterspell action once per Event, benefiting from one or both effects below. This does not expend the use of other Masterspell skills in the same Event.
Option 1: Masterful Rituals -- When you use a Transmutation Ritual or Sorcerous Metamorphosis, it does not expend your Periodic use of that Skill for the current Period. If its use involves invoking its name, preface it with “Master of Alteration”
Option 2: Transmute Multiplicity -- You can use this Masterspell action to assist one ally who is creating or maintaining an item. Their Craft-Ritual action creates/affects 4 more items. You can also use this on a Transmutation Ritual you are doing.
Metamagic Augmentation skill (Channeler): If you have this Skill, you can use your mastery of Transmutation to augment and prefix a Basic/Complex damage spell with “Altered” so that its damage inflicts your choice of Flame, Frost, Lightning, or Corrosive. Alternatively, you may change a Basic/Complex Healing or Resolve spell so that it imbues a “Cure Strike”, “Painful Revive”, or “Cure Wounds” instead.
SHIFTING ASPECT
(Erudite Transmutation; Active-Task/ATN, Aspect)
Requires: Any two Basic Transmutation skills and any two Complex Transmutation skills
This spell allows a Transmuter to assume a versatile aspect that improves their resilience. Its use and effects are outlined below:
Step 1: Have no other Aspect ATNs on your person
Step 2: Write “Shifting Aspect” to two empty ATN slots
Step 3: Perform 5+ minutes of meditation in private
Step 4: Gain the benefits and limitations below. This Aspect lasts for 1 Event.
Dual Transmutation: Whenever you use the Transmute Material spell, you may affect two individuals or items instead of just one per casting. You must be appropriately positioned and in range for both targets while casting.
Mending Transmutation: The healing and Resolve you grant to others is increased by +1. This will not allow you to exceed 5 points.
Sharpened Air (Overflow, Aftereffect): When you use the Transmute Air spell, you can make a secondary packet/foam dart attack as an Aftereffect. This inflicts Overflow damage of the first attack’s type. Overflow damage = Uncapped damage minus 5; and is at least 1 damage. Alternatively, you can inflict a ranged “Knockback” as an Aftereffect instead.
Shifting Camouflage: You may use the Camouflage skill as though you had it, reactively changing the colors of your form to blend in your surroundings.
Shifting Form: When you use Transmute Form on yourself, it does not cost a Ritual action or CMP. This does occupy 1-2 ATN for every form you take.
Shifting Regeneration: You may perform 30-counts of Painful Concentration and invoke “Shifting Regeneration” to remove all Wounds and Strikes from yourself, similar to the Grim Recovery skill but without the damage afterward. This can be used while in a Pain effect and it regrows severed limbs.
Transmute Energy (-Focus): You may cast Transmute Element as a defense as though you have it. If you have actually learned it, you can also use it to negate Physical, Shadow. and Corrosive attacks. Invoke this as “Transmute Energy”.
Weakened Flesh: The malleability of your spirit and flesh makes it weaker to injury. Your maximum HP may not exceed 7 HP.
SORCEROUS METAMORPHOSIS
(Erudite Transmutation; Active-Periodic, Resolve, Pain, Escape, Impervious, Spell)
Requires: Any two Basic Transmutation skills and any two Complex Transmutation skills
Through powerful magic, this spell changes its spellcaster’s form to an elemental/non-organic one for a few brief and painful moments.
Once per Period, invoke “Sorcerous Metamorphosis” and choose one of the options below As a Periodic Skill, once this is used, it cannot be used again until the next Period and after you have completed a 10 minute Rest.
-- Option 1: Windy Metamorphosis -- Turn into wind and escape
After invoking this Skill, perform an Escape 60 effect with benefits and restrictions similar to Obfuscate Exodus (e.g. needing to be mobile, not trapped, and not being able to return for 10 minutes)..
When you return to your normal form, take a Pain Strike afterward.
You cannot bring anyone with you.
-- Option 2: Vaporous Metamorphosis -- Turn into floating mist
After invoking this Skill, you gain the “Flying-10” status, which lasts for 10 counts or 10 seconds, whichever comes first.
In addition to the status’ benefits(e.g. immunity to melee attacks), you may invoke “Minimal” when hit by a ranged attack that inflicts damage -- it is reduced to 1 point.
Psychic damage, Bane damage, or Siege damage (Piercing 7+ damage) cannot be reduced.
-- Option 3: Earthen Metamorphosis -- turn into unbreachable rock
After invoking this Skill, you gain the Impervious-15 status, which makes most attacks inflict little to no damage on you.
In addition to its normal effects, you may not move faster than a slow walk and have an Incurable Blind effect that lasts for the same duration as Impervious.
-- Option 4: Vital Metamorphosis -- heal your own wounds, imbuing yourself with “Heal 5”, “Cure Strike”, “Cure Wound” and “Cure Blight”
Additional Options: Below are options that are accessible to specific Traditions.
-- Animantic Tradition — When you use Windy Metamorphosis, your Animus aids in your escape. Instead of “Pain”, you receive “Heal 10” when you finish your Escape count.
-- Diabolic Tradition — When you use Vaporous Metamorphosis, you turn into a sanguinous mist. If you end your flight within arm’s reach of a Bonded ally, you siphon from your bonds and receive “Heal 5”.
-- Talismanic Tradition — When you use Vital Metamorphosis, you can affect 1-2 allies that you touch with your Rune Wand instead of yourself. You can replace the “Cure Strike” with “Painful Revive”
TRANSMUTE COMPONENTS
(Erudite Transmutation; Active-Ritual, Create-Item, Cure-Disease, Spell;)
Requires: Any two Basic Transmutation skills and any two Complex Transmutation skills
One of the most sought after spells of the Transmutation Sphere, Transmute Components allows a spellcaster to turn CMP into items, even without specialized knowledge or training in the necessary disciplines.
Step 1: Fill out a Craft-Ritual sheet
Step 2 Give them the required CMP cost, if any (see below)
Step 3: Perform 10+ minutes of roleplay that reflects this magical Ritual
Step 4: At the end of the role-play, you may benefit from one of the options below:
-- Option 1: CMP to Item — Turn 3 Basic metal CMP into three basic-quality Weapons, Armors or Devices of your choice. Unless you have the Gunsmith skill, these may not be Firearms or Slug Packs..
-- Option 2: Duplicate Item — If you have a Basic or Advanced-quality item in hand, this spell allows you to create one item of the same type along with its current Augment. You must expend the appropriate CMP as though you are making said item. On the other hand, you may ignore the Skill Requirements of its creation.
-- Option 3: Disease to CMP — Similar to the Doctor’s Distill Disease skill, you may transmute Diseases into Minor CMPs (Abyssal/Death/Shadow), safely drawing them out from 1-5 patients. The ATN remains occupied for the rest of the Event but the patients are immune to that Disease for that duration. This does not work on Incurable, Anathemic or Infectious Diseases
Additional Options: Below are options that are accessible to specific Traditions.
-- Animantic Tradition — You align the watery essences of your target to draw out their Curses. If you perform your Tradition’s Somatic Gesture as part of this Ritual, you are able to Distill Curses and Diseases when you choose the “Disease to CMP” option.
-- Diabolic Tradition — If you perform your Tradition’s Somatic Gesture as part of this Ritual, you are able to duplicate an Elixir and turn into Ichor. This allows you to spend the CMP cost of an Elixir you would not normally be able to make to recreate its effects on yourself or 1 Bonded ally. However, this requires the presence and consent of someone currently affected by said Elixir throughout the entirety of the Ritual.
-- Talismanic Tradition — If you perform your Tradition’s Somatic Gesture as part of this spell, you may use your insight into talismans and materials. When you use “Duplicate Item”, you can make a Duplicate of a Superior Item, provided you have the CMP and non-Skill requirements to do so.
TRANSMUTE WATER
(Erudite Transmutation; Active-Conc/Focus/Task, Cure-Blight, Corrosive-Melee)
Requires: Any two Basic Transmutation skills and any two Complex Transmutation skills
A spell of potent utility, Transmute Water allows a Transmuter to manipulate watery or blood properties, allowing them to cure ailments and even turn poison into water. This skill’s main benefit is that it does not require a Ritual action. This has two main subfunctions below:
Alter Liquids (-Focus)
Step 1: Be within arm’s reach to the target person or object.
Step 2: Perform EConc-3 while remaining that distance
Step 3: Expend 1 Focus
Step 4: Invoke “Transmute Water”
Step 5: Invoke one of the options below for this spell’s effect on the target.
Step 6: Deliver the effect via a touch with a hand or melee weapon (aka melee touch)
Option 1: “Cure Blight” -- Cure yourself or a person of all Blight effects
Option 2: “5 Corrosive” -- Turn a person’s blood into acid. Hard to use in combat.
Option 3: “Poison to water” -- Purify/De-venom up to a barrel’s worth of water
Cure Disease (Short Task, CMP)
Step 1: Be out of combat (no fighting within 50 feet, sight, and hearing) and within arm’s reach of the target person
Step 2: Perform 1+ minutes of role-play befitting the casting of Transmutation magic.
Step 3: Invoke “Transmute Water”
Step 4: Turn in the required CMP (Astral or Tradition based) for this spell and have Game Staff sign off on it. Clarify the effect to the target, if needed. This cannot cure Incurable Diseases.
1 Basic CMP = Cures all Basic Diseases from one person
1 Rare CMP = As above plus Cures Greater Diseases
1 Pure CMP = As above plus Cures Anathemic Diseases (except for special cases)
Additional Options: Below are options that are accessible to specific Traditions. Invoke them in place of the spell’s normal name.
-- Animantic Tradition: “Spirit of Alignment” -- You can align the watery essences within your target to dispel the Curses that plague them. If you perform your Tradition’s Arcane Somatic Gesture and invoke the above as part of this spell, you are able to cure both Curses and Diseases at the same time. This costs CMP but you do not require a Ritual action.
-- Diabolic Tradition: “Intoxicating Blood” -- You are able to turn water or blood into intoxicants. Instead of Curing Diseases, you may imbue 1-3 allies with the effects of a Basic or Expert Tonic of your choice. The role-play involved for this can be as innocent as changing their drinks into intoxicants or as extreme as allowing them to drink your blood/ichor to gain the Tonic’s effects. Remember: Tonic effects can be negated by an unwilling target.
-- Talismanic Tradition “Wand of Rivers” -- You gain another option for the Alter Water function, imbuing an ally’s essence with vigor. If you perform your Tradition’s Somatic Gesture and invoke the above, you get the option to imbue “Resolve 3” to 1-3 allies via a touch from your Rune Wand. While distributing the spell’s effects, you may not move your feet and you have 5 seconds to do so.