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Transmutation

Domain overview

Transmutors are subject to change, quite literally. This Nen type is able to change the properties of their life energy to mimic something else entirely. Using these techniques, one’s life energy can be made as sharp as a sword, as hot as fire, or even molded to some degree into a blunt object.

Domain card index

0 results
Level Type Name Feature Recall
1 Spell Elemental Mantle
Spend a Hope to cloak yourself in an element of your choice until your next action.

Spend a Hope to cloak yourself in an element of your choice until your next action. The first time an adversary within Melee range damages you while the mantle is active, they take d6 magic damage from the aura.

1
1 Spell Elemental Step
Mark a Stress to move to a point within Close range, carried by a wave, gust of heat, arc of lightning, surge of stone, or trail of ice.

Mark a Stress to move to a point within Close range, carried by a wave, gust of heat, arc of lightning, surge of stone, or trail of ice. You can cross an obstacle your chosen element could reasonably carry you over.

1
1 Spell Moulding Hand
Shape a small amount of earth, water, fire, ice, or lightning within Very Close range.

Shape a small amount of earth, water, fire, ice, or lightning within Very Close range. You might freeze a puddle, part loose soil, kindle a flame, or briefly power a device. If the outcome is uncertain or opposed, make a Spellcast Roll. This spell cannot deal damage.

0
1 Spell Shifting Aura
Choose an element and make a Spellcast Roll against an adversary within Close range.

Choose an element and make a Spellcast Roll against an adversary within Close range. On a success, deal d8 magic damage as a burst of flame, a bolt of lightning, a shard of ice, a lash of water, or a stone projectile. Add another d8 for each tier beyond Tier 1.

0
2 Spell Elemental Burst
Spend a Hope and make a Spellcast Roll against all adversaries within Very Close range of a point you can see within Close range.

Spend a Hope and make a Spellcast Roll against all adversaries within Very Close range of a point you can see within Close range. On a success, deal 2d8 magic damage to each target, expressed through one element of your choice.

1
2 Spell Elemental Shelter
When you or an ally within Close range would take damage, spend a Hope to raise a brief barrier of your chosen element.

When you or an ally within Close range would take damage, spend a Hope to raise a brief barrier of your chosen element. Reduce the damage by d8 + your tier. Describe how the barrier disperses after the hit.

2
2 Spell Lingering Aura
When you succeed with Shifting Aura, you can mark a Stress to leave a trace of that element on the target.

When you succeed with Shifting Aura, you can mark a Stress to leave a trace of that element on the target. Until your next action, it is Vulnerable as flames cling to it, ice stiffens its limbs, stone weighs it down, water unbalances it, or electricity disrupts it.

1
3 Ability Elastic Aura
Once per rest, when you use a Level 1 or Level 2 Transmutation spell, you can spend a Hope to use a different Level 1 or Level 2 Transmutation spell as part of the same action.

Once per rest, when you use a Level 1 or Level 2 Transmutation spell, you can spend a Hope to use a different Level 1 or Level 2 Transmutation spell as part of the same action. Pay both spells’ costs and make any rolls they require separately. You cannot use Elastic Aura to trigger itself.

2
3 Spell Pain packer
Once per long rest, spend 2 Hope and mark a Stress to unleash the pain you’ve endured.

Once per long rest, spend 2 Hope and mark a Stress to unleash the pain you’ve endured. Choose an element and make a Spellcast Roll against an adversary within Close range. On a success, deal a number of d10s equal to your tier, plus one additional d10 for each Hit Point you have marked since your last rest, to a maximum number of additional dice equal to your tier. This is magic damage.

3

Domain cards

1

1
Elemental Mantle
Spell

Elemental Mantle

Spend a Hope to cloak yourself in an element of your choice until your next action. The first time an adversary within Melee range damages you while the mantle is active, they take d6 magic damage from the aura.

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Card Backing

1

1
Elemental Step
Spell

Elemental Step

Mark a Stress to move to a point within Close range, carried by a wave, gust of heat, arc of lightning, surge of stone, or trail of ice. You can cross an obstacle your chosen element could reasonably carry you over.

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Card Backing

1

0
Moulding Hand
Spell

Moulding Hand

Shape a small amount of earth, water, fire, ice, or lightning within Very Close range. You might freeze a puddle, part loose soil, kindle a flame, or briefly power a device. If the outcome is uncertain or opposed, make a Spellcast Roll. This spell cannot deal damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

1

0
Shifting Aura
Spell

Shifting Aura

Choose an element and make a Spellcast Roll against an adversary within Close range. On a success, deal d8 magic damage as a burst of flame, a bolt of lightning, a shard of ice, a lash of water, or a stone projectile. Add another d8 for each tier beyond Tier 1.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Elemental Burst
Spell

Elemental Burst

Spend a Hope and make a Spellcast Roll against all adversaries within Very Close range of a point you can see within Close range. On a success, deal 2d8 magic damage to each target, expressed through one element of your choice.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

2
Elemental Shelter
Spell

Elemental Shelter

When you or an ally within Close range would take damage, spend a Hope to raise a brief barrier of your chosen element. Reduce the damage by d8 + your tier. Describe how the barrier disperses after the hit.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

2

1
Lingering Aura
Spell

Lingering Aura

When you succeed with Shifting Aura, you can mark a Stress to leave a trace of that element on the target. Until your next action, it is Vulnerable as flames cling to it, ice stiffens its limbs, stone weighs it down, water unbalances it, or electricity disrupts it.

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Card Backing

3

2
Elastic Aura
Ability

Elastic Aura

Once per rest, when you use a Level 1 or Level 2 Transmutation spell, you can spend a Hope to use a different Level 1 or Level 2 Transmutation spell as part of the same action. Pay both spells’ costs and make any rolls they require separately. You cannot use Elastic Aura to trigger itself.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

3

3
Pain packer
Spell

Pain packer

Once per long rest, spend 2 Hope and mark a Stress to unleash the pain you’ve endured. Choose an element and make a Spellcast Roll against an adversary within Close range. On a success, deal a number of d10s equal to your tier, plus one additional d10 for each Hit Point you have marked since your last rest, to a maximum number of additional dice equal to your tier. This is magic damage.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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