Transmutation
Designed by
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
| 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
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.
1
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.
1
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.
1
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.
2
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.
2
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.
2
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.
3
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.
3
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.
Pain packer
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.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Pain packer Subclasses
No subclasses available.
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Background Questions
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Connections
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Discussion
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