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Class record

Transmuter

Tier
1
Difficulty
2 / 5
Roles
MainArtisanSecondaryUtility

Entry

Requirements

None

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain 5 Transmuter points. Pick one of the crafting disciplines, such as blacksmithing or alchemy. Whenever you use your Transmuter abilities in a craft of that discipline, you may add your transmuter points as bonus to that ability (even if it's not a roll).
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness. In addition, as an errand you can use Co-Craft to help in crafting once. Only 1 person can Co-Craft with a craft at a time. When you Co-Craft, you help another crafter allowing you to use a single Co-Craft ability in their crafting session. Your Co-Craft actions count towards the 1 limit of using an ability for the main crafter. (Both you and the main crafter cannot use the same co-craft ability in one crafting session). You must declare you are helping before any crafting actions are taken by the main crafter.
  8. Level 8Ultimate ability

Identity & lore

Class overview

In the dust of an artisan's workshop or in the open clearings of a logging company, the hum and chirps of transmutation can be heard.  Transmutation is an art, a magic as ancient as Lyr.  Long before the shadows of the great calamity, Transmuters were scholars who questioned the very nature of existence.  This pursuit led to a mastery over both destruction and creation, spinning the threads of reality itself into a tapestry.

Transmutation is the second branch of alchemy and created a revolution in society.  It replaced primitive methods such as smelting and manual refinement—which previously had artisans sweating over blazing crucibles into the dark hours of the night.  It isn't uncommon for master craftsmen to have a Transmuter in their employ or as a partner, processing material in the atelier or even helping with the crafting itself.  In fact, nowadays there is rarely a town across Lyr without at least one person versed in the basics of this ancient art.

Transmuters manipulate matter at its core, unraveling its threads and rebuilding them into entire new forms.  They can shatter stone into dust, or create small figurines from blocks of wood.  The control of Transmutation is only limited by skill and imagination. Transmutation is the second branch of Alchemy, which itself is one of the great pillars of Arcane Magic.

Yet with great power comes great peril.  Those who understand Transmutation know that creation and destruction are two sides of the same coin.  It requires a sound mind and body to walk the delicate balance, making Transmuters some of the most respected Artisans in any community they are in.  
 

Tactical guidance

Playing Transmuter

Transmuter is a class that helps crafting for other classes and provided utility in combat.

Transmute weapon is a simple ability that lets you create a weapon for yourself or ally. While you probably don't want to rely entirely on this for your equipment as it costs mana and may not always work, it's good for providing an emergency backup or if there happens to be special material nearby.

Transmute wall is a reactionary defense against a ranged attack. Because you'll be able to see the damage you're about to take in most cases, it will be easy to judge how much mana you should spend on this. Because it's a wall and not you blocking, this can help you defend against full pierce type of attacks.

Transmute terrain is a versatile ability that lets you create walls, bridges, ledges and other terrain. You can spend a lot of mana on this at once, allowing for some creative use such as completely boxing in a character, pushing yourself 60ft into the air for a sniper position, pushing enemies off a cliff and much more.

Deconstruct is an interlude ability that lets you recycle useless items into usable material. Best to use it when you have a large amount of things piled up.

In crafting, you have a few unique abilities as well as the ability to co-craft. This costs you nothing to do by default, so use it whenever you can. Two of your co-craft abilities do have a cost and you can also use them in your own crafts. Temperature Shock is useful early when you roll poorly to have a guaranteed number to your next roll. Once your bonus grows higher or if you need to gamble, Alchemic catch will be better as it uses the full bonus you have. If you're co crafting and don't want to spend money, you can just use bouncing ideas for a free small bonus. Finally ragequit is useful if you don't care about profit by itself and only want to make something big. You do lose a lot when using this, so avoid it unless you know what you're doing.

Transmuter

Class features

Abilities unlocked

Complete rules for every direct class feature and for attacks or abilities granted by a key feature.

Class feature

Benefit 1

You gain Transmuter Core Crafting Abilities. You may use one of these abilities in a crafting session. If you use one of these abilities, other transmuters can no longer use their co craft abilities with you. Similarly, if a co crafter uses one of these abilities for you, you can no longer use any of these abilities.

Benefit 2

You can craft using non-advanced materials and base materials. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 3

You can now craft Elixirs, Potions, Flasks and Salves. You craft 3 of the same Elixir, Potion, Flask or Salve when using an interlude point instead of 1. You only need to pay the listed cost once.

Benefit 4

You gain proficiency in alchemist’s alembic and 1 basic weapon type.

Unlocks

Transmutation Basics

Unlocked ability

Transmutation Basics

No listed cost

Alchemic Catch
Description: 
Co-Craft. Use a hasty transmutation to attempt to fix a crafting error. You may reroll a crafting dice immediately after determining the result. You must keep the second number. Cannot be used for the last crafting dice.

Temperature Shock
Description: 
Co-Craft. Can be used immediately after the result of a roll is determined. The previous action has no effect and instead gain a +10 to your next crafting action.

Rage Quit
Cost: 1 Crafting Dice
Description: 
Co-Craft. Only usable once per crafting IP.  Destroy the uncrafted item and all materials invested into the craft.  You may immediately start another crafting session.  If you use this as a Co-Craft it requires 1 crafting dice from the main crafter.

Bouncing Ideas
Description:
Co-Craft. You assist with crafting adding 1d4 crafting points to the current craft.

Create Ingot
Cost: Errand
Description:
You create an ingot from blacksmithing base materials or from blacksmithing special materials.  See Item:  Blacksmithing Materials.

Create Oil Coating
Cost: Errand
Description:
You create an Oil Coating from Carpenter materials.  See Items:  Carpenter Materials

Create Wood Block
Cost: Errand
Description:
You create a Wood Block from Carpenter materials.  See Items:  Carpenter Materials

Craft Fuel Shells
Cost: Errand
Description: 
You craft up to 5 small shells.  You can instead craft a medium shell instead of 2 small shells.  Small shells require 50 magical fuel, medium shells require 200 magical fuel.

Create Artifice Parts
Cost: Errand
Description:
You create up to 3000u of artifice parts of the same type of blacksmithing material used to make them at a 1:1 rate. (3000u of Iron Creates 3000u of Iron Artifice Parts.)  See Items:  Blacksmithing Materials, Artificer Materials. When converting items of a higher tier, you can convert up to 6000 of tamahagane, 9000 of mithril, 12000 of Orihalcum or 15000 of escudo.

Tan Leather
Cost: Errand
Description: 
You create a tanned hide from armorsmithing base leather materials. See item: Armorsmthing materials.

Create Box or Bundle of Food
Cost: Errand.
Description: 
You create a perfect mix of ingredients that would be worthy of a stock with 500u of matching material.  Example:  500u of Meat can make 1 Box of Fresh Meat.  You can make 5 boxes of any kind for one errand action.

1 AP
Range30ft

Using the available materials around you, you transmute any basic weapon or shield into your hand or next to an ally, your ally can grab the weapon at the time of its creation for 0 RP, as well as sheathe their weapons.  The weapon lasts until the end of the encounter and is destroyed.

You can transmute weapons out of special material if there is enough of it in the area, or if you have one (such as an ingot) but the material is destroyed afterwards.  The DM determines if this is possible in the specific case.

Requirements

There is suitable material available. (GM decides)

1 RPVariable MP
Range5ft

You quickly transmute multiple walls to defend against an incoming ranged attack.   Each wall you summon reduces the damage of the incoming attack by 2* Focus, you can summon as many walls as you like against the incoming attack for 1 mana per wall. After the attack resolves, every wall you made vanishes regardless of remaining HP.

Requirements

You or an ally in range is the target of a ranged attack.

No listed cost
Keywords
Errand

By spending an Interlude Point, you deconstruct a basic item into materials. You gain 500 matching crafting material per ingot or block used in the item. If the item does not use ingots, you instead get 1 matching crafting material per clim value of the item.

Regardless of the material used in the item, you will only gain the base price amount even if using upgraded materials and all alloys and upgrades are lost.  You can deconstruct up to 5 basic items for 1 interlude point.

Alternatively instead of 1 basic item, you can transmute up to 1000u of random junk into up to 250u of usable basic (ie: Iron, Pine etc) Blacksmithing Materials, Armorsmithing Materials, Carpentry Materials, Calligraphy Material, Magical Fuel Materials or Medical Materials units at a 4:1 ratio.

You can also use Deconstruction as an Errand Action, but the deconstruction limit is reduced to 1 basic item instead of 5 basic items.

2 APVariable MP
Range5ft

Creates a connected transmuted terrain that grows from the point of origin.  For every mana spent, you can create up to 4 5ft squares of terrain that must be connected.  Choose solid ground normal terrain or difficult terrain.  Removes effects on the terrain such as ice, fire. The terrain can push objects and creatures in the direction its being created.  If the transmute terrain deals damage to a creature, the spell stops after and the 5ft segment that contacted them is destroyed.  Each segment of wall has HP equal to 20+Focus

Heroics caught in the terrain may spend 1 RP to step out of it. Once they do, they can't be shoved within this use of transmute terrain even if you attempt to hit them with it again.

Helps unlock

These are specific prerequisite routes; other entry requirements may still apply.

Generic “any class” requirements are not included.