From: Andrew South 

Attached is another new College, the College of Transformations. This one 
was not written by me, but by a friend named Martin Dick. The original 
inspiration was that old Arabian Nights cartoon in the Banana Splits, 
which had this Arabian magician who could transform himself into anything 
by saying "size of a _______!!!". Hoping you enjoy it...

Andy South.


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THE COLLEGE OF TRANSFORMATIONS 
 
This College is concerned with magics which allow its practitioners to 
change their shape in both part and whole. Thus, they are able to take on 
attributes of various animals with the general knowledge of this College and 
with the special knowledge of the College take on the actual form of nearly 
any creature. 
 
Due to the nature of the magic of this College, the vast majority of their 
spells and rituals only have effect on the adept themselves. An adept of the 
College of Transformations uses the Generic True Name of creatures to take 
on their attributes and shapes. They, like Namers, are taught to use True 
Names in their magics and also like Namers can gain Rank in both Generic 
True Names and Individual True Names. It will take the adept a week per Rank 
to gain Rank in a Generic True Name, and a month per Rank in an Individual 
True Name. In neither case need the adept expend experience points. 
 
When using Special Knowledge spells, the adept actually becomes the creature 
transformed into, thus the adept will have all the characteristics of the 
creature save for Magical Aptitude and Willpower. If the adept takes 
Endurance and Fatigue damage while transformed, that damage is transferred 
pro-rata when they change to a new shape. For example, if an adept who is in 
the shape of a tiger has lost 13 of its 26 points of Fatigue, when the adept 
changes back to human form (normally 20 Fatigue), then the adept will have 
10 Fatigue left. This also means that if the adept transforms into a fly, 
then one quick swat is enough to kill the adept. 
 
If the adept transforms into a creature which cannot fit inside the current 
environment (e.g. back to human shape while in a rat hole which is 3 inches 
wide), then the adept will die. Similarly, if the adept takes a shape which 
does not belong in the environment (e.g. a fish in the desert), the adept 
will take damage as the GM feels appropriate. 
 
As stated above, an adept of the College of Transformation uses the Generic 
True Name of a creature, to transform into the creature or take on an 
attribute of a creature. To aid the player, where it is relevant, next to 
the spell name are listed several creatures whose Generic True Name can be 
used for this spell. This is not an exhaustive list and the adept can use 
any relevant creature that the GM agrees to. 
 
An adept of the College must also be careful as to what fantastical 
creatures they transform into. For example, the consequences of transforming 
into an undead creature would almost certainly be fatal for the adept. Thus, 
the adept should be wary of transforming into exotic and extra-planar 
creatures. 

I. Restrictions 
 
Adepts of the College of Transformations may only cast their spells and 
rituals if they know the Generic True Name of the creature they are invoking 
with the spell of ritual. 
 
As well, unless stated otherwise, the adept may only have one General 
Knowledge or Special Knowledge Spell or Ritual in effect at any one time. If 
the adept casts a spell or ritual successfully whilst another is in effect, 
then the prior spell is ended immediately. 
 
II. Modifications 
 
The Base Chance of performing any talent, spell or ritual of this College is 
modified by the addition of the following numbers: 
 
Adept has the bones/pelt of the creature whose Generic True Name is       +5
  being invoked
Adept is touching a living creature whose Generic True Name is being     +10
  invoked
Each Rank the adept has achieved with the target's Generic True Name      +1
Each Rank the adept has achieved with the target's Individual True Name   +5
 
The Base Chance of performing any Special Knowledge spell or ritual of this 
college is also modified by the addition of the following numbers: 
 
Each point of Size the creature transformed into is larger than           -1
  the Adept
Each point of Size the creature transformed into is smaller than          -2
  the adept
The creature transformed into is intelligent                             -10
 
III. Talents 
 
TrT-1. Reversion 
 
An adept of Transformation Magics is trained to be able to terminate the 
effects of one of the College's spells by the use of this talent. If the 
adept successfully uses this Talent, the adept will appear standing in the 
hex (in the adept's natural form) facing the direction the creature the 
adept was transformed into was facing. To use the talent, the adept must 
execute a Pass action, and it works on a roll of Willpower + (Rank x 4)%. 
The adept may continue trying until success is achieved. 
 
The adept may also use the Talent to revert back from other changes made to 
the adept, e.g. if the adept has been turned into a chair by an Adept of the 
College of Mind Sorceries, then the adept could use the Talent to quickly 
revert back to the adept's natural form. The Experience Multiple for this 
talent is 150. 
 
TrT-2. Animal Friendship 
 
Adepts of the College of Transformations have the ability to calm and 
befriend animals. The adept gains a positive modifier of (Rank x 3)% to the 
reaction rolls of Animals that they meet. The adept must be aware of the 
animal for the talent to take effect. The Experience Multiple for this 
talent is 100. 
 
IV. General Knowledge Spells 
 
TrG-1. Cat's Eye (Cat, Owl, Possum) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 100 
Base Chance: 60% 
Resist: None 
Effects: This spell causes the adept to develop night vision equal to that 
of a cat. The adept will be able to reduce the penalty for fighting in 
darkness by 20% (+1/Rank). Note however that the adept cannot see in pitch 
darkness. The eyes of the adept will change to resemble those of the 
creature invoked. 
 
TrG-2. Hawk Vision (Hawk, Falcon, Eagle) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 100 
Base Chance: 50% 
Resist: None 
Effects: The adept gains the ability to see at long distances as a hawk. The 
vision of the adept is increased by 50 + (Rank x 10)% in its range. The eyes 
of the adept will change to resemble those of the creature invoked. 
 
TrG-3. Strength (Horse, Gorilla, Bull) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 200 
Base Chance: 30% 
Resist: None 
Effects: This spell adds 3 + (Rank/2) points to the adept's Manual Dexterity 
for the duration of the spell (round down). The hands and forearms of the 
adept change to resemble those of the creature invoked. 
 
TrG-4. Dexterity (Monkey) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 200 
Base Chance: 30% 
Resist: None 
Effects: This spell adds 3 + (Rank/2) points to the adept's Manual Dexterity 
for the duration of the spell (round down). The hands and forearms of the 
adept change to resemble those of the creature invoked. 
 
TrG-5. Agility (Monkey, Cheetah, Swift) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 200 
Base Chance: 30% 
Resist: None 
Effects: This spell adds 3 + (Rank/2) points to the adept's Agility for the 
duration of the spell (round down). The limbs of the adept will change to 
resemble those of the creature invoked. 
 
TrG-6. Endurance (Wolf, Rat, Snake) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 300 
Base Chance: 30% 
Resist: None 
Effects: This spell adds 3 + (Rank/2) points to the adept's Endurance or 
Fatigue (round down). The adept may choose which characteristic is to be 
affected. The bonus points are lost first when any damage is taken, and the 
spell cannot be recast until the duration of the spell expires. The bonus 
points may, however, be healed by other means while the spell is in effect. 
The general appearance of the body of the adept will change to resemble the 
creature invoked. 
 
TrG-7. Goldenvoice (Nightingale, Canary) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 150 
Base Chance: 30% 
Resist: None 
Effects: This spell adds 3 + (Rank/2) points to the Bardic Voice of the 
adept for the duration of the spell (round down). 
 
TrG-8. Monkey Climb (Monkey, Spider) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 175 
Base Chance: 20% 
Resist: None 
Effects: This spell adds 1 + (Rank/2) Ranks to the Climbing skill of the 
adept (round down). The Rank the adept has in Climbing is able to exceed 
Rank 10 as a result of this spell. The arms and legs of the adept will 
change to resemble the creature invoked. 
 
TrG-9. Stealth (Fox, Cat) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 375 
Base Chance: 20% 
Resist: None 
Effects: This spell adds 1 + (Rank/2) Ranks to the Stealth skill of the 
adept (round down). The Rank the adept has in Stealth is able to exceed Rank 
10 as a result of this spell. The feet and movements of the adept will 
change to resemble the creature invoked. 
 
TrG-10. Speak To Animals (Any) 
 
Range: Adept only 
Duration: Concentration (maximum of 3 hours/Rank) 
Experience Multiple: 50 
Base Chance: 45% 
Resist: None 
Effects: The caster may communicate with fauna (whether verbally or 
symbolically, and to what extent, are left to the GM's discretion). Each 
particular casting of the spell will only work for the species of animal 
whose Generic True Name was invoked. 
 
TrG-11. Sixth Sense (Cat, Dog) 
 
Range: Adept only 
Duration: 1 hour + 1/Rank 
Experience Multiple: 200 
Base Chance: 35% 
Resist: None 
Effects: The adept gains the ability to sense the presence of supernatural 
creatures in the adept's general vicinity (such as ghosts, undead, demons, 
and so on). If such a creature approaches within 10 feet (+10/Rank), then 
the adept has a Perception + (Rank x 5)% chance of feeling its presence. 
This will usually be in the vein of hairs raising on the back of the neck, 
chills down the spine, and so on. 
 
TrG-12. Chameleon (Chameleon) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 75 
Base Chance: 60% 
Resist: None 
Effects: The adept is able to change the colour and texture of their skin to 
blend in with their background perfectly, so that they cannot be seen by 
non-magical means. The adept must remain stationary while the spell is in 
effect. If the adept moves at any time while the spell is in effect, the 
spell in broken. 
 
TrG-13. Bat Hearing (Bat, Weasel, Wolf) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 175 
Base Chance: 30% 
Resist: None 
Effects: This spell adds 3 + (Rank/2) points to the adept's Perception for 
the duration of the spell (round down). If the adept invoked the Generic 
True Name of a bat when casting this spell and is Rank 10 or greater in the 
spell, then the ability to emit high-frequency squeaks is gained. These 
squeaks are reflected off the surrounding environment back to the adept, who 
is then able to act without penalty in any lighting conditions. The ears of 
the adept will change to resemble the creature invoked. 
 
TrG-14. Tracking (Dog, Pig) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 200 
Base Chance: 25% 
Resist: None 
Effects: This spell enables the adept to track like a Ranger of Rank equal 
to half the adept's Rank in the spell (round down). Unlike a Ranger, the 
adept will be tracking via the sense of smell, so the adept will require 
some scent trace in order to track a quarry. If the character is already a 
Ranger, it will add half the Rank of the spell to the Ranger's Rank for 
purposes of tracking. The effective Rank of the Ranger in tracking is able 
to exceed Rank 10 as a result of this spell. The nose of the adept will 
change to resemble that of the creature invoked. 
 
TrG-15. Infravision (Pit Viper) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 150 
Base Chance: 20% 
Resist: None 
Effects: This spell enables the adept to see via the means of heat sources. 
The adept will be able to sense the presence of creatures and objects which 
radiate heat at a distance of 30 feet (+5/Rank). Due to the less than sharp 
nature of infravision, the adept is still at -5% in darkness, and -10% in 
complete darkness. The eyes of the adept will change to resemble those of 
the creature invoked. 
 
TrG-16. Swimming (Fish, Dolphin) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 150 
Base Chance: 30% 
Resist: None 
Effects: This spell adds 1 + (Rank/2) Ranks to the Swimming skill of the 
adept (round down). The skill of the adept in Swimming is able to exceed 
Rank 10 as a result of this spell. The skin, arms and legs of the adept will 
change to resemble those of the creature invoked. 
 
TrG-17. Leatherskin (Turtle, Bear) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 200 
Base Chance: 30% 
Resist: None 
Effects: The skin of the adept becomes leathery/thick/tough as per the skin 
of the creature invoked by the adept. The spell adds 1 + (Rank/5) points to 
the adept's Armour Protection (round down). The skin of the adept will 
change to resemble that of the creature invoked. 
 
TrG-18. Jump (Frog, Kangaroo, Flea) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 175 
Base Chance: 35% 
Resist: None 
Effects: The adept will gain the ability to jump as an Acrobat of Rank equal 
to half the Rank the adept has in the spell (round down). If the adept is 
already an Acrobat, then the Rank conferred by the spell is added to the 
Acrobat's Rank. The adept's effective Rank for purposes of jumping is able 
to exceed Rank 10 as a result of this spell. The legs of the adept will 
change to resemble the creature invoked. 
 
TrG-19. Water Breathing (Fish) 
 
Range: Adept only 
Duration: 10 minutes + 10/Rank 
Experience Multiple: 200 
Base Chance: 20% 
Resist: None 
Effects: This spell will cause the adept to grow gills and be able to 
breathe underwater just like a fish. It is important to note that if a 
freshwater fish is invoked, then the adept will only be able to breathe 
freshwater and likewise with seawater and seawater fishes. 
 
TrG-20. Mimic (Parrot, Mynah, Budgerigar) 
 
Range: Adept only 
Duration: 10 hour + 10/Rank 
Experience Multiple: 100 
Base Chance: 45% 
Resist: None 
Effects: This spell allows the adept to attempt to mimic voices and sounds 
that the adept has heard. Success is automatic if the adept is attempting to 
imitate a simple sound. However, if the adept is attempting to mimic a 
particular voice, his chance of success is Perception + Magical Aptitude + 
(Rank x 3)%. 
 
V. General Knowledge Rituals 
 
TrQ-1. Assumption 
 
Adepts of the College of Transformations are able to perform a ritual to 
enable them to retain a particular ability granted by a spell, for a much 
longer period of time. The ritual takes 1 hour to perform and will cause the 
selected General Knowledge spell to last for Rank hours (1 hour, if 
unranked). The Base Chance is 15% (+3/Rank). If the adept casts another 
spell while the ritual is still in effect, the ritual is cancelled for the 
duration of the spell, but will return as soon as the spell finishes. The 
adept may only have one Assumption ritual in effect at any one time. As 
well, the ritual may not be cast on any person other than the adept. The 
Experience Multiple for the ritual is 450. 
 
TrQ-2. Become Man-Animal 
 
By the use of this ritual, the adept is able to assume a form which is 
hybrid of the particular animal invoked and the adept's human form. The 
resulting creature will retain the Magical Aptitude, Willpower and Luck of 
the adept. For all other characteristics, the characteristic of the 
man-animal will be the average of the animal's and the adept's with the 
following limitations: the Physical Strength, Endurance, Fatigue and Size of 
the hybrid cannot be more than twice that of the adept. The adept cannot 
invoke a fantastical creature in this ritual. 
 
While in the hybrid form, the adept will have difficulty in not exhibiting 
behaviour that mimics the normal behaviour of the animal. If the adept fails 
to roll less than (Willpower x 3) + (Rank x 3)%, then the adept will react 
like the animal in any stress situation. 
 
The ritual lasts for 1 hour (+1/Rank), and has a Base Chance of 15% 
(+3/Rank). If the Ritual backfires, the adept will take on the mind of the 
animal invoked completely, for the duration of the spell, having the Magical 
Aptitude, Willpower and skills of the animal. 
 
The man-animal also gains any relevant abilities that the animal has (e.g. 
water breathing, flying, climbing), though these will only be at half the 
effectiveness of the animal. The Experience Multiple is 400. 
 
VI. Special Knowledge Spells 
 
TrS-1. Transform To Mammal 
 
Range: Adept only 
Duration: 30 minutes + 30/Rank 
Experience Multiple: 300 
Base Chance: 40% 
Resist: None 
Effects: This spell transforms the adept into any mammal of the adept's 
choice. The adept must choose a specific species of mammal by invoking the 
Generic True Name of the mammal. 
 
TrS-2. Transform To Avian 
 
Range: Adept only 
Duration: 30 minutes + 30/Rank 
Experience Multiple: 350 
Base Chance: 30% 
Resist: None 
Effects: This spell transforms the adept into any avian of the adept's 
choice. The adept must choose a specific species of avian by invoking the 
Generic True Name of the avian. 
 
TrS-3. Transform To Marine Creature 
 
Range: Adept only 
Duration: 30 minutes + 30/Rank 
Experience Multiple: 400 
Base Chance: 20% 
Resist: None 
Effects: This spell transforms the adept into any marine creature of the 
adept's choice. The adept must choose a specific species of marine creature 
by invoking the Generic True Name of the marine creature. 
 
TrS-4. Transform To Reptile 
 
Range: Adept only 
Duration: 30 minutes + 30/Rank 
Experience Multiple: 375 
Base Chance: 25% 
Resist: None 
Effects: This spell transforms the adept into any reptile of the adept's 
choice. The adept must choose a specific species of reptile by invoking the 
Generic True Name of the reptile. 
 
TrS-5. Transform To Insect 
 
Range: Adept only 
Duration: 30 minutes + 30/Rank 
Experience Multiple: 400 
Base Chance: 20% 
Resist: None 
Effects: This spell transforms the adept into any insect of the adept's 
choice. The adept must choose a specific species of insect by invoking the 
Generic True Name of the insect. 
 
TrS-6. Transform To Plant 
 
Range: Adept only 
Duration: 30 minutes + 30/Rank 
Experience Multiple: 500 
Base Chance: 15% 
Resist: None 
Effects: This spell transforms the adept into any plant of the adept's 
choice. The adept must choose a specific species of plant by invoking the 
Generic True Name of the plant. 
 
TrS-7. Transform To Fantastical Creature 
 
Range: Adept only 
Duration: 30 minutes + 30/Rank 
Experience Multiple: 700 
Base Chance: 5% 
Resist: None 
Effects: This spell transforms the adept into any fantastical creature of 
the adept's choice. The adept must choose a specific species of fantastical 
creature by invoking the Generic True Name of the fantastical creature. When 
an adept transforms into a creature which possesses magical powers, the 
adept only gains those abilities which are inherent to the nature of the 
creature. For example, if the adept transformed into a pixie, they would 
gain the natural invisibility, but not the illusion ability of the pixie. 
The GM will have to rule on a case by case basis for each magical power a 
creature possesses. 
 
TrS-8. Transform To Object 
 
Range: Adept only 
Duration: 30 minutes + 30/Rank 
Experience Multiple: 800 
Base Chance: 1% 
Resist: None 
Effects: This spell transforms the adept into any inanimate object of the 
adept's choice. The adept must choose a specific inanimate object by 
invoking the Generic True Name of the object. 
 
VII. Special Knowledge Rituals 
 
TrR-1. Doppleganger 
 
This ritual allows the adept to use one of the Special Knowledge spells to 
transform into an exact duplicate of a creature/object without having to 
know the Individual True Name of the creature or object. The ritual takes 3 
hours to complete, and the creature/object must be present for the duration 
of the ritual for it to work. The Base Chance of the ritual working is equal 
to the chance of the the adept casting the spell to transform into the 
desired type of creature. If the creature is conscious, it may actively 
resist the ritual if it wishes. The adept must know the relevant Special 
Knowledge spell to use this ritual. The duration of the ritual is 1 hour 
(+1/Rank). The Experience Multiple for the ritual is 500. 
 
TrR-2. Transform Others 
 
This ritual allows an adept to use a General or Special Knowledge spell on 
another person. The Base Chance of success is equal to the adept's chance to 
cast the spell. The ritual takes 3 hours to complete and has an Experience 
Multiple of 500. The recipient may actively resist if they wish to. Unlike 
an adept of Transforming Magics, the recipient is unable to terminate the 
spell by use of the Reversion talent and thus must remain in the form until 
the duration of the spell is reached. The ritual lasts for 1 hour (+1/Rank). 
 
TrR-3. Become Vapour 
 
This ritual allows the adept to transform into the very air itself. This is 
an extremely difficult ritual to conduct, taking 6 hours. The adept is 
completely unable to take any action while in this form, but retains all 
their normal sensory abilities. The adept can move at the equivalent of a 
slow walking pace while in this form. The adept is practically undetectable 
while vaporous, although spells such as Telepathy (MiS-2) would sense the 
presence of the adept, though not the location. The Base Chance for this 
ritual is 1% (+3/Rank). It has a duration of 1 hour (+1/Rank), and an 
Experience Multiple of 400. 
 
TrR-4. Skin Change 
 
By means of this ritual, the adept may enchant any animal pelt or skin so 
that anyone who wears it will turn into the type of animal to which the pelt 
originally belonged, retaining his own mind and memories. When the pelt is 
worn, the wearer must make a passive resistance or be transformed. The 
person may resume their own form by having a Remove Curse ritual cast upon 
them, or by the pelt used in the ritual being destroyed. An adept of the 
College of Transformations can use the Reversion talent to resume their 
natural form. This ritual has a Base Chance of 30% (+3/Rank). It takes 3 
hours to complete, and has an Experience Multiple of 350.

DJA
holwinkle@oocities.com