Kryx RPGThemesMonsters

Alteration

Alteration magic mutates and shapes matter, both alive and inanimate. The Alteration theme focuses on a variety of buffs which grant new features, utility, and debuffs.

Spells from the Alteration theme allow you to change the shape and properties of creatures and objects, bolster the physique of creatures, give creatures new traits and capabilities, fuse the flesh and merge bodies, and create a duplicate of yourself.

Power Sources

Arcane and Psionic

Table of Contents

Alteration feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

When you aren’t wearing armor, your Defense equals 13 + your Constitution (max 4).

You're capable of performing minor alterations to your body, from some magic you possess, shapeshifting being in your blood, or some other factor. When you finish a long rest, you may alter your body in a minor way. Choose one minor aesthetic way to alter your body:

  • change your hair, eye, or skin color by a few shades
  • shorten or lengthen your hair
  • gain or lose up to 10% of your normal body weight
  • grow or shrink up to 7.5 centimeters
  • slightly shrink or enlarge your eyes, ears, or nose
  • similar minor alterations (GM’s discretion).

The GM may decide that some changes require several days (such as changing your skin tone from very pale to very dark or growing long hair from a previously bald head), or simply impossible (such as growing taller than 120% of your original height). These changes cannot imitate a particular person.

Your speed increases by 3 meters.

Your movement is unaffected by difficult terrain, you have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.

Prerequisites: The ability to cast at least one spell

You project an aura of speed. While you aren’t incapacitated, you and each friendly creature within 9 meters of you who can see or hear you can take the Dash action as a bonus action.

Alteration concoctions

unstable, 1 minute/catalyst

As an action, you can create a vial of yellow fluid that is streaked with a white cloudy liquid and swirls on its own. A creature can drink the contents as an action to cause adrenaline to rush through its body, causing it to be hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial of rainbow liquid with a geometric shape suspended in it that continuously reforms into a different geometric shape. A creature can drink the contents as an action to look different until the effect ends or until it uses an action to dismiss it. You decide what change the potion will illicit, including height, weight, facial features, sound of voice, hair length, coloration, and distinguishing characteristics, if any. You can make the creature appear as a member of another species, though none of its statistics change. The creature also can’t appear as a creature of a different size than it, and its basic shape stays the same; if it’s bipedal, it can’t become quadrupedal, for instance.

You may alter any skin or facial features to be anything normally possible. Birthmarks, moles, tattoos, piercings, and other distinguishing features are not visible unless you specifically will it.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can expend 1 additional catalyst to disguise the creature as a specific individual, with the results depending on the details you know and have seen of the creature’s physical features as determined by the GM.

  • Fragrant. You can expend 1 additional catalyst to alter the creature’s smell to blend in with creatures using the scent ability or creatures who identify individuals by pheromones or other chemical senses.

unstable, 1 minute/catalyst

As an action, you can create a vial of red liquid that continuously contracts to a tiny bead and then expands to color the clear liquid around it. A creature can drink the contents as an action to grow larger or smaller for the duration.

Everything the creature is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The creature’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the creature to double its size, the creature or object attains the maximum possible size in the space available. Until the effect ends, the creature also has advantage on Strength checks. The creature’s weapons also grow to match its new size. While these weapons are enlarged, the creature’s attacks with them deal 1d6 extra damage.

Reduce. The creature’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the effect ends, the creature also has disadvantage on Strength checks. The creature’s weapons also shrink to match its new size. While these weapons are reduced, the creature’s attacks with them deal 1d6 less damage (this can’t reduce the damage below 1).

Augment

You can expend 1 additional catalyst to enlarge or reduce the creature’s size one additional step.

Enlarge. The creature gains 10 temporary health and its reach increases by 1.5 meters.

Reduce. The creature had advantage on Stealth checks and can move through tight areas.

As an action, you can create a vial of liquid that smells like moldy cheese and has the texture of a troll’s skin. A creature can drink the contents as an action to stimulate its natural healing process. The creature regains 3d8 health immediately and regains additional health equal to half the amount healed by this effect at the end of its next turn.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the healing by 4d8 for each additional catalyst expended.

  • Major Regeneration. You can expend 2 additional catalyst to stimulate major natural healing. The creature regains the normal amount of health. The duration changes to 1 minute/catalyst and for the duration of the effect, the creature regains 5 health at the start of each of its turns (50 health each minute).

    The creature’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If the creature has the severed part and hold it to the stump, the effect instantaneously causes the limb to knit to the stump.

unstable, 10 minutes/catalyst

As an action, you can create this clear, gelatinous oil that sparkles with tiny, ultrathin silver shards. As an action, a creature can coat one slashing or piercing weapon with the oil to sharpen its edge. For the duration, the weapon deals an extra 1d6 damage when it hits.

Alternatively, you can coat a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional catalyst expended and an additional 1d6 for every other additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial of liquid that continuously changes color and smell, rotates through religious and arcane symbols, jumps up and down within its container, and suddenly vanishes. A creature can drink the contents as an action to deepen its understanding of its own talent. It gains proficiency in one skill of its choice until the effect ends.

1 hour/catalyst

As an action, you can create a vial of liquid with a grasshopper’s hind legs suspended in it. A creature can drink the contents as an action to increase its speed by 3 meters and have advantage on Athletics checks to jump until the effect ends.

Augment

Expeditious Potion. You can expend 1 additional catalyst so the creature can move at an incredible pace. The duration changes to 5 minutes/catalyst. When the creature drinks the potion, and then as a bonus action on each of its turns until the effect ends, the target can take the Dash action.

As an action, you can create a vial of fluid that smells like the smeller’s favorite meal, but tastes like paper. A creature can drink the contents as an action to receive enough sustenance to satisfy its solid and liquid nourishment needs for a day.

4 hours/catalyst

As an action, you can create a vial of warm, yellow liquid. A creature can drink the contents as an action to gain the ability to see in bright areas. For the duration, that creature suppresses the effects of the Sunlight Sensitivity species trait for the duration.

4 hours/catalyst

As an action, you can create a vial of liquid that shifts from orange to blue and from hot to cold. A creature can drink the contents as an action so their body automatically adapts to hostile environments. The creature can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing it to survive as if it were a creature native to that environment. The creature can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and it takes no damage simply from being in that environment. You need not specify what environment the potion is adapting to when you create this concoction; simply activate it, and the creature’s body will instantly adapt to any hostile environment as needed throughout the duration.

The creature can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage each round deals the creature only half the usual amount of damage.

1 hour/catalyst

As an action, you can create a vial of liquid that smells and tastes like the inside of a cave. A creature can drink the contents as an action so its skin receives sensory inputs, allowing it to feel light and sound. Its face must be uncovered to use this effect, as the skin of its face acts as the sensory receiver. It gains blindsight out to a range of 9 meters. If it already has blindsight, its range increases by 9 meters.

Alteration spells

As an action, your free hand transform into a sledgehammer. Make a melee spell attack against a creature within 1.5 meters of you. On a hit, the target takes 1d8 bludgeoning damage. After you make the attack, your hand returns to normal.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 3 meters, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

concentration, 1 minute/mana

As an action, adrenaline rushes through your body. You are hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional mana expended.

1 hour/mana

As an action, you make yourself look different until the spell ends or until you use your action to dismiss it. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance.

You may alter any skin or facial features to be anything normally possible. Birthmarks, moles, tattoos, piercings, and other distinguishing features are not visible unless you specifically will it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to disguise yourself as a specific individual, with the results depending on the details you know and have seen of the creature’s physical features as determined by the GM.

  • Fragrant. You can expend 1 additional mana to alter your smell to blend in with creatures using the scent ability or creatures who identify individuals by pheromones or other chemical senses.

concentration, 1 minute/mana

As an action, you cause a creature or an object you can see within 9 meters to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Fortitude saving throw.

On a successful save, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d6 extra damage.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d6 less damage (this can’t reduce the damage below 1).

Augment

You can expend 1 additional mana to enlarge or reduce the creature’s size one additional step.

Enlarge. The target gains 10 temporary health and its reach increases by 1.5 meters.

Reduce. The target had advantage on Stealth checks and can move through tight areas.

As a reaction, which you take at the start of an initiative round, a creature you can touch or see steps into a space between heartbeats. The creature adds 10 to its initiative, moving up the initiative order.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As an action, you take control of your body’s healing process, you regain 3d8 health immediately and additional health equal to half the amount healed by this spell at the end of your next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the healing by 4d8 for each additional mana expended.

  • Major Regeneration. You can expend 2 additional mana to increase the healing by 4d8 and stimulate major natural healing. You regain the normal amount of health. The duration changes to 1 minute/mana and for the duration of the spell, you regain 1 health at the start of each of your turns (10 health each minute).

    Your severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

1 hour/mana

As an action, your magic deepens your understanding of your own talent. You gain proficiency in one skill of your choice until the spell ends.

Augment

You can target one additional creature or object for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

1 hour/mana

As an action, you touch a willing creature. The target’s speed increases by 3 meters and it has advantage on Athletics checks to jump until the spell ends.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you are hit by an attack, you can shrink in size to avoid the attack. Until the start of your next turn, including against the triggering attack, you have a +2 bonus to Defense. You can then move up to 1.5 meters without provoking opportunity attacks.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 18 meters is attacked. The attacked creature gains the benefits instead, but cannot move as part of the reaction.

As an action, you can generate enough sustenance to satisfy your solid and liquid nourishment needs for a day.

As a bonus action, you can shift to an incredibly small size and then suddenly return to normal as you attack a creature that is your size or smaller with a melee weapon attack.

On a hit, the attack deals an extra 1d10 damage of the damage type used to make the attack and the target must make a Reflex saving throw.

On a failed save, the target flies up to 6 meters away from you where it falls prone and takes 3d6 bludgeoning damage.

Augment

You can increase the initial damage by 2d10, the secondary damage by 4d6, and affect a creature of a larger size for each additional mana expended.

concentration, 1 hour/mana

As an action, you, along with everything you’re wearing and carrying, transforms into a partially translucent mass that generally conforms to your normal shape for the duration. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your speed is halved
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2.5 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Augment

You can expend 1 additional mana to target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

4 hours/mana

As an action, you touch a willing creature to grant it the ability to see in bright areas. For the duration, that creature suppresses the effects of the Sunlight Sensitivity species trait for the duration.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

1 hour/mana

As an action, you touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 1.5 meters of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

concentration, 1 hour/mana

As an action, you and another willing, living, creature of the same or smaller size fuse into one being. As the caster, you control the actions of the fused being. However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it. The fused being has your health plus the other creature’s health. The fused being knows all the maneuvers and spells you and the other creature know, has prepared any concoctions you or the other creature has prepared, and has the sum of your and the other creature’s catalysts, mana, and stamina dice. Likewise, all feats, abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once).

For each of the six abilities, the fused being’s ability is the higher of yours and the other creature’s. The fused being uses the higher proficiency bonus, saving throw proficiency, and skill proficiency of either member.

You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the spell ends.

When the spell ends, the fused being separates. The other creature appears in an area adjacent to you that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 3 meters of solid material passed through.

Damage taken by the fused being is split evenly between you and the other creature when the spell ends. In a like manner, the fused being’s remaining mana is split between you and the other creature (you cannot leave with more than your maximum allowed).

If a fused being is killed, it separates into its constituent creatures, both of which are also dead. You cannot use fission on a fused being.

4 hours/mana

As an action, your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you cast this spell; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage each round deals you only half the usual amount of damage.

concentration, 1 hour/mana

As an action, you transform a creature that you can touch or see within 18 meters. The creature must make a Will saving throw or be transformed into a harmless beast appropriate to the area for the duration. A shapechanger automatically succeeds on this saving throw.

The new form can be any beast whose challenge rating is 0. The target’s game Statistics, including mental abilities, are replaced by the Statistics of the chosen beast. It retains its personality.

The target assumes the health of its new form. When it reverts to its normal form, the creature returns to the amount of health it had before it transformed. If it reverts as a result of dropping to 0 health, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 health, it isn’t knocked unconscious.

The target is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech.

The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.

A creature can repeat the saving throw once a minute, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them. You can choose the same form or different ones for each target.

  • Permanent Polymorph. You can expend 3 additional mana and concentrate on this spell for 1 hour so the transformation becomes permanent.

1 hour/mana

As an action, your skin receives sensory inputs, allowing you to feel light and sound. Your face must be uncovered to use this spell, as the skin of your face acts as the sensory receiver. You gain blindsight out to a range of 9 meters. If you already have blindsight, its range increases by 9 meters.

concentration, 1 minute/mana

As an action, you can divide yourself, creating a duplicate that comes into existence 1.5 meters away. Your duplicate thinks and acts exactly as you do and follows your orders, although it will not do anything you wouldn’t do yourself. Your duplicate has all your abilities but none of your magical equipment (it does possess a duplicate of all your mundane equipment, clothing, armor, and implements, as well as mundane versions of any magical equipment you have). Your duplicate has all other physical traits you had at the time you cast this spell. Spells or other effects affecting you when you cast this spell do not transfer to your duplicate. Your duplicate has the same amount of health you did at the time this spell was cast.

Your duplicate can move and take actions as normal. It can cast spells, using up to 2 mana per spell. The mana is removed from your mana.

As an action, or when the duration expires, you and your duplicate rejoin, no matter how far from each other you are. At the time of rejoining, your health become the average between the health of you and your duplicate.

If you or your duplicate dies before the duration expires, no rejoining occurs. You take full control of the still living creature and you become exhausted 1 and have disadvantage on attack rolls and ability checks for 10 minutes.

If you cast this spell again, the effect of another fission spell on you ends. You cannot use fusion with a duplicate, or share any other spell or effect that pools abilities (the sum of you and you is still just you). Similarly, attempting to use spells and effects such as life drain to hurt your duplicate only damages your duplicate; these spells and effects do not heal you.

All beneficial spells affecting a fissioned creature, either the original or the duplicate, end when the fission ends.

Any detrimental spells affecting your duplicate end when the duration ends, unless you die and your duplicate survives, in which case any detrimental effects continue.

As you spend 1 minute to cast this spell, you create a magical restraint to hold a creature that you can touch or see within 9 meters. The target must succeed on a Fortitude saving throw or shrink to a height of 2.5 centimeters and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. If it succeeds, it is immune to this spell if you cast it again.

While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or health.

A dispel magic spell can end the spell only if it is cast using 5 mana.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick