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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Magic / Transmutation

Transmutation

Transmutation is the magic of change: altering the properties of creatures and matter to make them more useful. It strengthens bodies, reshapes forms, hardens or softens materials, shifts size and speed, and adapts people to hostile places. It solves problems by making the world different: a wall becomes passable, a body becomes capable, a limit becomes an advantage. Reality's texture shifts under your hands, and the impossible becomes practical.

Transmutation Spells at a Glance

SpellComplexityStrainSummary
HardenCantrip0Touch an object up to a 5-ft cube: +2 Hardness (+1 per 3 Mysticism ranks) until the start of your next turn; shields apply it to Shield Block.
Mend ObjectCantrip0Touch a mundane object up to a 5-ft cube to fix minor damage: it regains 1d4 Durability (+1d4 per 3 ranks), not above its Broken Threshold. Can't replace missing parts or restore destroyed items.
QuickstepCantrip0Targets gain +10 ft Speed until the end of their next turn.
Boost12Choose an ability: targets gain +1 on checks and saves with it (doesn't stack with itself).
Darksight11Targets treat dim light as normal light.
Elemental Manipulation11Choose Air, Earth, Fire or Water when learned. Manipulate existing manifestations of it within your standard reach; each round spend 1 AP for a minor trick (shove, douse, shift sand, redirect flame…).
Entangle12Each target makes a Fortitude save; failure: Grappled by bindings (Hardness 8) until it Escapes (1 AP: Might save vs your result) or they're destroyed.
Smite12Imbue only, on a melee or ranged weapon (or its ammunition): +1d6 radiant damage on a hit.
Wall Walker12Targets move on walls and ceilings with a climb Speed of half their Speed.
Environmental Protection22Targets breathe, speak and move normally in lethal environments: treat Radiation, Atmosphere, Pressure and Heat/Cold as 2 steps closer to normal (minimum R1, A2, P3, H3).
Farsight32Targets see fine detail up to about a mile away.
Growth32Targets grow one size: 1 Advantage on Might checks and saves, +2 melee damage, 1 Disadvantage on Reflex checks and saves.
Speed32Targets double their Speed.
Telekinesis35Telekinetic control out to double your standard reach. Use Intellect in place of Might for the Bulk you can move; control 1 + half your Mysticism ranks objects. Each manipulation costs 1 AP. Unwilling creatures make Charisma saves (repeated each turn). You can wield tools and weapons telekinetically.
Haste42Targets gain +1 maximum AP (Speed unchanged).
Shrink42Each target makes a Fortitude save; failure: one size smaller, 1 Advantage on Reflex checks and saves, 1 Disadvantage on Might checks and saves, −2 melee damage.
Fly53Targets gain a fly Speed of 30 ft.
Intangibility55Willing targets become incorporeal: they can't affect the physical world, non-magical physical attacks can't touch them, and they pass through solids. Ending inside a solid shunts them out, Dazed.
Timestop88After your current turn, immediately take an extra turn before anyone else acts.

Spells

Harden

Cantrip · Strain 0 · Invocation, 2 AP · Duration 1 round
Buff, Modify

Touch one object no bigger than a 5-foot cube (a weapon, shield, armor, door, crate and so on) and reinforce its structure: its Hardness increases by 2, plus 1 for every 3 Mysticism ranks, until the start of your next turn. On a shield, the extra Hardness applies to Shield Block (more damage blocked, and less damage to the shield).

Delivery restriction: Touch only.

Push: take 1 Strain to cast for 1 AP instead of 2.

Critical Success: Increase the Hardness bonus by 1 more.

Optional Modifiers

  • Brittle (+1): The object gains Fragile until the start of your next turn instead. If an unwilling creature holds, wears or tends it, that creature makes a Reflex save opposed by your Channeling result and negates this on a success.
  • ★ Fortify (+2): The object gains Fortified until the start of your next turn. [School Mastery, 7+ ranks]
  • ★ Impervious Reinforcement (+5): The object gains Impervious until the start of your next turn. [School Mastery, 11+ ranks]
  • Sustained Hardening (+2): The duration becomes 5 rounds and the spell gains Concentration.

Mend Object

Cantrip · Strain 0 · Invocation, 2 AP · Duration Instant
Modify, Repair

Touch one mundane object no bigger than a 5-foot cube to mend a small break, tear, crack or similar minor damage. You can't replace missing pieces, restore a destroyed item, or affect a magic item unless modified. An object with Durability regains 1d4, plus 1d4 for every 3 Mysticism ranks, but not above its Broken Threshold.

Delivery restriction: Touch only.

Push: take 1 Strain to cast for 1 AP instead of 2.

Critical Success: The object regains 1d4 more Durability.

Optional Modifiers

  • Skilled Patch (+1): The object can be restored to 1 point above its Broken Threshold.
  • Larger Repair (+2*): Increase the maximum object size by one category per purchase.
  • ★ Magical Mending (+3): The spell can affect magic items. [School Mastery, 7+ ranks]

Quickstep

Cantrip · Strain 0 · Invocation, 2 AP · Duration 1 round
Movement, Speed

Targets in your delivery gain +10 feet Speed until the end of their next turn.

Delivery restriction: no area deliveries unless modified.

Push: take 1 Strain to cast for 1 AP instead of 2.

Critical Success: Targets also ignore difficult terrain until the end of their next turn.

Optional Modifiers

  • Long Stride (+1): The bonus becomes +20 feet.
  • Fleet Step (+1): The duration becomes 2 rounds (to the end of the target's following turn).
  • Surefooted (+1): Targets ignore difficult terrain for the duration.
  • ★ Area Quickstep (+1): You can use area deliveries, at double the delivery's Strain cost. [School Mastery, 5+ ranks]

Boost

Complexity 1 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Buff, Brewable

Choose one ability. Each creature in your delivery gets +1 to checks and saves with it for the duration. Boost doesn't stack with itself on the same ability; use the higher bonus.

Delivery restriction: no area deliveries.

Critical Success: The bonus becomes +2.

Optional Modifiers

  • Unwilling Target (+2): Target an unwilling creature; it makes a Charisma save opposed by your Channeling result and is unaffected on a success.
  • ★ Greater Boost (+2): Increase the bonus by 1 (+2; +3 on your critical success). [School Mastery, 5+ ranks]

Darksight

Complexity 1 · Strain 1 · Chant (1 minute) · Duration 1 stretch
Buff, Brewable

Each creature in your delivery treats dim light as normal light for the duration.

Delivery restriction: no area deliveries.

Critical Success: Affected creatures can also see 10 feet into total darkness (as if it were dim light).

Optional Modifiers

  • ★ Quick Darksight (+1): Cast it as an Invocation; the duration becomes 5 rounds and the spell gains Concentration. [School Mastery, 5+ ranks]
  • ★ Greater Darksight (+2): Affected creatures see 60 feet into total darkness (as dim light). While it lasts they see in black and white and are Dazzled in bright light. [School Mastery, 7+ ranks]

Elemental Manipulation

Complexity 1 · Strain 1 · Invocation, 2 AP · Duration 5 rounds
Control, Modify

When you learn this spell, choose a base element and give it trappings: Air, Earth, Fire or Water. You can't change it unless you learn the spell again with different trappings. For the duration you can manipulate existing manifestations of your element within your standard reach; you can't create it unless modified. Each round you can spend 1 AP on one minor trick. Tricks can't stand in for dedicated combat spells unless the GM allows it. Examples (the GM adjudicates others):

  • Air: shove (Mysticism in place of Athletics or Martial Arts), blow out a torch, fan a flame, carry a whisper.
  • Earth: shift loose earth or sand, cover tracks, raise a small berm, hurl a pebble-sized stone.
  • Fire: shape or redirect an existing flame, snuff small flames, spread fire across nearby fuel.
  • Water: redirect a flow, splash, douse, draw water from an open source.

Critical Success: Your reach for this spell becomes double your standard reach for the duration.

Optional Modifiers

  • Greater Reach (+1): Increase your reach for this spell by one step.
  • Increased Volume (+1): Each trick affects about three times as much.
  • Area Shaping (+1): Each trick can also affect an adjacent 5-foot space that contains the element (it doesn't create it).
  • ★ Conjure Base Element (+2): Create a small amount of your element within reach as part of a trick, then manipulate it normally. [School Mastery, 5+ ranks]
  • ★ Sub-Domain (+2): Also manipulate your element's sub-domain: Air → Lightning, Fire → Metal, Earth → Wood, Water → Ice. [School Mastery, 6+ ranks]
  • ★ Conjure Sub-Domain (+3): Create a small amount of your sub-domain within reach as part of a trick (includes Sub-Domain). [School Mastery, 7+ ranks]

Entangle

Complexity 1 · Strain 2 · Invocation, 2 AP · Duration Until broken free · Save: Fortitude
Control, Debuff

Each creature in your delivery makes a Fortitude save opposed by your Channeling result. On a failure it is Grappled by conjured bindings (Hardness 8); a critical failure leaves it Restrained instead. The condition ends only when the creature escapes or the bindings are destroyed.

Escape: on its turn the creature can spend 1 AP on a Might save opposed by the same Channeling result; on a success it breaks free and the spell ends for it.

Delivery restriction: no area deliveries unless modified.

Critical Success: A creature that fails is Restrained instead.

Optional Modifiers

  • Tough (+1): The bindings' Hardness becomes 10.
  • Damage (+2): An affected creature takes 1d10 damage at the end of any turn in which it didn't escape.
  • Deadly (+4): As Damage, but 2d8.
  • ★ Area Casting (+1): You can use area deliveries, at double the delivery's Strain cost. [School Mastery, 5+ ranks]

Smite

Complexity 1 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Buff, Radiant

Imbue only, on a melee or ranged weapon (GM's discretion); on a ranged weapon the effect goes to its ammunition. While the spell lasts the weapon deals +1d6 radiant damage on a hit.

Critical Success: The bonus damage becomes +1d8.

Optional Modifiers

  • Greater Smite (+2): The bonus becomes +1d10 and the spell gains Heavy (+1d12 on your critical success).

Wall Walker

Complexity 1 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Buff, Brewable, Movement

Each creature in your delivery can move on walls and ceilings as normal movement for the duration, with a climb Speed of half its Speed.

Delivery restriction: no area deliveries.

Critical Success: Targets also have 1 level of Advantage on Athletics checks to climb or cling for the duration.

Optional Modifiers

  • Sure Grip (+1): 1 more level of Advantage on Athletics checks to climb or cling (stacks with the critical success).
  • Spider Sprint (+1): The climb Speed equals the target's Speed.
  • Ceiling Skitter (+1): The target doesn't need free hands to climb.
  • Lingering Walker (+2): Cast it as a Chant; the duration becomes 1 stretch.
  • ★ Area Wall Walker (+1): You can use area deliveries, at double the delivery's Strain cost. [School Mastery, 5+ ranks]

Environmental Protection

Complexity 2 · Strain 2 · Chant (1 minute) · Duration 1 minute
Buff, Brewable

Each creature in your delivery can breathe, speak and move at normal Speed in an otherwise lethal environment for the duration. Treat Radiation (R), Atmosphere (A), Pressure (P) and Heat/Cold extremes (H) as 2 steps closer to normal for them, to a minimum of R1, A2, P3 and H3.

Delivery restriction: no area deliveries unless modified.

Critical Success: The duration becomes 1 stretch.

Optional Modifiers

  • ★ Area Protection (+1): You can use area deliveries, at double the delivery's Strain cost. [School Mastery, 5+ ranks]
  • Selective Protection (+1): Protect against one rating only (R, A, P or H), but the duration becomes 1 stretch.
  • Extended Protection (+2): Cast it as a Ritual; the duration becomes 1 hour.
  • Pressure Seal (+1): Also treat Gravity (G) as 2 steps closer to normal (minimum G2).
  • Hazmat Buffer (+1): Affected creatures exposed to Radiation Sickness or Toxic Atmosphere Poisoning make the initial save with 1 level of Advantage.
  • ★ Greater Protection (+2): Ratings move 3 steps closer to normal instead of 2 (minimums still apply). [School Mastery, 7+ ranks]

Farsight

Complexity 3 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Buff, Brewable

Each creature in your delivery can see fine detail at extreme distance for the duration: reading lips or fine print up to about a mile away, given line of sight.

Delivery restriction: no area deliveries unless modified.

Critical Success: Affected creatures also halve range penalties on ranged attacks and other range-affected abilities.

Optional Modifiers

  • Greater Farsight (+2): Ignore all range penalties for the duration; on your critical success the detailed sight distance doubles.
  • Longglass (+1): Detailed sight reaches 2 miles.
  • Eagle Eye (+1): 1 level of Advantage on sight-based Perception checks.
  • Steady Aim (+1): Ignore the long-range Disadvantage on ranged attacks (other penalties still apply).
  • Mark Target (+1): Choose one creature or object the target can see; it ignores visual concealment from distance (fog, rain, smoke haze) when perceiving it (GM adjudicates).
  • Lingering Sight (+2): Cast it as a Chant; the duration becomes 1 stretch.
  • ★ Area Farsight (+1): You can use area deliveries, at double the delivery's Strain cost. [School Mastery, 5+ ranks]

Growth

Complexity 3 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Buff, Brewable, Modify

Each creature in your delivery grows one size category for the duration (space, reach and Bulk change with size). While grown it has 1 level of Advantage on Might checks and saves and +2 damage with melee attacks, but 1 level of Disadvantage on Reflex checks and saves.

Delivery restriction: no area deliveries unless modified.

Critical Success: The target also gains +5 feet reach, on top of any change from size.

Optional Modifiers

  • Unwilling Target (+2): Target an unwilling creature; it makes a Fortitude save opposed by your Channeling result and is unaffected on a success.
  • Lingering Growth (+2): Cast it as a Chant; the duration becomes 1 stretch.
  • ★ Greater Growth (+4): The target grows two size categories. [School Mastery, 7+ ranks]
  • ★ Area Casting (+2): You can use area deliveries, at double the delivery's Strain cost. [School Mastery, 9+ ranks]

Speed

Complexity 3 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Buff, Brewable, Movement

Each creature in your delivery doubles its Speed for the duration.

Delivery restriction: no area deliveries.

Critical Success: Affected creatures also ignore difficult terrain for the duration.

Optional Modifiers

  • Quickness (+2): Once each round, the target gains 1 bonus AP that can be spent only on actions with the Move trait.
  • Greater Speed (+2): Speed is tripled instead of doubled.
  • Lingering Speed (+2): Cast it as a Chant; the duration becomes 1 stretch.
  • ★ Enduring Speed (+4): Cast it as a Ritual; the duration becomes 1 hour. [School Mastery, 9+ ranks]

Telekinesis

Complexity 3 · Strain 5 · Invocation, 2 AP · Duration 5 rounds · Save: Charisma
Control, Movement

For the duration you have telekinetic control out to double your standard reach.

  • Strength: use your Intellect in place of Might for the Bulk you can lift, push, drag or hold (your Telekinesis Bulk limit is your normal limit as if Might equalled Intellect).
  • Control limit: you can control separate objects up to 1 + half your Mysticism ranks (round down), with a combined Bulk no higher than your Telekinesis limit.
  • Unwilling creatures: a creature you target makes a Charisma save opposed by your Channeling result and can't be affected by this casting on a success. If you affect it, it repeats the save at the start of each of its turns and is released on a success.
  • Actions: spend 1 AP to manipulate something you control: lift it, move it up to your standard range, push or pull it, open a door, tip a table, reposition a creature you hold (GM adjudicates). Creatures you drop take falling damage normally.
  • Tools: you can use tools and weapons telekinetically by spending their normal actions and using their normal skill; the GM may apply penalties for awkward angles or poor leverage.

Critical Success: Treat your Intellect as 2 higher for your Telekinesis Bulk limit.

Optional Modifiers

  • Focused Control (+1): Control 2 more separate objects at once.
  • Greater Reach (+1): Increase the reach one step (double standard → triple standard).
  • Power (+3): Treat your Intellect as 2 higher for the Bulk limit (4 on your critical success). Objects of 12 Bulk or more deal Heavy damage when used as weapons.
  • Mind Hulk (+4): For your Bulk limit, treat yourself as one size category larger (two on your critical success).

Haste

Complexity 4 · Strain 2 · Invocation, 2 AP · Duration 5 rounds
Buff, Brewable

Each creature in your delivery increases its maximum Action Point pool by 1 for the duration. Its Speed doesn't change.

Delivery restriction: no area deliveries unless modified.

Critical Success: Affected creatures also gain +1 Reaction Point each round.

Optional Modifiers

  • Quick Reflexes (+2): Affected creatures gain +1 Reaction Point each round.
  • Fleet (+2): Affected creatures also double their Speed.
  • Unwilling Target (+2): Target an unwilling creature; it makes a Fortitude save opposed by your Channeling result and is unaffected on a success.
  • ★ Area Casting (+2): You can use area deliveries, at double the delivery's Strain cost. [School Mastery, 9+ ranks]

Shrink

Complexity 4 · Strain 2 · Invocation, 2 AP · Duration 5 rounds · Save: Fortitude
Brewable, Modify

Each creature in your delivery makes a Fortitude save opposed by your Channeling result. On a failure it shrinks one size category for the duration (space, reach and Bulk change with size). While shrunk it has 1 level of Advantage on Reflex checks and saves, but 1 level of Disadvantage on Might checks and saves and −2 damage with melee attacks.

Delivery restriction: no area deliveries unless modified.

Critical Success: The duration becomes 1 minute.

Optional Modifiers

  • Lingering Shrink (+2): Cast it as a Chant; the duration becomes 1 stretch.
  • Powerful Shrink (+2): The target doesn't suffer the Might Disadvantage.
  • ★ Greater Shrink (+4): The target shrinks two size categories. [School Mastery, 7+ ranks]
  • ★ Area Casting (+2): You can use area deliveries, at double the delivery's Strain cost. [School Mastery, 9+ ranks]

Fly

Complexity 5 · Strain 3 · Invocation, 2 AP · Duration 5 rounds
Buff, Brewable, Movement

Each creature in your delivery gains a fly Speed of 30 feet for the duration.

Delivery restriction: no area deliveries unless modified.

Critical Success: The fly Speed becomes 60 feet.

Optional Modifiers

  • Swift Flight (+5): The fly Speed becomes 60 feet (120 on your critical success).
  • ★ Area Casting (+2): You can use area deliveries, at double the delivery's Strain cost. [School Mastery, 9+ ranks]
  • Lingering Flight (+2): Cast it as a Chant; the duration becomes 1 stretch.
  • ★ Enduring Flight (+2): Cast it as a Ritual; the duration becomes 1 hour. [School Mastery, 11+ ranks]

Intangibility

Complexity 5 · Strain 5 · Invocation, 2 AP · Duration 5 rounds
Buff, Brewable

Each willing creature in your delivery becomes incorporeal for the duration. It can't affect the physical world, and non-magical physical attacks can't affect it. It can pass through solid objects (the GM adjudicates extremes), and what it carried when you cast the spell becomes incorporeal too. It can still interact with other incorporeal beings and is still vulnerable to supernatural attacks (powers, spells and enchanted items). If the spell ends while it is inside a solid object, it is shunted to the nearest open space and becomes Dazed.

Delivery restriction: no area deliveries unless modified.

Critical Success: Affected creatures also have Resistance to damage from supernatural attacks.

Optional Modifiers

  • Unwilling Target (+2): Target an unwilling creature; it makes a Charisma save opposed by your Channeling result and is unaffected on a success. If it fails, it repeats the save at the start of each of its turns, ending the spell for itself on a success.
  • ★ Area Casting (+2): You can use area deliveries, at double the delivery's Strain cost. [School Mastery, 9+ ranks]
  • Lingering Intangibility (+2): Cast it as a Chant; the duration becomes 1 stretch.
  • ★ Enduring Intangibility (+2): Cast it as a Ritual; the duration becomes 1 hour. [School Mastery, 11+ ranks]

Timestop

Complexity 8 · Strain 8 · Invocation, 2 AP · Duration Instant
Modify, Movement

You step briefly outside the flow of time. When you finish your current turn, you immediately take an extra turn before anyone else acts.

Critical Success: Your maximum Action Point pool for the extra turn increases by 1.

Optional Modifiers

  • Time Buffer (+2): You gain +1 Reaction Point during the extra turn.
  • Temporal Anchor (+3): When the extra turn ends, you can return to the space you occupied at its start.
  • Afterimage (+3): After the extra turn ends, you are Concealed until the start of your next turn.
  • Overclock (+4): Your maximum Action Point pool increases by 1 during the extra turn (stacks with the critical success).

Transmutation Wild Surges

Roll on Wild Surge — Transmutation: 1d30 on a failed Channeling check; 2d8 on a critical failure (negative entry 2 × roll − 3) or critical success (positive entry 2 × roll − 2). Use the severity for the triggering spell's Total Strain: Minor 0–4, Moderate 5–9, Major 10+.

1d302d8SurgeMinor (0–4)Moderate (5–9)Major (10+)
12Warped Limb (−)1 Disadvantage on Might and Reflex checks until the end of your next turn.2 Disadvantage until the end of your next turn.2 Disadvantage until you pass a DC 15 flat check at the end of your turn.
22Perfect Form (+)1 Advantage on Might and Reflex checks until the end of your next turn.2 Advantage.2 Advantage and +2 on your next Might or Reflex check.
33Sticky Fingers (−)You can't drop held items until the start of your next turn.until the end of your next turn.Until you pass a DC 15 flat check at the end of your turn.
43Slick Hands (+)Escape Grappled or Restrained automatically.…and move 5 ft (no reactions).…and 1 Advantage on Escape checks until the end of your next turn.
54Gravity Hiccup (−)−10 ft Speed until the start of your next turn.−20 ft until the start of your next turn.Speed halved until the end of your next turn.
64Gravity Grip (+)You can't be knocked Prone until the start of your next turn.until the end of your next turn.Can't be knocked Prone, pushed or pulled until the end of your next turn.
75Brittle Skin (−)−2 Soak until the start of your next turn.−3 Soak until the start of your next turn.−4 Soak until the end of your next turn.
85Stone Skin (+)+2 Soak until the start of your next turn.+3 Soak until the start of your next turn.+4 Soak until the end of your next turn.
96Mis-Shape (−)A worn item warps: 1 Disadvantage on checks using it for 10 minutes.2 Disadvantage for 10 minutes.2 Disadvantage for 1 stretch.
106Refit (+)A worn item is optimized: 1 Advantage on checks using it for 10 minutes.2 Advantage for 10 minutes.2 Advantage for 1 stretch.
117Sudden Shrink (−)You're 1 size smaller until the end of your next turn.…and Off-Guard until then.1 size smaller for 1 minute and Off-Guard until the end of your next turn.
127Sudden Growth (+)You're 1 size larger until the end of your next turn.…and +2 melee damage until then.1 size larger for 1 minute and +2 melee damage until the end of your next turn.
138Oily Ground (−)A 10-ft radius around you is difficult terrain until the start of your next turn.15 ft until the start of your next turn.15 ft until the end of your next turn.
148Sure Footing (+)Ignore difficult terrain until the start of your next turn.until the end of your next turn.until the end of your next turn, with 1 Advantage on Reflex saves to keep your footing.
159Transmute Slip (−)Your next spell's delivery costs +1 Strain.Your next two deliveries cost +1.Your deliveries cost +1 until the end of your next turn.
169Transmute Efficiency (+)Your next spell's delivery costs −1 Strain.Your next two deliveries cost −1.Your deliveries cost −1 until the end of your next turn.
1710Loose Joints (−)Dazed until the end of your next turn.Dazed and Off-Guard until the end of your next turn.Dazed until you pass a DC 15 flat check at the end of your turn.
1810Quick Joints (+)+10 ft Speed until the end of your next turn.+20 ft.Speed doubled until the end of your next turn.
1911Overheat (−)The first time you move over 10 ft this round, take 1d4 fire.2d4 fire.Until the end of your next turn, the first time each round, 2d4 fire.
2011Momentum (+)Your first move this round goes +10 ft.+20 ft.Until the end of your next turn, your first move each round goes +10 ft.
2112Rust (−)A metal object you touch tarnishes and is noisy for 10 minutes.…and 1 Disadvantage on checks using it.…and 2 Disadvantage on checks using it.
2212Polish (+)A weapon gains +1 damage or armor +1 Soak for 1 minute.+2 for 1 minute.+2 for 10 minutes.
2313Stone Tongue (−)You can't speak clearly for 1 minute.For 10 minutes.For 1 stretch.
2413Fluid Speech (+)1 Advantage on social checks for 10 minutes.2 Advantage for 10 minutes.2 Advantage for 1 stretch.
2514Unstable Form (−)If damaged before the end of your next turn, you fall Prone.…Prone and Off-Guard.…Prone and Dazed.
2614Stable Form (+)The next damage you take before the end of your next turn is reduced by 1d6.By 2d6.By 2d6.
2715Flash Metamorph (−)Drop a held item; it becomes a harmless object for 1 minute.For 10 minutes.For 1 stretch.
2815Quick Craft (+)Turn a small object in hand into another mundane object for 10 minutes.For 1 hour.For 1 stretch, exact form of your choice.
2916Slow Weave (−)Next turn, 1 fewer AP (min 1).2 fewer AP.2 fewer AP and no Reactions until your following turn.
3016Fast Weave (+)Next turn, +1 AP.+1 AP and +1 RP.+1 AP, and +1 RP each round until the end of your next turn.

− negative (odd), + positive (even).