Shaping is not the whimsical transmutation of classical fantasy; it is the brutal, tectonic science of forcing matter to adopt new structural parameters against the crushing resistance of a decaying reality. A Shaper is an “arcane mason,” treating the physical world like stubborn clay. They understand that matter is governed by a fundamental memory—a desire to remain in its current state—and that every act of Shaping is an attempt to override that memory. It requires immense tactile concentration; the practitioner must not only visualize the new form but manually “sculpt” the existing properties of the material until they yield to the new configuration.
The Shaper successfully “breaks” the object’s structural memory and imposes the new form. The material accepts the change, remaining stable and durable. The manipulation is clean, permanent, and requires no further effort to maintain. The Shaper remains in control of the physical laws they have momentarily rewritten.
The roll lands between 1 and the Threshold. The transformation is achieved, but the material’s original “memory” is still active. The object is unstable, prone to reverting, or brittle at the joints. The caster must maintain the spell to force the object to hold its new shape. If the Shaper stops concentrating, the object begins to rapidly oscillate between its original state and the new one, potentially shattering, melting, or becoming dangerously unpredictable.
A natural 20 represents a catastrophic failure of the Shaper’s command over reality. The material does not just reject the change; it forces the intent back onto the user. This is known as a “Sympathetic Mutation.” If the Shaper was trying to turn iron into wood, their own arm might begin to calcify into bark or wood-fiber. They suffer immediate physical trauma and permanent, localized alteration of their own physiology. Furthermore, the energy released during the collapse often triggers a “Transmutation Wake,” causing nearby surfaces (floors, walls, or even teammates) to undergo bizarre, unstable physical shifts—turning ground to liquid, air to glass, or flesh to stone—until the local reality can settle.
| Casting Threshold | Effect |
| -2 | Parasitic. You are damaged for the same amount as the target is healed. |
| 2 | Vampiric. You are healed for the same amount as the target is damaged. |
| 2 | Per Death Clock tick removed |
| 3 | Remove one Condition |
| 10 | Remove the effects of a poison or disease |
| 15 | Cure one magical affliction |