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transformation

Transformation

Transformation is an Alteration 6 nature 22 ritual that transforms the caster into a random monster or animal for 8naturegem. The spell has a higher likelihood of succeeding in Luck scales luck scales; if it fails, the caster either transforms into a critter, a feebleminded Foul Spawn, or simply dies. Aside from magic paths, no properties are carried over from the original caster into their transformed body. Their age is also set to the default age of whichever monster or animal they transformed into. Any items that they can no longer carry due to their new equipment slots are returned to the inventory.

The possible transformation results are highly variable, ranging from size 1 to 6 with traits and equipment slots specific to that particular chassis. A mage may transform into a stealthy but highly fragile Winged Monkey or luck into a supercombatant-tier Ettin with an extra head and arm slot. To add to the variability, many transformation results have a chance of gaining additional magic paths. However, most results have only two misc slots due to being animals, rendering them incapable of equipping the majority of magic boosters. If a mage casts Transformation underwater, the result is selected from a different pool of mostly aquatic chassis.

The most straightforward application of Transformation is to remove undesirable traits from nature mages, such as the high upkeep of Pans and Pearl Kings or the homesickness of Naiads. The variability of chassis stats and traits means that transforming for a better chassis alone is unreliable and likely to waste gems. For nations with small death nature mages, transformation may be of particular consideration due to its interaction with Twiceborn.

Chance of Success

Transformation has a (20 + misfortune)% chance to fail. If the caster fails this check, they make the same check again. Succeeding on this second check gives a bad result from the table below (and feebleminds the caster if the new form is not mindless), while failing again kills the mage.1)

If the caster succeeds on the first roll, they are transformed into a random chassis depending on whether they are underwater or on land. While many of the results are undisciplined due to being animals, they will still follow scripts as normal during combat. Most results also have subpar magic resistance, making them more vulnerable to spells like Soul Slay and Mind Hunt.

Bad Result

FIXME What are the bad transformation results underwater?

Sprite Unit Name Special Attributes Comments
Foul Spawn and 8 other variations Variable. One gains amphibious, some have different attacks, but none stand out. Will be feebleminded, but has full slots.
Foul Spawn Will be feebleminded. No body or hand equipment slots, but five attacks, size 5 and a reasonable amount of hitpoints.
Freak Fear (5)
Trample
Adept Cross Breeder (10)
Mindless
Will not lose paths due to being mindless. Has only 2 misc slots despite the pictured limbs. Trample, fear, and crossbreeding can all be situationally useful.




Dragonfly
Frog
Large Ant
Large Beetle
Large Spider
Stealthy (40)
Poor Amphibian (Frog only)
Animal
Magic Being
Flying (Dragonfly and large beetle)
Need not Eat
Mindless
Swamp Survival (Dragonfly and Frog)
Forest Survival (Ant, Beetle and Spider)
Will not lose paths due to being mindless. All die to a stiff breeze, but being stealthy makes them more difficult to catch.

Good Result

Land

Sprite Unit Name Special Attributes Comments
Dog Stealthy (40)
Animal
Winged Monkey Animal
Magic Being
Flying
Forest Survival
Chance for bonus astral magic: 75%
Ridiculously mobile at 34 map move with flying, with full slots just for fun. Good chance at getting the astral crosspath.
Wolf Stealthy (40)
Animal
Mountain Survival
Forest Survival
Snow Move
Boar Animal
Forest Survival
Crocodile Animal
Cold Blooded
Swamp Survival
Swimming
Cold blooded can be pretty debilitating for casters.
Dire Wolf Cold Resistance (15)
Darkvision (50)
Stealthy (40)
Animal
Mountain Survival
Forest Survival
Snow Move
Chance for bonus death magic: 50%
A better version of the Wolf.
Great Boar Animal
Trample
Forest Survival
A better version of the Boar with trample.
Great Hawk Animal
Flying
Mountain Survival
Forest Survival
Chance for bonus air magic: 10%
Highly mobile at 28 map move with flying.
Great Lion Darkvision (50)
Animal
Hydra Hatchling Regeneration (10%)
Fire Vulnerability (10)
Poison Resistance (25)
Poison Cloud (4)
Eyes (6)
Unsurroundable (2)
Blunt Resistance
Pierce Resistance
Animal
Cold Blooded
Swamp Survival
Swimming
Recuperation
Wounded shape: Hydra Hatchling, Hydra Hatchling
Chance for bonus nature magic: 30%
Costs Gold28 per year in upkeep. Be aware of the poison aura when positioning within an army.
Jade Lizard Animal
Cold Blooded
Forest Survival
Leogryph Animal
Lioness Darkvision (50)
Animal
Female
Salamander Fire Resistance (25)
Heat Aura (6)
Fire Power (25)
Animal
Wasteland Survival
Chance for bonus fire magic: 60%
Costs Gold40 per year in upkeep. Has a fire aoe attack. Be aware of the fire aura when positioning.
Serpent Animal
Cold Blooded
Swamp Survival
Swimming
Stupid
Chance for bonus nature magic: 20%
Tiger Darkvision (50)
Animal
Forest Survival
Troll Seithberender Regeneration (10%)
Fire Resistance (-5)
Darkvision (50)
Need not Eat
Forest Survival
Of the results that cost upkeep, this is the most expensive at a ridiculous Gold216 per year. Full slots, but comes at a hefty price.
Amphiptere Poison Resistance (15)
Animal
Flying
Cold Blooded
Chance for bonus air magic: 30%
Chance for bonus nature magic: 20%
A durable, poison resistant chassis with great flying mobility.
Bog Beast Poison Resistance (25)
Poison Cloud (4)
Animal
Cold Blooded
Swamp Survival
Swimming
Chance for bonus water magic: 20%
Poison clouds can be a dangerous source of friendly fire.
Giant Spider Poison Resistance (15)
Animal
Great Bear Animal
Mountain Survival
Forest Survival
Great Bear
Great Bear
Sacred
Animal
Mountain Survival
Forest Survival
Snow Move
Sacred opens up some interesting possibilities, but these are otherwise unremarkable.
Ice Drake Cold Resistance (15)
Animal
Snow Move
Chance for bonus water magic: 50%
Has a neat ice breath attack.
Moose Cold Resistance (5)
Stealthy (40)
Animal
Forest Survival
Snow Move
Chance for bonus nature magic: 100%
Like a cheaper and permanent Thistle Mace that can sneak around.
Swamp Drake Poison Resistance (15)
Poison Barbs (5)
Animal
Cold Blooded
Swamp Survival
Swimming
Chance for bonus water magic: 30%
Chance for bonus nature magic: 20%
Yeti Shaman Cold Resistance (15)
Chill Aura (5)
Mountain Survival
Snow Move
High magic resistance, hit points and a moderate chill aura on top of full equipment slots. Be aware of the cold aura when positioning within an army.
Giant Shaman Forest Survival A larger, beefier Yeti without the chilly theme.
Great Spider Poison Resistance (15)
Eyes (8)
Animal
Forest Survival
Gryphon Animal
Flying
Wasteland Survival
Mountain Survival
Chance for bonus air magic: 50%
Decent magic resistance and can good flying mobility.
Manticore Poison Resistance (15)
Fear (5)
Flying
Wasteland Survival
Mountain Survival
Notably not an animal. A Gryphon made much nastier by the addition of fear and poison.
Monster Boar Stealthy (40)
Inept Researcher (-4)
Cause Unrest (+15 Per Month)
Animal
Trample
Forest Survival
Chance for bonus nature magic: 50%
The same boar as the one generated by unlucky events and the Monster Boar spell, which means that it increases unrest and is somehow stealthier than its smaller cousins.
Chimera Eyes (8)
Unsurroundable (3)
Animal
Flying
Mountain Survival
Forest Survival
Chance for bonus air magic: 50%
A flying monster with poison and fire.
Ettin Ambidextrous (6)
Eyes (4)
Unsurroundable (1)
Mountain Survival
Forest Survival
One less misc slot is a small price to pay for an extra arm and head slot, along with moderately high magic resistance. Eminently suitable for both solo operator and army support roles.
Giant Sorcerer Supply Bonus (-5)
Mountain Survival
Another a very tough chassis. Can grab and swallow opponents
Great Eagle Siege Bonus (10)
Patrol Bonus (10)
Animal
Flying
Mountain Survival
Chance for bonus air magic: 50%
A ridiculously mobile flyer with moderately high magic resistance and very high morale.
Hydra Regeneration (10%)
Fire Vulnerability (10)
Poison Resistance (25)
Poison Cloud (8)
Fear (5)
Eyes (10)
Unsurroundable (4)
Blunt Resistance
Pierce Resistance
Animal
Cold Blooded
Swamp Survival
Swimming
Recuperation
Wounded shape: Hydra, Hydra, Hydra, Hydra
Chance for bonus nature magic: 50%
Costs Gold140 per year in upkeep, the second most expensive transformation result. A scary and durable chassis that is even more of a gas grenade than the juvenile Hydra Hatchling.

Underwater

If the transformed mage is underwater, the result is selected from the table below instead. Except for the Sea Dog, all are fully aquatic and will need an Amulet of the Fish or something similar to go above water. Gaining an extra magic path is much more common than transforming on land, but path gain is largely restricted to nature and water.

Sprite Unit Name Special Attributes Comments
Small Shark Stealthy (40)
Animal
Aquatic
Need not Eat
Chance for bonus water magic: 20%
Hippocampus Animal
Aquatic
Recuperation
Chance for bonus nature magic: 50%
Sea Dog Animal
Amphibious
Chance for bonus nature magic: 20%
The only amphibious underwater result.
Sea Stag Animal
Aquatic
Chance for bonus nature magic: 20%
Leocampus Animal
Aquatic
Chance for bonus nature magic: 20%
Giant Lobster Animal
Trample
Aquatic
Chance for bonus water magic: 20%
Kraken King Darkvision (100)
Stealthy (60)
Blunt resistant
Animal
Aquatic
Recuperation
Chance for bonus astral magic: 50%
Unlike the Ancient Kraken pretender chassis, this kraken has a meagre 2 misc slots. Still stealthy, however.
Shark Stealthy (40)
Animal
Aquatic
Need not Eat
Chance for bonus water magic: 10%

See More

transformation.txt · Last modified: 2022/12/05 15:44 by saiden