- User is able to make changes to the original state of an object into an alternate state, such as changing a small puddle of water into steam without the need for heat (Liquid > Solid > Gas). Matter changes may last up to thirty minutes before it reverts back to the original state.
- User may be able to change the molecular density of a non-living object with intense concentration, or dismantle it by taking apart its structure. The longer the user holds concentration, the more exhausted they become. This ability cannot be used on living objects.
- Can change dirt into pyrite (“fool's gold”). A fun party trick!
- User can suffer from headaches and fatigue if powers are overused.
- Capable of temporarily changing small cosmetic areas (no more than half their total mass) of their body into other similar material. For example, fur can be manipulated to show a different texture or be turned into scales. This ability requires concentration and, if broken, the shapeshift immediately fades.
- Users can utilize their natural means of defense (teeth and claws) to become longer and reinforced. When summoned, this ability lasts for five minutes.
- Prolonged or repeated use of powers have a greater chance of allowing subsequent attempts to fail. Muscle aches and nerve pain are also common side-effects.
- Capable of focusing a stationary barrier around themselves. The barrier is opaque and isn't enclosed but allows the user to be temporarily impervious to immediate physical or magic damage for up to a minute. The barrier must be concentrated on or will immediately fade.
- Users are able to summon a barrier around one of their allies in visible range, causing them to be impervious to one attack. However, this reaction stops their ally from attacking through the barrier.
- Physical side-effects from power overuse manifest as exhaustion, which allows concentration breaks to happen more often.
- After a minute of concentration, the user is capable of summoning up to two small creatures (no bigger than a rabbit) which take the shape of their choosing. These creatures have a will of their own and may or may not do things to varying degrees of success. At this level, they can be ordered to do three things:
> ATTACK. Summoned creature attacks specified target.
> DEFEND. Summoned creature defends itself, making it more impervious to damage. They take two strikes to disappear instead of one.
> FOLLOW/RUN. Summoned creature follows user, or disengages from target. - Upon their disappearance, summoned creatures may be re-summoned. However, the longer this is done per expedition it increases the user’s exhaustion and may cause them unable to hold the required amount of concentration. Side-effects from repeated power use can also cause fatigue and vertigo.
- Capable of enchanting a held item (such as a weapon or piece of clothing) with a small one-time use magical effect that is triggered when certain parameters (set by the user) are met. These enchantments can range from distracting sparks or a flash when something is hit, but are relatively harmless. The enchantment will last up to several hours.
- Users can enchant themselves with one of the following twice per expedition: advantage on a roll of their choice, increased loot chance, or being able to attack twice per turn.
- When enchanting items, user can choose to leave a 'mark' or 'flair' that takes the form of a design of their choice.
- Over-enchanting items may have chaotic consequences…