Study of Transmutation

The Color of Orange is the art of transformation—not just of form, but of essence, weight, and function. Wizards of this path are alchemists of flesh, metal, and magic. They see the world not as fixed, but as mutable material waiting to be improved, corrected, or broken down. No shape is permanent, no substance sacred.

Architects of Change

Orange wizards mold creatures and matter alike, altering bodies, tools, terrain, and even time. They can turn skin to stone, make metal breathe, or rewrite anatomy in moments. Their spells often impose physical alterations—changing what a thing is to what it must become. At their peak, they move like living crucibles, reshaping the battlefield and themselves with every gesture.

In the labyrinthine forge-city of Azkarahl in Zin, Orange wizards serve as imperial artisans and battlefield specialists. The city’s Transmutation Chambers hum day and night with spellsteel grafts, evolving warbeasts, and living siege machines. Orange wizards there refine themselves through experimental bodycraft, walking with liquid limbs, crystalline organs, or magnetic bones.

Living Tools

These wizards do not rely on traditional equipment. A staff may stretch into a whip. A robe may become armor. A drop of mercury might bloom into a mount. They are never unarmed—because their magic allows them to create what is needed in the moment.

Masters of Adaptation

To be Orange is to evolve. These wizards alter themselves with ease, adapting to heat, poison, gravity, or wounds. Some develop alternate forms for different terrains or challenges. Others alter time locally, hastening their allies or aging their enemies. Their bodies often bear evidence of their art—glistening stone skin, grafted claws, or ever-changing eyes.

Conclusion

The Color of Orange does not destroy—it improves, corrects, repurposes. Its wizards are not just spellcasters, but craftsmen of the moment, reforging the world one spell at a time. Through them, the impossible becomes functional, and the unworthy becomes magnificent—at least, until it must be changed again.


  • Spells Known:
  • Shift Bone
    1 5
  • Tangle Growth
    1 5
  • Crystalline Burst
    2 8
  • Quicksilver Reflex
    2 12
  • Lodestone Pull
    3 16
  • Matter Echo
    4 20
  • Golden Chariot
    4 24
  • Gravitic Thrust
    3 28
  • Perfect Shape
    5 32
  • Masterwork Body
    6 36
  • Worldforge Surge
    8 40

  • Passive Abilities:
  • Metal Sense
    1000 gp 5
  • Orange Scribe
    500 gp 5
  • Elemental Grip
    5000 gp 10
  • Alchemist’s Blood
    4000 gp 15
  • Living Core
    10000 gp 20
  • Stonewalker
    2000 gp 25
  • Stabilized Core
    3000 gp 30

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information