# Games > Cosmere > Stormlight > Character > Radiant Surges *from Chapter 6 — p.209-239* which surges CAN be use on invested/infused objects? also, what is invested vs infused (for objs, people) There are ten surges in total, each controlling a fundamental force of nature. Surgebinding Surgebinders basic version of each surge, as well as talent trees to upgrade each surge each surge is a skill, and thus, associated with an attribute - adding ranks scales some effects and improves your ability to succeed at difficult surgebinding tasks - skill modifier added to surge attack damage (can spend opp -> crit) (can spend focus/target to graze) - adding talents lets you do new things with your surge using a surge requires a surge-specific action cost Surge Scaling | Ranks | Die Size | Effect Size | Effect Size | | ----- | -------- | :---------: | ----------- | | 1 | d4 | 2.5' | Small | | 2 | d6 | 5' | Medium | | 3 | d8 | 10' | Large | | 4 | d10 | 15' | Huge | | 5 | d12 | 20' | Gargantuan | Infusions & Durations Some surges have ongoing effects that are maintained until the Stormlight fueling them runs out. Surges on yourself draw from your current Investiture, while surges on other objects need you to infuse them with Stormlight (allowing the surge to continue without your immediate presence). You can have multiple active infusions. usually 1 IP at SoET (whether self or object) surges continue while Unconscious At the start of your turn, but before your infusions expend Investiture (and potentially end), you can use ▶ to infuse any amount of additional Investiture in an infusion and maintain its effect. To do so, you must be within the range required to create that infusion. **Combat:** A surge expends Investiture once per round of combat, at the start of your turn — so once per 10 seconds. **Conversation:** A surge expends Investiture once per round of contributions — so about once per minute. **Endeavor:** A surge expends Investiture once per round of contributions — this time varies dramatically by endeavor, anywhere from 1 to 10 minutes. **Outside of Scenes:** If not in a scene, assume each “round” of Investiture lasts about 10 minutes. ## Surges | Name | Infusions | Tests | | -------------- | ------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | Abrasion | - object<br>- surface<br>- self | *p.213* — Abrasion vs Physical (held/worn object \| supporting surface)<br>*p.213* — Agility vs Abrasion (interact w/slick object \| surface) | | Adhesion | - two objects<br>- object + surface<br><br> *Adhesive Trap:* one surface<br> *Living Adhesion:* character + object \| surface | *p.215* — Adhesion vs Physical (held/worn object)<br> autosucceed: *Adhesive Trap*, *Binding Strike*<br>*p.215* — Athletics vs Adhesion (breaking a Full Lashing)<br>*p.217* — Adhesion vs Physical (*Living Adhesion:* character) | | Cohesion | - stone object<br>- stone surface<br><br> *Tunneling:* self<br> *Unbound Cohesion:* solid object \| surface | *p.217* — Cohesion vs DC (intricate shaping)<br>*p.218* — Cohesion vs Physical (held/worn object \| supporting surface)<br>*p.218* — Athletics vs Cohesion (escaping re-solidified stone)<br>*p.218* — Cohesion vs DC (interpret *Memories of Stone*)<br>*p.219* — Cohesion vs Cognitive (*Sinkhole*)<br>*p.219* — Cohesion vs Physical (*Stone Spear* attack) | | Division | n/a | *p.220* — Division vs Spiritual (melee attack)<br>*p.220* — Division vs DC (object or area while under pressure)<br>*p.221* — Division vs DC (etching / reshaping)<br>*p.221* — Division vs DC or Physical (held/worn object)<br>*p.222* — Agility \| Athletics vs Division (end Afflicted condition from *Igniting Division*) | | Gravitation | - object<br>- self or other character<br><br> *Group Flight:* characters | *p.223* — Gravitation vs Physical (character)<br>*p.224* — Agility vs Gravitation (grab passing larger object\|surface to stop themselves)<br>*p.224* — Gravitation vs DC (tricky maneuvers)<br>*p.225* — Agility vs Gravitation (Avoid Danger on *Gravitational Slam*) | | Illumination | - space<br><br> *Lingering Lightweaving:* sphere \| gem | *p.226* — Illumination vs Cognitive (of character who passively observes your complex illusion)<br>*p.226* — Illumination vs Perception (of character who scrutinizes your complex illusion)<br>*p.227* — Deduction \| Perception vs Illumination (to determine illusion boundaries or source)<br>*p.227* — Illumination vs Cognitive (*Disorienting Flash*)<br>*p.228* — Illumination vs Spiritual (*Painful Truth*) | | Progression | - plant<br>- other character | *p.230* — Progression vs Physical (*Explosive Growth:* AoE attack)<br>*p.230* — Progression vs DC (*Overgrowth*) | | Tension | - soft object<br><br> *Surface Tension:* liquid surface | *p.231* — Tension vs DC (intricate shaping)<br>*p.232* — Tension vs Physical (held/worn object)<br> autosucceed: *Rigged Weaponry*<br>*p.232* — Athletics vs Tension (bend tensed object)<br>*p.233* — Tension vs *any* (*Fine Control:* use for animated object's tests) | | Transformation | n/a | *p.234* — Transformation vs DC<br>*p.235* — *any* vs Transformation (when your Soulcasting requires opponent to make a test)<br>*p.235* — Transformation vs DC (peering into Shadesmar)<br>*p.235* — Transformation vs DC (cleanse blood)<br>*p.236* — Transformation vs Physical (*Flamecasting:* AoE attack)<br>*p.236* — Transformation vs attack (*Soulcast Defense*) | | Transportation | n/a | autosucceed on all: *Realmwalker*<br>*p.237* — Transportation vs DC (spotting & identifying things in the Cognitive Realm)<br>*p.238* — Transportation vs Cognitive (*Cognitive Vision:* learn intent)<br>*p.238* — Transportation vs DC (transport from Cognitive Realm to Physical Realm)<br>*p.239* — Transportation vs attack (*Realmic Evasion*)<br>*p.239* — Transportation vs DC (*Realmic Step*) | | **Surge**<br>*Radiant Orders* | Attribute<br>Action | Description | Using | | :--------------------------------------------------------------: | :-------------------: | 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| | **Abrasion**<br>*p.212*<br><br>*Dustbringers, Edgedancers* | *Speed*<br><br>▶ | *Alters the frictional force on an object’s surface, usually by nearly eliminating it.*<br><br>Spend 1 Investiture or more to infuse an object or portion of a surface within your reach, making it nearly frictionless; to do so, you must have a hand free and touch the target. This infusion uses 1 Investiture each round, and for the duration, the object or surface slides freely.<br><br>This target can’t exceed the surge size for your ranks in Abrasion (see the Surge Scaling table at the beginning of this chapter).<br><br>You can’t use this surge on other characters, Invested objects (like Shardplate), or objects that have been infused with Stormlight (like infused spheres or objects affected by surges).<br><br>Alternatively, you can infuse your body with Abrasion, regardless of your size, spending 1 Investiture each round to maintain the surge. While infused, you can freely change which parts of your body are frictionless, and you can use Skate and Slide until the surge ends:<br><br>**▷ Skate:** You can skate across the ground as if it were ice. Spend 2 focus to Move (as ) in a straight line on the ground. You can accomplish this frictionless movement without practice — though you’ll need experience to do it gracefully!<br><br>**ထ Slide:** You instinctively remove friction from parts of your body to more easily slide over obstacles or escape bonds. You count as one size smaller when squeezing through spaces, and you gain an advantage on tests to escape restraints that hold you via friction or pressure. | **Abrasion on Others:** While you can’t directly target other characters with Abrasion, you can target objects they’re holding or wearing. If a character is willing, you can easily infuse objects in their possession.<br><br>To infuse an object held by an unwilling character or to infuse a surface that’s supporting most of their weight (such as the ground they’re standing on or a wall they’re climbing), you must succeed on an Abrasion test against the target’s Physical defense. On a failure, you don’t infuse that object and you don’t spend Investiture on the attempt.<br><br>**Interacting With Slick Surfaces:** When another character steps on or otherwise interacts with a surface or object you made slick with Abrasion, it’s difficult to stay on their feet or hold on to the slippery object. The character must make an Agility test opposed by your Abrasion. If they succeed, they stay on their feet or hold on to the object; otherwise, they fall Prone or drop the object.<br> | | **Adhesion**<br>*p.215*<br><br>*Bondsmiths, Windrunners* | *Presence*<br><br>▶ | *Binds things together. These can be physical objects or spiritual Connections.*<br><br>To perform a Full Lashing, spend 1 Investiture or more, infusing it into two unsecured objects within your reach and within 5 feet of each other; you must have a hand free and touch the targets. The infusion uses 1 Investiture each round, and the two objects become stuck together for the duration.<br><br>Each object you target can’t exceed the surge size for your ranks in Adhesion (see the Surge Scaling table at the beginning of this chapter).<br><br>If you wish, one of these two objects can instead be the ground, wall, ceiling, or similar surface; you can target this surface regardless of its size. You can’t use this surge on characters, Invested objects (like Shardplate), or objects that have been infused with Stormlight (like infused spheres or objects affected by surges). | **Adhesion on Others:** While you can’t target characters with Adhesion, you can target objects they’re holding or wearing. If a character is willing, you can easily infuse objects in their possession.<br><br>To perform a Full Lashing on one or more objects an unwilling character is holding or wearing, you must succeed on an Adhesion test against the target’s Physical defense. On a failure, you don’t infuse those objects and you don’t spend Investiture on the attempt.<br><br>You can use this surge in countless creative ways, and it’s up to you and your GM to decide how to resolve each situation. For example, if you Lash your opponent’s boot to the ground, they might become Immobilized until they manage to remove the boot. Or if you Lash their bracer to their pants, they might gain a disadvantage on tests using that arm until they disentangle themselves.<br><br>**Breaking a Full Lashing:** A Full Lashing is quite strong and the Lashed objects themselves usually break apart before the bond does. A skilled wielder of Adhesion knows which objects (and their parts) stand up best to attempts to separate them.<br><br>A character can try to break apart two objects you’ve Lashed together. To do so, they Use a Skill to make an Athletics test opposed by your Adhesion. If they succeed, they break the Lashing (or the object, at the GM’s discretion) and the infusion ends. | | **Cohesion**<br>*p.217*<br><br>*Willshapers, Stonewards* | *Willpower*<br><br>▶ | *Alters objects down to their very axi — the particles that make up all matter. Often known as Stoneshaping.*<br><br>Infuse 1 Investiture or more into an unattended object or portion of a surface within your reach that is made of stone; to do so, you must have a hand free and touch the target. This infusion uses 1 Investiture each round, and for the duration, the stone becomes moldable and soft like clay. When you activate this surge, you can immediately form the stone into a rough shape as part of that action, but any elaborate molding requires more time (see “Shaping Stone”).<br><br>This object or portion of the surface can’t exceed the surge size for your ranks in Cohesion (see the Surge Scaling table at the beginning of this chapter).<br><br>You can’t use this surge on characters, Invested objects (like Shardplate), or objects that have been infused with Stormlight (like infused spheres or objects affected by surges). | **Shaping Stone:** You can touch Cohesion-infused stone and mold it into any shape you desire; when that infusion ends, the stone resolidifies in its new shape, strong as before. You can briefly shape the stone when you activate the surge, but more elaborate reshaping requires additional time. In combat, this usually requires an additional action to Interact (for moderate reshaping) or Use a Skill (if your creation is intricate enough to require a Cohesion skill test; the GM sets the DC based on how elaborate of an object you’re creating). At the GM’s discretion, some shaping tasks might take significantly more time, potentially requiring labor outside of combat.<br><br>**Cohesion on Others:** While it’s simple to melt and reshape unattended stone, trying to use it against opponents is more difficult. To infuse an object held by an unwilling character or to infuse a surface that’s supporting most of their weight (such as the ground they’re standing on), you must succeed on a Cohesion test against the target’s Physical defense. On a failure, you don’t infuse that object and you don’t spend Investiture on the attempt.<br><br>You can use this surge in countless creative ways, and it’s up to you and your GM to decide how to resolve each situation. For example, you might infuse the ground under your opponent’s feet, causing them to sink them into the earth and become Slowed by the quagmire. Or you might soften a portion of a stone wall, collapsing it atop them. You might even smear soft stone over a weapon they’re holding, giving it the Heavy trait with a value equal to your ranks in Cohesion.<br><br>**Escaping Solid Stone:** When a Cohesion infusion runs out, the stone returns to its previously rigid state. When this happens, any character or object at least partially within it becomes Immobilized; if enough of their body is encased, they might also become Restrained. To free such a character or object, the trapped character or another character within reach must Use a Skill, making an Athletics test opposed by your Cohesion. If they succeed, they slip out. Otherwise, they must be dug out, which can take 10 minutes or much longer, depending on the situation. | | **Division**<br>*p.220*<br><br>*Skybreakers, Dustbringers* | *Intellect*<br><br>▶▶ | *Destroys and decays, causing your target to atrophy, crumble into dust, or fall apart in other ways.*<br><br>You can use this surge to decay a character, object, or area within your reach. You must have a hand free and touch the target.<br><br>**Targeting a Character:** You can target a character regardless of their size. Spend 1 Investiture to make a melee Division attack against the Spiritual defense of the target, rolling 3d4 spirit damage. If this reduces the target to 0 health, they crumble into dust and die. The size of this attack’s damage dice increases with your ranks in Division; at 2 ranks, roll 3d6 (instead of 3d4), and so on. As usual, on a hit, add your Division modifier to damage, and on a miss, you can spend 1 focus to graze with the attack.<br><br>**Targeting an Object or Area:** To destroy an object or the contents of an area, spend Investiture equal to the number of surge ranks required to affect a target of that size: 1 for Small, 2 for Medium, and so on. As usual, this object or area can’t exceed the surge size for your ranks in Division (see the Surge Scaling table at the beginning of this chapter), even if you have more Investiture than that.<br><br>If you’re in combat or another tense situation, you must succeed on a Division test (see “Division Under Pressure” to determine the DC). On a success (or if you’re not under pressure), your target decays in a manner of your choosing. For example, you could crumble the object into dust, etch writing or art into the object, destroy parts of a object to form a smaller object, or create a smokescreen that lasts for 1 round in the destroyed object’s area.<br><br>If you attempt elaborate etching or shaping in this way, it takes additional time and actions. Depending on complexity, the GM might also require a Division skill test (or increase the DC for that test).<br><br>You can’t use this surge on Invested objects (like Shardplate) or objects that have been infused with Stormlight (like infused spheres or objects affected by surges). | **Division Under Pressure:** It requires considerable concentration and accuracy to use Division while moving, working quickly, or avoiding threats. While in combat or another tense situation (like a Mission or Pursuit), you must succeed on a Division test before destroying an object or area. The DC for this test is determined by the material you’re targeting, as shown on the Division Under Pressure table.<br><br>You can’t target materials in this way while they’re in the body of an unwilling living character; instead, target the character’s Spiritual defense as described in the Division surge.<br><br>DC 0 — clear air<br>DC 5 — vapors like smoke, gas<br>DC 10 — liquids like blood, water, oil<br>DC 15 — organics like flesh, bone, pulp<br>DC 20 — solids like metal, stone, crystal<br><br>**Division Against Others:** If a character is willing, you can easily destroy an object in their possession. However, to destroy an object held by an unwilling character or to destroy a portion of a surface that’s supporting most of their weight (such as the ground they’re standing on or a wall they’re climbing), you must succeed on a Division test against either that character’s Physical defense or the relevant DC on the Division Under Pressure table, whichever is higher. On a failure, you don’t destroy that object and you don’t spend Investiture on the attempt. | | **Gravitation**<br>*p.223*<br><br>*Windrunners, Skybreakers* | *Awareness*<br><br>▶ | *Changes the direction and magnitude of an object’s gravitational attraction.*<br><br>To perform a Basic Lashing, spend 1 Investiture or more to infuse a character or object within your reach; you must have a hand free and touch the target. Your target can’t exceed the surge size for your ranks in Gravitation.<br><br>The infusion uses 1 Investiture each round, and for the duration, the target’s gravity changes directions. This change uses your gravitation rate, which begins at 25 feet.<br><br>Your target doesn’t move fast enough to deal damage on impact. However, if a target is aloft when the surge ends, they fall and take the usual damage from the fall.<br><br>**Targeting a Character:** You can target a willing character, granting them a flying rate equal to your gravitation rate for the duration.<br><br>Alternatively, you can infuse yourself with Gravitation regardless of your size, gaining the same flying rate and spending 1 Investiture each round to maintain the surge. To target an unwilling character, see “Gravitation on Others.”<br><br>**Targeting an Object:** You can target an object, declaring a new direction for its gravity. At the start of each of your turns, after the infusion expends another 1 Investiture, move that object in a straight line up to your gravitation rate.<br><br>You can’t use this surge on Invested objects (like Shardplate) or objects that have been infused with Stormlight (like infused spheres or objects affected by surges). | **Gravitation on Others:** Performing a Basic Lashing on an unwilling character is challenging. To do so, make a Gravitation test against the target’s Physical defense. On a success, spend 1 Investiture to move the target up to your gravitation rate in a direction of your choosing.<br><br>When you move an unwilling target in this way, they become Restrained until the start of your next turn. During this movement, if the target passes within reach of an object or surface at least one size larger than them, they can attempt to grab it by using the Avoid Danger reaction to make an Agility test opposed by your Gravitation (their Restrained condition doesn’t impose a disadvantage on this test). If your target succeeds, they stop moving; while they continue holding on, you can’t move them further with this infusion.<br><br>**Tricky Maneuvers:** When flying or moving something with a Basic Lashing, you don’t usually need to make a test. However, if you’re attempting something particularly dangerous or tricky — such as flying through a highstorm or threading an object through a small gap — you must succeed on a Gravitation test to perform the Lashing (DC set at the GM’s discretion). | | **Illumination**<br>*p.226*<br><br>*Truthwatchers, Lightweavers* | *Presence*<br><br>▶ | *Creates convincing illusions, both visual and auditory.*<br><br>To Lightweave an illusion, spend 1 Investiture or more to infuse it into thin air in a space within your spren bond range. This illusion can’t exceed the surge size for your ranks in Illumination.<br><br>Lightweavings typically take the form of a three-dimensional hologram representing a character, object, or phenomenon you’re familiar with. This illusion is composed of light, complete with animation and accompanying sounds produced by the vibrations of your bonded spren.<br><br>**Simple and Complex Illusions:** If the illusion depicts a simple object with no sound or animations, the infusion uses 1 Investiture every 10 minutes. If the illusion depicts a character or more complex object, it instead uses 1 Investiture each round. For the duration, the illusion remains active even if you move out of range. You can move and control a complex illusion, as detailed in “Controlling Illusions.”<br><br>**Disguising Yourself:** Alternatively, if you have 1 Investiture or more, you can use Illumination to create an illusory disguise on yourself without spending Investiture. This disguise lasts until you end it as or run out of Investiture.<br><br>**Deceiving Characters:** If your illusion is a simple object or a disguise on yourself, it automatically convinces characters unless they have a reason to be suspicious. If you create a more complex illusion (such as disguising another character), the GM might require you to make an Illumination test against the Cognitive defense of any character who passively observes the illusion; on a success, your illusion is convincing to them.<br><br>A character might decide to Use a Skill to scrutinize your illusion, especially if you fail the above Illumination test or if you or your allies roll a Complication on a related test. In this case, make an Illumination test opposed by the character’s Perception test. If their test result exceeds your own, they notice the illusion (see “Detecting Illusions” for the effects).<br><br>You can make these tests to deceive characters even if that illusion is currently out of your spren bond range. | **Imagining Illusions:** Lightweaving is easiest when replicating something you’re familiar with. If you have a great memory or if you reference material you created (such as a sketch, a painting, or a written passage) you might be able to Lightweave something you’ve only encountered a few times — but your Illumination tests to deceive onlookers will probably gain a disadvantage.<br><br>It’s very challenging to Lightweave something you’ve only seen in drawings or imagined yourself. It’s up to your GM how difficult this is, but you might face challenges such as a reduced surge size, an additional Investiture cost, a focus cost, an increased DC, or a disadvantage on your d20 roll.<br><br>**Controlling Illusions:** You can control all of your complex illusions that are within your spren bond range. Each illusion can pretend to interact with its environment; for example, you might make an illusionary tree bend with the wind, or make an illusionary child try to catch a ball (but intentionally miss it). However, your illusion has no senses of its own, so you can’t give it tasks that require senses or knowledge you don’t have.<br><br>An illusion can move up to your movement rate on your turn in a manner reasonable for that illusion. You can use to have one or more of your illusions perform simple, mindless tasks like walking across the street or shouting a phrase. You can use to task one of your illusions with something that requires your careful attention, such as convincingly conversing with someone.<br><br>If you move out of range, your illusions can only perform whatever simple, mindless tasks you last gave them, such as gazing thoughtfully at a bookshelf. | | **Progression**<br>*p.229*<br><br>*Edgedancers, Truthwatchers* | *Awareness*<br><br>▶▶ | *Controls the growth and healing of living things.*<br><br>You infuse life into a living thing other than yourself within your reach; you must have a hand free and touch the target.<br><br>**Plant Growth:** If you target a living plant (or its seed) with Growth, spend 1 Investiture to cause it to rapidly grow to a size of your choice. This can’t exceed the surge size for your ranks in Progression, nor the normal limits of the largest plants of its species.<br><br>**Character Regrowth:** If you target a living character with Regrowth, infuse 1 Investiture or more into them. The infusion uses 1 Investiture each round, and for the duration, that character recovers health equal to 1d4 + your Progression modifier at the start of each of their turns. The size of this die increases with your ranks in Progression: at 2 ranks, roll 1d6 when recovering health (instead of 1d4), and so on. | **Growth:** Growth can be used creatively in many ways. You might grow a pathway over an obstacle or create inconspicuous concealment. You could block line of effect, create cover or difficult terrain, or erect obstacles to climb. It’s up to you and your GM to resolve such creative uses.<br><br>**Regrowth:** Regrowth heals by transforming the target’s Physical form to better match their Cognitive and Spiritual self. As such, the narrative effect of each character’s healing depends on who they are at their core and how they view themself. When you use Progression to heal a character, they (not you) determine what’s healed and how, likely doing so subconsciously. | | **Tension**<br>*p.231*<br><br>*Stonewards, Bondsmiths* | *Strength*<br><br>▶ | *Alters the rigidity of objects.*<br><br>To use this surge, spend 1 or more Investiture to infuse a soft object within your reach; you must have a hand free and touch the target. The infusion uses 1 Investiture each round, and for the duration, the object becomes completely rigid.<br><br>This object can’t exceed the surge size for your ranks in Tension.<br><br>When you activate this surge, you can first form the soft material into a rough shape as part of that action, but any elaborate molding requires more time.<br><br>You can’t use this surge on characters, Invested objects (like Shardplate), or objects that have been infused with Stormlight (like infused spheres or objects affected by surges).<br><br>**Hardened Defense:** When you infuse a soft material worn by you or a willing character, you can increase the wearer’s Physical defense by 2. Alternatively, before you infuse a material, you can wrap it around a character as part of that action, granting the same effect. A character’s Physical defense can’t benefit from more than one Tension surge at a time. | **Creating Objects and Weapons:** You can shape cloth, rope, or other soft materials into a specific form, then infuse Tension to temporarily stiffen them into a usable object. When you activate the surge, you can briefly shape the material, but more elaborate reshaping requires additional time. In combat, this usually requires an additional Interact action (for moderate reshaping) or Use a Skill action (if your creation is intricate enough to require a Tension skill test). The GM sets this test’s DC based on the complexity of the object you’re creating.<br><br>At the GM’s discretion, you can creatively use Tension to create nearly any solid object of an appropriate size. For example, you might shape a tarp into a box, then infuse it to use as a stepping stool. You could shove a handkerchief into a keyhole, then infuse it to make a key that can open the lock. A piece of rope could even serve as a sturdy staff or similar weapon.<br><br>When using Tension to temporarily create a weapon, treat it as an improvised non-special weapon, but remove its Fragile trait.<br><br>**Tension on Opponents:** While it’s simple to shape unattended cloth, it’s challenging to wrap your opponent in it or to infuse something they’re already wearing. To infuse an object worn by or wrapped around an unwilling target, make a Tension test against the target’s Physical defense. On a failure, you don’t infuse that object and you don’t spend Investiture on the attempt. On a success, the target has difficulty moving for the duration, becoming Slowed and gaining a disadvantage on all physical tests.<br><br>A character can try to bend an object you’ve stiffened with your Tension. To do so, they Use a Skill to make an Athletics test opposed by your Tension. If they succeed, the infusion ends. | | **Transformation**<br>*p.234*<br><br>*Lightweavers, Elsecallers* | *Willpower*<br><br>▶▶ | *Transforms one material into another.*<br><br>To Soulcast a material, choose a non-living object or portion of a surface within your reach and make a Transformation test. To do so, you must have a hand free and touch the target. This target can’t exceed the surge size for your ranks in Transformation.<br><br>You can’t use this surge on Invested objects (like Shardplate) or objects that have been infused with Stormlight (like infused spheres or objects affected by surges). Additionally, you can’t initially Soulcast living materials, including characters and plants (though talents can allow you to do so).<br><br>**Transformation DC:** Soulcasting one material into a similar one is relatively simple, but the more you change its Essence, the more skill is required. Each material falls into one of six categories:<br><br>1. Solids like metal, stone, and crystal<br>2. Organic matter like flesh, bone, and pulp<br>3. Liquids like blood, water, and oil<br>4. Vapors like smoke and gas<br>5. Clear air<br>6. Flame *(only available to characters with the Flamecasting talent)*<br><br>Determine which category best corresponds to your original material, then choose what category you want to transform the material into. If you’re transforming it into a material no more than one category away, make a DC 10 Transformation test. This DC increases by 5 for each additional category away, as shown on the Transformation Difficulty Classes table; to use that table, find the cell that intersects with both your original material and your target material. For example, Soulcasting stone into metal is significantly easier (DC 10) than Soulcasting to create metal out of thin air (DC 25).<br><br>**Successful Transformation:** On a successful Transformation test, you compel the material to transform. Spend Investiture equal to the ranks required to transform an object of that size: 1 Investiture for a Small object, 2 Investiture for a Medium one, 3 Investiture for a Large one, 4 Investiture for a Huge one, and 5 Invest­iture for a Gargantuan one. Your target transforms into that substance.<br><br>**Failed Transformation:** On a failure, you don’t transform your target and you don’t spend Investiture on the attempt. Since you’ve failed to compel that material to transform, you can’t attempt to Soulcast that same object again during this scene.<br><br> | **Transformation on Others:** While you can’t Soulcast living characters with the basic Transformation surge, you can creatively use your abilities to be useful and dangerous in combat. You might create obscuring fog out of thin air, giving attackers a disadvantage. You could create cover to shield behind. You might even turn the ground beneath your opponent’s feet into liquid, causing them to fall Prone.<br><br>It’s up to you and your GM to resolve such creative uses. In general, if your Soulcasting requires the opponent to make a test (such as to stay on their feet), their DC is equal to your Transformation test result. | | **Transportation**<br>*p.237*<br><br>*Elsecallers, Willshapers* | *Intellect*<br><br>▶ | *Transition yourself and others between the different realms.*<br><br>Spend 1 Investiture or more to look into the Cognitive Realm where it corresponds to your current location. This allows you to see the true nature of many things around you. For each Investiture you spend, you can use one of these effects within your spren bond range:<br><br>**Learn Emotions and Motives:** You can observe what types of spren gather around people, helping you discern their true emotions or motives. This might grant you one or more advantages on a test to influence them, or you might learn their motive without an Insight test.<br><br>**Locate Characters:** By watching the flames of other people and learning how to identify them, you can make a guess at their location in the Physical Realm (if they’re close enough for you to spot their flame in Shadesmar).<br><br>**Sense Investiture:** Objects and people Invested with Stormlight or other Investiture can be seen in the Cognitive Realm, revealing their true nature. This might be a Fused, another Radiant, or an object like a Shardblade or a fabrial.<br><br>Spotting and identifying some of these things can be difficult, and at the GM’s discretion, you might need to succeed on a Transportation test to do so. | - |