Effect: Transmutation is usually used on actions to create or remove a Asset, create or remove a Complication, or change the fundamental properties of something in a given scene via narration. To change an unwilling sentient target requires the character to place a 'Transmuting' Complication on the target; if the Complication's step is lower than the target's Tier they will feel discomfort but be relatively unchanged, when the Complication's step is equal to the target's Tier the target will be partially transformed, and when the Complication's step is higher than the target's Tier they are completely transformed. It may take more than one action to accomplish this, first applying the Complication and then attempting to step up the Complication.
At d4 Transmutation can make cosmetic changes on an inanimate object such as changing its color or texture.
At d6 Transmutation can affect the integrity or cohesion of an inanimate object, enhancing or diminishing its existing qualities, or reshaping it...but cannot actually change a substance into another substance.
At d8 Transmutation can alter the fundamental properties of an inanimate object, including changing it from one kind of solid, liquid, or gas to another.
At d10 Transmutation gains the ability to affect living targets as well as inanimate objects.
At d12 Transmutation can change just about anything into anything else.
Common Limits: Transmutation is usually permament, but the Temporary Limit can be taken to represent a form of transmutation that lasts a certain amount of time and then reverts the target back to their original state unharmed. A similar option is to take the Escape Clause Limit which requires each Transmutation usage to have a fairly reasonable counter (for instance: contact with cold iron, stroke of midnight, exposure to moonlight) that returns the transmuted target to its original form if the condition is met.