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School of Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved. You can also choose two Transmutation spells of 2nd-level or lower from the Wizard spell list to add to your Spellbook.

Minor Alchemy

Starting at 2nd level You can use your knowledge of Transmutation magic to alter the physical properties of objects. As an action, you can touch a non-magical object (or part of an object) and expend a spell slot to transform its Material or Shape as detailed below:
- Material. You change an object made of iron, steel, stone (not gems), or wood to another material from this same list
- Shape. You alter the shape of the object to suit your needs. You cannot add or destroy material as part of this action. The new shape of the object is crude unless you are proficient in the artisan's tools corresponding to its material makeup, or are familiar with the inner workings of such an object
- Size. The level of the spell slot you expend determines the size of the object you can change. You can alter an object that fits in a cube with sides of 1-foot per level of the spell slot For example, by expending a 3rd-level spell slot you can alter any object (or part of an object) that fits inside of a 3-foot cube.
- Concentration. You must concentrate on this change as if concentrating on a spell or the object instantly reverts to its previous form. After 1 minute of concentration any changes to the object become permanent.

Transmute self

Starting at 6th level, Your deep understanding of Transmutation magic allows you to make dramatic alterations to your physical form. During a long rest, you can choose one 1st-level Transmutation spell in your Spellbook that targets a creature, and perform a 1-hour ritual to make its benefits permanent for you. If it normally requires concentration, it does not when cast in this way.

The effects of this spell last until you perform this ritual on yourself again during a subsequent long rest.

Shapechanger

At 10th level, You add polymorph to your Spellbook. You always have it prepared, but it does not count against your prepared spells. If you already have polymorph in your Spellbook, you add one Transmutation spell of your choice to your Spellbook instead.

Also, when you cast polymorph on yourself, its casting time becomes a bonus action. While transformed you retain your personality, Intelligence, Wisdom, and Charisma scores.

Additionally, when you use your Transmute Self feature, you can now select 2nd-level Transmutation spells in your Spellbook.

Finally, you gain an additional number of spell masteries known through your Magical Formula's Feature equal to your intelligence modifiers. These masteries may be of any spell which is in your spellbook, not just cantrips, however they must be of the Transmutation school.

Master Transmuter

Starting at 14th level, You learned the secrets necessary to create a Philosopher's Stone, a Tiny alchemical object capable of wondrous feats of Transmutation. During each long rest, you can spend 1 hour performing a ritual to create one Philosopher's Stone. This ritual renders any previous Philosopher's Stones inert.

When you cast a Wizard spell, you can expend the Stone to cast that spell at 5th-level, without expending a spell slot.

Alternatively, you can use an action cast to one of the spells below at 5th-level, expending the Philosopher's Stone in place
  of a spell slot and any material components. When you cast a spell in this way it counts as a Wizard spell for you:
- Awaken
- Contagion
- Creation
- Mass Cure Wounds
- Raise Dead
- Restoration


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