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SCHOOL OF TRANSMUTATION

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This school is also known as Alteration. Spells in this school alter the properties of their targets. 

Unless otherwise noted, each spell can be used twice per day during combat. Outside of combat, reasonable use applies. In cases of friendly roleplay where a certain effect is agreed upon as exerting a positive effect on the story, magic limitations in combat can be exceeded if both parties agree.


Any material components listed must be in your possession before casting a spell. Additional material components may be required based on your class of character.


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LOW LEVEL SPELLS

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Animate Rope

You can animate a non-living ropelike object. The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. It can be used as a trip line or to cause a single opponent to become entangled. The rope itself and any knots tied in it are not magical. 

Material Component: Common. 


Bless Water

This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. 

Material Component: Ritual.


Bless Weapon

This transmutation makes a weapon strike true against evil foes, causing more damage.

Material Component: Ritual.


Bull’s Strength

The subject becomes stronger, up to twice their existing strength. Does not stack with other supernatural or magical powers that increase strength.
Material Component: Common.


Cat’s Grace

The transmuted creature becomes more graceful, agile, and coordinated, up to twice their existing agility.  Does not stack with other supernatural or magical powers that increase agility.
Material Component: Common. 


Chill Metal

Chill metal makes metal extremely cold. It starts out chilly and uncomfortable, and gradually becomes freezing cold that can cause frostbite to anyone touching it. Underwater, ice immediately forms around the affected metal, making it more buoyant. Chill metal counters and dispels heat metal.
Material Component: Common


Darkvision

The subject gains the ability to see 20 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magically created darkness. 
Material Component: Common. 


Diminish Plants

Causes normal vegetation to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. Diminish plants counters plant growth.

Material Component: Common


Eagle’s Splendor

The transmuted creature becomes more poised, articulate, and personally forceful. It is up to other people how they react to this effect. 
Material Component: Common. 


Entangle

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled.
Material Component: Common. 


Erase

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it.
Material Component: Common.


Expeditious Retreat

This spell increases your running and walking speed to three times your normal. Can be disorienting as it does not increase your balance or the speed of your reflexes, instead only increases your walking/running speed. Does not stack with other powers that increase the normal movement speed. Does not stack with other powers or spells that increase your speed.
Material Component: Common.


Feather Fall

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature. 

Material Component: Common.


Fox’s Cunning

The transmuted creature becomes up to twice as intelligent for the duration of the spell.
Material Component: Common.


Goodberry

Casting goodberry upon a handful of freshly picked berries makes them magical. Each transmuted berry provides nourishment as if it were a full normal meal. The berries can also cure minimal ailments such as headaches, muscle cramps, etc - but don't heal wounds; don't cleanse poison and don't cure serious illnesses.
Material Component: Ritual. 


Haste

The transmuted creatures move and act more quickly than normal. All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase, to a maximum of twice the subject’s normal speed using that form of movement. This also increases the speed of a person's reflexes. Does not stack with other powers or spells that increase your speed.
Material Component: Common. 


Heat Metal

Heat metal makes metal extremely warm. The metal becomes warm and uncomfortable to touch and gradually becomes searing hot. If cast underwater, heat metal boils the surrounding water. Heat metal counters and dispels chill metal. 
Material Component: Common.


Jump

You can jump twice as far and high as normal, does not stack with other magical or supernatural powers that increase jump. 
Material Component: Common. 


Keen Edge

This spell makes a sharp melee weapon like a knife or axe magically keen, improving its ability to deal telling blows and cause critical injuries. You can’t cast this spell on bodyparts/natural weapons, such as claws or teeth.
Material Component: Common. 


Knock

The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area.
Material Component: Common


Levitate

Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be either unattended or held by a willing creature. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed). 
Material Component: Rare.


Mage Hand

You point your finger at an object and can lift it and move it at will from a distance as long as it isn't heavier than what you can physically lift. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. 

Material Component: Common.


Magic Stone

You transmute as many as three pebbles, which can be no larger than sling bullets, so that when thrown or slung they hit with a force similar to a bullet fired from a handgun.
Material Component: Common.


Make Whole

Make whole completely repairs a broken object made of any non-metal mundane substance to be as strong as new, regardless of how many breaks it has, even completely shattered. It will weld broken metallic objects providing only one break exists. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures.

Material Component: Ritual.


Message

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. 
Focus: Common.


Owl’s Wisdom

The transmuted creature becomes wiser, their insight and wisdom at most doubling.
Material Component: Common. 


Pass Without Trace

The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.
Material Component: Common.


Purify Food And Drink

This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and any food and drink containing negative energy is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Material Component: Ritual.


Pyrotechnics

Pyrotechnics turns a fire into a burst of blinding fireworks. The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. Creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.
Material Component: Common.


Rope Trick

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The rope can support up to 250 pounds. A weight greater than that can pull the rope free. The rope can be climbed by only one person at a time.
Material Component: Common. 


Shrink Item

You are able to shrink one nonmagical item (up to the size of a human being) to 1/16 of its normal size. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.

Material Component: Ritual.


Slow

An affected creature moves and attacks at a drastically slowed rate, down to half their usual speed.
Material Component: Common. 


Snare

This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings. One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.

Material component: Common.


Soften Earth & Stone

When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected. While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected.

Material component: Common.


Spider Climb

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner.
Material Component: Common. 


Warp Wood

You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means.
Material Component: Ritual.


Whispering Wind

You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. You can prepare the spell to bear a message of no more than twenty-five words. When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.
Material Component: Common. 


Wood Shape

Wood shape enables you to form one existing piece of wood into any basic shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible.
Material Component: Common AND Ritual.


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HIGH LEVEL SPELLS

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Air walk

The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed. Should the spell duration expire while the subject is still aloft, the magic fails gradually, but if the caster still refuses to move downward, they could fall to their death when it has fully dissipated.
Material Component: Rare.


Alter Self

You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. You can change into a member of your own kind or even into yourself. If the new form is capable of speech, you can communicate normally. You gain the size, mundane movement and natural weapons of a creature of this kind. You do not gain any extraordinary special attacks or other special powers. You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race.
Material Component: Ritual.


Command Plants

This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they act friendly to your words and actions. A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.

Material Component: Common.

Control Water:

Depending on the version you choose, the control water spell raises or lowers water. Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Can be negated by those with a very powerful will). Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. 

Material Component: Common.


Flame Arrow

You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes. This won't work with bullets since they would destroy the gun.
Material Component: Common. 


Gaseous Form

The subject and all its gear become insubstantial, misty, and translucent. The subject also loses supernatural abilities while in gaseous form. A gaseous creature can’t run, but it can fly at a slow speed. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form.
Material Component: Rare.


Meld Into Stone

Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you.
Material Component: Common.


Overgrowth

This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through.

Material Component: Ritual.


Smoke Cloud

A writhing stream of smoke billows out from a currently active fire source, forming a choking cloud. The cloud spreads 20 feet in all directions. All sight, even darkvision, is ineffective in or through the cloud.
Material Component: Common. 


Quench

Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area. Each fire creature within the area of a quench spell has a decreased ability to use their powers.
Material Component: Common


Sculpt Sound

You change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it.

You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself. 
Material Component: Common.


Secret Page

Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page. A comprehend languages spell alone cannot reveal a secret page’s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell. 
Material Component: Ritual. 


Spike Growth

Any ground-covering vegetation in the spell’s area becomes hard as metal and sharply pointed without changing its appearance.

In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone.
Material Component: Commmon. 


Stone Shape

You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible.
Material Component: Common AND Ritual. 


Tree Shape

By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form.

Material Component: Rare AND Ritual.


Water Breathing

The transmuted creatures can breathe water freely. The spell does not make creatures unable to breathe air.
Material Component: Rare. 


Water Walk

The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. In the case of ice or lava the temperature of the area will still have its usual effect on the subject though. The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface until they can stand on it.
Material component: Common.

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