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Transmutation: New Spells and More (Part 4)

Transmutation: New Spells and More (Part 4)

Circe Invidiosa by John William Waterhouse
The design of many D&D Essentials classes attempts to capture some of the rich history of past editions. With its emphasis on schools of magic, the mage makes a great chasis upon which to add transmutation effects. All the spells presented as part of this series are available as options for the mage. You can use the following new spells and abilities to add a transmutation specialization to the D&D Essentials mage class.

Wizard Cantrip

Mending     Wizard Utility
You fuse the broken pieces of an item back together.
At-Will * Arcane, Transmutation
Standard Action     Melee 1
Target: One nonmagical unattended item or object of Medium size or smaller that is broken
Effect: You repair the target.

Level 1: Transmutation Apprentice

Apprentice Mage Feature
Benefit: When you use a wizard transmutation power with the polymorph keyword on yourself, you gain temporary hit points equal to your Constitution modifier.

Level 5: Transmutation Expert
Expert Mage Feature
Benefit: You gain a +2 bonus to Athletics and Perception checks.

Level 10: Transmutation Master

Master Mage Feature
Benefit: When you use a wizard transmutation power with the polymorph keyword on yourself, you gain damage reduction equal to your Constitution modifier until the start of your next turn.

Level 11: Transmutation Action

Enigmatic Mage Paragon Path Feature
Benefit: When you spend an action point to take an extra action, enemies take a –2 penalty to saving throws made against the next wizard transmutation power you use this turn.

Enigmatic Mage Paragon Path Powers

Corrosive Touch     Enigmatic Mage Attack 11
Your caustic touch burns through your foe’s defenses.
Encounter * Acid, Arcane, Implement, Polymorph, Transmutation
Standard Action     Melee 1
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier acid damage, and the target takes a –2 penalty to all defenses until the start of your next turn.
Effect: Until the start of your next turn, any enemy that hits you takes acid damage equal to your Intelligence modifier.

Beneficent Transformation     Enigmatic Mage Utility 12
While your body is transformed by magic, you can bolster yourself with this spell.
Encounter * Arcane, Implement, Transmutation
Minor Action     Personal
Requirement: You must currently be affected by a power with the polymorph keyword.
Effect: You gain 10 temporary hit points. While you have these temporary hit points, you gain a +2 bonus to damage rolls.

Agonizing Modification     Enigmatic Mage Attack 20

You transform your enemy’s body in a way that is painfully debilitating.
Daily * Arcane, Implement, Polymorph, Transmutation
Standard Action     Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier damage, and the target is slowed, weakened, and takes ongoing 5 damage (save ends all).
Miss: Ongoing 5 damage and the target is slowed (save ends both).

New Transmutation Spells

The following spells are further options for any transmuter.

Boiling Blood     Wizard Attack 23
The very blood within your enemies begins to boil as you incant this spell.
Encounter * Arcane, Fire, Implement, Transmutation
Standard Action     Area burst 2 in 20
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier fire damage, and the target is dazed until the start of your next turn.
Miss: Intelligence modifier fire damage, and the target is dazed until the start of your next turn.

Extract Water Elemental     Wizard Attack 25
The water inside an enemy is drawn out by this spell, potentially creating an elemental servant.
Daily * Arcane, Implement, Summoning, Transmutation
Standard Action     Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d12 + Intelligence modifier damage.
Miss: Half damage.
Special: If this attack kills the target, you summon the following water elemental in a space adjacent to 1 square the target occupied. The creature is an ally to you and your allies.
The elemental lacks actions of its own. Instead, you spend actions to command it mentally. You don’t need line of effect to the elemental to command it. When you command the elemental, the two of you share knowledge but not senses. When the elemental makes a check, you make the roll using your game statistics, not including temporary bonuses or penalties.
The elemental lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your healing surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter. You can command the elemental to make the following actions.

Standard Action * At- Will
Attack: Melee 1 (one creature); Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage, and you push the target 2 squares.

Minor Action * At-Will (1/round)
Effect: The elemental crawls, runs, stands up, shifts, squeezes, or walks.

1 thought on “Transmutation: New Spells and More (Part 4)”

  1. Thanks! The lack of some specialization schools in the Essentials Mages has always troubled me for some reason. Now can you please think about the Geometry specialist mage so we can get rid of squared fireballs? ;)

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