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Transmutation: New Spells

Transmutation: New Spells

Circe Invidiosa by John William Waterhouse
Wizards with the power to assume bestial forms or turn their enemies into harmless creatures are an iconic part of the fantasy genre. Although these powers may seem benign, those who specialize in transmutation magic have little regard for the personal rights of others. Most transmutation spells invasively alter fundamental aspects of their targets, making transmutation a suspect discipline at best.

The new material below allows you to create just such an unscrupulous transmuter. Start with the staff of defense form of Implement Mastery and choose your spells.

Polymorph Self     Wizard Attack 1
Your body shifts as it rearranges to accommodate the monstrous appendages that you desire.
Daily ✧ Arcane, Implement, Polymorph, Transmutation
Minor Action     Personal
Effect: Until the end of the encounter you gain a +2 bonus to all defenses. Additionally, you gain the following abilities:

  • Your choice of one of the following enhancement to your senses: darkvision or tremorsense 3.
  • Your choice of one of the following special movement modes: a +3 bonus to your base speed, climb speed 4, or your choice of any one terrain walk.
  • You can also choose to gain one of the following special attacks, but you lose access your ability to cast spells until the end of the encounter.

Gore    At-Will
Standard Action    Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d10 + Intelligence modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.

Claw     At-Will
Standard Action     Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d8 + Intelligence modifier damage, and the target grants combat advantage until the start of your next turn.

Slam     At-Will
Standard Action     Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d6 + Intelligence modifier damage, and you push the target 1 square and knock it prone.
Special: You can use this power as a melee basic attack.

Bite     At-Will
Standard Action     Melee 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier damage, and the target takes a –1 penalty to all defenses until the start of your next turn.

Tentacle     At-Will
Standard Action     Melee 2
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage, and you can choose to grab the target or slide it 2 squares to any square within 2 squares of you.

✧✧✧

Ponderous Limbs     Wizard Attack 1
You distort the size and shape of your enemy’s arms or legs, hobbling them temporarily.
At-Will ✧ Arcane, Implement, Polymorph, Transmutation
Standard Action     Area burst 1 within 10 squares
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 2d4 + Intelligence modifier damage, and you choose one of the following effects: the target is slowed until the start of your next turn or weakened for the next attack it makes before the start of your next turn.

Shocking Grasp     Wizard Attack 1
Your arms crackle with electricity, which discharges when you touch an enemy.
Encounter ✧ Arcane, Implement, Lightning, Polymorph, Transmutation
Standard Action     Melee 1
Target: One creature
Attack: Intelligence vs. Reflex. If the target is wearing metal armor or holding a metal weapon, this attack ignores cover or concealment.
Hit: 2d8 + Intelligence modifier lightning damage.
Effect: You gain a +1 bonus to damage rolls with arcane powers that have the lightning keyword until the end of your next turn.

Stone Fist     Wizard Attack 1
You arms become stone, protecting you and allowing you to deliver punishing blows to an enemy.
At-Will ✧ Arcane, Implement, Polymorph, Transmutation
Standard Action     Melee 1
Target: One enemy
Effect: You gain a +1 bonus to AC and Fortitude until the start of your next turn.
Attack: Intelligence vs. AC
Hit: 1d8 + Intelligence modifier damage, and you push the target 1 square.

Looking for More Spells?
This article couldn’t cover every possible spell, but there are several existing spells you could decide to add to the transmutation school. Expeditious retreat, feather fall, fly, jump, levitate, and time stop are all perfect candidates for inclusion in the Transmutation school. Additionally, any wizard spell with the polymorph keyword could gain the transmutation keyword.

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