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Returning 35 results for 'Transmutation'.
School of Transmutation
Classes
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
34. Transmutation Classroom
Compendium - Sources->Waterdeep: Dungeon of the Mad Mage
34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute. Circle. Inscribed inside a
removing it from the circle causes the true polymorph effect to end, whereupon it reverts to a wyvern and attacks. Thaumaturgic Circle A detect magic spell reveals an aura of transmutation magic
30. Hideous Transmutation
Compendium - Sources->Waterdeep: Dungeon of the Mad Mage
30. Hideous Transmutation Carrion Ogre. Lying on the floor in the middle of the room, held down with chains, is a creature that has the body of an ogre and the head of a carrion crawler. Body Parts
Transmuter Legacy This doesn't reflect the latest rules and lore. Learn More
Monsters
**Transmutation spell of 1st level or higherTransmuter’s Stone. The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:Darkvision out to a range
choice whenever the transmuter chooses this benefit)If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.Quarterstaff. Melee
Transmuter Wizard
Monsters
/day: telekinesisTransmuters are masters at transforming physical forms. They typically view magical transmutation as a path to riches, enlightenment, or apotheosis.WizardsWizards pursue magical
Strigoi
Monsters
, or when the strigoi dismisses them (no action required).The first strigoi were created by spellcasters who subjected swarms of stirges to transmutation spells. Other strigoi have emerged as the
Meld into Stone
Spells
its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you
Alchemical Compendium
Magic Items
you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.As an
Staff of the Woodlands
Magic Items
tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic
Adept of the Red Robes
feats
:Insightful Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the illusion or transmutation school of magic. You can cast this feat’s 2nd-level spell without
Belashyrra
Monsters
transmutation, growing eyes or eyestalks that Belashyrra can see through.A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of
Excess
monsters
enter settlements without setting off alarms, consider giving them access to illusion or transmutation magic, a magic item such as a hat of disguise, or other features that can allow them to walk
Klar
monsters
, consider giving them access to illusion or transmutation magic, a magic item such as a hat of disguise, or other features that can allow them to walk freely among people—including the characters
Ceemal
monsters
the characters while they stay at an inn. If you want the Abominations to enter settlements without setting off alarms, consider giving them access to illusion or transmutation magic, a magic item such
Boog
monsters
. If you want the Abominations to enter settlements without setting off alarms, consider giving them access to illusion or transmutation magic, a magic item such as a hat of disguise, or other features that can allow them to walk freely among people—including the characters—without notice.
monsters
an inn. If you want the Abominations to enter settlements without setting off alarms, consider giving them access to illusion or transmutation magic, a magic item such as a hat of disguise, or other
Goodberry
Spells
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough
Fabricate
spells
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.Choose
Disintegrate
Spells
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall
Time Stop
Spells
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.This spell
Mold Earth
Spells
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:If you target an area of loose earth, you
Shape Water
Spells
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:You instantaneously move or otherwise change the flow
Create Homunculus
Spells
While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell&rsquo
Wizard Spells
Compendium - Sources->Princes of the Apocalypse
Wizard Spells One of the best ways to introduce these new spells is to include them in spellbooks that appear as treasure. Cantrips (0 Level) Control flames (transmutation) Create bonfire
(conjuration) Frostbite (evocation) Gust (transmutation)Mold earth (transmutation) Shape water (transmutation) Thunderclap (evocation)1st Level Absorb elements
Sorcerer Spells
Compendium - Sources->Princes of the Apocalypse
Sorcerer Spells Cantrips (0 Level) Control flames (transmutation) Create bonfire (conjuration) Frostbite (evocation) Gust (transmutation)Mold earth (transmutation) Shape
water (transmutation) Thunderclap (evocation)1st Level Absorb elements (abjuration) Catapult (transmutation)Ice knife (conjuration) Earth tremor (evocation
Wizard Spells
Compendium - Sources->Xanathar's Guide to Everything
Wizard Spells Cantrips (0 Level) Control flames (transmutation) Create bonfire (conjuration) Frostbite (evocation) Gust (transmutation) Infestation (conjuration) Mold earth
(transmutation) Shape water (transmutation) Thunderclap (evocation) Toll the dead (necromancy) 1st Level Absorb elements (abjuration) Catapult (transmutation) Cause fear (necromancy) Earth tremor
Druid Spells
Compendium - Sources->Xanathar's Guide to Everything
Druid Spells Cantrips (0 Level) Control flames (transmutation) Create bonfire (conjuration) Frostbite (evocation) Gust (transmutation) Infestation (conjuration) Magic stone
(transmutation) Mold earth (transmutation) Primal savagery (transmutation) Shape water (transmutation) Thunderclap (evocation) 1st Level Absorb elements (abjuration) Beast bond (divination) Earth
Druid Spells
Compendium - Sources->Princes of the Apocalypse
) Control flames (transmutation) Create bonfire (conjuration) Frostbite (evocation) Gust (transmutation)Magic stone (transmutation) Mold earth (transmutation) Shape water
(transmutation) Thunderclap (evocation)1st Level Absorb elements (abjuration) Beast bond (divination)Ice knife (conjuration) Earth tremor (evocation)2nd Level
Warlock Spells
Compendium - Sources->Princes of the Apocalypse
Warlock Spells Cantrips (0 Level) Create bonfire (conjuration) Frostbite (evocation)Magic stone (transmutation) Thunderclap (evocation)2nd Level Earthbind
(transmutation) 4th Level Elemental bane (transmutation) 6th Level Investiture of flame (transmutation) Investiture of ice (transmutation)Investiture of stone (transmutation) Investiture of wind (transmutation)
Sorcerer Spells
Compendium - Sources->Xanathar's Guide to Everything
Sorcerer Spells Cantrips (0 Level) Control flames (transmutation) Create bonfire (conjuration) Frostbite (evocation) Gust (transmutation) Infestation (conjuration) Mold earth
(transmutation) Shape water (transmutation) Thunderclap (evocation) 1st Level Absorb elements (abjuration) Catapult (transmutation) Chaos bolt (evocation) Earth tremor (evocation) Ice knife
Warlock Spells
Compendium - Sources->Xanathar's Guide to Everything
Warlock Spells Cantrips (0 Level) Create bonfire (conjuration) Frostbite (evocation) Infestation (conjuration) Magic stone (transmutation) Thunderclap (evocation) Toll the dead
(necromancy) 1st Level Cause fear (necromancy) 2nd Level Earthbind (transmutation) Mind spike (divination) Shadow blade (illusion) 3rd Level Enemies abound (enchantment) Summon lesser demons
Etherealness
Spells
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to
Jump
Spells
You touch a creature. The creature's jump distance is tripled until the spell ends
Passwall
Spells
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the
Thaumaturgy
Spells
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:Your voice booms up to three times as loud as normal for 1