Transmutation

Ant Haul

1st Level Transmutation
Casting Time: 2 Actions
Range: Touch
Components: V, S
Duration: 8 Hours

You reinforce a creature’s frame to bear more weight.

The target is considered on size category greater for the purposes of lifting and carrying.

Beast Shape

1st Level Transmutation
Casting Time: 2 Actions
Range: Self
Components: V, S, M (A piece of the animal whose form you are taking.)
Duration: 10 minutes per mana expended

You magically assume the shape of a beast that you have seen before. When the duration ends, you revert to your normal form, unless you expend further mana. You can revert to your normal form earlier by using 1 action on your turn. You automatically revert if you fall unconscious, drop to 0 stamina, or die.

While you are transformed, the following rules apply all forms that you take:

  • You retain all of your attribute scores and walking speed, though they can be modified as shown below depending on the chosen form. You also retain all your skill and defence proficiencies.
  • You can’t speak while in beast form. Any action that requires hands is limited to the capabilities of your beast form.
  • You can’t cast spells. However, transforming doesn’t prevent you from sustaining a spell that you’ve already cast, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your talents, species, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as low-light vision, unless your new form also has that sense.
  • Your gear is absorbed into your new form. Any persistent magical bonus granted by the gear still applies, however you cannot use any feature of your gear that requires you to activate it.
  • When using 2 or more mana to cast this spell, all prior options still apply.

When cast using 1 mana the following apply:

  • You can take the form of small- or medium-sized beast.
    a. If you take the form of a small-sized beast, you gain a +2 bonus to your Dexterity score and +1 natural DR bonus.
    b. If you take the form of a medium-sized beast, you gain a +2 bonus to your Strength score and a +2 natural DR bonus.
  • Your form has a natural unarmed Strike - a bite, claw, horn, or other appropriate attack. Make a melee weapon attack roll using your unarmed proficiency. Choose your Dexterity or Strength bonus to add to the attack and damage rolls. On a hit, it does 1d4 (small) or 1d6 (medium) damage of an appropriate type - bludgeoning, piercing or slashing.
  • Your form can have one of the following special movement speeds: burrow 5 feet, fly 20 feet, swim 30 feet, climb 30 feet. This movement must be appropriate to the chosen form. If no special movement is selected, then you can increase your walking speed by 10 feet.
  • Choose one sense as a keen sense - hearing, sight or smell. You gain +1d to Perception checks using the chosen sense. Alternatively, you can choose that your form has low-light vision or darkvision to a range of 30 feet.

When cast using 2 mana the following apply:

  • You can take the form of tiny- or large-sized beast.
    a. If you take the form of a tiny-sized beast, you gain a +4 bonus to your Dexterity score, a -2 penalty to your Strength score and +1 natural DR bonus.
    b. If you take the form of a large-sized beast, you gain a +4 bonus to your Strength score, a -2 penalty to your Dexterity score and a +4 natural DR bonus.
  • The damage for your natural unarmed Strike is 1 (tiny) or 1d8 (large).
  • Choose an additional sense - hearing, sight or smell - as a keen sense, blindsight to a range of 10 feet, low-light vision, or darkvision.
  • Choose a special attack action that is appropriate to your form - Constrict, Grab, Pack Tactics. Poisonous, Rake, Rend Rush or Trample.

When cast using 3 mana the following apply:

  • You can take the form of huge-sized beast. You gain a +6 bonus to your Strength score, a -4 penalty to your Dexterity score and a +6 natural DR bonus.
  • The damage for your natural unarmed Strike is 2d6, and has a range of 10 feet.

Catapult

1st Level Transmutation
Casting Time: 2 Actions
Range: 60 Feet
Components: S
Duration: Instantaneous

You are a one-person siege engine, hurling objects toward obstacles or foes.

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, make a transmutation attack vs that creature’s Dexterity defence. On a hit, the object strikes the creature and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using 2 or more mana, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each point of mana above the 1st.

Create or Destroy Water

1st Level Transmutation
Casting Time: 2 Actions
Range: 30 Feet (30-foot cube)
Components: V, S, M (A drop of water if creating water or a few grains of sand if destroying it.)
Duration: Instantaneous

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using 2 or more mana, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each point of mana beyond the 1st.

Expeditious Retreat

1st Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Sustained, up to 10 minutes

You become Fleeing for the duration. As long as you are Fleeing, you gain a +10-foot bonus to all your Speeds for the duration. You immediately Stride.

At Higher Levels. When you cast this spell using 2 or more mana, you gain an additional 10-foot bonus to your speed for each point of mana above the 1st.

Feather Fall

1st Level Transmutation
Casting Time: Free Action
Range: 60 Feet
Components: V, M (A small feather or piece of down.)
Duration: 1 Minute

You cause the air itself to arrest a fall.

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage, can land on its feet, and the spell ends for that creature.

This spell automatically triggers when a friendly creature would take falling damage, with the following exceptions: on your turn, or when you roll initiative, you may declare a specific trigger for this spell, or not to use it at all.

At Higher Levels. When you cast this spell using 3 or more mana, targets can move horizontally 1 foot for every 1 foot they descend.

Goodberry

1st Level Transmutation (Ritual)
Casting Time: 2 Actions
Range: Touch
Components: V, S, M (One ripe berry.)
Duration: 10 Minutes

“No, these aren’t poisonous… anymore.”

You imbue one ripe berry with with the bounty of nature, turning it into a goodberry that can heal and sustain far beyond its normal capacity. A creature can eat the goodberry with an Interact action to regain 1d6 + 4 stamina. A berry not consumed during the duration withers away. Every six goodberries consumed give as much nourishment as one square meal for a typical human.

At Higher Levels. When you cast this spell using 2 or more mana, for each point of mana beyond the 1st you can target an additional berry and a creature can consume an additional goodberry from the same casting with a single Interact action.

Jump

1st Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M (A grasshopper’s hind leg.)
Duration: Instantaneous

Your legs surge with strength, ready to leap high and far.

You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.

At Higher Levels. When you cast this spell using 3 mana or more, the range becomes touch and the duration becomes 1 minute, allowing the target to jump as described whenever it takes the Leap action.

Lesser Darkvision

1st Level Transmutation (Ritual)
Casting Time: 1 Minute
Range: Self
Components: S
Duration: 8 Hours

You can see in the dark, but don’t venture out during the daytime.

You kneel down and meditate for one minute - adjusting to the darkness. After completing this meditation, your eyes have a slight glow and you are granted the ability to see in the dark. For the duration, you have Darkvision out to a range of 60 feet. If exposed to bright light, you must make a DC 10 concentration check in order to maintain the spell.

Longstrider

1st Level Transmutation
Casting Time: 2 Actions
Range: Touch
Components: V, S, M (A pinch of dirt.)
Duration: 1 Hour

You lengthen the stride of a creature. Your dwarven friend can now travel a little better over cross-country.

You touch one willing creature and its speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st and the duration increases to 8 hours.

Lubricate

1st Level Transmutation
Casting Time: 2 Actions
Range: 30 Feet
Components: V, S, M (A bit of pork rind or butter)
Duration: Sustained, up to 1 Minute

You cover the skin of a creature in a slippery substance.

Make a transmutation attack vs the Dexterity defence of a creature in range. On a hit, the target is covered in grease until the spell ends and the following apply to the target:

  • Attempts to Grapple the target and attempts made by the target to Grapple another creature gain have -1d.
  • Attempts to Disarm the target have +1d.
  • The target has +1d to Escape.

At Higher Levels. When you cast this spell using 2 or more mana, you can target one additional creature for each point of mana above the 1st.

Magnify Gravity

1st Level Transmutation
Casting Time: 2 Actions
Range: 60 Feet (10-foot radius sphere)
Components: V, S, M (A pinch of dirt.)
Duration: 1 Round

That magical force that keeps us attached to the ground becomes stronger in a small area.

The gravity in a 10-foot radius sphere centered on a point you can see within range increases for a moment. Make a transmutation attack vs the Strength defence for each creature in the sphere. On a hit, a creature takes 2d8 energy damage and its speed is halved until the end of its next turn. On a miss, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check vs your transmutation spell skill to pick up or move.

At Higher Levels. When you cast this spell using 2 or more mana, the damage increases by 1d8 for each point of mana above the 1st.

Purify Food and Drink

1st Level Transmutation (Ritual)
Casting Time: 2 Actions
Range: 10 Feet (5-foot radius sphere)
Components: V, S
Duration: Instantaneous

You make food and drink safe to consume.

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.