Kobold Press

Transmutation: New Spells (Part 3)

Circe Invidiosa by John William Waterhouse
With so many transmutation powers focusing on using a wizard’s transformed anatomy to make melee attacks, defense is a key concern for transmuters. The Staff of Defense class feature is the best place to start and armor proficiency feats help as well. The melee focus of these spells also makes them great options for those interested in picking up multiclass wizard feats.

Below are more new spells to fill out the transmuter’s repertoire.

Improved Polymorph Self     Wizard Attack 15
You body twists and bloats as you take on whatever monstrous form you desire.
Daily * Arcane, Implement, Polymorph, Transmutation
Minor Action     Personal
Effect: At the time you use this power, you can choose to increase your size to Large. Until the end of the encounter, you gain a +3 bonus to all defenses and resist 5 to your choice of one damage type. Additionally, you gain the following abilities:

  • Your choice of one of the following enhancements to your senses: blindsight 2, darkvision, or tTremorsense 5.
  • Your choice of one of the following special movement modes: climb speed 8, fly 4 (clumsy), or your choice of any one terrain walk.
  • You can also choose to gain one of the following special attacks, but you lose access to your ability to cast spells until the end of the encounter.

Brutal Gore      At-Will
Standard Action      Melee 1
Target: One creature
Attack: Intelligence +4 vs. AC
Hit: 1d12 + Intelligence modifier damage.
Special: When charging, you can use this power in place of a melee basic attack.

Swift Claw     At-Will
Minor Action     Melee 1
Target: One creature
Attack: Intelligence +4 vs. AC
Hit: 1d6 + Intelligence modifier damage, and the target grants combat advantage until the start of your next turn.
Special: You cannot use this power more than twice during your turn.

Forceful Slam     At-Will
Standard Action     Melee 1
Target: One creature
Attack: Intelligence +4 vs. AC
Hit: 1d10 + Intelligence modifier damage, and you push the target 2 squares and knock it prone.
Special: You can use this power as a melee basic attack.

Nasty Bite     At-Will
Standard Action     Melee 1
Target: One creature
Attack: Intelligence +4 vs. Reflex
Hit: 1d12 + Intelligence modifier damage, and the target takes a –2 penalty to defenses until the start of your next turn.

Wicked Tentacle     At-Will
Standard Action     Melee 1
Target: Two creatures
Attack: Intelligence +4 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.

Troll’s Blood     Wizard Utility 16
You transmute your blood so that it gains the healing properties of a troll.
Daily * Arcane, Healing, Polymorph, Transmutation
Minor Action     Close burst 5
Target: You or one ally within the burst
Effect: The target gains regeneration 5 until the end of the encounter.

Fuse Forms    Wizard Attack 17
You warp the bodies of two of your enemies, leaving them painfully entwined.
Encounter * Arcane, Implement, Polymorph, Transmutation
Standard Action     Ranged 10
Primary Target: One creature in range with at least one other creature adjacent to it
Primary Attack: Intelligence vs. Fortitude
Hit: The target is removed from play until the end of its next turn, reappearing in a space adjacent to the secondary target. You make the following secondary attack.
Secondary Target: One creature adjacent to the primary target.
Secondary Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier damage, and the secondary target is slowed while the primary target is removed from play.

Transmogrify     Wizard Attack 19
Your enemy becomes a tiny rodent, harmless toad, or some other insignificant creature of your choosing.
Daily * Arcane, Implement, Polymorph, Transmutation
Standard Action     Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target is transmogrified into the form of a tiny harmless creature (save ends). While under this effect, the target cannot make any attacks or use any of its powers. This effect ends if the target is targeted with any attack.
Aftereffect: 2d6 + Intelligence modifier damage, and the target is dazed until the start of your next turn.
Miss: 2d6 + Intelligence modifier damage.

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