Base Class: Wizard
One of the core principles of Transmutation magic is the creation of new things that the world has never seen before built out of the bones of what has come before. Students of this school tend to be driven to seek and build for themselves the newest and most unique tools of transmutation magic.
While there are inherent risks if live testing these brand new magical techniques and theories, there are also grand rewards to be gained from their utilization.
Joining this school is to embark on a journey of discovery, crafting new and powerful tools the world has scarcely seen the likes of before, putting your life on the line in the pursuit of what is next in the world of wizardry.
Transmutation Compass
Starting at 2nd level you may craft a special tool designed to find transmutation spells and other magical effects. This compass will point towards the nearest or most powerful transmutation (GM choice) spell effects or spell that could be copied to your spell book within 400 feet of you. The compass needle will wobble excitedly if more than one effect is the range.
You may retune the compass to point towards for magic and spells of any kind by spending one-minute working new magic into it. However, when doing so, the effects will only last 10 minutes, and the range at which a spell or effect can be detected becomes 30 feet. After 10 minutes the compass will return to normal. If you retune the compass, you may not do so again until you finish a long rest.
Building the compass takes 8 hours and 25GP of components, often including a metal needle that was transmuted from another type of metal and remains in a partially unstable form. The compass will not work in the hands of another creature, and if you ever make a second compass, the first one will cease to function.
The magical radiation produced by the compass is thought not to be harmful more study is needed.
Advanced Transmutation Spell Focus
Starting at 2nd level, when you select this school, you learn how to craft a new and advanced version of your spell focus specially tuned to augment transmutation magics. Research into sorcerers' meta-magical applications has allowed those with the school to crudely replicate some of their spell augmentation effects, though the results are known to be unreliable and unstable compared to the skills most sorcerers possess.
You may pick one of the following features and then select a second one again at the 8th level.
The advanced transmutation spell focus may take the same forms as any usual spell focus. It takes 8 hours to craft and 50 gp of components and generally requires a sorcerer's hair, tears, blood, or bones as a component.
When casting an augmented spell, the GM may make you roll 1d20. If you roll a 1, the spell you cast does behave as expected. The GM chooses the outcome or more decide to have you roll on the Wild Magic Surge Table.
Long Lasting Transmutation
Before casting a transmutation spell you may spend a bonus action to augment the effects of the spell. The next transmutation spell you cast this turn with a direction of 1 minute or greater you can double its duration to a maximum of 8 hours. You may use these features twice before completing a long rest.
Long Range Transmutation
Before casting a transmutation spell you may spend a bonus action to augment the effects of the spell. The next transmutation spell you cast this turn that has a range of 5 feet or greater, you can double the range of that spell. If the spell has a range of touch you may change the range of the spell to 30 feet. You may use these features twice before completing a long rest.
Potent Transmutation
Before casting a transmutation spell you may spend a bonus action to augment the effects of the spell. You may designate 1 target. The chosen creature has a disadvantage on any saving throw it is forced to make as a result of that spell, before the end of your current turn. You may use these feature once before completing a long rest.
Silent Transmutation
Before casting a transmutation spell you may spend a bonus action to augment the effects of the spell. The next transmutation spell you cast this turn does not require somatic or verbal components. You may use these features 3 times before completing a long rest.
Transmutation Circle
Starting at 6th level, you can create transmutation circles that allow you greater power and flexibility when you cast transmutation spells on targets that reside within the circle. To do so requires enchanted chalks which you can make yourself by spending one-minute working magic into a normal stick of chalk. Once drawn the circle can not be destroyed by normal means. A dispel magic spell will remove its effect.
Creatures within the circle have a disadvantage on saving throws against your transmutation spells, or effects created by your transmutation spells.
You may hold concentration on 2 transmutation spells at once, instead of 1, provided that one of the spells only affects only one creature and that creature remains within the boundaries of your circle. If the creature moves outside of the circle, or if something forces you to lose concentration (such as failing a constitution saving throw to maintain concentration), then the spell effect ends for that target.
You may also consume the magic within the circle, effectively deactivating it to cast a transmutation spell without consuming a spell slot, or requiring the components needed for the spell. The level of the spell that may be cast in this manner depends on the size of the circle. The spell you cast in this manner may only affect creatures or objects within the boundaries of the circle.
If you make a new circle, the previous circle you had will lose its magic and cease to function.
If a transmutation spell that you cast alters the grounds on which the circle is drawn the circle will still work. The circle will not work if it is by more than 1 inch of another material.
Creatures that are within 20 feet above the circle may be affected by it.
The table below lists how long it takes to draw circles of different sizes, and what level transmutation spells may be cost for free on a target within the circle.
| Radius | Hours to create | Level of spell that may be cast without using a slot |
| 5 ft | 1 | 1 |
| 10 ft | 4 | 2 and 3 |
| 15 ft | 9 | 4 and 5 |
| 20 ft | 16 | 6 and 7 |
| 25 ft | 25 | 8 and 9 |
You may conjure a 5 ft radius circle as an action on your turn anywhere within 30 feet of you. A circle created in this way will last for 1 minute. You may not create a circle in this manner again until you finish a long rest.
Amulet of the Impossible Creature
At the 10th level, you add the polymorph spell to your spellbook, if it is not there already. You may construct special amulets which grant you the ability to polymorph a willing creature that is wearing an amulet, into a being whose existence defies the laws of nature itself.
The creature you polymorph the wearer of an amulet may retain any or all of its original attribute scores, skills, and saving throws. Additionally, the creature may retain the ability to speak and use fine dexterity.
You may make cosmetic changes to the creature as well, such as giving it a special coat, human-like features, or even dressing it in articles of clothing.
The amulets take 8 hours to make and cost materials valued at 500 gold pieces.
When you would normally lose concentration due to failing a constitution saving throw from taking damage, on a polymorph used to transform a creature that wears one of your amulets, may reroll the saving throw. You may not use this feature again until you finish a low or a short rest.
Philosopher Stone
Starting at the 14th level, you may craft for yourself an object known as a Philosopher's Stone. Many tools have bared this title over the millennia. However, this is the newest iteration.
The stone is made from a rare gem and appears as a red or orange glassy stone in the rough shape of an egg.
The stone is created by summoning the soul of a long-dead magic user seeking to return to some semblance of life and placing them within the stone to grant them that wish. This entity may experience life through your eyes and ears if you allow it.
The crafter of the stone may communicate telepathically with the being housed inside the stone.
You may only have one stone at a time; if you craft a new one, the previous one will cease to work.
It takes 8 hours to make the stone and to summon a spirit into the stone. It takes 500 GP's worth of rare material components to craft the stone.
You may consume a spell slot and cast a transmutation spell of 5th level or lower, storing the magical power of the spell within the stone and saving its effects for later. Once you do so, you may not activate this feature again until the next dawn. Only one spell may be stored within the stone at a time.
You may designate any creature as the barrier of the stone, and they may unleash the magic spell stored within as an action on their turn. When the spell is unleashed, the bearer of the stone chooses the targets of the spell as they had cast it, and from there, follow the rules as if you had cast the spell yourself without consuming a spell slot at the time of the casting or requiring action.
If the spell requires concentration, then if the spell is of 3rd level or below, the entity within the stone may hold concentration on the spell for you so long as the stone remains intact and in possession of its current bearer. If the spell is 4th or 5th level, then the current barrier of the stone must maintain concentration on the spell.
At the GM's description, the spirit within the stone may be able to aid with knowledge-based skill checks, though its knowledge will likely be drastically out of date, and it may require convincing to do so. It may make an arcana, [Tooltip Not Found] check with a +8 to its roll, provided the knowledge being sought after is appropriately ancient. It may also use a help action to assist you with a knowledge roll for any of the same skills.
Using the stone and combining it with a transmutation circle, you may use a downtime action to transmute enough raw materials into gold each day to support an aristocratic lifestyle (10 GP per day).
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