Prerequisite: You must be a Transmutation Wizard
You have learned to let your magic bleed beyond its intended form, warping reality around the point of impact. The effect is unpredictable and draining - your spell loses precision, but what it touches is never quite the same.
When you cast a spell that requires a saving throw, you can reduce your spell save DC by 5 for that casting. If a target fails the save, you transmute the spell's energy and choose one additional effect:
- Alter Damage. Change the spell's damage type to any other damage type.
- Weaken Material. The target's AC is reduced by 2 until the end of your next turn, as its armor blisters and softens like heated wax.
- Seal Eyes. The target's eyelids fuse shut - or its pupils cloud over with a film of skin. It has disadvantage on its next attack roll.
- Warp Terrain. The ground in a 10-foot radius around the target becomes difficult terrain until the end of your next turn, as stone buckles and earth churns.
- Brittle Bones. The target's skeleton hardens and becomes glass-like. The next attack that hits it before the end of your next turn deals an additional 1d10 piercing damage.
- Foul Humours. The target's blood thickens and darkens. It has disadvantage on its next Constitution saving throw.
Previous Versions
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9/20/2026 8:28:09 AM
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Coming Soon
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