Level
Cantrip
Casting Time
1 Action
Range/Area
Touch
Components
S, M *
Duration
Instantaneous
School
Illusion
Attack/Save
None
Damage/Effect

RUNDOWN:
Transmute energy gives the caster unique interactions with magic and energy. with magic, they can touch items like wands or staffs that are channeling magic to learn the spell or change the spell or what type of damage it deals like acid into fire, or learn if an altar in the middle of a ritual is summoning which god or at the very least the spell level of the ritual if possible. with energy, the caster can connect themselves between two points and change the energy that passes through them like kinetic to electric through a gear and a wire, they can't take energy from one thing and put it back in. The caster may NOT under any circumstances increase or lower the amount of power or damage the energy or spell would do, but it can change what type of damage it would do, special changes like turning a spell into water for instance can carry the same damage as most other spells, like it could be boiling to inflict fire damage or have acid in it for acid damage. If it can't simulate it logically like psychic damage for example, it could still inflict it by making the target hallucinate or you may change it to something similar like radiance as it's a similarly body-affecting spell with it overloading the spirit by making it holy water. Just make the most logical connection with what damage it deals, like turning fire into light would deal radiant damage instead or necrotic into cold. The spells and energy gain nor lose mass, so turning a light spell into water would most likely make the air a little more humid while turning 'watery sphere' into fire would most likely cause an explosion, again it adds no damage so it'd be a particularly non-threatening explosion, however turning a rock spell into water, for example, would make the water very dense and still like smacking into concrete. more simple things like attacks can have the type of damage it inflicts be changed like bludgeoning to slashing, once you change the type of damage from an attack/spell/energy, the damage can only be diminished by resistances and immunities or increased by vulnerabilities.

(TL;DR: you can change the type of element a spell casts so fire damage is cold damage instead, change kinetic energy into electric, bludgeoning into slashing, more info in spell levels)
(if the spell level's explanations seem lengthy, just read the bulleted info that most closely relates to what they would like to do with the spell)
key:
 '-' = the specific energy being targeted
'*' = specific rules regarding energy manipulation
info = how the spell gathers information
alter = how the spell changes energy

at higher level scaling. due to the unique way the spell handles energy and magic, each spell level has a very specific way it handles each form.
cantrip:
 - Energy: Touch a conducting material with energy passing through it, you can identify what type of energy is going through it using a DC 10 + wisdom modifier investigation check. because you can 'speak' to the energy, you can tell where the energy is going if it isn't behind full cover, you are a grounded conduit and don't take damage from touching it unless you're wearing metal, if you are you take 1d12 fire damage. this can include fire, gears, wires, sparks, etc.
- Magic: Touch a material that is channeling magic, like the wall of a building with a curse, warding, etc. on it or a wand actively casting a spell. Your dm makes a DC 15 Insight check + 5 for each spell level above cantrip (or level 0) that you're trying to identify, on a success, learn what spell it is using. you may instead choose to have your dm make a DC 15 + 5 for each spell level above the 1st to learn what spell level it is.
- Physical: When you are attacked, make DC 20 CON save to use this cantrip and then a DC 20 insight check to gleam a small amount of info about the enemy's stats. if both succeed, you can tap into the stat the enemy used for the attack and get a vague answer, for example; 'compared to <character name of any party member>, they are stronger/weaker (smarter/dumber, faster/slower, etc.)' or 'their <stat> is between <any number between 1 and 30> and <any number between 1 and 30>' the statement can be false by a deviation of 3.

1st level:
- energy: You can carry currents of energy if those two forms of energy are the same unless it's kinetic, for example, you can transfer thermal energy from a fire into a metal rod or electricity between wires, things like gears and axles require actually being pulled and turned and do not count. you can see where the energy is going even through walls in a 4 ft. radius as long as you're touching the wire, if you're wearing metal you take 1d8 fire damage.
- magic: Touch a material that is channeling magic, like the wall of a building with a curse, warding, etc. on it or things like a wand actively or trying to cast a spell. Your dm makes a DC 15 + Insight check 5 for each spell level above the 2nd that you're trying to identify, on a success, learn what spell it is casting. you may instead choose to have your dm make a DC 15 + 5 for each spell level above the 3rd to learn what spell level it is.
- physical: when you're attacked, unless you have a shield, make a DC 20 CON save to use the spell, otherwise lower the DC to 10, then make a DC 20 insight check to gleam a small amount of info about the enemy's stats. if both succeed, you can tap into the stat the enemy used for the attack OR spell and get a vague answer (see the cantrip level for appropriately vague answers).

2nd level:
- energy: You can carry currents of energy if those two forms of energy are the same unless it's kinetic, for example, you can transfer thermal energy from a fire into a metal rod or electricity between wires, things like gears and axles require actually being pulled and turned and do not count. you can see where the energy is going even through walls in a 7 ft. radius as long as you're touching the wire, if you're wearing metal you take 1d4 fire damage.
- magic: You can see the magic of the world around you, in a 5ft. radius look at a material that is channeling magic, like the wall of a building with a curse, warding, etc. on it or things like a wand actively or trying to cast a spell.
* info: Your dm makes a DC 15 Insight check + 5 for each spell level above the 2nd that you're trying to identify, on a success, learn what spell it is casting. you may instead choose to have your dm make a DC 15 + 5 for each spell level above the 3rd to learn what spell level it is.
* alter: Have your dm make a DC 20 Wis check + 5 for each spell level above the 1st, on a success, you can slightly altar an elemental spell, this usually means turning it into a similar element like if you turned fire into light, the spell retains the damage it would've done and in this case it may still do fire damage by searing the target. the damage can only be diminished or increased by resistances, vulnerabilities and immunities.
- physical: When you are attacked,  make a DC 20 CON save to use the spell, if you have a shield the DC instead becomes 10.
* info: Make a DC 20 insight check to gleam a small amount of info about the the stat the enemy used to attack you and get a semi-vague answer, for example: 'compared to <character name of any party member>, they are stronger/weaker (smarter/dumber, faster/slower, etc.)' or 'their <stat> is between <any number between 1 and 30> and <any number between 1 and 30 with at most a gap of 19 from the first>' the statement must be true.
* alter: Make a DC 20 WIS check to change piercing damage into slashing damage, you may not do this vice versa and bludgeoning damage cannot be changed.

3rd level:
- energy: You can carry currents of energy and change them to a similar form of energy, if it's kinetic energy make a DC 10 WIS check, a set of mystical circles will surround your hand and connect to a kinetic part like a gear, you can then convert kinetic to thermal and thermal to kinetic. you can see where the energy is going even through walls in a 10 ft. radius as long as you're touching the wire, you don't take any fire damage for wearing metal armor.
- magic: You can see the magic of the world around you, in a 10ft. radius look at a material that is channeling magic, like the wall of a building with a curse, warding, etc. on it or things like a wand actively or trying to cast a spell.
* info: Have your dm make a DC 15 Insight check + 5 for each spell level above the 3rd that you're trying to identify, on a success, learn what spell it is casting. you may instead choose to have your dm make a DC 15 Insight check + 5 for each spell level above the 4th to learn what spell level it is.
* alter: Have your dm make a DC 20 WIS check + 5 for each spell level above the 2nd, on a success, you can slightly altar an elemental spell, this usually means turning it into a similar element like if you turned fire into light, the spell retains the damage it would've done and in this case it may still do fire damage by searing the target. the damage can only be diminished or increased by resistances, vulnerabilities and immunities.
- physical: When you are attacked,  make a DC 20 CON save to use the spell, if you have a shield the DC instead becomes 10.
* info: Make a DC 20 insight check to gleam a small amount of info about the the stat the enemy used to attack you and get a semi-vague answer, for example: 'compared to <character name of oppositely classed party member (or otherwise similarly opposite)>, they are stronger/weaker (smarter/dumber, faster/slower, etc.)' or 'their <stat> is between <any number between 1 and 20> and <any number between 1 and 20 with a gap of at most 19 from the first>'.
* alter: Make a DC 20 WIS check to change piercing damage into slashing damage or vice versa, bludgeoning damage cannot be changed.

4th level:
- energy: You can carry currents of energy and change them to another form of energy that's not opposite, if it's kinetic energy make a DC 10 WIS check, a set of mystical circles will surround your hand and connect to a kinetic part like a gear, you can then convert kinetic to thermal and thermal to kinetic. you can see where the energy is going even through walls in a 13 ft. radius as long as you're touching the wire, you don't take any fire damage for wearing metal armor.
- magic: You can see the magic of the world around you, in a 15ft. radius look at a material that is channeling magic, like the wall of a building with a curse, warding, etc. on it or things like a wand actively or trying to cast a spell.
* info: Have your dm make a DC 15 Insight check + 5 for each spell level above the 4th that you're trying to identify, on a success, learn what spell it is casting. you may instead choose to have your dm make a DC 15 Insight check + 5 for each spell level above the 5th to learn what spell level it is.
* alter: Have your dm make a DC 20 WIS check + 5 for each spell level above the 3rd, on a success, you can somewhat altar an elemental spell, this usually means turning it into a somewhat similar element like fire into radiant, the spell retains the damage it would've done before changing. the damage can only be diminished or increased by resistances, vulnerabilities and immunities.
- physical: When you are attacked,  make a DC 20 CON save to use the spell, if you have a shield remove the DC check instead.
* info: Make a DC 20 insight check to gleam a small amount of info about the the stat the enemy used to attack you and get a semi-vague answer, for example: 'compared to <character name of oppositely classed party member (or otherwise similarly opposite)>, they are stronger/weaker (smarter/dumber, faster/slower, etc.)' or 'their <stat> is between <any number between 1 and 20 that has to be lower than the second> and <any number between 1 and 20 that has to be higher than the first>' the statement must be true.
* alter: Make a DC 20 WIS check to change piercing damage into slashing damage or vice versa, bludgeoning damage cannot be changed.

5th level:
> you may attach this spell to objects or shields to work in tandem with other spells like 'redirect energy' or 'absorb elements'. the spell rules are the same, but the type of damage it inflicts after changing does change, so taking cold damage with 'absorb elements' still gives you cold resistance but the type of damage it inflicts changes.
- energy: You can carry currents of energy and change them to another form of energy that's not opposite, if it's kinetic energy make a DC 10 WIS check, a set of mystical circles will surround your hand and connect to a kinetic part like a gear, you can then convert kinetic to thermal and thermal to kinetic. you can see where the energy is going even through walls in a 15 ft. radius as long as you're touching the wire, you don't take any fire damage for wearing metal armor.
- magic: You can see the magic of the world around you, in a 20ft. radius look at a material that is channeling magic, like the wall of a building with a curse, warding, etc. on it or things like a wand actively or trying to cast a spell.
* info: Have your dm make a DC 15 Insight check + 5 for each spell level above the 4th that you're trying to identify, on a success, learn what spell it is casting. you may instead choose to have your dm make a DC 15 Insight check + 5 for each spell level above the 5th to learn what spell level it is.
* alter: Have your dm make a DC 20 WIS check + 5 for each spell level above the 3rd, on a success, you can somewhat altar an elemental spell, this usually means turning it into a somewhat similar element like fire into radiant, the spell retains the damage it would've done before changing. the damage can only be diminished or increased by resistances, vulnerabilities and immunities.
- physical: When you are attacked,  make a DC 20 CON save to use the spell, if you have a shield remove the DC check instead.
* info: Make a DC 20 insight check to gleam a small amount of info about the the stat the enemy used to attack you and get a semi-vague answer, for example: 'compared to <character name of a similarly classed party member>, they are stronger/weaker (smarter/dumber, faster/slower, etc.)' or 'their <stat> is between <any number between 1 and 20 that has to be lower than the second> and <any number between 1 and 20 that has to be higher with a gap of at most 19 from the first>' the statement must be true.
* alter: Make a DC 20 WIS check to change piercing damage into slashing damage or vice versa, bludgeoning damage cannot be changed.

* - (must first have an item/projectile/mass/energy to convert)

Previous Versions

Name Date Modified Views Adds Version Actions
5/15/2022 7:16:00 PM
2
0
0.1 B
Coming Soon
5/29/2022 3:19:10 PM
4
1
0.2 B
Coming Soon

Available For: Cleric (Legacy)

Litfuse293

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