Wizard
Base Class: Wizard

The transmutation of the forbidden components such as the blood in our veins and the very air we breathe is only practised by the depraved, the heartless and the desprate. It is known only by a select few and your average mage is only likely to hear its name in whispers and hushed tones, Black Transmutation. This sect of transmutation magic was devised deep inside the depths of Harrow Mire as a tool for their intelligence operatives to make use of but its practices have been leaked to the wider magical community. Alarento Academy of the Arcane took the initiative to ban its teaching from their classrooms, revoking the arcane licence of anyone caught practising it. If you are brave enough or mad enough to attempt this practice then you may end up paying a heavy price, if you aren't caught and nulled before that happens.  

Transmutation Savant

2nd-level Black Transmutation Magic feature 

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.

Vector Transformation

2nd-level Black Transmutation Magic feature

You can magically exert limited control over the magnitude and direction of a force bending it to your will.

As a reaction, after you or a creature, you can see makes an attack within 30ft of you that misses, you can redirect the attack to another target within 60ft of the creature who made the attack. You must then make a ranged spell attack to hit the new target. If you so choose you can transmute the impact force of the redirected attack before it hits the new target by burning a spell slot. Spending a first level spell slot adds 2d8 force damage to the redirected attack. When burning a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

You can use this ability an equal amount of times to your intelligence modifier, regaining any expended uses when you finish a long rest.

Accelerator

6th-level BlackTransmutation Magic feature 

You have gained the ability to Transmute the direction and speed of a target's movement, allowing for a new devastating method of attack.

As an action, you can magically force a large or smaller creature that you touch to make a Strength saving throw. Or the creature can accept this condition willingly. You can also apply this condition to yourself. You can then move the creature up to 60ft in any direction, even off the ground.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Internal Umbra

10th-level Black Transmutation Magic feature 

You have advanced to a point in your studies where you can apply your Black Transmutation to the inside of the body of a target's body.

When you cast a spell that hits a target or they fail a saving throw against one of your spells you can apply a selection of effects to said target.

Blood Acceleration
A creature hit by a spell affected by this ability must make a Constitution saving throw against your spell save DC. If the creature fails You both reverse the direction and increase the speed of the creature's blood flow. For the next turn, the target becomes vulnerable to slashing piercing and bludgeoning damage as well as having disadvantage on strength dexterity and constitution saving throws. 

Steel Breath 
A creature hit by a spell affected by this ability must make a Constitution saving throw against your spell save DC. If the creature fails you transmute the air in its lungs into a super heavy metallic alloy weighing it down and removing its ability to breathe. For the next minute, the creature takes 3d10 damage on each of its turns and its movement speed is reduced to zero. At the end of its turn, the creature can make another Constitution save against your spell save DC. If it passes the effect ends. 

Once you have used a spell altered by one of these effects you cannot do so again until you complete a long rest. 

World Line Zero

14th-level BlackTransmutation feature

You take control of the planet's rotational vectors and transfer the power generated into yourself, to boost your Black Transmutation substantially. When you do so, choose one of the following effects. Your Connection to the earth's rotational vectors is lost, You can not access them again until you finish a long rest. 

Flesh Transformation. You can transform your own or another's flesh. You forcefully cast the spell Reincarnate on an incapacitated or dead creature. This transforms their current body so they don't have to be dead for the spell to work. If a creature is willing the spell can be performed whilst they are conscious. You are able to choose the race and gender of their new body, the change doesn't have to be random. 

Fatigue, You add 3 levels of exhaustion to a creature you touch. To prevent this, the creature must make a constitution save against your spell save DC. 

Immortality operation, You are able to stop the flow of time from affecting a willing creature's body for a period of 5d10 years during this time the creature ceases to age. When the time is up the creature will resume ageing as normal.  

The March of time. You take control of the vectors of a creature by touching it. The creature must then pass a Constitution save or have its age increased by 3d10 years. These extra years can be reversed by greater restoration.

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