Expanded Transmutation Spells

Transmutation is one of the more broadly applicable schools of magic, and so naturally there’s a lot of gaps in the spectrum of transmutation possibilities, as far as spells we actually have. With a school so wide, we can’t reasonably expect everything to be covered in official content, but that’s no reason to be complacent. We’re here to fill gaps, and so here we have a few fun additions to you transmuter’s toolkit.

If you’re eager to do more transmutation, alchemize some of your dollars into a subscription to our Patreon, and you’ll get all of our homebrew, in full PDF, as it comes out. And, if you want to tell us what our next spell project should be, let us know on our Discord, and we can hash out the details there! We’re always eager to have your feedback, so we can transmute it into more and better creations for you to enjoy!

Do you like making the rocks dance? Donate for more flying stones!

Expanded Transmutation Spells

Psychic Storm

4th-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Sorcerer, Warlock, Wizard

Psychic energy wildly pours from you in a 20 foot radius, violently wrenching about your surroundings. The area is difficult terrain for creatures other than you, and any Small or smaller object in the radius that is not being worn or carried begins to fly around the area.

When you cast this spell, and as an action on each of your turns thereafter, you can force each creature of your choice in the area to make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage as they are tossed up to 20 feet away from you and knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Ride-along

1st-level transmutation

Casting Time: 1 action

Range: Touch (20-foot line)

Components: V, S

Duration: Instantaneous

Classes: Artificer, Madcap, Sorcerer, Wizard

You propel a Medium or Small object or prone creature in a line 20 feet long and 5 feet wide, riding the target to the other end of the line. The target you are riding takes 1d4 bludgeoning damage for every 5 feet that it travels. Each creature in the line must make a Dexterity saving throw as you pass through their space, taking 1d8 bludgeoning damage on a failed save and being knocked prone, or taking half as much damage on a successful save. This movement does not provoke opportunity attacks.

At Higher levels. When you cast this spell at 2nd level or higher, the line becomes 10 feet longer for each slot level above 1st.

Stonemount

2nd-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a skipping stone)

Duration: Concentration, up to 10 minutes

Classes: Druid, Ranger, Sorcerer, Wizard

You magically infuse a Medium or Large stone, allowing it to float weightlessly. That stone gains a flying speed of 10 feet and follows your directions (no action required). If the stone is destroyed, the spell immediately ends. When the spell ends, the stone gently lowers to the ground.

At Higher levels. When you cast this spell at 3rd level or higher, the flying speed of the stone increases by 5 feet for each slot level above 2nd.

Previous
Previous

Rubber Blob

Next
Next

Kamekelle