Transmutation Subschools: Alteration,
Metamorphosis.
Alteration: Alteration spells
render physical changes on a material object, possibly improving its physical nature
or granting it metaphysical properties.
Metamorphosis: Like all
transmutations, these spells impose a physical change on a living creature. These
spells change the nature of a living object, changing its form and possibly granting
it greater abilities or new ones. At their most powerful metamorphic spells can
make creature into an object, but still preserving their mind.
Selected Spells:
Talons
Transmutation cantrip
(metamorphosis)
Casting Time: 1 action
Range: Self
Components: V, S, M (a bird's claw)
Duration: 1 minute
You transform your
hands into wicked, birdlike claws. While under the effect of this spell you
lack the manual dexterity to cast spells with somatic components. However, you
can you make swift, slashing strikes in battle. You may choose to use Dexterity
instead of Strength with your unarmed attacks, roll d4 slashing in place of
your normal damage with such attacks, and, when you use the Attack action you
can make one unarmed strike as a bonus action.
This attack's damage
die changes when you reach 5th level (1d6), 11th level (d8), and 17th level
(d10).
Dweomerwright
Transmutation cantrip (alteration)
Casting Time: 1 action
Range: touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon. It grants no bonus to hit or damage, but does effect creatures which are resistant or immune to nonmagical weapons.
Arcane Mark
1st level transmutation (alteration)
Casting Time: 1 action (ritual)
Range: touch
Components: V, S, M (special ink)
Duration: Permanent
This spell enables you to etch your personal rune or mark, which can consist of no more than six characters, upon any substance (even stone or metal) without harm to the material upon which it is placed. When you place this mark, the writing can be visible or invisible. If an invisible mark is made, a detect magic spell or other effects which allows the perception of the invisible, such as see invisibility or the truesight ability likewise allows the user to see an invisible arcane mark. To such vision it appears to glow and be visible, though not necessarily understandable.
The mark can be removed as an action by a touch from the caster. If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.
A wizard targeting an item, creature, or location carrying one of their arcane marks on it benefits from an established magical link. Similarly, using an item which a caster has placed their arcane mark on to target that caster provides the same benefit. For example; If you have cast an arcane mark on a location where you are attempting to teleport you count as possessing an “associated object," while attempting to scry on a subject whose arcane mark you have in your possession counts as a “body part, lock of hair, or the like," etc.
Carapace
1st level
Transmutation (metamorphosis)
Cast: 1 action
Range: Touch
Components: V, S, M (a piece of turtle
shell)
Duration: 1 hour
You touch a
willing creature who isn’t wearing armor and it grows a thick protective shell
which lasts until the spell ends. The target’s base AC becomes 16 + its
Dexterity modifier. However, the target’s Dexterity and Charisma scores suffer
a -2 penalty for the duration. Due to the random and irregular nature of the
grown carapace the target cannot don armor while this spell is in effect.
Wings of Flight
2nd level
Transmutation (metamorphosis)
Cast: 1 action
Range: Touch
Components: V, S, M (a pair of remex from a single bird)
Duration: 10 minutes
You touch a
willing creature. The target grows a large set of wings for the duration of
this spell. Fully opening these wings requires an area as large as if they were
one size larger than they normal. Thus, a medium creature would be unable to
use them in a 5' hallway. If able to open their wings fully, they gain a flying
speed of 60 feet. Further, as a reaction, if you fall and can unfurl your wings you can set your rate of descent to 60
feet per round and, if you land while falling in this manner, land on your feet taking no damage.
While the transformation does not require concentration to maintain, flying or preventing falls with it does. If a flying character loses concentration they begin to fall unless they have another means to stop themselves. They are similarly subject to other effects that will cause flying creatures to fall (PH191). However, these effects do not end the spell, and they can resume concentration with a bonus action. When the spell ends the target reverts back to their natural form, falling if they are still aloft.
At
Higher Levels. When you cast this spell using a slot of the 3rd level
or higher you can target on additional creature for each slot above 2nd.
Next:
The History of Enchantment
~~*~~
I think I've made it painfully obviously that I think that transmutation needs a machete-style amputation, and intended to go all in for it- hacking out chunks that I've never felt fit into transmutation despite being there for multiple editions across decades. But, this shouldn't be taken to mean that I think the transmutation school needs *weakened*. It simply think it needed focused as transmuters often lack a "feel" that goes beyond that of generic wizards. With this conception transmuters suddenly have at least a couple competing, clear, and, hopefully, compelling visions.
While I've generally gone for "evolutionary" spells throughout this, here I wanted to specifically make a demonstration of what I think truly transmutative versions of spells that exist in the school would look like. While I made clear that I think "Fly," as written, should be elsewhere, transmutation, as I'm redefining it, remains perfectly capable of providing that effect. In fact, with the limitations placed I think it's easy to justify it being a lower level spell, on par with Spider Climb.