Transmutation Spells
Transmutation spells are the kind of spells where attributes of a creature, object, or energy is changed, added to, or unmade. A spell where normal sand is turned into glassy spikes would be a transmutation spell. Another spell might disassociate all of a creature's atoms.
Simplex
Purify Food and Drink: Purifies 5 cu. ft. of food and/or water.
Rolling Stone: Thrown stones deal 1d6 per 2 CL of bludgeoning damage as a ranged attack.
Zephyr: Create a small wind for various minor effects.
Level 1
Align Weapon: Make your weapon damage holy/unholy.
Control rope or chain: Makes ropes or chains move and perform simple actions
Double Time: Gain a 30 ft. bonus to ground speed
Enhance Weapon: Imbue your weapon with at least +1 enhancement bonus to attack and damage for a time
Hustle: Gain an extra 30 ft. of movement on move actions for a time.
Mend: Repair object touched for at least 1d6
Slow Fall: Subjects drop slowly for a time
Tough Hide: Creature touched gains at least +1 natural armor enhancement for a time
Level 2
Bolster, Charisma: Grants at least a +2 enhancement bonus to charisma score for a time.
Bolster, Constitution: Grants at least a +2 enhancement bonus to constitution score for a time.
Bolster, Dexterity: Grants at least a +2 enhancement bonus to dexterity score for a time.
Bolster, Intelligence: Grants at least a +2 enhancement bonus to intelligence score for a time.
Bolster, Strength: Grants at least a +2 enhancement bonus to strength score for a time.
Bolster, Wisdom: Grants at least a +2 enhancement bonus to wisdom score for a time.
Breathweave Veil: Use breath to create energy resistance for allies in 30 ft. radius.
Ghillie Step: Make your character, and several others, travel without leaving tracks
Hawk Claws: Gain magical claws that allow for the use of PMA instead of Dex/Str to attack for a time
Liquefaction: Renders terrain difficult to pass, for a short time
Natural Weapon Enhancement: Give enhancement bonus to a creature's natural weapons for a time
Splinter: Use nearby stone, wood, bone, or other non-metal materials to harm your foe
Level 3
Anointed Weapon: Coat weapon in (un)holy energy and gain damage bonuses.
Breathweave Missile: Modify a breath weapon to act like a missile spell, gain benefits of spell proficiency.
Enlarge Monster: Make a touched creature larger, they gain combat bonuses as well as some penalties
Haste: Gain an extra attack, movement bonuses, as well as minor AC and Attack bonuses, for a time
Keened Edge: Increase the critical threat range of a weapon for a while.
Greater Mending: Repair large amounts of damage to objects, cannot mend imbued/magical items at 0 hp.
Reduce Monster: Make a touched creature smaller, they gain some bonuses and penalties
Slow: Reduce the speeds, AC, Attack, and reflex of foes; limits targets to 1 attack per round
Tremor Spike: Create a line of spiking ground to deal damage to foes
Level 4
Air Lash: Affected weapons gain more reach for a short time.
Breathweave Barrier: Use breath-weapon to create a wall of energy, gain benefits of spell proficiency.
Gravity Wave: Push targets in a specified direction, up to 15 ft
Martial Reversal: Give a 50% chance for a subject's weapon to strike them instead.
Mold Stone: Shape stone into a desirable shape to the caster
Nature's Melding: Fuze into natural objects to become undetectable, while still being able to see and hear
Rusting Embrace: Deal direct damage to metal objects.
Shape Shelter: Create a shelter out of the natural surroundings
Level 5
Complete Repair: Very large repair to objects, can repair broken magical items
Flay the Flesh: Rend away parts of the target's body causing bleed damage and severe wounds.
Flight: Gain 60 ft. (Average) fly speed for a time.
Lockjoint: Fuse a target's joints for a brief time
Petal Mirage: Evade a turn of attacks, gain dodge AC for a time
Level 6
Boulder Skip: Throw a pebble, and it becomes a boulder as it strikes its foe.
Disintegrate: Deal immense amounts of entropic damage to a target
Mass Keened Edge: Increase the critical threat range of all allies' weapons for a short time.
Martial Reversal, mass: Subjects have a 50% chance for their weapons to strike themselves rather than their opponents
Spell Strike: Plant a spell, or scroll, into a weapon that can trigger as an immediate action on hit.
Level 7
Terraphage: Use the ground to crush and entrap opponents
Whorling Dervish: Become a dust devil, ignore physical damage, deal slashing damage to others
Level 8
Disintegration Ray: Deal immense amounts of entropic damage to a target
Fang of the Earth: Create a pillar of earth and rapidly pummel targets with it
Flesh to Bomb: Prime a target to explode after three rounds for immense damage
Flogging Focus: A spell caster's focus can be used as a weapon
Level 9
Energy Emulsion: Temporarily become an energy aspect of an element
Kimberlite Pipe: Call power from the depths of the earth to eradicate your foes and cancel out magic