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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