Transmutation Spells from the Lost Library

by samuraihealer

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Transmutation Spells from the Lost Library

Burst of Speed

Transmutation

Level: 1

Casting time: 1 Action

Range: 30 feet

Components: V, S, M (a shaving of licorice root)

Duration: 1 round

Classes: Artificer, Sorcerer, Wizard


Choose a willing creature that you can see within range. Until the spell ends, either the target’s speed is doubled, and it gains a +2 bonus to AC until the end of it’s turn, or it can immediately take an action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. If a creature is under the effects of haste this spell has no effect.

Greater Alter Self

Transmutation

Level: 4

Casting time: 1 Action

Range: Self

Components: V, S

Duration: up to 1 hour

Classes: Artificer, Sorcerer, Wizard


You assume a different form.

You transform a part of your body. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

  • Giant Scorpion’s Tail: You grow a large scorpion’s tail. As a bonus action you can make a melee spell attack on a creature within 5 ft, doing 1d10 piercing damage on a hit and forcing them to make a Constitution save against your spell save DC or take 3d10 poison damage.
  • Octopus Tentacles: One of your arms trasmutes into a writhing mass of tentacles. As a bonus action you can make one melee spell attack on a creature within 15 feet, doing 2d8 bludgeoning damage and grappling the creature on a successful attack if you choose. The DC to escape this grapple is equal to your spell DC.
  • Rhino Horn: A large horn grows from your head. As a bonus action you can charge forward 20 ft. You can pass through another creature’s space and when you do they make a Strength saving throw against your save DC, taking 3d8 bludgeoning damage and being knocked prone on a failure and taking half damage and taking half damage and being moved 5 ft to an empty space on a success.
  • Shark Mouth: You grow rows of razor sharp teeth and your mouth widens. As a bonus action you can bite a creature within 5 ft. Make a melee spell attack doing 3d10 piercing damage on a hit.
  • Tarantula Spines: Spines grow from the back of one of your hands. As a bonus action you can throw a barrage of spines. Choose a creature within 90 feet, they make a Dexterity saving throw doing 2d10 piercing damage on a failure and half on a success.
  • Yellow Ant’s Spit: You gain mandibles and large glands in your neck. As a bonus action you can spit acid at one creature. Make a ranged spell attack on a creature within 90 feet, doing 3d8 acid damage on a hit.

This spell ends if you cast it again.

Ironskin

Transmutation

Level: 2

Casting time: 1 Action

Range: Touch

Components: V, S, M (a piece of iron)

Duration: 8 hours

Classes: Sorcerer, Wizard


You touch a willing creature. Until the spellends, the target’s skin becomes iron-like. The target’s speed is reduced by 10 ft and it’s base AC becomes 18, and isn't modified by Dexterity.

As long as this spell is active on a creature they take no damage from heat metal but anyone touching them takes damage as if they were touching a metal object.

Mass Burst of Speed

Transmutation

Level: 3

Casting time: 1 Action

Range: 30 feet

Components: V, S, M (a shaving of licorice root)

Duration: 1 Round

Classes: Artificer, Sorcerer, Wizard


Choose up to three willing creatures that you can see within range. Until the spell ends, either the target’s speed is doubled, and it gains a +2 bonus to AC until the end of it’s turn, or it can immediately take an action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. If a creature is under the effects of haste this spell has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can add an extra creature affected for each slot level above 3rd.

Reverse Time

Transmutation

Level: 2

Casting time: 1 Reaction, which you take when a creature you can see within 60 feet of yourself succeeds or fails on an attack roll, ability check or a saving throw.

Range: 60 feet

Components: V, S

Duration: Instantaneous

Classes: Artificer, Sorcerer, Wizard


You magically turn back time. The creature rerolls the d20 and uses the second roll. If any other creatures made a saving throw for the same effect, they also reroll the save.

Credits

Tefier Timebender - copywright: Wizards of the Coast, by Zack Stella

Watercolor Stains - D&D Watercolor Stains Gallery

Fan Content Policy

Content is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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u/SamuraiHealer or GM Binder Profile

 

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