Magic School: Transmutation
The school of Transmutation is based on spells that can physically alter the form of an object, including spells that can fundamentally change something.
Rank 0 (Basic) :
- Control Flames
Name : Control Flames
Description : You choose nonmagical flame that you can see within range and affect it in one of the following ways. Casting time : 1 Action
Cooldown : - Range : 60 ft
Duration : Instantaneous or 1 hour Effect :
You choose nonmagical flame that you can see within range and that fits within 5-foot. You affect it in one of the following ways : Duration : Instantaneous- You expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You extinguish the flames within 5-foot.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both (by default, light is 20 feet bright and 20 feet dim).
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like.
- Druidcraft
Name : Druidcraft
Description : Whispering to the spirits of nature, you create a small nature based effect. Casting time : 1 Action
Cooldown : - Range : 30 ft
Duration : Instantaneous Effect :
Create one of the following effects within range :- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 turn.
- You make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create in a 5-foot cube an harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of dirt.
- You light or snuff out a candle, a torch, or a small campfire.
- Gust
Name : Gust
Description : You seize the air and compel it to create an air based effect. Casting time : 1 Action
Cooldown : - Range : 30 ft
Duration : Instantaneous Effect :
Create one of the following effects within range :- One Small or Medium creature that you choose must succeed on a Strength Contest against your Spell Check or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 1 Inventory Slot. The object is pushed up to 10 feet away from you.
* It isn’t pushed with enough force to cause Damage. - You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
- Mending
Name : Mending
Description : You repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking waterskin. Casting time : 1 Minute
Cooldown : - Range : Touch
Duration : Instantaneous Effect :
As long as the dent or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. You can mend Armor and Shield, but only the first trace of damage.- Lower the Defense Rating penalty of an Armor by 2.
- Restore 1 Resistance of a Shield.
- Cannot mend a Broken Armor, Shield or Weapon, and if the mending effect don't restore it completly, you cannot mend it either.
* But cannot be used as a Treatment of injuries for a Specie: Mechanoid.
Casted as Rank 1 :
You can mend Armor, Shield and Weapon no matter the degree of damage.- You can mend completly Broken Gear.
* If it's not a Magical gear, it also require expending 25% of the item value.
- Mold Earth
Name : Mold Earth
Description : You choose a portion of dirt or stone that you can see within range and manipulate it in one of the following ways. Casting time : 1 Action
Cooldown : - Range : 30 ft
Duration : Instantaneous or 1 hour Effect :
You choose a portion of dirt or stone that you can see within range and that fits within 5-foot. You manipulate it in one of the following ways : Duration : Instantaneous- If you target an area of loose earth, you can excavate it, move it along the ground, and deposit it up to 10 feet away. This movement doesn’t have enough force to cause Damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns.
- If the dirt or stone you target is on the ground, you cause it to become Precarious (Area condition). Alternatively, you can cause the ground to become normal terrain if it is already Precarious (Area condition).
- On/Off
Name : On/Off
Description : You activate or deactivate a specific Technologic device you are aware of within range. Casting time : 1 Action
Cooldown : - Range : 60 ft
Duration : Instantaneous (On) or Concentration, up to 1 minute (Off) Effect :
On : Force the activation/usage of a charge of the targeted Technologie.- If there's no power left in the targeted Technologie, this spell does nothing.
- An Advanced Prosthetic powered by Technology will be inanimate, and stop responding until the spell ends.
- Prestidigitation
Name : Prestidigitation
Description : This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range. Casting time : 1 Action
Cooldown : - Range : 10 ft
Duration : Instantaneous or 1 hour Effect :
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range : Duration : Instantaneous- You create an harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material.
- You make a color, a small mark, or a symbol appear on an object or a surface.
- Primal Savagery
Name : Primal Savagery
Description : You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver an attack. Casting time : 1 Action
Cooldown : - Range : Self
Duration : 1 minute Effect :
Your Unarmed (Weapon type) are now both Concealed (Weapon type) and Quick (Weapon type) (you have Combat gear allowance no matter what for this weapon attack).- Considered as Physical Damage.
- You gain +2 Attack Bonus when using this Attack.
Casted as Rank 1 :
You have 2 options : Option 1 :- You gain +4 Attack Bonus on the Attack instead of +2.
- Your Speed is also increased by one step.
- Doesn't require the Constitution Check to keep the spell active.
- Shape Water
Name : Shape Water
Description : You choose a portion of water that you can see within range and manipulate it in one of the following ways. Casting time : 1 Action
Cooldown : - Range : 30 ft
Duration : Instantaneous or 1 hour Effect :
You choose a portion of water that you can see within range and that fits within a 5-foot. You manipulate it in one of the following ways : Duration : Instantaneous- You move or otherwise change the flow of the water as you direct, up to 10 feet in any direction. This movement doesn’t have enough force to cause Damage.
- You cause the water to form into simple shapes and animate at your will.
- You change the water’s color or opacity. The water must be changed in the same way throughout.
- You freeze the water, provided that there are no creatures in it.
- Thaumaturgy
Name : Thaumaturgy
Description : You manifest a minor wonder, a sign of supernatural power. Casting time : 1 Action
Cooldown : - Range : 30 ft
Duration : Instantaneous or 1 minute Effect :
You create one of the following magical effects : Duration : Instantaneous- You create a sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You cause an unlocked door or window to fly open or slam shut.
- Your voice booms up to three times as loud as normal.
- You cause flames to flicker, brighten, dim, or change color.
- You cause harmless tremors in the ground.
- You alter the appearance of your eyes.
Rank 1 (Standard) :
- Barkskin
Name : Barkskin
Description : You touch a willing creature to harden its flesh into bark, shielding it with nature’s resilience. Casting time : 1 Bonus Action
Cooldown : - Range : Touch
Material components : Expend 1 Inventory Slot worth of bark.
Duration : 1 hour Effect :
Until the spell ends, the target's skin assumes a bark-like appearance, and the target has a Defense Rating of 16 if its Defense Rating is lower than that.
- Expeditious Retreat
Name : Expeditious Retreat
Description : This spell allows you to move at an incredible pace. Casting time : 1 Bonus Action
Cooldown : - Range : Self
Duration : Concentration, up to 1 minute Effect :
Your Speed is increased by one step.- This increase of your Speed can go over an Armor Max. Speed.
- Todo
Name : Todo
Description : Lorem ipsum dolor sit amet. Casting time : x Action, Minute, Hour, Day
Cooldown : x Action, Minute, Hour, Day Range : x-x ft
Duration : ? Effect :
Lorem ipsum dolor sit amet.
Rank 2 (Advanced) :
- Todo 1
Name : Todo
Description : Lorem ipsum dolor sit amet. Casting time : x Action, Minute, Hour, Day
Cooldown : x Action, Minute, Hour, Day Range : x-x ft
Duration : ? Effect :
Lorem ipsum dolor sit amet.
- Todo 2
Name : Todo
Description : Lorem ipsum dolor sit amet. Casting time : x Action, Minute, Hour, Day
Cooldown : x Action, Minute, Hour, Day Range : x-x ft
Duration : ? Effect :
Lorem ipsum dolor sit amet.
Rank 3 (Master) :
- Todo 1
Name : Todo
Description : Lorem ipsum dolor sit amet. Casting time : x Action, Minute, Hour, Day
Cooldown : x Action, Minute, Hour, Day Range : x-x ft
Duration : ? Effect :
Lorem ipsum dolor sit amet.
- Todo 2
Name : Todo
Description : Lorem ipsum dolor sit amet. Casting time : x Action, Minute, Hour, Day
Cooldown : x Action, Minute, Hour, Day Range : x-x ft
Duration : ? Effect :
Lorem ipsum dolor sit amet.



