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Schools - Mage - Chapter 2

Transmuter

The Transmuter is a specialist in the school of Alteration. Transmuters are drawn to the specialty of alteration are typically curious, sharp-minded, and deeply analytical. Fascinated by putting things together and taking them apart again, they are natural tinkerers, more interested in objects than in people.

Eager to explore the world around them, transmuters are willing members of adventuring parties. They are loyal followers but reluctant leaders, since they have trouble making decisions based on instinct alone. Although loyal to their friends, they seldom establish close relationships. Married transmuters are few.

Transmuters are most comfortable in large cities where they have access to a variety of supplies, consultants, and other resources for their studies. Most societies welcome transmuters, generally considering them to be emotionally distant but harmless eccentrics. Transmuters commonly earn their livings as teachers, advisors, inventors, and manufacturers of medicines, potions, and other preparations.

Allowed Races: Only a caster with human blood can channel the magical energies necessary for alteration spells. Hence, only humans and half-elves can become transmuters.

Ability Requirements: Because alteration spells have somewhat more complex somatic components than spells from other schools, a wizard needs a Dexterity score of at least 15 to become a transmuter.

Saving Throw Modifiers: All opponents modify their saving throws by -1 when attempting to save against an alteration spell cast by a transmuter. A transmuter adds a +1 bonus when saving against alteration spells cast by others.

Bonus Spells and Acquired Powers: A transmuter can memorize an extra spell at each spell level, providing that at least one of the memorized spells is from the school of alteration. When a transmuter reaches 17th level, he receives one extra non- weapon wizard proficiency of his choice; this is in addition to the number of non-weapon proficiencies he is normally allowed. When he reaches 20th level, he receives another extra non-weapon wizard proficiency. If the wizard already has all of the non-weapon wizard proficiencies available to him when he reaches level 17 (or level 20), he may take a general non-weapon proficiency instead.

Oppositional Schools: A transmuter can't learn spells from the schools of Abjuration and Necromancy.

Ethos: Transmuters generally aren't prone to profound philosophic insights, as their minds are more attuned to how things work than how a society functions. To a transmuter, a person is essentially a complicated, difficult-to-understand machine. They are obsessive collectors, excellent scholars, and clear thinkers. According to a transmuter, the only constant in the universe is change; concepts of good and evil are relative, dependent on existing conditions, and seldom permanent. Forces of good and evil are constantly at work on neutrality, but since good causes less disruption than evil, good is preferable. Consequently, many transmuters are of good alignments.