{"id":11134,"date":"2017-09-28T12:00:58","date_gmt":"2017-09-28T17:00:58","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=11134"},"modified":"2017-09-25T20:17:24","modified_gmt":"2017-09-26T01:17:24","slug":"finding-the-path-transmutation-part-1-of-2","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/finding-the-path-transmutation-part-1-of-2\/","title":{"rendered":"Finding the Path: Transmutation (Part 1 of 2)"},"content":{"rendered":"<blockquote><p><b><i>&#8220;Transfiguration is some of the most complex and dangerous magic you will learn at Hogwarts,&#8221; she said. &#8220;Anyone messing around in my class will leave and not come back. You have been warned.&#8221;<\/i><\/b><\/p><\/blockquote>\n<p><i><span style=\"font-weight: 400;\">Hello everyone, and welcome to the eighth in a series of 9 (well 10, as 1 article has been split into two, due to length) articles covering the basics of each of the various schools of spells for a Sorcerer, Wizard or other Arcane caster in the Pathfinder Roleplaying Game, focusing on the spells available in the Pathfinder Core Rulebook (and possibly any that stand out from elsewhere). The goal for each of these is to provide you with a quick overview of useful spells at each level as well as the people who use these spells.<\/span><\/i><\/p>\n<p><span style=\"font-weight: 400;\">That said, welcome to this week\u2019s article on the arcane school of Transmutation.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">As before we start by looking at the description of the Transmuter, and the <\/span><i><span style=\"font-weight: 400;\">Pathfinder Core Rulebook <\/span><\/i><span style=\"font-weight: 400;\">tells us that \u201c<\/span><span style=\"font-weight: 400;\">Transmuters use magic to change the world around them.\u201d \u2013 This is a half-truth, because just as often, they use magic to change themselves. Even their natural abilities, given as they level up, enhance their own physical attributes, making them stronger, quicker or tougher.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Transmutation only has the subschool of <\/span><b>Polymorph<\/b><span style=\"font-weight: 400;\">, which allows you to take on the appearance and traits of other creatures (the self-change that I mentioned above). It normally allows only the physical transformation, but may in some cases also affect the mind of the subject, causing it to believe that it IS the creature into which it has been polymorphed.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Let\u2019s get into the spells then, shall we? It should be noted that<\/span><b> Transmutation<\/b><span style=\"font-weight: 400;\">, like <\/span><b>Conjuration<\/b><span style=\"font-weight: 400;\"> before it, has a great deal of overlap in its spells, so if you find a spell to be missing, look for one that\u2019s like it, and it will probably be able to do the same things. The same goes for spells like <\/span><i><span style=\"font-weight: 400;\">Open\/Close<\/span><\/i><span style=\"font-weight: 400;\"> where the use is either limited or obvious enough that I don\u2019t feel that it warrants inclusion here.<\/span><\/p>\n<p><b><i>Mage Hand<\/i><\/b><\/p>\n<p><i><span style=\"font-weight: 400;\">Mage Hand <\/span><\/i><span style=\"font-weight: 400;\">is capable of moving objects of up to 5 lbs, though its range is limited, and it\u2019s obvious that you\u2019re moving it, as you\u2019re waving your hands in the general direction. To give a film example, this is what Luke is doing in the Wampa\u2019s cave on Hoth, when retrieving his lightsabre, or what Anakin is doing when he\u2019s trying to impress Padme on Naboo when showing off his powers during dinner. But what exactly can you do with this spell? Well, my favorite use, since there\u2019s no saving throw, is to steal someone\u2019s weapon. Most weapons do not weigh that much (a longsword weighs 4 lbs. for example) and with the range, you could easily grab the sword and either propel it towards yourself, or just throw it up to 15 feet away from the owner. This could give you a critical advantage against a weapon using opponent, requiring that they at least spend a round retrieving the weapon or an action getting out a new one. Even then, you might have deprived them of their primary weapon.<\/span><\/p>\n<p><b><i>Mending<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">Known in my group as the \u201cWizarding Seamstress,\u201d Mending allows you to restore hit points to a damaged object, and you can even repair it from the broken condition, provided it has more than half its hit points left when you are done, though that might require multiple castings. Remember as well that while it can repair damaged magic items (such as those damaged with sunder combat maneuvers), it cannot restore the magic to the item, if the item has been destroyed (i.e. below 0 hit points).<\/span><\/p>\n<p><b><i>Message<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">An often-overlooked communication spell, this spell allows the caster to function as an information relay, in a similar manner to a radio operator on a battlefield. He can send whispered messages to creatures, who can replay back (if they\u2019re in range), allowing him to send information from one person to another, though these people cannot communicate with each other directly. As their lips must still be moving though, while it is silent, it is not invisible, and someone observing them directly will be able to see that they\u2019re talking, though they might assume that they\u2019re talking to themselves.<\/span><\/p>\n<p><b><i>Enlarge Person<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">This spell doubles your height and multiplies your weight by 8, meaning that it increases your size by one (from Small to Medium to Large etc.). It also changes your stats, due to the size increase, something which STACKS with things like <\/span><i><span style=\"font-weight: 400;\">bull\u2019s strength<\/span><\/i><span style=\"font-weight: 400;\"> as it is a size bonus, where these other spells are an enhancement bonus. Finally, it also increases your weapon (and unarmed) damage based on your size, increases either the dice type or the number of dice by one step, as per the below table as per this:<\/span><\/p>\n<p><span style=\"font-weight: 400;\">1d3\u21921d4\u21921d6\u21921d8\u21922d6\u21922d8\u21924d6\u2192+1d6 per step beyond this point.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This thankfully also increases the size of your equipment, so that you avoid the \u201cAttack of the 50 foot woman\u201d issue with clothing.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">It is worth remembering though, that you do NOT change type, so even if you\u2019re the size of a giant, you do not BECOME a giant, so you do not gain a bonus to disguise checks for attempting to be a giant if you\u2019re a humanoid.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">One thing to remember though is that you ARE quite likely to set off traps that are designed with a max weight before activating (like pit traps) and that most humanoid dwellings are not designed to contain a 10-14 foot tall person who weighs more than 1,000 pounds.<\/span><\/p>\n<p><b><i>Erase<\/i><\/b><\/p>\n<p><i><span style=\"font-weight: 400;\">Erase <\/span><\/i><span style=\"font-weight: 400;\">is a slightly strange spell in that it only removes any written text, but that is not its main strength. Its strength is in the fact that it can remove the <em>S<\/em><\/span><i><span style=\"font-weight: 400;\">ymbol<\/span><\/i><span style=\"font-weight: 400;\"> spells (I\u2019ve mentioned them in previous articles) without the need for <\/span><i><span style=\"font-weight: 400;\">Dispel Magic<\/span><\/i><span style=\"font-weight: 400;\">. (You still need a caster level check, but this is against a lower DC than it would be to sort the situation with <\/span><i><span style=\"font-weight: 400;\">Dispel Magic<\/span><\/i><span style=\"font-weight: 400;\">). This makes <\/span><i><span style=\"font-weight: 400;\">Erase<\/span><\/i><span style=\"font-weight: 400;\"> very useful in specific circumstances, but for the wizard who likes to be prepared (or who wants to REALLY mess with an enemy spellcaster \u2013 especially a recurring villain, as this could potentially render their arsenal useless), this is a good spell to bring along.<\/span><\/p>\n<p><b><i>Expeditious Retreat<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">This spell increases your base land speed by 30 feet, but what many seem to forget is that this is your BASE speed that it affects, meaning that if you charge, you now gain an extra 60 feet charge ran, or if you run, an extra 120 feet. That means that for a typical human that is doubling their speed, or even more, if they\u2019re encumbered, and of course this also stacks on things like jumping, where you now have an extra speed boost. Quite handy for getting both into, and out of, trouble.<\/span><\/p>\n<p><b><i>Feather Fall<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">Reducing your fall speed to to 60 feet per round and with a casting time of 1 immediate action, this spell is the thing for safe climbing, although if you\u2019re REALLY far up, you may want to wait with casting it until you\u2019re somewhat closer to the ground, such as falling off a mountain or a gigantic cliffside. This spell can be used to make the equivalent of an aerial assault, dropping down upon your enemy in near silence, from a direction they\u2019re very unlikely to expect. It is good if combined with <\/span><i><span style=\"font-weight: 400;\">Invisibility<\/span><\/i><span style=\"font-weight: 400;\">, \u00a0as the <\/span><i><span style=\"font-weight: 400;\">Invisibility <\/span><\/i><span style=\"font-weight: 400;\">spell already prevents them from seeing you closing in, so <\/span><i><span style=\"font-weight: 400;\">Feather Fall<\/span><\/i><span style=\"font-weight: 400;\"> can do just fine on it\u2019s own, due to the sheer unexpectedness of the assault.<\/span><\/p>\n<p><b><i>Reduce Person<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">The exact opposite of <\/span><i><span style=\"font-weight: 400;\">Enlarge Person<\/span><\/i><span style=\"font-weight: 400;\">, I refer you to the chat for it there, and just \u00a0turn it upside down. \ud83d\ude42<\/span><\/p>\n<p><b><i>Alter Self<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">It allows you to change your appearance within certain limitations, in that you can take the shape of any Small or Medium humanoid, and you\u2019ll gain some of the abilities (as well, as possible stat bonus).<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Critically though, this does NOT state that you can take the form of a specific humanoid, BUT it does state that you can take the form of \u201cany Small or Medium humanoid,\u201d so this is definitely a possibility (but probably one you should discuss with your GM).<\/span><\/p>\n<p><b><i>Bear\u2019s Endurance \/ Bull\u2019s Strength \/ Cat\u2019s Grace \/ Eagle\u2019s Splendor \/ Fox\u2019s Cunning \/ Owl\u2019s Wisdom<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">Since these spells all work in a similar manner, though for different stats, I\u2019m going to keep them under one umbrella. They all grant you a +4 enhancement bonus to their respective stats, and increase to the modifier of +2, which can make quite a difference. They\u2019re all relatively longlived, having a duration of 1 minute \/ level, but their most critical role is in the effects of making magic items. If you\u2019re intending to craft magic items for your group, I\u2019d have to say that I consider these spells a necessity, even if you normally avoid them on the battlefield. They do make for excellent buffs, to everything from damage to save DCs, so you and your allies would be wise to bring along at least one of them. \u00a0&#8211; Just bear in mind that they do not stack with other enhancement bonuses, though <\/span><i><span style=\"font-weight: 400;\">Bull\u2019s Strength<\/span><\/i><span style=\"font-weight: 400;\"> in particular, really comes into its own when combined with <\/span><i><span style=\"font-weight: 400;\">Enlarge Person<\/span><\/i><span style=\"font-weight: 400;\">, for a total +6 increase to Strength.<\/span><\/p>\n<p><b><i>Darkvision<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">This grants darkvision obviously, but critically it does NOT increase darkvision if you already have it. However, if you\u2019re wanting to sneak in unnoticed during the night somewhere, this spell allows you to do so, without any betraying lights. It is a good idea to note that darkvision does not allow you to see in color, only in black &amp; white. (Crucially, it can also be made permanent).<\/span><\/p>\n<p><b><i>Knock<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">Simply put, this spells opens locks. But in previous editions it opened them automatically; here it allows you to open locks as if you were a rogue, but instead of using a Disable Device check you roll a caster level check with a +10 bonus, against the DC of the lock. If a door (or anything else) has multiple locks, it\u2019ll only open 2 of them. And it crucially does NOT disarm the traps\u2026 Which means it could trigger them. Time for GMs to be creative. \ud83d\ude09<\/span><\/p>\n<p><b><i>Levitate<\/i><\/b><\/p>\n<p><i><span style=\"font-weight: 400;\">Levitate<\/span><\/i><span style=\"font-weight: 400;\"> is the poor man\u2019s <\/span><i><span style=\"font-weight: 400;\">Fly <\/span><\/i><span style=\"font-weight: 400;\">spell, in that it only allows you to move straight up or down. Crucially however it is NOT the recipient who\u2019s able to control the movement, but the caster. And that can cause trouble for the recipient, as they can\u2019t control the movement on their turn, so it\u2019s not a great spell for combat (especially with the cumulative penalties on to-hit rolls).<\/span><\/p>\n<p><b><i>Make Whole<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">This is <\/span><i><span style=\"font-weight: 400;\">Mending <\/span><\/i><span style=\"font-weight: 400;\">writ large. And even handier than <em>Mending<\/em> as this allows you to repair your broken magic items! Keep this handy; even if it&#8217;s not part of your \u201ccombat repertoire,\u201d it should at least be in your spellbook.<\/span><\/p>\n<p><b><i>Rope Trick<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">Probably one of my favorite spells, in that it allows your campsite relative security, if nothing else, at least against animals, as the rope still hangs down. Even intelligent creatures might be confounded, as you can still make the rope invisible or use camouflage to hide it.<\/span><\/p>\n<p><b><i>Spider Climb<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">This spell doesn\u2019t just allow you a bonus to your Climb check, but also gives you <\/span><i><span style=\"font-weight: 400;\">Climb Speed<\/span><\/i><span style=\"font-weight: 400;\">, which allows you to do things like double move, charge and things on sheer walls, which you would not normally be able to do.<\/span><\/p>\n<p><b><i>Whispering Wind<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">Similar to message, except with a MUCH longer range, this only allows a single one sentence communication to go through, but this can be up to 25 words. As it can be up to 25 words, GMs should allow players a bit of time to put together the message, so that they can get their meaning across.<\/span><\/p>\n<p><b><i>Beast Shape I &#8211; IV<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">These spells allow you to take on the shape of various animals, and gain the abilities that these creatures might possess, provided that the physical form of the animal has that ability. Otherwise that ability is not available, just like you cannot gain abilities that the form doesn\u2019t have (so no bears with pounce for example).<\/span><\/p>\n<p><b><i>Blink<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">One of the better defensive spells out there, <\/span><i><span style=\"font-weight: 400;\">Blink<\/span><\/i><span style=\"font-weight: 400;\"> provides you with a 50% miss chance (20% if the opponent can see invisible creatures, and none if they can see and streak ethereal creatures, which is a rare combination). That means that incoming attacks have a good chance of missing, even spells (at least those that require an attack roll (i.e. individually targeted ones). It is also a good offensive spell in many ways, in that it gives you +2 on attack rolls against creatures that can\u2019t see invisible opponents, reduced your falling damage by half, and you can move through solid objects (well, 50% of the time). That means that you could on one round, step through a closed door, make your attack and then go back (provided you have Spring Attack) meaning that you\u2019d be effectively impossible for an opponent to attack without exposing themselves. \u00a0&#8211; The only drawback is that you have a 20% miss chance with your attacks, but crucially not with your spells. They still work normally.<\/span><\/p>\n<p><b><i>Fly<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">One of the most commonly used movement spells,\u00a0<\/span><i><span style=\"font-weight: 400;\">Fly <\/span><\/i><span style=\"font-weight: 400;\">gives you a fly speed of 60, and good maneuverability. More importantly though, is that it allows you to reach areas and creatures that you would not normally be able to engage, like the \u201cFly-By Dragon\u201d for a barbarian character and so on. The spell is versatile enough, and the duration long enough, that you could even use it simply to make the Small characters in your party able to move faster, for a while at least, or the heavily laden fighter in his armor, to be able to keep up. Just be wary of flying around when there are people with <\/span><i><span style=\"font-weight: 400;\">Dispel Magic<\/span><\/i><span style=\"font-weight: 400;\"> and <\/span><i><span style=\"font-weight: 400;\">Antimagic Field<\/span><\/i><span style=\"font-weight: 400;\"> spells around. You might just come crashing down.<\/span><\/p>\n<p><b><i>Gaseous Form<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">Giving you not only an immunity to poison, sneak attack,s and critical hits, you also gain a damage reduction of 10\/magic, and the ability to fly (slowly) and move through small cracks. In many ways it is the equivalent of the mist that is so common to vampire tales, where they disappear back to their coffins to regenerate. It is a very effective retreat spell, or good for breaking and entering for the roguish types. Just remember that you cannot attack anyone yourself, but while it has a relatively long duration (2 minutes per level), you can dismiss it at will.<\/span><\/p>\n<p><b><i>Haste<\/i><\/b><\/p>\n<p><i><span style=\"font-weight: 400;\">Haste <\/span><\/i><span style=\"font-weight: 400;\">used to be one of the best spells out there, giving you either double attacks or extra attacks each round. Now though,while it increases your movement speed(s) by 30, and gives you a +1 bonus on attack rolls, AC and reflex saves, it ONLY adds an extra attack, when you take a full attack action. Thankfully, unlike older versions, it no longer ages you a year. That said, while it used to be a complete no-brainer (what adventurer ever lived to retire?), it is now simply very, very good.<\/span><\/p>\n<p><b><i>Keen<\/i><\/b><\/p>\n<p><span style=\"font-weight: 400;\">This spell doubles your threat range. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. While it only affects piercing and slashing weapons, it increases their damage potentially hugely, though it unfortunately does not stack with other threat range effects. &#8211; It\u2019s also a requirement for making <\/span><i><span style=\"font-weight: 400;\">Keen <\/span><\/i><span style=\"font-weight: 400;\">and <\/span><i><span style=\"font-weight: 400;\">Vorpal <\/span><\/i><span style=\"font-weight: 400;\">weapons., so worth keeping around at higher levels.<\/span><\/p>\n<p>&nbsp;<\/p>\n<p>Next week, we continue our look into\u00a0<strong>Transmutation<\/strong> spells. Let me know in the comments below of any creative uses you have found for <strong>Transmutation <\/strong>spells, or times where they have failed you dramatically.<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>&#8220;Transfiguration is some of the most complex and dangerous magic you will learn at Hogwarts,&#8221; she said. &#8220;Anyone messing around in my class will leave <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/finding-the-path-transmutation-part-1-of-2\/\" title=\"Finding the Path: Transmutation (Part 1 of 2)\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":1580,"featured_media":10470,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[45],"tags":[563,315,1361,1491,1492],"class_list":["post-11134","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-lore-check","tag-magic","tag-pathfinder","tag-spell-review","tag-transmutation","tag-transmuter"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - 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