CantripN's Guide to Transmutation Spells: God's Gifts

Post/Author/DateTimePost
#1

CantripN

Mar 14, 2008 5:58:02

CantripN's Guide to Transmutation Spells
IMAGE(http://i8.photobucket.com/albums/a7/gclubaton/Breadcrumbs/Parting-of-The-Red-Sea-web.jpg)



Well, I went and made myself a Focused Transmuter... Looking at the Handy Links, I must admit I had been quite surprised there was no guide to Transmutation spells! Considering that Transmutation and Conjuration are the 2 most powerful and versatile wizard schools, it's a shame. So, after going through almost every book printed, here it is, finally.

In case you're wondering, yes, it's very much possible to play a Focused Specialist (Transmuter) at all levels. It's about as good as a Focused Conjurer.

The Rating System

Unabashedly stolen from TM, the rating system follows.

: This spell's a turkey; not worth having in your spellbook at all.

:thumbsdow : Not bad, but not good enough for me to recommend.

* : Run of the mill. It's OK, but nothing special.

: The spell is solid. I recommend it.

: This spell is highly recommended.

:evillaugh : Jackpot!

Level 1:

Enlarge Person (:evillaugh) - Gives your Fighter Reach, so he can kill things better. If you didn't get it by now, that's your job: letting the Big Stupid Fighter kill things.

NerveskitterSpC
(:evillaugh) - It helps you win Initiative. That's pure WIN, right there!

Treacherous WeaponExEv
(:plotting - Save negates, but not only does it scale until 9th level, it can be cast as either an Immediate Action or a Standard Action - which doubles the effect. Awesome spell.

Ray of ClumsinessSpC
(:plotting - It's Ray of Enfeeblement, except instead of weakening offense, it hurts their defense. Really nice spell, easily lowering AC and Reflex saves. Kill those pesky Rogues with this.

Expeditious Retreat (+Swift)PHB/SpC (:thumbsup - It's a spell for running away. You have a d4 HD. Guess what you do when your Big Stupid Fighter fails?

Hoard GulletDrM(:thumbsup - How about a Bag of Holding... at level 1? Sure, it's not perfect, but it's a good spell to know.

Snuff the LightDotU (:thumbsup - I'm sure you can see the use of turning off the lights as a Swift Action...

Reduce Person (*) - It adds to your AC and some skills. Not bad, but barely worth a slot.

Feather Fall (*) - Like Magic Missile, it's a spell every Wizard knows. It's a handy little thing to have, but somehow the others live without it.

Magic Weapon (:thumbsdow) - Only ever of any use when facing DR and Incorporeal enemies, this is a fairly useless spell. At low levels, you don't need it; At high levels, you have Greater Magic Weapon.
#2

CantripN

Mar 14, 2008 5:58:33
Level 2:

Alter Self (evillaugh:evillaugh) - This spell deserves a whole thread. I don't recommend you use it, but it's power is undeniable.

Quick PotionSpC (:evillaugh) - Not only does this allow you to save actions in combat and let the peons act in your stead, it can be used to store emergency healing potions and the like. Also, these potions aren't made at minimum CL. A fun trick with this is making the Material Component for Tenser's Transformation and it's derivatives.

Jaws of the MorayStorm (:evillaugh) - It gives the BSF an extra attack per round. It's no Haste, but it's good. Not only that, but it's kinda like Improved Grab.

Levitate (:evillaugh) - That's like flight, except you can't move as easily. If they can't reach you, they can't hurt you.

Rope Trick (:plotting - This is your safe haven spell. Use it well, grasshopper.

HeroicsSpC (:plotting - Again, your job is making the fighter able to better smash things. This spell does that nicely.

Swift FlySpC (:thumbsup - That's Fly, 1 level early. Useful for running away, covering distances or along with other spells (Levitate/Greater Floating Disc), getting actual flight. If you're an actual Transmuter, this is a (:turkey, because you can get Sudden Shift.

Fox's Cunning (:thumbsup - I only mention this spell because of a trick related to Quick Potion and Mental Pinnacle. Without it, it's not a very good spell except for raising DC at low levels.

Knock (*) - Opening doors is not your job. The rogue can pick them and the barbarian can smash them, but if you want a quick, easy, assured and simply enchanting entrance, use this. It makes rogues cry.

Heart of AirCM (:thumbsdow) - You want this spell for the combo with other Heart of... spells, but little else.
#3

CantripN

Mar 14, 2008 5:59:38
Level 3:

Haste (:evillaugh) - Get this one on your allies, and you make them that much deadlier.

Slow (:evillaugh) - Get this one on your foes, and you basically win.

Fly (:evillaugh) - You can fly! No more of this "walking" mere mortals do!

Celestial AspectBoED - (:evillaugh/:plotting If you can get someone to cure the ability damage, it's plain out better than Fly, and offers other options, to boot. If not, it's still rather good.

Shrink Item (:plotting - You can use this spell to carry around bonfires, statues, boulders, corpses, or just about anything else. Not only can you break the game with this, you can pillage and loot anything not nailed down.

Greater Magic Weapon (:plotting - Give your allies +5 weapons. They'll thank you for it more than if you'd cast another Fireball.

Heart of WaterCM (:plotting - Remember the days when not being able to cast Freedom of Movement was a weakness of Wizards? Now you can cast it, and better than any Cleric ever could.

Greater Mighty WallopRotD (:plotting - HUGE damage boosts to your allies.

HaltPHB2 (:plotting - Immediate Action debuff. Very nice.

DragonskinSpC (:thumbsup - This is mostly nice to get Energy Resistance, but the NA doesn't hurt, either.

Dolorous BlowSpC (:thumbsup - Give the BSF Imp. Critical and Automatic Confirmation. That's pretty cool.

Mass Snake's SwiftnessSpC (:thumbsup - Not everyone uses Haste well. A Swift Hunter might prefer this, for instance. Also useful if your foes move around a lot or there are a lot weak ones.

Animate WeaponCM (:thumbsup - The effect depends on the size of the weapon, not you. Have the BSF carry a spiked chain that wouldn't shame a titan. Might be slightly broken if you use it like that, but it's plain useless otherwise.

Sense of the DragonRotD (*) - It's essentially Blindsense 30', which is always good to have.

Control TemperatureFrost (*) - This is your Endure Elements, except you can use it for so much more. Not bad.

Wand ModulationCS (:thumbsdow) - You might need the same spell a lot of times at once, and this allows for it, but it's hardly cost-effective.

SiphonCS (:turkey - This one is nice if you have an URGENT need for spells, but it's really expensive to use, unless you have a Staff of the Magi.
#4

CantripN

Mar 14, 2008 6:00:16
Level 4:

Polymorph (evillaugh:evillaugh) - You win. No save to avoid awesome. Probably one of the most broken and open ended spells ever. If your type isn't Humanoid, it gets just as silly earlier.

Displacer FormSpC (:evillaugh) - Not only is this a decent combat form, but you also get Displacement (yes, this is a Trans spell, not an Illusion), and you get to keep your casting!

CelerityPHB2 (:evillaugh) - You can act out of turn. That's so powerful, it's silly.

Heart of EarthCM (:evillaugh) - Stoneskin for free, as well as Temp HP and synergy bonuses? Great value.

Perfect SummonsBoED (:evillaugh) - At this point, you'll be meeting lots of spellcasters, demons and devils. Guess what those guys do? This gets you free, powerful, allies.

Voice of the DragonSpC (:plotting - You're not the party face, but you can cast Suggestion! Considering you've probably prohibited Enchantment, this is good.

TrollshapePHB2 (:plotting - This gives you Regeneration. Enough said. It's a defensive spell, and a good one.

Spell EnhancerSpC (:plotting - Pretty darned nice. When casting CL dependent spells, this is amazing. Use it to get the good kind of Phantasmal Steed, for instance.

Baleful BlinkPHB2 (:plotting - Save or lose 50% of your actions? Nice!

Passage of the Shifting SandsDrM (:plotting - Very nice getaway spell, it gives you decent speed, and an attack capacity.

Mnemonic Enhancer (:thumbsup - Adds some versatility, and if you have a day in advance, you can get free spells.

Call of StonePHB2 (:thumbsup - Wierd sort of Slow, and given a high DC and CL, it might well be a SoD.

Stone Shape (*) - Pretty darned useful in natural terrain and stone walls.

Repair Critical DamageSpC (*) - You're no healer, that's for sure, but if you have a Warforged ally, this spell and lessers are useful.

Alliance UndoneExEv (*) - This one removes all "alliance" bonuses with no save, in a large area. Bardic Music? Marshal Auras? Flanking? None of that, and more. Mostly useful against a party, hence the lowish rating.

Mark of the Enlightened SoulDrM (*) - Regeneration/Good exists, and with this spell you can bypass it and get free Empowered spells. Not bad, I think, but this is for those rare times you blast.

Scramble PortalSpC (:thumbsdow) - Only ever of use in a planar campaign or the like. Screw over Gates with this.
#5

CantripN

Mar 14, 2008 6:01:46
Level 5:

Draconic PolymorphDraconomicon (evillaugh:evillaugh) - This is Polymorph, except improved in every way that matters! If you thought Polymorph was broken (it probably is...), then don't even look at this spell.

Telekinesis (:evillaugh) - You can grapple Ghosts with this, damnit!

Mass FlySpC (:evillaugh) - This spell will win you encounters against earthbound foes without a doubt. It's even rather good for aerial combat. LEARN THIS.

Lord of the SkyDrM (:evillaugh) - I love this spell! You're a Wizard, so a good assumption is that you don't walk often. If you're a Transmuter, it's a given. With this, you can make sure you have aerial superiority or even force your foes to land. Swift Action blasting every round to stress the point is also pretty cool. This is an Evocation/Transmutation spell, so you need to be able to cast Evocation.

Flesh to IceFrost (:evillaugh) - Your first real SoD! Woohoo!

Greater Enlarge PersonSpC (:plotting - Essentially, this is Permanent Enlarge Person. If you have a BSF, this is certainly handy, saving you the actions on buffing him (it?).

Lightning LeapCM (:plotting - Transmutation doesn't usually move you around. Sure, it gives you the means to do so, but it rarely does so directly. This is rather unique, and damaging those in your path is rather stylish. Sculpt this for better maneuverability.

Heart of FireCM (:plotting - It doesn't stack with Haste, but Fire Resistance all day long, an OOC speed boost and the Fire Shield are all nice. Not to mention the combo with the other Heart of... spells.

Airy WaterStorm (:plotting - This is like Water Breathing, except it's actually good and has a decent duration. It lets your party fight better underwater, too.

Zone of PeaceCity (:plotting - It's an Emanation around you preventing BSFers from drawing their weapons. That's pretty cool.

Trait RemovalSK (:thumbsup - If you can somehow trap Pun-Pun for a while, this is how you disable him. It also has plenty of use in removing bad racial traits like Light Blindless, weakening Bound Pit Fiends, and if you can cast it as a Full Round action with Uncanny Forethought (hasn't seen Errata yet...), you can use it mid-combat to remove annoying abilities.

Transmute Rock to Mud (:thumbsup - Utility is awesome, but entrapping foes with this followed by TMtR is even better.

Transmute Mud to Rock (:thumbsup - A really good spell in a swamp, and with TRtM it's even better.

Overland Flight / Draconic FlightDraconomicon ( / ) - If you plan to use this indoors, get one of the spells that improves maneuverability or the Pectoral of Maneuverability. Otherwise, this is your first hour/level flight spell. DF is an odd spell, since it's just a faster version at the same level (?!).

Greater BlinkSpC (:thumbsup - I don't like wasting actions on defense while in combat, but this is pretty good, I admit. With Eyes of the Oracle active, this offers immunity to most things.

Xorn MovementSpC (*) - Because Earth Glide is just dandy!

Swift EtherealnessPHB2 (*) - When you need it, you really do. Still, this is a 5th level spell!

Form of the Threefold BeastPHB2 (:turkey - Probably the worst combat form spell for it's level. If I'm losing my casting for the duration, I'm expecting something good.
#6

CantripN

Mar 14, 2008 6:02:29
Level 6:

Mental PinnacleSRD/XPH (:evillaugh) - Become a powerful Psion for the encounter! Cast this spell once and you'll last the encounter. Ask your DM whether you get bonus PP for a high INT score - I'd rule that yes. An Enchanter casting this spell can manifest powers with a truly scary DC.

Brilliant BladeSpC (:evillaugh) - Truly a good spell when meeting anyone wearing armor or using Arcane spells.

Lesser DragonshapeDrM (:plotting - None too shabby. You can rip a level appropriate foe apart, especially if you're pre-buffed.

Scalding MudSand (:thumbsup - This is like Stone=>Mud=>Stone, except they take damage, and it's just one spell. Not bad, I think, especially combined with Solid Fog or somesuch.

Flesh to Stone (:thumbsup - It's a Save-or-Die. I actually like those, even if I often prefer stuff like Slow or Black Tentacles. Even so, unless you can use Flesh to Ice, this is the earliest you get a real SoD.

Disintegrate (*) - This is an old staple, and quite a bit overrated. Damage is good, but only if they fail their save. A level earlier you got a Save-or-Die, so this don't impressin' me much. The utility of this spell is very good, with destroying walls, floors, Walls of Force and the like, though. If you want this kind of damage, without a horrid save, look at Stored Lightning Bolt (SoS).

Mage’s Lucubration (*) - Think of it as a Pearl of Power 1-5 for a 6th level spell. Not bad, but not the best use for the slot.

Ooze PuppetSpC (:thumbsdow) - Not something I'd prepare, ever, unless I plan to meet an Ooze. But if you do, it's truly good. My very own Living Spell? Sign me up!

Tenser's Transformation (:turkey - I'm now a Fighter! Except I'm scrawny, have no proper equipment, and far more stupid than a wizard or fighter should ever be. This should be [Mind-Affecting, Stupid].

Nightstalker's TransformationSpC (:turkey - This is like Tenser's Transformation, except you at least get Evasion and SA. This MIGHT be good if you cast it along with using Shapechange/Polymorph, but it's still a terrible spell.
#7

CantripN

Mar 14, 2008 6:03:00
Level 7:

Elemental BodySpC (:evillaugh) - Immunity to Stun, Parlysis, Poison, Sleep... the list goes on and on! Oh, and you can Fly (Perfect) at your base speed all day long. This is my favourite Transmutation spell!

Glass StrikeSpC (:evillaugh) - This is a Fort save or die... that affects Objects! You know what that means, right? Use it on Undead and Constructs while laughing like mad!

Reverse Gravity (:evillaugh) - Assuming they can't fly, this isn't a Save-or-Die; It's just a Die.

Statue (:evillaugh) - Hardness 8 all day long is fun. Not only does this reduce damage by a lot, it also cuts energy damage down by quite a bit. This is even better on your allies.

Control Weather (:plotting - Hurricanes are fun, and you can decimate whole armies with this. Takes time, but it's worth it.

Brilliant AuraSpC (:plotting - Personally, I prefer the other options and using Brilliant Weapon, since not all your allies need it, but I can't say this is bad. Your entire party ignores Armor and Shield bonuses.

Unicorn HeartCM (:thumbsup - That's no flight, but the bonuses to skills, increased speed and DD are useful. Along with Elemental Body or the other Unicorn... spells, this is rather nice, but still, we're talking 7th level spells here...

Body of WarSpC (:thumbsup - So I get to turn into a mighty Warforged Titan! Wow! You can't cast spells now. Congratulations, you're a BSF, but at least you're an OK one. The amount of immunities this gives is HUGE, and even though you have no CON score, you keep your HP.

SynostodweomerSpC (*) - Whoever said Wizards can't heal, obviously missed this spell. Hardly efficient, but when you need it, you really do.

As the FrostPHB2 (*) - Not the most powerful spell, but Slow is good. Useful vs. very mobile foes who are smart and want to kill you specifically, and the DR is not bad at 10/Magic and Piercing. It also makes you an Outsider with Cold Immunity for the duration.

Adamantine WingsCM (:thumbsdow) - You can get almost the same effect with lesser spells. Still, this one offers some utility in letting you bash down doors and getting a Quickened Blast for free.
#8

CantripN

Mar 14, 2008 6:03:30
Level 8:

Polymorph Any Object (evillaugh:evillaugh) - Turn your allies into Sun Giants! Turn your foes into Rocks! Utility abounds! If you don't use it as a buff, it's not actually broken, just really good.

Greater CelerityPHB2 (*) - Unless you have some sort of reason to use a Full Round Action, such as Uncanny Forethought or a Full Round Action spell, I really don't see how this is worth 4 (!) spell levels above Celerity. Even so, I can't discount it totally, since it has SOME use.

GhostformSpC(:thumbsdow) - If you're a Sorcerer, this is much more interesting. Anyhow, it's a useful spell to know, but you don't really want to waste an action casting it. Also, it's only a slightly improved, if at all, version of Greater Blink (SpC)...
#9

CantripN

Mar 14, 2008 6:04:01
Level 9:

Shapechange (evillaugh:evillaugh) - Turn into whatever monster you like and abuse any racial trait! That's the pinnacle of transformative magic, and is every bit as broken as the lesser versions. By now, you've come to expect this.

Time Stop (:evillaugh) - You'd just stopped time. That's quite a feat, right there! Relish it by using Rainbow Falls and casting 3d4 Stored Lightning Bolts for ~1050 points of damage.

Replicate CastingSpC (:plotting - Not quite Time Stop, but if you want to cast Heal, a prohibited spell, or even follow a Planeshifter, you need this.

DragonshapeDrM (:plotting - You don't generally want to enter melee, but with this you might just beat them in their own game.

Planar PerinarchPlH (:thumbsup - Interesting spell. This lets you literally be God, after a fashion, on many planes. Don't expect the local powers to appreciate your messing around with their domain, though. Were this usable on the Prime, I'd rate it higher.

Transmute Rock to LavaSpC (:turkey - You don't use 9th level spells to deal paltry damage, especially if it's Fire damage.
#10

paradox-of-life

Mar 14, 2008 6:05:02
In b4 guide!
#11

korwin

Mar 14, 2008 6:09:28
Lvl. 5: Draconic Polymorph
Its so good, its broken... (even without Persistent Magic, if you can make it last 24 hours.... :hides
#12

CantripN

Mar 14, 2008 6:12:08
Yes, Alter Self, Polymorph, Draconic Polymorph, Polymorph Any Object and Shapechange will all be mentioned. However, I seriously don't condone their use.
#13

runestar

Mar 14, 2008 6:58:17
Yes, Alter Self, Polymorph, Draconic Polymorph, Polymorph Any Object and Shapechange will all be mentioned. However, I seriously don't condone their use.

Does not diminish their power one bit.

Though the reason why they are rarely ever used in my games is not so much because of their over-poweredness, but more of the frustration from the realization that none of us really understands just how the spells really work, even after all these years. So to spare ourselves rules-induced migraines...:P :embarrass
#14

juton

Mar 14, 2008 9:59:16
My only quibble is the rating of Reduce Person. I think it's atleast a but maybe not a . I've had a lot of success using it as a debuff, reducing reach of an opponent (which may vary depending on how your DM rules things). It also has a lot of varied utility at lower levels, if the party Mage can't climb up the rocky wall or if you need to get the fallen Fighter off the field you can reduce them and they become 'Travel Size'.

Most of these tasks can be done better with higher level spells but that's true of anything.
#15

tshern

Mar 14, 2008 10:03:10
Good stuff, I eagerly wait for your opinions on the latter levels. However, Shrink item should be added here for its amazing potential.
#16

CantripN

Mar 14, 2008 10:31:28
My only quibble is the rating of Reduce Person. I think it's atleast a but maybe not a . I've had a lot of success using it as a debuff, reducing reach of an opponent (which may vary depending on how your DM rules things). It also has a lot of varied utility at lower levels, if the party Mage can't climb up the rocky wall or if you need to get the fallen Fighter off the field you can reduce them and they become 'Travel Size'.

Most of these tasks can be done better with higher level spells but that's true of anything.

Were my common foes Humanoid, I'd agree. But most aren't. Besides, I prefer Steal Size for dramatic effect, if I'm doing this.

Dead Fighters are Objects, and can't be affected. Turn them into a cloth patch with Shrink Item.

@Tshern - Added Shrink Item. We all know it can be broken easily enough, but new players take a while to figure it out...
#17

auorix_dup

Mar 14, 2008 13:12:13
For body of war...is there another way to get construct traits in one spell? I am not gonna sit here and tell you its a great spell but the two times I have used it were fun.

Once was against ability damaging/draining undead unprepared.

The second time, near a small body of water underground a companion was taken by some large water beastie...and it took him with it back into the water. Well lets just say, the clock is ticking, I need water breathing/freedom of movement/and some spells to fix the situation once I confront the thing under there...well instead I cast body of war and walked under water then proceeded to just duke it out with the beast.

Both situational, but I had fun doing it. Also, nothing like turning into a huge size war machine during a fight when you spells selected wont be of much use at the moment or your out.
#18

CantripN

Mar 14, 2008 13:42:23
For body of war...is there another way to get construct traits in one spell? I am not gonna sit here and tell you its a great spell but the two times I have used it were fun.

Once was against ability damaging/draining undead unprepared.

The second time, near a small body of water underground a companion was taken by some large water beastie...and it took him with it back into the water. Well lets just say, the clock is ticking, I need water breathing/freedom of movement/and some spells to fix the situation once I confront the thing under there...well instead I cast body of war and walked under water then proceeded to just duke it out with the beast.

Both situational, but I had fun doing it. Also, nothing like turning into a huge size war machine during a fight when you spells selected wont be of much use at the moment or your out.

You should ALWAYS have Heart of Water on, so you can ALWAYS breath in water. In any case, other than Immunity to Mind-Affecting and most Fort effects, you can get most of it from Elemental Body.

Me, I'd use Reverse Gravity immediately after they went under. Let's see that monster swim in the air! If that doesn't work, I just swim under and blast it to smithereens.

I mean, if it would give you a decent combat ability, at least, but it doesn't. The 6th level Lesser Dragonshape is stronger.

I give you that it's a decent form when you must fight Vampires or the like, though.
#19

auorix_dup

Mar 14, 2008 14:21:07
You should ALWAYS have Heart of Water on, so you can ALWAYS breath in water. In any case, other than Immunity to Mind-Affecting and most Fort effects, you can get most of it from Elemental Body.

Me, I'd use Reverse Gravity immediately after they went under. Let's see that monster swim in the air! If that doesn't work, I just swim under and blast it to smithereens.

I mean, if it would give you a decent combat ability, at least, but it doesn't. The 6th level Lesser Dragonshape is stronger.

I give you that it's a decent form when you must fight Vampires or the like, though.

I think that session was pre heart of water, but your right reverse gravity would have been better other than the fact of the ally being caught as well.
#20

pfooti

Mar 14, 2008 14:43:16
Pretty sure Greater Mighty Wallop is in races of the dragon, or maybe dragon magic. Either way, it's not in complete scoundrel.
#21

CantripN

Mar 14, 2008 14:50:47
Pretty sure Greater Mighty Wallop is in races of the dragon, or maybe dragon magic. Either way, it's not in complete scoundrel.

Why, yes, it is! It's in RotD. Feel free to blame copy-paste of formatting.
#22

korwin

Mar 14, 2008 14:59:05
Level 6:
Darkstalker's TransformationSpC (:turkey - This is like Tenser's Transformation, except you at least get Evasion and SA. This MIGHT be good if you cast before using Shapechange, but it's still a terrible spell.

I think you mean up there after instead of before, since you cant cast Shapechange after Darkstalker.

Edit: After finishing, I saw Darkstalker is from SpC. I thought you mean the Spell from CAdv Nightstalker Transformation. Can you cast after Darkstalker Transformation?

cu
#23

CantripN

Mar 14, 2008 15:06:19
I think you mean up there after instead of before, since you cant cast Shapechange after Darkstalker.

Edit: After finishing, I saw Darkstalker is from SpC. I thought you mean the Spell from CAdv Nightstalker Transformation. Can you cast after Darkstalker Transformation?

cu

I actually meant after, since you can continue to change shapes after it's cast without recasting it. But your way works, too. And yes, it's actually Nightstalker's T.
#24

adslahnit

Mar 14, 2008 16:59:00
Heart of WaterCM (:plotting - Remember the days when not being able to cast was a weakness of Wizards? Now you can cast it, and better than any Cleric ever could.

Not being able to cast what?
#25

CantripN

Mar 14, 2008 17:02:55
Not being able to cast what?

Anything, but Freedom of Movement in particular. Don't you just hate editing errors?
#26

adslahnit

Mar 14, 2008 17:12:33
Just another nitpick...

Draconic PolymorphSpC (evillaugh:evillaugh) - This is Polymorph, except improved in every way that matters! If you thought Polymorph was broken (it probably is...), then don't even look at this spell.

I can't find Draconic Polymorph anywhere in the Spell Compendium. I'm fairly sure that the latest version of it is in the book that it originally appeared in: the Draconomicon.
#27

w00tmanx

Mar 14, 2008 20:14:30
@Tshern - Added Shrink Item. We all know it can be broken easily enough, but new players take a while to figure it out...

I'm not exactly new and I know some of the goodness that is shrink item, but what is abusive or degenerate about shrink item?
#28

Omen_of_Peace

Mar 14, 2008 20:31:41
Nice handbook !

- I like Dragonsight as a long-term buff : Blindsense 5' x CL will prevent most creatures from sneaking on you.

- I hadn't noticed Glass Strike was useful. Re-reading it I see why : your interpretation makes sense but it could be argued that the limitation on targetting objects makes it not apply vs undead (but then it's useless, so I'll side with you).

- Overland Flight is Personal only. The item in the Draconomicon is the Pectoral of Maneuvrability.

- Unicorn Heart (CM) is another interesting long-duration buff : +4 to Init, +4 to Concentration and Dex-based skill checks. The swift action 360' teleport can be useful ; and the increase in your base land speed is reflected by an increase in your fly speed if you use Elemental Body. Still, it's not probably not worth a 7th level slot except at very high levels.
#29

g23armani

Mar 14, 2008 21:08:16
Level 7:

Elemental BodySpC (:evillaugh) - Immunity to Stun, Parlysis, Poison, Sleep... the list goes on and on! Oh, and you can Fly (Perfect) at your base speed all day long. This is my favourite Transmutation spell!

Why do you say "all day long" if this spell is 1 round/level?
#30

CantripN

Mar 14, 2008 21:14:54
Why do you say "all day long" if this spell is 1 round/level?

Why, because it's 1 hour/level.

I'll update some more in the morning. Yeah, I know about Unicorn Heart, but as you say, that's not worth another 7th level slot usually.
#31

g23armani

Mar 14, 2008 21:28:23
Why, because it's 1 hour/level.

I'll update some more in the morning. Yeah, I know about Unicorn Heart, but as you say, that's not worth another 7th level slot usually.

Weird, in it's initial printing in Manual of the Planes it was 1 round/level, in the Spell Compendium I see they have changed it to hour/level. Usually 3.0 --> 3.5 goes the other way around, but hey, I'll take it for my wizard ;)
#32

CantripN

Mar 15, 2008 11:07:06
Done my ratings. Feel free to suggest spells or argue the ratings. :D
#33

phoenix00

Mar 15, 2008 11:25:09
Can you put in the spell descriptions the low level "utility spells" that still are useful even after you reach high levels. Transmutation has a lot of low level spells due to its buff nature, that are still useful even when you reach 9th level. This school seems to have many of these gems far more than other schools.
#34

CantripN

Mar 15, 2008 11:46:22
Can you put in the spell descriptions the low level "utility spells" that still are useful even after you reach high levels. Transmutation has a lot of low level spells due to its buff nature, that are still useful even when you reach 9th level. This school seems to have many of these gems far more than other schools.

Generally speaking, I did. I didn't note things like Darkvision. Much, if not all, of the spells I listed remain useful forever. The lower level shapeshifting spells get less useful, though.
#35

aramas

Mar 15, 2008 17:04:52
Level 9:

Time Stop (:evillaugh) - You'd just stopped time. That's quite a feat, right there! Relish it by using Rainbow Falls and casting 3d4 Stored Lightning Bolts for ~1050 points of damage.

Where / what is Rainbow Falls and Stored Lightning Bolts?
#36

tshern

Mar 15, 2008 17:10:19
I'm not exactly new and I know some of the goodness that is shrink item, but what is abusive or degenerate about shrink item?

Let's say you shrink a dozens of huge stones to the size of a grain. Put all of them on someone's hat. Dismiss the spell. Whoopsie.
#37

CantripN

Mar 15, 2008 17:12:17
Where / what is Rainbow Falls and Stored Lightning Bolts?

Rainbow Falls is a magical location in CM. It triples the duration of 1 Transmutation spell a day.

Stored Lightning Bolt is from Secrets of Sarlona, and is probably one of the most powerful blasting spells Evocation has.
#38

korwin

Mar 16, 2008 5:52:26
Level 5:
Lord of the SkyDrM (:evillaugh) - I love this spell! You're a Wizard, so a good assumption is that you don't walk often. If you're a Transmuter, it's a given. With this, you can make sure you have aerial superiority or even force your foes to land. Swift Action blasting every round to stress the point is also pretty cool.

Can you include a note: If you want to use this spell you can't prohibit Evocation, because its a dual school spell (Evocation/Transmutation).
#39

CantripN

Mar 17, 2008 11:06:28
Can you include a note: If you want to use this spell you can't prohibit Evocation, because its a dual school spell (Evocation/Transmutation).

Sure. Generally speaking, I don't suggest prohibiting Evocation if you have access to that many books, since it can do quite a bit of useful and unique things.
#40

brainpiercing

Mar 17, 2008 11:41:25
Level 4: Ruin Delver's Fortune: Immediate action Luck bonus to one save equal to your Cha-mod + some secondary effect like evasion for re, and it stays for 1d4 rounds. GREAT lifesaver at high levels for sorcs/bards or others with high Cha, when you have 4th level slots to spare.
#41

CantripN

Mar 17, 2008 11:44:43
Level 4: Ruin Delver's Fortune: Immediate action Luck bonus to one save equal to your Cha-mod + some secondary effect like evasion for re, and it stays for 1d4 rounds. GREAT lifesaver at high levels for sorcs/bards or others with high Cha, when you have 4th level slots to spare.

For a CHA based caster, this is true. However, the ratings vary wildly for any caster other than a Wizard, so I'm not assuming anything. It's very much a good spell for a Sorcerer, but for a Wizard it's not that useful. (Personally, I've used it well with my UM)

There are also a few Sorcerer-only spells, but I'm not including those, while I do include Wizard-only spells.

I might make a note of it, though.
#42

brainpiercing

Mar 17, 2008 12:14:49
Doh, you're right, this is the wizard's guide.

Well, considering late in the game even a wizard might have a +3 or greater mod to Cha (from belt of +6 to all), it could make the teeny difference between life or death on a fort save. Learning the spell off a fourth level scroll isn't that expensive, and I'm quite sure you'll be able to spare a fourth level spell slot, say at level 15+, since you'll have tons, anyway.

Well, it'll be a build dependant decision, but having it as an immediate action reserve is always nice.
#43

Wyvernhand

Mar 17, 2008 12:33:02
Don't forget about my favorite transmutation, Whirling Blade. Not super useful to your average GOD style wizard, but awesomesause to every gish. Counts as a melee attack, but at range. Also good for spellsword channelers, anyone with a spellstoring weapon, and anyone with enough BAB to power attack it away. Also awesome synergy with sorc/bard casters who have a Sudden Stunning(DMGII) weapon.
#44

w00tmanx

Mar 17, 2008 12:46:16
Level 4: Ruin Delver's Fortune: Immediate action Luck bonus to one save equal to your Cha-mod + some secondary effect like evasion for re, and it stays for 1d4 rounds. GREAT lifesaver at high levels for sorcs/bards or others with high Cha, when you have 4th level slots to spare.

Headband of Conscious Effort makes that a little less useful. I guess the ability to add it to any one save is nice, but at high enough levels you should have moment of prescience up all day anyway. So if DM asks you to make a fort save, use headband if asked for a reflex, use moment of prescience. /shrug.
#45

copperwyrmling

Mar 17, 2008 13:14:06
I note you don't have Mass Fly (SpC) in the L5 list. Against non-flying opponents, this spell breaks encounters about as effectively as Reverse Gravity, and comes in significantly earlier in the game.

(I would also note that Haste, at least in the games I've played, loses utility at higher levels. The wizard tends to have better things to cast mid-combat, and Boots of Speed are an affordable and action-efficient alternative for the PCs that benefit most from Haste.)
#46

CantripN

Mar 17, 2008 13:20:38
I note you don't have Mass Fly (SpC) in the L5 list. Against non-flying opponents, this spell breaks encounters about as effectively as Reverse Gravity, and comes in significantly earlier in the game.

(I would also note that Haste, at least in the games I've played, loses utility at higher levels. The wizard tends to have better things to cast mid-combat, and Boots of Speed are an affordable and action-efficient alternative for the PCs that benefit most from Haste.)

Wanna know why I didn't note Mass Fly? Because it's crap. Yes, you heard me. Look at the description - anyone moving away from you falls down, so it forces you to stick in a tight bunch.
#47

w00tmanx

Mar 17, 2008 13:28:42
I note you don't have Mass Fly (SpC) in the L5 list. Against non-flying opponents, this spell breaks encounters about as effectively as Reverse Gravity, and comes in significantly earlier in the game.

(I would also note that Haste, at least in the games I've played, loses utility at higher levels. The wizard tends to have better things to cast mid-combat, and Boots of Speed are an affordable and action-efficient alternative for the PCs that benefit most from Haste.)

I dunno.... Casting haste is pretty delicious, I don't care who you are. Not everyone has access to boots of speed (or is using something else). Every wizard, worth his or her salt, has haste at the ready.;)
#48

Wyvernhand

Mar 17, 2008 13:31:02
Wrong. Massfly is GREAT. Reread is. You only have to be within 30' of one other target of the spell. Just remember the buddy system and you'll be golden. Send your melee friends out in pairs, and keep your casters back up out of harms reach. For added cheese, include familiars and animal companions as targets. Especially familiars, since they typically occupy your square anyway.

The buddy system. Protecting your kids and your PCs against the bad things that want to take them away.
#49

CantripN

Mar 17, 2008 13:41:15
Wrong. Massfly is GREAT. Reread is. You only have to be within 30' of one other target of the spell. Just remember the buddy system and you'll be golden. Send your melee friends out in pairs, and keep your casters back up out of harms reach. For added cheese, include familiars and animal companions as targets. Especially familiars, since they typically occupy your square anyway.

The buddy system. Protecting your kids and your PCs against the bad things that want to take them away.

Hmm... It appears you are correct. ;)

Each recipient of the spell must remain within 30 feet of at least one other ecipient, or the spell ends for the creature that is separated from the others.

I was probably misled by the Targets: One creature/level, no two of which are more than 30 ft. apart.
#50

Wyvernhand

Mar 17, 2008 13:52:10
I dunno.... Casting haste is pretty delicious, I don't care who you are. Not everyone has access to boots of speed (or is using something else). Every wizard, worth his or her salt, has haste at the ready.;)

Try playing Living Greyhawk at high levels. You'd be very hard pressed to find a wizard above level 10 who even mems Haste, much less actually casts it. Almost every fighter and rogue build in LG has Boots of Speed, and lemme tell you what a pain in the ass it is to get access to certain things in LG. Wizards don't have enough time for even a Quickened Haste, they are too busy telling the fundamental laws of the universe to sit down and shut up.

EDIT: You still haven't mentioned Whirling Blade on your list....hop to!
#51

w00tmanx

Mar 17, 2008 13:56:03
Try playing Living Greyhawk at high levels. You'd be very hard pressed to find a wizard above level 10 who even mems Haste, much less actually casts it. Almost every fighter and rogue build in LG has Boots of Speed, and lemme tell you what a pain in the ass it is to get access to certain things in LG. Wizards don't have enough time for even a Quickened Haste, they are too busy telling the fundamental laws of the universe to sit down and shut up.

EDIT: You still haven't mentioned Whirling Blade on your list....hop to!

Fair enough. I've never played LG and I have only a little bit of experience playing arcane casters above ECL 10.
#52

korwin

Mar 19, 2008 6:10:57
Just another nitpick...

I can't find Draconic Polymorph anywhere in the Spell Compendium. I'm fairly sure that the latest version of it is in the book that it originally appeared in: the Draconomicon.

Got the Spell Compendium at last.
Draconic Polymorph is in the Spell list, but there is no Detail Description...

Strange...
#53

evilholyguy

Apr 13, 2008 15:20:29
I love this school now...
#54

bowensilverclaw1986

Apr 13, 2008 15:53:07
Got the Spell Compendium at last.
Draconic Polymorph is in the Spell list, but there is no Detail Description...

Strange...

Try the Draconomicon ;)

~Bowen
#55

banor

Apr 13, 2008 17:30:46
Greater Reduce Person is a very very good spell if you are looking for some to hit to help with rays. Totally awsome for an Unseen Seer (Tiny Whisper Gnome = try to find me )
#56

masterjoda999

Apr 21, 2008 0:35:28
How well would the spell matrix line in the spell compendium be rated?
#57

deathwishjoe

May 01, 2008 12:14:59
So I found my new favorite 3rd level spell. Animate weapon from complete mage. its got a very solid duration (concentration +1) and seems to be easily exploitable. with out breaking things too badly at this level an adamantine great sword has hardness 20 and is very resiliant to most energy damage types and is decent offensively. the best part is that it doesnt break invisability so you can stay hidden while this beats enemies down for you. if you really want to get crazy buy a collossial great sword and get a collossial animated object.
#58

Endarire

May 22, 2008 22:35:22
For the Statue spell description, you wrote "Hardiness 8" when I believe you meant "Hardness 8."
#59

Endarire

Jun 04, 2008 2:58:23
Transmute rock to lava is listed on Complete Arcane 127 and nowhere in Spell Compendium.
#60

Endarire

Oct 10, 2008 20:16:09
Transmute dying post to freshly bumped post!
#61

vangrue

Oct 10, 2008 21:10:08
Endarire, do you know about Surreal's Handy Links guide? Afterall, one or more of your character build posts are in there.
All these posts you're bumping are listed there. Why would you need to bump them?
#62

Endarire

Oct 15, 2008 22:04:21
I'm well aware of Surreal's guide and that's how I found these posts. Unfortunately, this board eats posts every so often (8, 9 months?) and since I was in the mood, I figured I'd renew them for everyone's benefit.
#63

heliomance

Nov 21, 2008 9:12:17
I thought Transmutation was the Buffmonkey school - there don't seem to be that many buff spells in this handbook.
#64

pithica

Nov 21, 2008 9:29:05
I see 20 buffs out of the first ~27 spells or so. How many more buffs do you want?
#65

pfooti

Nov 21, 2008 9:30:17
Most buffs aren't really worth mentioning. Any spell with a 1 min/lev or 1 round/lev duration that takes a round to cast is pretty weak, since it only lasts for one encounter. Would you rather be killing bad guys or buffing yourself? There are notable exceptions, such as fly, haste, etc, that are VERY good. Those are listed. If something isn't listed, it isn't all that hot.

EDIT - Ninja'd. Pithica is correct, there are a bunch of buffs in the list, and the ones listed are the good ones.
#66

heliomance

Nov 21, 2008 9:52:45
Shoulda been more specific - I meant party buffs, really. A lot of those are self-only. That said, level 3 looks fun.
#67

hogarth

Nov 21, 2008 9:55:37
Huh...I was going to ask "What's so great about the Statue spell?", but then I read the description: you can turn it on and off as a free action?! That's way better than I thought it was...
#68

pithica

Nov 21, 2008 10:18:02
Shoulda been more specific - I meant party buffs, really. A lot of those are self-only. That said, level 3 looks fun.

None of the buffs in first level except Expeditious Retreat are self-only. None of the one's in 2nd level except for Alter Self and Heart of Air are self-only.

The rest may all be single target, but, what do you expect, they're first and 2nd level.

Huh...I was going to ask "What's so great about the Statue spell?", but then I read the description: you can turn it on and off as a free action?! That's way better than I thought it was...

Things I wish I had known yesterday #457
#69

heliomance

Nov 21, 2008 17:17:19
The rest may all be single target, but, what do you expect, they're first and 2nd level.

War Weaver can help with that. Seriously, the class is sweet. I think it's even worth the lost caster level, for a buffer.
#70

Endarire

Mar 24, 2009 18:07:15
Safe!
#71

Endarire

May 16, 2009 17:25:39
Safe!
#72

emmerask

Jun 17, 2009 3:07:45
Level 7:

Reverse Gravity (:evillaugh) - Assuming they can't fly, this isn't a Save-or-Die; It's just a Die.

I´m a bit confused about that one.

so as a 13th level wizard you have 6 10ft cubes you can stack
so its a 60 ft high tower you can build, at the end of this tower the enemy cought hovers there in the air.
[If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends]

after you dismiss it or the duration ends the enemy falls down taking 6d6 dmg
[1d6 for every 10ft fall 20d6 cap]

so the only upside would be the 13 round control you have but I highly doubt that an enemy at that level who is worth using a 7th level single target bc on hasn´t got some counter to it or a friend who can do something and there are very many ways to counter it besides fly if you are willing to take that minor dmg (dispell, shadow jaunt, levitate to name a few)

or am I missing something here?
#73

pithica

Jun 17, 2009 8:15:51
You're not. I am not a fan of the spell for those reasons either. It's actually 5d6 for a 60ft fall, by the by, not 6d6, the first 10ft are always 'free'.
#74

lormador

Jun 17, 2009 10:34:28
I dunno, I think Reverse Gravity has a place. If one can get 13 rounds of control out of it, that's a lot more than Maze would have gotten and Maze is a level higher. Reverse Gravity can get multiple enemies, too, and there are a bunch of monsters that are vulnerable to it- the Tarrasque, for example, gets completely owned by this spell.

And since it doesn't allow a save, it's great on a scroll!

Even if it does get used against the hardest target possible (an adventuring party), many times some of them will have to use actions/resources to get out of it, dispel it, release the charging barbarian from it, etc, and forcing those responses can often be strong. If, for example, someone on our team just dispelled their Mass Fly, we can have someone else Reverse Gravity, and the sorcerer can keep an Orb of Force or something prepped for whatever action their caster uses to beat the Reverse Gravity.

Sure, someone is probably not affected or even hindered by the Reverse Gravity. That's who draws all the fire from the rest of the group, while other party members work to keep the negative effects of the Reverse Gravity relevant.
#75

pithica

Jun 17, 2009 11:05:34
I've honestly never faced the Tarrasque.

I can't remember many fights over 13th level when everything couldn't already fly before the fight began (or couldn't start flying with one standard action).

So, if you get it off, you may blow the actions of 2 or 3 enemies for one round, which is solid , but I don't think it's :evillaugh.
#76

Endarire

Jun 17, 2009 11:43:09
Reverse gravity is somewhere between a thumbs up and evil laugh. Though most things can fly by that time, the things that can't are screwed. See Leviathan (Monster Manual II).
#77

Treantmonklvl20

Jun 17, 2009 19:10:38
I´m a bit confused about that one.

so as a 13th level wizard you have 6 10ft cubes you can stack
so its a 60 ft high tower you can build, at the end of this tower the enemy cought hovers there in the air.
[If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends]

after you dismiss it or the duration ends the enemy falls down taking 6d6 dmg
[1d6 for every 10ft fall 20d6 cap]

so the only upside would be the 13 round control you have but I highly doubt that an enemy at that level who is worth using a 7th level single target bc on hasn´t got some counter to it or a friend who can do something and there are very many ways to counter it besides fly if you are willing to take that minor dmg (dispell, shadow jaunt, levitate to name a few)

or am I missing something here?

Who needs 60'? Instead 20' should be enough for most battles. The point is not that they fall and take damage after the duration ends. Instead the point is that they are effectively out of the combat, and when they fall down, everyone they were supposed to protect is dead. Divide and conquer if you will.

In addition, when their friends are dead, why wait for them to fall? Ranged attack them to death, then all that falls is a corpse.

I agree that this spell is not for every opponent. It is for the opponent who can't fly or levitate, and doesn't have a primary ranged attack. In that way, this spell reminds me of Evards, it either wins the combat, or does nothing.

so the only upside would be the 13 round control you have but I highly doubt that an enemy at that level who is worth using a 7th level single target bc on hasn´t got some counter to it or a friend who can do something and there are very many ways to counter it besides fly if you are willing to take that minor dmg (dispell, shadow jaunt, levitate to name a few)

1) it's not single target. You can take out a group of foes with this
2) Yes, they may have a friend with fly or levitate, but those are touch spells, which means that friend must cast it on themselves, move to the useless buddy and then cast again. If they have 2 memorized or available that is. Or maybe they don't have that buddy.
3) CR 13 or higher creatures that can't resist this spell (From the Monster Manual alone): Iron Golem, Twelve headed Pyro or Cyro hydra, Mummy lord.

To clarify, thats 4 out of 12 possibilities. Things like Celestial Chargers are screwed only if they've used their teleport already. I think for a save or lose spell that foregoes the save, that's a pretty decent percentage.

Of course, as the CR goes up, the percentage goes down, likewise, as the CR goes down, the percentage increases. So, if you are facing multiple Stone Golems for example - this spell wins. Magic immunity be damned.

Now I agree - once you get them up there, the helpless bugger needs put out of his misery - but really, isn't making them immobile for 1 round/level with no SR or Save good enough? Let the scout finish them off. You are God after all - you already won the combat, the rest is just rolling.

Now I didn't do this handbook obviously, and I wasn't happy that the spells weren't propery categorized (Buff, BC, etc.), but as far as the ratings go, although I wouldn't have rating everything exactly the same, I can't say that there is a single spell in this handbook I would rate significantly different...
#78

emmerask

Jun 18, 2009 3:25:01
Okay I must admit it really has its uses (if situational) so I guess I will atleast carry 1 or 2 scrolls of it around to be sure to have it if a situation comes up that needs it :D

btw does anyone know if reverse gravity works on magic immun creatures like mithral golems etc?
I think it should because I guess you dont target the creatures directly or indirectly you target the laws of physics in that area so to speak (and thats why sr doesnt work against it to my mind)
since the change of gravity isn´t magical the mithral golem should be effected? another gm told me I was mad
#79

Omen_of_Peace

Jun 18, 2009 4:44:19
Most of the time, Magic Immunity only stops spells that allow SR so yes, it should work.
#80

Endarire

May 26, 2010 3:02:58
Whee!
#81

rampage89

May 09, 2011 18:36:05
[b][u]Level 5:. Telekinesis (:evillaugh) - You can grapple Ghosts with this, damnit!  /quote]

sorry if i'm having a little bit of exhuming or zombifying concerning the thread. but actually i don't really find anywhere a sort of rule about telekinesis. where the hell is written that you can grapple ghosts? or incorporeals in general? i mean at the end of the MM it's explicitly written that incorporeals cannot be grappled.. it's not a force effect and so on... can anybody help me? it's a big problem!

#82

bill_bisco_average_adventurer

Sep 16, 2011 22:03:44
Preserve the Knowledge of the Past!