Buffs of the Arcane Forge

Greetings, intrepid seekers of arcane mastery, as we embark on an extraordinary journey into the enchanting realm of transmutation. Today, our quest leads us to the domain of transmutation spells, where the very fabric of reality yields to the sorcerer’s will, transforming the ordinary into the extraordinary.

Transmutation, dear scholars, is the art of transformation and change. Within this school of magic lies a subset of spells that focus on enhancing, empowering, and fortifying. Transmutation spells enable wizards to unlock hidden potential, sharpen abilities, and amplify strengths, all through the manipulation of fundamental forces.

In the transmuter’s repertoire, you shall find spells that bolster physical prowess, heighten mental acuity, and imbue objects with extraordinary properties. These spells are a testament to the versatility and ingenuity that transmutation offers, pushing the boundaries of what is possible.

Longstrider: 1st-level

Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dirt)
Duration: 1 hour

In the heart of this spell lies the touch of a caster’s hand upon a creature. With a gentle caress, the caster bestows a special gift upon the recipient: the gift of speed. The spell whispers to the very sinews of the creature, urging them to move faster and swifter.

When ‘Longstrider’ takes hold, the creature’s speed quickens by a remarkable 10 feet. Imagine the sensation of running, bounding, or even just walking with newfound agility and speed. This magical enhancement lasts until the spell’s effects gently fade away.

And there’s more to this enchantment! Should the caster wish to extend its blessings to more than one companion, they need only draw upon additional magical power. By using a higher-level spell slot, they can target extra creatures, sharing the gift of swift feet with a group of friends or allies.


Barkskin: 2nd-level

Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: Concentration, up to 1 hour

In this enchanting tale, a willing creature becomes the hero. A gentle touch from a friendly caster’s hand sets the magic in motion. The moment this enchantment takes root, the creature’s skin undergoes a wondrous transformation. It becomes tough and rugged, resembling the bark of ancient trees, resilient and unyielding.

And what’s more, this newfound protection isn’t dependent on the armor one wears. No matter the armor, whether it’s the finest steel or the humblest leather, the creature’s defenses are bolstered to a minimum of 16. It’s as if the very earth itself has embraced them and refuses to let any harm come their way.


Darkvision: 2nd-level

Casting Time: 1 action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours

Imagine this: You, a kind-hearted caster, reach out and touch a willing friend or creature. With that touch, you bestow upon them a magical boon – the ability to see in utter darkness. It’s as if they’ve been given the eyes of a nocturnal creature, like a wise owl or a clever cat.

During the spell’s enchanting embrace, this creature gains a newfound sight, known as ‘darkvision‘. They can peer into the shadows up to 60 feet away and perceive the world around them, even when there’s no light to guide them.


Dragon’s Breath: 2nd-level

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a hot pepper)
Duration: Concentration, up to 1 minute

Picture this: You reach out to a willing companion and, with a gentle touch, imbue them with this enchanting magic. Now, here comes the fun part. The creature, if it’s got a mouth, mind you, gains the ability to unleash a burst of energy in the form of either acid, cold, fire, lightning, or poison. Quite the array of choices, isn’t it?

While the spell weaves its magic, the creature can take an action to breathe out this magical energy in a splendid 15-foot cone. Anything caught in this fantastical exhalation must attempt to dodge the oncoming power with a Dexterity saving throw. Those nimble enough to succeed take only half the damage, while the less fortunate face the full brunt of the chosen energy, suffering 3d6 worth of damage.

Now, should you decide to tell this tale with even greater gusto, you may choose to cast ‘Dragon Breath’ using a more potent spell slot. In doing so, you’ll enhance the magic, causing the damage to grow, like a dragon’s roar, with each level above 2nd.


Enhance Ability: 2nd-level

Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour

Imagine this: You gently lay your hand upon a creature, and in an instant, they become blessed with one of several magical effects. Oh, the choices are like a basket of the finest fruits!

  • For those in need of sturdiness, ‘Bear’s Endurance‘ is the answer. The recipient gains advantage on Constitution checks, and they receive a generous gift of 2d6 temporary hit points that shield them from harm until the spell’s magic fades.
  • Bull’s Strength‘ is the choice for those who need might. With this enchantment, the recipient becomes as strong as a bull, excelling in all Strength-related tasks, and they can carry double the load they normally could.
  • If grace and agility are required, ‘Cat’s Grace‘ is the spell to cast. It grants advantage on Dexterity checks, and even prevents harm from falls under 20 feet, as long as the person isn’t already incapacitated.
  • For those who wish to charm and persuade, ‘Eagle’s Splendor‘ is the answer. It provides advantage on Charisma checks, making the recipient more persuasive and likable.
  • Fox’s Cunning‘ is for those who need wit and intelligence. It gives advantage on Intelligence checks, allowing for clever thinking and problem-solving.
  • And for those in need of insight and awareness, ‘Owl’s Wisdom‘ is the choice. It grants advantage on Wisdom checks, helping the recipient make wise and perceptive decisions.

Now, here’s the fascinating part, children. If you wish to make this magic even more wondrous, you can cast ‘Enhance Ability’ with a higher-level spell slot, and with each level above 2nd, you can share these enchantments with additional friends. It’s like spreading the joy of magic to everyone in your circle.

Enlarge/Reduce: 2nd-level

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute

With a wave of your hand and a sprinkle of magic dust, you can cause a creature or an object you see to change in size. Let me tell you all about it.

First, you must decide if you want to make something larger or smaller. If you choose to make a creature grow, they’ll become twice as big as they were before. It’s like a tiny rabbit turning into a big, strong hare. And if there’s not enough room for them to grow, they become as large as they can fit.

Now, when a creature grows, they gain newfound strength, like a mighty giant. They become better at lifting heavy things and resisting being pushed around. Their weapons also grow, and they deal 1d4 extra damage with each strike, as if they have become more powerful.

But, there’s another side to this magic coin. You can also choose to make something smaller. Imagine a grand oak tree shrinking down to the size of a sapling. When you use ‘Reduce‘, the creature or object becomes much smaller and lighter. However, they lose some of their strength, making them less effective at lifting heavy objects and resisting being pushed. Their weapons also shrink, and they deal 1d4 less damage with each hit.

Oh, but don’t forget, my little ones, that this magic is not forced upon anyone. If a creature doesn’t want to change size, they can resist it by making a strong Constitution saving throw.


Kinetic Jaunt: 2nd-level

Casting Time: 1 bonus action
Range: Self
Components: S
Duration: Concentration, up to 1 minute

Imagine, with a flick of your fingers and a twirl of your toes, you can become as fast as the wind. When you cast this spell, three wonderful things happen to you.

First, your feet become as light as feathers, and you can dash about 10 feet faster than you normally would. It’s like having wings on your heels, allowing you to zip through the world with ease.

Second, your graceful movements are so mesmerizing that you don’t ruffle a feather when you slip past your foes. No longer will you provoke those pesky opportunity attacks when you dart away from danger.

But the real magic happens when you try to squeeze through tight spots. You can glide through spaces occupied by others as if they were mere shadows, and it won’t slow you down. However, be careful not to linger in someone else’s space, for the magic will whisk you back to where you were, and you might feel a slight sting 1d8 force damage.


Spider Climb: 2nd-level

Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour

You touch a willing friend, and suddenly they become as nimble as a spider. They can walk up walls as if they were strolling down a path, and they can even hang upside down from ceilings, just like the spiders you might find in your attic.

And that’s not all! This spell grants them a climbing speed just as fast as their normal walking speed. So, if they were as swift as a deer on the ground, they’ll be just as swift when scaling walls and ceilings.

Imagine the adventures you could have with such a gift. Scaling castle walls, exploring hidden passages in caves, or maybe even sneaking into a dragon’s lair by crawling along the ceiling. It’s a magical ability that opens up new realms of possibility, and it’s all thanks to the enchantment of ‘Spider Climb.’ So, my little ones, if you ever find yourself in need of a way to defy gravity, remember this enchanting tale.


Gaseous Form: 3rd-level

Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour

In the world of magic, there exists a spell that can turn a willing soul, and everything it carries, into a wisp of mist. This mystical transformation grants the recipient a host of remarkable abilities. Picture this: you touch a friend, and they, along with all their belongings, become a cloud-like, vaporous form.

In this form, the recipient gains the power of flight, albeit a slow one, at a pace of 10 feet per round. They become insubstantial, able to pass through solid objects as if they were made of air, and they gain resistance to ordinary harm, making them much harder to hurt, and advantage on Strength, Dexterity, and Constitution saving throws.

Furthermore, they can venture into spaces that are seemingly too small for them, slip through cracks, and treat liquids as solid ground. Even if they’re stunned or unable to move, they remain suspended in the air, like a wisp on a gentle breeze.

However, there are limitations to this transformation. They cannot speak, interact with objects, attack, or cast spells while in their misty state. It is a form for exploration and evasion, not for combat or conversation.


Haste: 3rd-level

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute

You choose a friend, someone you can see, who is willing to partake in this magical adventure. For the duration of the spell, their speed is doubled, as if they had sprouted wings. They become nimbler, gaining a bonus of +2 to their armor class, making them more elusive and challenging to strike. Moreover, they move with grace and ease, having advantage on Dexterity saving throws to avoid danger.

But that’s not all, my young listeners. The recipient of ‘Haste’ gains an extra action on each of their turns, a burst of energy that allows them to perform specific deeds. They can choose to attack once with a weapon, dash to cover ground swiftly, disengage from foes without provoking attacks, hide themselves skillfully, or employ an object at hand.

However, my dears, when the spell’s enchantment wanes and its effects fade away, weariness overtakes the recipient. They become sluggish, unable to move or act until after their next turn, as if a wave of exhaustion washes over them.

And so, ‘Haste’ is a spell of incredible speed and agility, a burst of activity that must be followed by a moment of rest. Remember this tale when you yearn for a moment of unparalleled quickness in the midst of your grand adventures.


Water Breathing: 3rd-level

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a short reed or piece of straw)
Duration: 24 hours

You, the benevolent caster, have the power to choose up to ten brave souls who willingly stand before you, visible to your eyes. With a wave of your magical wand, you grant them the extraordinary ability to breathe underwater as if they were the merfolk of legend.

Now, my little ones, here’s the fascinating part: these fortunate individuals don’t lose their normal way of breathing. They can still draw breath from the air just like you and me. But, when they plunge beneath the waves, they can inhale the water as if it were the sweetest air, allowing them to explore the underwater world without the constraints of holding their breath.

But remember, my dears, this mystical gift lasts only as long as the spell endures. So, the next time you embark on an adventure beneath the sea, ‘Water Breathing’ shall be your trusty companion, ensuring you and your companions can explore the ocean’s depths without fear of running out of breath.


Guardian of Nature: 4th-level

Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

Once upon a time, in the heart of the forest, there was a mystical spell known as ‘Guardian of Nature.’ It was a call to the spirits of the wild, and those who invoked its power could transform into a formidable guardian. Now, children, let me share with you the wondrous forms one could take.

The first form was that of the ‘Primal Beast‘. When someone chose this path, they became a creature of the wilds, covered in fur and graced with feral features. In this form:

  • Their feet became swift, granting them a bonus of 10 extra feet to their walking speed.
  • They gained sharp vision in the darkness, with the ability to see up to 120 feet away.
  • Their strength grew mighty, allowing them to attack with added vigor, gaining advantage on their Strength-based attack rolls.
  • And when they struck their foes with melee weapons, they dealt an extra 1d6 force damage with each successful hit.

But, dear children, there was another path to consider, the path of the ‘Great Tree. In this form:

  • Their skin transformed into bark, bestowing upon them 10 temporary hit points, shielding them from harm.
  • They became resilient, gaining advantage on Constitution saving throws.
  • Their Dexterity and Wisdom were heightened, giving them an edge in combat with advantage on attack rolls for those abilities.
  • And when they stood upon the earth, a wondrous gift unfolded. The ground within 15 feet of them became treacherous terrain for their enemies, making it harder for foes to approach.

However, remember this, my little ones, the magic of ‘Guardian of Nature’ only lasted for a limited time, and once it faded, the one who called upon it would return to their natural state. So, children, should you ever find yourselves deep within the woods, remember the tale of this spell and the two paths it offers, and may it guide your choices wisely.


Skill Empowerment: 5th-level

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

This enchantment allowed one to unlock the hidden potential within a willing soul. Here’s how it worked:

Imagine you had a friend, let’s call him Rufus. Now, Rufus was a talented fellow, but he wanted to get even better at something he loved, like playing a musical instrument or picking locks. So, you, being the kindly wizard that you are, cast the ‘Skill Empowerment’ spell on him.

This magical touch bestowed upon Rufus a special kind of wisdom and skill. He could pick one skill that he already knew and liked; let’s say he chose ‘Stealth,’ because he always wanted to be a sneaky rogue.

While the spell was in effect, every time Rufus used his ‘Stealth’ skill, it was like he had become a true master at it. His proficiency bonus, that extra bit of knowledge that helps you succeed, was doubled! It was as if he had gained expertise in it.

But remember, dear listeners, Rufus couldn’t pick just any skill. He had to be proficient in it already, and it couldn’t already be benefiting from some other magical effect like ‘Expertise.’ That would have been a bit too much even for the most talented individuals.


Swift Quiver: 5th-level

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a quiver containing at least one piece of ammunition)
Duration: Concentration, up to 1 minute

Picture a skilled archer, let’s call her Jenny. Jenny was known far and wide for her precision with the bow. She could shoot arrows faster than anyone could blink, and her aim was true. But even she sometimes found herself running low on arrows in the heat of battle.

Then one day, a wise mage cast the ‘Swift Quiver’ spell upon her. It was as if her quiver had become bottomless, always providing her with fresh arrows when she needed them most. With this enchanted quiver, she could make not one, but two attacks with her bow in the blink of an eye.

Here’s how it worked: Jenny would draw her bow, take aim, and let loose an arrow at her foe. Before she could even reach for another arrow, her quiver would magically replace the one she had just shot with a new, nonmagical arrow. It was as if her quiver had a mind of its own, always ready to assist her.

But, dear listeners, this magic had its limits. The spell wouldn’t last forever, and any arrows created by the spell would vanish when its power waned. If, by some twist of fate, her quiver was taken from her, the spell would end as well.


Tasha’s Otherworldly Guise: 6th-level

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
Duration: Concentration, up to 1 minute

This is a spell that allows a caster to tap into the energies of either the Lower Planes or the Upper Planes, depending on their inclination.

Imagine, if you will, a brave sorcerer named Alaric. He was faced with a perilous journey through treacherous terrain filled with fire and poison. To prepare for this harrowing quest, he chose to invoke the magic of the Lower Planes. With a simple incantation, he transformed himself into a being of fire and poison resistance.

As the spell took hold, Alaric’s body became immune to the searing flames and deadly toxins that awaited him. Spectral wings sprouted from his back, granting him the power of flight. His very skin seemed to harden, providing him with added protection – a 2+ increase to his armor.

But the true marvel of this transformation lay in his newfound prowess in battle. His weapon strikes became imbued with magic, and his attacks were fueled by his spellcasting abilities rather than mere physical strength. With each swing of his weapon, he could strike down his foes with incredible precision and power, using his spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls.

And that wasn’t all. Alaric could now attack twice in a single turn, a feat few could achieve. It was as if time itself slowed for him during battle, allowing him to strike twice when others could only manage one.

But remember, dear listeners, such incredible power came with a choice. Would you draw upon the energies of the Lower Planes, gaining immunity to fire and poison and the power to fly, or would you seek the protection of the Upper Planes, becoming immune to radiant and necrotic damage, and charming those who dared to challenge you?


Tenser’s Transformation: 6th-level

Casting Time: 1 action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes

Once, in a time of great need, a heroic warrior named Sir Alden found himself in a battle against insurmountable odds. The enemy hordes pressed upon him, and it seemed all hope was lost. But Sir Alden was no ordinary warrior; he possessed a powerful spell known as ‘Tenser’s Transformation’.

With a determined heart, Sir Alden invoked the magic to endow himself with incredible endurance and martial prowess. The very essence of magic coursed through his veins, and he became a force to be reckoned with on the battlefield.

As the spell took hold, his body was infused with 50 temporary hit points, a magical shield against harm. These hit points would shield him from damage, but any that remained when the spell ended would be lost, for such power could not be sustained indefinitely.

With newfound confidence, Sir Alden swung his weapon with precision and might. ‘Tenser’s Transformation’ granted him advantage on attack rolls with simple and martial weapons, allowing him to strike true in the chaos of battle.

But the true marvel of this spell was the raw force it added to his strikes. Each time his weapon connected with an enemy, an extra 2d12 force damage was inflicted upon them – a testament to the magical might at his disposal.

In that moment, Sir Alden was not just a warrior; he was a master of arms. ‘Tenser’s Transformation’ granted him proficiency with all armor, shields, simple weapons, and martial weapons, ensuring he was equipped to face any challenge. His physical prowess was further enhanced with proficiency in Strength and Constitution saving throws, making him nearly unbeatable.

And in battle, he could attack twice in a single turn, a feat that would make most warriors envious. It was as if time itself bent to his will, allowing him to strike twice when others could only manage one.

However, the use of such formidable magic came at a cost. As ‘Tenser’s Transformation’ faded, a wave of exhaustion threatened to overcome him. He had to muster all his strength and pass a challenging Constitution saving throw, DC 15, to avoid suffering one level of exhaustion.


Wind Walk: 6th-level

Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (fire and holy water)
Duration: 8 hours

This enchantment allowed the caster and up to ten willing souls to take on the form of wisps of cloud.

Once the spell was invoked, those within its grasp found themselves transformed, their bodies taking on the appearance of airy, vaporous clouds. In this new form, they became ethereal travelers, drifting through the skies with a remarkable flying speed of 300 feet.

But the magic of ‘Wind Walk’ offered more than just flight. Those who became clouds gained a newfound resilience. They were granted resistance to damage from nonmagical weapons, as if the very air itself shielded them from harm.

However, the transition to this cloud-like state came with limitations. In their wispy forms, creatures could only perform two actions: they could dash through the skies with incredible speed, moving like the wind, or they could choose to revert to their normal selves. Yet, returning to their natural state was not an instant process. It took one full minute of transformation, during which they were incapacitated and unable to move.

As long as the spell endured, creatures had the option to shift between their cloud form and their original state. This transition also required a one-minute transformation.

But as with all enchantments, ”Wind Walk’ had its limitations. When the spell’s effect came to an end, any creature still in cloud form would begin to descend from the skies. Slowly, they descended 60 feet per round, as if gently falling from the heavens. This descent continued for one minute until they safely reached the ground.

If, for any reason, they couldn’t land after this minute, the unfortunate souls would fall the remaining distance, subject to the cruel whims of gravity.

So, when you encounter a cloud-like figure drifting above, know that they have harnessed the ‘Wind Walk’ spell, becoming ethereal travelers who can soar through the skies and defy the strikes of ordinary weapons. But also remember, the skies may not always offer safety, for even the wisps of clouds must eventually return to the earth.


Etherealness: 7th-level

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 8 hours

In realms where the boundary between worlds grew thin, there was a spell known as ‘Etherealness,’ a doorway to the Border Ethereal. Those who wielded this magic could tread the line between planes, stepping into the hazy overlap where the material and ethereal realms converged.

When ‘Etherealness’ was invoked, the caster found themselves in the Border Ethereal, existing there for the spell’s duration or until they chose to end it with their own action. In this ephemeral realm, movement was free in all directions, but those who ventured up or down had to pay extra in distance traveled.

In this ethereal state, they could perceive their plane of origin, although everything appeared gray, with visibility limited to 60 feet. The sights and sounds of their home world reached them, but everything was distant, shrouded in a muted veil.

Yet, it was on the Ethereal Plane that the most remarkable aspect of the spell came to life. In this realm, the boundaries between worlds were absolute. Those who walked the Border Ethereal could only affect or be affected by creatures dwelling within the same plane. Beings on the material plane could not perceive them nor interact with them, except when empowered by special abilities or magic.

As ethereal travelers, they could move unhindered through objects and barriers that existed on the plane of their origin. Walls, doors, and solid matter posed no obstacle; they were as intangible as the mists through which they moved.

However, the return to their home plane was not without risk. When the spell’s effects ceased, they were instantly transported back to their plane of origin, occupying the very spot where they had entered the Border Ethereal. If, at that moment, there was a solid object or creature in their location, they would be forcibly shunted to the nearest unoccupied space. This sudden relocation came with a painful price, as they suffered force damage proportional to the distance moved.

It was crucial to remember that ‘Etherealness’ had limitations of its own. It couldn’t be cast while already on the Ethereal Plane or on a plane that had no border with it, such as the distant Outer Planes.

For those who mastered this spell, the Border Ethereal became a realm of endless exploration and evasive maneuvers. It allowed them to pass through the barriers of the material world and navigate between worlds, a skill coveted by those who sought to traverse the boundary between realms.

As they say, tread lightly, for the Border Ethereal is a place where one may become both a ghost and a traveler in the blink of an eye.


True Polymorph: 9th-level

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration: Concentration, up to 1 hour

Once upon a time, there was a spell known as ‘True Polymorph,’ a potent magic that could reshape the very essence of a creature or object. It held the power to transform life into form and form into life.

With ‘True Polymorph,’ a caster could choose a single creature or nonmagical object within their sight. The possibilities were endless. They could change a creature into a different creature, or a creature into an object, or even an object into a creature. However, this transformation was not always permanent and depended on the caster’s concentration.

Shapechangers, those who could alter their form at will, were untouched by this spell. Unwilling creatures could resist the transformation with a Wisdom saving throw, protecting their original form from alteration. A creature with no hit points couldn’t be affected by the spell, and the transformation wouldn’t occur.

If a creature was changed into another creature, the new form could be chosen, but it had to have a challenge rating equal to or lower than the original creature’s, or, if the creature had no challenge rating, the new form had to match its level. The target’s game statistics, including its mental abilities, were fully replaced by those of the new form. Only its alignment and personality remained intact.

The target assumed the hit points of its new form. When it reverted to its original state, it returned to the number of hit points it had before the transformation. If the reversion happened because it dropped to 0 hit points, any excess damage carried over to its normal form. As long as the excess damage didn’t reduce the creature’s original form to 0 hit points, it remained conscious.

In its new form, the creature was limited by the nature of its shape. It couldn’t speak, cast spells, or take actions that required hands or speech unless the new form allowed for such actions. The creature’s equipment became a part of its new body, rendering it inactive.

When an object turned into a creature, it had to be no larger than the object in size, and its challenge rating couldn’t exceed 9. The creature became friendly to the caster and their allies, obeying the caster’s commands. The Game Master managed the creature’s actions and movements.

If the spell’s effects became permanent, the caster would lose control over the creature. Its future disposition depended on how it was treated.

Lastly, if a creature transformed into an object, it and everything it wore or carried became that object. When the spell ended, the creature reverted to its normal form, with no memory of its time as an object.

Guidance on Using Transmutation Spells 

As you delve into the realm of arcane transmutation, consider these guidelines for the responsible use of such spells:

  1. Balance of Power: Recognize the delicate balance between enhancing your capabilities and maintaining control. Transmutation should never lead to reckless behavior or overconfidence.
  2. Respect Consent: Always seek the consent of others when transmuting their abilities. Respect their autonomy and choices in matters of enhancement.
  3. Ethical Reflection: Reflect upon the ethical implications of transmuting the natural order. Strive to use your newfound powers for the greater good, considering the consequences of your actions.
  4. Limits of Transformation: Understand that even with transmutation, there are limits to what can be achieved. Respect the fundamental laws of reality, and avoid attempts to transmute the untransmutable.

With these principles in mind, you are ready to embark on a wondrous journey through the world of arcane transmutation spells. Continue to hone your magical talents and use them wisely in your pursuit of knowledge and mastery.

 

Bearing the light of transformation,

Old Nan