Greetings, intrepid seekers of arcane wisdom, as we embark on a journey deeper into the School of Transmutation. Today, we delve into the realm of damage spells, where transmuters wield the very forces of transformation to wreak havoc and unleash destruction upon their foes.
Transmutation, dear students, is not only the art of change and versatility but also the art of harnessing raw power. Damage spells within this school embody the immense potential for destruction that transmutation offers, allowing casters to reshape the battlefield and lay waste to adversaries.
In the transmuter’s arsenal, you will encounter spells that manipulate matter and energy to create destructive forces. These spells epitomize the art of controlled chaos, enabling wizards to rain down devastation upon their enemies with precision and finesse.
Magic Stone: Cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 minute
In this enchanting story, you shall discover that by a simple touch, you can infuse the magic of the arcane into one, two, or even three pebbles. These stones, once imbued, become the vessels of your power. You, or even another brave soul, can harness this newfound power by flinging the enchanted pebbles through the air, striking your foes from afar.
Should you decide to cast your spell upon these pebbles, they shall gain the ability to strike with a ranged spell attack. If you choose to hurl one of these enchanted pebbles, it shall soar through the air, reaching up to 60 feet from your grasp. And, should another soul wield these enchanted stones, they shall add your own spellcasting ability to their attack, not their own. Upon a successful strike, the target shall suffer the impact of the pebble, dealing bludgeoning damage, as determined by the roll of a 1d6, augmented by your spellcasting ability modifier.
Yet, take heed, for after this enchanted pebble fulfills its destiny, the spell shall wane, leaving the stone devoid of magic. And should you decide to bestow your magic upon another set of pebbles, the enchantment on the prior stones shall be undone prematurely.
Primal Savagery: Cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
In this enchanting story, you shall discover that you possess the ability to harness the raw forces of the natural world, sharpening your teeth or fingernails into deadly weapons. With your newfound claws, you can strike forth in melee combat with a touch of corrosive power.
As the spell is cast, your teeth or fingernails morph into sharp, menacing forms, capable of delivering a deadly acidic attack. With a fierce melee spell attack, you target a creature within 5 feet of you. Should your aim prove true, the target shall suffer the wrath of nature, taking damage from the corrosive acid, as determined by a roll of the sacred 1d10.
However, after this savage strike, your teeth or fingernails shall return to their natural state, the magic dissipating as quickly as it was summoned.
But, there is more to this tale. As you grow in power and wisdom, so too does the potency of ‘Primal Savagery.’ As you reach 5th level, the spell’s damage increases to 2d10, at 11th level, it climbs to 3d10, and finally, at the pinnacle of your arcane might, 17th level, it deals a devastating 4d10 damage.
Shillelagh: Cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
In the heart of the wilderness, there exists a mystical spell known as ‘Shillelagh,’ a boon that transforms a simple club or quarterstaff into a weapon of natural might.
Picture this, dear listener: You, a humble wielder of the wooden arts, find yourself clutching a sturdy club or a trusty quarterstaff. With ‘Shillelagh,’ the magic of the natural world flows through you, infusing your chosen weapon with the very essence of nature itself.
As the spell takes hold, your connection to the forces of the wild allows you to cast aside the limitations of brute strength. Instead, you channel your innate spellcasting abilities, guiding your every swing. This newfound mastery enables you to use your spellcasting ability for both the attack and damagerolls when you engage in melee combat with your enhanced weapon.
The weapon’s damage, once a mere d6, blossoms into a potent d8, as the enchantment imbues it with extraordinary might. Furthermore, this mystical transformation bestows upon it the aura of magic, making it capable of striking creatures that may normally be immune to mundane weapons.
However, do take heed, for this enchantment is not without its limitations. The ‘Shillelagh’ spell shall persist only as long as you hold fast to your enchanted weapon. Should you cast it again or release your grasp upon the weapon, the magic shall wane, and the ordinary nature of the weapon shall be restored.
Thorn Whip: Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the stem of a plant with thorns)
Duration: Instantaneous
This whip, dear listener, obeys your every command, extending its reach to strike at creatures within its grasp.
In the heat of battle, you wield this enchanted whip, directing it towards your chosen target. With focus and determination, you make a melee spell attack, allowing the thorn-covered lash to strike true.
Should your aim be accurate, the consequences are swift and painful. The unfortunate creature on the receiving end of your strike is dealt 1d6 piercing damage, as the wicked thorns pierce its flesh. Moreover, if your target happens to be a creature of Large size or smaller, the magic of the whip exerts a pulling force, drawing the creature up to 10 feet closer to your position.
Now, as with many spells, ‘Thorn Whip’ can grow in potency with the passing of time and the accumulation of your magical prowess. As you grow more skilled, the damage inflicted by this thorny weapon increases. At 5th level, the damage rises to 2d6, and further climbs to 3d6 at 11th level, and a formidable 4d6 at 17th level.
Catapult: 1st-level
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
Now, imagine you stand before an object, not too heavy, mind you, just 1 to 5 pounds. You focus your magical energies, and as you cast the spell, the object takes flight! It soars through the air, in a straight line, for a remarkable 90 feet, all in a direction of your choosing. But, my dear friend, the story doesn’t end there.
Should this airborne object encounter a solid surface, be it a wall, a floor, or some other barrier, it halts its flight in a rather abrupt manner. And what’s more, if the object is on a collision course with a living being, that unfortunate soul must muster their agility, for they are tasked with a Dexterity saving throw. Failure in this endeavor results in the object making contact with the target, bringing about a dramatic end to its journey.
When the object and the creature collide, both are dealt a hefty toll. They each suffer 3d8 bludgeoning damage, a consequence of their fateful encounter.
But, dear listener, like many spells of its kind, ‘Catapult’ has the potential to grow in potency as your magical prowess expands. By casting it with a 2nd-level spell slot or higher, you gain the power to target heavier objects, up to 5 pounds more for each level above 1st. Additionally, the damage inflicted by the spell increases, adding 1d8 to its destructive force for every slot level beyond 1st.
And so, the tale of ‘Catapult’ concludes, a spell that allows you to unleash a forceful barrage of objects upon your foes, with greater power and precision as your magical skills evolve.
Zephyr Strike: 1st-level
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Imagine, if you will, a moment when you invoke this magic. Suddenly, your every step becomes as nimble and swift as a breeze rustling through the trees. As you move, your presence is like a whisper in the wind, for your very movement no longer stirs the opportunity for attacks from your foes.
But there’s more to this enchantment, a special flourish that can be conjured just once before the spell’s end. Picture yourself, in the midst of your newfound agility, wielding a weapon with precision unmatched. On a single, chosen attack, you call upon the spirits of the spell to grant you a boon. With their aid, you gain advantage, a distinct edge, on that particular weapon attack.
Should your attack find its mark, it delivers an additional 1d8 force, an extraordinary surge of power that courses through your weapon and into your adversary. The result is a strike of unparalleled might. Yet, whether your weapon lands true or not, something extraordinary occurs.
For a fleeting moment, your feet become fleet as the fastest of creatures, your walking speed surging ahead by an astonishing 30 feet. But remember, my dear friend, this burst of speed is fleeting and lasts only until the end of your turn.
Cordon of Arrows: 2nd-level
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (four or more arrows or bolts)
Duration: 8 hours
Picture this: you plant four ordinary pieces of ammunition—be they arrows or crossbow bolts—into the earth within your magical reach. As you cast your enchantment upon them, they become imbued with a protective spirit, and an area of safety is born.
Now, imagine a scene where any creature, save for yourself and those you deem friendly, approaches these enchanted projectiles. As they draw within 30 feet of this arcane trap, one of the ammunition pieces takes flight, guided by the magic you’ve woven. It speeds toward the intruder, a sudden and unexpected attack. The poor soul must then muster all their dexterity, for a nimble maneuver could save them from the incoming strike.
Should they fail to evade, the ammunition pierces their flesh, causing 1d6 points of piercing damage. But do bear in mind, dear one, that each piece of ammunition can strike only once before it crumbles to nothingness. Thus, the spell persists until all the ammunition is depleted.
However, there is a twist to this enchantment. When you cast it, you have the power to exempt certain creatures from its effects. They may pass freely through this protective cordon without fear of being targeted by the flying ammunition.
Now, here is where it gets truly intriguing. If you have the strength and wisdom to cast this spell using a 3rd-level spell slot or higher, the number of ammunition pieces that can serve as your vigilant guardians increases by two for each level beyond the 2nd.
Heat Metal: 2nd-level
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Imagine, if you will, a metal object, be it a blade gleaming in the moonlight or a sturdy suit of armor, chosen by your very hand. With but a flick of your magical prowess, you ignite it, turning it into a fiery menace. Any unfortunate soul who dares to touch the object while it’s ablaze shall feel the searing wrath of flames.
Upon casting this spell, those in direct contact with the object must bear the brunt of 2d8 fire damage, the scorching heat taking its toll. But that’s not all, my dear listener. The magic’s fire can be rekindled with but a thought, using a simple bonus action. This fiery torment can be reignited on each of your subsequent turns until the enchantment ends.
However, there’s a twist to this tale. Should a creature find itself holding or clad in the metal object and suffers the scalding pain, they must muster their inner strength. A Constitution saving throw is their only respite, and success allows them to relinquish the object to avoid further harm. But should they cling to it despite the agony, a curse befalls them. Disadvantage plagues their every attack and attempt at tasks until the dawn of your next turn.
Now, heed this, young one, for the tale doesn’t end here. If you possess the knowledge and power to cast this spell using a 3rd-level spell slot or higher, the damage inflicted by the fiery torment increases by an additional 1d8 for each level beyond the 2nd.
Maximillian’s Earthen Grasp: 2nd-level
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a miniature hand sculpted from clay)
Duration: Concentration, up to 1 minute
Picture, if you will, a 5-foot-square patch of earth, untouched and unoccupied, its potential lying dormant. With a whisper of incantation and a flick of your fingers, you breathe life into this earth, and from it, a mighty hand of compacted soil emerges. This earthen hand, as large as a grown person, reaches out with purpose, seeking its quarry.
Now, let’s not forget the central drama of this spell. The hand, like a guardian of the earth, grabs hold of a nearby creature within 5 feet of it, and the unfortunate soul must muster their strength. A Strength saving throw is their only chance to resist the hand’s grasp. Failure means not only feeling the weight of 2d6 bludgeoning damage but also being restrained for the spell’s duration.
But, dear friends, the hand’s tale doesn’t end here. The caster, as a conductor of this natural force, may choose to take action. With a mere thought, the hand can squeeze its captive, prompting yet another Strength saving throw from the restrained soul. A failure results in the crushing weight of 2d6 bludgeoning damage, while success halves the harm.
Yet hope remains. A captive in the grasp of this earthen hand may not accept their fate. They can muster their strength, their determination, and attempt to break free. To do so, they must dedicate their entire action, a desperate struggle against the magical force. They make a Strength check, pitting their resolve against the caster’s spell save DC. A triumphant escape means freedom from the hand’s grasp.
And remember, the hand isn’t static; it’s a tool at your disposal. As the caster, you can command it to shift its attention to another creature or relocate to an unoccupied space nearby. This act of redirection is swift and seamless, but it also releases any soul it held captive.
Elemental Weapon: 3rd-level
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Imagine, if you will, a simple, nonmagical weapon resting in your grasp. A sword, a bow, or perhaps a humble dagger. In your quest for might, you reach out, your fingers brushing against the weapon’s surface. With a flicker of magic, the transformation begins.
Your chosen weapon, ordinary no more, awakens with newfound power. You have the choice to imbue it with one of five elements: acid, cold, fire, lightning, or thunder. And, dear friends, with this choice comes great responsibility, for your selection shall determine the nature of your weapon’s might.
While this enchantment persists, your weapon gains a +1 bonus to its attack rolls, making it surer in its strikes. But that’s not all, for there’s a deeper magic at work. With each successful hit, your weapon inflicts an extra 1d4 damage of the chosen elemental type upon your target. The flames of fire, the shock of lightning, or the icy chill—this bonus damage shall become your companion in battle.
Now, let’s venture even further into the realms of possibility. As you delve into higher levels of magic, the enchantment’s strength magnifies. When casting with a 5th or 6th-level spell slot, the bonus to attack rolls surges to +2, and the extra damage intensifies to 2d4. A weapon now both keen and fierce.
But wait, there’s more for those who dare to reach even greater heights. Should you utilize a 7th-level spell slot or beyond, the bonus soars to +3, and the elemental fury grows to 3d4. A weapon of unparalleled might, fit for legends and tales.
Erupting Earth: 3rd-level
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
Sit close, my dear listeners, and let me regale you with the tale of ‘Erupting Earth,’ a spell of raw, untamed power that bends the very earth to its caster’s will.
Imagine, if you will, a point in the distance, a spot you can see clearly within range. With but a thought and a flicker of arcane might, you command the land itself to obey your bidding. In that very moment, a fountain of earth and stone surges forth in a tumultuous explosion, engulfing a 20-foot cube centered on your chosen point.
Now, the magic of this spell is not one to be trifled with. Any creatures unfortunate enough to find themselves within this churning maelstrom must quickly muster their agility and attempt a Dexterity saving throw. Success may shield them from the full fury of nature, but failure results in 3d12 bludgeoning damage, a force to be reckoned with, my friends.
But the aftermath is not to be overlooked. The very ground, once peaceful and unassuming, transforms into difficult terrain, a treacherous obstacle course for any brave soul who dares to tread. Clearing away each 5-foot square of this altered terrain by hand is no small task, requiring a laborious minute of effort.
Now, as the tapestry of magic unfolds, there is yet more to this tale. When cast with a spell slot of 4th level or higher, the spell’s damage grows, gaining an additional 1d12 for each slot level beyond the 3rd. With this enhancement, ‘Erupting Earth’ becomes a cataclysmic force, a tempest of stone and earth, ready to lay waste to all who stand in its way.
Flame Arrows: 3rd-level
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Picture, if you will, a quiver filled with arrows or bolts, a humble and unassuming sight. But with the touch of a spellcaster’s hand, this quiver undergoes a wondrous transformation. When an archer draws a piece of ammunition from this enchanted quiver and lets it fly in the heat of battle, it becomes a harbinger of fiery destruction.
As the missile finds its mark, whether it hits true or falls astray, it carries with it the wrath of flames. The target, once struck by this fiery projectile, is dealt an additional 1d6 fire damage, a scorching reminder of the power held within the quiver. Yet, as the magic is spent, it fades from the ammunition, ending its fiery influence upon impact, whether the shot succeeds or fails. Moreover, this enchantment can only affect a total of twelve pieces of ammunition before it wanes completely.
But the tale does not end here, my friends. If you seek to magnify the quiver’s fiery might, you may do so by casting this spell using a higher-level spell slot. For each slot level beyond the 3rd, you unlock the potential to enchant an additional two pieces of ammunition. With this enhancement, ‘Elemental Weapon’ can transform your quiver into an arsenal of burning fury, raining down fiery devastation upon your foes.
Lightning Arrow: 3rd-level
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Picture this: a brave archer, or perhaps a skilled thrower of weapons, draws back their bowstring or hurls a weapon with all their might. Yet, their missile is no ordinary one; it crackles with the potential of a storm. As they release their shot, it hurtles through the air, guided by their skill and purpose.
Upon striking its target, be it a hit or miss, the projectile erupts into a dazzling bolt of lightning. A wondrous display of 4d8 lightning damage dances forth on a hit, or a milder, but still impressive, half of that on a miss. But the story doesn’t end there, for the very air around the struck target is electrified.
Every creature within 10 feet of the target must make a Dexterity saving throw. Those who fail face the shocking consequence of 2d8 lightning damage, while those nimble enough to succeed endure only half that amount.
As the echoes of thunder and lightning fade, the piece of ammunition or weapon returns to its usual form, its brief yet potent transformation complete.
But, my dear listeners, should you wish to heighten the intensity of ‘Lightning Arrow,’ you need only cast it using a spell slot of 4th level or higher. With each increased slot level, both the initial damage and the area damage surge by an additional 1d8. Thus, you may harness the storm’s fury to even greater effect as you weave this enchanting tale on the battlefield.
Elemental Bane: 4th-level
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Imagine, if you will, a wizard of great wisdom and power, focusing their magical might on a single target within their line of sight. With a determined gaze, they select one of the elemental essences: acid, cold, fire, lightning, or thunder. This choice shapes the destiny of their spell.
The wizard weaves a web of magic around the chosen creature, and this unfortunate soul must summon their inner fortitude to resist. A Constitution saving throw becomes their shield; if they succeed, they break free from the spell’s grasp. But if they falter, the elemental bane takes hold.
Henceforth, whenever the afflicted target faces damage of the chosen type, they suffer an additional 2d6 damage of that same elemental essence. Furthermore, their very essence is altered; they lose any resistance they once held against that specific type of damage.
Now, my dear listeners, should you wish to extend this curse to multiple targets, you need only cast ‘Elemental Bane’ using a 5th-level spell slot or higher. With each increased slot level, you may ensnare one additional creature within 30 feet of the primary target. Picture the bonds of magic weaving between them, for they shall share in the burden of the chosen elemental bane.
Transmute Rock: 5th-level
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (clay and water)
Duration: Instantaneous
Listen well, for I shall unravel the secrets of ‘Transmute Rock,’ a spell that wields the very earth itself.
Picture a sorcerer, standing tall and resolute, their eyes affixed upon a chosen area of stone or mud. This area, my dear friends, is contained within a 40-foot cube and lies within their sight, yet it’s no ordinary place; it is a canvas upon which they shall paint their magical masterpiece.
With a flick of their hand and a whispered incantation, the sorcerer may opt for one of two extraordinary effects: ‘Transmute Rock to Mud‘ or ‘Transmute Mud to Rock‘.
In the first instance, ‘Transmute Rock to Mud‘, the nonmagical stone within the designated area undergoes a profound transformation. It morphs into an equal volume of thick, viscous mud, which remains in this state for the duration of the spell. Those who venture upon it shall find their movement hindered, for each foot they traverse through the mire consumes four feet of their precious progress. Furthermore, any unfortunate soul grounded in this muddy abyss when the spell is cast must summon their strength and make a mighty Strength saving throw. A failed attempt results in their sinking and being restrained, though they may strive to free themselves with an action.
But, dear listeners, there’s more to this tale. If the sorcerer chooses to target a ceiling with this magic, the mud formed above falls like a heavy curtain. Any creatures caught beneath it must evade its descent with a nimble Dexterity saving throw, or they shall endure 4d8 bludgeoning damage, though a successful save halves this punishment.
Now, for our second act, ‘Transmute Mud to Rock‘. In this scenario, the wizard imposes their will upon nonmagical mud or quicksand, but only to a depth of 10 feet. This treacherous terrain transforms into soft stone, and any creature within it during this transformation must grapple with a Dexterity saving throw. Failure leaves them restrained by the stone, though a determined individual can attempt to break free with a mighty display of strength or by dealing sufficient damage to the encasing rock. Success, on the other hand, liberates them, shunting them safely to the surface.
Disintegrate: 6th-level
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a lodestone and a pinch of dust)
Duration: Instantaneous
Picture a wizard, their finger poised like a wand, conjuring a thin, emerald ray that streaks forth to strike a target within their line of sight. This target may be a living creature, an object, or even a creation of magical force, such as the formidable wall crafted by the ‘Wall of Force’ spell.
Now, when this spell is cast upon a living creature, that poor soul must muster all their agility and make a nimble Dexterity saving throw. Should they falter and fail this test, they shall face a wrathful onslaught of 10d6 + 40 force damage. It is a relentless and devastating assault that leaves the victim on the brink of disintegration, their life hanging by the thinnest thread.
Should the target’s hit points plummet to zero as a result of this onslaught, disintegration is their fate. Their very being, along with all they carried and wore, save for magic items, crumbles into a mound of fine gray dust. To restore such a hapless soul to life would require nothing less than a ‘True Resurrection’ or the elusive ‘Wish’ spell.
Yet, ‘Disintegrate‘ is not limited to living creatures. It holds dominion over nonmagical objects, erasing them from existence with ruthless efficiency. A Large or smaller nonmagical object or a conjured creation of magical force vanishes, leaving no trace.
But when the target is a colossal object or a titanic creation of magical force, the spell chips away at it, disintegrating a 10-foot-cube portion. Alas, for magic items, they stand untouched and unharmed against the might of this spell.
And there is more to this tale, my friends. For those who harness even greater arcane might, casting ‘Disintegrate’ using a 7th-level spell slot or higher, the devastation grows. An extra 3d6 damage is added for each slot level beyond the 6th, making it a cataclysmic force to be reckoned with.
Investiture of Flame: 6th-level
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Imagine a wizard, surrounded by an aura of blazing fire that dances across their form. This fiery mantle emits a brilliant light, casting its radiance up to 30 feet in all directions, and a dimmer glow that stretches an additional 30 feet. But fear not, for these flames do not singe the one who wields them.
While ‘Investiture of Flame’ blazes, it grants its caster remarkable abilities. First and foremost, you become untouchable by the searing tongues of fire, rendering yourself immune to fire damage. Moreover, the icy grasp of cold is dulled, as you gain resistance to its biting effects.
As an additional boon, any creature that dares to venture within 5 feet of you for the first time during their turn or ends their ill-fated journey within that fiery radius shall suffer the wrath of the flames. They shall taste the fury of 1d10 fire damage, a scorching reminder of their proximity to your blazing presence.
But the most spectacular display of ‘Investiture of Flame’ power comes when you harness your action to conjure a line of fire, a blaze that stretches 15 feet in length and spans 5 feet in width. You can direct this fiery onslaught in the direction of your choosing, and all creatures unfortunate enough to find themselves within this scorching path must muster their agility. A Dexterity saving throw is their last line of defense. Those who fail this trial are scorched by 4d8 fire damage, while the nimble and the fortunate take but half that fiery punishment.
Investiture of Ice: 6th-level
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Imagine a mage, their form encased in a glimmering layer of ice, as if they’ve walked out of a frigid, enchanted winter wonderland. While ‘Investiture of Ice’ graces their being, they become impervious to the biting cold, immune to any harm it may inflict. Furthermore, the scorching grasp of fire is blunted, for they gain resistance to its fiery assault.
As they traverse icy or snowy terrain, they glide effortlessly, their steps unhindered by the obstacles of frosty landscapes. Difficult paths of ice and snow become as manageable as any ordinary ground beneath their feet.
But there is more to this enchantment. A 10-foot radius around them becomes a frozen terrain, making it treacherous for others to navigate. It hampers the movement of any creature but the caster, making it a daunting task for them to approach.
And when the mage desires to unleash the fury of winter, they can command a 15-foot cone of freezing wind from their outstretched hand, directing it wherever they choose. Anyone caught within this icy breath must fortify themselves against the cold. A Constitution saving throw determines their fate. Those who falter in their resilience suffer the bite of 4d6 cold damage, while the hardy souls weather only half that frosty assault. Additionally, those who fail to resist the icy gust find their speed halved, a chill that lingers until the start of the caster’s next turn.
Investiture of Wind: 6th-level
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Picture, if you will, a brave sorcerer, standing amidst a tempest of swirling air, their every move cloaked in a nimbus of howling gusts. While under the protective embrace of ‘Investiture of Wind’ their very being becomes a fortress against ranged attacks. Those who dare to loose arrows or sling spells at them do so with trembling aim, for the wind’s tumultuous dance around them grants these assailants a grievous disadvantage.
But the true wonder of ‘Investiture of Wind’ is the gift of flight it imparts. As the winds lift the caster into the heavens, they soar through the air with a swiftness that rivals the mightiest of birds. A flying speed of 60 feet allows them to traverse great distances through the sky, surveying the world from a vantage point only the winged creatures might envy. However, the caveat to this gift is that when the spell’s magic wanes, the caster will plummet to the earth unless they can find a way to avert such a fate.
And, as if these boons were not enough, ‘Investiture of Wind’ also grants its wielder an offensive prowess. With but a thought, they can conjure a 15-foot cube of swirling wind at any location within 60 feet of their person. This maelstrom of air wreaks havoc on any unfortunate soul caught within its grasp. Each creature in this area must summon their inner strength, making a Constitution saving throw. Those who falter in their resilience bear the brunt of 2d10 bludgeoning damage, while the stalwart endure only half that tempestuous assault. Moreover, should a Large or smaller creature fail to resist the gales, they find themselves forcibly pushed up to 10 feet away from the cube’s center, their balance thrown asunder.
Guidance on Using Transmutation Damage Spells
When wielding transmutation damage spells, exercise caution and responsibility. Here are some considerations for their effective and ethical use:
- Precision and Targeting: Damage spells often require precise targeting. Ensure you aim carefully to maximize their impact and minimize collateral damage.
- Environmental Awareness: Be mindful of your surroundings when casting area-effect spells. Avoid causing unintended harm to innocent bystanders or the environment.
- Combat Strategy: Integrate damage spells into your overall combat strategy. Use them strategically to control the battlefield and eliminate threats efficiently.
- Ethical Conduct: Adhere to ethical principles when using destructive magic. Avoid causing unnecessary suffering and respect the rules of engagement in combat.
With these principles in mind, you are ready to explore the potent world of transmutation damage spells. Continue honing your magical prowess and wield your powers judiciously in the pursuit of knowledge and mastery.
Embracing the power of transformation,
Old Nan