Greetings, eager scholars of the arcane mysteries, as we continue our exploration of the School of Transmutation. Today, our voyage leads us to the realm of utility spells, where the boundaries of possibility blur, and the practicality of magic knows no bounds.
Transmutation, dear students, is the art of change and versatility. Among its many facets are spells of utility, which enable wizards to adapt, overcome obstacles, and manipulate the world around them. Utility spells embody the limitless potential that transmutation offers, providing answers to myriad challenges.
In the transmuter’s repertoire, you will uncover spells that mend, create, transport, and protect. These spells epitomize the boundless ingenuity and adaptability of transmutation magic, allowing casters to harness the very essence of transformation.
Mending: Cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous
This enchantment possessed the power to fix that which was broken or torn, mending the scars of time and wear.
With ‘Mending’, a caster could reach out and touch an object in need of repair. Be it a shattered chain link, a broken key, a torn cloak, or a leaky wineskin, if the damage was no larger than a foot in any dimension, this spell could weave its mending magic. When the spell was cast, the damage vanished as if it had never been, leaving no trace behind.
Even magical items and constructs, those creations touched by the arcane, could find solace in ‘Mending’. It could mend their physical forms, sealing cracks and wounds, but it couldn’t restore the magic that once flowed through them. Once the enchantment was broken, it could never be fully rekindled.
Prestidigitation: Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
In the realm of budding spellcasters, there existed a humble spell known as ‘Prestidigitation.’ This enchantment was no grand display of power but rather a minor magical trick often employed by novices to hone their craft.
With ‘Prestidigitation,’ a caster could conjure a variety of simple magical effects within a limited range:
- They could manifest an ephemeral sensory display, like a brief shower of sparks, a gentle puff of wind, faint musical notes, or even an unusual odor.
- The spell allowed the caster to instantaneously ignite or extinguish a candle, torch, or small campfire.
- It granted the power to instantly cleanse or soil an object no larger than a cubic foot.
- The caster could impart a warming, chilling, or flavoring effect to up to a cubic foot of nonliving material, and this effect would last for about an hour.
- They could create a color, a small mark, or a symbol on an object or surface, and this too would last for an hour.
- ‘Prestidigitation’ enabled the creation of nonmagical trinkets or fleeting illusory images that could fit within one’s hand. These manifestations would persist until the end of the caster’s next turn.
If one were to cast this spell multiple times, they could maintain up to three of its non-instantaneous effects concurrently. Moreover, they could dismiss any of these effects at will, as an action.
Purify Food and Drink: 1st-level
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
In the realm of magic, there existed a simple but useful spell known as ‘Purify Food and Drink.’ With its power, a caster could cleanse all nonmagical food and drink within a small 5-foot-radius sphere. The magic would purify these provisions, stripping away any poison or disease that might have tainted them.
Knock: 2nd-level
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
With this spell’s power, a caster could unlock or unstick a target object held shut by a simple lock, bar, or similar means. However, only one lock on the object could be affected if there were many.
Should a clever mage encounter an ‘Arcane Lock’ on their path, ‘Knock’ would come to their aid. It could suppress the effects of ‘Arcane Lock’ for a brief 10 minutes, allowing the object to be freely opened and closed.
Yet, casting this spell was no secret affair. Upon its invocation, a resounding knock echoed out from the enchanted object, audible from as far as 300 feet away.
Rope Trick: 2nd-level
Casting Time: 1 action
Range: Touch
Components: V, S, M (powdered corn extract and a twisted loop of parchment)
Duration: 1 hour
In the mystic arts, there existed a spell named ‘Rope Trick.’ With it, a caster could touch a length of rope, no more than 60 feet in length. Upon their touch, one end of the rope would rise into the air until it hung straight above, perpendicular to the ground. At its uppermost end, an invisible entrance would materialize, leading to an otherworldly pocket of space that remained as long as the spell’s magic endured.
This hidden realm could be accessed by climbing to the top of the enchanted rope. Inside, it could accommodate up to eight Medium-sized or smaller beings. The rope itself could be drawn into this extradimensional space, vanishing from sight beyond the entry point.
While those within the mystical domain could look outward through what seemed like a 3-foot-by-5-foot window centered on the rope, attacks and spells were powerless to traverse the entrance in either direction.
However, all that resided within the extradimensional space would tumble out when the spell’s magic eventually waned.
Blink: 3rd-level
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Once you invoked the spell, an unseen force would whisk you away from your current plane of existence to a place called the Ethereal Plane. But, and this was crucial, you couldn’t go there if you were already in the Ethereal Plane. It wouldn’t work.
Now, once you found yourself in this mystical realm, things got even more peculiar. You could still see and hear the plane you came from, but it would all be in shades of gray, like a world drained of color. However, your sight was limited; you couldn’t see anything beyond 60 feet from your location.
The truly baffling part was that you could only interact with creatures also present on the Ethereal Plane. Those who weren’t there couldn’t see you or touch you, unless they possessed special abilities.
But here’s where it got even more intriguing. At the end of each of your turns while the spell lasted, you rolled a d20. If you rolled an 11 or higher, you’d vanish from the Ethereal Plane and reappear back where you started on your original plane.
However, there was a twist. If you were on the Ethereal Plane when the spell’s magic fizzled out, you’d pop back into existence in an empty spot you could see within 10 feet of where you disappeared from. If there was no space within 10 feet, you’d appear in the closest empty spot, determined by chance if there were multiple equally close.
And if you ever wanted to bring this enchantment to an end, you could do so with a simple action – dismissing it just as easily as you cast it.
Tiny Servant: 3rd-level
Casting Time: 1 minute
Range: Touch
Components: V, S
Duration: 8 hours
Imagine, if you will, a tiny, ordinary object – a teacup, perhaps, or a small pebble. When you cast this spell upon it, something extraordinary occurs. The object comes to life! It sprouts tiny arms and legs, and with your guidance, it becomes your obedient servant for as long as the spell endures or until it succumbs to wounds.
Now, these animated objects are no mere trinkets; they are creatures under your command. You can issue your orders to them using but a thought, as long as they remain within 120 feet of you. You could instruct them to perform various tasks, be it fetching a precious key, keeping a vigilant watch, or organizing a collection of books. You see, the possibilities are only limited by your imagination.
Should you choose to send your animated creation into battle, it will defend itself against any hostile forces it encounters. But do beware, for these animated beings are not invincible. When they suffer enough harm to deplete their strength, they revert to their original form, and any damage they sustained carries over.
Should you wish to take this spell to greater heights, you can. By expending more magical energy through a higher-level spell slot, you can animate not one but multiple objects, increasing your mystical workforce to accomplish your bidding.
Tiny Servant | |||||
---|---|---|---|---|---|
Tiny Construct | |||||
Armor Class: 15 (natural armor) | |||||
Hit Points: 10 (4d4) | |||||
Speed: 30ft., climb 30 ft. | |||||
STR | DEX | CON | INT | WIS | CHA |
4 (-3) | 16 (+3) | 10 (+0) | 2 (-4) | 10 (+0) | 1 (-5) |
Damage Immunities poison, psychic | |||||
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned | |||||
Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10 | |||||
Languages: — | |||||
Challenge: — | |||||
Actions | |||||
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. |
Guidance on Using the Art of Utility Transmutation
As you venture into the realm of utility spells, consider these guidelines for the responsible use of versatile magic:
- Creativity and Problem-Solving: Embrace creativity and ingenuity when employing utility spells. They offer solutions to a wide range of challenges and situations.
- Ethical Considerations: Use your transmutation powers for constructive purposes and avoid infringing upon the rights and privacy of others.
- Precision and Preparation: Utility spells often require precision and careful preparation. Be attentive to details and potential consequences.
- Collaborative Magic: Explore opportunities for collaboration with fellow spellcasters. The versatility of utility spells can enhance group efforts and teamwork.
With these principles in mind, you are well-prepared to navigate the intricate web of utility transmutation spells. Continue to refine your magical talents and apply them judiciously in your quest for knowledge and mastery.
Bearing the light of versatility,
Old Nan