WIZARD - ENCHANTER Transmuter Kit Description: Transmuters form a natural extension of the art of the Enchanter, focusing with tremendous skill on those applications of magic which cause actual, tangible 'state changes' in the recipient of the magic. Thus, while they respect the utility of spells which produce measurable effect through the application of magical energy (e.g., strength, fly, haste), they are much more interested in magic that creates a lasting, visible, and substantial change in the subject. Hence, a Transmuter would be far more interested in a spell like enlarge, actually altering the physical characteristics of the target, than a strength that accomplished a similar result through indirect magical reinforcement; likewise, a Transmuter would prefer polymorph self (into an aerial creature) over fly if faced with the same challenge. The magic of Transmutation does not create something out of nothing or reduce substance to nothingness, but it does deal with all manner of changes of one thing to another. Most of the spells of Transmutation fall within the Realm of Enchantment (and to a lesser extent Elementalism), but they can be found in some form within most of the Realms of Magic. As might be expected, Transmuters tend to be flashy and flamboyant, preferring stunning and impressive applications of magic over quiet and subtle (but often equally effective) uses. They can be brash and arrogant, but their confidence and willingness to innovate serves them in good stead in overcoming challenges and often coming up with novel solutions to problems of all sorts. Requirements: Transmuters must be quick of mind and of hand to master the delicate and subtle twists and turns of their art. They must thus have Intelligence and Dexterity of at least 13 and Wisdom of at least 10. Transmuters may be of any alignment but must be humans, half-elves, or tieflings. Weapon Proficiencies: As a standard Enchanter. Special Benefits: As noted, Transmuters are very devoted to their particular specialty and are highly skilled at magic that effects 'state changes' within creatures, objects, or substances, which allows them special abilities over and above those of a standard Enchanter when using such spells. It should be noted that Transmuters are somewhat more ecumenical in their view of magic, and unlike other Enchanters they are not restricted in the types of magical items that they may use. Enchantment Enhancement: As a standard Enchanter. Glorious Transmutation: With any spell of Transmutation, regardless of the school or Realm from which it is drawn, a Transmuter gains a +15% bonus to understand and learn it. In addition, when cast such spells take effect as if the Transmuter was one level higher than normal, and once per day he or she can cast a spell of Transmutation as if 1d4 levels higher than his or her actual level. A Transmuter also reduces the casting time for Transmutation spells by 1, though this only applies to spells whose casting time is less than one round. Finally, a Transmuter gains a +2 bonus to saves vs. Transmutation spells as well as all petrifaction and polymorph attacks, and he or she applies a -2 penalty to opponent saving throws vs. his or her Transmutation spells. Magic Sense: As a standard Enchanter. Special Hindrances: Transmuters do enjoy experimentation from time to time, but they tend to be far more action-oriented than other Enchanters, believing that the best experimentation is accomplished in the field testing out magical applications on 'real-life' obstacles and challenges. Their laboratory and library is more of a place to record observations, reflect on experiences, and perhaps replicate a few theories and the like. Hence, they do require the use of a lab, but not nearly on the scale normally seen with an Enchanter. A Transmuter's lab costs only one-tenth the normal amount for an Enchanter's facility, and a Transmuter does not need to be in his or her lab in order to learn new spells. A Transmuter's decreased dependence on his or her lab also reflects a loss of several abilities usually associated with an Enchanters experimentation. Namely, Transmuters lack the abilities of Quasimagic Creation and Spell Storage possessed by other Enchanters. Transmuters also have no special skill with crafts or engineering, and they begin play with only standard Wizard starting money (i.e., 20-50 g.p.). Bonus Proficiency: Spellcraft Preferred Proficiencies: Ancient History, Arcanology, Armorer, Artistic Ability, Bookbinding, Calligraphy, Carpentry, Engineering, Gem Cutting, Glassblowing, Herbalism, Language (Ancient), Magecraft, Metallurgy, Metalworking, Mining, Numeracy, Numerology, Papermaking, Reading/Writing, Research, Supernumerate, Teaching, Time Sense ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >