Transmuters use their magic to bend and shape stone, flesh, and even reality itself. Many of the most terrible and wonderful spells ever conceived come from the transmutation school, and transmuters fearlessly pursue these arcane secrets.

Role: Transmuters can use their magic to whisk themselves or their allies to far away locations, transform enemies into stone or harmless creatures, or even transform themselves into fearsome monsters. Relatively weak, transmuters avoid melee combat unless they’ve reinforced themselves with potent spells first.

Alignment: Any

Hit die: d6

Class Skills

The transmuter’s class skills are Appraise (Int), Craft (Int), Heal (Wis), Knowledge (any) (Int), Linguistics (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks Per Level: 2 + Int modifier.

Table: The Transmuter
Class Level BAB Fort Save Reflex Save Will Save Special
1 +0 +2 +0 +2 Cantrips, phase step, transmutation specialization
2 +1 +3 +0 +3 Lingering transmutations
3 +1 +3 +1 +3
4 +2 +4 +1 +4 Responsive transmutations
5 +2 +4 +1 +4
6 +3 +5 +2 +5 Baleful transmutations
7 +3 +5 +2 +5
8 +4 +6 +2 +6 Persistent transmutations
9 +4 +6 +3 +6
10 +5 +7 +3 +7 Receptive to transmutations
11 +5 +7 +3 +7
12 +6/+1 +8 +4 +8 Transmute spell 1/day
13 +6/+1 +8 +4 +8
14 +7/+2 +9 +4 +9 Transmute spell 2/day
15 +7/+2 +9 +5 +9
16 +8/+3 +10 +5 +10 Transmute spell 3/day
17 +8/+3 +10 +5 +10
18 +9/+4 +11 +6 +11 Transmute spell 4/day
19 +9/+4 +11 +6 +11
20 +10/+5 +12 +6 +12 Transmutation mastery, transmute spell 5/day

Class Features

Weapon and Armor Proficiencies

Transmuters are proficient with the battle poi, bladed scarf, cat-o’-nine-tails, chain spear, dire flail, double chained kama, dwarven dorn-dergar, flail, flying talon, gnome pincher, halfling rope-shot, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, whip, light crossbow, and quarterstaff.

Transmuters are not proficient in armor of any kind.


A transmuter casts arcane spells drawn from the sorcerer/wizard spell list which must be from the conjuration, evocation, transmutation, or universal schools. Spells from other schools are not considered to be on the transmuter’s spell list. A transmuter must choose and prepare her spells ahead of time.

To learn, prepare, or cast a spell, the transmuter must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a transmuter’s spell is 10 + the spell level + the transmuter’s Intelligence modifier.

A transmuter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Specialist Spells Per Day. In addition, she receives bonus spells per day if she has a high Intelligence score.

A transmuter may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the transmuter decides which spells to prepare.

Cantrips: Transmuters can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Specialist Spells Per Day. These spells are cast like any other spell, but they are not expended when cast and may be used again. An transmuter can learn and prepare a cantrip from any school, but cantrips not of the conjuration, evocation, transmutation, or universal schools use up two of her available slots.

Phase Step (Sp)

Starting at 1st level, the transmuter gains the ability to teleport herself and any worn or carried equipment as a move action. The transmuter may travel up to 10 feet per class level to any location she has line of sight and line of effect to when using this ability. The transmuter may use this ability a total number of times per day equal to 3 + her Intelligence modifier.

Transmutation Specialization

The transmuter gains one bonus spell slot for each level of wizard spell she can cast, from 1st on up. The transmuter can only prepare a spell from the transmutation school in that slot. This spell must be in the transmuter’s spellbook. A transmuter can select a spell modified by a metamagic feat to prepare in this slot, but it uses up a higher-level spell slot.

Lingering Transmutations

Starting at 2nd level, any transmutation spell the transmuter casts with a duration of at least 1 round per class level is automatically extended for 1 additional round, plus 1 additional round at 4th level and every 2 levels thereafter.

Responsive Transmutations (Su)

Starting at 4th level, whenever the transmuter casts a transmutation on herself or another willing target, she may sacrifice another prepared spell one level lower as a swift action to apply any one metamagic feat she knows (with a level adjustment no greater than the level of spell sacrificed) to the spell being cast without increasing its level or preparing the metamagic feat ahead of time. Cantrips cannot be “sacrificed” with this ability to add metamagic feats to 1st level spells.

Baleful Transmutations (Su)

Starting at 6th level, whenever the transmuter casts a transmutation spell on an unwilling target while the transmuter herself is currently benefiting from an active transmutation spell she cast, the target takes a -2 penalty to their saving throw against the effect (if any).

Persistent Transmutations (Su)

Beginning at 8th level, whenever an active transmutation spell within 60 feet of the transmuter that she cast herself would reach the end of its duration and expire, the transmuter may sacrifice another transmutation spell of the same or higher level as an immediate action to renew the spell’s duration as though it had just been cast. Spells that were originally modified by metamagic feats that extend their duration, such as the Extend Spell feat, do not add that effect to the new duration. Spells with a duration of 1 round or less cannot be affected by this ability.

Receptive to Transmutations (Su)

Starting at 10th level, whenever the transmuter targets herself with a transmutation spell, the spell’s effects are calculated as though the transmuter’s caster level were 3 levels higher.

Transmute Spell (Su)

At 12th level, the transmuter gains the ability to exchange any of her prepared spells for another spell in her spellbook as a swift action. If this spell is a transmutation spell memorized in the bonus slot granted by her transmutation specialization class feature, the transmuter must replace it with another transmutation spell. The transmuter may use this ability once per day, plus one additional time per day at every 2 levels after 12th.

Transmutation Mastery (Sp)

Upon reaching 20th level, whenever the transmuter casts a spell that allows her to choose one of several possible creatures to emulate (such as giant form III allowing the caster to transform into a cloud giant, storm giant, or other Huge giant) she may change the chosen creature as a swift action, immediately changing out any benefits of the spell as appropriate for the new choice.

Transmuter Favored Class Bonuses

The following favored class options are available to all characters of the listed race who have transmuter as their favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Favored class bonuses that grant a bonus spell always grant a spell of 1 level lower than the highest level spell you can cast (minimum 1st).

Section 15: Copyright Notice

RGGP: The Grimoire Arcane – Book of Eight Schools, © 2019, Rogue Genius Games LLC., Author: Michael Sayer; Developer, Publisher, and Ring-side Towel Boy: Owen K.C. “El Grande” Stephens.

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