D&D Transmutation Spells
All 61 spells in the Transmutation school of magic. Changing matter, shape, and physical properties.
What the Transmutation school is built around
Transmutation is the school of change. It alters what things are — turning humanoids into beasts, weapons into different weapons, ground into mud, stone into clay. The school is less flashy than Evocation but reshapes encounters more than any other school.
How to use Transmutation spells
How to use Transmutation spells: pick spells that turn a fight's parameters inside out. Polymorph removes an enemy from the fight by turning them into a sheep. Wall of Stone changes the geometry. Haste doubles a party member's actions. The school's strength is non-linear: one spell that flips the encounter is worth more than three spells that each contribute a little.
Signature Transmutation picks
Signature picks: Jump (level 1), Enlarge/Reduce (level 2), Haste (level 3), Polymorph (level 4), Wall of Stone (level 5), Disintegrate (level 6), Reverse Gravity (level 7), True Polymorph (level 9). Transmutation Wizards get the Transmuter's Stone — a permanent passive effect chosen per-day.