Transmuter in Sword Coast Legends is an Ability tree available only to Wizards. Transmuters modify energy and matter, changing the world to suit their purpose. Spells of this nature serve to both hide and protect a wizard and his companions, while also increasing their effectiveness in combat.



Transmuter Abilities



slow-icon.png Slow


  • Effect: You alter time in a 4-yard-radius around a point you designate. Each creature must succeed on a DC 9 Wisdom saving throw, or be affected by this spell for up to 60 seconds. An affected target's speed is reduced by -30%, it takes a -2 penalty to AC, a -2 penalty to Dexterity saving throws, and its action speed is slowed by -30%. Each target may make a new DC 9 Wisdom saving throw each round to attempt to end these effects early.
  • Type: Ranged Area of Effect
  • Range: 18 Yards
  • Cooldown: 120 Seconds
  • Requirements: Level 5
  • Cost: 2 Points
  • Ranks: III


haste-icon.png Haste


  • Effect: The world seems to come to a crawl for the target, allowing them to react more quickly to events around them. For the next 60 seconds, the target gains +50% action speed and -2 AC.
  • Type: Direct Effect
  • Range: 18 Yards
  • Cooldown: 120 Seconds
  • Requirements: Slow & Level 5
  • Cost: 2 Points
  • Ranks: III

invisibility-icon.png Invisibility


  • Effect: An ally you designate becomes invisible for 180 seconds. Anything the target is wearing or carrying also becomes invisible. The spell ends for a target that attacks or casts a spell.
  • Type: Direct Effect
  • Range: 5 Yards
  • Cooldown: 80 Seconds
  • Requirements: Level 3
  • Cost: 2 Points
  • Ranks: I


stoneskin-icon.png Stoneskin


  • Effect: This spell turns the flesh of a willing creature you touch as hard as stone. For the next 60 seconds, the target gains 20% resistance to bludgeoning, piercing, and slashing damage.
  • Type: Direct Effect
  • Range: Melee
  • Cooldown: 160 Seconds
  • Requirements: Invisibility & Level 7
  • Cost: 3 Points
  • Ranks: III


mass_invisibility-icon.png Mass Invisibility


  • Effect: An ally you designate and all other allies within 6 yards become invisible for up to 180 seconds. Anything the targets are wearing or carrying also becomes invisible. The spell ends for a target that attacks or casts a spell.
  • Type: Ranged Area of Effect
  • Range: 6 Yards
  • Cooldown: 240 Seconds
  • Requirements: Invisibility & Level 11
  • Cost: 3 Points
  • Ranks: I



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