Transmuter
"There is no form I cannot be, no ability that is beyond"
CLASS TRAITS:
Role: Controller and Leader
Power Source: Arcane
Key Abilities: Intelligence, Constitution

Armour Proficiencies: Cloth
Weapon Proficiencies: Simple melee, Simple ranged
Implements: Daggers, Staffs, Wands
Bonuses to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Arcana, Dungeoneering. From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Diplomacy, History, Insight, Nature, Religion

Class Features: Shifter's Restoration, Change Shape, Beast Form Powers
There are many different styles of shapeshifting to be seen. One is the literal bodily alteration where the body physically changes, this is the path of which you chose. Your spells hamper your enemies and stregthen your allies. When pressed you shift form and stirke at your enemies with newly gained claws, and breath of fire. Ever changing and adapting, this is your magic, this is your life.
Class Features

SHIFTER'S RESTORATION
You gain the shifter's restoration power.

CHANGE SHAPE
You gain the change shape power.

BEAST FORM POWERS
Some polymorph powers do not allow you to cast your arcane spells while in that form, any power with the beast form keyword allows you to cast that spell while polymorphed into a form that doesn't normally allow the casting of spells.

Transmuter Powers
Class Features
Change Shape
Transmuter Feature
You alter your form to look like another person.
At-Will * Arcane, Polymorph
Minor Action                 Personal
Effect: You can alter your physical form to take on the appearance of any Medium humanoid, including a unique
individual.
Shifter's Restoration
Transmuter Feature
As your body shifts and contorts, you gain renewed vigor.
Encounter * Arcane, Healing
Immediate Reaction                 Personal
Trigger: You use a personal power with the polymorph keyword.
Effect: You gain temporary hit points equal to your level + your Constitution modifier.
Level 1 At-Will Powers
Caltrops
Transmuter Attack 1
Sharp barbs seems to grow from the ground, ready to impale those who pass through the area.
At-Will * Arcane, Zone, Implement
Standard Action                 Area burst 1 within 10 squares
Target:
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier damage.
Increase damage to 4d4 + Intelligence modifier at 21st
level.
Effect: You create a zone of difficult terrain that lasts
until the end of your next turn. If a creature enters
the area, make an Intelligence vs. Reflex attack to
deal 2d4 + Intelligence modifier damage to the
target.
Fist of Stone
Transmuter Attack 1
Your hand becomes solid stone and you swing it at your
enemy.
At-Will * Arcane, Implement
Standard Action                 Melee 1
Target: One creature
Attack: Intelligence + 2 vs. AC
Hit: 1d8 + Intelligence modifier damage.
Increase to 2d8 + Intelligence modifier damage at 21st
level
Launch Bolt
Transmuter Attack 1
You open your hand, and the missile you hold streaks
outward and strikes your foe.
At-Will * Arcane, Weapon
Standard Action                 Ranged 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 1[W] + Intelligence modifier damage.
Increase to 2[W] + Intelligence modifier damage at 21st
level.
Animated Attack
Transmuter Attack 1
Your dagger flies from your belt and crosses with your
opponent’s weapon, then begins to beat him back.
At-Will * Arcane
Standard Action                 Melee weapon 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1[W] + Intelligence modifier damage.
Increase damage to 2[W] + Intelligence modifier at 21st
level.
Effect: This power counts as a melee basic attack.
When a power allows you to make a melee basic attack,
you can use this power.
Level 1 Encounter Powers
Slide
Transmuter Attack 1
You clench your hand as you gaze at your opponent,
and by moving your clenched fist, you slide your
opponent.
Encounter * Arcane, Implement
Standard Action                 Ranged 1
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier damage and you slide
the target a number of squares equal to your
Constitution modifier.
Belker Claws
Transmuter Attack 1
Smoke begins to seep from your hands as your
fingernails lengthen into talons.
Encounter * Arcane, Implement
Standard Action                 Melee touch 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier damage, and the
target is dazed until the end of your next turn.
Ray of Clumsiness
Transmuter Attack 1
A ruby ray streaks from your hand, causing your
opponent to stumble.
Encounter * Arcane, Implement
Standard Action                 Ranged 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage and the target
falls prone.
Scatterspray
Transmuter Attack 1
Encounter * Arcane, Implement
Standard Action                 Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage.
Level 1 Daily Powers
Icebound Sigil
Transmuter Attack 1
By laying your hand upon a weapon, you infuse it with icy cold, giving it the power to freeze foes.
Daily * Arcane, Cold
Minor Action                 Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals extra cold damage equal to your Constitution modifier. As a free action, the target's wielder can end the effect when he or she hits a creature. That creature is then immobilized (save ends).
Reduce Person
Transmuter Attack 1
You reduce your opponent to a minor nuisance.
Daily * Arcane, Polymorph, Implement
Standard Action                 Ranged 1
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target is slowed and weakened (save ends all).
Miss: The target is slowed and weakened until the end of your next turn.
Stormclaw Scorpion Form
Transmuter Attack 1
You transform into a stormclaw scorpion, snapping and stinging at any
foe foolish enough to attack you. Your fierce attack on a nearby
foe rips muscle and tendon, holding it fast in its place.
Daily * Arcane, Lightning, Polymorph, Implement
Standard Action                 Melee touch 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage, and the target is grabbed.
Effect: Until the end of the encounter, while you are in
scorpion form and are able to take actions, any enemy that
makes a melee attack against you takes lightning damage equal to
your Constitution modifier.
Sustain Standard: Repeat the attack.
Sonic Strike
Transmuter Attack 1
You unleash a terrible roar that pummels your opponent.
Daily * Arcane, Thunder, Implement
Standard Action                 Ranged 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d10 + Intelligence modifier fire damage and the
target is slowed (save ends).
Miss: Half damage and the target is slowed until the end of your next turn.
Body of the Sun
Transmuter Attack 1
Holding your hands outward, your body explodes with
light and flame.
Daily * Arcane, Fire, Zone, Implement
Standard Action                 Close burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Effect: You create an aura of fire around you that moves
with you. Any creature that ends its turn in the aura
takes fire damage equal to your Intelligence modifier. The
aura lasts until the end of your next turn.
Sustain Minor: The effect persists.
Troglodyte Mauler Form
Transmuter Attack 1
Daily * Arcane, Polymorph
Minor Action                 Personal
Effect: Until the end of the encounter, you take the form of a medium troglodyte mauler. You retain your statistics, hit points, but you have a speed of 5, and gain 10 temporary hit points, a +2 power bonus to AC. You can use your arcane powers while in this form, and you gain the following melee basic claw attack, bite attack, and troglodyte stench ability.

Melee Basic Claw Attack: Standard action; reach 1; your
level + 7 vs. AC; 1d4 + Intelligence modifier damage. This is not an implement attack.

Bite Attack: Minor action (1/round); reach 1; your level + 5 vs. AC; 1d6 + Intelligence modifier damage and until the end of your next turn, healing on the target restores only half the total amount.

Troglodyte Stench: Aura 1, living enemies within the aura take a -2 penalty to attack rolls.
Fire Beetle Form
Transmuter Attack 1
You take the form of a scorching hot fire beetle, and attack with ferocious fire attacks.
Daily * Arcane, Fire, Polymorph, Implement
Minor Action                 Personal
Effect: Until the end of the encounter, you take the form of a small fire beetle. You retain your statistics, hit points, and defenses, but you have a speed of 6, and resist fire 10. You cannot use your arcane powers while in this form, and you gain the following melee basic bite attack, fire spray attack, and reactive attack.

Melee Basic Bite Attack: Standard action; reach 1; your
level + 7 vs. AC; 2d4 + Intelligence modifier damage. This is not an implement attack.

Fire Spray: Standard action; close blast 3;
once per encounter; Intelligence vs. Reflex; 3d6 +
Intelligence modifier fire damage.

Reactive Attack: Immediate reaction, when you become
bloodied; fire spray recharges and you can use it immediately.
Level 2 Utility Powers
Magic Weapon
Transmuter Utility 2
A weapon you touch becomes magical.
Encounter * Arcane
Minor Action                 Melee touch 1
Target: You or one ally
Effect: The weapon you touch gains a +1 bonus to hit
and damage and deals an extra +1d6 damage on a
critical hit. This power lasts for 5 minutes.
Mage Armor
Transmuter Utility 2
Daily * Arcane
Minor Action                 Melee touch 1
Target: You or one ally
Effect: You gain a +4 power bonus to AC until the end of the
encounter.
Expeditious Retreat
Transmuter Utility 2
Your form blurs as you hastily withdraw from the
battlefield.
Daily * Arcane
Move Action                 Personal
Effect: You shift up to twice your speed.
Darkvision
Transmuter Utility 2
The darkness around you fades away, illuminating in
shades of gray.
Daily * Arcane
Standard Action                 Personal
Effect: You gain darkvision. This power lasts 12 hours.
Enlarge Person
Transmuter Utility 2
With a snap of your fingers, your ally grows in size and
power.
Daily * Arcane, Polymorph
Standard Action                 Ranged 1
Target: You or one ally
Effect: The target doubles in size, increasing in size to
the next size category and taking up the appropriate
number of squares. The target also gains a +2
power bonus to attack and damage. This power
lasts for up to five minutes or can be dismissed by
you as a minor action
Feather Fall
Transmuter Utility 2
You or a creature you choose falls gently, like a feather.
Daily * Arcane
Free Action                 Ranged 1
Target: You or one ally
Effect: You or the creature takes no damage from the
fall, regardless of its distance, and does not fall prone at
the end of the fall.
Level 3 Encounter Powers
Razorclaws
Transmuter Attack 3
Your hands lengthen into sharp claws.
Encounter * Arcane, Implement
Standard Action                 Melee 1
Target: One creature
Attack: Intelligence + 2 vs. AC
Hit: 2d6 + Intelligence modifier damage and ongoing 5
damage (save ends).
Flame Arrow
Transmuter Attack 3
An arrow of fire streaks from your hand to strike a target
you designate.
Encounter * Arcane, Fire, Implement
Standard Action                 Ranged 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage and
ongoing 2 fire damage (save ends).
Hurl
Transmuter Attack 3
You sweep your arms open, and your foes are scattered.
Encounter * Arcane, Force, Implement
Standard Action                 Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage and the
target is pushed a number of squares equal to your
Constitution modifier.
Level 5 Daily Powers
Evistro Demon Form
Transmuter Attack 5
You alter to take the form of a fearsome carnage demon, your fingers and teeth twist and contort into sharp fangs, and sharper claws.
Daily * Arcane, Polymorph
Minor Action                 Personal
Effect: Until the end of the encounter, you take the form of a medium evistro demon. You retain your statistics, hit points, and defenses, but you have a speed of 6, and resist 10 variable (your choice). You can use your arcane powers while in this form, and you gain the following melee basic claw attack, destructive bite attack, and carnage ability.

Melee Basic Claw Attack: Standard action; reach 1; your
level + 7 vs. AC; 1d12 + Intelligence modifier damage. This is not an implement attack.

Destructive Bite Attack: Minor action (1/round); reach 1; your level + 5 vs. AC; 1d6 + Intelligence modifier damage.

Carnage: You gain a +1 bonus to melee attacks against a bloodied target.
Dancing Weapon
Transmuter Attack 5
Your weapon flies from your hand and harries one of your enemies.
Daily * Arcane, Summoning, Weapon
Minor Action                 Ranged 5
Requirement: You must be holding a melee weapon.
Target: One creature
Effect: You throw a melee weapon you are holding into an unoccupied square within range. The weapon has speed 0 and fly 6 (hover). The weapon is considered to be a Small creature. When the dancing weapon drops to 0 hit points, it is not destroyed, and you don’t lose a healing surge. Instead, the weapon returns to your hand. The dancing weapon cannot open or close a door or container, or pick up or drop an item. You can give the dancing weapon the following special commands.
Minor Action: Melee 1; targets one creature; Intelligence vs. AC; 1[W] + Intelligence modifier damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence vs. AC; 1[W] + Intelligence modifier damage.
Ironthunder Horn
Transmuter Attack 5
A loud, thunderous crack issues forth, knocking your
opponents flat.
Daily * Arcane, Thunder, Implement
Standard Action                 Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier thunder damage and the
target is knocked prone.
Miss: Half damage and the target is immobilized until the end of your next turn.
Rage Drake Form
Transmuter Attack 5
You transform into a rage drake, snapping and biting at any foe
with sharp teeth and powerful jaws. Your fierce attack on a nearby
foe rips muscle and tendon with ease.
Daily * Arcane, Implement
Standard Action                 Melee touch 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier damage, and ongoing 5
damage (save ends).
Effect: When first bloodied in the encounter you may make a melee touch attack as an immediate reaction against the target that bloodied you in melee.
Sustain Standard: Repeat the attack.
Corrosive Sigil
Transmuter Attack 5
By laying your hand upon a weapon, you infuse it with arcane acid.
Daily * Arcane, Acid
Minor Action                 Melee touch
Target: One weapon
Effect: Until the end of the encounter, any attack that uses the target as a weapon deals ongoing 5 acid damage (save ends). As a free action, the target's wielder can end the effect when he or she hits a creature using the targetin order to give that creature a penalty to AC equal to your Constitution modifier(save ends).
Ettercap Webspinner Form
Transmuter Attack 5
You take the form a an ettercap webspinner, and in doing so gain its mastery over webs.
Daily * Arcane, Poison, Polymorph, Zone, Implement
Minor Action                 Personal
Effect: Until the end of the encounter, you take the form of a medium ettercap webspinner. You retain your statistics, hit points, and defenses, but you have a speed and climb of 5, and resist poison 10. You can use your arcane powers while in this form, and you gain the following melee basic bite attack, webbed terrain attack, and web walker ability.

Melee Basic Bite Attack: Standard action; reach 1; your
level + 7 vs. AC; 1d6 + Intelligence modifier damage, and you make a secondary attack against the same target; Secondary attack: Intelligence vs. Fortitude; ongoing 5 poison damage. Secondary attack is an implement attack.

Webbed Terrain: Standard action; area burst 2 within 10;
once per encounter; Intelligence vs. Reflex; the target is immobilized (save ends). The zone is filled with spider webs and is considered difficult terrain until the end of the encounter.

Web Walker: You ignore the movement effects of webs and difficult terrain related to spider swarms.
Level 6 Utility Powers
Spider Climb
Transmuter Utility 6
As you casually scale the wall, onlookers catch glimpses of hundreds
of shadowy legs and pieces of spider-selves that couldn’t
possibly match the real you.
Encounter * Arcane
Minor Action                 Melee touch 1
Target: You or one ally
Effect: Until the end of your next turn, you have a climb
speed equal to your speed and can move at your normal
speed even while prone.
Troll's Regeneration
Transmuter Utility 6
You imbue an ally with a steady flow of arcane energy, which restores vigor.
Daily * Arcane, Healing
Minor Action                 Close burst 10
Target: You or one ally in burst; target must be bloodied
Effect: The target gains regeneration equal to your Constitution modifier until the end of the encounter. As a minor action, the target can end this effect to spend a healing surge.
Bull’s Strength
Transmuter Utility 6
The ghostly outline of a bull overlays the touched
individual, before vanishing with a powerful snort.
Daily * Arcane
Minor Action                 Close burst 5
Target: You or one ally
Effect: The target gains a +2 power bonus to melee damage rolls until the end of the encounter.
Greater Magic Weapon
Transmuter Utility 6
The weapon you touch glows with magical power.
Daily * Arcane
Minor Action                 Melee touch 1
Target: You or one ally
Effect: The weapon you touch gains a +2 power bonus
to hit and damage and deals an extra 2d6 damage
on a critical hit. This power lasts for 5 minutes.
Cat’s Grace
Transmuter Utility 6
The prowling shape of a black cat descends to cover the
target before fading to a slight yellow glimmer in the
target’s eyes.
Daily * Arcane
Minor Action                 Melee touch 1
Target: You or one ally
Effect: The target gains a +2 power bonus to AC and to
Acrobatic skill checks for 5 minutes.
Fox’s Cunning
Transmuter Utility 6
The ghostly image of a fox spirals around the target
before slipping nimbly out of sight amid the target’s
clothes.
Daily * Arcane
Minor Action                 Melee touch 1
Target: You or one ally
Effect: The target gains a +2 power bonus to Reflex
defense and Stealth skill checks.
Bear’s Endurance
Transmuter Utility 6
For a moment, the spiritual shape of a bear outlines your
own form or that of an ally, before disappearing with a
deep growl.
Daily * Arcane
Minor Action                 Melee touch 1
Target: You or one ally
Effect: The target gains a +2 power bonus to Fortitude
defense and temporary hit points equal to your Constitution
modifier for up to 5 minutes.
Eagle’s Splendor
Transmuter Utility 6
The screeching phantasmal image appears over the
target before diving to become one with the target.
Daily * Arcane
Minor Action                 Melee touch 1
Target: You or one ally
Effect: The target gains a +2 power bonus to Will
defense and the Diplomacy skill for up to 5 minutes.
Levitate
Transmuter Utility 6
You hold out your hands, and suddenly you feel air
beneath your feet.
Daily * Arcane
Standard Action                 Personal
Effect: You can move 4 squares vertically and remain
there, hovering above the ground. While aloft, you
are unsteady, taking a –2 penalty to AC and Reflex
defense. If some effect, such as a pit opening below
you, causes you to be more than 4 squares above
the ground, you drop down to 4 squares above the
ground. You do not take damage from such a fall.
Sustain Move: You can sustain this power until the end of the encounter or for 5 minutes. When you sustain this power, you can move 3 squares up or down or 1 square horizontally. You cannot go higher than 4 squares above the ground. If you don’t sustain the power, you descend to the ground without taking falling damage.
Raven Form
Transmuter Attack 6
The world around grows as you shrink to become a raven, the perfect form for scouting.
Daily * Arcane, Polymorph
Minor Action                 Personal
Effect: Until the end of the encounter, you assume the form of a Tiny raven. In this form, you gain a fly speed equal to your speed, and your walking speed becomes 2. You can’t attack, pick up anything, or manipulate objects. Until this power ends, you can use a minor action to change back to your humanoid form. This power lasts for 5 minutes or until you change back to humanoid form.
Level 7 Encounter Powers
Hamatula Barbs
Transmuter Attack 7
Your body grows cruel barbs that impale those grabbing
you.
Encounter * Arcane, Implement
Immediate Reaction                 Personal
Trigger: You are grabbed.
Hit: 2d8 + Intelligence modifier damage and the target
lets go of you.
Steeldance
Transmuter Attack 7
You cause your opponent’s weapons to attack their
owners.
Encounter * Arcane, Implement
Standard Action                 Area burst 1 within 10 squares
Target: Each enemy with a weapon in hand in burst
Attack: Intelligence vs. Reflex
Hit: Target’s weapon deals 1[W] + your enemies Strength modifier + your Intelligence modifier damage.
Eruption
Transmuter Attack 7
You cause the ground to boil open with fiery magma.
Encounter * Arcane, Fire, Implement
Standard Action                 Area burst 2 within 10 squares
Target:
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier fire damage and the
area is treated as difficult terrain until the start of
your next turn.
Level 9 Daily Powers
Young Dragon Form
Transmuter Attack 9
You transform into a young dragon, snapping and clawing at any foe foolish enough to attack you. Your fierce attack on a nearby foe rips muscle and tendon.
Daily * Arcane, Polymorph, Implement
Standard Action                 Personal
Effect: Until the end of the encounter, you take the form of a huge black, blue, green, red, or white dragon (your choice when you use this power). You retain your statistics, hit points, and defenses, but you have a speed of 6, fly 8 (hover),and resist 10 acid, lightning, poison, fire, or cold (your choice). You can use your arcane powers while in this form, and you gain the following melee basic bite attack, breath weapon attack, and reactive attack.

Melee Basic Bite Attack: Standard action; reach 1; your
level + 7 vs. AC; 1d10 + Intelligence modifier damage. This is not an implement attack.

Breath Weapon Attack: Standard action; close blast
5 once per encounter; Intelligence vs. Fortitude; 2d8 +
Intelligence modifier acid, lightning, poison, fire, or cold
damage (based on the form you choose).

Reactive Attack: Immediate reaction, when an enemy
flanks you; make a melee basic bite attack. On a hit, you
also slide the target a number of squares equal to your
Constitution modifier.
Girallon’s Blessing
Transmuter Attack 9
A second pair of clawed arms grows from your side as
your original hands become like claws.
Daily * Arcane, Polymorph, Implement
Standard Action                 Melee 1
Target: One, two, three or four creatures
Attack: Intelligence vs. AC, four attacks
Hit: 1d8 + Intelligence modifier damage. If you hit a target with two or more attacks, you deal additional 1d8 damage.
Sustain Standard: The claws persist, repeat the attack. You can sustain the power up to 5 minutes.
Slow
Transmuter Attack 9
The air around your opponents seems to solidify as they
suddenly move slower and slower.
Daily * Arcane, Psychic, Implement
Standard Action                 Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage and ithe target is slowed and dazed (save ends both).
Miss: Half damage and the target is slowed (save ends).
Effect: Allies within the burst gain a +1 power bonus to attack rolls until the end of your next turn.
Troll Form
Transmuter Attack 9
You unleash the primal beast within and take on the form a savage
troll.
Daily * Arcane, Polymorph, Implement
Standard Action                 Melee 1
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier damage + 2
Effect: You take on the form of a barbaric troll, your size increases to large, space permitting. Until the end of the encounter or until rendered unconscious, you gain a +2 bonus to damage rolls. In addition, when you are bloodied, you gain regeneration 5 as long as this power is sustained.
Sustain Standard: Repeat the attack.
Giant’s Wrath
Transmuter Attack 9
You grow to massive proportions and swat your foes like
flies.
Daily * Arcane, Polymorph, Implement
Standard Action                 Close burst 2
Target:
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier damage and the opponent is pushed a number of squares equal to your Constitution modifier and knocked prone.
Miss: Half damage.
Effect: You increase in size to large with the appropriate increase in squares, pushing all creatures out of any squares you grow to occupy. At the start of your turn, you return to your normal size.
Radiant Sigil
Transmuter Attack 9
Brilliant light streams from the weapon as you lay your hand upon it, you imbue it with radiant might and healing power.
Daily * Arcane, Acid, Radiant, Healing
Minor Action                 Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, any attack that uses the target as a weapon deals radiant damage. Whenever any attack power using the target hits, the target's wielder regains hit points equal to your Constitution modifier. As a free action, the target's wielder can end the effect when he or she hits a creature.   That creature is then dazed (save ends). In addition, the wielder can spend a healing surge and regain additional hit points equal to your Constitution modifier.
Level 10 Utility Powers
Dragons Hide
Transmuter Utility 10
Your skin transforms and takes on the appearance of dragons hide, as you deflect elemental energies.
Encounter * Arcane, Acid, Cold, Fire, Lightning, Poison
Immediate Interrupt                 Personal
Trigger: You are hit with an attack that deals fire, acid, cold, lightning, or poison damage.
Effect: You gain resist 5 + one half your level to the approriate energy type until the end of your next turn.
Blink
Transmuter Utility 10
You slip in and out of existence as you move across the
battlefield.
Encounter * Arcane, Teleportation
Move Action                 Personal
Effect: You shift up to your speed, and ignore difficult terrain and obstacles when you move, and can even pass through enemy creatures when you move. You likewise do not provoke attacks when you move. You cannot end your movement in an obstacle or another creature’s space.
Alter Self
Transmuter Utility 10
Your shape alters to best suit your current situation.
Encounter * Arcane, Polymorph
Move Action                 Personal
Effect: You may choose to gain a fly, burrow or swim speed of twice your speed for this
move action.
Keen Edge
Transmuter Attack 10
The deadly parts of the weapon you touch become suffused with magic, making them sharper and dealier.
Daily * Arcane
Minor Action                 Melee touch
Target: One weapon
Effect: Until the end of the encounter, attacks with the target score critical hits on rolls of 19 or higher.
Haste
Transmuter Utility 10
The air seems to change to a golden hue as your allies
become blurs of motion
Daily * Arcane
Standard Action                 Close burst 3
Target: Each ally in burst
Effect: The target makes a melee or ranged basic attack with a power bonus to the attack and damage roll equal to your Constituion modifier against an adjacent enemy without provoking opportunity attacks.
Magus Shield
Transmuter Utility 10
A small metal sheaf unfolds into a medium-sized shield that floats in front of you or an ally and blocks incoming attacks
Daily * Arcane, Conjuration
Standard Action                 Close burst 5
Target: You or one ally
Effect: You conjure a shield of metal and magic to protect the target. The target gains a +4 power bonus to AC and Reflex until the end of the encounter or until you move the shield. As a minor action, you can move the shield to a new target within range. That target then gains the bonus.
Level 13 Encounter Powers
Telekinetic Thrust
Transmuter Attack 13
You thrust your arm outward, hurling your opponent up
and away.
Encounter * Arcane, Force, Implement
Standard Action                 Close blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier force damage and the target is pushed a number of squares equal to your Constitution modifier.
Bite of the Werewolf
Transmuter Attack 13
Your jaws elongate into a wolf-like muzzle filled with
sharp canine teeth.
Encounter * Arcane, Polymorph, Implement
Standard Action                 Melee 1
Target:
Attack: Intelligence + 2 vs. AC
Hit: 2d8 + Intelligence modifier damage, the target is knocked prone, and ongoing 5 damage.
Level 15 Daily Powers
Vulnerability
Transmuter Attack 15
With but a gesture, you make an opponent vulnerable to
harm.
Daily * Arcane, Implement
Standard Action                 Ranged 15
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier damage and the target
gain vulnerability 10 (save ends) to all damage.
Miss: Half damage and vulnerability 5 (save ends) to all damage.
Arcane Backlash
Transmuter Attack 15
Your opponents suffer your wrath for bringing harm to you.
Daily * Arcane, Implement
Immediate Reaction                 Close burst 10
Trigger: You are hit by an attack
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: The target takes the same amount of untyped
damage that was just dealt to you.
Miss: Half damage.
Hydra's Wrath
Transmuter Attack 15
You grow to the massive proportions of a hydra and snap with fury at your foes.
Daily * Arcane, Acid, Polymorph, Implement
Standard Action                 Close burst 3
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 4d10 + Intelligence modifier damage and the target takes ongoing 10 acid damage.
Miss: Half damage.
Effect: You increase in size to huge with the appropriate increase in squares, pushing all creatures out of any squares you grow to occupy. At the start of your turn, you return to your normal size.
Arcane Backlash
Transmuter Attack 15
Your opponents suffer your wrath for bringing harm to you.
Daily * Arcane, Implement
Immediate Reaction                 Close burst 10
Trigger: You are hit by an attack
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: The target takes the same amount of untyped
damage that was just dealt to you.
Miss: Half damage.
Vulnerability
Transmuter Attack 15
With but a gesture, you make an opponent vulnerable to
harm.
Daily * Arcane, Implement
Standard Action                 Ranged 1
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 4d8 + Intelligence modifier damage and the target
gain vulnerability 10 (save ends) to all damage.
Miss: Half damage.
Baleful Polymorph
Transmuter Attack 15
Transformed into a harmless animal, your enemy can do
nothing but struggle against its useless new form.
Daily * Arcane, Polymorph, Implement
Standard Action                 Ranged 1
Target: One creature
Attack: Intelligence vs. Will
Hit: The target is stunned and assumes the form of a harmless,
Tiny natural beast or fey beast such as a newt, a
turtle, or a mouse (save ends both). As a minor action,
you can end the effect, which makes the target subject to
the aftereffect.
Aftereffect: 1d10 + Intelligence modifier damage.
Miss: 1d10 + Wisdom modifier damage, and the target is
dazed (save ends).
Adult Dragon Form
Transmuter Attack 15
You transform into a adult dragon, snapping and clawing at any foe foolish enough to attack you. Your fierce attack on a nearby foe rips muscle and tendon.
Daily * Arcane, Polymorph, Implement
Minor Action                 Personal
Effect: Until the end of the encounter, you take the form of a huge black, blue, green, red, or white dragon (your choice when you use this power). You retain your statistics, and hit points, but you have a speed of 8, fly 10 (hover), gain a +2 power bonus to all defenses, and resist 15 acid, lightning, poison, fire, or cold (your choice). You can use your arcane powers while in this form, and you gain the following melee basic bite attack, breath weapon attack, and reactive attack.

Melee Basic Bite Attack: Standard action; reach 2; your
level + 7 vs. AC; 2d10 + Intelligence modifier damage. This is not an implement attack.

Breath Weapon Attack: Standard action; close blast
5 once per encounter; Intelligence vs. Fortitude; 3d8 +
Intelligence modifier acid, lightning, poison, fire, or cold
damage (based on the form you choose).

Reactive Attack: Immediate reaction, when an enemy
flanks you; make a melee basic bite attack. On a hit, you
also slide the target a number of squares equal to your
Constitution modifier.
Lightning Sigil
Transmuter Attack 15
Pouring arcane power into a weapon or implement, you create a crackling field that lashes at foes with tendrils of lightning.
Daily * Arcane, Lightning
Minor Action                 Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, any attack that uses the target as a weapon or an implement deals extra lightning damage equal to 5 + your Constitution modifier. As a free action, the target's wielder can end the effect when he or she hits a creature. That creature is then dazed (save ends).
Level 16 Utility Powers
Vorpal Edge
Transmuter Attack 16
The deadly parts of the weapon you touch become suffused with magic, making them sharper and dealier.
Daily * Arcane
Minor Action                 Melee touch
Target: One weapon
Effect: Until the end of the encounter, attacks with the target score critical hits on rolls of 18 or higher.
Wall of Stone
Transmuter Utility 16
A granite wall emerges from the ground as you direct.
Daily * Arcane, Conjuration
Standard Action                 Area wall 12 within 10 squares
Effect: You conjure a wall of rough stone. The wall can
be up to 6 squares high and must be on a solid surface.
The wall is a solid obstacle. Each square of the wall has
100 hit points and crumbles into difficult terrain if it is
destroyed. The whole wall crumbles into difficult terrain
at the end of the encounter.
Stoneskin
Transmuter Utility 16
You sprinkle a tiny pinch of diamond dust over the
subject, and his skin turns gray and hard as granite.
Daily * Arcane
Standard Action                 Melee touch 1
Target: You or one ally
Effect: The target gains resist 10 to all damage until the end of the encounter or for 5 minutes.
Fly
Transmuter Utility 16
You leap into the air and don’t look back.
Daily * Arcane
Standard Action                 Personal
Effect: You gain a speed of fly 8 until the end of your
next turn.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don’t sustain it, you float to the ground without taking falling damage.
Level 17 Encounter Powers
Lucent Lance
Transmuter Attack 17
A brilliant beam of light stretches out from your hand to
strike your enemies.
Encounter * Arcane, Radiant, Implement
Standard Action                 Close blast 5
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier radiant damage and the
target is stunned until the end of your next turn.
Golem's Rampage
Transmuter Attack 17
You transform into a stone golem and rampage for a short time.
Encounter * Arcane, Polymorph, Implement
Standard Action                 Melee touch 1
Target: One creature
Attack: Intelligence + 2 vs. AC
Hit: 3d6 + Intelligence modifier damage.
Effect: You gorw to fill a large space and then you can move your speed + 2. Any enemy that could make an opportunity attack against you during this movement is subject to an attack.
Level 19 Daily Powers
Grasping Rope
Transmuter Attack 19
Weaving magic into a rope, you transform the object into a whirling, grasping weapon.
Daily * Arcane, Zone, Implement
Standard Action                 Area burst 2 within 10 squares
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 3d10 + Intelligence modifier damage, and the target is immobilized (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Effect: The burst creates a zone of grasping rope that lasts until the end of your next turn. The zone is difficult terrain to enemies, and each enemy that enters the zone or starts its turn there is slowed until the end of its next turn.
Sustain Minor: The zone persists.
Earth Reaver
Transmuter Attack 19
You send a tidal wave of stone towards your enemy
Daily * Arcane, Zone, Implement
Standard Action                 Close burst 10
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 4d10 + Intelligence modifier and the target is
knocked prone.
Effect: You create a zone of difficult terrain that lasts
until the end of the encounter. You can dismiss the
zone as minor action.
Disintegrate
Transmuter Attack 19
You fire a green ray from your hand. Whatever the
emerald beam hits disappears in a puff of gray dust.
Daily * Arcane, Implement
Standard Action                 Ranged 1
Target: One creature or object
Attack: Intelligence vs. Reflex
Hit: 5d10 + Intelligence modifier damage, and ongoing
10 damage (save ends). If the target saves, it takes
ongoing 5 damage (save ends).
Special: You don’t need to make an attack roll to hit an
unattended object with this power.
Miss: 3d10 + Intelligence modifier damage, and ongoing
5 damage (save ends).
Flesh to Stone
Transmuter Attack 19
As your opponent watches in horror, his flesh become rock-like and increasingly rigid.
Daily * Arcane, Implement
Standard Action                 Ranged 1
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 8d6 + Intelligence modifier damage and the target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes immobilized (save ends). If the target fails its second saving throw against this power, the target becomes petrified (no save).
Miss: Half damage and the target is slowed (save
ends).
Level 22 Utility Powers
Sails of the Four Winds
Transmuter Utility 22
You wave your arms about creating a wndstorm that you use to move youself and your allies.
Encounter * Arcane
Minor Action                 Close burst 5
Target: You and each ally in burst
Effect: You slide each target a number of squares equal to your Constitution modifier.
Time Stop
Transmuter Utility 22
Everything around you slows to a halt, frozen in time.
Then, after a few moments, everything starts to speed
up again, returning to normal time.
Daily * Arcane
Minor Action                 Personal
Effect: You gain two extra standard actions, which you
can’t use to attack other creatures.
Tenser’s Transformation
Transmuter Utility 22
Your brow thickens as you become a tool of war.
Daily * Arcane
Standard Action                 Melee touch
Target: You or one ally
Effect: Until the end of the encounter the target gains several benefits; a +2 power bonus to attack rolls, and a +5 power bonus to damage. 20 temporary hit points; proficiency in simple melee and military melee weapons.
Level 23 Encounter Powers
Bite of the Weretiger
Transmuter Attack 23
Your jaws stretch wide as you let out a ferocious roar.
Encounter * Arcane, Implement
Standard Action                 Melee touch 1
Target: One creature
Attack: Intelligence + 2 vs. Reflex
Hit: 4d8 + Intelligence modifier damage, and the target is slowed and takes ongoing 10 damage (save ends both).
Special: When charging, you can use this power in place of a melee basic attack.
Flensing
Transmuter Attack 23
Your foe’s body shreds itself to pieces.
Encounter * Arcane, Implement
Standard Action                 Ranged sight 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier damage and ongoing 10
damage (save ends).
Level 25 Daily Powers
Life-Shock Sigil
Transmuter Attack 25
Through the use of your magic, you create a weapon that heals while it hurts.
Daily * Arcane, Healing
Minor Action                 Melee touch
Target: One weapon or implement
Effect: Until the end of the encounter, once per round when an attack that uses the target as a weapon or an implement hits, one bloodied ally within 5 squares of the target's wielder regains hit points equal to 10 + your Constitution modifier. As a free action, the target's wielder can end the effect when he or she hits a creature using the target in order to spend a healing surge. In addition, the target of that attack is stunned until the end of its next turn.
Telekinetic Slam
Transmuter Attack 25
A single sweep of your hand sends your opponents
flying.
Daily * Arcane, Force, Implement
Standard Action                 Close burst 10
Target: Each enemy in burst
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence modifier force damage and you
push the target a number of squares equal to your Constitution modifier and knock them prone.
Disassemble Foe
Transmuter Attack 25
Your foe literally falls to pieces.
Daily * Arcane, Implement
Standard Action                 Ranged sight 20
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 6d10 + Intelligence modifier damage and 15
ongoing damage (save ends).   Aftereffect: ongoing 10 damage (save ends).   Aftereffect: ongoing 5 damage (save ends).
Miss: 3d10 + Intelligence modifier damage, and
ongoing 10 damage (save ends).
Draconic Roar
Transmuter Attack 25
You inhale sharply, and expel a furious roar that rattles your foes.
Daily * Arcane, Psychic, Thunder, Implement
Standard Action                 Close burst 5
Target: Each enemy in burst
Attack: Intelligence vs. Will
Hit: 6d6 + Intelligence modifier psychic and thunder damage, and the target is stunned until the end of your next turn.
Ancient Dragon Form
Transmuter Attack 25
Your heart is that of an ancient dragon, and now your body is
as well.
Daily * Arcane, Implement
Minor Action                 Personal
Effect: Until the end of the encounter, you take the form of a huge black, blue, green, red, or white dragon (your choice when you use this power). You retain your statistics, and hit points, but you have a speed of 8, fly 10 (hover), gain a +4 power bonus to all defenses, and resist 20 acid, lightning, poison, fire, or cold (your choice). You can use your arcane powers while in this form, and you gain the following melee basic bite attack, breath weapon attack, and reactive attack.

Melee Basic Bite Attack: Standard action; reach 2; your
level + 7 vs. AC; 3d10 + Intelligence modifier damage. This is not an implement attack.

Breath Weapon Attack: Standard action; close blast
5 once per encounter; Intelligence vs. Fortitude; 5d8 +
Intelligence modifier acid, lightning, poison, fire, or cold
damage (based on the form you choose).

Reactive Attack: Immediate reaction, when an enemy
flanks you; make a melee basic bite attack. On a hit, you
also slide the target a number of squares equal to your
Constitution modifier.
Level 27 Encounter Powers
Claws of the Werebear
Transmuter Attack 27
Your jaws stretch wide as you let out a ferocious roar.
Encounter * Arcane
Standard Action                 Melee touch 1
Target: One creature
Attack: Intelligence + 2 vs. Reflex
Hit: 6d8 + Intelligence modifier damage, and the target is dazed and takes ongoing 15 damage (save ends).
Special: When charging, you can use this power in place of a melee basic attack.
Telekinetic Crush
Transmuter Attack 27
You clamp your fist shut tight and your enemies life is sqeezed out before your eyes.
Encounter * Arcane, Force, Implement
Standard Action                 Ranged sight 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 8d6 + Intelligence modifier force damage, and the target is unconscious (save ends). Aftereffect: The target is restrained (save ends).
Level 29 Daily Powers
Simulacrum
Transmuter Attack 29
You use magic and a portion of your life force to fashion a construct capable of sophisticated attacks.
Daily * Arcane, Summoning, Implement
Minor Action                 Ranged 5
Target:
Effect: You create a Medium simulacrum in an unoccupied square within range. The simulacrum has whatever speed and modes of movement you have without bonuses or penalties. The simulacrum has nonmagical copies of any implements or weapons you possessed at the time of its creation. These disappear when this power ends or when they are removed from the simulacrum. You can give the simulacrum the following special commands.
Standard Action: The simulacrum uses an at-will or encounter attack power that you know, regardless of whether you've already expended that power. The simulacrum's use of an encounter power does not count toward your use of that power. The simulacrum uses your attack bonus with the power. It can use each encounter attack power only once for each use of this power.
Standard Action: The simulacrum uses a daily attack power that you know, regardless of whether you've already expended that power. The simulacrum cannot use simulacrum. The simulacrum's use of a daily attack power does not count toward your use of that power. The simulacrum uses your attack bonus with the power. After the simulacrum uses a daily attack power, simulacrum ends.
Opportunity Attack: The simulacrum uses your melee basic attack when making opportunity attacks.
Eye Tyrant Form
Transmuter Attack 29
Daily * Arcane, Implement
Minor Action                 Personal
Effect: Until the end of the encounter, you take the form of a large beholder. You retain your statistics, hit points, and defenses, but you have a speed of fly 6 (hover). You cannot use your arcane powers while in this form, and you gain the following melee basic bite attack, eye ray attacks, and eye ray frenzy.

Melee Basic Bite Attack: Standard action; reach 1; your
level + 7 vs. AC; 2d6 + Intelligence modifier damage. This is not an implement attack.

Eye Ray Attacks: Standard action; each once per encounter;
Using eye rays does not provoke opportunity attacks.
   1—Searing Ray (Radiant): Ranged 10; Intelligence vs. Reflex; 2d8 + Intelligence modifier radiant damage.
   2—Withering Ray (Necrotic): Ranged 10; Intelligence vs. Fortitude; 1d8 + Intelligence modifier damage, and ongoing 10 necrotic damage (save ends).
   3—Sleep Ray (Sleep): Ranged 10; Intelligence vs. Will; the target falls unconscious (save ends).
   4—Telekinesis Ray: Ranged 10; Intelligence vs. Fortitude; the target slides 4 squares.
   5—Hold Ray: Ranged 10; Intelligence vs. Reflex; the target is restrained (save ends).
   6—Confusion Ray (Charm): Ranged 10; Intelligence vs. Will; the target charges its nearest ally and makes a melee basic attack against it.
   7—Fear Ray (Fear, Psychic): Ranged 10; Intelligence vs. Will; 1d8 + Intelligence modifier psychic damage, and the target moves its speed away from the you by the safest route possible.
   8—Petrifying Ray: Ranged 10; Intelligence vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is petrified (no save).
   9—Death Ray (Necrotic): Ranged 10; Intelligence vs. Fortitude; 1d8 + Intelligence modifier necrotic damage, and if the target is bloodied it is dazed (save ends). First Failed Save: The target is dazed and weakened (save ends). Second Failed Save: The target dies.
   10—Disintegrate Ray: Ranged 10; Intelligence vs. Fortitude; 2d10 + Intelligence modifier damage, and ongoing 10 damage (save ends). Aftereffect: Ongoing 5 damage (save ends).

Eye Ray Frenzy: Immediate reaction, when first bloodied all eye rays recharge; make a number of eye ray attacks equal to your Constiution modifier against enemies within 5 squares (1/target).
Living Mountain
Transmuter Attack 29
You become an iron juggernaut.
Daily * Arcane, Implement
Minor Action                 Personal
Effect: Until the end of the encounter, you take the form of a huge living mountain. You retain your statistics, hit points, and defenses, but you have a speed of 8, the threatening reach quality and gain resist 10 to all damage. You can use your arcane powers while in this form, and you gain the following melee basic slam attack, and grounding slam attack.

Melee Basic Slam Attack: Standard action; reach 3; your
level + 7 vs. Fortitude; 2d10 + Charisma modifier damage. This is
not an implement attack.

Grounding Slam Attack: Standard action; close burst
5 once per encounter; Intelligence vs. Fortitude; 1d10 +
Intelligence modifier damage, and the target is knocked prone.
Reverse Gravity
Transmuter Attack 29
With a thought, you fling your enemies skyward.
Daily * Arcane, Force, Implement
Standard Action                 Area burst 3 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 6d10 + Intelligence modifier force damage, aand the target is pushed upward 10 squares, if the creature slams into an obstacle, the upward movement is halted and the creature takes falling damage for the upward movement, then falls, taking additional falling damage and lands prone.
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