The School of Transmutation involves altering matter, modifying creatures, and weaving energy to create brand new forms. True Transmuters aren’t satisfied with mere alchemical tricks — they seek out ways to reshape the very mental qualities of their friends and foes while also finding new ways to enhance allies’ regenerative abilities.
Not convinced that the School of Transmutation is for you? Well Transmuters are experts at changing things, so perhaps these 20 statistics on DnD 5e’s Transmutation spells will change your mind:
Transmutation’s longest spell is Control Water (551 words) and its shortest spell is Jump (14 words). This 1st-level spell is the 2nd-shortest in the game after Invulnerability (10 words).
There are 94 Transmutation spells, making the school the second-most common in the game after Evocation. About 20% of 5e spells belong to Transmuters.
Transmutation spell descriptions have the fourth-shorest average (147) word count and third-highest median (131) word count of Dungeons and Dragons 5e’s eight spell schools.
Like most schools (except Enchantment), Wizards have access to the most Transmutation spells at 63 (67% of what the school has to offer). Paladins, with only 3 Transmutation spells, are the least fussed with this sort of magic.
Artificers have the most Transmutation-heavy spell lists in 5e, barely beating out Druids (33.75% and 33.33% respectively). Paladins are the only class to have a base class spell list comprised of sub-10% Transmutation spells.
Utility spells are the most common for Transmuters, with buffs, damage, and debuffs following behind. The school only has three healing spells (Goodberry, Regenerate, and Reincarnate), but they’re all quite powerful.
50 Transmutation spells require a material component. Of those, only 4 spells consume the material when cast.
Sequester is the School of Transmutation’s most expensive spell. It requires a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp. Pretty expensive, but it does allow you to keep a creature extremely safe for an indefinite amount of time.
Overall, Transmutation spells that consume the material component total 7,000 gp. Transmutation spells that don’t consume the material but have a specific cost requirement total 3,000 gp. This brings the school’s total cost to a very tidy 10,000 gp.
There are 46 concentration spells and 5 ritual spells in the school of Transmutation.
Transmutation has seen good representation throughout 5e’s lifetime. The Player’s Handbook kicked the school off with 64 spells, Xanathar’s Guide to Everything added 29 more, and Tasha’s Cauldron of Everything included 1 more (Tasha’s Otherwordly Guise).
Transmuters like to be up close. 65 Transmutation spells have a range of 30 feet or less. That’s 69% of the school.
There are 30 area of effect Transmutation spells in 5e.
Bludgeoning damage accounts for more than a third of Transmutation’s 22 damaging abilities. Transmuters also have a good mix of elemental damage, as well as piercing damage.
Dexterity saving throws are the most common ones forced by Transmuters. Constitution, Strength, and Wisdom all get just slightly less play. Intelligence and Charisma won’t help you at all against Transmutation spells.
Transmutation’s most damaging ability is Disintegrate. This 6th-level spell deals an average of 75 force damage (10d6+40) on a failed Dexterity saving throw — or 0 damage on a successful one. If you do manage to land this spell and drop your foe to 0 hit points with it, they’ll also be reduced to dust — pretty neat.
Transmutation spells follow the same basic casting time pattern as every school in 5e. The school does, however, have the only spell in the game with a casting time of 1 action or 8 hours (Plant Growth).
Transmutation spells’ most common durations are instantaneous, 1 minute, and 1 hour. Move Earth is the only spell in the game with a duration of 2 hours.
Transmutation spells spike at second-level (19% of the school), but there’s good representation across the board.
33 Transmutation spells have been around since the first edition of Dungeons and Dragons. That’s the most of any school of magic in 5e. Here they are:
|Feather Fall||Rope Trick|
|Jump||Speak With Plants|
|Move Earth||Time Stop|
|Plant Growth||Wind Walk|
|Purify Food And Drink|
All data is taken from the three main fifth edition rulebooks (Player’s Handbook, Xanathar’s Guide to Everything, and Tasha’s Cauldron of Everything).
Word counts do not include the spell name, level, school, casting time, range, components, or duration. Nor do they include the stat blocks of any summoned or conjured creatures. They also do not include the words “At Higher Levels” for spells that can be upcast. Word counts do, however, include all text included in charts, including numbers.
One statistic from above is somewhat subjective: spell types (damage, heal, buff, debuff, utility). I tried to take a common-sense approach to what category each spell falls into and limited each spell to two types. Hopefully, these spell classifications at least prove useful for relative comparisons between spell schools if nothing else.
As a final disclaimer, I did all of this by hand, so there are almost certainly some small errors in my work — I’m only human.