The ?The Core Specialist Wizard? series is an interesting concept. It is meant to present specialist wizards as a core, 20 level class. They basically try to ?kick it up a notch? by making the specialists more distinctive than is possible with the core system. In this product, the author focuses on the specialist in the transmutation school of magic. This school of magic focuses on altering the properties of the target of the spell, usually a creature or an object.
Each of the main sections of ?The Transmuter: The Core Specialist Wizard? are discussed below.
The ?Specialist and Multi-classing? section simply states the rules for multi-classing any character that uses the proposed variant specialist wizard rules. As I?ve said in reviews of the previous products in this series, this section seems quite well thought out to ensure consistency with a particular campaign, though, as with most things of this nature, the final word will rest to the individual dungeon masters of the world that have a certain ?flavor? they are striving for.
The ?New Feats? section describes seven new feats in the typical format. Also included is a table listing the feat name and the prerequisites. Unfortunately, it does not include a short description of the feat?s purpose as can be found in the analogous ?core? table. With only seven new feats, this missing element is not as critical as if there were a few more feats. All seven of the feats are ?specialist? feats which have class restrictions of various levels. For example, a prerequisite of two levels in transmuter.
Generally, the seven feats correspond well with the transmutation school of magic. Two feats appear in other products of this series, one allows the caster to learn spells from a prohibited school of magic. The second feat that is repeated in other products affects the abilities of the caster?s familiar. This feat grants the familiar with an ability associated with the relevant school of magic in each product. Hence, in this product the ability associated with the transmutation school is presented. One of the other feats grants an improvement over the Eschew Materials feat, which is a prerequisite to obtaining the new feat. This is an interesting option to provide a means of expanding the group of spells that can be cast without reliance on expensive material components. Another feat enhances the character?s ability with respect to alchemical item creation. There is also a feat that gives the transmuter a ?favored enemy? with respect to being targeted with transmutation spells. Overall, the new feats provide an interesting array of options for developing a specialist spell caster.
?The Transmuter Core Class? section sets out the variant transmuter class in the traditional class format. This product includes two different sidebars that address some questions with the mechanics. These sidebars are likely to allow for a quicker assimilation of the mechanics as presented by most readers and should be commended. In addition, they can be used to discuss the ways the variant class compares to a core ?specialist?. The expansion of this concept to include a brief explanation of the process by which certain abilities were dropped, why certain abilities were changed, why the new content was adopted in the structure that appears would be quite useful.
The variant transmuter class presents well. It has a progression spread across most of the 20 levels. There are no specific transmuter skills that improve in the course of the progression. However, the progression allows for selection of special abilities so that not all transmuters will have the same class abilities. At first level the character gains an ability to substitute one spell component for another. At eleven levels the transmuter gains either a bonus spell or a bonus feat. At four levels, the transmuter can select from a list of class special abilities. This leaves four levels of the progression with no special ability.
There are seven special abilities available to transmuters to select from when they gain a special ability slot in the class progression. Six of the special abilities clearly carry the flavor of the transmutation school with modifications to everything from ability scores, to spells, to crafting. The seventh special ability allows the transmuter to select any feat.
The variant transmuter presented here is a strong addition to this series.
?The Fury PrC? section sets out this prestige class in the traditional format. The fury is a transmuter that requires a physical outlet for rage. Along with rage, this prestige class lists the special ability of shapechangers, ?alternate form?, as a requirement to gain entry. Central to this prestige class is the special ability that allows the character to partially transform into a weapon. This special ability improves twice during the 10 level progression. The fury also gains two special abilities that build on the rage ability that is a prerequisite to this prestige class. One of these special abilities allows the character to extend the length of the rage and the other allows the caster to use the rage special ability an additional time per day. The fury also gains five spell caster levels during the progression. Overall, the fury looks very interesting. This is a truly novel class concept among the core classes.
?The Morph Mage PrC? section sets out this prestige class in the traditional format. The morph mage is a transmuter that focuses on physically transforming into the form of another creature. The morph mage gains spell caster levels at five levels of the 10 level progression. In addition, there are ten different special abilities gained over the progression. Each of them expands the class of creatures that the morph mage can transform into. The morph mage, by becoming the creature, is a fairly interesting variant of the spell caster that summons creatures into battle.
?The Magic Items? section contains two entries which remain entirely true to the theme of transformation which, rightfully, runs throughout this product. The first magic item has the ability, for a limited time, to transform into any weapon type desired by the wielder. The second magic item transforms items placed within it into something else of equal or lesser value.
?The Alchemical Items? section contains five entries. The first is an object that causes anyone within range when the item is used to become dazzled. The second is a modification of a projectile which allows it to deal fire damage, as per alchemist?s fire, to the target of the attack. The third is an item that can be applied to surfaces and will glimmer when heated. The fourth is a liquid that, when imbibed, enhances the drinker?s movement speed. The last entry describes an item which is very similar to some modern fireworks. When used this item ?shoots? a small ball of light for a distance. Upon reaching the distance the ball ?explodes? and sheds light over a large area.
Overall, this product should prove to have some material attractive to most groups. The core class is a strong concept and should satisfy those interested in this school of magic. The list of special abilities which the variant transmuter can select from appears well prepared and is a highlight of this product. The prestige classes in this product provide a path for spell casters to move their abilities toward combat; one by focusing on physically becoming weaponry and the other by becoming a potentially lethal creature. ?The Transmuter? is a polished addition to this series of variant specialists.
To rousing gaming and ample rewards,
I. Perez
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<b>LIKED</b>:
- An interesting exploration of the transmutation school of magic.
- Thoughtful variant class.
- Two sidebars discussing aspects of the two prestige classes. I suggest this feature be expanded in future products.
<br><br><b>DISLIKED</b>:
<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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