Transmutation Spells in Solasta: Crown of the Magister is one of the groupings of magical spells that are featured in the game. The transmutation school of magic consisted of spells that changed the physical properties of some creature, thing, or condition. The school was previously known as "alteration". Spells can be used against enemies to deal damage and to inflict negative status effects, and, they can also be used to conjure magical energy to support the team such as healing effects and various buffs.

Spells can be cast by any Class that has Spellcasting, but not all Classes can cast every Spell. Spells in 5e DnD cost Spell Slots in order to use, and you must have an unused Spell Slot of the matching Level in order to cast this Spell. Many lower-level Spells can be cast using higher-level Spell Slots with increased benefits. This page covers a full list of all the Transmutation Spells that are found in the game.

 

 

Solasta Transmutation Spells

 

 

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Transmutation Spells Comparison Table

 

Quick Search of All Transmutation Spells

Click the header to sort the table.

Name Requirements Spell Effect
Expeditious Retreat

Wizard

Fighter (Spellblade)

Gain movement points and become able to dash as a bonus action for a limited time.
Feather Fall Wizard Provide a safe landing when you or an ally falls.
Jump

WizardRanger

Fighter (Spellblade)

Increase an ally's jumping distance.
Goodberry

Lv. 2 Ranger

Lv. 2 Wizard (Greenmage)

Creates 10 berries infused with magic. Eating a berry restores 1 hit point and provides sustenance for a long rest. Berries vanish after a long rest.
Longstrider

Lv. 2 Ranger

Lv. 2 Wizard (Greenmage)

Increases an ally's speed by two cells per turn.
Darkvision

Lv. 5 Hunter

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Grant Darkvision to the target.
Knock

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Magically open locked doors, chests, and the like.
Levitate

Cleric

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Allow a creature to levitate and gain control of its aerial movement for a limited time. Can affect enemies if their size is medium or smaller.
Magic Weapon

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

A non-magical weapon becomes a +1 weapon for up to one hour.
Spider Climb

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Touch an ally to allow them to climb walls like a spider for a limited time.
Barkskin

Lv. 5 Hunter

Lv. 3 Wizard (Greenmage)

Gives you or an ally you can touch an AC of at least 16.
Enhance Ability Cleric Grant temporary powers to an ally for up to one hour.
Fly

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

An ally you touch gains the ability to fly for a limited time.
Haste

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Make an ally faster and more agile, and grant them an additional action for a limited time.
Slow

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Slows and impairs the actions of up to 6 creatures.
Giant Insect Lv.7 Wizard (Greenmage) Conjures a giant version of a natural insect or arthropod.



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