All tagged Transmutation

New Spells: Travel Aeromancies

These three spells are focused on movement and mobility, a common theme for Aeromancers, and share a thematic unity with the fly spell that makes it easy to reconcile retraining. For example, a low-level storm sorcerer may make use of the swoop spell until he is high enough level to cast fly, and then retrain swoop to fly, flavored as the character becoming more skilled at aerial magic.

New Spells: Major Geomancies

Sinking Maw resembles the also-5th-level spell maelstrom in some ways, and differs in others. The swirling liquefied ground doesn't deal damage over time, but can be much more confining and harder to escape from than swirling water. If you really want to completely smother your foes beneath the earth and you don't mind hitting only one target, Living Burial at 7th-level is what you're looking for.

New Spells: Master Pyromancies

Fist of Flame is intended to be a simple-to-understand single-target damage spell, fitting into the lineage of blightharmdisintegrate, and finger of death. As an eighth-level spell, fist of flame gets to pack some debuffing power with its damage punch. Blood to Flame is both a new Pyromancy spell and a new Blood spell (what a fun venn-diagram!) you can use to torture your enemies as they die a gruesome death.

New Spells: Minor Geomancies

These spells do explicitly nonmagical physical damage, which leaves almost as many creatures resistant or immune to them as for fire damage, with fewer vulnerabilities. And that doesn't count temporary spells and effects such as stoneskin or gaseous form. This, combined with their other limitations in terms of needing suitable earth, affords them a bit of extra potential power in other situations.

New Spell: Gravity Well

This 9th-level spell shares some features with meteor swarm, such as its ability to deal high damage and its ability to damage objects in a wide area. Both spells will absolutely ruin a city district. However, gravity well is a concentration spell with the distinction of doing very little (just difficult terrain) until you start your next turn after casting.