Nothing is destroyed, everything is transformed
Our journey through the secrets of the Lodge's magic schools continues, and today it’s time to talk about one of the most feared schools: Transmutation!
If you like hand-to-hand combat and destroying rooms, this is definitely the school for you! In fact, using Transmutation spells you will strengthen yourselves to become dangerous killing machines, and in the meantime, you will leave a trail of destruction thanks to the enormous amount of instability you will place in the lodge rooms.
For example, the “Stone Claw” spell will allow you to move around a room and attack an opposing model doing 3 damages instead of 1, or your standard attack can hit all the models in a room; with “Disfiguring Mutation” you can transform into a lethal Abomination and exploit its physical power to fight hard until the end of the turn! The really fantastic detail is that, while transformed into Abomination, you can also act in the Evocation phase, before returning to your original shape!
As I said, another strategy of this school is the destruction of rooms: with “Putrefying Poison” until the end of the turn every physical damage that you inflict to a model will also place an Instability in the room you are in (and if you are already transformed into Abomination this would be really interesting), or you can target any already injured model and assign your room a number of Instability equal to the wounds of your target, up to a maximum of 3.
Thanks to the numerous “Rites” spells Transmutation, as Divination, makes extensive use of Altars devoted to Mutation (if you have missed Update number 8, let’s read it to learn more about how they work) with which you can trigger devastating effects with many of your spells. Whenever you evoke an altar, you can place instability in the room or gain Power Points and then the real fun will begin.
With “Rite of change” you can copy the effect of another room in one where a Mutation Altar is, with “Rite of Control” you will earn a Power Point and place an instability in your room for each Mutating Altar in the lodge!! Finally, some spells will allow you to hinder your opponents who're trying to destroy rooms to gain power points. With Overload, you can place 2 Instability in a room where there is an Altar, or remove up to 2 instabilities from a room and gain many Power Points for every Instability removed!
Speaking of synergies with other schools, Transmutation can be very well associated with other Offensive schools. Join Destruction and you will become death and destruction machines, but your strategy will be very predictable. The association with more defensive schools will otherwise allow you to be more resistant and be able to roam the lodge and fight hard without too much fear of being killed in turn. Few are synergies with schools focusing on Evocations, although having creatures that support you in your hunt could prove useful.
So, what do you think? Are you ready to transform the lodge (or to destroy it in the attempt)?
The first survey has ended with a crushing victory by the Mythical race over the Human race. For the second part of the survey we invite you to choose which of these four races the mage will belong to:
Remember we’re in the renaissance era and he/she will be the Keeper of Crono.
Survey ends the 5th May! Vote vote vote!!
And as usual some Spoiler!
Stay tuned and spread the word!