The most versatile of the specialist wizards is the transmuter,
specializing in the school of alteration. The school of alteration
is the largest of the schools of philosophy, giving the transmuter
access to a variety of powers and abilities. In order to master
the complicated somatic gestures of this school, a wizard must
have a Dexterity/Aim of 15 or higher. The school of alteration
is opposed by the schools of necromancy and abjuration.
Transmuters have the normal benefits and restrictions of specialist
wizards. In addition, they gain an additional +1 bonus to their
saving throws versus alteration spells and related magical effects
(such as a wand of polymorph) when they reach 8th-level, for a total of +2. At 11th-level,
this increases to +3.
Transmuters command a number of useful spells. Their offensive
and defensive capabilities are quite formidable, and they also
have access to spells such as haste or strength that can drastically enhance the whole partys fighting power.
Despite their skill in battle, transmuters are at their best when
overcoming obstacles; there is a great range of generally useful
alteration spells such as passwall and fly which may make it possible for transmuters to avoid fights altogether.