[[Category:]] Tenser's transformation was a spell that made the caster a virtual fighting machine—improving the caster's strength, dexterity, and physical constitution, as well as increasing the natural thickness of his or her skin. While granting those physical advantages, it prevented spellcasting and the ability to use any magical devices. To Zakharan mages, always reluctant to acknowledge ajami names and accomplishments, the spell was known simply as transformation, and counted among the spells of the universal province.
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rdf:type
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rdfs:label
| - Tenser's Transformation
- Tenser's transformation
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rdfs:comment
| - [[Category:]] Tenser's transformation was a spell that made the caster a virtual fighting machine—improving the caster's strength, dexterity, and physical constitution, as well as increasing the natural thickness of his or her skin. While granting those physical advantages, it prevented spellcasting and the ability to use any magical devices. To Zakharan mages, always reluctant to acknowledge ajami names and accomplishments, the spell was known simply as transformation, and counted among the spells of the universal province.
- You become an engine of destruction, gaining a +1 attack bonus for every 2 caster levels, a +4 natural armor bonus to AC, +5 to Fortitude saving throws, and an additional +1d6 Hit Points per caster level. In addition, your Strength, Dexterity, and Constitution are each set to 20 for the duration of the spell.
- Tenser's Transformation transforms a wizard into a formidable fighting machine.
- Description: The caster becomes an engine of destruction, gaining a +1 attack bonus for every 2 caster levels, a +4 natural armor AC bonus, 20 strength, 22 dexterity, 18 constitution, +5 to their fortitude saving throws, and +1d6 additional hit points per caster level.
- Casting Time: 1 action Range: Self Components: V, S, M (a few hairs from a bull) Duration: Concentration, up to 10 minutes You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits: Immediately after this spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
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inventor
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Level
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dcterms:subject
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level innate
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persist
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Spellbook
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quicken
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magelevel
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item code
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not usable by
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Casting Time
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maximize
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saving throw
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innatelevel
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level sorwiz
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still
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hostile
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silent
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spellresistance
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spell resistance
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empower
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area of effect
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scroll icon
| - Tenser's Transformation Icon Spell.png
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dbkwik:baldursgate...iPageUsesTemplate
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dbkwik:forgotten-r...iPageUsesTemplate
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dbkwik:forgottenre...iPageUsesTemplate
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dbkwik:nwn2/proper...iPageUsesTemplate
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Range
| - 0(xsd:integer)
- Personal
- p
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Name
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save
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DESC
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school2e
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duration type
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school3e
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dbkwik:nwn/property/wikiPageUsesTemplate
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Appears In
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Components
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Duration
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Icon
| - Is_tensertransform.png
- is_tenstrans.gif
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Area
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extend
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School
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level additional
| - Cleric with Fury domain 6
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abstract
| - [[Category:]] Tenser's transformation was a spell that made the caster a virtual fighting machine—improving the caster's strength, dexterity, and physical constitution, as well as increasing the natural thickness of his or her skin. While granting those physical advantages, it prevented spellcasting and the ability to use any magical devices. To Zakharan mages, always reluctant to acknowledge ajami names and accomplishments, the spell was known simply as transformation, and counted among the spells of the universal province.
- Casting Time: 1 action Range: Self Components: V, S, M (a few hairs from a bull) Duration: Concentration, up to 10 minutes You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:
* You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
* You have advantage on attack rolls that you make with simple and martial weapons.
* When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
* You have proficiency with all armor, shields, simple weapons, and martial weapons.
* You have proficiency in Strength and Constitution saving throws.
* You attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks. Immediately after this spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
- You become an engine of destruction, gaining a +1 attack bonus for every 2 caster levels, a +4 natural armor bonus to AC, +5 to Fortitude saving throws, and an additional +1d6 Hit Points per caster level. In addition, your Strength, Dexterity, and Constitution are each set to 20 for the duration of the spell.
- Tenser's Transformation transforms a wizard into a formidable fighting machine.
- Description: The caster becomes an engine of destruction, gaining a +1 attack bonus for every 2 caster levels, a +4 natural armor AC bonus, 20 strength, 22 dexterity, 18 constitution, +5 to their fortitude saving throws, and +1d6 additional hit points per caster level.
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is Spell
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is 6th spell
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