Transfigure Ability (3.5e Spell)

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Author: Ganteka Future (talk)
Date Created: 6 August 2013
Status: Tentative Completion
Editing: Clarity edits only please
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Transfigure Ability
Transmutation
Level: Transmogrification 7
Components: V, S, DF
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Willing living creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

"Land, sea or sky, we shall take the fight to them! We shall weather their blows and counter full force with divine ferocity! No place they hide is out of grasp or out of sight! By providence we shall prevail!"

With this spell, the target subject gains (or possibly enhances) an extraordinary ability as per the following. Targets that meet the qualifications for the enhanced version, gain that instead of the standard version. The caster may choose to "double-up" (using up two chosen effects worth) to grant a creature the Enhanced version of the ability. The target's gear changes shape to fit any modifications to his form. These transfigurations are extraordinary abilities.

The caster may choose up to one effect per 5 caster levels (from the list below) upon casting to bestow upon a single willing living target creature within close range.

  • Imbued Ferocity: The target's unarmed strikes threaten creatures in melee combat and (optionally) deal lethal damage. Depending on the mode of attack, damage dealt may be either slashing, piercing or bludgeoning. The damage die dealt for a Medium creature is 1d6 (though bites deal 1d4 slashing, piercing and bludgeoning damage). The critical threat range for these attacks is set to 19-20/x2.
  • Enhanced Imbued Ferocity: Creatures already proficient with unarmed combat (such as with the Improved Unarmed Strike feat or with natural attacks) instead have these attacks boosted by 1 damage die and their critical threat range increased to 18-20/x3.
  • Aquatic Adaptation: The target grows gills (or some other water-breathing capable structure), gaining the ability to breathe water. Additionally he grows supplemental webbing or fins that grant him a swim speed equal to his land speed (or 60 feet, whichever is greater). He can move through water at his swim speed without making Swim checks. He gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always can choose to take 10 on a Swim check, even if distracted or endangered. Additionally, he can use the run action while swimming, provided he swims in a straight line.
  • Enhanced Aquatic Adaptation: A target with a swim speed instead gains a +30 foot enhancement bonus to his swim speed.
  • Terrestrial Adaptation: The target gains the ability to breathe air with lungs (or some other air-breathing capable structure) as well as adapting his limbs or body to become capable of supporting movement on land, granting a land speed equal to his swim speed (or 60 feet, whichever is greater).
  • Enhanced Terrestrial Adaptation: A target with only a land speed gains a +30 foot enhancement bonus and functions as though having the Run feat as well as a +8 racial bonus on Balance skill checks.
  • Aerial Adaptation: The target grows wings (or some other flight-capable structure), gaining the ability to fly at a speed equal to his land speed (or 60 feet, whichever is greater) at Average maneuverability.
  • Enhanced Aerial Adaptation: A target with an existing extraordinary flight speed instead gains a +30 foot enhancement bonus (or an increase to 90 feet total, whichever is greater) to his fly speed and increases maneuverability 2 steps.
  • Clambering Adaptation: The target grows stronger fingers (or some other structure to support a grip while climbing), granting him a climb speed equal to his land speed (or 60 feet, whichever is greater). Additionally, he gains a +8 racial bonus on Climb checks and may choose to take 10 on any such check.
  • Enhanced Clambering Adaptation: A target with a climb speed instead gains a +30 foot enhancement bonus to his climb speed and a +8 racial bonus to Tumble skill checks. He may now make Tumble checks even while encumbered by armor or carrying up to his maximum load.
  • Enhanced Acuity Ascension: A target with either darkvision or Scent instead gains all of the standard Acuity Ascension features as well as a +8 racial bonus to Listen, Spot, Search and Survival (when tracking) skill checks.
  • Formidable Armoring: The target's hide (or some other external covering) toughens, granting a +6 enhancement bonus to his natural armor.
  • Enhanced Formidable Armoring: A target with any natural armor still gains a +6 enhancement bonus to his natural armor and applies his total natural armor bonus as part of the dodge bonus granted when either fighting defensively or taking a total defense action.
  • Stretchable Fortitude: The target's body becomes flexible and stretchy, granting him an additional 5 feet of reach and a +8 racial bonus on Escape Artist. Additionally, when squeezing through a space, he only takes half the given penalties to armor class and attack rolls to do so.
  • Enhanced Stretchable Fortitude: His reach extends another 5 feet and he no longer takes a penalty to attack rolls or armor class while squeezing and treats each 5 foot square of squeezing as 5 feet of movement when moving while squeezing (rather than 2 squares normally).

Divine Focus: An alchemically-inverted silver holy symbol worth at least 25 gp.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsCleric DomainsTransmogrification Domain

Article BalanceHigh +
AuthorGanteka Future +
ComponentV +, S + and DF +
Identifier3.5e Spell +
LevelTransmogrification 7 +
RangeOther +
RatingUndiscussed +
SchoolTransmutation +
SummaryBestows chosen extraordinary abilities upon target. +
TitleTransfigure Ability +