Werewolf Transformation (3.5e Spell)

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Author: Eiji-kun (talk)
Date Created: 8-30-19
Status: Complete
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Werewolf Transformation
Transmutation
Level: Druid 3
Components: V, S
Casting time: 1 standard action
Range: Personal
Target: Self
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The spell has finally worn off, but you can still hear the call of blood...

Casting this spell transforms you into the hybrid form of a werewolf with various changes to your biology. You grow one size larger as per enlarge person but with the following adjustments: +4 Str, +4 Dex, +4 Con, and +2 natural armor. You gain DR 5/silver, low-light vision, scent, a +10 ft increase to your land speed, immunity to disease (current diseases are suppressed but not cured), two claws that deal 1d6 for now Large creatures and a secondary bite for 1d8. All damage you take is non-lethal damage except silver and fire damage, or any damage designed specifically to harm werewolves. On the round you cast this spell you heal an amount of hp and ability damage equal to resting for 8 hours, and you take 1/2 damage from any source as you transform. You are also driven into a frenzy not unlike a barbarian's rage and cannot perform any actions which require concentration. If you run out of opponents, you must make a DC 15 Will save to avoid turning on the nearest non-werewolf creature with murderous intent. Others can attempt to calm you as a standard action to grant you another saving throw. This is a danger, as the spell is not normally able to be dismissed.

For the duration you are considered a werewolf for any spells and effects that effect werewolves or lycanthropes. Once you are knocked unconscious or are slain, the spell ends and you revert to normal.

If cast in a spell slot three levels higher, this becomes Greater Werewolf Transformation. Your ability scores rise to +8 Str, Dex, and Con and +4 natural armor, DR 10/silver, +20 ft increase to land speed, a climb speed equal to half your land speed, 1d8 claws and 2d6 bite, and the ability to pounce at the end of a successful Jump check of at least 10 ft.

If cast in a spell slot five levels higher, this becomes Winter Werewolf Transformation. It acts as Greater Werewolf Transformation, but you gain immunity to cold, the ability to see through any cloud, fog, or weather effect, are under the effects of persistent invisibility for the duration, and a blizzard erupts from the point you cast this spell. It is a 20 ft radius of severe winds (as gust of wind) that deals 3d6 cold damage for any creatures ending their turn within. The blizzard does not move with you, but persists until the end of the spell duration.


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Eiji-kun's Homebrew (5605 Articles)
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Article BalanceHigh +
AuthorEiji-kun +
ComponentV + and S +
Identifier3.5e Spell +
LevelDruid 3 +
RangePersonal +
RatingUndiscussed +
SchoolTransmutation +
SummaryTransform into a werewolf, driving yourself into a battle frenzy in the process. Be warned through, control is limited in this form. +
TitleWerewolf Transformation +