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Thread: Hulking out [3.5, spell]
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2010-01-03, 08:07 PM (ISO 8601)
- Join Date
- Nov 2006
Hulking out [3.5, spell]
Not a very serious spell. It's for the geeky wizard who wants to get back at bullies.
Hulking Out
Transmution
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 full-round action
Effect: You become a massive green monster
Range: Personal
Duration: 1 minute per level (D) (see text)
Your skin takes on a greenish tint as your muscles start to bulge...
This spell confers a number of benefits to you:
1) An enhancement bonus to str and con equal to twice your caster level and a gain in hp appropriate to your improvement in Con.
2) DR caster level/- and regeneration caster level/-.
3) The effects of a mind blank spell.
4) Your size category increases to large or huge (at level 12) or gargantuan (at level 18) or colossal (at level 24). Your equipment melds into your new form becoming non-functional.
5) Two slam attacks of 1d8 when large, increasing to 2d6 when huge, 3d6 when gargantuan and 4d6 when colossal.
6) Your BAB increases to become equal to your caster level.
There are however, two disadvantages:
Each round you must make a will save (DC=5+your caster level) or go berserk, attacking the nearest creature until everything around you is dead and then start destroying nearby objects (the spell is undispelable and undismissable once you are berserk).
You lose your spellcasting ability, including your ability to use spell trigger or spell completion magic items, just as if the spells were no longer on your class list.
Material component
An emerald worth at least 500gp.Last edited by GoC; 2010-01-04 at 07:42 AM.
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2010-01-03, 08:26 PM (ISO 8601)
- Join Date
- Sep 2007
- Location
- Ah-lass-caw!
- Gender
Re: Hulking out [3.5, spell]
You forgot to point out that your clothing rips apart, save for your boxers which become tattered and purple.
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XXXGrimlock, Were-tyrannosaurus warforged. CR 13, ECL 20
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2010-01-03, 09:07 PM (ISO 8601)
- Join Date
- Nov 2006
Re: Hulking out [3.5, spell]
Hehehe...
Maybe later. Do you think it's balanced?
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2010-01-03, 09:12 PM (ISO 8601)
- Join Date
- Apr 2008
- Location
- USA
- Gender
Re: Hulking out [3.5, spell]
It's (much) better than Tenser's Transformation, but it's probably fine*. I'd change "twice your caster level" to "half your caster level", though.
*You are, after all, giving up full casting. I'm not sure why that isn't listed as a disadvantage, though...ze/zir | she/her
Omnia Vincit Amor
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2010-01-03, 09:12 PM (ISO 8601)
- Join Date
- Feb 2005
- Location
- NJ
- Gender
Re: Hulking out [3.5, spell]
hmm...make it 7th level and add an expensive/rare material component. Otherwise it's a better version of Tensir's Transformation at the same level. Increase the DC of the rage check by 5, any wizard could make that at no problem.
Last edited by Beelzebub1111; 2010-01-03 at 09:15 PM.
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2010-01-03, 09:13 PM (ISO 8601)
- Join Date
- Mar 2006
- Gender
Re: Hulking out [3.5, spell]
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2010-01-04, 07:40 AM (ISO 8601)
- Join Date
- Nov 2006
Re: Hulking out [3.5, spell]
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2010-01-04, 11:24 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Near Atlanta,GA USA
- Gender
Re: Hulking out [3.5, spell]
Regen /- is uber-powerful, even if it is 0/- You literally can't die from hit-point damage. Make it fast healing or MAYBE X/Fire or Acid
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2010-01-04, 11:59 AM (ISO 8601)
- Join Date
- Jan 2009
- Gender
Re: Hulking out [3.5, spell]
1) Ditch the regeneration thing, and make it Fast Healing (CL/2). Regenerating EVERYTING is too powerful.
2) Make the "berserk" DC scale per other round (DC = 5+CL, +1 every other round), and force a new Will Save every time you take damage (DC = Damage Taken). This last thing only if you want to embrace the Hulk-ish feeling
3) You should take away the "just as if the spells were no longer on your class list". As written, a Wiz/Sor with enough ranks in UMD could still use those items.SpoilerI'll have a signature one day...
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