6th-level Spell: Martial Transformation
Aspetheurgy (Transmutation)
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells or concentrate them, 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 can 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.
- You can conjure and equip (as part of the action used to cast the spell) and set of heavy or medium armor and any simple or martial weapon of your choice. These items have no strength requirements and are supernatural in nature though have the same properties as their mundane counterparts, vanishing when the spell ends.
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a few hairs from a bull)
- Duration: 10 minutes
- Ritual: No
Caius' Notes: The Lost True Version
Another example of a great wizard's spell being tragically incompletely copied from the ancient sources that clearly forgot to include the lines to equip the Wizard with gear to fit their transformation.
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