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The Decrease in Desire for Magic in D&D
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<blockquote data-quote="Voadam" data-source="post: 8796190" data-attributes="member: 2209"><p>Tenser's is also hidden away in Xanathar's. I was not even sure it was in 5e at all.</p><p></p><p>I would hesitate to say the supplemental spell should be used as a baseline to measure core spell appropriateness and that there are not problems with Tenser's Transformation's power balance.</p><p></p><p>For those without Xanathar's:</p><p></p><p>TENSER'S TRANSFORMATION</p><p>6th-level transmutation</p><p>Casting Time: 1 action</p><p>Range: Self</p><p>Components: V, S, M (a few hairs from a bull)</p><p>Duration: Concentration, up to 10 minutes</p><p>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:</p><p>• You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.</p><p>• You have advantage on attack rolls that you make with simple and martial weapons.</p><p>• When you hit a target with a weapon attack, that target takes an extra 2dl2 force damage.</p><p>• You have proficiency with all armor, shields, simple weapons, and martial weapons.</p><p>• You have proficiency in Strength and Constitution saving throws.</p><p>• 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.</p><p>Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.</p><p></p><p>The possible exhaustion at the end is a big drawback, it does not seem that necessary to balance a 6th level concentration wizard buff to turn them into a temporary OK warrior who can't keep casting spells during the duration.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8796190, member: 2209"] Tenser's is also hidden away in Xanathar's. I was not even sure it was in 5e at all. I would hesitate to say the supplemental spell should be used as a baseline to measure core spell appropriateness and that there are not problems with Tenser's Transformation's power balance. For those without Xanathar's: TENSER'S TRANSFORMATION 6th-level transmutation 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 2dl2 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. Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. The possible exhaustion at the end is a big drawback, it does not seem that necessary to balance a 6th level concentration wizard buff to turn them into a temporary OK warrior who can't keep casting spells during the duration. [/QUOTE]
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