Devil Transformation (3.5e Spell)

From D&D Wiki
Jump to navigation Jump to search


Devil Transformation
Transmutation [Evil, Devil Lore]
Level: Sor/Wiz 7
Components: V, S, M
Casting time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/lvl
Saving Throw: none
Spell Resistance: no


The caster draws out a contract written in his own blood and some gold coins, which both disappear in a flash of red smoke. The skin of the caster becomes black and leathery.

Devil Skin grants different effects depending on the number of Devil Lore spells active on the caster or cast during the duration of this spell. For each unique Devil Lore spell currently active on the caster (including this spell) as well as cast during the duration of this spell, Devil Skin has the following effects:

Number of Spells Cast Effect
1 +4 natural armor bonus to AC
2 As previous, but +5 natural armor bonus to AC and +2 enhancement bonus to Strength, Dexterity, and Constitution
3 As previous, but +6 natural armor bonus to AC and +4 enhancement bonus to Strength, Dexterity, and Constitution
4 As previous, but +7 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons
5 As previous, but +8 natural armor bonus to AC and your base attack bonus equals your character level -- You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list. You can still cast Devil Lore spells as normal however.
6 As previous, but +10 natural armor bonus to AC
7 As previous, but +12 natural armor bonus to AC
8 As previous, but +14 natural armor bonus to AC
9 As previous, but +16 natural armor bonus to AC

Any round in which the caster casts a Devil Lore spell, all other active Devil Lore spells have their duration extended by one round.

Material Component[edit]

A piece of parchment with an unsigned devil's contract written in the blood of the caster as well as 50 gold pieces. The parchment costs 50 gold pieces to prepare in addition to the 50 gold pieces consumed in the casting. It also causes 7 hitpoints to be lost from the caster's total hitpoints, which cannot be destroyed until the material component is destroyed (either physically or during the casting of this spell).



Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsSorcerer/Wizard