thanks,
Bart
I am bored, so I've taken the liberty to type the description as in the
manual:
WIZARD SPELLS - LEVEL 6
TENSER'S TRANSFORMATION (ALTERATION)
(insert symbol here)
Range: 0
Casting Time: 6
Duration: 1 round/level
Saving Throw: None
Area of Effect: The Caster
Tenser's transformation is a sight guaranteed to astound any creature not
aware of its power, for when the wizard casts the spell, he undergoes a
startling transformation. The size and strength of the wizard increase to
heroic proportions, so he becomes a formidable fighthing machine; the spell
causes the fighter to become a beserk fighter. The wizard's hit points
double, all damage he sustains comes first from the magical points gained.
The armour class of the wizard is 4 better than he possessed prior to
casting spell up to a maximum armour class of -10. All attacks are as a
fighter of the same level as the wizard (i.e. the wizard uses combat values
normally reserved for fighters). As well, each attack is made at +2 and each
successful hit in combat inflicts an additional 2 points of damage. The
effect lasts for the duration or until dispelled. This spell does not give
the caster any extra attacks.
'Wizards becoming warriors... what will they think of next?' - Volo
Funny, I actually learned something about the spell doing that. Hmm...
dinner's ready then. lol.
--
"Sommerswerd... overrated
Dagger of Vashna... too short
Helshezaag... not dark enough..."
Nadazgada
Gnaag's loyal servant.
Ken
------
There are no stupid questions, just stupid people.
"Nadazgada" <hari...@ntlworld.com> wrote in message
news:a7j97.45449$SK6.5...@news6-win.server.ntlworld.com...
If your mage is a fighter/mage or Kensai/mage, he'll likely have 300+ HP.
Simply awesome.
Bart Aalderink <bar...@hetnet.nl> wrote in message
news:OL#fW$SGBH...@net005s.hetnet.nl...
Liam
"Bart Aalderink" <bar...@hetnet.nl> wrote in message
news:OL#fW$SGBH...@net005s.hetnet.nl...
> What the spell description doesn't tell you is that you lose the ability to
> cast spells while TT is active. It really does turn you into a fighter.
It has two utilities:
1. Gives your party 7000 experience points for each mage you have which
memorizes it.
2. Turns Jan* into a juggernaught of destruction (mainly because he can
take retaliatory abuse this way) with the Shortsword of Backstabbing
(there may be better weapons, but it's what I'm using for the moment),
Boots of Stealth, Haste, Improved Invisibility, and the Thief-Aggressive
script setting. It's also necessary to loan him ST guantlets or belt for
full effect.
SS of Backstabbing: THACO +3, Speed Factor 0
1d6+3 piercing (i.e., better to-hit against plate than a slashing sword).
Tensors doubles his hitpoints (to just over a hundred if you've had him in
your party since pretty early), meaning he can take about fifty in the
kisser before *actually* getting hurt, and give him +2 to the weapon,
bringing it to THACO +5, 1d6+5. Now let's multiply that by x5 for a
successful backstab for 30-55 damage delivered to the target.
But, on the account of us being greeeedy little ducks, let's give our
78-pound weakling a Hill Giant Girdle (ST=19) on-loan from another party
member: Initially without any ST bonus at all, he's now +3 to-hit/+7
damage, so with Tensor's + girdle + SSoB, it's now THACO +8, 1d6+12 x5 BS
bonus = 65-90 points of backstab damage in one successful hit, enough to
kill about half the game's enemies instantly. (A critical-hit Carsomyr
strike by Keldorn wearing the same giant girdle would do 2x[1d12+5+6] =
24-46[+10 if CE opponant], or on-balance only half what Jan could do
*without* adding Tensor's +2~+10BS bonus to the mix. No weapon, not even
Crom Faeyr with its massive ST=25 +14 bonus to damage, can match a thief's
x5 backstab damage if he's wearing a strength-booster of lesser quality,
and the fighter wielding Crom would need to dual-wield another weapon for
four hits a round versus the thief's single one to top him -- with Crom
being a weapon acquired after significant effort, while SSoB and Hill
Giant Girdle are early acquisitions.)
Watching a hasted/invisibled Jan backstab that nest of Kobolds (they have
great dying sounds) around the Crystal in Spellhold is one of the funniest
things you can do in the game. They explode like a string of firecrackers.
*Imoen, because she dualed to Mage early, is limited to a backstab
multiple of 3, and therefor not enough to be worth the effort even though
her DX/AC base is one better than Jan's.
A lot of player's overlook a thief's backstab ability because by the time
it gets to a high enough multiple to be useful, enemies are strong enough
to tear him apart very fast if he isn't adequately protected by other
spells and items. They finally learn the utility of backstabbing during
the showdown at Spellhold, when several thief "murderers" start doing
massive backstab damage to the whole party. (Thankfully, the bad guys
cover themselves with normal invisibility, a spell lost when they attack,
so after sinking in 30-40 points, they're visible long enough to kill if
swarmed.)
--
http://groups.yahoo.com/group/American_Liberty/files/al.htm
Reply to mike1@@@usfamily.net sans two @@, or your reply won't reach me.
> What the spell description doesn't tell you is that you lose the ability to
> cast spells while TT is active.
Yeah, well, having Jan don the Shadow Armor before he heads out will do
that too!
> It turns your mage to be a fighter (doubles HP and increase thaco to
> fighter's level). Now if you couple this with StoneSkin, protection from
> magic weapons, mirror image, Blur, some fireshields, and now he becomes a
> monster.
ANY spells with give him bonuses to damage will be very useful if coupled
to a thief backstab multipliers. A lowly +1 (Chant? I forget what that
does) bonus becomes +5 damage with Jan's x5.
Ken
------
There are no stupid questions, just stupid people.
"Mike Schneider" <super...@dot.com> wrote in message
news:supertitans-31...@c5-154.xtlab.com...