V.A.L.U.E. the AGE OF WORMS

:worm: New Spells: Lesser Known Tenser Spells

  1. Tenser’s hawkarrow
  2. Tenser’s eye of the tiger
  3. Tenser’s giant strength
  4. Tenser’s flaming sword
  5. Tenser’s destructive resonance
  6. Tenser’s greater floating disk (rit.)

:bug: Tenser’s Hawkarrow

1st-level transmutation Casting Time: 1 reaction, which you take when a ranged weapon attack misses its target within the Range of the spell Range: 120 feet Components: V, S, M (a hawk feather) Duration: Instantaneous

The ammunition turns into a hawk, that homes on its target, before vanishing.

Make a melee spell attack against the same target. On a hit you turn the miss of the ranged weapon attack into a hit.

The ammunition of the ranged weapon attack is consumed by the spell.

:bug: Tenser’s Eye of the Tiger

2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a tiger’s whisker and a ground carrot) Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical fighting prowess. Choose one of the following Fighting Styles: Archery, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Protection, Thrown Weapon Fighting, Two-Weapon Fighting, or Unarmed Fighting. The target gains that Fighting Style until the spell ends. Should the targer already have that Fighting Style, this spell would have no effect.

:bug: Tenser’s Giant Strength

3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (a hair of a giant or a titan) Duration: Concentration, up to 1 hour

Until the spell ends, you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. Additionally you can use your Intelligence score instead of Strength when doing so. You can also use Intelligence instead of Strength to figure out if wearing heavy armor would reduce your speed.

Also you may use your Intelligence ability modifier instead of Strength, when making Strength checks, as well as melee or thrown weapon attack and damage rolls.

:bug: Tenser’s Flaming Blade

4th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a quarz crystal and dagger worth at least 1cp) Duration: Concentration, up to 10 minutes

Thin and wispy flames wreathe a dagger for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.

The flames provide you with a hot dagger or a chill dagger, as you choose. When a creature is hit with an attack by this dagger, the dagger erupts with flame. The creature takes 2d8 fire damage from a hot dagger, or 2d8 cold damage from a chill dagger.

Casting this spell on a magical dagger, that already deals fire or cold damage has no effect.

:bug: Tenser’s Destructive Resonance

5th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (tiny orb of finely crafted gold worth 500gp with a small removeable ring surrounding it) Duration: Instantaneous

You impart a single nonmagical object weighting no more than 2000 pounds with an immense amount of destructive energy, causing it to spontaneously explode. This spell can be used to target a worn or carried object. Casting this spell on living or dead flesh automatically fails.

The spell has two effects: First the object is disintegrated. If that object is worn or carried by a creature, a successful Dexterity saving throw would negate both effects of the spell.

Second any creature in a sphere centered on that disintegrated item must make a Dexterity saving throw. Those who fail suffer damage proportional to the weight of the item detonated. A successful saving throw halves the damage.

  • Tiny (≤ 5 lbs): 5d4 thunder damage within a 2.5 feet radius sphere
  • Small (6-25 lbs): 5d6 thunder damage within a 5 feet radius sphere
  • Medium (26-100 lbs): 5d8 thunder damage within a 10 feet radius sphere
  • Large (101-500 lbs): 5d10 thunder damage within a 20 feet radius sphere
  • Huge (501-2000 lbs): 5d12 thunder damage within a 40 feet radius sphere

The detonation can be heard from up to 500 feet away.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

:bug: Tenser’s Greater Floating Disk

6th-level conjuration (ritual) Casting Time: 1 action Range: 300 feet Components: V, S, M (a gallon of mercury) Duration: 8 hours

This spell creates a circular, horizontal plane of force, 300 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500000 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 200 feet of it. If you move more than 200 feet away from it, the disk follows you so that it remains within 200 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 1000 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.


To be able to gain access to those spells you would need the Tenser’s Apprentice Hombrew Story Award :point_up: