### Feat: *The Supreme (Seven Wonders)*
You have reached the zenith of magical power, mastering the legendary *Seven Wonders*. These powerful trials are the ultimate expression of a witch's potential, and by passing them, you prove yourself worthy of the title of *The Supreme*. These abilities grant you dominion over life, death, and reality itself, marking you as a force to be reckoned with.
**Prerequisites:**
- Must be a spellcaster capable of casting 7th-level spells
- Must have completed a significant arcane trial or challenge, as determined by the DM.
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**Benefits:**
Upon taking this feat, you gain access to the following abilities, known as the *Seven Wonders*. You can cast each of these spells once per long rest without expending a spell slot. These spells require concentration and casting times as usual unless otherwise noted.
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### **1. Descensum (Descent to the Netherworld)**
You can project your consciousness into the Netherworld or another plane of existence. You can cast *Plane Shift* without expending a spell slot, but you can only shift yourself (and up to one willing creature) to a lower plane, such as the Shadowfell or the Nine Hells.
In addition, you can use this ability to descend into a specific spiritual realm, like a purgatory or netherworld. While in this realm, your body remains catatonic. Each minute spent in the Netherworld requires a DC 15 Wisdom saving throw to return. After failing three saving throws, you are trapped there until freed by outside means.
While in the Netherworld, you can communicate with lost souls and gain knowledge of the dead, but each minute spent in the realm deals 1d4 psychic damage due to the intense mental strain.
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### **2. Telekinesis (Mental Might)**
You gain the ability to cast *Telekinesis* without expending a spell slot. When using this spell, you have advantage on Strength (Athletics) checks to manipulate objects or creatures. You can also maintain control over one telekinetic object while performing other actions, although this requires concentration.
Your telekinetic abilities are stronger than usual, allowing you to lift and manipulate up to twice the normal weight limit of the spell.
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### **3. Pyrokinesis (Ignis)**
You can cast *Fireball* without expending a spell slot. When casting it in this way, you can change the damage type to cold, lightning, or acid. Additionally, while concentrating on this spell, you gain resistance to fire damage, representing your mastery over elemental forces.
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### **4. Concilium (Mind Control)**
You can cast *Dominate Person* without expending a spell slot. You have advantage on Charisma (Deception or Persuasion) checks against the target while they are under your control, and the spell lasts up to 10 minutes without requiring concentration.
Once per long rest, you can upcast this spell to *Dominate Monster*, allowing you to control more powerful creatures.
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### **5. Transmutation (Transitus)**
You can cast *Polymorph* without expending a spell slot. When using this ability, you can maintain concentration on *Polymorph* and another spell targeting the same creature at the same time. You must make separate concentration checks for each.
Additionally, if you cast *Polymorph* on yourself, you retain your spellcasting abilities and can speak while in your transformed form.
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### **6. Vitalum Vitalis (Life and Death)**
You have gained mastery over life and death. You can cast *Revivify* without expending a spell slot. The target regains an additional 1d6 + your spellcasting ability modifier hit points and is cured of one condition (charmed, frightened, poisoned, paralyzed).
Alternatively, you may cast *Raise Dead* instead of *Revivify* once per long rest without expending a spell slot.
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### **7. Divination (Divinae)**
You can cast *Divination* without expending a spell slot. When casting it this way, the answers you receive from the spell are unnaturally clear and precise, reflecting your power as *The Supreme*. You can use this ability to peer into possible futures or uncover secrets that would otherwise be hidden from you.
Additionally, you gain advantage on Wisdom (Insight) checks for the next hour after casting *Divination*, as your enhanced perception allows you to see hidden truths in those around you.
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### **Supreme Empowerment**
Once per long rest, you can cast two of the Seven Wonders as bonus actions on your turn. These spells must not require concentration at the same time, but this ability allows you to swiftly combine two powers to devastating or creative effect. You are able to blend your mastery over the Seven Wonders into a seamless expression of magical prowess.
**Flavor:**
Your status as *The Supreme* is unmistakable, and your very presence commands respect from magical beings and mortals alike. Fellow witches may challenge your claim to supremacy or revere you as a living legend. Whether through the mastery of the Seven Wonders or the trials that await you, your destiny as *The Supreme* will be forged in power.
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