Shield Of The Mage Eye Image

Born with an overflowing source of raw arcane energy, it has taken you a lifetime to focus it against dark lords. You have developed gates throughout your body that limit your outpour of mana. Through intensive training in combating dark lords, you have learned to release your power with the first two gates to help you bring justice to those who misuse magic to hurt others.



P1-P2

Gate 1:
When expending a channel divinity to create your telekinetic field, enemies within that field are marked with your hexblade curse. In order for spells and ranged attacks from enemies to do damage, they must pass a charisma saving throw against your spell save dc or the spell is curved around the field. In order for melee weapon attacks to do damage the attacker must pass a strength saving throw against your spell save dc or they either stop in place, deflect, or miss (your choice). Allies within your aura share your immunities to damage, and every 1d3 turns, they can regain a spell slot of 4th level or lower after a spell slot has been expended.

Gate 2: Internally, you have contained mana to be able to alter time thanks to training with Chronurgy. By expending a spell slot or pact slot, you can add your charisma modifier to d20 ability check or save. Spending two slots means an automatic success. As long as you have spell slots, your ac increases by your charisma mod as a bubble of mana protects you. When you have bonded with a pact weapon, you can add a secondary weapon to apply it's effects and abilities, sharing it's attunement, and can make one extra attack with it (not stacking with haste or other effects that give an extra attack).

As you open more gates, you rise to become more of a leader in the fight against dark lords, being the shield for others as well as their worst nightmare. The mana that pours out of your body becomes a light that others can follow.

 

P3-P4

Gate 3: When casting counterspell on evil aligned spellcaster creatures, if it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. On a fail, your seraph boon extra damage dice multiplies by the amount of fails you have had during combat. When you raise your shield to defend others, so does the mana flowing out of you. As a bonus action, choose allies within 60ft of you, and they gain a bonus to ac and saves equal to your charisma modifier as you create temporal clones of yourself made out of hardlight arcane energy that last until the end of your next turn.

Gate 4: Your divine senses and detect magic range increases tenfold, able to see past any illusions or mind tricks that evil and neutral spellcasters cause as you sense their interaction with your mana. If they are hidden, you see a trail of their own signature mana leading right to them. If you or an ally under your temporal clones get hit by an attack roll or save, you learn a part of it's properties and source. You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.

  • Cast a spell (Costs 2 actions). You can cast a spell of an action casting time.
  • Attack. You can make an attack with your pact weapon.
  • Mana Burst (Costs 3 actions). You strike the ground with your pact weapon and make an explosion of arcane energy. All creatures within 60ft of your take 30d10 force damage. If the creature is Good aligned, they are resistant to it. If they are neutral aligned, the damage bypasses resistance and immunity to them. If they are evil aligned, they are vulnerable to the force damage and have their speed reduced to 0 until the end of your next turn.

 

The mana emanating from you has reached a level of tranquility with others, as mage eye and allies of them can use you as a battery for mana, while at the same time it's purpose is revealed. Creations come alive as your pursuit to hunt and contain darkness takes form.

 


P5-P6

Gate 5: Allies in your aura can use your aura as a stable weave in antimagic areas, while in normal or antinormal areas, allies gain a bonus to spell attack and spell save dc equal to your charisma modifier. Your hands have an outpour of healing energy. If you touch a creature, they gain up to half their current maximum hp without spending healing hands points. If you spend 100 points, you can regenerate a limb as a bonus action, and 200 points to apply revivify with a main action. Finally, your telekinetic field is always active when this gate is unlocked.

Gate 6: Your intensity against dark lords manifests in a gargantuan creature made of smoke and ashes from your previous battles called the Warden. It is incorporeal to attacks, has a movement speed of a mile per turn, and amorphous in shape. It spreads and reaches to the minds of creatures to gain knowledge of their history and alignment. If they are evil, you can suspend them in stasis, preventing them from getting turns and negating their powers, or allow them to only walk around. As an action, the warden can drag them deeper into your demiplane (doesn't give you access to Gate 7 or 8 abilities).

You have known the burdens of chains since you were young, and now you chain others with all gates unleashed. Once these are flowing out from you, dark lords stand no chance in resisting their imprisonment.



P7-P8

Gate 7: You have a demiplane the size of a planet, acting as a phantom zone or prison for Dark Lords to roam. Inside, their statblock is a beast type of their choosing, and they suffer the effects of all the harm their magic has caused to others for eternity or until they purge themselves of their anger and wrath by your judgement. The abilities they once had are stored in a seperate demiplane, available for others to safely study and learn about. Each title you have earned creates an aspect to represent a part of your personality or signature feats. They range from innocent youth to an aggressive hunter, available to guide and manage the prison.

Gate 8: With the final gate unlocked, your defenses are supercharged as the gatekeeper to a prison for dark lords. Your immunities become absorbtion, your resistances become immunities, and your neutrals become resistances. Those in your domain gain your immunities and resistances if they are your ally. You gain access to good and evil auras of the lair, able to tap into malevolent or evil magic in a safe environment without repercussions. Monster Hunter event items and creatures can be generated and summoned under your control to defend and help you, or for testing, modified at your design.

Previous Versions

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11/19/2025 4:46:56 PM
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11/19/2025 6:10:41 PM
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Shield Of The Mage Eye Image

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