You have been blessed with the gifts from Artrok - Greatest Sorcerer mind, a Sapphire Greatwyrm. She is know as the greatest Aberrant Mind sorcerer in the mutliverse.
She blesses you with extra fore and psychic damage to your spells. You can feel the power flow through your veins and mind.
She gives you extra gifts, such as Eldritch mind drain and Eldritch mind superiority.
In your time of need she will grant you a whirlwind of possibilities from a protection fog that gives you extra layer of defensive, up to summoning a fraction of Her power.
1-5 - Spawns a 200 ft round fog cloud centered on you. You gain full cover, enemies have disadvantage on attack rolls on you and your allies. Spells can't be cast from enemies in the fog. All movement for enemies counts as difficult terrain.
6-10 - Creatures have disadvantaged on attack rolls on you till your next turn
11-15 - a explosion of (Your greatwyrm) elemental energy erupts from your feet and deals 12d12 to creatures with in 10 feet of you.
16-20 - You teleport up to 60 feet to an unoccupied space of your choice that you can see. You gain full cover for the next minute.
21-25 - You cast a 7th level Chromatic orb of your greatwyrm element.
26-30 - Maximize the damage of the next damaging spell or attack you cast or make within the next minute. Triple all damage, ignore all Immunities and residences.
31-35 - You gain a breath weapon equal to your greatwyrm type and deal 12d12 of thst type of damage
36-40 - Roll a d6 then heal up max to target creatures equal to the outcome of the d6. Those creatures gain temporary hit points half of their max hit points. All curses and negative affects end instantly.
41-45 - Four draconic spirits form in free, unoccupied space within 5ft of you. Use a level 9 summon draconic spirit spell block for each draconic spirit.
46-50 - You unleash 8d12 of elemental (Equal to your greatwyrm type) unarmed strikes
51-55 - Roll 1d4, then you gain resistance to all types of damage equal to the d4 worth of turns
56-60 - You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. If you fail the save you become immune to all types of damage and are unable to attack (Wisdom 18)
61-65 - You gain 4d8 of heal back then teleport to a random and unoccupied space 30ft away. You gain residence to all damage types for the next hour.
66-70 - Up to 12 random creature within 60 feet of you becomes paralyzed for 1d4 hours and automatically fails any save or check.
71-75 - Up to three creatures you choose within 30 feet of you take 10d10 (Greatwyrm breath weapon type) damage.
76-80 - Each creature within 120 feet around you becomes invisible for the next minute. The affected creatures can not make any attacks against you or your allies or see you or your allies. You and your allies are able to see the invisible creatures and have advantage to hit them.
81-85 - You gain a climb, swim and fly speed of 60 feet up to the next minute and gain residence to all damage types, gain 10 ac for the next minute.
86-90 - roll a d6 plus 2 then you may cast a spell equal to the outcome of the d6 plus 2 and then roll 2d4 and cast that spell equal to the outcome of the 2d4. Ignore all verbal, Symantec, and ingredients that spell would need.
91-95 - You can take two additional attacks immediately. You can not use an action or effect that would cause you to take another action.
96-100 - You regain all health points, spell slots, pack slots, ki points, all special actions. Expect any inspiration dices. After a manifestation of your greatwyrm appears with in 60 ft of you. Use the greatwyrm state block with the listed breath weapon of your Greatwyrm.
Previous Versions
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9/3/2026 7:34:08 PM
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9/3/2026 8:17:52 PM
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Coming Soon
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