A mote of Arcane potential, sealed away within a crystal matrix, within the ruins of Aeor, this mote will unlock, to the extreme, the potential and power of the spellcaster it enters.
This mote of arcane potential undoes the locks within your physical form, allowing you to go beyond the boundaries of what should be possible.
This feat allows you to cast a single spell at 10th Level. When doing so, you must make two Saving Throws: One based on your casting ability, the other a Constitution Save.
If both saves are successful, you cast the spell at it's fullest potential, doing maximum damage, if the spell is a damage dealing spell, maximum healing if it is a healing spell. Once cast, you suffer one level of Exhaustion, and cannot use this feature again for a number of days equal to your Con mod or Spellcasting mod, Whichever is higher.
Should you fail one of the saves, the spell is cast as normal. You suffer 1D3 levels of exhaustion and cannot use this feature again for a number of days equal to your Con mod and Spellcasting mod combined.
If both saves are failed, you suffer the effects of the spell, unless it is a healing spell. You suffer 1D4 levels of exhaustion, you cannot use this feature for a number of days equal you your Con mod, Spellcasting mod and Proficiency mod combined, and must roll on the Wild Magic Table, as the spell attempts to unravel itself and you.
This Feat can only be gained in the Fallen City of Aeor, under specific circumstances in game.
Previous Versions
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11/8/2026 5:24:19 PM
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