The Guardian Grant known as The Bewitching has sparked within you. Grants are the powers wielding by the first Ether Guardians. Entities that were said to be blessed by the Ether Guardian themselves and put on Crescentshine to protect it. When an Ether Guardian dies, the power is transferred however it's not reincarnation since the power is typical passed on to a still living individual. Only certain creatures can obtain an Ether Guardian's power, these creatures are publicly known as "Guardian Candidates". Most of the time, a candidate does not even know they are one nor do the realize when the are blessed with a Grant until certain significant events happen to them.
The Guardian Lineages are the previous wielders of each Guardian Grant and their willpower is passed onto their newest candidate. You are part of the Betwitch Lineage, before you was the Ether Guardian now known as Ginger Geralt. When a Guardian passes their Grant, they become Guardian Pneumas who mostly stay within a minor plane known as the Ether Limbo. Guardian Pneumas are the essence of the previous Ether Guardians they however do not remember much from the lives they use to live.
Miri Hagwood, the current wielder of the Bewitching Grant, you have unlock the power blessed upon you however in your current state, you can only use 10% of The Bewitching. The exact reason you sparked is up for you to understand. The Bewitching is one of the most important Grants. With this 10%, you are able to do the following:
- You gain the ability to store a spell of 2nd Level or lower into an object of your choosing that is not on a person or already magically imbued. You can store one object with a spell at a time. You can then choose how the spell triggers from within the object via Touch or Sound. This power can be used up to 3 times, each charge takes 2 days to restore, if all 3 charges are used they all take a week to restore.
- You can seal away a creature into a object that is their size or larger as long as their CR is 3 or lower as an action. They must succeed a Wisdom Saving throw of your Spell DC minus 3, once failed they are forcibly sealed into an object. They can repeat the save up to 3 times, on the third failure they are permanently sealed. The seal can be removed via the Dispel Magic spell or similar magic.
- You can charm one of any monstrous non-humanoid creature of CR 3 or lower. They must succeed a DC of your spell DC minus 4 or become charmed by you. They will listen to your every command, how well they listen depends on their INT, WIS, and CHA scores. How well you treat them will either deepen or diminish the spells effect, if they break free, that creature cannot be charmed by you again and will forever hold a grudge against you. If treated well and the effect deepens successfully, the creature becomes your trust ally who will stay by your side no matter what. The effect can be broke with a Dispel Magic, Remove Curse or similar magical effects. Creatures with a strong bond to another person are immune to this effect.
Sub Grants
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