The Zenith is the penultimate spell book, acting as the physical link between the weave and the material plane. No matter how dim or bright, whether rogue or artificer, nor humanoid or beast. One who attunes to the Zenith is no less than an archmage.
Choose one cantrip, and one 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th from any class. You always have these spells prepared; they don't count against the number of spells you have prepared. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Zenith spells requires time spent in study and meditation: at least 1 minute per spell level for each spell on your list.
While attuned to The Zenith you may add your class level to your spell save DC to a maximum of DC of 30, and you may add half your class levels to your spell attack modifier with a maximum spell attack modifier of +20.
A character gains a 1st-level spell slot if they are at least level 1. A character gains a 2nd-level spell slot if they are at least level 3. A character gains a 3rd-level spell slot if they are at least level 5. A character gains a 4th-level spell slot if they are at least level 7. A character gains a 5th-level spell slot if they are at least level 9. A character gains a 6th-level spell slot if they are at least level 11. A character gains a 7th-level spell slot if they are at least level 13. A character gains an 8th-level spell slot if they are at least level 15. A character gains a 9th-level spell slot if they are at least level 17.
The last 8 written pages of the Zenith hold a language undecipherable by comprehend languages. A creature with an intelligence of 25 can translate. Once per long rest, a 20th-level character may attempt to cast one of these spells, expending a 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th-level spell slots. They must make a DC 30 Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma saving throw. On a failure, the creature may cast a Zenith spell, contracting spell rot for 7(2d6) days. While afflicted with spell rot, the creature cannot be targeted by spells nor cast spells. Each dawn, they must make a death saving throw. On three failures, the creature dies; on three successes, the creature resets its death saving throws. On a success, the creature may cast a Zenith spell.
Just Retribution - Abjuration, 1 Reaction, Instant, sight, V+S
When a creature causes an effect that targets other creatures and deals damage, that creature must succeed on a Wisdom saving throw contesting your spell save DC. On success, the effect deals no damage. On failure, calculate the damage the effect would have done to each target; the creature that caused the effect takes that much psychic damage.
Matter Flicker - Conjuration, 1 Action, Concentration, 1 hour, touch, V+S
While concentrating on this spell as a reaction before a creature's turn, that creature makes a Dexterity Saving throw contesting your spell save DC, you move the target to a point you can see 1 mile away. On success, the target is moved a number of tiles equal to the caster’s challenge rating. When you lose concentration on this spell, choose a creature. You and the target creature makes a Dexterity Saving throw contesting your spell save DC. You move the target to a point you can see. On success, you and the target are moved a number of tiles equal to the caster’s challenge rating.
Contemporaneous Epoch - Divination, 1 Action, Concentration, 1 minute, self, V+S
Once per turn, when dice are rolled on a creature's turn before the action is resolved, you may change the outcome of any of the dice that creature has rolled.
Weave Permanancy - Enchantment, 1 Action, instant, touch, V+S+M(an object)
Choose an object and a trigger, and cast a spell at its lowest level while holding this object. This object is now imbued with this spell. When a creature holding or wearing this object uses the trigger as an action, the spell is cast targeting the creature holding or wearing the object with a boundless duration if the spell has a duration longer than instantaneous. If the spell were to deal damage to the creature holding or wearing the object, they are considered vulnerable to this damage. If the spell requires concentration, the creature holding or wearing the object must maintain concentration, or the spell ends. A creature can end the boundless spell at any time, no action required. A creature can trigger this object a boundless number of times per day.
Occludent Engrossment - Evocation, 1 Action, Concentration, boundless duration, self, V+S
While concentrating on this spell, you may use an action to take a long rest. When you lose concentration, you gain six points of exhaustion.
Prodigious Incubus - Illusion - 1 Action, 1 minute, Sight, V+S
Target creature makes a Wisdom saving throw contesting the target's current hit points. On a failure, all rolls against the target are considered critical successes, and saving throws the creature makes are considered critical failures. The creature may repeat the saving throw at the end of its turn.
Plague Game - Necromancy, 1 Action, instant, Sight, V+S
Make a list of 3(1d6) groups of two different conditions from the options: Blinded, Charmed by all creatures, Deafened, Frightened of all creatures, Incapacitated, Paralyzed, Poisoned, Stunned, Unconscious, set to 5th level Exhaustion. Choose a group. Target creature makes a Constitution saving throw contesting your spell save DC. On a critical success, the target is not afflicted with a condition. On a success, if the roll was odd, the creature is afflicted with the first condition; if the roll was even, the creature is afflicted with the second condition. This condition bypasses immunity and lasts for 13(2d12) hours or can be cured by the spell Greater Resteration. On failure, if the roll was odd, the creature is afflicted with the first condition; if the roll was even, the creature is afflicted with the second condition. This condition bypasses immunity, and this condition can only be cured by the spell Greater Restoration. On a critical failure, the creature is afflicted with both conditions. These conditions bypass immunity, and these conditions can only be cured by the spell Wish. Repeat this process for each group.
Graft Chimera - Transmutation, 1 Action, instant, self, V+S+M(5 creatures)
Choose five creatures, the caster polymorphs into a gargantuan amalgamation of all 5 creatures. Choose one creature to be the base of the monstrosity. You gain the statistics of this creature. You gain 4 additional heads, each with the statistics of the other creatures. When rolling initiative, roll initiative for the base and each head. Each creature retains its hit points and personality and may use an action, a bonus action, and a reaction, but only the base of the monstrosity can use its movement speed. When afflicted with an effect that requires a saving throw, use the base of the monstrosity to make the saving throw. On a failure, all amalgamated creatures fail the saving throw, and on a success, all amalgamated creatures succeed the saving throw. When one of the creatures drops to 0 hit points, that head is severed. The amalgum dies if it has 0 heads.
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