Level
9th
Casting Time
2 Hours Ritual
Range/Area
Self
Components
V, S, M *
Duration
24 Hours
School
Transmutation
Attack/Save
None
Damage/Effect
Buff (...)

The spellcaster who performs this ritual draws on ancient, abominable power to absorb the mystical effects within a magical object. The components above MUST be provided, and cannot be substituted or disregarded even by an Arcane Focus or Metamagic. The cost of the gemstone dust required is equal to 50 + (100 x the level of the magical effect (add the levels together first if there are multiple effects)) - (25 x your spellcasting modifier). 

Preparation: On a flat surface without obstruction to the sky, you draw a star inscribed in a circle both using gemstone dust. The number of points on the star should equate to the level of the magical effect you intend to absorb. At each point of the star, place an instance of the bloody animal remains. The magical object with the effect you desire for yourself should be placed at the center of the star circle. Stand at the edge of the circle, holding the candle over one of the star's point.

Casting: As you recite the incantations, you must hold the candle at your chest and allow no wax to drip to the ground. Slowly walk around the circumference of the ritual circle, feeling the arcane energy buzz in the air. The gemstone dust will begin to glow bright white, at which point you should trace the star's edges. When you have traced every line of the star, the gemstone dust will glow red. You shall proceed to the center of the circle, where you will now hold the candle over the object and relinquish hold on it. It will dissolve into wax, and coat the magical object instantly whereupon you shall grasp the magical object. It will dissolve into magical vapor that will swirl around your form, joined by the gemstone dust swirling into the air. As the mix of gemstone dust and vapor in the air settles onto your skin and clothing, your job will be almost up. All that is left to do is collect every instance of blood-soaked animal remains and consume them. Once you have done this, the magical powder on you will fade into your being. You will feel the magical power surge through your veins, but it is inaccessible for a 24 hour grace period during which you are immune to necrotic + poison damage and being exhausted, diseased, or poisoned, but will suffer one or more of the following sets of effects based on the composition of the magical artifact you assimilated.

Wood, Live Plant Matter, Bone, or Scales - Your flesh turns dry and rough, like bark or ancient skeletons. Your AC becomes 16 + your spellcasting modifier, you gain advantage on Constitution saving throws and you are Resistant to lightning damage. However, you are Vulnerable to fire damage and have disadvantage on Wisdom + Dexterity saving throws.

Stone, Pottery, or Ice - Your become strong but slow, unstoppably heavy but incredubly cumbersome. Your AC becomes 18 + your spellcasting modifier, you gain advantage on Constitution + Strength saving throws, and Resistance to bludgeoning, piercing, slashing, force, and cold damage. However, you will gain disadvantage on Charisma + Dexterity saving throws and will be unable to take reactions.

Metal or Liquid - Density makes your blood run thick and heavy with quicksilver or sea salt. As such, you are Resistant to force, fire, and psychic damage, your AC becomes 16 + your spellcasting modifier, and you have advantage on Strength + Constitution saving throws. However, you have Vulnerability to lightning, radiant, and cold damage and disadvantage on Dexterity + Intelligence saving throws.

Precious Gemstones, Glass, or Pearls - Your form turns brittle and partly translucent, as though you were becoming a jewel. Your AC becomes 8 + your spellcasting modifier, and you gain two bonus actions every round. You have advantage on Charisma and Dexterity saving throws, Stealth and Performance checks, and Resistance to slashing, piercing, cold, and acid damage. However, you are Vulnerable to radiant, force, and bludgeoning damage and have disadvantage on Strength and Constitution saving throws. You also are unable to take reactions.

Paper, Leather, Fabric, Wool, Cotton, or Feathers - Your form becomes impossibly light, at the cost of your strength. Your AC becomes 4 + your spellcasting modifier, and you can take two reactions every round. You gain advantage on Charisma and Dexterity saving throws, and have the effect of feather fall until the end of the grace period. However, you have Vulnerability to piercing, slashing, and fire damage.

Non-Plant Organic Matter - Your form grows convoluted, frail and deformed. You gain disadvantage on all skill checks, saving throws, and are Vulnerable to all damage you lack Immunity to. Your AC becomes 10 + your spellcasting modifier, but enemies have advantage on attacks you and you have disadvantage on attacks you make. If you assimilated an artifact composed of dead flesh, you will be considered undead for the entirety of the grace period. Should you drop to 0 hit points, you will dissolve into a pile of rotten flesh and bones and are considered dead. If you are successfully resurrected, you will retain the magical power but if you are reanimated as an undead creature, your magical abilities and powers will 

Aftermath: Any of the above effects you suffer applies without exception, and cannot be circumvented by any means, not even a Wish spell. If you drop to 0 hit points during the grace period, you will be trasmuted into the material(s) inspiring your grace period detriment and are treated as Petrified in all regards except for the Immunities, Vulnerabilities and Resistances which will be retained from the grace period effect(s). This state of being entirely transformed into an inert substance can only be reversed in similar fashions to Petrification.

Once you've finished the grace period (and are freed from Petrification if you were Petrified), the grace period detriment ends and you now carry the magical effect you desired permanently. The imbued magical effect cannot be detected by any divination magic unless the caster of either spell succeeds a DC 24 Perception, Arcana, or Investigation check (caster's choice). Any attempt to locate the previously existent magical artifact shows the location of the ritual's casting.

* - (At least one inanimate object imbued with a magical effect of 9th level or lower, blood-soaked animal remains symbolic of the magical effect (i.e. feathers for levitation or flying, snake fangs for poison or acid, etc.), gemstone dust worth at least 150 gp, a fresh candle)

Spell Tags: Buff Debuff Utility

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - War Domain (Legacy) Paladin (Legacy) - Oathbreaker Artificer (Legacy) - Alchemist (Legacy)

DecayEmpress69

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