You coat yourself in a shell of telekinetic force that acts as both a shield and a weapon. While under the effects of this spell your Armor Class becomes 10 + your Intelligence mod + your proficiency bonus, you gain a hover speed equal to your walking speed, you also gain immunity to force damage and resistance to all other damage. In addition you gain a number of temporary hit points equal to your Intelligence modifier times 10.
Until the spell ends you gain 10 charges that you can spend on different effects. Once you reach 0 charges the spell ends:
Force Empowered Strikes - 1 Charge - 1 Bonus Action - Whenever you hit a target with either a weapon or spell attack you deal an additional 4d12 force damage. This effect lasts for a number of attacks hit equal to your Intelligence mod.
Force Empowered Movement - 1 Charge - 1 Bonus Action - Your hover speed doubles until the end of the spell's duration. In addition you may choose a number of creatures within 60 feet of you equal to your Intelligence modifier. Each creature also gains a hover speed equal to their walking speed until the end of their next turn.
Beam of Force - 3 Charges - 1 Action - You discharge a 100 foot long 5 foot wide beam of force in a direction of your choice. All creatures of your choice in the line must make a Dexterity saving throw against your spell save DC. On a failure they take 5d6 + 20 force damage, half as much on a successful save. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller non-magical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this effect.
Implosion - 5 Charges - 1 Action - Pick a point within 120 feet of you that you can see. You force all creatures and objects of your choice within a 20 foot radius sphere from that point to make a Dexterity saving throw against your spell save DC to grab onto a fixed object it can reach. On a success the creature or object takes 3d6 force damage. Otherwise all creatures and objects rush toward the point of your choice and collide at that point. All creatures and objects take 5d6 force plus damage plus an additional d6 for every 10 feet moved.
You can then choose to hold creatures to that point. Creatures held in this way are considered restrained. Doing this requires your concentration and any creature held in this way can take an action to make a Athletics (Strength) or Acrobatics (Dexterity) check to escape.
Detonate - All Remaining Charges - 1 Action - You discharge the force armor off of you, sending it plates flying like shrapnel. You and all creatures within 10 feet of you take 10 times the number of charges remaining in force damage. All creatures between 11 and 20 feet away take 8 times the number of charges remaining in force damage. All creatures between 21 and 30 feet away take 6 times the number of charges remaining in force damage.
* - (a platinum miniature of a knight or warrior worth at least 10,000 GP)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/23/2021 10:52:05 PM
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2
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1
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1.0
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Coming Soon
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