Level
1st
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Hour
School
Transmutation
Attack/Save
None
Damage/Effect

Upon casting, this spell covers the caster's body in a magical armor, temporarily replacing any previous armor for up to one hour.

The caster is proficient with this magical armor, and while covered in it, the caster's AC becomes 12 + the casting modifier and they gain a d4 of temporary HP for each level this spell is cast at beyond 1st. You can only gain temporary HP in this way once per short or long rest, and it only remains in effect during the spell's duration, but it carries over between castings of this spell. This Temporary HP is lost at the start of a short or long rest. Also while covered in this armor, your weapon and unarmed attacks can use your spellcasting modifier instead of your STR or DEX modifiers and your maximum jump height increases by 10ft. If you are not surprised, you can add your spellcasting modifier to CON saves to maintain concentration on this spell

Base Forms: When this spell is cast at 2nd level or higher, your jump height increases by an additional 10ft (20 extra feet total) and you may choose ONE of the following abilities to gain during the spell's duration. You may cast the spell again during the duration to change the selected ability(s). When using material components to cast the spell, you must use a different totem for each ability. Each totem can only "remember" one ability.

  • +2 to STR or DEX
  • An additional +1 to AC and advantage on CON saves to maintain concentration on this spell
  • A swimming speed equal to your walking speed
  • A climbing speed equal to your walking speed
  • A burrowing speed equal to your walking speed
  • You walking speed increases by 15ft
  • Weapon or Unarmed attacks deal an additional 1d4 damage of one of the following types: fire, cold, lightning, poison, or acid. You can only pick one damage type per casting of this spell.
  • As a bonus action you can become Tiny for up to a minute

Super Forms: When this spell is cast at 5th level or higher, your jump height increases by an another 10ft (30 extra feet total) and the magical armor's AC becomes 13 + your casting modifier. You may select up to TWO of the above abilities or ONE of the following abilities. When casting this spell with material components, you may either use two separate totems or have individual totems "remember" combinations of 2nd level abilities.

  • +4 to STR or DEX
  • An additional +2 to AC and advantage on all CON saves
  • A flying speed equal to your walking speed
  • Your walking speed is doubled
  • Weapon and Unarmed attacks deal an additional 1d8 damage of a type of your choice (fire, cold, lightning, acid, poison, thunder, radiant, or necrotic) OR 1d4 of each of up to two of these damage types. You can only choose up to two damage types per casting of this spell.
  • As a bonus action, you can become a size larger or smaller for up to a minute

Ultimate Form: When this spell is cast at 9th level, the magical armor's AC becomes 14 + your casting modifier and you gain a flying speed equal to your base walking speed. You may select up to FOUR 2nd level abilities OR up to TWO 5th level abilities to gain for the spell's duration. You may only have one totem "remember" the spell at this level.

(OPTIONAL) Berserker Form: When you cast this spell using a 3rd level spell slot or higher, you may cast the spell as though it were cast up to two levels higher, but you must take one of the following additional effects for each level beyond the spell slot level that you cast at. This effect becomes part of the totem's "memory".

  • At the start of each of your turns for the duration of the spell, you must make a Wisdom saving throw with a DC of 15 + the spell's level. On a failed save you lose control of your character and your alignment becomes Chaotic Evil until the spell ends. If your alignment was already Chaotic Evil before casting the spell, you have advantage on the save.
  • At the end of each of your turns, you take 1d4 necrotic damage for each level the spell was cast at beyond the spell slot used. This necrotic damage does not affect your Temporary HP and cannot reduce you lower than 1 HP. You take a point of Exhaustion when the spell ends.
  • You take 2 points of Exhaustion when the spell ends.
  • You take 1d6 of Force damage for each level this spell is cast at before temporary HP is applied. If this damage would reduce you to 0 HP, it reduces you to 1 instead.

If the caster has proficiency in Stealth, they may provide the Vocal component of this spell with a whisper and activate the spell quietly, otherwise the spell itself creates a lot of noise and flashy effects. The vocal component of this spell can be a strong declaration of the caster's intentions or simply a word or phrase such as "Transform!", "Hero Change!", or "It's Hero Time!" For the Somatic component of the spell, the caster must strike a dynamic pose. Once a totem is used as the material component of this spell for the first time, that totem will "remember" the ability or abilities chosen, and will produce the same effect each time that same totem is used, even if used by a different caster. The appearance of the totem can affect the appearance of the armor granted by the spell. If an Arcane Focus or similar item is used to replace the material components, it can only "remember" a maximum of four 2nd level abilities and two 5th level abilities.

For flavor, an Evil or Chaotic aligned character may call this spell "Villainous Morph", "Evil Morph", "Dark Morph" or any similar such name.

You can work with your DM to come up with other abilities or restrictions for this spell and other ways to flavor it for your Tokusatsu Hero of choice.

* - (A totem emblematic of the form you wish to take)

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Wizard (Legacy) - Bladesinging (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

draconianVoltage

Comments

Posts Quoted:
Reply
Clear All Quotes