Level
5th
Casting Time
1 Action
Range/Area
10 ft.
Components
V
Duration
Concentration
School
Transmutation
Attack/Save
None
Damage/Effect

 Call upon strange energies from the far realm to absorb another entity into you gaining their power. DC 14 WIS save, If target has less than half Health points remaining or is surprised roll with advantage, If target is unsurprised and above half health points roll with disadvantage.

- Caster can contain up to 10 medium entities or at the cost of 5 space each 2 large Entities. Each entity contained reduces casters Health point max by 2. After 5 entities are absorbed and contained the caster will gain a -1 to CHA as the toll of containing the Entities begins to wear on the holders body and mind.

- Every three days If more then 3 entities are contained the castor must take a short rest to meditate (1 hour) so they may gather their drifting mind and focus on keeping the entities contained. If this ritual is not performed every three days each hour after the deadline the castor will need to pass a DC 15 WIS save or have 1d3 entities break free and appear hostile in a random space within 20ft. of the castor.

- While entities are contained the castor can choose two abilities from up to two entities to use that day one time each, or if it is a racial ability like wings, the castor will gain that ability for that day. Castor can choose to forgo that use and sacrifice 2d12 Health points to Transform into a amalgam of up to 4 entities gaining all of their abilities and a + 3 to AC + 2 to STH +30 temp Health points for 1 minute, when the transformation ends the caster gains 1 point of exhaustion and two random entities escape containment.

Available For: Bard (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

shootgun996

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