You summon from the cosmos the holy zodiac signs of the constellations, the fire signs, Aries, Leo, and Sagittarius; the earth signs Capricorn, Virgo, and Taurus; the water signs Cancer, Scorpio, and Pisces; and the Air signs Libra, Gemini, and Aquarius. The zodiac takes its turn directly after the caster. The celestial has 60 + Spell casting modifer worth of health. Each zodiac can move up to 45ft. per round.
When casting a fire sign... You have resistance to all fire damage.
When casting an earth sign... You have resistance to force damage and your gravity to earth is increased.
When casting an air sign.... You increase your jump distance by 20ft.
When casting a water sign.... You have water breathing at all times during the spell.
Aries. You summon a celestial Ram. This gives an extra die of damage to anyone within a 30 ft. radius of the ram.
Taurus. You summon a celestial Bull. This gives the party advantage on all constitution saving throws within a 45ft. radius of the bull.
Gemini. You summon a spiraling mist that forms the visage of a split faced lady. Anyone within 60ft. of the Gemini can take a reaction to take one basic melee attack against a creature who has attacked them.
Cancer. You summon a celestial crab. This gives advantage to all charisma saving throws and ability checks within 120ft. of the crab. Can be made small or big.
Leo. You summon a celestial Lion. The lion provides advantage on all strength saving throws and ability checks and you cannot be frightened to anyone within 30ft. of the lion.
Virgo. You summon the celestial visage of purity, a woman with long luscious hair. Any creature the virgo touches (up to 3 maximum) is rid of all status effects, immediately nourished, and rids you of 2 exhaustion points.
Libra. You summon the celestial law giver, the balancing scales of the cosmos. Can be cast upon one creature. The creature Libra is cast upon has advantage on all saving throws and ability checks, except for Charisma.
Scorpio. You summon a celestial Scorpion. The scorpio deals 2d4 poison damage to enemy creatures around it every round. The scorpio can lash out its tail every 3 rounds dealing 1d6+ Wis. Modifier poison damage to an enemy in its area. Any creatures, friendly or enemy, have disadvantage on Constitution saving throws.
Sagittarius. You summon a celestial archer. The archer shoots its bow dealing 2d6 + Spellcasting Modifier of damage. Range. 60ft. You can't use reactions within 15ft. of the Sagittarius.
Capricorn. You summon a celestial goat. When riding on the goat, the goat gains an extra 20ft. movement speed and any creatures within 120ft gain a 10 ft. movement speed buff.
Aquarius. You summon the celestial peace bringer, the water bearer, and bringer of change. You can walk on water within 60ft. of the Aquarius. When you drink from the water bearer you heal 2d8 + Spellcasting modifier and you gain 1d4 temporary hitpoints.
Pisces. You summon the celestial fishes, that which keeps the tide of battle in a steady motion. Anyone within a 60ft. radius has their emotions calmed if they succeed the Wisdom Saving Throw. The Pisces has a natural regeneration field where you heal 1d6 hit points per round or you can harm the regeneration field and deal 1d6 to any enemies.
Previous Versions
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11/14/2021 12:09:34 AM
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4
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3
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Coming Soon
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