Level
9th
Casting Time
1 Action Ritual
Range/Area
Sight
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Transmutation
Attack/Save
INT Save
Damage/Effect

The spell combines multiple living creatures in order to create a single creature with the skills and durability of all involved beings. This fusion is formed by dragging all of the creatures wearing the jewellery towards each other at 30ft every round, combining when they all collide. A creature does not have to be willing for this to take place, as long as they have the piece of jewellery attached. If a creature not wearing the jewellery is caught in this collision they are thrown out and take 3d10 Force damage. While the creatures are being dragged they are effectively paralyzed.

When casting the spell and activating the jewellery, the caster can determine for how long the fusion between the creatures lasts. The caster can also choose to immediately end the fusion before the timer is up. While this lasts the fusion gains the following benefits:

  • The fusion takes the highest stats of every creature involved in the spells casting and may distribute an extra three +2 modifiers into its abilities. An ability cannot exceed 30.
  • The fusion combines the spell lists of all creatures involved for one complete spell list. 
  • The fusion rolls its Hit Points when it is fused, rolling an amount of dice equal to its CR or Level (whichever higher) and using the highest hit dice.
  • The fusion can select to take the spell slots (or Pact Slots, higher spells being cast as a Mystic Arcanum) of one creature involved, this rule also applies to other abilities with limited uses. This rule also applies to the amount of Extra Attacks.
  • The fusion has the legendary actions, actions, bonus actions, reactions and abilities of all creatures involved. Extra Attack does not overlap with Multi Attack.
  • The fusion takes the highest natural AC of an involved creature.

This fused creature will possess all of the equipment of each involved creature and can choose to don any armour instantly when it is created. When the creature is fused all creatures involved can work together and make choices as a group, effectively being one creature, or a singular creature can attempt to control the entire fusion itself. If the other creatures involved are unwilling for a singular creature to take control they can each make an opposed mental check using their highest stat. If the attempting creature fails any of these contested checks its attempt fails and it cannot make another attempt for at least 24 hours.

If the fusion falls unconscious then the fusion stays in tact, though it forcefully splits if the fusion dies. If the fusion dies then all creatures involved die. Creatures involved in the fusion can attempt to forcefully split by making an intelligence saving throw, this can also be done in an attempt to keep the fusion together beyond the timer or when the caster attempts to split the fusion.

* - (matching pieces of jewellery worth at least 1,000 gp each)

Available For: Warlock (Legacy) Wizard (Legacy) Bard (Legacy) - College of Creation Cleric (Legacy) - Arcana Domain Sorcerer (Legacy) - Wild Magic (Legacy)

RebornPsycho

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