Level
7th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Until Dispelled
School
Transmutation
Attack/Save
CHA Save
Damage/Effect

Doorhinge.. might have gotten a little carried away on this one. After watching everyone bicker so many times about the best course of action, doorhinge wondered if she could use this to her advantage! Originally trying to just fuse together minds… there was a miscalculation. Target up to 5 creatures, designating one as the “host”. The host must be of a size either larger or the same as all the other creatures. After designating the host, the other 4 creatures must make charisma saving throws against your spell save DC. If they pass, nothing happens. However… any that fail become attached in a manner to a conjoined twin to the host that least affects its ability to move or act. When a creature is attached to the host, you add its HP to the host creature total. The attached creatures retain as much gear and equipment they can, and do not lose the ability to speak or cast spells, and still take their turns at the start of the initiative they rolled, and for the purpose of size they take up the entire hosts space. At the start of every attached creatures turn, they must make an intelligence saving throw. On a success they can act as normal but cannot move as they are attached to the host, however on a fail the sound of all the other creatures thoughts muddles their minds and they lose their turn. On the host creatures turn, different effects apply depending on how many attached failed their saves, likening it’s effect to the amount of discord in the creatures mind as a whole as the attached try and flail around. Every tier higher includes the effects of the previous tier

0 Fail- The host acts as normal
1 Fail- The Host creature must randomly use its movement at the start of its turn (provoking opportunity attacks)
2 Fails- The host creature may only make one attack action if it has a feature that allows it to make more, such as multi attack, or if it tries to cast a spell or use a signature ability must succeed on an intelligence saving throw first.
3 Fails- The creature may only take an action, bonus action, or reaction during its turn, and if it had the legendary action feature may only use one between its turns.
4 Fails- The discord in the creatures head becomes overbearing, and the creature suffers 12d10 psychic damage.
 
At the end of the hosts turn, he may choose to make a CON saving throw against your spell sage DC to try fight of the influence of The attached, if passed, the host may choose on of the attached to die, and if it does take away that much max HP from the creature. This spell is effectively over when all the attached are dead, although the physical deformities still remain. The only way that doorhinge THINKS this spell could be ended is a greater restoration cast at the same level, but she is mostly unsure…
* - (A scale of a failed chimera)

Available For: Wizard (Legacy)

SmugAnimeG1rl

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