Level
9th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect

An intense ritual to summon a specialised system of mystic sigils, overwriting the law of common reality, that take place, allowing you to manipulate and alter the rules of reality, creating sigils that can attack, block, and reshape matter. The laws of Mechanus overrides much of realities chaotic nature.

When you cast this spell, you may use one sigil. On subsequent turns, you may use three sigils as an action, multiple of which can be the same sigil. You can only use sigils you haven't used the previous turn.

Aggressive Sigil. You choose two mundane weapons within 90 feet that you can see. These weapons become enchanted, dealing magical damage on hit, and gain a flying speed of 30 feet. These weapons do not take damage. You may command them to attack as a free action on your turn, which they will do so to the nearest creature. You may also make attacks of opportunity with them as a free action. At the start of your next turn, you may expend one sigil to maintain the enchanted weapons, otherwise they are unenchanted and fall to the ground.

Blasting Sigil. You choose a point within 60 feet that you can see. Creatures within a 20 ft radius of that point must make a dexterity saving throw, taking 5d6 fire damage on a failed saving throw, half on a success.

Crushing Sigil. A target creature within 60 feet that you can see must make a strength saving throw, taking 3d8 bludgeoning and 3d8 force damage on a failed saving throw, half on a success. This deals maximum damage against objects and constructs.

Defensive Sigil. You may construct a temporary wall out of matter. You transmute a 10 ft cube of non-magical material. The wall has a hit point maximum of 150, an AC of 15, and is 10 feet tall, 15 feet wide, and 5 feet thick. This wall deconstructs itself at the end of your next turn, the transmuted material returning to where it was.

Healing Sigil. You heal 4d4 + 10 hit points to a creature within 30 feet. You heal an additional 1d4 hit for each ally within 20 feet as well.

Launching Sigil. You may choose any target object that is huge or smaller, within 30 feet that you can see. If the object is being held or carried by a creature, they must make a strength saving throw against your spell save DC. You cannot launch objects that are being worn by a creature. You may then launch that object, launching it to a point within 90 feet. If a creature occupies that point, they must make a dexterity saving throw. On hit, you deal 2d10 bludgeoning, piercing, or slashing damage per size of the object launched. The damage type is determined by the DM.

Magnetic Sigil. Designate a point within 90 feet that you can see. Metal in a 30 foot radius around that point starts to be attracted and squeeze in on that location. If a creature is at that point, they must make a dexterity saving throw, taking 2d4 bludgeoning, 2d4 piercing, and 2d4 slashing damage as metal scrap stabs, crushes, and pierces them on a failed saving throw. If they fail, they become restrained, and may repeat the dexterity saving throw at the end of their turn, escaping the magnetic field on a success. If you spend one sigil maintaining the magnetic field at the start of your turn, the restrained creature takes an additional 4d4 bludgeoning, piercing, or slashing damage. Creatures wearing metal armor have disadvantage on the saving throw.

Rotting Sigil. You choose a creature within 30 feet that you can see. That creature must make a constitution saving throw, on a success taking 2d10 necrotic damage, and on a failure taking 5d10 necrotic damage and becoming poisoned for 1 minute, taking 1d10 necrotic damage at the start of their turn.

Slicing Sigil. Target creature within 100 feet must make a dexterity saving throw, taking 5d8 slashing damage on a failed saving throw, half on a success. Upon using this sigil multiple times in a single turn, you deal an additional 1d8 slashing damage on each consecutive use.

Transmuting Sigil. You may transmute a 50 ft cube of non-magical material into any mundane object that costs 100 gold pieces or less. The object remains transmuted for the duration of Absolute Sigil.

As a reaction, you may use one of the sigils below.

Reflective Sigil. As a reaction to taking damage from a ranged attack, you may roll a saving throw with your spellcasting ability score. If the saving throw is higher than the attack roll that hit, you may choose a target, either the original attacker, or a creature within 60 feet which becomes the target for the attack, reusing the attack roll. If you roll a 20 on your saving throw, the reflected attack deals critical damage.

Shoving Sigil. When a creature provokes an opportunity attack from you, you can choose to use your reaction to instead force the creature to make a Strength saving throw against your spell save DC. On a failure, the creature is knocked proved and moved 10 feet horizontally in a direction of your choice.

If you lose concentration on this spell, instead of it ending, the spell corrupts you. You fall under the effect of the confusion spell for one minute. While under the effect of the confusion spell, you also use a random sigil, rolling a d10 to determine which one, targeting the nearest creature. You may make a wisdom saving throw at the end of your turn, ending the effect on a success. You also gain a single point of exhaustion upon the confusion spell ending as your body feels exhausted.

* - (a complex microchip crafted from rare metals, worth 5,000 gp)

Previous Versions

Name Date Modified Views Adds Version Actions
4/3/2024 11:45:01 AM
18
1
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Coming Soon
4/4/2024 10:08:26 AM
35
1
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Coming Soon
4/4/2024 10:53:33 AM
39
1
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Coming Soon

Available For: Wizard (Legacy) - School of Transmutation (Legacy) Cleric (Legacy) - Order Domain Wizard (Legacy) - Order of Scribes Sorcerer (Legacy) - Clockwork Soul (Legacy)

Gilded_Wyvern

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