Level
6th
Casting Time
1 Action
Range/Area
Self (100 ft. )
Components
V, S, M *
Duration
Concentration 10 Rounds
School
Conjuration
Attack/Save
CON Save
Damage/Effect
Slashing

Corrupted Heavens conjures an ethereal blood dome, the bloody canopy enshrouds 100ft in every direction making the sky and everything around you have a dark red hue. Red rain descends, saturating the ground and all within it with an ominous hue. Within this domain, enemies are afflicted with the bloodied effect, they also face endless cuts and slashes while in the dome. 

The dome's malevolent energy seeps into the very essence of those it envelops, particularly affecting enemies by heightening their aggression and physical prowess. This surge in primal energy sharpens their instincts and strength in close combat, granting them an unnatural advantage in melee attacks. The air within the dome becomes thick with a palpable intent to harm, guiding each swing and thrust to strike with greater ferocity and precision. The same energy that empowers melee combat within the dome distorts and thickens the air, creating an almost tangible resistance against projectiles and ranged attacks. Arrows, bolts, and other ranged weaponry find their paths unpredictably altered, as if the dome itself seeks to protect those within from distant harm. This results in a disadvantage for enemies attempting to execute ranged attacks, as their efforts are thwarted by the swirling, chaotic energies that deflect and misdirect their aim.

The most profound effect of Corrupted Heavens is its ability to stifle magical energies within its radius. The dome acts as a massive sink for arcane power, drawing in and dissipating spell energies before they can coalesce into effective spells. This nullification effect creates a zone of anti-magic, where the usual laws that govern the weave of magic are temporarily suspended. Enemy spellcasters find their incantations unravelling as they speak, their gestures rendered futile as the dome's energy consumes the magic before it can take effect. This aspect of the spell strips enemies of their magical abilities, forcing combat to be decided by physical prowess alone. The cumulative effect of these alterations to the battlefield dynamic makes Corrupted Heavens a potent strategic tool, shifting the balance of power toward melee combat and away from ranged and magical engagements. It demands both foes and allies to adapt their tactics, potentially turning the tide of battle in environments where magic and ranged attacks would otherwise dominate.

Upon activation, the caster is lifted from the ground, ascending into the air as if drawn up by the same malevolent forces that fuel the spell. This levitation serves as a physical representation of the caster's connection to the spell, binding them to the very heart of the blood-red dome they've conjured.

As the caster rises, their eyes begin to emit a fierce, blood-red glow, mirroring the ominous hue of the dome above. This transformation is not just visual; blood starts to stream from their eyes, cascading down their face in a grim reflection of the red rain that falls within the spell's area of effect. This unsettling spectacle is accompanied by the caster's body being wracked with spasms and contortions, as if they are enduring the unseen slashes and cuts that their enemies suffer under the dome.

While suspended in this state, the caster is rendered completely immobile, unable to move or perform any physical actions. They become a striking figure of dread, visibly tethered to the potent and dark magic of the Corrupted Heavens. This vulnerability underscores the risk and sacrifice involved in wielding such formidable power, as the caster must rely on their allies for protection against any threats that might disrupt their concentration and break the spell.

The transformation and its accompanying effects last for the duration of the spell or until the caster's concentration is broken. Once the spell concludes or is interrupted, the caster is gently lowered back to the ground, the glow fading from their eyes and the flow of blood ceasing. However, the physical and psychological toll of the experience may linger, a stark reminder of the spell's cost and the depths of blood magic's demands.

Corrupted Heavens, like many powerful spells, requires the caster to maintain concentration to keep the spell active. This concentration represents the caster's focus and control over the spell's energies. Being hit by an attack presents a direct threat to this focus. The user must make a Constitution saving throw to maintain concentration, with the DC being 10 or half the damage taken, whichever number is higher. A failed save indicates the user's concentration has been broken by the impact of the attack.  If the user fails their concentration check after being hit, Corrupted Heavens immediately ends. The vast, blood-red dome dissipates, the enhanced melee prowess and ranged hindrances on enemies vanish, and the magical nullification within the dome ceases. The battlefield returns to its normal state, and any advantages or disadvantages imposed by the spell are removed.

When Corrupted Heavens ends due to the user being hit, it signifies a sudden and violent disruption in the spell's energy. This not only halts the spell's effects but also impacts the user significantly. Given the spell's nature—where the user is levitated and becomes a central figure within the dome—such an interruption can be jarring, leaving the user disoriented, making them more vulnerable to subsequent attacks. The user becomes surprised and can't make any actions for two rounds.

The spell Corrupted Heavens, while immensely powerful, demands a substantial toll from the user, especially upon its conclusion or if disrupted prematurely. The effects on the user are both visceral and taxing, reflecting the profound cost of wielding such formidable magic. 

Upon the conclusion of Corrupted Heavens, whether through its natural duration or if prematurely ended by the caster's disrupted concentration, the spell's immense power begins to wane, signifying a pivotal moment for the caster. As the blood-red energy dissipates and the caster's feet once again find purchase on solid ground, there is a brief, suspenseful pause—a moment where fate hangs in the balance, determining the aftermath of wielding such "evil" magic.

The probability of adverse effects occurring is not a certainty but a risk, a gamble with the forces harnessed by the spell. This chance is represented by the need for the caster to make a Constitution saving throw, a critical test of their physical resilience and ability to withstand the backlash of the spell's energy retracting, on a successful save the caster feels the rush of energy recede gently, leaving behind a sense of fatigue that is notable but manageable. While they might be left breathless or momentarily weakened, there are no lasting detrimental effects. The successful save indicates that the caster has effectively grounded the spell's residual energy, preventing it from wreaking havoc on their body, on a failed save the spell's energy retreats chaotically, its departure marked by a violent upheaval within the caster's body. The immediate loss of 25 hit points signifies this turmoil, a stark toll extracted by the spell's demands. The caster experiences a visceral reaction, puking out blood as the users body shakes, a dramatic and unsettling manifestation of the spell's internal cost. This physical response underscores the severity of the spell's backlash. A profound weakness envelops the caster, their limbs trembling and their strength sapped. This debilitation culminates in the caster collapsing, their consciousness fading as they succumb to the overwhelming strain.

* - (blood from the user)

Previous Versions

Name Date Modified Views Adds Version Actions
4/9/2024 2:36:54 AM
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4/21/2024 6:26:23 AM
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