A technique allowing the caster to absorb and release cursed spirits. Once released the cursed spirits will obey commands from the caster.
Any creature with an Evil Alignment is considered to be a Cursed Spirit.
A caster with this technique may not use another cursed technique.
Absorb - the caster makes a ranged spell attack against a cursed spirit within sight. On a hit the cursed spirit must make a CON save DC equal to the casters level minus the cursed spirits CR, plus ten.
On a failed save, the cursed spirit is consumed by the caster and added to their stored spirits. The caster is allowed stored spirits equal to their level, plus their CON modifier. Spirits that aren't stored are counted in the maximum allowed spirits.
Release - as an action the caster can summon one of their stored spirits to aid them in battle. The stored spirit is controlled by the caster on their turn. As a bonus action the caster can turn the spirit back into its stored state. A cursed spirit may not take an action the turn it is released. The combined CR of released spirits cannot exceed 3 times the casters level.
Starting from 4th level when Absorb is used on a cursed spirit whose CR is less then or equal to half of the caster level, the spell is guaranteed to hit and the save is guaranteed to fail.
Starting at 8th level both Absorb and Release can be used on an additional target per turn.
Starting at 10th level the allowed number of stored spirits becomes equal to the casters CON modifier plus 10 plus 2 for each additional level after ten e.g level 12 would be CON plus ten plus 4.
Unlocked at level 16 - Maximum - Uzumaki
The caster can merge stored spirits into one amalgamation of spirits. By using an action, the amalgamation can be launched at enemies within sight. REQUIRES CONCENTRATION - LASTS UP TO TEN MINUTES
The CR of the amalgamation is equal to the Combined CR of all spirits used divided by 2. A ranged spell attack is made with a bonus to hit equal to half of the amalgamations CR.
On a successful hit, the target takes 6d6 necrotic damage plus a quarter of the amalgamations CR. After dealing damage the amalgamation can either return to the caster or attack another target. If another target is attacked, the amalgamation loses 1d20 CR. If another target is not attacked, the amalgamation can be used to attack without a CR reduction as normal on the casters next turn.
If any spirit with a CR greater then 15 was used in the amalgamation, the caster can use one of that spirits special abilities as a bonus action on that turn.
As a bonus action, the amalgamation can be dispelled after which the spirits are lost. The spirits are also lost after concentration is broken or when the ten minutes is up.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/22/2024 11:28:23 PM
|
6
|
1
|
1
|
Coming Soon
|
Comments