A 10-foot radius circle of arcane symbols, related to your patron, appears on the floor in front of you. You levitate 1 foot above the ground as magic swirls around you, your voice becomes amplified, smoke pours from your mouth, your eyes glow, and the symbols spin on the floor. Your movement speed is reduced to zero, but you are still able to make attacks. The magic, symbols, smoke, and glow are all the same color and relate to your chosen spell variation. When you cast this spell, you choose one of the following variations depending on the level at which you cast it.
5th level options:
Feindish Fire - All enemies that enter or start their turn in the circle are set on fire by a blood-red flame.
- Color: Blood Red
- Duration: Concentration - if concentration is lost, the spell and all of its effects end.
- Effect: All enemies that enter or start their turn in the circle must make a Dexterity Saving Throw, taking 7d10 fire damage on a failed save or half as much on a successful one. Once they exit the cryptic circle, the flames are immediately extinguished.
- Using a higher level spell slot: The damage increases by 1d10 for each spell slot above 5.
Eldritch Entanglement - All enemies that enter or start their turn in the circle are trapped by rotting vines.
- Color: Greenish Brown
- Duration: Concentration - if concentration is lost, the spell and all of its effects end.
- Effect: All enemies that enter or start their turn in the circle must make a Dexterity Saving Throw, becoming restrained and taking 4d6 force damage on a failed save, or become restrained on a successful one.
- Using a higher level spell slot: The damage increases by 1d6 for each spell slot above 5
6th level options:
Sacred Summoning - Summon 3 Undead Cultist Fanatics of your patron
- Color: White
- Duration: Instantaneous
- Effect: You summon 3 Undead Cultist Fanatics at any point you choose within the circle of sigils. You choose a point for each monster, and the spell ends after they are summoned.
Hallowed Healing - Heal all of your allies within the symbols.
- Color: Pink
- Duration: Concentration - if concentration is lost, the spell and all of its effects end.
- Effect: All allies that enter or start their turn within the ring of magic gain 12d8 plus your spellcasting ability modifier.
- Using a higher level spell slot: The healing increases 2d8 for each spell slot above 6
7th level options:
Thaumaturgic Thunder - Create a shockwave of immense force within the circle of symbols.
- Color: Blue
- Duration: Instantaneous
- Effect: All creatures within the ring of magic must make a Constitution Saving Throw, taking 6d12 thunder damage and being knocked prone on a failed save or taking half as much and resisting being knocked prone on a successful one.
- Using a higher level spell slot: The damage increases by 1d12 for each spell slot above 7
Psychic Pact - Create a burst of psionic crystals that explode outwards from the center of the circle
- Color: Purple-Black
- Duration: Instantaneous, 1 round
- Effect: A swirling sphere of psionic energy forms at the center of the ring of sigils. Crystals form and explode outward and partially bury themselves in the ground, dealing 10d10 psychic damage on a failed Wisdom Saving Throw and half as much on a successful one. The surrounding ground within the circle of glyphs is rough terrain until the end of the caster's next turn, and all creatures that walk through it take 1d4 plus your spellcasting modifier magical piercing damage, ignoring resistances and immunities.
- Using a higher level spell slot: The psychic damage increases by 2d10 for each spell slot above 7
8th level option:
Chains of Death - Choose an enemy that you can see, that enemy is teleported to the center of the cryptic ring and is held in place by three chains, floating the target 5 feet off the ground, and takes necrotic damage.
- Color: Bright, Necromancy school of magic, green
- Duration: Until Dispelled
- Effect: Choose an enemy that you can see. That enemy is teleported to the center of the cryptic ring and is held in place by three chains, floating the target 5 feet off the ground. The target takes 14d6 necrotic damage and is restrained. The target then takes 7d6 necrotic damage at the start of its turn until the spell is dispelled. To dispel the magic, the target must make a successful Constitution Saving Throw, which it makes at the end of its turn.
- Using a higher level spell slot: The damage increases by 2d6 for each spell slot above 8
9th level option:
Cryptic Glyphs - Ritual Spell - Spend 1 hour drawing the cryptic glyphs in the ground, and choose one of the spell options and a trigger word. When you say the trigger word, the spell will activate and stay active* for 1 hour or until the caster falls to 0 hit points. While the spell is active, the caster does not have any of the effects of casting the spell normally.
*If the spell is instantaneous, the spell ends after its effect is over. The terrain for Psychic Pact will last the full duration of 1 hour. Chains of Death can still be dispelled. Undead Cultist Fanatics will revive for 1 hour after activation or until the caster falls to 0 hit points.
Cryptic Cost:
You can choose to upcast this spell without any available spell slots at that level at the cost of your health. When you choose to upcast to a higher level without the spell slot available, you take 1d20 necrotic damage for each spell slot you choose to upcast to, ignoring resistances and immunities.
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