This spell links you with a willing Creature through the power of a magical contract, granting benefits like a familiar and making them more receptive to support spells.
You create a Runic Circle and exchange Truthful vows to Aid and Protect one another. As the completed circle activates, the Wizard places one hand over the heart of the Creature, that is now their Retainer, and another on the location where they wish to establish the rune. Once the spell is complete, a minor replica of the circle appears in the desired location on both parties. Although the center of the circle has the rune for Master or Retainer on the respective body.
Your Retainer acts independently of you and is free to act as normal, however, you and the Retainer both gain certain benefits to aid each other. most notably in combat.
-Your Retainer and Yourself are able to talk to one another Telepathically. Additionally, you can link your senses to them. Letting your eyes and ears perceive what they do. It uses their visual ability, leaving you blind or deaf to your surroundings. This is limited to being within 100 feet of the retainer.
- Use a 1st level spell slot to 'warp' the Retainer to your side. Cost grows with distance to a maximum of level 3. 1st (100ft) 2nd (270ft) and 3rd (450ft)
-You can use any Touch-Ranged spell through your Retainer within 100ft. It takes effect using their reaction that round if they can reach a target. (Roll your own attack rolls if required, possibly beforehand, and if it noticeably fails, then the spell simply failed to transfer to the Retainer.)
- When an enemy makes an attack on you within strike range of your Retainer, they may use their reaction to attack the same enemy.
- +10 to the range of buff spells when targeting your Retainer, works as normal for other targets.
-If you get Knocked unconscious it severs the connection you have with the Retainer and needs to be reconnected with the same method as an establishment of the contract. Although the sigil remains but is greyed out, meaning the two merely touch each other's symbol within the circle. As long as not dispelled, killed or K.O.ed, it's indefinitely active.
Note: Anti-magic zones disrupt the spell if one of the pair is inside of it, and re-connects once out, but completely dispells if both are inside.
* - (10 GP worth of Chalk, powdered Silver, and Incense is consumed to create a runic circle used in the Spell.)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/26/2018 6:16:45 PM
|
46
|
0
|
1
|
Coming Soon
|
|
|
10/19/2018 4:06:51 PM
|
282
|
0
|
1.5
|
Coming Soon
|
|
|
10/19/2018 4:23:27 PM
|
75
|
0
|
--
|
Coming Soon
|
|
|
11/5/2019 11:37:12 AM
|
392
|
3
|
4
|
Coming Soon
|
Comments