Level
9th
Casting Time
12 Actions
Range/Area
Self
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Evocation
Attack/Save
None
Damage/Effect

7 glowing spirits and 5 elemental spirits orbit you, doing one of the following effects each, one spirit at a time is most common amongst the main part of battle, the spell doesn't end until all of them are used up, when a spirit is used then it'll slowly shrink and dissipate back to their home plane, the spell must be casted by doing one of the following:

  • you shout with might and glory "GRACIOUS DIETIES!! HELP ME VANQUISH THE EVIL IN ALL THE WAYS POSSIBLE!!"
  • you wave your hands in a calming motion, then dramatically raise a fist with might before letting out a roaring pose.
  • you use a Crusifix that was greatly tortured during blessings, the Crusifix comes back but looks brand new.

while the spell is active, you can only attack with the spirits, if you use your weapon it'll cost a reaction and a level of exhaustion, due to how much power is surrounding you.

Humility

halves all health of all monsters in a 20ft circle and gives each half to each ally

Charity

doubles XP and currency for each nearby monster that is still alive, drops all XP and currency upon death

Chastity

gives 1 condition to 14 monsters each, if there is less than 14 monsters then 1 monster can have multiple conditions

Kindness

nullifies damaging actions of nearby monsters, including reactions, bonus actions, legendary actions, and mythic actions

Temperance

resets conditions, hit points, and feature usages for every ally on the field, without restarting the fight

Patience

buffs damage and strength/dexterity rolls greatly, all enemy creatures have disadvantage on two abilities of choice

Diligence

freezes 20 nearby monsters without petrifying them, if their already petrified then they instantly die

Earth

monsters who fail a dex save are launched 50 miles into the sky and rapidly descend 20 miles per turn, being dealt 5d10 Bludgeoning damage upon landing

Water

water currents in directions of choosing rush away from caster, sweeping away all monsters in the path, if they hit a wall then they are considered grappled until the spell ends

Fire

25 fireballs home it on 25 monsters without an immunity to fire, if there are more Fire immune monsters than Fire resistant, neutral, or vulnerable monsters then a shockwave in a 20ft sphere away from the caster appears

Air

any monster that attacks an ally gets launched 50ft away, instantly kills them if they're off a cliff, dealt 50d20 Bludgeoning damage if they hit a wall, and fall prone if they're off the map

Space

a bright beam of light shoots from the casters face in a 15ft wide space, all monsters in the light take 15d100 radiant damage and gain 5 levels of exhaustion

when this spell ends, all creatures will be Frightened by your presence and gain 4 levels of exhaustion

if you're at lvl 20 and have proficiency in healing spells, then you can call forth a 13th spirit that is specifically designed for player advantage.

Soul

Trade hit point maximums with the strongest opponent on the field

* - (a Crusifix that has been burnt, dunked, buried, launched, and blessed by both the upper planes and God)

Previous Versions

Name Date Modified Views Adds Version Actions
9/8/2026 7:36:11 PM
3
1
--
Coming Soon

Available For: Cleric Druid - Circle of the Stars Fighter - Eldritch Knight Paladin - Oath of the Ancients Sorcerer - Wild Magic Sorcery Warlock - Celestial Patron Wizard - Evoker

conolord

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