Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect

you empower yourself with the maddening energies of the Far Realm and gain the following benefits until the spell ends:

  • You sprout another set of eyes that grant you advantage on Dexterity Saving Throws and Perception Checks.
  • You sprout a grotesque swarm of arms that grant you a climbing speed equal to your walking speed.
  • Your sprouted arms also allow you to cast cantrips from them as a bonus action on subsequent turns.
  • You gain immunity to psychic damage and the frightened condition.
  • You gain advantage on intelligence and charisma saving throws
  • You gain telepathy and darkvision out to a range of 120 ft.
  • When another creature attempts to pry into your mind, or speak telepathically to you without your permission, they take 2d12 psychic damage and the effect fail.

Immediately after the spell ends, you must succeed on a DC 15 Intelligence Saving Throw or suffer from a long term madness.

* - (A beating Morgoth heart held together by stitches made of fine lead, adamantine, and diamonds worth 1000gp)

Available For: Warlock (Legacy) Wizard (Legacy)

Playing

Comments

Posts Quoted:
Reply
Clear All Quotes