Level
9th
Casting Time
1 Action
Range/Area
Touch
Components
V
Duration
Until Dispelled
School
Enchantment
Attack/Save
None
Damage/Effect
Charmed

The Savior's Hand is among the most secretive and most powerful spells in the realm.  There are no (known) scrolls of it.  If anyone knows the arcane words, then chances are, it was passed down via word of mouth.  It can take even the greatest of magi decades of practice to perfect the spell - and even then they would be hesitant to unleash its fury.  The spell has only be cast a dozen times or so - usually taking the life of the mage who casts it.  What is known is as follows:

  • Its casting range is touch, however, that touch can be the "air" in front of the mage. When used in this way, the spell has been said to lay waste to entire mountains. The caster has the option of limiting the impact of the spell (to save their own lives) if they so choose.  At its weakest, the spell can do no fewer than 20d12 + Caster Level and repels all creatures or things (no matter the size) the number of squares determined by a roll of 3d6 + Caster level. Anything within the "air" radius (a 20-foot cone) must make a successful STR save at disadvantage, or be violently hurled the number of squares determined by the roll - taking fall damage plus spell damage.
  • If cast by physical touch on a single living creature, that creature must make 3 successful saving throws (WIS, CON, INT). On failure, the spell instantly takes the creature down to 1 HP and completely reverses their alignment.  A Lawful Good creature, for example, becomes Chaotic Evil.  They also lose most of their memories and only retain fragments of whom they were.  The caster then has the option of telling them who they are - and the caster can weave any story they wish.
  • If cast by physical touch on a construct or undead creature, the spell brings that creature to life and becomes a thrall of the caster, doing its bidding until dispelled. The caster can set the creature's alignment and give it whatever backstory it chooses.
  • If cast, even in a limited capacity, on a successful or failed attempt, the caster must make 3 successful saving throws (WIS, CON, INT) with advantage. On failure, the caster permanently reduces the failed attribute (WIS, CON, INT) by 1.  If all 3 fail, the caster is reduced to 1 HP, they lose the statistics, and their own alignment reverses.

Available For: Bard (Legacy) - College of Glamour (Legacy) Cleric (Legacy) - War Domain (Legacy) Druid (Legacy) - Circle of Dreams Paladin (Legacy) - Oathbreaker Ranger (Legacy) - Monster Slayer Sorcerer (Legacy) - Divine Soul Warlock (Legacy) - The Fiend (Legacy) Wizard (Legacy) - School of Enchantment (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

THAMRO