Level
2nd
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect

By unlocking the gates that regulate the flow of magic inside your body, you are able to access incredible latent power, but at the risk of your own safety. Each gate is numbered and to use the gate you must spend a spell slot equal to the gate number plus one. Opening higher level gates also unlock all previous gates as well, providing you with the bonuses and risks of each. When the spell ends. you attain every negative effect in order, starting with the Gate of Opening.

  1. The Gate of Opening is located in the brain's left hemisphere and removes the user's mental inhibitions. When opened, you gain advantage on all your saving throws. Once the spell ends, you gain disadvantage on all your saving throws for ten minutes.
  2. The Gate of Healing is located in the brain's right hemisphere and increases the user's physical prowess. When first opening this gate, you raise your maximum health equal to your proficiency bonus times the level of this spell. When opened, you are able to take the dash and disengage actions as a bonus action. Once this spell ends, make a Constitution saving throw against a DC of 10 plus the level of this spell. On a failed save, you take one level of exhaustion.
  3. The Gate of Life is located on the spinal cord and turns the user's skin red when opened as blood flow increases. Other effects include the user's pupils disappearing, their hair standing on end, and bulging veins all over their body. When opened, your speed is doubled and your climbing speed becomes equal to your walking speed. Once the spell ends, your speed is reduced by 10ft for one hour.
  4. The Gate of Pain is located on the spinal cord. When opened, you gain resistance to all damage except for psychic. Once the spell ends, you take 1d8 force damage for every gate you opened.
  5. The Gate of Limit is located in the abdomen. You gain an additional action and reaction on each of your turns. The action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Once this spell ends, you are no longer able to take the dash or disengage actions and can't take any reactions until you take a long rest.
  6. The Gate of View is located in the stomach and it increases all the user's abilities. When opened, then once per turn, when you deal damage to a target you may choose to deal an additional 4d6 force damage. Once this spell ends, make a Constitution saving throw against a DC of 15 plus the level of this spell. On a failed save, you take one level of exhaustion.
  7. The Gate of Wonder is located below the stomach, causes the user's body to secrete a blue sweat. The sweat immediately evaporates, creating an intense blue aura around the user. All of your ability scores are now 30, changing all of your ability modifiers to +10. Once the spell ends, you become vulnerable to all damage until you take a long rest. (Having immunity to a damage type turns it into resistance, and resistance becomes standard damage.)
  8. The Gate of Death is located at the heart. Users open this gate by puncturing their chest with their thumb in order to direct the magic there. While open, the user's heart pumps at maximum speed, granting them power far beyond what they are usually capable of. A "Steam of Blood" is emitted from the user's pores and hair, resembling a flaming red aura. When opened, then once per turn, when you deal damage to a creature, you can double the damage as if you landed a critical hit, but not for the damage of a critical hit. Once this spell ends, make a Constitution saving throw with a DC of 20. On a failed save, you take one level of exhaustion and you must make another Constitution saving throw, subtracting 5 from the DC for each failed save. Repeat this until you succeed.

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy) Blood Hunter - Order of the Profane Soul (INT)

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