Level
Cantrip
Casting Time
1 Action Ritual
Range/Area
Self (5 ft. )
Components
S
Duration
1 Minute
School
Transmutation
Attack/Save
STR Save
Damage/Effect
Buff (...)

From years of feeling and using the magic around you, you are able to attune to the nearest magic source, drawing energy from it (ley lines, particles, etc.), empowering and heightening both your mental and physical abilities. If casting this spell instantly, as a cantrip, your body will suddenly overflow with magic, and a wave of force expels in every direction. Every creature in a 5ft radius has to make a strength saving throw, and will be knocked prone on a failed save.

Gain +5 to Strength, Dexterity, Intelligence, Wisdom, and passive perception (does not stack with the Wisdom bonus).

If you pick up or are holding a melee weapon, your overflowing magic courses into it, imbuing it with +2 psychic damage. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. If you drop the weapon, magic will stop flowing into it, and it will become mundane again. If you are not holding a weapon, your unarmed attacks gain all said bonuses except the d8 damage.

Because of the hefty toll the sudden absorption of magic takes on the body, you are only able to attune to a source twice per day, if casting instantly as a cantrip. Ritual casting ignores this limitation, as it more gentle on the body.

As you become acclimated to constantly attuning to the magical elements, you will passively absorb the arcane energies around you. If you ritual cast Attune at least once per day, every day, for a year, you will gain permanent truesight. Every day you miss will halve your progress. Whenever you cast Attune as a cantrip, you may also choose to attempt to gain truesight by directing arcane energies through your eyes. When you do, roll a DC 30 constitution saving throw. On a critical failure (1), you become blind for 24 hours. On a roll of 20 lower than the required save, you are blinded for 12 hours. On a roll of 10 lower than the required save, you are blinded for 6 hours. On a roll of 5 below the required save, you are blinded for 2 hours. On a roll of 1 below the required save, you resist blindness, but nothing happens. For every 91 days of consecutive ritual attunement, lower the DC save by 5.

Your attunement ends early if you are knocked unconscious. You can also end your attunement on your turn as a bonus action. You may attune an additional time at the 3rd level (3 total), 6th level (4 total), 12th level (5 total), and 17th level (6 total).

The weapon's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Previous Versions

Name Date Modified Views Adds Version Actions
12/4/2020 11:55:22 PM
1
1
1
Coming Soon
2/12/2021 2:15:37 AM
12
2
1.1
Coming Soon

Spell Tags: Damage Buff Utility

Available For: Druid (Legacy) Sorcerer (Legacy)

iMoobert

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