Level
9th
Casting Time
10 Minutes
Range/Area
Sight
Components
M *
Duration
Instantaneous
School
Divination
Attack/Save
None
Damage/Effect

Chose one creature you can see. Decide if you want to bend that creature's fate in a good or evil way. Then, pour the associated water (Holy for good, unholy for evil) over the glass shard. Concentrate on that creature for the casting time, but if the creature moves out of your sight or your concentration is broken, the spell fails. If the spell fails, the material components are consumed. If the spell succeeds, the water and the glass should evaporate, and you choose how you bend the creature's fate.

Holy Water - Good. If you poured holy water on the glass shard, then you bend the creatures fate in a good way. Choose one of the following effects to apply to the creature:

  • Relentless. Next time the creature drops down to 0 hitpoints, whether it should die outright or not, it instead reduces to 1 hitpoint and regains 2 hitpoints on the start of each turn for the next 10 minutes, or until it reaches max hitpoints. This can only be used once until another Bend Fate spell is cast upon this creature.
  • Boosted. The next 3 times the creature is unable to jump across to a ledge, lift a certain weight, or evade an attack, it is boosted to succeed. For example, if the creature cannot jump to a ledge, if it is less than 15 ft more than what the creature is able to jump, it is boosted and is able to jump to that edge. In other words, if the creature can do a long jump of 20 ft, but the ledge is 35 ft away, then the creature is boosted and is able to jump that extra 15 ft. If the creature has a carrying capacity of 150 pounds and the weight of other items that need to be carried is under 100 pounds, then the creature is able to carry all of it for 3 hours, to a max of it's carrying capacity + 100 pounds.
  • Combatant. The creature is able to turn its hits into criticals, ignore damage, or regain hitpoints. There is a limit of ten uses, however, so if you regain hitpoints 3 times, ignore damage 6 times, and turn a normal hit into a critical 1 time, it cannot use any more of the combatant abilities. If the creature lands a normal strike, it has the option to turn it into a critical strike. If it lands a non-boosted critical strike, the creature can double the damage of the critical. If the creature is hit with a powerful strike, it can choose to ignore the damage. If the creature needs/wants to regain hitpoints, it regains 3 hitpoints at the start of each turn until it has reached max hitpoints.

Unholy Water - Evil. If you poured unholy water on the glass shard, then you bend the creatures fate in an evil way. Choose one of the following effects to apply to the creature:

  • Weak. The first time an attack against this creature reduces it to half of what its original hitpoints were, then the creature is unconscious until it is healed. For instance, if a creature has a max hitpoint value of 100, but it currently had 40, if an attack reduced the hitpoints to 20 or below, which would be half, then the creature is knocked unconscious. The creature is vulnerable to all damage and can die while unconscious. 
  • Insane. For the next day, the creature goes insane. It cannot understand, speak, read, or write any language. It makes random sounds that mean nothing. It wanders around in random directions, oblivious to where it is going. It cannot take actions or reactions.
  • Defective. For the next day, the creature is riddled with a defect of your choice: 

  Decaying. The creature slowly decays, taking 1d4 necrotic damage every hour, and is not able to regain hitpoints during that time.

  Aching. The creature has severe aches, decreasing all ability scores by 2. Minimum score of 1.

  Vulnerable. For the next day, the creature has no resistances or immunities and has disadvantages on rolls against conditions.

  Paranoid. For the next day, the creature becomes paranoid. It is unwilling to interact with any other creature and hides whenever it can. 

* - (A shard of glass and a flask of holy or unholy water)

Available For: Wizard (Legacy) - School of Divination (Legacy) Cleric (Legacy) - Arcana Domain Warlock (Legacy) - The Celestial (Legacy) Sorcerer (Legacy) - Divine Soul

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