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Manifest Effigy
Manifest Effigy | |||
---|---|---|---|
Glyph Leve |
Max. Spell Level |
Max CR. | Mana |
1 | 1 | 1/4 | 1 |
3 | 2 | 1 | 2 |
5 | 3 | 2 | 3 |
7 | 4 | 3 | 4 |
9 | 5 | 4 | 5 |
11 | 6 | 5 | 6 |
13 | 7 | 6 | 7 |
15 | 8 | 7 | 8 |
17 | 9 | 8 | 9 |
20 | 9 | 9 | 10 |
1st level special spell (ritual)
Casting Time Time: 1 hour
Range: 10 feet
Components: M (blood, or equivalent vital fluid, of the arcane itself)
Duration: Instantaneous
You manifest your Effigy in physical form, choosing to do so with the characteristics of any CR 0, 1/8, or 1/4 creature you have a great deal of knowledge or study about. If the GM deems it necessary, he may request ability checks in cases of unique or extremely exotic creatures. That creature can't be a humanoid.
When your effigy drops to 0 hit points, it reverts to being a companion spirit and can't be summoned again this way until you complete a long rest. Alternatively, you can use a bonus action to detach your Effigy from the created body, by doing so you can cast it again as long as you have Mana points to do so.
This spell is intrinsically tied to understanding the Arcane of the Effigy Glyp, having limitations for higher level casting linked to the Arcane level in that Glyph.
Eg, a 5th-level Effigy Glyph Arcane is able to cast this spell at 3rd level, but a multiclass character who has 1st-level Effigy Glyph Arcane and 5 levels of Acolyte (or another class with access to 3rd-level of magic) can cast this spell only at 1st level, even having access to higher levels, the limitation of the same is still linked to the level of Arcane of the Effigy.
Runes
An Effigy receives runes based on its CR, runes must be chosen with the GM's permission:
ND 0 to ½ - Pulse
ND1 - Rune
ND2 - Improvement 1
ND3 - Improvement 2
ND6 - Rune
ND7 - Improvement 1
ND8 - Improvement 2