Adnah Spells in Ah'shi'berö | World Anvil
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Adnah Spells

-Certainty of Passing-

  1st-level abjuration (ritual)   Casting Time: 1 action   Range: 60ft   Components: V, S   Duration: 1 minute / a year and a day   After the Ending War Adnah worked with her newly made clergy to develop a spell in hopes of preventing the spread of undeath. While it failed the spell remains a powerful tool of her followers. By right of your Divine do you pass judgment that all must end and none may return. You look at and call out to any creature you can see within range. That creature sees the specter of the Reaper behind you in all her Dread Glory and knows they have been marked.   That creature makes a Constitution Saving Throw. On a successful save nothing happens. On a failed save their soul becomes marked. They cannot be brought back from the dead by any means equal to or lesser than the level this spell was cast at, Artifact, or Divine level beings for 1 minute. They may make Death Saving Throws as normal and gain any bonuses they would normally have from passive racial abilities, Divine aid, Artifacts, or Feats.   This spell prevents all attempts, relevant to the spells power listed above, to bring a creature back from the dead. Healing spells, potions, and spells meant to resurrect do not work if they are equal to or less than the equivalent power of this spell at the level cast.   Should the creature die within the allotted 1 minute time frame this spell lingers on their body for a year and a day after their death preventing attempts to bring them back to life with power relevant to the information above.   Spell List. Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard (Divine Exclusive. Only followers of Adnah can cast this spell.)    

-Relieve Pain-

  1st-level enchantment   Casting Time: 1 action   Range: 30ft   Components: V, S, (A drop of holy or clean blessed water)   Duration: 1 round   A calming aura of white energies hugs the body and mind of one creature you can see within range. The creature is immune to the effects of pain until the end of your next turn. Ignore all damage, disadvantage, and any other harmful, or beneficial, effects of pain. The creature does not need to make Concentration checks due to taking damage.   At Higher Levels. Increase the number of rounds this spell’s effect lasts by 1 at 3rd, 5th, 7th, and 9th level   Spell List. Cleric, Druid, Paladin, Ranger    

-Guiding Souls-

  2nd-level conjuration (ritual)   Casting Time: 1 action   Range: 30ft   Components: V, S, L (You must be within a place where people have died in mass or where the dead have gathered such as a cemetery)   Duration: up to 1 minute   Ethereal magics swirl around your body before diving into the earth searching for the Shadow of Self left by those who linger in this world. The soul, if within one Alignment of the person casting this spell, will guide the caster to a location known to them for up to 1 minute. If the caster is more than one Alignment from the spirit summoned the spirit may choose not to show up or to attack instead. The caster knows the spirit’s alignment before choosing to summon it, but after casting this spell. The spirit can’t speak or preform complicated actions.     Spell List. Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard    

-Limerick of Before-

  2nd-level enchantment   Casting Time: 1 action   Range: 30ft   Components: V, S   Duration: concentration, up to 1 minute   Reality vibrates within the mind of one creature you can see within range. The world sings a song so beautiful yet mournful that the creature is overcome with a feeling that they have lost something precious that they never knew they had. The creature makes a Charisma Saving Throw. On a failed save they become Demoralized.   At Higher Levels. Increase the DC of this spell by 1 when cast at 3rd, 5th, 7th, and 9th level.   Spell List. Bard, Warlock, Wizard    

-Positive Reinforcement-

  3rd-level abjuration (ritual)   Casting Time: 1 action   Range: 60ft   Components: V, S, M   Duration: concentration, up to 1 minute   Esoteric magics from a World Without Pain swirl around your body then bleed into the world around you. Increase the strength of all Positive Energy within 60ft of you. Healing and Damage done by Positive Energy increases by 2. DCs related to Positive Energy are increased by 1.   At Higher Levels. Increase the bonuses by 1 for each level cast above 3rd.   Spell List. Bard, Cleric, Druid, Paladin    

-Wondering Search-

  3rd-level necromancy   Casting Time: 1 action   Range: 100ft   Components: V, S, M (A piece of lingering regret or work left undone)   Duration: concentration, up to 1 hour   Souls often remain when something great in their lives has not been completed. By calling upon the power of the Lost your soul shines calling forth spirits who can’t let themselves pass over. If any spirits are within range they will appear to you pleading for aid. The spirit is able to speak your native language in addition to all the languages they knew while alive.   At Higher Levels. Increase the range of this spell by an additional 100ft for each level cast above 3rd.   Spell List. Cleric, Druid, Paladin, Warlock    

-Vengeance of the Dead-

  4th-level necromancy   Casting Time: 1 action   Range: 30ft   Components: V, S, M (A piece of humanoid bone worth at least 1 gold which the spell consumes)   Duration: instant   You hold the bone as if offering it in sacrifice before a raging, yet sorrowful wail erupts from the bone shattering it in a flare of necrotic energies. Make a Ranged Spell Attack. That energy surges through the air to one target within range you can see. The target takes 4d6 Necrotic damage. If the target takes damage by this spells effect it makes a Strength Saving Throw Equal to your Spell DC. On a successful save nothing happens. On a failed save, the creature is assaulted by blacken skeletal hands that rip and grab at its legs. The creature’s Base Movement Speed drops to 0. If the creature was flying it begins to fall. The creature makes a new Save vs this effect at the start of each of its turns.   If this spell was cast on or within a graveyard or other such location increase the damage by 2d6. If the bone was of someone the target killed increase the DC of the spell by 3.   At Higher Levels. Increase the number of dice by 1d6 for each level cast above 4th.   Spell List. Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard    

-Elven Innocence-

  4th-level enchantment   Casting Time: 1 action   Range: 30ft   Components: V, S   Duration: up to 1 minute   An aura of toxic innocence lays over the mind of one creature you can see within range lowering their reasoning senses. The target makes a Wisdom Saving Throw. On a successful save they know you tried to cast a spell on them. On a failed save, they gain the Gullible condition.   A creature that has the Gullible condition has their sense of Empathy heightened to such a degree that it overshadows their reasoning and makes it almost impossible for them to conceive of anyone being malicious or untruthful. They gain Disadvantage on Fear related checks and on Insight checks to detect Deception and Lies.   Creatures with an Evil alignment have advantage on the save.   At Higher Levels. Increase the number of minutes this spell can last by 1 for each level cast above 4th.   Spell List. Bard, Druid, Ranger, Warlock, Wizard    

-Soul Seal-

  5th-level abjuration (ritual)   Casting Time: 1 minute   Range: touch   Components: V, S, M (Holy or Blessed salt worth at least 500gp)   Duration: 7 days   Heavenly chains of golden light shoot forth from the ethereal plane around a creature, or body, you touch. The chains bind the creatures soul, not from leaving, but from returning to the body once it leaves. The creature makes a Charisma Saving Throw. On a failed save it cannot be brought back to life for 7 days. If a creature attempts to bring the touched creature back to life with any means below Artifact or Divine level the chains lash out at them dealing 10d10 Radiant Damage on a failed Dexterity Saving Throw or half on a successful one.   At Higher Levels. Increase both DCs of the spell by 1 when cast at 7th and 9th level.   Spell List. Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard    

-Samsaran Mutilation-

  5th-level necromancy (ritual)   Casting Time: 1 minute   Range: touch   Components: V, S, M (a piece of the dead creature and cursed incense worth at least 500gp)   Duration: 7 Days   Life, Death, and Rebirth are believed by many. This cycle of life is a foundation for even more. Many attempt to cheat this system by being reborn by unnatural means. You have decided not to halt the process but punish it harshly. Upon the casting of this spell a necrotic spiritual bomb is planted within the soul of the creature for 7 days. If the creature would be Reincarnated by any unnatural means below Artifact or Divine level the bomb goes off mutilating their new form and soul alike.   Their new form takes 6d6 Necrotic damage, has its Ability Scores reduced by 6 (min 6), and receives half the normal amount of healing from all sources below Artifact and Divine level. The creature recovers 1 Ability Score in each category a month. Ability Scores reduced by this spell can’t be recovered by spells equal to or less then the level this spell was cast at. Once all Ability Scores are recovered the creature receives the normal amount of healing from all sources.   Spell List. Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard    

-Lease on Life-

  7th-level abjuration   Casting Time: 1 action   Range: 60ft   Components: V, S, M (Invoking Quality Dimond Dust worth at least 5,000gp which the spell consumes)   Duration: 1 hour or until you die whichever is first   Positive Energy swirls within the dust as it whips around the battlefield like a storm centered on you. You and all allies within the area gain Advantage on Death Saving Throws. If you, or your allies, make a successful Third Saving Throw they may stand as a free action and they recover temporary Hit Points equal to half their total Hit Points in addition to any normal Hit Points recovered. A creature can only benefit from this spell’s effect once per long-rest.   At Higher Levels. Increase the temporary Hit Points to 3/4ths the total and equal to the total when cast at 8th and 9th level respectively.   Spell List. Cleric, Druid, Sorcerer, Wizard    

-Dunford’s Wager-

  7th-level conjuration (ritual)   Casting Time: 1 minute   Range: self   Components: V, S, M (A chess set worth at least 5,000gp. As well as a roasted leg of lamb worth at least 100gp which Dunford consumes)   Duration: until the game is finished   Magics older than time almost seem to threaten to age you into dust before flowing out of your chest like a wraith passing through you. These magics form into the first Chosen of the Reaper. A hooded dragon-born with ghostly white scales and missing fingers greets you. You, or an ally, can ask for anything relevant to life or death. From bringing someone back who died before their time up to 100 years ago to preventing death before your time making you in some ways immortal. Should what you ask for be within his power and not against the Reaper’s code you will play a game of chess with him.   The one asking for something makes Intelligence Checks with no aid from other spells or abilities except from passive racial or magic item abilities. Dunford and the one playing chess continue to make Intelligence Checks until one of them have beaten the other 10 times. If the player wins they get what they asked for. If they lose the years remaining in their natural life are forfeit to the service of the Reaper’s Agents.   Spell List. Bard, Cleric, Druid, Sorcerer, Wizard    

-Reaper’s Scythe-

  9th-level conjuration   Casting Time: 1 action   Range: self   Components: V, S, M (permission from the Reaper and your life upon killing your target)   Duration: at least 1 minute   You are granted not a conceptual representation or physical replica but rather the Divine of Passing’s literal Scythe. You become proficient in it’s use.   -Adnah’s Scythe-   Melee weapon (unique, scythe)   Damage: 100D10   Damage Type: True and Conceptual   Item Rarity: Mythical   Properties: Independent Manifestation, Magical, Conceptual: Dying, Major Divine, Artifact, Sanctified   -Independent Manifestation-   This scythe and the one rightfully wielding it cannot be halted, harmed, die, forced into another plane, muted, negated, or otherwise prevented or subverted by any means below Artifact or Divine level.   -Conceptual: Dying-   This weapon is the physical manifestation of the Concept of Dying. Simply being hit by this weapon is enough to outright kill all entities physical, ethereal, or conceptual below Artifact or Divine level. This scythe does the above listed damage to all other types of entities.   -Major Divine-   This is a Divinely made Artifact from a Major Divine and gives the rightful wielder a +10 on all To Hit Rolls and Damage Rolls with this weapon. The rightful wielder of this item, if below Artifact or Divine level, can wield this weapon for 1 minute. At the start of each of their turns they must make Death Saving Throws at Disadvantage as their mortal form begins to rapidly break down from the overwhelming power. Any mortal who is not the rightful wielder who touches this weapon without the Divine’s permission dies. No save allowed.   -Artifact-   This item is an Artifact and is immune to all forms of damage, corruption, and negation below Artifact or Divine level.   -Sanctified-   This item was created by a Divine and at its core is a piece of their own Light. This item is immune to most forms of corruption, degradation, and alteration.   Spell List. Any creature who gains permission to cast this spell.    

-Exalted Passing-

  9th-level enchantment   Casting Time: 1 hour   Range: touch   Components: V, S, M (a piece of manifested Exaltation which the spell consumes)   Duration: instant   Magics so powerful even the deities of the world itself take note of their use enter into you or a creature you touch. While many attempt to cheat death and live forever, you do not gain Death’s ire as you seek a new life of Exaltation rather than a continuation of what you have. 24 hours after your death you are reborn somewhere in the world as an exalted form of a race of your choosing. You gain the following traits.   • Increase the Ability Scores of the race by 4.   • You gain all Exalted Abilities of that Race.   • You are immune to all non-magical ailments and diseases.   • You are immune to all non-magical damage.   • You choose any two feats of your choice you would qualify for.   • Upon reaching four years old all your past memories and proficiencies return to you.   • After reaching four years old you reach the age of maturity at 10 times the normal rate then afterwards age 10 times slower.   • You recover 10 Hit Points per round.   • You have Advantage on Death Saving Throws.     Spell List. Bard, Cleric, Druid, Sorcerer, Wizard

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