The Dracaena Incantation Spell in Zepharog | World Anvil

The Dracaena Incantation

The Dracaena Incantation was created and developed by the Karathigan. It was used as a means of teleportation and manipulation of the Aether as well as minor manipulation of the mind.

Effect

The Dracaena Incantation is used to manipulate the Aether, whether it is to reveal hidden magic, see spectral beings in the Aetheral Realm, or as a means of travel via teleporation. Some accounts have stated the Incantation has can dispel other Incantations.   At first, the Astral Weaver will only be able to see detect other Incantations and planar magics nearest to them. But as the Astral Weaver grows stronger with the Dracaena Incantation, they will be able to dispel Incantations, counter Incantations as their being cast, and teleport vast distances on Rakasha.

Side/Secondary Effects

Some common side effects of the Dracaena Incantation are: An aura of planar energy wrapping around the user as they cast, their eyes turn into a starry landscape, voices and ideas not of the Astral Weaver's will appear periodically with exposure, resonant echos of spirits appearing and drifting into view, and headaches, or bad migraines.

Manifestation

Once the hand gestures have been accomplished then a large eye wrapped in star-covered wings will appear on the back of the user's hand(s). If the Astral Weaver is concentrating, then the symbol will affix itself onto the user's back, creating spectral wings.

Source

The Dracaena Incantation draws its cosmic power from the Weave of Aether or Aether-Weave as it has been called. It harnesses the spiritual and arcane nature that drifts through all, transferring Incantations onto another surface, object, or even person.   The Way of The Soulbound Monks have used the Dracaena Incantation to practice being "soulbound."

Discovery

At first, those who found out about the Dracaena Incantation were had been succumb to Karathigan Reporductiion and, sadly, died. But eventually the Karathigan started to evolve into a intelligent race, capable to bargain with and able to exchange information with. It was with the intelligent Karathigan that caused Arcanist councils and circles to become aware of the Dracaena Incantation and increase knowledge about it into the Incantation it is known as to present times.
Eye with two sets of wings with starts
The Dracaena Incantation Symbol by LordGalakrond
Gestures & Ritual
The hand gestures for the Dracaena Incantation is as follows: Hand fist is clencted into a fist, then slowly each finger will open until the palm is exposed, finally the use will close their hands again. The symbol will appear on the back of the Astral Weaver's hand(s).
Related Discipline
Karathigan
Related School
Weave of Aether
Related Element
Mind, Aether
Effect Casting Time
Instantaneous
Range
30 feet
Level
Basic Practitioner- Expert
Dracaena Incantation Traits
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    • Mental Probe:
      Requires: Concentration, up to 1 minute; a Elfyn piece   For 1 minute, you can read the thoughts of certain creatures. When you use the feature and as your action on each turned until it ends, you can focus your mind on any one creature taht you can see within 30 feet of you. If the creature has an intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.   You initially learn the surface thoughts of the creature-- what is most on its mind in that moment. As an action, you can either shift attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the feature ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the feature ends.   Questions verbally directed at the target creature naturally shape the course of its thoughts.   You can also use this feature to detect the presence of thinking creatures you can't see. When you use this feature or as your action during the duration, you can search for thoughts within 30 feet of you. The feature can penetrate barriers, but 2 feet of stone, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with Intelligence of 3 or lower or one that doesn't speak any languages.   Once you detect the presence of a creature in this way, you can red its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
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    • Sense Dracaena:
      Requires: Concentration, up to 10 minutes.   As an action, you can sense creatures or objects affected by the Dracaena Incantation within 30 feet of you for 10 minutes. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic. You do not know the Incantation unless the Incantation is the Dracaena Incantation.   The feature can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
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    • Soul Seekers:
      As an action, you create three glowing darts of Aether energy. Each dart hits a creature of your choice that you can see within range. A dart deals 1d6+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.   As you progress further in rank with the Dracaena Incantation, Soul Seeker creates one more dart.
     
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    • Soul Spike:
      As an action, you drive a disorienting spike of psychic energy into the soul of one creature you an see within range. The target must succeed on a Intelligence saving throw or take 1d8 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.   As you progress in rank with the Dracaena Incantation, Mind Spike's damage increases by 1d8. The saving throw reduction also increases by 1d4.
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    • Spacial Flicker:
      As an action, you can cause your body to flicker and shift between the Aethereal Realm and your current plane of existence for 1 minute. Roll a d20 at the end of your turns for the duration. On a roll of 11 or higher, you vanish and appear in the Aethereal Realm (the feature fails if you were already on that plane).   At the start of your turns, and when the feature ends if you are one the Aetheral Realm, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this feature as an action.   While in the Aetheral Realm, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affect by other creatures on the Athereal Realm. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.   As you progress in rank with the Dracaena Incantation Spacial Flicker's range you can appear from increases by 5 feet.
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    • Unravel Magic:
      As a reaction, you attempt to interrupt a creature in the process of casting an Incantation you can see within 60 feet. If the creature is using an Incantation feature of Second Rank or lower, its Incantation fails and has no effect. If it is using an Incantation feature of Third Rank or higher, make an ability check using your spellcasting ability. The DC equal 13+the feature's rank. On a success, the creature's Incantation feature fails and has no effect.   As you progress in rank with the Dracaena Incantation, Unravel Magic's base rank of Second rank or lower, increases by 1.  
      For example, if a Arcanist were to see another Arcanist use the Zenyki Incantation's Flame Walk and use Unravel Magic, it would fail and have no effect. If a Arcanist were to see another Arcanist use the Uroplatus Incantation's Wychwood's Wrath and use Unravel Magic, then the Arcanist would need to roll the ability check. The DC for this ability would be 17.
     
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    • Cease Magic:
      As an action, you can dispel a creature, object, or magical effect within 120 feet of you. Any feature of Third Rank or lower on the target ends. For each feature of Fourth Rank or higher on the target, make an ability check using your spellcasting ability. The DC equal 13+the feature's rank. On a successful check, the feature ends.   As you progress in rank with the Dracaena Incantation, Cease Magic's base rank of Third Rank or lower, increases by 1.
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    • Lance of Aether:
      As an action, you unleash a lance made from the Weave of Aether at a creature that you can see within 120 feet of you. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the feature's target even if you can't see it. if the named target isn't within range, the lance disappears without effect.   The target must make a Intelligence saving throw. On a failed save, the target takes 7d8 force damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.   As you progress in rank with the Dracaena Incantation, Lance of Aether's damage increases by 1d8.
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    • Reveal Legend:
      Requires: Incense worth at least 250 Gildings, which the feature consumes, and four ivory strips worth at least 50 Gildings each.   For 10 minutes, you can name or describe a person, place, or object. The feature brings to your mind a brief summary of the significant lore of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you have about the thing, the more precise and detailed the information you receive is.   The information you learn is accurate but might be couched in figurative language.  
      For example, if you have a mysterious magic axe on hand, the feature might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.
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    • Transfer Energy:
      Requires: 50 Gildings worth of Gemstone pieces, which the feature consumes.   For 10 minutes, you can take the Incantation features of Third Rank or lower that has been infused on one object or creature and transfer it to another creature or object. You may not transfer curses inflicted on an object.
     
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    • Aether Step:
      As an action, you teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."   You can bring objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to this carrying capacity. The creature must be within 5 feet of you when you use this feature.   If you would arrive at a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the feature fails to teleport you.   As you progress in rank with the Dracaena Incantation, Aether Step's distance is tripled.
     
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    • Psionic Scream:
      As an action, you unless the power of your mind to blast the intellect of up to ten creature of your choice that you can see within 90 feet. Creatures that have an Intelligence score of 2 or lower are unaffected.   Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.   A stunned target can make a Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.


Cover image: by LordGalakrond