The Teuthida Incantation Spell in Zepharog | World Anvil

The Teuthida Incantation

The Teuthida Incantation was created by the Elder Ones. The Incantation is used to manipulate the abberate energy of chaos, creating maddening attack, or releasing bursts of the Elder Ones power.

Effect

The desired effect of the Teuthida Incntation is to harness the powers from beyond Ihetlo. At first, the Arcanist will be able to sense the location of thin barriers that the Elder World bled into Rakasha. But as the Arcanist grows in power with the Teuthida Incantation, they will conjure horrifying visions in a target, drain a creature of life energy to heal themself, and inflict powerful poisonous curses like the Witchblade's hexes.

Side/Secondary Effects

Some common side effects of the Teuthida Incantation are: slimy ethereal tendrils drift around the Arcanists body, eyes turn into a deep purpleish green, and constant nightmares from the Elder Ones.

Manifestation

Once the hand gestures have been completed then a eye with pseudopods will appear on the hand(s), finger(s), or eye(s). It will also, if unlucky, open a minor gate that will allow a creature from the Elder World loose.

Source

The cthonic powers that the Teuthida Incantation draws on is the Weave of Chaos, much like the Kirotera Incantaiton. Instead of shaping the flesh and manipulating liquids like the fleshcrafting Incantation, the Teuthida Incantation draws on the unknown aspect of the Weave of Chaos.

An eye with tentacles coming out of the pupil.
The Teuthida Incantation Symbol
Gestures & Ritual
The hand gestures to invoke the Teuthida Incantation is as follows:
  1. Hand must be a first.
  2. Fist must flatten into a board.
Related Discipline
Elder Ones
Related School
Weave of Chaos
Related Element
Madness, Mind, Poison
Effect Casting Time
Instantaneous
Range
Varies with each feature
Level
Basic Practitioner- Expert
Applied Restriction
Only with the teachings from the Elder Ones could an Arcanist learn the Teuthida Incantaion.
Teuthida Incantation Traits
  • ●○○○○
    • Elder Eyes:
      Requires: Concentration, up to 10 minutes   As an action, you can see creatures and objects that have been affected by the Teuthida Incantation within 60 feet of you. You do not need to be able to see the creature or object within range to be able to sense them, but they must be within range.   You can only sense the affected object or creture, if they were affected by the Teuthida Incanation up to one week.   As you gain rank in the Teuthida Incantation, Elder Eyes's range increases by 10 feet.
    •  
    • Fluctuate Mind:
      As an action, you touch one creature. That creature must make a Wisdom saving throw. On a failed save, you choose one of the following effects below. On a successful save, then nothing happens to the creature.  
      • Amplify:
        The creature's emotional state doubles. If they are angry, then the creature might fly into a rage. If they are happy, then they will experience even more. If the creature is frightened, then the creature will fall unconscious from the fear.
      •  
      • Deaden:
        The creature's emotional state is halved. If they are angry, then the creature will stop being angry. If they are happy, then they will feel calm. If they are frightened, then they will stop feeling frightened.
     
  • ●●○○○
    • Haunted Mind:
      Requies: Concentration, up to 10 minutes   As an action, you choose one creature within 60 feet of you. The creature must succeed a Wisdom saving throw. On a failed save the creature takes 4d8 psychic damage and are stunned for 10 minutes as they have horrible nightmares. On a successful save, they take half damage and shrug off the horrible nightmares.   As you gain rank with the Teuthida Incantation, Haunted Mind can be used on an additional creature.
    •  
    • Poisonous Psyche:
      Requires: Concentration, up to 1 minute; a small knife dipped in poison   As an action, you create a 20 foot cube of potential madness within 60 feet of you. Creatues inside the cube, must make a Intelligence saving throw or take 4d8 psychic damage and 1d8 psychic damage at the end of each of their turns. On a success, creatues take half as much damage and no damage at the end of their turn.   As you progress in rank with the Teuthida Incantation, Poisonous Psyche's psychic damage increases by 1d8.
    •  
    • Transfer Life:
      As an action, you can choose a creature up to 30 feet from you. The creature must succeed on a Constitution saving throw or take 4d6 necrotic damage, or half as much on a failed save. You gain health equal to the necrotic damage dealt.   Additonally, you may use this ability in the reverse as well. No saving throw is required and you cannot reduce the necrotic damage in any way.   As you progress in rank with the Teuthida Incantation, Transfer Life's necrotic damage increases by 1d6.
     
  • ●●●○○
    • Chaotic Insight:
      Requires: Concentration, up to 10 minutes; 100 Gildings worth of Shilling dust.   During a 10 minute ritual, you gain insight into one object, creature, or location that is wrapped in mystery. The insight you gain is cryptic, but you learn three of the following:  
      • Race
      • Class levels (if any)
      • Incantaions (if known)
      • Hit Point Maximum
      • Intelligence, Wisdom, or Charisma scores (choose one)
      • Short term or Long term Madness (if any)
    •  
    • Incite Madness:
      Requires: a Karathigan eye dipped in vinegar   As an action, you choose a creature you can see within 60 feet of you. The creature must succeed on a Intelligence saving throw or suffer one Short term Madness effect for 1d10 minutes.
    •  
    • Mental Scythe:
      Requires: A handheld scythe made from solid material   As a bonus action, you can imbue a weapon or Incantation with the power to reap a creature it strikes for 1 minute. Attacks or Incantation features imbued with the Mental Scythe deals an additional 1d10 psychic and 1d10 poison damage.
     
  • ●●●●○
    • Corrupt Spirit Strike:
      Requires: A glass eye   As an action, you send a barrage of corrupted spirits in a 60 foot cone ahead of you. Creatures in the cone must make a Wisdom saving throw. A creature takes 5d10 necrotic damage on a fialed save, or half as much damage on a successful one. A creature killed with this feature adds an additonal 1d6 necrotic damage to other creatures in the cone.
    •  
    • Greater Incite Madness:
      Requires: a Karathigan eye dipped in vinegar and a skinned Goh'blyn foot covered in dirt.   As an action, you choose a creature you can see within 60 feet of you. The creture must succeed on a Intelligence saving throw or suffer one Long term Madness effect for 1d10 x 10 minutes.
     
  • ●●●●●
    • Invoke Abberant Claw:
      Requires: Abberation flesh worth at least 1 pound.   As an action, you conjure a pseudopod from the Elder Ones within 120 feet of you. When the pseudopod is first conjured, creatures within 20 feet suffer 4d10 poison damage.   On your turns you cna use a bonus action to mentally command the psuedopod to attack creatures within 60 feet of it. The creature must succeed no a Dexterity saving throw or take 6d6 bludgeoning and 6d6 necrotic damage and is restrained, or half as much damage and is not restrained.   As a bonus action on your turns with a grappled creatue in the pseudopod, you can siphon life from the creature. On a failed Constittuion save, the creature takes 5d8 necrotic damage and you gain hit points up equal to the necrotic damage dealt.


Cover image: by LordGalakrond