Elric Archmagus, The Archgod
History: Elric is the worst person ever. That's not an exaggeration, he literally is. By some odd quirk of reality, it happens every so often someone shows up who grows to follow a rule even more than the ruler that instated it, and conflicting with them as a result. Tharizdun created Adam Kadmon, who was too kingly to exist in the well-ordered, peaceful hierarchy of the First World and sought to unite all of creation as equal under Him; Cosmos created Lucifer, who was too good to accept that any being should have to accept even the slightest sacrifice or compromise for the collective good and so betrayed her for Chaos, to create a world where selfish egotism was rewarded and everyone could seize the maximum possible happiness for themselves at the expense of others. Chaos's rule created Elric, a man who values nothing but will still take everything from others just for the detached sense of vague satisfaction at having the ability to decide what happens to them, and who will put an end to the struggle between Good and Evil with Nothing At All given the chance.
He had a perfectly good childhood as the only child of wealthy and beloved heroes, who loved and supported him and taught him all the right lessons about responsibility and the difference between right and wrong. He threw it all away in pursuit of power, destroying his home town in the process. What followed was years of travel and study as he sought out and collected more power for himself through whatever means worked, becoming even more corrupt as he grew from a child to an adult.
The tipping point that took him from an unusually monstrous but otherwise standard "evil wizard villain" to a real threat to the entire multiverse came when he mustered up a party of heroes under the pretense of working together to take out their common enemies, proceeding to use them to eliminate obstacles, get access to resources previously out of his reach, and spread his influence. He absorbed the remnants of the organizations his party had exposed and destroyed into one group and used the widespread panic overtaking the public to present himself as a comforting alternative to joining the war between Good and Evil; devote your lives to him and only him, and he'll protect you from the dangerous and frightening world out there. With their worship, along with the knowledge and resources he now had access to, he was able to enact a ritual and propel himself to almost the top of the divine hierarchy, just a rank or two short of the handful of multiversal constants who have existed since the First World. He's currently working to close that gap and making preparations for taking down Chaos and Cosmos and seizing control.
Personality: Rather personable, considering he is the worst person ever. Highly disruptive and irreverent when he can get away with it, but able to make it look funny and charming. Shameless in the extreme. Truly doesn't get that morality is more involved than picking a side like it's a sports team. He knows for a fact that there's no real difference between living and nonliving things and that the soul is just another organ connected to the body. He's willing to sacrifice anything, and wouldn't hesitate to tear out his own eyes, tongue, and heart and offer them up if doing so would get him closer to his goals.
Appearance: He's tall, grown well beyond human limits into a veritable giant. His complexion is unnatural, as if he were carved from marble or even manufactured from some artificial substance. It's perfectly uniform too, in a way living things simply aren't, with the sole exception of his hands. There's an even gradient on his arms, darkening further down, until they terminate in talon-like black hands; they appear tar-like in texture, but remain solid and undisturbed despite looking like they should drip and deform. His eyes are like black disks silhouetted by the kind of light that only appears when a bolt of lightning briefly illuminates a stormy and lightless night, the kind that takes understanding away rather than granting it. The same mocking light shines out of the symbol carved into his forehead, a vertical line connecting to the bottom a semicircle which opens upwards and splitting in two on its other end. If it had a color, it would be as red as the first time you ever bled. His halo is a moon, massive and distant, always hanging in the sky right behind him no matter what angle he's viewed from. He wears nice clothes, the kind a fabulously wealthy noble with an active lifestyle might wear, the kind that says "I can kill you myself or have you killed by the law, and both would be easy." Tendrils of shadowy mist curl and poke from his mouth and the soles of his feet, but dip back inside rather than spread, as they seem ready to do. His shadow moves with no regard for the light or for his actual position, and everything it covers seems utterly swallowed by it. He wears the expression of someone who has nothing to lose and nothing to gain, a self-assurance born from knowing you have nothing you would even want to prove.
Large Humanoid, Unaligned
Armor Class: 126
Hit Points: 6400 (100d10+5400)
Speed: 60 ft, fly 60 ft (hover)
Str: 124 (+57)
Dex: 102 (+46)
Con: 112 (+51)
Int: 150 (+70)
Wis: 100 (+45)
Cha: 104 (+46)
Damage Resistances: acid, cold, fire, lightning, necrotic, poison, radiant, thunder, bludgeoning, piercing, slashing
Damage Immunities: see
Divine Blessings (below), poison, nonmagical bludgeoning, slashing, and piercing, righteous, vile
Condition Immunities: Dying, Unconscious, Incapacitated, Stunned, Charmed, Frightened, Exhaustion, Poisoned
Proficiencies: Athletics, Intimidation, Investigation, Perception, Persuasion, Religion, Expertise in Arcana and History
Proficiency Bonus: +26
Saving Throws: Proficient in all
Senses: Truesight 120 ft, X-Ray Vision unlimited range (see
X-Ray Vision), see
Persistent Hunter, Passive Perception 81
Languages: All
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Divinity: Elric Archmagus is the god of Power, Knowledge, Ambition, and True Freedom. He has 8,000,000,000 worshippers, 100,000 captured souls, 7 held planes, 13 held demiplanes, 40 cathedrals, 500 temples, 1000 sanctuaries, and 110,555 primal base, giving him 121,008 primal flux per day. As a result of his portfolios, his abilities completely overrule any opposing abilities with an equal or lesser investment (so his spells can only be dispelled by higher level spell slots or a higher source of power, his primally-powered abilities can only be contested with a greater amount of primal and nothing else will have any effect, etc), he automatically knows anything more than ten other people know, he progresses in non-primal abilities at double the rate (exp gain is doubled, downtime to acquire skills/abilities is halved), and he has no alignment, fate, or past/future/alternate universe selves. He also gains the standard divine benefits of immunity to poison, disease, starvation, dehydration, suffocation, environmental conditions, and unwilling transformations.
Subsumption: Elric practices the mystical art of subsumption, allowing him to absorb the powers of other beings by ritualistically consuming them. Under normal circumstances this would also cause the minds of the beings he consumes to warp his, but his already-twisted mind and powerful will negate this. If Elric eats the body of a creature he gains access to any traits or actions it had, and if any of their ability scores exceed his he gains their score in that stat. Many of his current abilities are derived from this. The consumed creature does not need to be made of flesh.
Magical Realism: Elric can treat objects and creatures as being the same category for the purpose of targeting spells, and target specific parts of things without the rest when casting a spell that has specific targets.
Defilement: Elric can drain life force to fuel his magic. He can do this to himself, a willing or helpless (incapacitated or charmed) creature, or the environment. For himself or another this means expending any number of hit dice, rolling them and reducing current and max hp by the result, and regaining spell slots of a total level equal to the number of expended hit dice. Draining the environment permanently supernaturally taints a radius equal to ten feet times the combined level of spell slots recovered, killing plants and small animals in the area, rendering the ground fragile and infertile, and halting and polluting rivers and air. Draining from the area further will instead expand the radius. If there's already nothing to drain Elric obviously can't draw power, but he's good at finding valid targets; drop him in a city and he'll steal the life from forges and machines and art. Elric can recover more or higher-level spell slots than he naturally possesses through this method. Absorbing life force requires an action and can generate a maximum number of spell levels per turn equal to Elric's proficiency bonus.
Spellcasting: Elric is a 30th level wizard, 10th level Archmage, 10th level Arcanist, 20th level Nagual. Intelligence is Elric's spellcasting ability score. Spell save DC 104 +96 to hit.
Level 6 (5): Disintegrate,
Dragon's Dream, Eyebite, Globe of Invulnerability, Steel Wind Strike, Cone of Mould, Summon Mirth Elemental, Grace of the King in Yellow
Level 7 (5): Limited Wish, Project Image, Tether Essence, Absolute Avoidance,
Tactile Illusion, Nuclear Chaos
Level 8 (5):
Mind Flay,
Power Word: Ignominy,
Null Zone, Feeblemind, Dominate Monster, Reality Break, Demiplane, Blamethrower, Gates of Myriddin, Schtick of the Masters,
Soulspear
Level 9 (6): Wish,
Hellfire,
Grotesque, Dispel Hope, Orbs of Torment,
Obliviate, Gate, Time Stop,
Karma, Saga's End,
Surgery IV, Imprisonment, Shapechange,
Achroma,
Dispel Existence
Level 10 (6): Directed Convulsion of Law,
Time-Weave, Power Word: Destroy, Mighty Force, Shattering Word, The Grinding Teeth of God, Arrows of Orichalcum,
Erase Time,
The Locking of the Gate
Level 11 (6): Entropy Unbound, Manifest Destiny, Annihilation, Sequential Spell,
Destiny,
Spears of Oblivion, Take What Is Others, Photon Transformation
Level 12 (7): Apocalypse, Doom Inexorable, Summon Personification, Annihilus Strike, Genesis Wave, Molecular Mastery,
Celestial Concordance
Sidebar: Weird Magic. Elric looks for power in many different places, and as a consequence of this he is a master of the same kind of weird magic that hags are known to use. This gives him access to a number of mystical abilities outside of the normal rules of magic. Traits and actions like Shadow Magic, Blood Magic, Channel the Wyrd, Organ Revolt, Blood Crystallizing Syllables, and Three Rebirths are examples of what this allows him to do, but should not be assumed to be the full extent of it. As an epic level spellcaster with divine status he possesses incredibly significant magical knowledge and should have access to an unmatched wealth of abilities, up to and including entirely unique systems of magic.
Divine Blessings: Elric has the effects of the following spells on him at all times, made permanent by burning primal base. They can be dispelled, but unless primal base is burned to erase them they will return the next day:
- Id Insinuation (One target within 60 ft must make a Wisdom save or be incapacitated, they take 1d12 psychic damage at the end of their turn then get another save, lasts as long as Elric concentrates on them, he can keep switching to whoever he wants)
- Haste (Doubled speed, additional action each turn, +2 AC, advantage on Dexterity saves)
- Invulnerability (Immune to all damage. It bears reminding that ten points of primal to contest the effect can overpower it and it can be temporarily dispelled to remove it for the whole combat)
- Planar Invocation (Connect to a nearby plane of existence and manifest spells appropriate to its nature, DC 15+Spell Level Charisma save to cast, DC 10+Spell Level Constitution save to prevent the spell from failing, Elric taking 6d6 damage, and 3d6 rounds of wild magic and no using Planar Invocation before Elric can repeat the save to bring it back under control. Currently connected to the Plane of Time, Elric can switch to the currently closest plane on his turn and maintain that connection indefinitely)
- Directed Convulsion of Law (Elric and up to six allies are immunized to one natural law, material object, or natural phenomenon, like gravity (allowing free flight) or the existence of a particular wall (allowing him to walk through it). He can change the target once per turn as a free action)
- One Billion Step
- Echoes of Eternity
- Song of Orpheus (All creatures within a 60' radius must make a Wisdom save or Elric gains total emotional control over them. Successful save gives 24 hours of immunity)
- Euclidean Revocation (Freely warp distance by a factor of 1000 within a 50' radius, can be done at any point in initiative without requiring actions or reactions. Does not need to be consistent, so he can be a thousand feet away from you while you're right in front of him.)
- Entropy Unbound (Summons a destructive construct that can destroy whatever it's pointed at, including mountains, seas, or anything else; it takes three turns to travel, destroy the target, and return. It's unwieldy, so it can't reliably target individuals, who can always successfully dodge it if they're aware of their surroundings. It normally takes several hours to cast before you can summon it for a few rounds, this lets Elric keep it around to use at-will)
- Mind's Expanse
- Apocalypse (At the end of each of Elric's turns, a 100-foot cube centered on a point of his choice within 1 mile experiences an apocalyptic cataclysm. Creatures, objects, and structures within the affected area have their hit point maximums reduced by 50d6. An affected creature can attempt a Constitution saving throw, halving this reduction on a success. A creature that fails this saving throw by 5 or more instead has its hit point maximum reduced by 100d6. This reduction lasts until the spell ends. A creature, object, or structure that has its hit point maximum reduced to 0 in this manner collapses to ashes)
- Crown of the Akashic Watcher (Omniscience within 20' radius, read the full past of anything in range, as an action force a Charisma save or change a fact about their past, can't prevent them from having entered the radius and large changes attract the kinds of entities who stop powerful spellcasters and gods from doing things like this)
Innate Spellcasting:
(At-will): Haste (as a bonus action), Slow (as a bonus action), Telekinesis (with no upper limit on weight or size), Suggestion (Able to make harmful suggestions),
The Creation of Flames, The Calling of Beings from Other Realities, The Guise of Invisibility, The Gift of False Life, The Journeying between Distant Places, The Swaying of Lesser Intelligences, The Foretelling of Future Events, The Sealing and Binding of Ancient Forces
Shadow Magic: Elric can command his shadow to move separately from him. Its body acts as a 2-dimensional
Darkness effect (as the spell but only able to hide features, not silhouette) of arbitrary shape and size, it may act separately on Elric's initiative to physically interact with objects/creatures (Possesses the same strength as him, treated as whatever size category it currently covers) or to make an attack roll with +83 to hit, on a success draining 1d20 Strength from the recipient, killing the creature and erasing their body if this reduces its Strength to 0 and lasting until a short or long rest otherwise. Elric can step through his shadow to exit from any other shadow within a mile.
Blood Magic: Anytime Elric takes or deals slashing or piercing damage he gains Blood equal to the damage dealt. When Elric attacks or casts a spell he may spend any amount of Blood to increase the damage it deals by that amount or increase the spell save DC or attack roll by half as much, or he may spend it as a reaction to reduce damage by that amount. Blood is lost after one minute.
Lingua Fundamentalis: Using the "source code" of reality, Elric can alter it. Elric is randomly assigned 20 letters at the end of each long rest (use a bag of Scrabble tiles or something similar). Repeated letters are allowed. Any word he spells out with them is created or happens, or they can be added to and/or replace letters in the names of things he sees to change them. Letters are expended after use. If Elric is unable to speak he may not use this feature, which otherwise requires no actions and functions even in an antimagic field.
Psionics: 40 charges, restores 1d12 charges at the end of every turn. Not magic and therefore ignores antimagic effects and immunities. (Drawn from the
Kingdoms & Warfare 3rd party sourcebook, able to use any effect, samples listed below.) Save DC and To Hit is identical to Spellcasting feature.
- Flay: 60 ft cone, Intelligence save, 1d6 psychic damage per 2 charges spent, half on success.
- Amplify: 4 charges, For 1 minute all of Elric's melee attacks deal an extra 1d8 psychic damage, +1d8 per every 2 charges spent as a reaction on a hit.
- Another World: 20 charges, 2 targets within 60 ft must make an intelligence save or swap character sheets.
- Reflection: 20 charges, creates a copy of one creature within 60 ft which is loyal to Elric and acts directly after him in initiative. It lacks lair/legendary actions and all equipment is nonmagical, but is otherwise identical.
- Weight: 3 charges + 1 per additional round (concentration), Intelligence save or target either rises 10 feet into the air or has their speed reduced to 10 feet.
- Forget: 60 ft range, Wisdom save, creature loses a spell it has prepared (5+spell level charges) or loses a proficiency (3 charges), effects last until a long rest.
Antimagic Cone: Elric's eyes create an area of antimagic, as in the
antimagic field spell, in a 150-foot cone. At the start of each of its turns, Elric decides which way the cone faces and whether the cone is active.
Channel the Wyrd: An alternate, much more dangerous kind of spellcasting, able to do almost anything at great risk to the user. Elric channels the power of an infinite force connecting every untamed wild. When he does so he can cast any spell of any level as an action without requiring spell slots or materials, and after he does he must roll a d6. If the roll is greater than the spell level nothing else happens, if it is equal or lower he suffers a random drastic negative mutation or magical effect as backlash. Every additional turn per day this is used past the first Elric rolls an additional d6 and takes the lowest.
Power of the Mind: Elric can use his own intellect and force of will to manipulate his surroundings, following the same rules as the Power of the Mind optional rule for the plane of Limbo on page 61 of the Dungeon Master's Guide, but on any plane. Doing so on more stable planes is more difficult, and results in a higher DC. The Material Plane might raise the difficulty class by 10, for example. Even higher DCs could allow for increased range and the ability to affect worn/carried or magical items.
Heroic Strength: Elric automatically succeeds on Athletics checks and has an unlimited carrying capacity.
The Awakening (3/Day): Elric adds +20 to the results of any die roll he makes
Impose Reality: By making a DC 35 Wisdom save Elric can enter a state where he decides the result of all die rolls, the weather, the appearance of his surroundings, and anything else he can imagine. Every ten minutes in this state drains 1 Constitution and force another Wisdom save to maintain it, DC 30. This reduces his Hit Point maximum, and if his Constitution reaches 0 he will die. Drained Constitution returns at a rate of one per long rest. Because this ability works by manipulating the dream of reality and primal energy is hyper-real, a primal shield, even a 1 point one, will prevent whatever is inside it from being affected.
Murder Dice: Ten of them, only expended on a 1.
Portent: At the end of each long rest Elric rolls 3d20 and records the results. He also records two additional "rolls" that are automatically a 20 and a 1. He can replace the results of any attack roll, ability check, or saving throw with one of these rolls. He can use each foretelling roll only once.
Ki: Elric has 20 ki points. He may spend them on Flurry of Blows, Patient Defense, Step of the Wind, Stunning Strike, Empty Body, or Quivering Palm.
Sorcery Points: Elric has 20 sorcery points and knows
all metamagics.
Psi Points: 86 psi points, psi limit 8, can be spent on Elemental Mastery, Immortal Will, or any Discipline
Supreme Critical: Elric scores a critical hit on a roll of 17-20/81-100.
Bad Luck: Elric experiences a critical failure on a roll of 1-2/1-10
Magical Defense: Elric can add his spellcasting ability modifier to his AC.
Evasion: When Elric makes a Dexterity saving throw against an effect for half damage he takes no damage on a success and half on a failure.
Fear Aura: Any creature hostile to Elric that starts its turn within 30 ft of him must make a DC 80 Wisdom saving throw with disadvantage. On a failed save, the creature is frightened until the start of its next turn. If a creature is immune to being frightened, it must still make the saving throw, but without disadvantage.
Terrifying Glare: Any creature that is Frightened of Elric is also Paralyzed for as long as it is Frightened.
Reactive: Elric can take one reaction each turn in combat.
Magic Resistance: Elric has advantage on saving throws against spells and magical effects, and takes half damage from spells.
Magic Weapons: All of Elric's attacks count as magical.
Overwhelming Power: Damage Elric deals ignores resistance and treats immunity as resistance.
Eradicator: Creatures within 1 mile of Elric have disadvantage on death saving throws. Additionally, every time a creature fails a death saving throw within 1 mile of Elric, its maximum hit points are halved for the next 1d12 days.
X-Ray Vision: Elric can see into and through solid matter, penetrating any amount of wood or dirt, 3 feet of stone, 1 foot of common metal, or 1 inch of lead.
Persistent Hunter: If Elric has smelled or tasted a creature, he can track it anywhere. He will be able to detect its exact location and where it has been previously by scent as long as they are on the same plane, and can detect which plane a creature has travelled to from the site where it shifted.
Incorporeal Movement: Generally, "solid" matter is made of collected nothing, and Elric knows it. Elric can move through other creatures and objects. He takes 5 (1d10) force damage if he ends his turn inside an object.
Slippery: When a creature targets Elric with an attack, roll a d6. On a 6, Elric is unaffected.
Legendary Resistance (5/Day): If Elric fails a saving throw he can choose to succeed instead.
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Actions:
Multiattack. Elric makes any combination of six Unarmed Strike or Environmental Control attacks.
Unarmed Strike. Melee Weapon Attack: automatic hit, reach 10 ft, one target.
Hit: 40d6+57 slashing damage.
Implement. Melee Weapon Attack: +83 to hit, reach 5 ft, one target.
Hit: 1d4 slashing damage, quickly cross off one part of the target's character sheet, like a trait, action, or ability score; they can no longer use it. The damage and secondary effect of this attack both fully bypass any resistances or immunities.
Environmental Control. Ranged Spell Attack: automatic hit, range anywhere Elric knows of, any number of targets.
Hit: 10d10 damage of a type appropriate to the environment, as the area the targets are in warps to assault them. As part of this attack, Elric can change the terrain type between normal and difficult, and create or remove obstructions in the area.
Tall Poppy Syndrome. Ranged Spell Attack: automatic hit, range 120 ft, one target.
Hit: The target contracts Tall Poppy Syndrome, taking a penalty to its ability scores, level, and total hit dice equal to the difference between it and the creature with the worst of each that the target could be said to be competing or collaborating with at any given moment. This effect lasts until dispelled by a wish spell, or a similar or stronger effect.
Obliterate. Elric focuses his intent on one creature he can see within 120 ft. At the start of each of its turns, the creature rolls a death saving throw. While under the effects of Obliterate, a creature is incapacitated. The effects last until a creature rolls three successes or three failures. On three failures, the creature dies. On three successes, the effects on the creature end and it is immune to Elric's Obliterate for the next 24 hours.
Empower. The next time Elric would deal damage, he deals maximum damage. This benefit lasts until the end of his next turn or until he next does damage, whichever comes first.
Heart’s Desire. Elric grants a wish for himself or another creature. This typically comes in the form of creating the circumstances for the wish to come true, rather than granting it directly; wishing for a powerful artifact would reveal its location and how to stake a claim for it in a vision, or wishing to kill an enemy would impart a plan capable of doing so. That said, if a sudden coincidence or inexplicable stroke of luck could grant the wish it will do that instead, such as making a terminally ill person quickly recover to full health or making a lock suddenly break and allow passage through. After each use of this power ensures the one who benefited from must choose between experiencing a misfortune at some point in their future slightly lesser to the fortune of having their wish granted or causing a random individual they don’t know to experience a misfortune that is always life-ruining. In the latter case the victim won’t necessarily know the wisher was to blame, but any divination will reveal what happened if the victim expresses suspicion towards the circumstances or asks why they had to suffer.
Organ Revolt: Elric incites a thing's constituent parts to rebel against it. One target Elric can see must roll its maximum Hit Dice. If the result is greater than its current hit points it loses a number of hit points equal to the difference. If the lost hit points are greater than the highest number rolled on the hit dice one of the target's less vital organs (spleen or liver rather than lungs or heart) rips out of them and runs away (5 ft/round), requiring an action to grab it and force it back into place.
Blood Crystallizing Syllables. Elric speaks three arcane syllables. All creatures that sound from Elric can reach (deaf creatures can be affected, but creatures in a vacuum or the area of effect of a
silence spell cannot) must make a Constitution saving throw, DC 104. On a failure they take 2d6 slashing damage + 1d6 extra per 20 current hit points they have, or half as much on a success. A creature that failed its save must make a Strength check against a DC of their own Constitution score before they can move or take actions, wasting their turn on a failure and taking 1d4 damage per 40 current hit points on a success. The creature may repeat the Constitution save at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its Constitution save is immune to Blood Crystallizing Syllables for the next 24 hours. Constructs, elementals, and other creatures which do not possess any form of blood are immune.
Three Rebirths. One creature Elric can see within 60 ft must make a Constitution save, a Wisdom save, and a Charisma save, all DC 104. A creature that fails one or more of these saves has, respectively, its body, mind, and spirit changed however Elric chooses. (Mind here refers to intelligence and ability to perceive and process the world around them, while spirit would be core traits; alignment, personality, ideals, bonds, flaws). A creature can willingly fail one of the saving throws to automatically succeed on another one. A creature that succeeds on one of the saving throws is immune to that aspect of Three Rebirths for the next 24 hours.
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Reactions:
Reversal of Fortune. In response to another creature dealing damage to Elric, Elric reduces the damage to 0 and regains 1d6 hit points.
Retaliate. In response to taking damage from a creature, Elric can immediately make an Unarmed Strike attack against it, dealing additional damage equal to the damage it dealt on a hit.
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Legendary Actions: Elric can take 5 legendary actions. Only one legendary action can be used at a time and only at the end of another creature's turn. Elric regains spent legendary actions at the start of his turn.
Attack. Elric makes an Unarmed Strike attack.
Spellcasting (2-4). Elric casts a spell he has prepared. A level 6 spell costs 2 legendary actions, levels 7-9 cost 3 legendary actions, and 10-12 cost 4.
Empower (2). Elric uses his Empower action.
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Divine Abilities:
Amplification: 15 flux, allows Elric to double the effectiveness of an ability used by himself or another. Each use doubles one aspect of the ability, such as damage, duration, range, or some other value. This can be used multiple times at once to amplify multiple aspects of an ability.
Reduction: 15 flux, like Amplification but instead halving an aspect of an ability used by another.
Immunity: 30 flux, allows Elric to make himself immune to something specific, like electricity, extreme temperature, or mind control. He can only have one immunity from this ability at a time and it must target a specific form of danger, rather than something like "damage in general." The immunity lasts until Elric chooses to end it or switch to a new one, and Elric can switch at any point for as many times as he has the primal flux to pay for.
Recognize Potential: 75 flux, this allows Elric to primally theorize very accurately about the possible potential of any person, place, or thing, either as an object of trade, a political ally, or an aid to his personal power.
Sever: 200 flux, severs anything within line of sight, including not only physical objects but also concepts. This can force a soul out from a body, take away a source of power, remove the bonds between people, separate a thing into two copies embodying contradictory qualities of the original, and even excise a target from reality. A saving throw is allowed where applicable.
Burn Out: 500 flux, Elric permanently removes an ability or skill from the target, as well as the potential to ever regain it. The target can make a saving throw with their highest ability score to prevent this.
Higher Omniscience: 10,000 flux 40 base, an improved version of the Limited Omniscience and Enhanced Omniscience powers automatically gained by Lesser and Greater deities, unique to Elric. Higher Omniscience tells Elric absolutely everything about the targeted subject, including the entire "six degrees of separation" as to how it relates to everything else in existence.
Higher Omnipotence: 50,000 flux 60 base, an improved version of the Limited Omnipotence and Enhanced Omnipotence powers automatically gained by Lesser and Greater deities, unique to Elric. Higher Omnipotence is capable of warping reality to create effects that are not only physically impossible, as the lower versions of the ability can, but also logically impossible.
Higher Omnipresence: 100,000 flux 80 base (as well as a 100,000 base investment for the duration of the effect), an improved version of the Limited Omnipresence and Enhanced Omnipresence powers automatically gained by Lesser and Greater deities, unique to Elric. Higher Omnipresence allows Elric to access everywhere in the multiverse simultaneously, and probably reach outside it.
Take: Variable flux, Elric takes something-- an object, a power, a creature, a location, an idea-- away and stores it somewhere of his choosing, such as inside a container, on a scroll, within his power, under his control, or outside of all memory. The cost of this ability is the amount of primal flux it would cost to destroy it with a blast. Ideas usually have a few thousand hit points.
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I'm back, and I finally put together a stat block for Elric Archmagus, the main villain of a significant portion of the story. As you can see, he's a powerhouse with a ridiculous number of options both in and out of combat, and that's before factoring in all of the resources and manpower he has as probably the god with the biggest following. He's got connections with Desolas, Ryethial, and even Chaos itself to draw on too, plus whatever alliances he's managed to make, and between Subsumption and his Ambition domain he can accumulate power just as quickly as the player characters can. The stats given here, somewhat paradoxically, are both weaker and stronger than he'd likely be at the point where he's finally being fought. On one hand, he'll probably have picked up a bunch of new tricks by then that multiply his threat level, but on the other hand, you'll preferably want to sabotage his external sources of primal flux (followers, places of worship, and probably some kidnapped deities) and strip away the blessings he gave himself before you pick a fight so he can't just smite you instantly.
Notes:
Cone of Mould and Summon Mirth Elemental are from
Veins of the Earth. So does Organ Revolt.
Grace of the King in Yellow and Nuclear Chaos are from
Sandy Peterson's Cthulhu Mythos for 5e
Absolute Avoidance, Blamethrower, Gates of Myriddin, Schtick of the Masters, Saga's End, and Planar Invocation are from
Paths of Power and
Paths of Power II. Shattering Word, Photon Transformation, Summon Personification, Annihilus Strike, Genesis Wave, Molecular Mastery, Song of Orpheus, Euclidean Revocation, and Annihilation are from
Eclipse: The Codex Persona, by the same people.
Directed Convulsion of Law and The Grinding Teeth of God are from
Godbound
Arrows of Orichalcum is from
The Spellcaster's Bible, and Three Rebirths is inspired by one of the spells in it
Sequential Spell is from
The Necromican (sic)
Apocalypse is from the
Epic Legacy series
Entropy Unbound, Manifest Destiny, and Doom Inexorable are from
Role Aids Archmagic
Channel the Wyrd comes from
Into The Weird and Wild
Obliterate and Eradicator are copied from one of the monsters in
The Yokai Compendium