Custom divine abilities, portfolios, etc.

How would you restore the quintessence of a slain deity? When a deity is slain, it loses all of its quintessence.
With this ability you can restore it's quintessence. Hence its heavy limitation on the status (lesser deity, intermediate deity, etc.) of the deities it can restore (3 status lower than the user for the divine version, irrelevant in a fight). Gift of Life and Death's Hand are much more for flavor than actual utility since we need their improved Cosmic or even Transcendental versions to shift the balance in combat. I considered that with three status differences the amount of quintessence you have compared to the resurrected is so high (you have x1000 their quintessence at least) that this does not broke the game.
 

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Living Spell (Ex) [Divine]

Your divine power combined with your magic change your body.
Prerequisites: Magic Portfolio and DR 7, or Double Magic Portfolio and DR 3.
Benefit: You gain the living spell template. The chosen spell can be of a level up to 1/3 your HD (unless your have the Netheril Arcanist archetype, you can only gain spell of a level of 9 + metamagic; not true spell of 10th level or above) and must tematically appropriate for you (DM's discretion). Every time your gain a DR your can change the selected spell. If you have an alignment portfolio you do not lose your alignment subtype (if any).

Epic Living Spell (Ex) [Cosmic]

Your cosmic power combined with your magic change your body.
Prerequisites: Living spell template.
Benefit: You can select epic spells as chosen spells. The epic spell must be one you are capable of casting in some way (with spellcasting, spell-like ability, Alter Reality, etc). You can select spells as chosen spells even if they are not tematically appropriate for you. If you have an alignment portfolio you do not lose your alignment subtype (if any) and cannot select a spell with an alignment descriptor oppesed to your Portfolio.
 
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The Show Must Go On [Epic]

Even death cannot stop your performance.
Prerequisites: Bardic performance class feature.
Benefit: You can continue taking the free action to maintain a bardic performance even while confused, cowering in fear, dazed, nauseated, panicked, paralyzed, petrified, silenced, staggered, stunned, or unconscious. Even if you are killed, you can continue to take the free action to maintain your performance as long as you have rounds remaining. Only the utter destruction of your’s body (such as via destruction or disintegrate, or by reducing you to a negative hit point total equal to 10 × your Constitution score) causes the performance to end.
 

Curse Portfolio

Aspects: Magic, Revenge, Spiteful

Opposed Portfolio: Charity

Examples: Morgan Le Fay (Arthurian Legend)

Favored Animal:

Favored Class: Malefactor (Total Party Kill Games), Witch

Favored Place: Places overflowing with curses

Favored Sacrifice: Cursed objects

Favored Time: Friday the 13th

Favored Weapon: Gladius

Portfolio Trial: You must curse someone to death

Prerequisites: Non-Good alignment

Symbol: A purple eye or hand dripping blodd

Typical Quote: “The mirror's evil star revolves around the earth...and calamity strikes in a flash in the sky.”

CURSE DOMAIN​
Granted Power: You gain the Deadly Curse ability.
*Deadly Curse (Su)
A number of times per day equal to your DR you can curse an opponents within your divine aura that you can perceive as a standard action. The foe must make a Will save DC 10 + ½ your HD + your Charisma modifier + your DR or be cursed for 1 round/HD. If the portfolio is double the duration is instead permanent. Creatures cursed suffer the effect of a greater bestow curse spell (effect chosen by you, but this is not a necromancy effect) and are confused (as for the spell confusion, except that is not a compulsion or mind-affecting effect) and suffer a penalty to AC equal to double your DR and a penalty to attack rolls and saving throws equal to your DR as long the curse last. The curse bestowed by this effect cannot be removed with remove curse or dispelled even with greater dispel magic (as its a supernatural ability), but it can be removed in advance with a break enchantment, limited wish, miracle, or wish spell. It cannot be suppressed with abeyance. The DC to remove the curse with break enchantment increases by 5 (the equivalent caster level is equal to your HD plus your DR). A creature can only suffer from one deadly curse at a time. This is a curse effect.

1 Ill Omen: Target rolls twice for checks and attacks and uses worst roll.

2 Blindness/Deafness: Makes subject blinded or deafened.

3 Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.

4 Conditional Curse: Bestow a curse that is difficult to remove without fulfilling a condition.

5 Major Curse: As bestow curse, but harder to remove.

6 Greater Curse Terrain: Curse an area with six dangerous hazards.

7 Greater Bestow Curse: As bestow curse, but with higher penalties.

8 Prediction of Failure: Target is permanently shaken and sickened, and may gain a spellblight.

9 Cursed Earth: Plants die, living creatures catch diseases, or dead creatures rise as zombies.

REALM​
The realm of an immortal with the Curse Portfolio is a terrifying place, with darkness and shadows that lurk.

Hazards: The realm is inherently dangerous, as is its owner. Every hour all creatures in the realm, except the immortal and creatures specified by him, take damage equal to the divine rank of the immortal (or twice the divine rank if the immortal has double Portfolio). Every hour, creatures with a divine rank less than immortal, except creatures specified by him, must make a Will save with DC (11 + 1 for each consecutive hour spent in the realm), or suffer the effect of bestow curse (random between the options; caster level equal to 10 + number of consecutive hours passed in the realm before failing that save). This is a curse effect that ignore immunity of creatures with less divine rank of the immortal. Immunity to curse effects instead gives a +8 on the saving throw.

Inhabitants: Creatures associated with curse are common in this realm, like animate dreams, gug, or owb.

Curse Template (Single Portfolio)​
Appearance: The immortal appears covered in tattoos, brands, and icons of occult, blasphemous imagery.

Behavior: The immortal is hateful and he takes note of any wrong done to him.

Curse Template (Double Portfolio)​
Appearance: The immortal is afflicted with a host of horrifying physical deformities, appearing as though he has been cursed by every god in existence. (Note: this is a purely cosmetic effect)

Demeanor: The immortal is hateful and try to curse for any wrong done to him, doesn't matter if it's real or just in his head.

(Single) Curse Portfolio
Divine Status
Ability/Weakness Gained
Benefit/Penalty
Action
Disciple​
Spell-like Abilities
Reactive rather than active (Weakness)
Sheep’s Strength (Weakness)
Use any curse domain spell as spell-like ability
Competence penalty to Initiative equal to your divine rank

Competence penalty to Strength equal to your divine rank
Standard


Always Active
Prophet​
Curse Immunity (Ex)​
You gain immunity to curse effects​
Always Active​
Hero-deity​
Curse Empower (Ex)​
Competence bonus (equal to divine rank) on checks, initiative, and armor class for 24 hours after cursing a creature or place​
Always Active​
Quasi-deity​
Creator of Curses (Ex)​
Those summoned gain immunity to curse effects​
Always Active​
Demi-deity​
Divine Curse (Ex)​
Immunities against your curse effects are only 50% effective​
Always Active​
Lesser Deity​
Superior Curse [Effect] (Su)​
Assault your enemies with curse base attacks​
Variable​
Intermediate Deity​
Uncanny Curse Mastery (Su)​
Assault your enemies with curse base attacks​
Variable​
Greater Deity​
Cursed Blood (Ex)​
You gain regeneration equal to ½ your HD while a cursed creature is within your Divine Aura​
Always Active​
Elder One​
Cursed Mind (Ex)
Cosmic Imperfection (Charity)
Luck penalty to enemy attack rolls equal to your Cha modifier

One artifact in the universe can defeat your cosmic string ability
Free




Always Active
Old One​
Cursed Body (Ex)​
Luck penalty to enemy armor class equal to your Divine Rank​
Always Active​


(Double) Curse Portfolio
Divine Status
Ability/Weakness Gained
Benefit/Penalty
Action
Disciple​
Spell-like Abilities
Reactive rather than active (Weakness)
Sheep’s Strength (Weakness)
Use two curse domain spell as spell-like ability
Competence penalty to Initiative equal to double your divine rank

Competence penalty to Strength equal to double your divine rank
Standard+Swift


Always Active
Prophet​
Curse Shield (Su)​
Your allies within your Divine Aura gain immunity to curse effects​
Always Active​
Hero-deity​
Greater Curse Empower (Ex)​
Competence bonus (equal to double divine rank) on checks, initiative, and armor class for 24 hours after cursing a creature or place​
Always Active​
Quasi-deity​
Creator of Cursed Armies (Ex)​
Those summoned gain the Accursed Creature template. The particular curse that afflict them (but not affect them thanks to their immunity) and that they spread is chosen by you every time you summon them​
Always Active​
Demi-deity​
Perfect Divine Curse (Ex)​
Immunities against your curse effects ineffective​
Always Active​
Lesser Deity​
Superior Curse [Effect] (Su) (x2 HD)​
Assault your enemies with curse base attacks​
Variable​
Intermediate Deity​
Uncanny Curse Mastery (Su) (x2 HD)​
Assault your enemies with curse base attacks​
Variable​
Greater Deity​
Cursed Existence (Ex)​
You gain regeneration equal to your HD while a cursed creature is within your Divine Aura​
Always Active​
Elder One​
Cursed Soul (Ex)
Cosmic Imperfection (Charity)
Luck penalty to enemy saves equal to your Cha modifier
Two artifacts in the universe can defeat your cosmic string ability
Always Active


Always Active
Old One​
Degeneration (Su)​
Opponents within your aura have their fast healing/regeneration work in reverse​
Always Active​
First One​
Dead Zone (Su)​
You can create a zone of dead-magic that does not impede you​
Always Active​

CURSE [EFFECT] (SU)
Cause your foes to writhe in agony as curse consume them.
Prerequisites: Curse, Magic, or Revenge Portfolio, or any Evil Alignment.
Benefit: The effect causes 1d4 damage per 3 hit dice of the deity, the damage repeating for a number of rounds equal to the immortal’s divine rank. The curse bestowed by this effect cannot be dispelled even with greater dispel magic (as its a supernatural ability), but it can be removed in advance with a break enchantment, limited wish, miracle, remove curse, or wish spell. It cannot be suppressed with abeyance. The DC to remove the curse with break enchantment and remove curse increases by 5 (the equivalent caster level is equal to the HD of the immortal plus its DR). A creature that fail its save against the Effect (or automatically if the Effect has no save, like Hand) also suffer one additional curse chosen by the immortal every time use the Effect (like curse of the ages, famine, or mummy rot; save DC [if any] is equal to the DC of the Effect, or 20 + Cha + DR for versions of the Effect with no save, and the caster level is equal to the HD of the immortal plus its DR). This is a curse effect.

e.g. A greater deity (Divine Rank 16, 100 hit die) taking Curse Breath would deal 8d4 damage (save for half) to all caught in the area of effect. This damage would be repeated for an additional 16 rounds. They also suffer a curse chosen by him when using the effect if they fail their save.

Special: This effect can be taken multiple times and its effects stack. Each time it is taken it either applies to a different effect (see pages 116-117), or it applies to the same effect as follows:

Taken twice = Greater Curse [Effect], original effect doubled.

Taken three times = Superior Curse [Effect], original effect tripled.

Taken four times = Perfect Curse [Effect], original effect quadrupled.

Taken five times = Curse Mastery, use any type of writhing effect.

Taken six times = Uncanny Curse Mastery, shape area effects to only target enemies.
 

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Mimesis (Su) [Divine]
Prerequisites:Cha 40,*Possession, Rejuvenation.
Benefit:Instead of being banished to your godly realm upon dispersal, your soul/spirit can indefinitely inhabit one of your existing likenesses (art, etc.) of your choice, even if it's in a different locale (dimensional, planar, spatial, or even temporal), while your body rejuvenates incorporeally within said likeness.
If said likeness is destroyed, you can restart the entire process until you either run out of likenesses, whereupon you are finally banished normally, or until you can no longer rejuvenate.
This is a form of object possession.
Special:This ability can be combined w/other possession abilities, etc. for greater results.
*Fiendish Codex I:Hordes of The Abyss

Deific variant of having a phylactery.
 
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...and continuing that with a chain of obvious improvements.

Mimesis (Su) [Divine]
Prerequisites:Cha 40,*Possession, Rejuvenation.
Benefit:Instead of being banished to your godly realm upon dispersal, your soul/spirit can indefinitely inhabit one of your existing likenesses (art, etc.) of your choice, even if it's in a different locale (dimensional, planar, spatial, or even temporal), while your body rejuvenates incorporeally within said likeness.
If said likeness is destroyed, you can restart the entire process until you either run out of likenesses, whereupon you are finally banished normally, or until you can no longer rejuvenate.
This is a form of object possession.
Special:This ability can be combined w/other possession abilities, etc. for greater results.
*Fiendish Codex I:Hordes of The Abyss

- Greater Mimesis (Su) [Divine]
Prerequisites:Cha 40, Mimesis,*Possession, Rejuvenation.
Benefit:As Mimesis; exc., your soul/spirit can indefinitely inhabit one of your existing altars, clerics (or other followers receiving spells from you), holy relics, or likenesses (art, etc.).
This is a form of creature or object possession.
NB:Holy in this context does not mean good. It simply means "holy" to you/your followers.
*Fiendish Codex I:Hordes of The Abyss

- Superior Mimesis (Su) [Divine]
Prerequisites:Cha 40, Greater Mimesis, Mimesis,*Possession, Rejuvenation.
Benefit:As Greater Mimesis; exc., your soul/spirit can indefinitely inhabit one of your existing altars, creations, followers (any), heirs, holy relics, holy sites, or likenesses (art, etc.).
This is a form of creature or object possession.
NB:Holy in this context does not mean good. It simply means "holy" to you/your followers.
*Fiendish Codex I:Hordes of The Abyss

Edit:Made them supernatural, rather than extraordinary. Makes more sense. Corrected a few minor errors.
 
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Vengeance Portfolio​



Aspects: Oath, Retribution, Fury
Opposed Portfolio: Forgiveness



Examples: Vengeful deities and figures from various mythologies, such as Kali (Hinduism), Nemesis (Greek mythology), and Marduk (Babylonian mythology).



Favored Animal: Falcon
Favored Class: Warrior (Fighters, Barbarians, and Paladins dedicated to vengeance)
Favored Place: Battlegrounds, Ruins of Betrayal, and Sites of Great Grievance
Favored Sacrifice: A token of betrayal (like a severed hand or a broken vow)
Favored Time: Night of the Full Moon
Favored Weapon: Searing Sword or a Dagger of Retribution



Portfolio Trial: You must exact vengeance upon someone who has wronged you and ensure they feel the weight of your retribution.

Prerequisites: Non-Good alignment, deeply rooted anger or unresolved grievance against a specific target.

Symbol: A bloodied sword wrapped in thorns.

Typical Quote: “Justice may be blind, but it burns with vengeance.”



Vengeance DOMAIN​

Granted Power: You gain the Wrathful Flames ability.

  • Wrathful Flames (Su)
    A number of times per day equal to your Divine Rank (DR), you can unleash a burst of flame that embodies your vengeance. Choose a target you perceive, and they must succeed on a Reflex save (DC = 10 + ½ your Hit Dice + your Charisma modifier + your DR) or take 1d10 fire damage per Hit Die you have, in addition to suffering a penalty (as determined by your choice) for 1 round for each Hit Die you have. The penalties may include any of the examples of wrath.
Examples of Wrath:

  1. Detonation of Deceit: Your flames can cause the target’s surroundings to ignite, dealing 2d6 fire damage in a 20 ft. radius.
  2. Revenge’s Precision: You gain advantage on attack rolls against anyone you have explicitly vowed vengeance upon.
  3. Aura of Rage: Your presence imbues allies with fervor, granting them temporary bonuses on their attack rolls and damage for a short duration.
  4. Circle of Torment: Those who attempt to flee from you must succeed on a saving throw or be restrained by the manifestations of their own guilt, becoming unable to escape your wrath until they confront their wrongdoings.
  5. Smoldering Ashes: Any creature killed by your wrathful flames cannot be revived by any conventional means, leaving only their ashes as a reminder of their failure.

Domain Spells

1.Wrathful Vigor
2.Curse of Vengeance
3.Vengeful Glare
4.Cleansing Flame
5.Vengeance’s Retribution
6.Oath of Suffering
7.Wrath of the Fallen
8.Fireball of Retribution
9.Vengeance Unleashed



REALM​

The realm of an immortal with the Vengeance Portfolio manifests as an ever-turning battlefield, encircled by stormy skies and ablaze with the embers of old grudges. The ground appears scorched and filled with remnants of past battles, echoing with the cries of those wronged. The atmosphere is thick with a sense of unresolved hostility, tangible enough to feel.



Hazards:

  • Rumors of Retribution: Every hour, creatures who trespass into this realm take damage equal to the immortal's divine rank.
  • Spiritual Wrath: Those deemed unworthy may suffer from an oppressive feeling of dread, requiring them to make a will save or act under the effects of confusion—a reflection of the chaos born from vengeance.


Inhabitants:
Wraiths of vengeance, spirits of betrayal, and constructs animated by the immortal’s rage reside here, eager to fulfill their own quests for retribution.


Vengeance Portfolio Template (Single)​

Appearance: The immortal appears shrouded in shadow, with flames dancing around them, often bearing the marks of past conflicts or battles fought in anger.

Demeanor: This immortal is relentless and fierce, often consumed by thoughts of vengeance, demonstrating a cold demeanor towards those they perceive as betrayers.



POWERS​

Disciple - Spell-like Abilities:
As a standard action, you can use any Vengeance domain spell as a spell-like ability, provided the spell level is no greater than ½ your hit die (rounded up).

Prophet - Abjuration/Immunity:
You gain immunity to fear effects and emotional manipulation, allowing you to confront your foes undeterred.

Hero-deity - Competence/Divination:
You gain a competence bonus equal to your divine rank when facing adversaries who have wronged you.

Quasi-deity - Conjuration/Summoning:
The spirits you summon possess enhanced abilities directly related to their own experiences of grievance.

Demi-deity - Trumping:
Your vengeful spirit allows you to override lesser spells of forgiveness or pacification.

Lesser Deity - Evocation:
You wield a powerful evocation that deals additional damage, reflecting the fiery spirit of retribution.

Intermediate Deity - Evocation:
Your flames gain additional potency, dealing even greater damage to specific targets marked by your vengeance.

Greater Deity - Healing:
You possess the ability to regenerate a portion of your health while within your realm, provided you are nearby a wrongdoer marked by your wrath.



WEAKNESSES​

The pursuit of vengeance imposes strict limitations on the immortal:

  1. Tyrant of Anger: Prolonged fixation on revenge can lead to overreactions, causing allies to be caught in the crossfire.
  2. Isolation by Grievance: Vengeful paths can alienate allies and friends who perceive the immortal as unyielding.
  3. Blinded by Rage: A single-minded focus can lead to reckless decisions, undermining any strategic advantages.

[Note]: This is all still in the making.

Vengeance Domain Spells​



1st Level Spell:

1. Wrathful Vigor

School: Conjuration (Healing)
Classes: Cleric
Casting Time: 1 swift action
Range: Touch
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Description: You imbue a willing ally with the essence of wrath fueled by the quest for vengeance. The target gains temporary hit points equal to your caster level and gains a +1 morale bonus on attack rolls and damage rolls for the duration if they are attacking a creature they hold a grudge against.



2nd Level Spell:

2. Curse of Vengeance

School: Necromancy
Classes: Cleric
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Description: You place a curse on the target, causing them to suffer a -2 penalty on attack rolls, saving throws, and skill checks for the duration. If they are the target of a spell or attack from you, the penalty increases to -4 for one round.



3rd Level Spell:

3. Vengeful Glare

School: Enchantment (Compulsion)
Classes: Cleric
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Description: You force the target to confront their past wrongdoings, overwhelming them with feelings of guilt and remorse. For the duration, they are considered shaken and also must succeed on a Will save or be unable to attack any creature other than you.



4th Level Spell:

4. Cleansing Flame

School: Evocation [Fire]
Classes: Cleric
Casting Time: 1 standard action
Range: 30 ft.
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description: You unleash a great burst of flames in an area, dealing 3d6 fire damage. Any creature who takes damage is marked as your enemy for the purposes of all future spells and abilities for one minute.



5th Level Spell:

5. Vengeance’s Retribution

School: Evocation
Classes: Cleric
Casting Time: 1 standard action
Range: 60 ft.
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Description: You channel your intense feelings of vengeance into a potent blast of energy. The target must make a Reflex save. On a failure, they take 6d6 energy damage and are blinded for the duration. On a success, they take half damage with no additional effects.



6th Level Spell:

6. Oath of Suffering

School: Enchantment (Compulsion)
Classes: Cleric
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Description: You decree an unbreakable oath on your foe. The target must succeed on a Will save or be forced to spend their actions seeking vengeance on the one who wronged you (normally the caster) until the spell ends. They also take 1d6 damage whenever they fail to attack their designated target.



7th Level Spell:

7. Wrath of the Fallen

School: Necromancy
Classes: Cleric
Casting Time: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
Description: You invoke the spirits of those lost to revenge. The target must make a Will save. On a failure, they take 10d6 necrotic damage and are staggered for one round. On a success, they take half damage and are not staggered.



8th Level Spell:

8. Fireball of Retribution

School: Evocation [Fire]
Classes: Cleric
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description: You unleash a powerful ball of fire. In addition to regular damage, any creature caught in the explosion that is also a target of your vengeance takes an additional 2d6 fire damage. Those that die in the blast leave behind smoldering ashes.



9th Level Spell

9. Vengeance Unleashed

School: Evocation
Classes: Cleric
Casting Time: 1 full round
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description: You hurl a massive wave of pure vengeance at your enemy. The target takes 12d6 damage and is knocked prone, with any ally within 10 feet also taking half damage. If the target is reduced to 0 hit points or fewer, all other enemies within 20 feet must make a Will save or be shaken for one round.
 

SNOWGRAVE
In the frozen heart of a once-bustling city, a figure stands, floating above what was once the main square. She is frozen, crystal tears welling up in her once-vibrant deep blue eyes. Perhaps in a better world, she would not have been forced to proceed into her own ruin.

The shadowed spell Snowgrave is incredibly powerful and unmatched in its ferocity. However, it is not a spell that even the greatest of mages can call upon with only willpower and training. Any creature who has fully lost control of their will and sanity through the machinations of another creature or entity can try to call upon the power of the frozen shadows, and if they truly have no other recourse, they will have their darkest desires answered...

Spell Level: 10th
School: Evocation
Classes: Any spellcasting class, requires the caster to be at least 13th level to cast. The caster must also have a strong affinity for ice/cold magic. (i.e, a cleric blessed directly by a deity of the frozen north would count, but a generic archmage would be unable to cast the spell. An immortal trying to cast this spell would have to have cold, death, or darkness as one of their portfolios/purviews in order to be able to cast the spell)
Casting Time: 1 standard action
Range: 1 mile
Target: Any creatures or objects in the caster's line of sight of their choice
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Description: The caster's eyes go blank, and a massive blizzard blankets the area, with storms of razor-sharp ice crystals shredding the creatures chosen as targets. The spell does 10 cold damage per hit dice of the caster, with a fortitude save for half damage. Creatures that are at least 10 levels/3 divine ranks lower than the caster are slain unless they make a fortitude save for full damage, and entombed in ice crystals if they fail the save.

(This spell cannot be cast as either a prepared or spontaneous spell, it can only be cast in a situation of desperation. This spell is meant for NPC's to use for plot beats, rather than as a direct in-combat spell.)

1740530532127.png


I'm pretty proud of this, so I'd love to have some feedback!

-Arcane :)
 
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