Tribute to the Stars
(7) Exceptional Declarations of Allegiance
Abjuration
Deep Magic Volume 1
Volley Shield
7-level Abjuration
Conjuration
Deep Magic Volume 1
Ice Soldiers
7-level Conjuration
SRD
Plane Shift
7-level Conjuration
Deep Magic Volume 2 (p.228)
Storm Queen's Children
7-level Conjuration
Divination
Deep Magic Volume 2 (p.204)
Oculus Blossoms
7-level Divination
Evocation
Book of Ebon Tides
Ebon Tide
7-level Evocation
SRD
Fire Storm
7-level Evocation
Deep Magic Volume 2 (p.199)
Mass Contagious Healing
7-level Evocation
XGtE
Whirlwind
7-level Evocation
Illusion
SRD
Mirage Arcane
7-level Illusion
Necromancy
Deep Magic Volume 1
Curse of Dust
7-level Necromancy
Transmutation
Deep Magic Volume 1
Arcane Parasite
7-level Transmutation
Fizban's Treasury of Dragons
Draconic Transformation
7-level Transmutation
- Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
- Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
- Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
SRD
Regenerate
7-level Transmutation
SRD
Reverse Gravity
7-level Transmutation
Specialized
Dark Magic
Deep Magic Volume 1
Transmogrification
7-level Transmutation
- Wings. You sprout wings from your shoulders and gain a flying speed of 60 feet. The wings can be batlike or feathered.
- Breath Weapon. You gain a breath weapon of one of these types of your choice: acid, cold, fire, lightning, or poison. You can use an action to unleash your breath weapon in a 15-foot line that is 5 feet wide. Each creature in the line takes 8d6 damage of the chosen type, or half as much damage with a successful Dexterity saving throw. The breath weapon is considered a magical attack. You can use this ability up to three times, and it expires after the third use.
- Limbs. Appendages resembling tentacles, spider legs, pincers, or something else of your choosing sprout from your body. Choose slashing, bludgeoning, or piercing damage; you can use an action to make two melee weapon attacks with your new limbs, and each attack deals 2d12 damage of the chosen type. You are proficient with these weapons, and they have the reach and finesse properties.
- Radiating Light. You emit light in a 10-foot radius. The light can come from a halo, from ghostly flames, from your eyes, or any other source you choose. The light deals your choice of necrotic, fire, or radiant damage. A creature that passes through the light on its turn or that ends its turn in the light takes 2d10 damage of the chosen type, or half as much damage with a successful Constitution saving throw. A creature takes this damage only once per turn.
- Regeneration. You regain 10 hit points at the start of your turn. You can use this ability up to three times, and it expires after the third use.
- Overwhelming Might. When you hit a target with a weapon attack, the target takes an extra 2d8 force damage and must succeed on a Strength saving throw or be knocked prone.
- Frightening Presence. As an action, choose any number of creatures within 30 feet of you that can see you. Each of them must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your frightening presence for the next 24 hours. You can use this ability up to three times, and it expires after the third use.
Esteem for the Balance
Allegiances
Reverent Appeals A-ZBy School
AbjurationConjuration
Divination
Evocation
Illusion
Necromancy
Transmutation
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