Pillar of Thousand Blessings

8th-level abjuration

Casting Time:10 minutes

Range:5 feet

Components:V, S, M (precious gems, metals, and coins worth at least 5,000 gp which the spell consumes)

Duration:10 minutes

You conjure a 10-foot tall cylindrical marble pillar of a 5-foot radius within range that has decorative carvings, small water fountains, ornamental plants, oil lamps, and celestial writings on it. The pillar remains for the spell’s duration and then turns to dust, leaving no traces of its existence behind.

The pillar offers special benefits to creatures who use their action to offer a copper coin worth at least 1 copper piece.

Once a copper piece has been offered to the pillar in this way, it cannot be retrieved by any means. Each creature that donated at least 1 copper piece must choose up to six benefits from the following list with which they are affected for 1 hour.

A creature cannot choose the same benefit twice.

If a target is affected by the dispel magic spell or any other similar effect, each effect gained from this spell must be dispelled separately, as if they are 8th-level spells.

  • You have advantage on Strength, Dexterity, and Constitution saving throws.
  • You have advantage on Intelligence, Wisdom, and Charisma saving throws.
  • You have advantage on attack rolls.
  • Your weapon attacks deal an extra 1d4 damage.
  • Your weapon attacks are magical.
  • Your weapon attacks deal an additional 2 damage of one of the following damage types of your choice: acid, cold, fire, lightning, radiant, or thunder. You must choose the damage type when you choose the benefit.
  • Your carrying capacity is doubled.

Choose one ability. You have advantage on ability checks related to that ability.

  • You gain 4 temporary hit points at the start of each of your turns. You can only benefit from this while you have more than 0 hit points.
  • Your spell save DC increases by 1.
  • If you cast a spell with a range of 10 feet or more, the range of the spell is doubled.
  • Your spell attacks deal 2d4 extra damage.
  • Your spells that deal damage in an area deal 1d4 extra damage.
  • You can change the damage type of a spell you cast from fire to cold or vice versa, and from radiant to necrotic or vice versa.
  • If you deal acid damage to a creature with a spell, the creature takes a -1 penalty to AC until the start of your next turn. This effect does not stack.
  • If you deal poison damage to a creature with a spell, the creature has disadvantage on Constitution and Strength saving throws until the start of your next turn.
  • If you deal lightning damage to a creature with a spell, the creature has disadvantage on its Dexterity saving throws until the start of your next turn.
  • If you deal thunder damage to a creature with a spell, the creature takes 1 extra damage from all successful attacks against it until the start of your next turn.
  • Your speed increases by 10 feet.
  • You gain the ability to breathe underwater.
  • You gain a swimming speed of 30 feet.
  • You gain a flying speed of 30 feet.
  • You gain the benefits of the spider climb spell.
  • You gain resistance to one damage type of your choice; except bludgeoning, piercing, and slashing.
  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You gain the benefits of the death ward spell.
  • You need to succeed on two death saving throws instead of three to become stable.
  • Your jump distance is tripled.
  • Melee weapon attacks against you are made with disadvantage.
  • Ranged weapon attacks against you are made with disadvantage.
  • Melee spell attacks against you are made with disadvantage.
  • Ranged spell attacks against you are made with disadvantage.
  • Your weapon attacks score a critical hit on a roll of 19 or 20.
  • When you are subjected to damage, roll 1d6 and reduce the damage by the result.
  • You can touch a creature as a bonus action and have it regain 1d8 + 1 hit points.
  • Each time you heal a creature, each friendly creature within 30 feet of you regains 1d4 + 1 hit points, except for the one you healed.
  • Each creature affected by your healing spells regains 1d4 extra hit points.
  • You have darkvision out to a range of 60 feet.
  • You become invisible. Anything you are wearing or carrying is invisible as long as it is on your person. If you attack or cast a spell, you become visible until the start of your next turn.
  • You gain the benefits of the tongues spell.
  • You have advantage on your initiative rolls.
Section 15: Copyright Notice

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