Ascension (5e Spell)

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Design Note: This page was created using the Epic Magic (10th+ Level Magic) Variant Rule.

12th-level Transmutation (ritual)
Casting time: 8 hours
Range: Self
Components: V, S, M (a drop of blood from a god)
Duration: instantaneous
Casters: 20 (Clerics at least LV.10)

You gain an additional 10000 HP.
All of your Base Statistics increase by 12 to a maximum of 32. this is your new maximum for the Base Statistics
Your proficency bonus is 10 unless you have a higher one. (this is only the base proficency if you are under any effect that would increase your proficency bonus it is not considered in the comparison and still adds after setting your proficency to 10)
You gain truesight with a range of 60 feet.
You sense the presence of any creature within 30 feet of you even if they are behind total cover, as such you can only be surprised by a ranged attack.
You can cast any spell of 9th level or lower at will and you have infinite spellslots of every Level but you still need the secondary casters for spells of Level 10 to 12 in the form of your followers praying (the more powerful the follower the less follower you need praying, as stated in the table down below).
You gain resistance to bludgeoning, piercing, slashing, fire, cold, thunder, lightning, force and necrotic damage.
You gain immunity to nomagical bludgeoning, piercing and slashing damage; poison, psychic and radiant damage and cold, fire, lightning and thunder damage from natural sources.
You are immune to the blinded, deafened, frightened, paralyzed, petrified, poisoned, stunned and exhausted conditions.
You are also aware of the lies of any creature you can see and immediately know what the truth would be.
You also Sprout Wings that grant you a flying speed equal to your walking speed.
The wings have an appearance according to your alignment:

  1. Featherd White (Lawful or Neutral Good)
  2. Feathered Black (Chaotic Good)
  3. Draconic, any color (Lawful or Chaotic Neutral, True Neutral)
  4. Batlike (Chaotic, Neutral or Lawful Evil)

Any weapon attack you make deals an additional 4d6 radiant damage and forces creatures that are not native to the plane you are on to make Charisma saving throw or be banished to its home plane, if it tries to return to the plane it was banished from through any means it has to repeat the saving throw, after failing it 5 times it can never enter the plane again, a successful save ends this effect.
When casting this spell you autimatically cast the personal plane spell along with it.
You also automatically return to your personal plane when you die and are then trapped there for 1d4 + damage of the attack that killed you days after which you can return to the plane you died on following the rules from the personal plane spell.

All secondary casters involved in this spell die after it is cast and the changes to you are permanent.

With More Casters If you cast this spell with 25 secondary casters you get a Divine Rank of 1.
The Divine Rank you get increases by one for every 5 casters more than 25.

For Casting Spells of 10th Level or Higher:
people needed secondary casters equal to that
50 commoners 1 secondary caster
25 people with the gifts of a deity of Rank 6-10 1 secondary caster
10 people with the gifts of a deity of Rank 11-15 1 secondary caster
5 people with the gifts of a deity of Rank 16-20 1 secondary caster
1 cleric devoted to you 1 secondary caster
1 demigod of your offspring 2 secondary casters

Disclaimer: Both the Personal Plane Spell as well as the Deity Class were not created by me. I just liked the Idea of the Divine Rank system and the option of owning your own plane.
If you like them give credit to their respective authors.

Please don't edit this page it took me a lot of effort to create it, you are allowed to copy anything here but please don't edit the page

(2 votes)

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