|
This page is of questionable balance. Reason: Unconventional spell component/spell slot relationship, permanent effects on a spell you cast, and other oddities make it so this spell doesn't fit 5e design and seems more appropriate as something else.
You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance
|
|
This page needs to be merged with another. Reason: This spell would probably be better suited as something you can only/gain once(epic boon?) or could be merged/fall under some sort of reward category such as spells of legend.
You can help D&D Wiki by finding the best from both and removing all else; to keep the page within the scope of D&D in general. When the merger has been completed within the scope of the pages please remove this template. If you do not understand what needs to be kept and what needs to be removed in the merger please leave comments on this page's talk page before making any edits.
Edit this Page | All mergers
|
Forbidden Knowledge of The Ancients
9th-level Divination (ritual)
|
Casting time:
|
1 hour
|
Range:
|
Self
|
Components:
|
A wing of a celestial creature, a horn of a unicorn and a brain of a mind flayer
|
Duration:
|
Forever
|
This spell can be cast with out any components, however for each component you use you decrease the required spell level by 1 at a minimum of 6th level.
(
Design Note: This spell uses the Enhanced Existence Magic Overhaul homebrew ruleset. As a result, it is meant to be 10th level magic, and is both Transmutation and Enchantment magic. See the ruleset for clarification on what that means before calling the spell overpowered. Please?
|
hold 5)
If any creature sees or hears of you casting this spell you will forever be viewed as someone that has an "Evil Alignment" this also applies if someone sees you with truesight, for they can see the ancient symbol glowing on your forehead.
After this spell is cast you can never cast it again.
You gain the following benefits:
- You can cast true seeing, thaumaturgy, identify, or fly at will no action required and no concentration required.
- You gain +2 to either Intelligence or Wisdom and your maximum cap for this stat is increased to 30.
- You can choose to succeed any History or Arcana check 1/day.
- You gain +1 to your Spell DC and Spell Attack for one school of spells of your choosing.
Back to Main Page → 5e Homebrew → Spells → Cleric
Back to Main Page → 5e Homebrew → Spells → Druid
Back to Main Page → 5e Homebrew → Spells → Wizard