Completeness (3.5e Spell)

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This material is published under the OGL 1.0a.


Completeness
Universal
Level: Tarot 9
Components: V, F
Casting time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: See Text
Saving Throw: None
Spell Resistance: Yes (Harmless)


Similar but not as varied as Wish

This is the rarest and most powerful spell that a Tarot Mage can learn. Just as the tarot reading for the World indicates assured success and joy, so too does this spell grant the caster incredible fortune. This spell has some similarties to Wish, but it is not as varied in scope. The spell can only be used to affect the creature touched and cannot be used to harm another.

The completeness can do anyone of the following per casting:

  • Completely heal all damage and afflictions on one creature. This includes restoring ability damage (both temporary and permanent).
  • Grant a permanent +2 inherent bonus to one ability score. As inherent bonuses do not stack, it cannot be used to raise the same ability score on any one creature more than once. Costs experience to cast.
  • Revive the dead. This duplicates the effects of the True Resurrection spell. Costs experience to cast.
  • Undo the harmful effects of spells, such as Geas/Quest or Insanity.
  • Grant a creature maximum hit points for its Hit Dice and Constitution modifier. This effect can only be used once per creature and does not guarantee future rolls for hit points. Costs experience to cast

XP Cost: Completeness requires the caster to expend 4,000 experience points for the indicated effects. The other effects have no experience point cost.

Arcana

This spell can only be cast using XXI - The World as a focus.

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