Forbidden Magic

( ⇪ Magic )

While magic in-general is stigmatized by the general public, certain kinds of magic are taboo even amongst spellcasters.

The Eight

The number eight is universally understood by everyone to be unlucky. There are many theories as to why this is the case, such as claiming that “The Circle of Eight” (Mordenkainen, Yrag, Bigby, Rigby, Zigby, Felnorith, Vram, and Vin, all of whom were assumed killed by Vecna) are somehow behind it, but none know the true significance of the phenomenon. Every time you press your luck while your static modifier is +8, you are invoking bad luck, and you are likely to see poor results. If your static modifier is somehow a -8, the opposite is true and you should press your luck whenever possible.

If you press your luck with a static modifier of +8 and you somehow roll a 12 on the 3d4, you may choose to “spite The Eight” and treat the associated 3d6 roll as if it was a natural 18 and immediately gain a temporary action point (which may exceed your maximum action points). This temporary action point must be spent within the next hour or it is lost. In response to this slight, all creatures within 500ft (regardless of line-of-effect) feel a momentary unnatural chill, and The Eight cause all target numbers and offensive rolls against you (such as attack scores, saving throw DCs, damage rolls, etc.) to gain a +1 bonus against you until the temporary action point is either spent or lost.

Eternal Bonds

The Eternal Bond is an ancient magic permanently binding several creatures to eachother.

To have an Eternal Bond, you and all other creatures in the eternal bond must take the Eternal Bonds feat, and must do so at 1st level at the same time. Creatures in an Eternal Bond must be of the same creature type and select the same set of creatures (including themselves). Once this feat is taken, the set of creatures selected cannot be changed. If a creature in an eternal bond changes its type, the benefits this feat applies to that creature are suppressed for as long as that creature has a different type.

You and all creatures in your eternal bond have a shared (stacking) HP total, nonlethal damage count, Reserve Points, Strife, Action Points, and Wounds. All loss and recovery of these values applies to each total as appropriate. You all naturally heal nonlethal damage and apply reserve points whenever any creature in your eternal bond does so.

A status effect is applied on all other creatures in your eternal bond. If one of you is on another plane, the status effect is suppressed between you and that creature. You also gain the benefit of the Share Spells animal companion ability (PHB p36) and the Companion Spellbond feat (PHB2 p77), except that these benefits apply to creatures in your eternal bond (and do not count as having the Share Spells ability or the Companion Spellbond feat for the purpose of prerequisites). Certain spells do not transmit their effect through this form of the Share Spells ability. Permanency and similar effects do not “share”. Any spell that recovers hit points or removes nonlethal damage does not “share” that particular aspect of the spell (you only apply the effect once).

While you are within 60ft of all other creatures in your eternal bond, you gain a +2 bonus on all saves. Likewise, while you are more than 1 mile away from all other creatures in your eternal bond, you take a -2 penalty on all saves.

You and all creatures in your eternal bond also have a shared experience point total which overlaps (does not stack). Every XP cost, negative level, or other effect that applies to XP applies to each creature in the eternal bond individually. Each creature in an eternal bond earns XP individually. Once someone in an eternal bond earns enough XP such that anyone in the eternal bond would gain a hit die at that much XP, their experience point total stops at that value until everyone in the eternal bond has that much XP. Multiclass penalties to XP apply to everyone in the group and overlap (do not stack).

Loss of hit points from a reduced constitution score only affects the hit points you personally add to the group’s total, and the effects of a constitution score of 0 resulting from ability damage or drain affect everyone in the group (killing everyone in the group). If any one of the characters in an eternal bond becomes disabled, unconscious, dying/inert, or dead, all creatures in that group have that condition. All Injury saving throws made by creatures in an eternal bond always use the lowest roll modifier of the creatures in that group and roll save checks based off of the Fortitude Points of whoever has the lowest.

If a creature in an eternal bond is killed (killing everyone in the eternal bond) and then raised as an undead creature, only that creature is raised (the rest remain dead) and that creature permanently loses all benefits of this feat (and is removed from the eternal bonds of the rest of the group). The removed creature gains a new feat in its place that they otherwise could have earned at that hit die. Successfully reviving or otherwise returning to life any one of the creatures in an eternal bond returns all of them to life (regardless of the conditions for reviving the others, although the appropriate effects for returning to life apply as if the same means was used on the others in the eternal bond such as regarding level loss or desire to return).

Forbidden Magic

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