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Rahmakhet's Godspells

Keywords: RAHMAKHET-GODSPELLS, RAHMAKHET_GODSPELLS, RAHMAKHETGODSPELLS, RAHMAKHET-SPELLS, RAHMAKHET_SPELLS
Category: magic:spell

Those who have earned Rahmakhet's favor are granted fragments of his dominion over cyclicality, time, imagination, and the infinite possibilities between what is and what may yet be.

Always Forward
When failure is not an option, those with Rahmakhet's favor may exert their will and overcome the obstacle before them. Once per day, the user may choose to simply succeed on a saving throw or skill check. Their next roll is then made at advantage. After that advantaged roll is resolved, the user takes one level of exhaustion due to the exertion required.

Of the In-Between
Once per encounter, those with Rahmakhet's favor may slip in-between realities for
1d4+1 rounds. While in this state, they are immune to all damage, all debuffs are removed, and they are considered completely unseen. They cannot attack or target others by any means while in-between realities. This does not clear exhaustion, and the user may drop this state at any time.

Note: This can be used while stunned, paralyzed, or restrained. This cannot be used while asleep or under the effect of incapacitation.

Singularity of the Third Eye
Once per day, those with Rahmakhet's favor may channel the power of the swirling singularity that is Rahmakhet's third eye. The user makes an attack in a
10ft radius against friend and foe alike. Targets struck must make a Willpower save versus the user's Spell DC +2.

RP Combat Information:

Skill Type: AOE
Attack Syntax: 1d20 + Spell Hitroll or Physical Hitroll
Range: 10ft radius, affecting friend and foe alike
Damage: See below
Damage Type: True or BASH
Save: Willpower vs Spell DC +2
Duration: 1d4 rounds on failed save
Remarks: On a failed save, the target takes the user's choice of Spell Damroll or Physical Damroll + WISDOM as true damage, bypassing IRV. The target is then confused for 1d4 rounds.

Each round of confusion, the attacker may roll
1d10. On a 9-10, the target deals 1d6 true damage to themselves. On a 7-8, the target does not attack. On a 1-6, the target attacks a random target in the room.

On a successful save, the target takes the user's choice of
Spell Damroll or Physical Damroll as BASH damage, and the victim's next roll is made at disadvantage.