Play in Jericha
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Partially become a massive aberrant shape hollowed by void. Your size increases by one category if space allows, you gain temporary hit points equal to 7d10 + your WIS modifier, your reach increases by 10 ft., and your tendril or natural weapon attacks deal an extra 2d8 force damage once per turn.
For the duration, you are immune to poison and disease, have resistance to all damage except psychic, and your Matter Ingestion powers ignore resistance and immunity to acid, piercing, bludgeoning, and slashing damage unless the target is an Artifact or deity-level effect.
Create an immobile barrier within range as a 40-ft. radius dome or up to twelve 10-ft. panels. Nothing physical can pass through it. It blocks ethereal travel and teleportation across its boundary unless the traveler succeeds on a CHA save.
Become an absolute bastion. For the duration, you are immune to bludgeoning, piercing, and slashing damage, resistant to all other damage except psychic, and cannot be critically hit, knocked prone, moved, restrained, or stunned unless by Tier 10 or story-protected effects.
Choose up to six creatures within range. Each target regains 88 (16d10) hit points, ends all conditions affecting it that are Tier 10 or lower, and gains resistance to all damage until the start of your next turn.
For the duration, once on each of your turns when you make an attack roll, ability check, or saving throw, you may treat the d20 roll as a 20. Once during the duration, when a creature you can see makes a d20 test, you may treat its d20 roll as a 1. These do not count as natural rolls unless the GM rules otherwise.
Choose one creature you can see within range. It must make a CON save, taking 49 (9d10) cold damage on a failed save, or half as much on a success. On a failed save, it is restrained by ice until the end of its next turn.
Choose one creature you can see within range. The target must make a WIS save or become absolutely cursed. While cursed, it cannot benefit from advantage, resistance, immunity, healing, or teleportation. It repeats the save at the end of each of its turns, ending the effect on a success.
Speak an absolute command to one creature you can see within range. The target must make a WIS save or be forced to obey a single clear, non-suicidal command for the duration. If the command requires ongoing effort, the target repeats the save at the end of each of its turns.
Choose up to six creatures within range. Each target regains 150 hit points, ends all conditions and Tier 10 or lower harmful effects affecting it, and gains resistance to all damage until the start of your next turn.
You cannot be moved, knocked prone, or restrained by physical force unless you choose to be or are incapacitated. You have resistance to bludgeoning, piercing, slashing, force, and thunder damage.
Choose a point within range. A 120-ft. radius inferno erupts there. Creatures of your choice in the area must make a DEX save, taking 24d10 fire damage and 12d10 force damage on a failed save, or half on a success. Non-Artifact structures and unattended flammable objects in the area ignite or melt.
For the duration, you are immune to nonmagical bludgeoning, piercing, and slashing damage, can move through non-Artifact matter and creatures, and cannot be grappled, restrained, or trapped by mundane means. Magical force and effects that target ethereal or phased creatures affect you normally.
You become the center of an overwhelming magnetic field. When you use this power, and as a bonus action on each turn for the duration, choose any number of valid Magnetic Control targets in the emanation. Each chosen creature must make a STR save. On a failed save, you pull or push it up to 60 ft. in a straight line, and it is restrained by magnetic force until the start of your next turn. On a success, it is moved half as far and is not restrained. Unattended metal objects move as you choose.
Your breath becomes a surrounding catastrophe. Hostile creatures in the emanation must make a CON save when they start their turn there, taking 8d8 damage of your breath type and losing reactions until their next turn on a failed save, or half damage only on a success.
Transform the apparent reality of an area up to 1 mile square. You define terrain, weather, structures, crowds, hazards, and sensory details. Creatures entering the area make an INT save. On a failed save, they treat the illusion as real for movement, cover, concealment, and orientation.
Create ten darts of absolute force. Each dart hits a creature you can see within range and deals 10 force damage. Darts may strike one target or several, and the damage ignores resistance and immunity.
For the duration, you are immune to bludgeoning damage, falling damage, grapples, restraints, squeezing damage, and forced body alteration unless you allow it. Your reach with unarmed strikes and grapples increases by 60 ft., and your unarmed strikes deal an extra 2d10 bludgeoning damage.
Create up to five true duplicates in the emanation. Each has AC 16, hit points equal to 10d8 + your INT modifier, and may act on your turn. Each duplicate can use Form Duplication powers you know up to Tier 5.
Choose one creature or object within range. It becomes massively charged. At the start of each of its turns, or when it is hit by an attack, creatures of your choice within 30 ft. of it must make a DEX save, taking 55 (10d10) force, lightning, or thunder damage on a failed save, or half as much on a success.
Choose one creature, construct, or powered object you can see within range. The target must make a CON save or become stunned for the duration. The target repeats the save at the end of each of its turns. On each failed save after the first, it takes 33 (6d10) lightning damage.
Choose one creature within range. It must make a CON save or become petrified for the duration. The target repeats the save at the end of each of its turns, ending the effect on a success. If it fails three saves, the petrification lasts until cured by a Tier 10 or higher restoration effect.
Choose one creature within range whose power signature you have archived. The target must make a WIS save. On a failed save, choose one Tier 9 or lower non-story-bound power you have seen it use. You can use that power during the duration, and the target cannot use that power while the theft lasts. After you use it once, you must wait until the start of your next turn before using it again.
Choose a point within range. A 120-ft. radius burst of impossible light erupts there. Creatures of your choice in the area must make a CON save, taking 110 (20d10) radiant damage and becoming blinded for 1 minute on a failed save, or half damage only on a success. Magical darkness, invisibility, and illusions of Tier 10 or lower in the area end.