```metadata title: Seperate Conscious description: '' tags: - Spell - 5th Level - Enchantment - Bard - Sorcerer - Wizard systems: - 5e renderer: V3 theme: 5ePHB ``` {{quote Find it. Before its too late, find it and destroy it : His power is nigh unmatchable. : His strength comparable to that of the Gods.. : His intellect far surpasses those who stand against him.. : But he must have a weakness... They always have one. This power can't all be his, it can't be. So where.... does.... he.... KEEP IT! {{attribution Daws Baylog, *The Siege of the Nachttower*}} }} {{position:absolute;Top:310px;Left:93px;width:auto;opacity:.3 ![Reforged Existence](https://imgur.com/SYsNpFT.jpg) {width:75px,mix-blend-mode:multiply} }} {{artist,position:absolute;Top:410px;Left:69px;width:auto;opacity:.3 ##### Reforged Existence }} \column #### Seperate Conscious *5th-level enchantment* **Casting Time:** :: 1 action **Range:** :: Self **Components:** :: V M (the leaf of a soul vine) **Duration:** :: 1 minute **Classes:** :: Bard, Sorcerer, Wizard You sever a sliver of your essence into a semi-corporeal entity, which holds a fraction of your power. You summon a specter of yourself that appears in an empty, adjacent location, and has a semi-physical body. This specter has 2d12 hit points, has an AC of 10 + the spell level used to cast this spell, and has a movement speed of 30 feet. The specter shares the **INT, CON, and WIS** scores of the caster, but has a base **10 (+0)**, for its **CHA, STR, and DEX** scores. The specter is resistant to non-magical damage. The specter is considered a creature under your control, and takes its turn immediately after yours. The only action the specter is able to take on its turn is the *move* action, and can only do so if you use a bonus action on your turn to command it to do so. You maintain a mental connection with the specter for the duration of the spell. At the time of casting this spell, if you are already concentrating on the effects of another spell that is of a spell level equal to, or lower, than the level with which this spell is cast, you can choose to transfer that concentration onto the specter created by this spell. Concentration transferred this way acts as if the specter was the initial caster of the spell, for all intents and purposes of other spells. The state in which the concentrated spell is transferred in remains, and any spell durations or other effects dictated by the spell remain, as if the specter was the caster. If the specter were to take damage, it must make a concentration check as normal, using the bonus granted by its stats. After transferring concentration onto the specter in this way, you must remain within eyesight of the specter, to a maximum of 60 feet, or else the mental connection will break, ending the spell. The power required to summon this specter is taxing, and as a result, you can only use an action or a bonus action on your turn, not both, for the next 2 rounds (12 seconds). If this spell were to end due to the specter being destroyed, you will become *stunned* until the end of your next turn, as the psychic connection to the specter is destroyed. ***At Higher Levels -*** For every spell level above 5th, the specters HP is increased by 1d12, and the spells duration is increased by 1 minute, to a maximum of 6d12 HP and a spell duration of 5 minutes. If cast using a ***9th*** level spell slot, the need for line of sight on the specter is no longer required, you can use an action and bonus action as normal after casting this spell, and you will not become stunned if the specter is destroyed.