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An incomplete enchantment spell refers to a spell that has not been fully cast or has not achieved its desired effect. In the world of magic and sorcery, enchantment spells are commonly used to imbue objects or individuals with magical properties or abilities. Enchantment spells are often complex and require a specific set of incantations, gestures, or rituals to be performed in order to be successful. However, there are instances where these spells may be interrupted or not performed correctly, resulting in an incomplete enchantment. There are several reasons why an enchantment spell may be incomplete. One common reason is a lack of focus or concentration on the part of the spellcaster.



Iggwilv, the Witch Queen (5e Creature)

Armor Class 25 (cloak of the witch queen)
Hit Points 405 (411 with false life) (30d8 + 210)
Speed 60 ft. (30 ft. without boots of swiftness), fly 60 ft.

STR DEX CON INT WIS CHA
10 (+0) 22 (+6) 24 (+7) 28 (+9) 16 (+3) 28 (+9)

Saving Throws Dex +16, Con +17, Wis +13
Skills Acrobatics +16, Arcana +19, Athletics +10, History +19, Insight +13, Nature +19, Perception +13, Religion +19
Proficiency Bonus +10
Damage Resistances acid, cold, fire
Damage Immunities lightning, poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., truesight 60 ft., passive Perception 23
Languages Abyssal, Celestial, Common, Draconic, Infernal
Challenge 30 (155,000 XP)

Legendary Resistance (3/Day). If Iggwilv fails a saving throw, she can choose to succeed instead.

Permanency Spells. Iggwilv has the following spells always in effect unless she chooses them not to be: darkvision, true seeing, arcane sight, fly, and tongues.

Gift from Death. Iggwilv is able to cast spells from the cleric spell list in addition to the wizard spell list.

Greater Contingency. Iggwilv has the following spell in effect through greater contingency: resurrection.

Contingency. Iggwilv has the following spell in effect through contingency: greater restoration.

Worn Equipment. Iggwilv has the following pieces of equipment attuned to her: cloak of the witch queen, belt of battle, robe of the abyss and boots of swiftness.

Cloak of the Witch Queen. The cloak of the witch queen has the following properties:

  • Magic Item. The cloak of the witch queen is a magic item that grants a +3 bonus to AC while worn. The cloak also functions as a ring of protection, ring of spell storing, ring of djinni summoning, ring of arcanum (very rare version; 6th level), robe of the archmagi, amulet of the planes and ring of free action. When Iggwilv is attuned to this item, she is allowed to make an additional attunement to another magic item.
  • Power of Mind and Will. When Iggwilv the Witch Queen is attuned and wearing her cloak, her Intelligence and Charisma scores are each increased by 6 to a maximum of 28 and cannot be lower than 25. If Iggwilv isn't attuned to the cloak, her Intelligence and Charisma scores are both 25.
  • Vitality. While wearing this cloak, Iggwilv is immune to effects that reduce her hit point maximum. In addition, she has an additional 2 hit points per hit die (included in the hit points).
  • Random Properties.
    • 2 minor beneficial properties
    • 1 major beneficial property
    • 2 minor detrimental properties
    • 1 major detrimental property

    Belt of Battle. The belt of battle has the following properties:

    • Take the Initiative. Iggwilv has advantage on initiative rolls.
    • Exertion. The belt of battle has 3 charges and regains 1d4 - 1 expended charges daily at dawn. While wearing the belt Iggwilv can use a bonus action and expend 1 or more charges to cause any of the following effects to take place:
      • Move (1 charge): Iggwilv can move an additional 15 feet on the turn she uses this feature.
      • Reaction (2 charges): Iggwilv can take an additional reaction this round but it must be taken before the start of her next turn.
      • Action (3 charges): Iggwilv can take an additional action on the turn she uses this feature. The additional action can be any of the following: Attack (one attack only), Dash, Dodge or Hide. Alternatively, she can use the action to cast a cantrip with a casting time of 1 action.

      Boots of Swiftness. The boots of swiftness have the following properties:

      • Dexterous. While wearing these boots, Iggwilv has advantage on Dexteritysaving throws.
      • Quick Footed. While wearing these boots, your walking speed is doubled.
      • Evasive. When you are subjected to an effect that allows you to make a Dexteritysaving throw to take only half damage while wearing these boots, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
      • Peak Condition. While wearing these boots, Iggwilv has proficiency in the following skills: Acrobatics and Athletics
      • Haste. As an action, you can be under the effect of the haste spell. While under the effect of the haste spell from this item, your walking speed is not doubled again but all other speeds are as normal. You must maintain concentration for this effect to remain active and it lasts up to the duration of the spell. You can use this feature again after 8 hours.

      Robe of the Abyss. The robe of the abyss has the following properties:

      • Demon Blood Shielding. When wearing this robe, Iggwilv has immunity to lightning and poison damage as well as the poisoned condition. In addition, Iggwilv has resistance to acid, cold and fire damage.
      • Veil of Evil. While wearing this robe, Iggwilv is permanently under the effect of the protection from evil and good spell.
      • Familiar. As long as Iggwilv wears this robe, she has a quasit familiar. His name is Black Comet.

      Spellcasting. Iggwilv is a 20th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Iggwilv can cast false life* and misty step at will and has the following wizard spells prepared.

      *Iggwilv casts these spells on herself before combat.

      ACTIONS

      Multiattack. Iggwilv makes two Arcane Fire attacks and casts a spell of 1st level or higher from her spellcasting feature.

      Arcane Fire. Ranged Spell Attack: +18 to hit, range 60 ft., one creature. Hit: 22 (4d6 + 8) fire damage. This attack ignores resistance and immunity to fire damage.

      LEGENDARY ACTIONS

      Iggwilv can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Iggwilv regains spent legendary actions at the start of her turn.

      Cantrip. Iggwilv casts a cantrip.
      Check (Costs 2 Actions). Iggwilv casts a spell of 5th level or lower.
      Checkmate (Costs 3 Actions). Iggwilv casts a spell of 6th level or higher.

      Iggwilv, planning her domination of evil[[1]]

      Beloved and hated of Graz'zt, Matriarch of Diabolists, Mother of Iuz, Daughter of Baba Yaga, Apprentice of Zagig, the Witch-Queen of Perrenland and author of the Demononmicon, Iggwilv currently dwells with her apprentices in the Grey Wastes of Hades. Iggwilv is an archmage, her apprentices, arcanaloths, and her guard dogs linnorms, so her privacy is impressive.

      Fall of the Witch Queen

      Iggwilv the Witch Queen created the persona of Zybilna to hide from her most hated enemies. In the Feywild, she raised a magnificent palace and set about establishing herself as the benevolent archfey Zybilna of Prismeer, avatar of mercy for destitute mortals. Her closest allies saw the cracks in her facade, flashes of arrogance and cruelty that conflicted with her kindly persona, but they ascribed this behavior to the mercurial nature of archfey. Over time, Iggwilv made the mistake of placing too much trust in the hags of the Hourglass Coven, who served in her court as advisors. The hags waited patiently for the opportunity to overthrow Iggwilv. That day came when the League of Malevolence arrived at the palace. For years, the evil sorcerer Kelek had coveted the staff of power wielded by his archenemy, a good-aligned wizard named Ringlerun. When Kelek uncovered clues to Zybilna's true identity, he hatched a foolish plan to blackmail her into bringing him the staff. Kelek was betrayed at the eleventh hour by his own companion, the warlock Skylla, who secretly swore loyalty to Baba Yaga, Iggwilv's adoptive mother. When the League of Malevolence arrived at the palace, the Hourglass Coven ensured that Kelek's rivals from Valor's Call were close behind. The two factions clashed inside the palace.

      Iggwilv the Witch Queen Iggwilv has a long and storied history throughout the multiverse. This adventure presents the legendary figure in her current form. Her stat block appears at the end of the chapter. Baba Yaga's Daughter. Iggwilv's path to greatness began when she was adopted by the mother of all witches, Baba Yaga, who named her Natasha. On the worlds of the Material Plane, she was better known as Tasha, the inventor of Tasha's hideous laughter. Tasha's magic-fueled ambitions brought her into contact with demons and demon lords, which she subjugated and used against her enemies. Tasha became known on the world of Oerth as Iggwilv the Witch Queen, a peerless wizard and conqueror. It was she who wrote the Demonomicon of Iggwilv—the greatest of all treatises on the Abyss and its demonic inhabitants. (The book, which plays no part in this adventure, is described in Tasha's Cauldron of Everything.) Iggwilv's Transformation. Iggwilv learned several dark secrets while studying the Abyss, including the ability to summon demons and demonic spirits. But in her quest for absolute power, she made too many enemies and underestimated their determination to destroy her, so she fled to other worlds and across planes to escape the worst of them. She eventually took a page from her mother's book and sequestered herself in the Feywild, where she assumed the guise of an archfey and carved out a spectacular domain for herself. Gradually, Iggwilv transformed into a Fey creature, though she outwardly appears human. Her disposition changed over time as well, as she became less interested in personal power and more interested in exploring her fey existence.

      While Zybilna was distracted, the hags used Iggwilv's Cauldron to freeze everyone but themselves in temporal stasis. Unable to agree on who should keep the cauldron, the three hags freed the members of the League of Malevolence from temporal stasis by touching each of them with a unicorn horn, then hired them to watch over the cauldron. Not long afterward, the unicorn horn was lost.

      Iggwilv: Mother of Witches

      She’s called the “mother of witches,” but she’s also the mother of Iuz by her consort Graz’zt. Few characters have been the cause of so much woe or left such a scar across the history of the Flanaess. Get the story of Iggwilv: Mother of Witches as told in the folk tales of Ket and Perrenland and whispered among the masters of lore.

      • Part One of the foul tale, In the Hut of Baba Yaga, relates a folk story about the birth of Natasha and her introduction to the dancing hut.
      • Part Two of the repulsive story, Elena the Fair and Natasha the Dark, introduces Iggwilv’s sister and rival and the beginning of a long, tortured relationship between the two girls.
      • Part Three of the lurid legend, The Sultan’s Son and the Witch’s Sister, tells how Iggwilv stole away her sister’s suitor and escaped the hut of Baba Yaga.
      • Part Four of the heinous history, Iggwilv’s Wedding, discloses Iggwilv’s deceits behind the curtains and beneath the sheets.
      • Part Five of the blasphemous chronicle, Tasha’s Quest for the Vault of Daoud, describes Iggwilv’s negotiations to obtain access to the treasure vault of Daoud and his Wondrous Lanthorn.
      • Part Six of this twisted telling, Tasha’s Hideous Laughter and the Master of Deception, describes Iggwilv’s apprenticeship under the mad mage of Castle Greyhawk and how Fraz-Urb’luu bent her to his will.
      • Part Seven of this noxious narrative, The Bride of Count Dahlvier, delves into an obscure non-canonical piece of Iggwilv’s history regarding the conception of her daughter Drelzna, sister of Iuz.
      • Part Eight of this dreadful drama, The Witch Queen of Perrenland, hasn’t been written yet. But this episode from the history of Knights of the Hart tells the tale of the Witch Queen and Demon Lord.
      • Part Nine of this obscene tragedy, Iggwilv’s Fall, hasn’t been written yet. Check back later.
      • Part Ten of this wretched recitation, The Crook of Rao, hasn’t been written yet. Check back later.
      • Part Eleven of this infernal inquiry, Iggwilv’s Quest in the Temple of Elemental Evil, comments upon the original story by Gary Gygax in his novel Artifact of Evil.
      • Part Twelve of this sickening cycle, Behind the Throne of Iuz, reveals Iggwilv as the real power at work, manipulating the events that lead up to the Greyhawk Wars.

      One common reason is a lack of focus or concentration on the part of the spellcaster. Magic requires a great deal of mental and emotional energy, and any distraction or disruption can disrupt the flow of the spell, leading to an incomplete result. Another reason for an incomplete enchantment spell may be a lack of knowledge or skill on the part of the spellcaster.

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      Enchantment spells can be highly complex and require a deep understanding of the magical arts. If a spellcaster lacks the necessary knowledge or experience, they may not be able to perform the spell correctly, resulting in an incomplete enchantment. Furthermore, external factors or interference can also cause an enchantment spell to be incomplete. For example, if the spellcaster is interrupted during the casting of the spell, it may disrupt the spell's flow and prevent it from being fully cast. Additionally, certain magical beings or forces may interfere with the spell, causing it to be incomplete or ineffective. An incomplete enchantment spell can have various consequences depending on the intended outcome of the spell. In some cases, the spell may have no effect at all and simply fizzle out. In other cases, the incomplete spell may have unintended or unpredictable effects, potentially causing harm or chaos. To address an incomplete enchantment spell, the spellcaster may need to start over and perform the spell again, ensuring that all necessary steps are followed correctly. They may also need to seek guidance or assistance from more experienced spellcasters or consult ancient texts or magical artifacts to uncover any missing information or knowledge necessary for the spell's success. In conclusion, an incomplete enchantment spell refers to a spell that has not been fully cast or has not achieved its desired effect. It can occur due to factors such as a lack of focus, skill, interruptions, or interference. Resolving an incomplete enchantment spell may require starting over or seeking assistance to ensure the spell's success..

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