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'''Power Increase'''<br> | '''Power Increase'''<br> | ||
When you cast this spell using a spell slot of 6th level or higher, you may affect 1 additional creature for each slot level. | When you cast this spell using a spell slot of 6th level or higher, you may affect 1 additional creature for each slot level. | ||
<noinclude>----{{quote| | <noinclude>----{{quote|Frightened}} | ||
----{{quote|Poisoned}} | ----{{quote|Poisoned}} | ||
----{{quote|Deafened}} | ----{{quote|Deafened}} |
Revision as of 17:02, 16 February 2023
5th Level | |
Casting Time | 1 action |
Range | 120 feet |
Component(s) | S, M |
Duration | Concentration |
Target creature must succeed with an intelligence save or suffer continually from different conditions. The creature immediately and, for the duration, at the start of their turn they suffer from a condition (you roll a d20) until the start of their next turn:
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Power Increase
When you cast this spell using a spell slot of 6th level or higher, you may affect 1 additional creature for each slot level.
- You have Disadvantage on Attack rolls and Ability checks when you are within line of sight of the source of your fear.
- You cannot willingly move towards the source of your fear.
- You have a disadvantage on attack rolls and ability checks.
- You fail all actions requiring hearing.
- You fail all actions requiring sight.
- You have disadvantage on attack rolls.
- Creatures using attack rolls against you have advantage.
- You have the Incapacitated condition.
- You cannot move, speak or comprehend your surroundings.
- You fail all Strength and Dexterity saving throws.
- Attack rolls against you have Advantage.
- You have Resistance to all damage.
- You are immune to Poisons and Diseases.
- Poisons and diseases your are already suffering from are suspended until you loose the Petrified condition.
- You see everyone as enemies, at the start of your turn you must succeed with a Sanity check, or roll a d20 and on a 10 or less you act defensivly, on a 11 or higher you act aggressively until the start of your next turn. Movement and Actions should reflect this.
- Defensive actions are those that do not harm others but bolster your character from harm, such as the Dodge action or the Brace maneuver.
- Aggressive actions are those that attempt to harm or debilitating other creatures, such as the Attack action or the Power Attack maneuver.
- Actions and maneuvers that have potential to be both harmful and defensive at the same time (i.e. Disarming Attack maneuver), can be weighted by how low or high the d20 roll were, a 1 should be strictly bolstering actions while a 6 could allow a Disarming Attack maneuver.
- You have the Incapacitated condition.
- You cannot move nor speak.
- You fail all Strength and Dexterity saving throws.
- Attack rolls against you have Advantage
- Any attack that hits you are critical if they are made from within 5 feet of you.
- You have the Incapacitated condition.
- You cannot move and may only mumble if attempting to speak.
- You fail all Strength, Dexterity and Reflex saves.
- Attack rolls against you have Advantage.