Ligma

From Kronopolis and the Flat Plane
Revision as of 21:29, 16 January 2024 by Wioum (talk | contribs)
5th Level
Theme(s)
Occult
Domain(s)
Illusion
Casting Time Standard Action (3 AP)
Range 40 meter
Component(s) S, M
Duration Concentration, 1 minute

Target creature must succeed with a Sanity save, or suffer continually from different conditions. The creature immediately and, for the duration, at the start of their turn suffer from a condition (you roll a d20) until the start of their next turn:

Roll Condition
1 No condition
2-3

Slowed

  • All movement has double the cost.
4-5

Immobilized

  • Your movement is 0, and cannot benefit from any bonuses to your speed.
6-7

Poisoned

8-9

Blinded

10-11

Petrified

  • 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.
12-13

Madness

  • 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.
14-15

Incapacitated

16-17

Paralyzed

  • 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.
18-19

Stunned

20 Reroll and add another d20, these conditions hold for 2 turns. Reroll a dice if it score 1.

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 above 5th.

Spell
Level
No.
Targets
5th
(base)
1
6th 2
7th 3
8th 4
9th 5