Terrors Of The Archmage Image

You're being haunted by an Archmage, he/she sends you terrors by his/her spells, he/she knows your history, almost everything about your weakness as well. You have advantage by every saving throws against charmed and frightened from every creatures with CR lower than the Archmage, but at the cost that you'll have to roll 1d20 event dices to find what kind of curse the Archmage sent to you. You have disadvantage on saving throw against fear/frightened condition from the Archmage who haunts you. You might need to rely on your companions about this one.

Your nemesis sends you a Disturbance once every you take a long rest/session. Roll a 1d20 Disturbance dice and see the Disturbance table what kind of curse you got from your nemesis.

Dice Roll Threat Effect
1-3 low you have disadvantage for next 1-3 skill checks.
4-6 low-moderate you have disadvantage for next 1-3 saving throws/skill checks at random momment.
7-9 moderate your nose starts bleeding. CON Saving throw (DC 10) if fails, you take 1d10 phsycic damage and starts vomiting blood.
10 mod-substantial your head feel heavy. CON Saving throw (DC 12) if fails, you have disadvantage on perception (WIS) check and attack rolls until the next short rest/long rest. If success, you only have the disadvantage for one time perception (WIS) check and one with the attack roll.
11-13 substantial your mind is duller than usual. WIS saving throw (DC 13) if fails, you didn't regain fully your expended spell slots and every other ability slots. minimum of 1 slot regained, and minimum of half expended slots not regained. If success you regain all expended slots (-1 for every slots expended more than once).
14-16 substantial-severe your body is weaker than usual. CON saving throw (DC 15) if fails, your wounds cannot be healed until the next long rest (but you can still gain temporary HP). If success, this effect can be removed by remove curse or any higher level restoration spells.
17-19 severe you can't rest well, you had the worst nightmares. WIS saving throw (DC 17) if fails, you didn't regain ALL your expended spell slots and every other ability slots. If success, this effect can be removed by remove curse or any higher level restoration spells and take a short rest.
20 CRITICAL you can't resist the pain, you can't endure the chaotic visions in your nightmare. You gain one of these conditions till next long rest:
  1. Dying Vigor - Your body is so fragile. Your maximum HP capped at half of your total maximum HP. You can still gain temporary HP but you can heal more than half of your total maximum HP.
  2. Silence - You lost your voice. you can't communicate using your voice, but you can do it telepathically if you can. You can't cast any spell with verbal components or any ability that needs you to let out your voice. You have disadvantage on every skill check that needs you to use your voice.
  3. Way of the Fool - You lost all your past experiences, even your honed skills. you don't get benefit from your proficiency mod and all your ability mod.
  4. Missing Link (Spellcaster only) - You forgot most of your spells. you remove half of your known/prepared spells and cantrips, excluding the ones you get from class/subclass features and other feats.
  5. Vulnerable - You feel your body is vulnerable to something. You are vulnerable to one of these type of damage : fire, cold, lightning, thunder, poison, acid, radiant, necrotic, psychic, force, slashing, piercing, bludgeoning. If you already have resistance to the damage type you chose, that resistance is negated till next long rest.
  6. Control - Your body is controlled without you knowing. Your nemesis taken control of your body to attack your allies/party in the middle of long resting for 1 minute (10 rounds of Initiative). the effect ends after your controlled body fall unconscious or being casted by remove curse spell (the caster needs to do spellcasting ability check DC 19) or upcasting it with 7th level spell slot for immediate effects.

    After you gain the critical effect, you roll 1d20 Disturbance Dice in the next long rest as usual and then you are immune to that effect. If you wish to keep the immunity for another time, you build up your stress, thus you gain one level of exhaustion.

Previous Versions

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9/23/2024 12:48:57 AM
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9/23/2024 12:50:54 AM
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Terrors Of The Archmage Image

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