Quaggoth attempts to resist the illusion. Intelligence: 3
In the Quaggoth's mind, the floor turns to lava as a force cube materializes in a 10 foot square around it. Lava bubbles up through the floor of the cube as it slowly sinks. His feet smoke, char, and light on fire. It is a Vulcanic hellscape in every direction beyond the glowing bars.
To everyone else, the Quaggoth is hopping from foot to foot in a 10 foot circle while shrieking in pain. It takes 5 psychic damage.
Yurimoves 15 feet further into the tunnel, limping away from the Quaggoth.
Oox fires his crossbow, but the shot goes wide the and crossbow jams.
Rando casts Mirrored Enemy on the Quaggoth and the doppelganger mirrors its attacks.
Tink retrieves his arrows and rejoins combat behind cover.
The Quaggoth savages Yuri with a torn hamstring. Yuri takes 12 slashing damage, is knocked prone, and will be moving at half speed until 12 damage is healed. The mirrored enemy does 2 points of psychic damage to the Quaggoth.
Yuri uses Misty Step to move 30 feet away, hobbles 15 feet further, turns and holds action.
Round 4
Oox cast Healing Word on Yuri, healing for 5 hp.
Rando casts Hold This for a Sec, Okay?The Quaggoth believes it caught a falling hippo using its reaction.
Tink fires an arrow into the Quaggoth's back doing 8 piercing damage. Breaking the spell.
Yuri attacks with his held action but misses.
Quaggoth charges and pounces on Yuri causing 14 points of slashing damage. The mirrored beast does 2 points of psychic damage.
Yuri casts Phantasmal Force. The Quaggoth believes it is trapped in lava and will take 5 psychic damage and another 1d6 psychic damage each round it is trapped in the illusion.
Tink rolls about 200 ball bearings onto the ground toward the Quaggoth's feet. It probably should make some sort of roll to see if it slips on them and goes prone.
OOC - Please note, unlike the modification I made to Rando's homebrew spell because it was only level one (Damage breaks the spell), Phantasmal Force is level 2 and is not broken by damage. If you wanted to make that "Hold This" level 2, I would remove the restriction. Or you could use Phantasmal Force to the same effect. "You are trapped at the bottom of a claustrophobically small well and have little room to move. A hippo is dropped on you from above." They would take the 1d6 psychic damage each round and be stuck on the ground prone.
This Quaggoth has taken 27 damage so far (correct me if I'm wrong). I'll also give you advantage to attack because it can't see the attacks coming.
If you want to change your actions in light of this, feel free to do so. The Quaggoth will be stuck in this spell until it can make a Int save DC 16 and it has an Int modifier of -2. So it would need to roll a 18, 19, or 20 to get out. (Illogically, my RNG has been running hot, so take this as you may)
My reason for adding the "Damage breaks the spell clause" is because other 1st level mind control spells have similar provisions.
Charm Person: "charmed by you until the spell ends or until you or your companions do anything harmful to it"
Command: The spell has no effect... if your command is directly harmful to it
Dissonant Whispers: will let you hit them as they run away, but that is more of a fear effect.
Hideous Laughter: At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends
Sleep: the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake
If you use homebrewed spells, they have to be roughly the same power level as published official spells.
Phantasmal Force
LEVEL 2nd
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Oox will cast Thaumaturgy, mimicking the thunderous sound of a cave-in, and some rumbling in the ground right by the Quaggoth assaulting Yuri.
*(This a GM call on whether this scares him or not... no saving throws involved)*
Oox will then move toward Yuri, full speed, following Rando.
The Quaggoth would not hear the sound. All it hears in the illusion is the sizzling of it's own flesh and the bubbling lava. Choose a different action if you like.
Tink rolls about 200 ball bearings onto the ground toward the Quaggoth's feet. It probably should make some sort of roll to see if it slips on them and goes prone.
As Yuri is running away and the Quaggoth was running towards him, the party would also have to walk through the ball bearings to get to Yuri. Moving at half speed negates the need to save.
Instead, it believes it is holding a hippo above it's head. Straining with all it's might, as it whines and growls with frustration.
Tink fires an arrow at the distracted Quaggoth, hoping to end the chaos. "**** you, you piece of ****!"
Attack: 13
Damage: 6
It's one of the arrows he pulled out of the other one, if that matters.
Tink readies another arrow while checking to see if the Hippo that suddenly appeared out of nowhere is actually there.
Investigation: 23
Tink perceives that the squirming hippo isn't real right before firing an arrow into the Quaggoth's back.
It roars as the compulsion is broken and the illusory hippo vanishes.
It closes the distance distance with Yuri.
Yuri is calm and resolved to action. Prepared for the charge, Yuri lashes out with his whipping line of electricity.
Yuri attacks the Quaggoth 7
Yuri's arm hits the cave wall stopping his swing before it even began.
The Quaggoth runs at Yuri and leaps with two extended claws and murder in his eyes.
Claw 1 = 21
Claw 2 = 20
Claw 1 7 slashing damage.
Claw 2 7 slashing damage.
“********************!”
Claws rend wounds on both sides of Yuri's body and down his arms. Blood flows. The illusory mirror beast retaliates for 2 psychic damage.
Yuri pulls a bit of fleece from his vest pocket and begins to sing a quick dirge ending in crescendo.
The Quaggoth recognizes the intent to cast a spell within arm's reach, but can't react quickly enough.
Yuri casts Phantasmal Force. (DC 16)
Quaggoth attempts to resist the illusion. Intelligence: 3
In the Quaggoth's mind, the floor turns to lava as a force cube materializes in a 10 foot square around it. Lava bubbles up through the floor of the cube as it slowly sinks. His feet smoke, char, and light on fire. It is a Vulcanic hellscape in every direction beyond the glowing bars.
To everyone else, the Quaggoth is hopping from foot to foot in a 10 foot circle while shrieking in pain. It takes 5 psychic damage.
Yuri moves 15 feet further into the tunnel, limping away from the Quaggoth.
Combat round 3 and 4
Summary
Round 3
Oox fires his crossbow, but the shot goes wide the and crossbow jams.
Rando casts Mirrored Enemy on the Quaggoth and the doppelganger mirrors its attacks.
Tink retrieves his arrows and rejoins combat behind cover.
The Quaggoth savages Yuri with a torn hamstring. Yuri takes 12 slashing damage, is knocked prone, and will be moving at half speed until 12 damage is healed. The mirrored enemy does 2 points of psychic damage to the Quaggoth.
Yuri uses Misty Step to move 30 feet away, hobbles 15 feet further, turns and holds action.
Round 4
Oox cast Healing Word on Yuri, healing for 5 hp.
Rando casts Hold This for a Sec, Okay? The Quaggoth believes it caught a falling hippo using its reaction.
Tink fires an arrow into the Quaggoth's back doing 8 piercing damage. Breaking the spell.
Yuri attacks with his held action but misses.
Quaggoth charges and pounces on Yuri causing 14 points of slashing damage. The mirrored beast does 2 points of psychic damage.
Yuri casts Phantasmal Force. The Quaggoth believes it is trapped in lava and will take 5 psychic damage and another 1d6 psychic damage each round it is trapped in the illusion.
Combat Round 5
Initiative is:
Rando
Oox
Tink
Quaggoth
Yuri
Tink rolls about 200 ball bearings onto the ground toward the Quaggoth's feet. It probably should make some sort of roll to see if it slips on them and goes prone.
Rando makes a b-line for Yuri. Then casts Tenser's Floating Disk and helps Yuri on in the hopes of expediting their escape.
Oox will cast Thaumaturgy, mimicking the thunderous sound of a cave-in, and some rumbling in the ground right by the Quaggoth assaulting Yuri.
*(This a GM call on whether this scares him or not... no saving throws involved)*
Oox will then move toward Yuri, full speed, following Rando.
OOC - Please note, unlike the modification I made to Rando's homebrew spell because it was only level one (Damage breaks the spell), Phantasmal Force is level 2 and is not broken by damage. If you wanted to make that "Hold This" level 2, I would remove the restriction. Or you could use Phantasmal Force to the same effect. "You are trapped at the bottom of a claustrophobically small well and have little room to move. A hippo is dropped on you from above." They would take the 1d6 psychic damage each round and be stuck on the ground prone.
This Quaggoth has taken 27 damage so far (correct me if I'm wrong). I'll also give you advantage to attack because it can't see the attacks coming.
If you want to change your actions in light of this, feel free to do so. The Quaggoth will be stuck in this spell until it can make a Int save DC 16 and it has an Int modifier of -2. So it would need to roll a 18, 19, or 20 to get out. (Illogically, my RNG has been running hot, so take this as you may)
My reason for adding the "Damage breaks the spell clause" is because other 1st level mind control spells have similar provisions.
Charm Person: "charmed by you until the spell ends or until you or your companions do anything harmful to it"
Command: The spell has no effect... if your command is directly harmful to it
Dissonant Whispers: will let you hit them as they run away, but that is more of a fear effect.
Hideous Laughter: At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends
Sleep: the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake
If you use homebrewed spells, they have to be roughly the same power level as published official spells.
Phantasmal Force
LEVEL
2nd
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
The Quaggoth would not hear the sound. All it hears in the illusion is the sizzling of it's own flesh and the bubbling lava. Choose a different action if you like.
Ball Bearings - DC 10 Dex to stay on your feet.
As Yuri is running away and the Quaggoth was running towards him, the party would also have to walk through the ball bearings to get to Yuri. Moving at half speed negates the need to save.
Oox will instead stand steady and fire the hand crossbow at the Quaggoth, hoping that its aim is true.
Attack: 19
Damage: 6
The party moves forward slowly with the ticking sound of hundreds of metal balls loosed by Tink bouncing off of rock.
The hapless Quaggoth interpretively dancing pain tries to stay on its feet (well really one foot at a time). DC 10. Dex: 11
Oox unjams his crossbow, loads a bolt and fires at the spasmodically screaming deep bear. The arrow lodges deep in its chest.
Rando makes a b-line for Yuri. And casts Tenser's Floating Disk.
Yuri attacks with his Shocking Conclusion v.9500. Attack 13. This hits shocking it with 7 electricity damage.
The Quaggoth saves against the electro-whip's stunning effect. DC 10. Constitution save: 6