Level
1st
Casting Time
Action
Range/Area
Sight
Components
V
Duration
Until Dispelled
School
Illusion
Attack/Save
None
Damage/Effect

You lock eyes with the desired target and speak a dark incantation in the language of the great old one, the result is horrific although somewhat random.The target must be within your line of sight, whether or not they can hear or understand the incantation does not matter. Roll a d10 to determine the effects of Waking Nightmare on the target, after determining said effect the target takes 1d6 + Int mod + Prof bonus psychic damage then and 1d6 at the start of each of its turns until it passes an Intelligence check. The DC of which is 10 + Int mod + Prof bonus. If you use a higher level spell slot to cast Waking Nightmare add an extra die of damage equal to spell slot level.

Additional Effects

1: The target becomes frightened of you and your party members, they must use their action and movement for the turn to get as far away from you and your party as possible.
2: The target becomes completely blind and deaf and can only scream when attempting to speak.
3: The target can no longer speak or cast spells, additionally they drop any weapon they're wielding.
4: The target becomes paralyzed for the duration of the spell.
5: The target experiences vivid and horrid hallucinations, resulting in a disadvantage on all ability saves.
6: The target believes their armor is on fire and will immediately begin to unequip it.
7: The target must use their action to attack the nearest ally.
8: The target falls into the fetal position and begins to uncontrollably weep.
9: The target's eyes begin to bleed and they begin to spasm on their knees.
10: The target sees the true form of Cthulhu (or your patron) resulting in them becoming paralyzed and foam at the mouth, resulting in their allies gaining a disadvantage on all rolls. 

Available For: Warlock (Legacy) - The Great Old One (Legacy)

AJ097

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