Level
Cantrip
Casting Time
1 Reaction
Range/Area
30 ft.
Components
S
Duration
Concentration 3 Minutes
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Damage (...)

(This special cantrip is normally only available to the Sorcerer - Psychic Gene subclass, though it may be acquired by extraordinary means in some cases)

Brainclamp: (You must choose to 'seed' this ability at level 1, 3, 9, or 15 to gain this feature)

Using your knowledge of the mind and psychic vitriol, you use your Action to begin concentrating on a target creature's mind within 30 feet.

The creature must make a Wisdom saving throw against your Spell DC. On a failure it takes 1d6 Psychic damage and it's mind is slowly constricted by yours, causing it to have disadvantage on Concentration Saves. On every subsequent turn, as long as you maintain concentration it takes an additional point of psychic damage and must make a Wisdom saving throw with disadvantage against your Spell DC to resist the hold of your mind (as well as being subject to a Concentration Save as the result of taking damage).

The spell ends when you lose or release Concentration, when the duration ends (3 minutes or 30 rounds), or when the target makes any successful save against the spell. After the spell ends, the target creature is immune to the spell for 1 hour, regardless of how the spell ended.

The Somatic component of this spell generally consists of the repetative opening and clenching of one's fist in sync with the damage dealt, unless the Somatic component is bypassed.

Brainscrew: (You must choose to 'sprout' this ability at level 3, 9, or 15 to gain this feature)

You may now cast Brainpain as a 2nd-level spell with the following changes:

  • Initial damage increases to 1d8 Psychic and subsequent damage increases to 1d4 Psychic.
  • In addition to the effects of Brainclamp, the target additionally has disadvantage on Inteligence Ability Checks.
  • Spell duration decreases to 2 minutes or 20 rounds.
  • Somatic component generally increases to include the grinding of one's teeth.

Braindrill: (You must choose to 'bloom' this ability at level 9, or 15 to gain this feature)

You may now cast Brainpain as a 5th-level spell with the following changes:

  • Initial damage increases to 1d10 Psychic and subsequent damage increases to 1d6 Psychic.
  • In addition to the effects of Brainclamp and Brainscrew, the target additionally has disadvantage on Inteligence and Wisdom Saving Throws, as well as Charisma Ability Checks.
  • Spell duration decreases to 1 minute or 10 rounds.
  • Somatic component generally increases to include breathing heavily through clenched teeth. 

Labotomize: (You must choose to learn the 'apex' of this ability at level 15 to gain this feature)

You may now cast Brainpain as an 8th-level spell with the following changes:

    • The range of this spell is reduced to 5 feet, and requires your Action every round to maintain concentration.
    • Initial damage increases to 3d8 Psychic and subsequent damage increases to 2d6 Psychic.
    • Target no longer makes subsequent Wisdom Saving Throws after the first with disadvantage.
    • In addition to the effects of Brainclamp, Brainscrew, and Braindrill, the target cannot speak.
    • Spell duration decreases to 30 seconds or 5 rounds.
    • For every round damage is dealt, the target's Inteligence drops by one point. This effect lasts for 48 hours or until Greater Restoration (or equivalent) is used on it.
    • Target is immune to the spell for 24 hours after the spell ends, regardless of how it ended.
    • If the target's Intelligence was reduced as a result of taking damage from this spell, and the target suffers another drop in Intelligence from another casting of this spell after the 24 hour immunity and before they are restored by Greater Restoration or the 48 hour limit, the Intelligence decreases stack and the 48 hour restoration period is reset.
    • The target's Intelligence cannot be reduced below 1. If the temporary Inteligence decrease causes a target to drop to an Inteligence of 1 exactly, and every subsequent drop while already at 1, the target must make a Constitution saving throw against your Spell DC. On a failure the effect becomes permanent, as the target's mind has been damaged beyond conventional means of restoration. The target may still regain its former Intelligence via the use of the Regenerate spell (or equivalent).
    • Somatic component generally increases to include grasping or reaching out toward the target's head with both hands while scowling furiously.

Previous Versions

Name Date Modified Views Adds Version Actions
9/16/2022 1:03:09 AM
0
1
1.0
Coming Soon

Spell Tags: Damage Debuff

Ksenp

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