You cause a pair of meddlesome spectral arms to erupt from the torso of one creature you can see within range. The target must succeed on a Charisma saving throw, or take 4d6 Psychic damage and suffer the effects of the arms for up to one minute. On a successful save, they take half damage and the arms disappear.
For the duration, the arms strike, grab, and generally flap about, hampering the target a variety of ways. At the end of each of its turns, the target can make another Charisma saving throw.
On each of the target's turns, choose one of the following effects, which last until the start of their next turn:
Interfere. The arms prevent the target from taking actions or reactions. The target also has disadvantage on Constitution saving throws to maintain Concentration on a spell. (This is similar to the incapacitated condition, but does not break concentration.)
Obscure. The arms cover the target's eyes, causing the blinded condition.
Delay. The arms grab onto walls, furniture, or the like within 5 feet of the target, reducing its speed to zero.
Assault. The arms pummel the target or another creature within 5 feet of the target using your Spell Attack Modifier. Each arm that hits does 2d6 magical bludgeoning damage.
At Higher Levels. The damage for both the initial damage and subsequent ASSAULT damage increases by 1d6 for every spell level.
* - (the hands of a small clock, a pinch of tar)
Previous Versions
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10/17/2022 9:52:36 PM
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1
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1.0
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Coming Soon
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