Your knowledge of the dark arcane allows you to taint magic. When a creature you can see within range casts a spell with vocal or somatic components you can use your reaction to force them to make an intelligence saving throw. On a failed save roll on the Corrupted Magic table to create a random magical effect. The corrupted spell is still cast and done so without interruption or modification unless stated otherwise by the corresponding Corrupted Magic effect (i.e. if you roll a 1 the spell is counterspelled).
Corrupted Magic
Roll 1d20 and select the corresponding corrupted magical affect.
1 The spell is counterspelled.
2 The creature targeted by Corrupt Spell can’t cast their corrupted spell for 10 minutes unless they succeed on an intelligence saving throw using their action.
3 The creature targeted by Corrupt Spell is blinded until the end of their next turn.
4 If the spell has a target you become the target of the corrupted spell. If the spell has no target no corrupted magical effect occurs.
5 If the spell has a target the creature targeted by Corrupt Spell becomes the target of the corrupted spell. If the spell has no target no corrupted magical effect occurs.
6 The creature targeted by Corrupt Spell has disadvantage on their next saving throw.
7 The creature targeted by Corrupt Spell has -2 AC for 10 minutes.
8 The creature targeted by Corrupt Spell is frightened of you for 10 minutes.
9 The creature targeted by Corrupt Spell is paralyzed until the end of its next turn.
10 The creature targeted by Corrupt Spell is restrained until the end of its next turn.
11 The creature targeted by Corrupt Spell has their movement speed doubled and cannot trigger opportunity attacks until the end of their next turn.
12 All creatures within 15 feet of the creature targeted by Corrupt Spell are pushed back 5 feet and knocked prone (not including said creature).
13 All creatures within 10 feet of the creature targeted by Corrupt Spell take 3d6 necrotic damage (not including said creature) and have disadvantage on Constitution Saving throws for 10 minutes.
14 The creature targeted by Corrupt Spell is poisoned for 10 minutes.
15 The creature targeted by Corrupt Spell gains 2d10 temporary hit points.
16 You gain 2d10 temporary hit points.
17 You gain the ability to cast the corrupted spell until the end of your turn.
18 The target(s) of the corrupted spell gain haste until the end of your turn. If the spell has no target no corrupted magical effect occurs.
19 The target(s) of the corrupted spell are poisoned and knocked prone. If the spell has no target no corrupted magical effect occurs.
20 The creature targeted by Corrupt Spell has vulnerability to all damage until the end of its next turn.
* - which you take when you see a creature within 60 feet of you casting a spell
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