In a 30 ft. sphere, a sickly purple phosphorescence makes the area lightly obscured, and movement speed is halved. When the sphere appears, or when entering for the first time on its turn, each creature inside takes 6d10 psychic damage and must make a Wisdom saving throw. On a successful save, the creature cannot use reactions until the start of its next turn. On a failed save, it must roll a d4, and suffer an effect from the list below at the start of its next turn. At the end of each of the creature's turns, it makes a Wisdom saving throw, ending the effects on a success. If it fails, it rolls a d4 again, suffering an effect for another turn.
- 1: The creature lashes out in terror at phantom enemies surrounding it. It cannot move, and must spend its turn making melee attacks in random directions (both action and bonus action). Any attack that hits deals an extra 2d10 psychic damage. At the end of its turn it falls Prone.
- 2: The creature is Blinded, and spends the turn running away from an imagined pursuer (roll a d4 to determine the direction). At the end of its turn, the creature gains a level of Exhaustion.
- 3: The creature is Paralyzed, and takes 10d10 bludgeoning damage, as it brutally contorts its own body to extreme degrees, bruising and breaking bones seemingly voluntarily.
- 4: Unlike the first three options, a creature who rolls a 4 immediately falls under the following effects, instead of at the start of its turn. The creature is considered Charmed by every creature it sees, and will not take any action to harm them. Attack rolls made against the creature have advantage, and damage does not force another save.The creature spends its turn smiling emptily.
A Greater Restoration or healing spell of a higher level (Heal, Regenerate, or Power Word Heal, for example) ends the effects on a creature.
Previous Versions
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6/15/2023 8:34:52 PM
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Posted Jul 27, 2023After reading up on other homebrewed buffs to this spell, I wanted to make my own that leaned into the scary/disturbing side. Most important to me was to have the 9th level slot be less of a waste even if everyone succeeds on saves. That feeling sucks. I also wanted the effects to vary so when dropping this on players for the first time (or if a player drops it before the others know the details) each d4 roll is a new frightening twist.
Pretty set on the effects described, but if anyone has damage die changes they think would be better pls let me know. :)