INVOKE THE SIGN
Calling forth the name of NIM alone, any non-good character with spellslots may learn to invoke the rune with minimal training. Other casters do not use it with the same command as a Knight of NIM. But the spell is available as a tool, potentially a powerful one. Roll a NIM Die (3d20); add the current spell level and add the current spellcaster level to the two lower results; disregard the highest result of the three d20.
The Sign's damage is dependent upon the Prime Imprimatur's current chosen wavelength: that is, the original caster of the Cerulean Sign that destroyed Shothragot and separated the eldest powers of Light and Dark from one another. Valyn, as Prime Imprimatur, controls the "flow" of energy for both Cerulean Sign and the Sign of NIM:
- Path of the Vanquisher - Path of the Annihilator (omega damage (necrotic + force + psychic)
- Path of the Feyblade Warden - Path of the Vermillion Destroyer (necrotic + poison)
- Path of Ice and Fire - Path of Negentropy and Entropy (necrotic + fire + ice)
The NIM Die results are the necrotic damage done by the spell: (3d20 + spell level + spellcaster level); the results below doe the additional types of damage (either poison, or half damage each or full damage each type as chosen by the DM), the Sign of NIM does the following damage, and persists for a number of hours equal to these damage values rolled.
- 1-5: 2d8 (type) damage to all living creatures within 20ft
- 6-10: 2d10 (type) damage to all living creatures within 20ft
- 11-15: 3d10 (type) damage to all living creatures within 20ft
- 16-20: 2d12 (type) damage to all living creatures within 30ft
- 20-24: 3d12 (type) damage to all living creatures within 30ft
- 25-29: 4d12 (type) damage to all living creatures within 30ft
- 30+: 5d12 (all types) damage to all living creatures within 40ft.
- This sign persists for a number of days for the damage rolled.
For each hour that the Sign of NIM persists, the sign slowly spreads like an infection across the land. For every 1 damage the Sign of NIM would deal, it spreads in the world for 10ft in all directions. Any flora, fauna or other creatures caught in its wake are dealt and equal amount of damage, their life and body fueling NIM.
The Sign of NIM and the Cerulean Sign are directly antithetical to each other; they cannot exist mutually within even 1 league of each others' castings. In such a event, the Cerulean Sign caster and the Sign of NIM caster must engage in a battle of faith. Roll a NIM Die (3d20); add the current spell level and add the current spellcaster level to the two lower results, disregarding the highest d20 result. At the same time, roll a Cerulean Die (1d20); add the current spell level and add the current caster's level. Add a +5 on an 18, 19 or 20 if the caster is a Cerulean Knight; in addition, on that same turn, other PCs or NPCs may use their action to add a 1d20 to the result of the Cerulean Sign caster's role. (NB, the Sign of NIM expressly does not have this effect and cannot be added to by his other minions in any way.)
Previous Versions
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