Level
2nd
Casting Time
1 Action
Range/Area
10 ft. (20 ft. )
Components
S
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Unconscious

The Flame of Frenzy is an incantation that allows the caster to burst forth a yellow flame of frenzy out from their eyes. Charging the incantation allows one to increase the range of the burst at the cost of longer activation time.

The yellow flame of frenzy bursts forth from your eyes. All creatures in a 20-foot cone in front of you must succeed on a Dexterity saving throw or take 3d6 fire damage and must make a Wisdom saving throw. On a failed save a creature has -3 on saving throws against madness for the next minute, or until it succumbs to madness. If the creature fails the saving throw by 5 or more, it succumbs to madness.

Every use of The Flame of Frenzy builds up certain amount of Madness. Every time the hero uses this spell, he/she rolls 1d6 dice, and when the sum of these dice reaches 6, he/she loses herself for a while (as well as losing 1d4 health). gets filled and you suffer from Madness, you will lose both HP. It would be wise to stay aware of while you're casting this spell to avoid being afflicted with Madness. When hero regains consciousness on the next turn, his/her eyes are bloodshot, and cannot use this spell again on the same day.

d100 Effect of Madness (lasts 1d10 minutes)
01–20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.
21–30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31–40 The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.
41–50 The character begins babbling and is incapable of normal speech or spellcasting.
51–60 The character must use his or her action each round to attack the nearest creature.
61–70 The character experiences vivid hallucinations and has disadvantage on ability checks.
71–75 The character does whatever anyone tells him or her to do that isn’t obviously self-­destructive.
76–80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90 The character is stunned.
91–100 The character falls unconscious.

Available For: Cleric (Legacy) Warlock (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy)

Fakyelken

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