Level
7th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration
7 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect
You conjure an aspect of the cosmic worm. The Worm that Walks, its presence unhinges allies and foes alike. All creatures within 10 feet of the Worm that Walks must make a Wisdom Saving throw (DC 20). On a failure, the creatures starts having difficulties keeping grasp of reality.
The Worm that Walks attacks every three turns.
You cannot grasp the true nature of the defenses or the attacks of the Worm that Walks. He siphons what does not belong to him and rarely gives back.
When I was most miserable. I saw it crawling on my fingers.
It was...beautiful.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/17/2024 11:34:46 PM
|
2
|
0
|
--
|
Coming Soon
|
Comments