Level
6th
Casting Time
Special
Range/Area
Touch
Components
M *
Duration
1 Minute
School
Illusion
Attack/Save
None
Damage/Effect

Pain, what is it, an injury from a sword, a burn from a flame, a tear from a punch? No, pain is greater than that, more than that, you can inflict greater suffering upon those who refuse to cease their futile fighting.

only one component is needed for this spell, a pound of fear.

Roll. you must roll a d100 to see if they fail, evens are a success, and odds is a failure.

This spell will allow you to knock the opponent out for a minute. while knocked out their consciousness is taken to a world, that is empty, there are plants and nature, but no animals or humanoids. The sun rises and falls just like ours, they will see it day after day for a year, alone, hungry, thirsty (they can try to drink the water, but it just makes them thirstier), either too wet or too dry, they will feel their bodies rot and lose the ability of move at the 75% mark of their time in the world. (The duration of the time in the world increases by the level the spell is casted at.)

When the person awakens, if they do, they will take 25 Psychic damage and must roll a wisdom check equal to the caster's modifier, if they fail, they will suffer a psychotic break and become unable to fight, they can recover through greater restoration, but if they go to long without help, they will suffer a Creibel hemorrhage and die. If the person is killed while in the alternate world, they must roll a d20, if it is 5 or under 5, they return to their body, but they are dead, they can see, feel, and hear everything, but can't do anything about it (you cannot tell the party what you roll.) if the get between a 6 and a 15, they remain trapped in that world and it is up to the DM on how they will continue in that world (they can regain abilities and animals might appear, or it is eternal suffering.) If you roll between 16 and 20, you return to the heaven of your faith.

side effects of the spell. the caster must roll a dice after the first to see if it hits or not, this second dice will determine if there is a side effect. if you get a natural 1 both you and the opponent go down. if you roll between 2 and 5 you go down for half the time and only suffer 5 Psychic damage when you awake. If you get above a five nothing happens. 

Curse of Despair. If you have 5 people in a row die while in the other world you will suffer delusions of them and other being that you have killed, seen killed, or just people you have seen (this is up to the DM.) they cannot physically hurt you, but they can mentally.

Other important notes. This spell can be used for a trap, example a pressurized plate can puff the powder on to you. It is impossible to die in the other world, you must die in the real world. The Other world's depictions are up to the DM. 1 minute = 1 year, 2 minutes = 10 years, 3 minutes equal = 100 years, etc. The level to cast at must start at 6th and go to 9th, I don't think it is responsible to go down any lower.

Might update, feeling quirky. I don't know how to make homebrewed spells, if you can make this better, please do so.

* - (1 pound of powdered fragments of fear (obtainable in crystal form from the eyes of fiends))

Available For: Bard (Legacy) Cleric (Legacy) - Death Domain Druid (Legacy) - Circle of Dreams Paladin (Legacy) - Oath of the Ancients (Legacy) Sorcerer (Legacy) - Clockwork Soul (Legacy) Sorcerer (Legacy) - Aberrant Mind (Legacy) Warlock (Legacy) - The Fiend (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

CotTonin

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