Spell from Steinhardt's Guide to the Eldritch Hunt
You call upon the power of the Great Ones, seeking their guidance. Until the spell ends, you gain the ability to cast any spell from the warlock spell list of 5th level or lower without expending a spell slot or needing to prepare the spell. As part of casting this spell, you can cast a spell with a casting time of an action from your newfound spell list. However, the cost of using this power is steep. At the end of each of your turns, you must succeed on a DC 18 Intelligence saving throw or take 2d10 psychic damage. If you fail this saving throw two times, the spell ends early and you gain a short-term madness.
At Higher Levels: When you cast this spell using a spell slot of 9th level, it no longer requires concentration, though you can choose to end the spell whenever.
(Madness can be short-term, long-term, or indefinite. More mundane effects, like the ones presented here, impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness. A creature’s intellect can help it understand eldritch knowledge without breaking its mind. Characters can add their Intelligence modifier to saving throws they make against madness.
● When a creature becomes afflicted by madness, be it short-term, long-term or indefinite, the creature is stunned (see the condition) until the start of its next turn, and then the madness takes effect.
● A character afflicted with short-term madness is subjected to an effect from the Short-Term Madness table for 1d4 minutes.
A character suffering from short-term madness can be cured with a lesser restoration spell or by waiting for the madness to subside naturally.)
| d100 | Effect |
|---|---|
| 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. |
Previous Versions
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