The sky within 100 ft. of the point you cast this spell at turns a deep red as a crimson fog settles in the area, and it begins to rain blood. You must be outdoors and directly under the open sky to cast this spell.
The crimson fog causes everything in the area to be Lightly Obscured, and the rain extinguishes unprotected flames. A creature that starts or ends its turn directly under the blood rain takes 2d8 Psychic damage and must make a Wisdom saving throw, a creature that is immune to Psychic damage automatically succeeds its saves.
If a creature successfully saves against the spell three times, it does not need to make any more saves against the spell for the duration. If it fails its saves three times, it is afflicted with an effect from the Madness table below for 1d10 minutes and stops making saves against the spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind.
If a creature is under total cover from the rain, it does not take Psychic damage and doesn’t make Wisdom saving throws, but its successes and failures are still tracked until the spell ends.
Madness
|
d100 |
Effect (lasts 1d10 minutes) |
|
01-20 |
The creature retreats into its mind and becomes Paralyzed. The effect ends if the creature takes any damage other than Psychic damage. |
|
21-30 |
The creature becomes Incapacitated and spends the duration weeping. |
|
31-40 |
The creature becomes Frightened and must use its action and movement each round to find shelter from the rain. |
|
41-50 |
The creature begins babbling and is incapable of normal speech and cannot cast spells with a verbal component. |
|
51-60 |
The creature must use its movement and action each round to attack the nearest creature. |
|
61-70 |
The creature experiences vivid hallucinations and has disadvantage on ability checks and saving throws. |
|
71-75 |
The creature has the Charmed condition and does whatever anyone tells it to do that isn't obviously self-destructive. |
|
76-80 |
The creature experiences an overpowering urge to eat something strange such as dirt, slime, or offal. The creature must succeed on a DC 20 Wisdom saving throw or use its movement and action to do so. |
|
81-90 |
The creature is Stunned for the duration. |
|
91-100 |
The creature falls Unconscious. |
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the Psychic damage by 1d8 for each slot level above 5th.
* - (a fragment of a gravestone and a vial of rain water)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/4/2026 11:11:46 AM
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2
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0
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1
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Coming Soon
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8/22/2026 3:49:43 AM
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26
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0
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1.1
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Coming Soon
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