You warp the perception of a group of creatures within range, twisting terrain and changing the appearance of objects and creatures with their minds, visible only to them. Up to 3 creatures in a 30-foot-radius sphere centred on a point of your choice within range must make a Sanity (Wisdom if not using Sanity) saving throw. On a failed save, a creature becomes Deafened for the duration.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behaviour for that turn.
| d10 | Behavior |
|---|---|
|
1 |
An ally appears as an enemy! The creature uses its entire turn to move and attack the nearest allied creature it sees. |
|
2-4 |
The terrain around the creature shifts to a non-Euclidean form. The creature must make a Dexterity save or fall prone, On a successful save they move in a random direction determined with a d8 (d6 for hexes). |
|
5-7 |
The creature is able to temporarily resist the effects of the spell. The creature takes 2d8 psychic damage and can take it's turn as normal. |
|
8-10 |
The creature steels themselves against the illusion. The creature can take it's turn as normal. |
At the end of each of its turns, an affected target can make a Sanity (Wisdom) saving throw. If it succeeds, this effect ends for that target, if it fails, the creature looses 1d3 max Sanity (Wisdom).
At higher levels, you can target one additional creature for each level above 5th.
* - (A broken shard of gemstone.)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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6/9/2020 8:58:17 AM
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15
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1
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Coming Soon
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