Level
3rd
Casting Time
1 Minute
Range/Area
600 ft.
Components
V, S
Duration
10 Hours
School
Enchantment
Attack/Save
None
Damage/Effect

You target one creature within range that is known to you. The creature makes a Wisdom saving throw, taking 3d8 Psychic Damage on a failed save and only half as much on a successful one. In addition, the creature also suffers a form of long-term madness should they fail this saving throw. Roll 1d6 or choose from the Long-Term Madness Effect table to determine the effect. You do not need to stay in range of the creature to hold concentration.
Spells of 2nd level or lower can suppress but cannot dispel the effect.

D6 - Long-Term Madness Effect

  1. The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
  2. The character experiences vivid hallucinations and has disadvantage on Ability Checks.
  3. The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma Checks.
  4. The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it.
  5. The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity.
  6. The character suffers from partial amnesia. The character knows who he or she is and retains Racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took effect.

Previous Versions

Name Date Modified Views Adds Version Actions
7/22/2020 1:46:34 AM
65
3
--
Coming Soon

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

AnthonyPanics

Comments

Posts Quoted:
Reply
Clear All Quotes