You form a warping ray that on hit twists the target's body structure into horrifying chaos manifestation.
Make a ranged spell attack, on hit target takes 2d10 necrotic damage.
In addition, the target has to succeed on Constitution save or suffer warp effect.
Roll 1d20:
1: target's bones get broken, its spine is ripped out of its body and crushed into pieces. The target drops incapacitated until the end of spell duration or it takes any damage that doesn't kill it. Then the effect ends and its body backs to normal
2: you magically turn part of target's blood into acid. The acid deals 1d10 damage on the beginning of target's every turn until it succeeds Constitution save or the spell ends
3: the target is teleported 10 ft. in chosen by you direction. If it ends up in solid material that covers at least half of its body, target gets additional 4d10 force damage and is teleported back to its place, if it ends up in another creature's space, that creature has to succeed Dexterity save or take 2d10 force damage.The original target drops prone in the free space next to that creature.
4: you swap target's arms and legs (if it has any) the target is incapacitated until the spell ends or it succeeds on another save. Every creature that can see the target has to succeed Wisdom save or take 1d6 psychic damage
5: you teleport mud into creature's lungs (if it has any and is not undead) the target takes 2d10 force damage and is incapacitated until end of its next turn, then the effect ends and the creature vomits all the mud
6: you switch target's teeth and ribs forcing every creature (except you) to roll Wisdom save against your spell save DC, on failure the onlookers take 1d6 psychic damage and are frightened of the original target until they succeed on another save
7: creature's legs break and petrify dropping its speed to 0 ft. for the duration or until next successful save
8: creature's eyes melt out of its eyesockets and vaporize away. The creature is blinded for the duration or until next successful save
9: if the creature has a spine, it gets twisted and broken. Target suffers 1d10 force damage and drops paralyzed for the duration or until next successful save
10: the creature sugar level suddenly drops and if target isn't resistant to magical sleep it falls unconcious for the duration or until it suffers any damage
11: the creature's body swells, if it wears any non-magical armor, the armor gets destroyed in the process, its AC drops do 10, but its HP increases by points equal to CR*4 (minimum of 1) for the duration or until next successful save
12: the creature's body starts to rot, dealing 1d10 necrotic damage per turn for the duration or until next successful save
13: you magically turn creature inside out, its soft tissues are now clearly visible. Until end of your next turn (provided you're still concentraiting on the spell) the target is vulnerable to all damage
14: your spell forces creature to vomit its stomach and some other organs like livers. The target suffers 2d10 force damage and is incapacitated for the duration or until next succesful save, then the effect ends and organs teleport back in their place
15: creature's wrists and ankles (or other, similar parts) are twisted forcing target to let go any weapon or items it holds. The target is also unable to make any actions except disengage for the duration or until next succesful save
16: if the target's HP level is lower or equal to your Spell Save DC, you rip creature's skull (or similar part) from its head via its face killing it in the process, anyone who can see the effect, except your Familiar has to succeed on Wisdom save or suffer 1d6 psychic damage as it is trully horrifying picture. If target's HP level is higher, spell immediately ends with no effect
17: the target is teleported into extradimensional space until spell ends or target succeeds on another save. For every turn spent in the void the target takes 1d10 radiant damage.
18: target's knees explode and every creature within 5 feet has to roll Dexterity save, taking 1d10 force damage on failure and half of that on success.
19: your magic pushes the target in straight line 20 feet away from you. If the target hits a solid object or another creature that weights at least half as much it takes 2d10 force damage, if the target hits a creature, that creature has to succeed Dexterity save or also take 2d10 force damage
20: you can choose two of described above effects that take place simultanously
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