New Spells

How to make your berks right

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Flession
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New Spells

Post by Flession » Sun May 10, 2020 2:25 pm

Bleaker Spells:

Despair
4th level Enchantment
Casting Time: 1 standard action
Components V, S
Range: 90 feet
Targets: 2d4 creatures, no two of which can be more than 20 ft. apart
Duration: Concentration, up to 1 minute
Classes: Warlock, Wizard, Sorcerer

Despair allows a Bleaker caster to share his world view with others. When this spell is cast, 2d4 sentient creatures (of Intelligence 3 or better) in the area of effect lapse into a severe depression, making a Wisdom save to resist the effects. Victims of despair are unable to attack, cast spells, move, or even engage in basic activities such as eating or drinking. Berks suffering from despair don’t even bother to defend themselves; opponents can automatically strike, disarm, or bind them without resistance. If a body’s bound or damaged, he gets another saving throw to shake off the effects of the spell. Interestingly, primes and members of the Free League are somewhat resistant to this spell, perhaps because they’re not stuck on any particular philosophy; they have advantage on their saving throws.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the amount of creatures effected increases by 1d4 for each slot level above 4th.

Howl of Pandemonium
5th level conjuration
Casting Time: 1 standard action
Components V, S, M (a pebble from Pandemonium, which must be consumed by the caster)
Range Area 30-ft. radius circle or 60-ft. by 20-ft. cone
Duration concentration, up to 1 minute
Classes: Warlock, Wizard, Sorcerer

Although the howl of Pandemonium spell derives power from the plane of Pandemonium, it can be used by Bleakers anywhere in the multiverse. Howl enables the caster to channel the screaming winds of the plane through his own body, giving voice to a numbing wail that incapacitates all nearby. The howl must be maintained for at least one round to have any effect, but it lasts as long as the wizard concentrates, to a maximum of one minute.
When casting the howl of Pandemonium, the caster can opt to affect all creatures within 30 ft. or he can channel a cone 60 ft. long by 20 ft. wide. All creatures in the area of effect are deafened and disoriented; communication of any kind is impossible. They also suffer disadvantage to attack rolls and saving throws. Non-magical ranged attacks are deflected by the force of the howl, and sods who try to physically approach the caster must make a Constitution saving throw before doing so. Furthermore, all sonic-based spells are negated, drowned out by the howl.
In addition to the above effects, creatures whose Hit Dice or levels are lower than the caster’s must successfully make a Wisdom save or become confused, as per the confusion spell, for the duration of the spell. Any creature with 2 or fewer Hit Dice who fail their saving throws are simply driven into a catatonic state that lasts for 1 hour per two caster levels (minimum 1 hour).

This spell has no effect on creatures or petitioners native to Pandemonium.
GM | Doer of The Thing | Red Username Means I'm Important | Mastery over Sardonicism| Recovering Procrastinator | "You cannot understand a man's actions unless you understand his beliefs."

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