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- Weave Implosion
- 5th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (lead and silver dust)
- Duration: Instantaneous
- A creature you can see within range must succeed on a Charisma saving throw to prevent the weave imploding.
- On a failed save all creatures within 300 feet feel a wave of magical energy. This event is very bright to detect magic.
- Roll a d100 and apply the corresponding effect from the following table:
- 1 - 5
- The spell's effect is delayed.
- Choose one creature you can see at random.
- At the start of your next turn reroll the d100 to determine the delayed effect. The effect targets the chosen creature.
- Any distances in the effect are doubled. Other effects of the spell are amplified at the DM's discretion.
- 6 - 9
- The target takes the rolled value in Force damage and is stunned until the end of their next turn.
- Each other creature within 20 feet of the target gains an additional legendary action for 1 minute.
- If a creature does not normally have legendary actions they may use theirs to perform an action, doing so ends this effect on them.
- 10 - 19
- There is no visible effect but each creature involved experiences a loud ringing noise.
- The target takes the rolled value in Psychic damage.
- Each other creature within 20 feet of the target must succeed on an Intelligence saving throw or be Stunned until the end of their next turn.
- The target is made aware of the surface thoughts of each creature who failed their saving throw.
- 20 - 29
- Gravity within 30 feet of the target is redirected towards them until the end of the their next turn.
- The target takes the rolled value in Force damage.
- Each other creature within 30 feet of the target must succeed on a Strength saving throw or fall towards the target.
- Creatures with a fly or climb speed may choose to pass this save.
- 30 - 39
- The target takes the rolled value in Fanaticism damage and is enlarged as per the spell Enlarge/Reduce.
- Each other creature within 20 feet of the target must succeed on a Constitution saving throw or be reduced as per Enlarge/Reduce.
- The effect lasts for 1 minute and does not require concentration.
- 40 - 49
- The heat from the surrounding area collapses in on the target, causing them to burst into flame.
- The target takes the rolled value in Fire damage.
- Each other creature within 20 feet of the target must succeed on a Constitution saving throw or take 4d6 Cold damage.
- The ground 20 feet of the target is covered in frost and becomes difficult terrain for 1 minute.
- 50 - 59
- The volume of sound is reduced to a whisper out to 300 feet, the target hears a thunderous boom.
- The target takes the rolled value in Thunder damage.
- A point centered on the target is affected by an area of Silence, as per the spell. The effect lasts for 1 minute and does not require concentration.
- 60 โ 69
- The target shines brightly while the surrounding area rapidly dims.
- The target takes the rolled value in Radiant damage.
- A point centered on the target is affected by an area of Darkness, as per the spell. The effect lasts for 1 minute and does not require concentration.
- 70 - 79
- The surrounding air becomes humid. creatures and surfaces 300 feet of the target are coated in a thin layer of water.
- The target takes the rolled value in Poison damage.
- Creatures within 250 feet of the target are cured of all diseases and poisons. These afflictions are transferred to the target (afflictions can stack with themselves).
- 80 - 89
- The targetโs skin cracks and breaks as the wounds of nearby creatures are transferred to them.
- The target takes the rolled value in Necrotic damage.
- Each other creature within 40 feet of the target regains 4d6 hitpoints.
- 90 - 94
- The target takes the rolled value in Force damage and is confined to the Ethereal Plane for 1 minute.
- Each other creature on the Ethereal Plane within 50 feet of the target must succeed on a Charisma saving throw or take 4d6 force damage and be confined to the Material Plane for 1 minute.
- 95 - 99
- A loud unearthly crack can be heard out to 1 mile.
- The target takes the rolled value in Force damage.
- Each other creature within 60 feet of the target must succeed on a Constitution saving throw or take 4d6 force damage.
- The target is affected by an Antimagic Field, as per the spell. The field lasts for 1 minute and does not require concentration.
- 100
- The target takes the rolled value in Force damage.
- A catastrophe defined by the GM occurs from the implosion causing local weave damage.
- The catastrophe may have a delayed effect.
- Catastrophe examples:
- 1) Each creature within 1 mile is blinded until the condition is removed.
- 2) A contagious spell blight appears.
- 3) Each creature within 10 miles takes 8d6 force damage.
- 4) All unattended liquids within 8 miles begin to boil.
- 5) Magic permanently ceases to function within a 2 mile sphere of the target.
- 6) Gravity within 1 mile is redirected to point towards the target.
- 7) Each creature within 11 miles is transported to another plane.
- 8) Each creature within 2 miles must make a Charisma save or be petrified.
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