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Necrotic Nightmare Spell help

animal chubs

First Post
I think i posted this in the wrong area last week and thought i'd give it another go. I need some help with this spell conversion any tips or suggestions would help a lot.I compiled this spell from a few spells from SRD and I need help converting and editing it so it fits the flow of D&D 5e. Also so the spell makes sense:


Necrotic Nightmare
Enchantment (Compulsion) [Mind-Affecting]Level: Asn 1, Brd 1, Sor/Wiz 1
Components: V, S, M
Casting time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: concentration 30 min
Saving Throw: Will negates
Spell Resistance: Yes


sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).Sleep does not target unconscious creatures, constructs, or undead creatures.While concentrating as a bonus action each turn you can give all creature's nightmares.


You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.


The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.


Knowledge Will Save Modifier
None +5
Secondhand (you have heard of the subject) +2
Firsthand (you have met the subject) +0
Familiar (you know the subject well) –3


You may have some sort of connection to a creature you have no knowledge of.
Connection Will Save Modifier
Likeness or picture –2
Possession or garment –4
Body part, lock of hair, bit of nail, etc. –10


Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for as long as you concentration.If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting.


If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends. If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)


Creatures who don’t sleep (such as elves, but not half-elves) or dream are immune to this spell.


Material Component: A pinch of fine sand, rose petals, or a live cricket.
 

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Necrotic Nightmare
3rd-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (A pinch of fine sand, rose-petals, or a live cricket)
Duration: Concentration, up to 1 hour

This spell sends creatures into a magical slumber and wracks them with horrifying nightmares. Roll 4d20; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage from another source, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

On each of your turns for the duration, you can use your action to send a monstrous and terrifying phantasmal vision to a sleeping target within range. If you do, the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, the target takes 1d12 necrotic damage. This damage does not wake the target from their magical slumber. The spell ends if you use your action to do anything else.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, roll an additional 1d20 for each slot level above 3rd and increase the necrotic damage by 1d12.

*Edit* Fixed formatting.
 
Last edited:


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