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Necrotic Nightmare Spell help
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<blockquote data-quote="MessiahMushroom" data-source="post: 6528012" data-attributes="member: 6789613"><p>Necrotic Nightmare</p><p><em>3rd-level enchantment</em></p><p>Casting Time: 1 action </p><p>Range: 90 feet </p><p>Components: V, S, M (A pinch of fine sand, rose-petals, or a live cricket) </p><p>Duration: Concentration, up to 1 hour</p><p></p><p>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). </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Undead and creatures immune to being charmed aren't affected by this spell.</p><p></p><p> <strong>At Higher Levels</strong>. 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.</p><p></p><p>*<em>Edit*</em> Fixed formatting.</p></blockquote><p></p>
[QUOTE="MessiahMushroom, post: 6528012, member: 6789613"] Necrotic Nightmare [I]3rd-level enchantment[/I] 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. [B]At Higher Levels[/B]. 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. *[I]Edit*[/I] Fixed formatting. [/QUOTE]
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