Homebrew:Isolation: Difference between revisions

From Campaigns
Jump to navigation Jump to search
Created page with "{{subst:homebrew:dissolution}}"
 
No edit summary
Line 3: Line 3:
{{spell info
{{spell info
|name={{PAGENAME}}
|name={{PAGENAME}}
|level=0
|level=3
|cast=a
|cast=a
|range=Touch
|range=120 feet
|verbal=true
|verbal=true
|somatic=true
|somatic=true
|duration=Instantaneous
|material=true
|school=transmutation
|components=a small metal cube
|damage=force
|duration=1 Minute
|attack=melee
|concentration=true
|description=You touch a creature or nonmagical object and break the target's substance down into its most fundamental components. Make a melee spell attack. On a hit, the target takes 1d8 force damage, and its AC is reduced by 1 against the next attack roll made against it before the end of your next turn.
|school=enchantment
 
|effect=Debuff
The spell's damage increases by 1d8 when you reach 5th-level (2d8), 11th-level (3d8), and 17th-level (4d8).
|save=wisdom
|description=One creature that you can see within range must succeed on a Wisdom saving throw or have its mind shrouded in the dread of total isolation. For the duration, all other creatures are invisible toward the target, which the target can't see through—even with blindsight, truesight, or magic such as the ''[[spell:see-invisibility|see invisibility]]'' spell—and the target can't perceive other creatures with any of its other senses. The target moves around other creatures, or otherwise rationalizes not moving through spaces occupied by them (such as perceiving a door as closed or as a wall if another creature is standing in the way). The target still feels pain but can't identify the source of any injury caused by another creature. The target repeats the saving throw at the end of each of its turns, ending the spell on itself on a success.
|wizard=true
|wizard=true
}}
}}

Revision as of 09:53, 6 August 2025

(OOC: This is an implementation of the Isolation spell from The Crooked Moon)

Isolation Requires concentration
Level Casting time Range/Area Components
3rd 1 Action 120 feet V, S, M *
Duration School Attack/Save Damage/Effect
Requires concentration 1 Minute Enchantment WIS Save Debuff

One creature that you can see within range must succeed on a Wisdom saving throw or have its mind shrouded in the dread of total isolation. For the duration, all other creatures are invisible toward the target, which the target can't see through—even with blindsight, truesight, or magic such as the see invisibility spell—and the target can't perceive other creatures with any of its other senses. The target moves around other creatures, or otherwise rationalizes not moving through spaces occupied by them (such as perceiving a door as closed or as a wall if another creature is standing in the way). The target still feels pain but can't identify the source of any injury caused by another creature. The target repeats the saving throw at the end of each of its turns, ending the spell on itself on a success.

* (a small metal cube)

Available for:
  • Wizard