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Hallucinogenic Cloud

2nd-level conjuration

Casting Time: 1 action

Range: 60 feet (20-foot-radius sphere)

Components: V, S, M (a cactus flower)

Duration: Concentration, up to 1 minute

Class: Druid, Ranger

You create a burst of brightly coloured, hallucinogenic pollen in a 20-foot-radius sphere centred on a point within range. Each creature in the area must make a Wisdom saving throw. On a failed save, the creature sees hallucinations of horrifying monsters all around it, and is frightened of those visions for the duration. A creature that ends its turn frightened in this way takes 2d6 psychic damage and must immediately use its reaction to uselessly attack one of the hallucinations, after which it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.


Spikeskin

1st-level biomancy (can be replaced with transmutation)

Casting Time: 1 action

Range: Touch

Components: V, S, M (a handful of needles)

Duration: Concentration, up to 10 minutes

Class: Druid, Ranger, Tamer

You touch a willing creature, causing spikes to grow from its skin like needles on a cactus or quills on a porcupine. For the duration, whenever the creature becomes grappled or is hit by a melee attack from a creature within 5 feet of it, the attacker or grappler takes 1d6 piercing damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each two slot levels above 1st.

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Comments

Galvius T

So is the intent with the hallucination that it cannot move as the source of its fear is “all around it”. Also making the first turn they take after the failed save always be one where they take the damage is also intended since they can’t end the fear effect until the end of their turn anyways.

LootTavern

yes, they can't move by any means short of teleportation, as they couldn't move in any direction without approaching an allucination - and also yes, there might be some features that allow them to end the frightened effect early (like a Paladin getting in range for its Aura of Courage to activate), but otherwise you'd always take damage on the first turn!