Hypnopompic Terrors

Rank 8RareoccultLegacy
Range30 feet
Targetup to 10 creatures
DefenseWill
Damage6d12 mental

You send a wave of nightmarish visions crashing over your targets, leaving them paralyzed by fear. These visions inflict real wounds on vulnerable targets, dealing 6d12 mental damage. If you target a sleeping creature, it wakes up as it attempts the save but takes one degree of success worse than the result it rolled on its save.


Critical Success The target is unaffected.

Success The target is Frightened 2 and takes half the mental damage.

Failure The target is frightened 2, is Paralyzed for 1 round, and takes the full mental damage.

Critical Failure The target is frightened 2, is paralyzed for 2 rounds, and takes double the mental damage.

Traits

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Fear

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Illusion

Effects and magic items with this trait involve false sensory stimuli.

Incapacitation

An ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.