Impending Doom

Rank 3CommonarcanedivineoccultLegacy
Range30 feet
Target1 living creature
Duration3 round
DefenseWill
Heightened(+1) 2d6
Damage6d6 mental

You sift through myriad potential futures, seize upon one potential moment in which the target meets a particularly gruesome and fatal end, and then show it a vision of its impending demise. The intense mental vision grows more and more terrifying to the target as the doom grows closer, and it takes 3 rounds to reach its conclusion. The target must attempt a Will saving throw to determine the effects. At the end of the spell's duration, if the target was affected, the target witnesses its death and takes 6d6 mental damage.


Critical Success The creature is unaffected.

Success The creature is unaffected for 1 round. On the second round, it becomes Off-Guard. Finally, on the third round, it becomes Frightened 1. At the end of the third round, it takes half damage.

Failure The creature is immediately off-guard. On the second round, it becomes Frightened 2. Finally, on the third round, it also becomes Stunned 1. At the end of the third round, the creature takes full damage.

Critical Failure The creature is immediately off-guard and Frightened 3. On the second round, it becomes stunned 1. Finally, on the third round, it also becomes Paralyzed. At the end of the third round, the creature takes double damage.


Heightened (+1) The damage increases by 2d6.

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.

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.

Prediction

Effects with this trait determine what is likely to happen in the near future. Most predictions are divinations.