This is a dark age, an age of daemons and of sorcery.
Played | 13 times |
Cloned | 2 times |
Created | 144 days ago |
Last Updated | 72 days ago |
Visibility | Public |
Description
(Doesn't work in the Realm of the Sorcerer) The caster reaches into the Realm of Chaos, and points at one target creature they can see within range. The target must succeed a wisdom saving throw, or be forced to walk a part of the great crystal labyrinth of Tzeench. The target disappears from the current plane for 3 turns. Every subsequent turn they must succeed one throw as described below. 1. Wisdom – Success, the target wills it's way into the real world, appearing in their original place. Failure, the target stays for another turn. 2. Constitution –success, the target resists corruption of chaos and is rejected and thrust back to its previous place. Failure, the target receives 1 level of corruption and stays for another turn. 3. Intelligence – Success, the target figures the way out, and reappears in its previous place, its turn will be over. Failure the target receives 4d10 psychic damage and gets lost inside the realm for 1d4 hours after which it will return to original place.
Level | 7 |
Range | N/A |