Daily Punch 9-13-23 Mind Break spell for DCC RPG

Let’s reach some hearts.. and minds!

Break Mind

Level: 1 Range: 40’ Duration: Varies Casting time: 1 action Save: Fort vs. check

General The psychic throws a bolt of blinding pain into the brain of a foe.

Manifestation Roll 1d4: (1) the wizard’s head glows purple; (2) the target’s head glows black; (3) the target’s head begins to stink; (4) The wizards head becomes translucent and his brain and nerves are visible.

Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2)rot begins to appear on the casters head; (3) caster’s head permanently glows with a sickly red aura;

(4) the caster hears whispers from the throughs around him; (5-6) minor corruption; (7) major corruption;

(8) greater corruption.

Misfire Roll 1d3: (1) caster bind is blinded by pain and they take 1d4 psychic damage; (2) a random ally of the caster caster hears their thoughts for 1d4 hours; (3) A random creature with in 40’ takes 1d6 psychic damage.

1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2)

corruption; (3) patron taint (or corruption if no patron); (4+) misfire.

2-11 Lost. Failure.

12-13 The target takes 1d2 points of psychic damage.  A save prevents the damage.

14-17 The target takes 1d4 points of psychic damage and is stunned for one round.  A successful save prevents the target from being stunned.

18-19 The target takes 1d8 points of psychic damage and is stunned for 1d3 rounds.  A save prevents the target from being stunned.

20-23 The target takes 1d12 points of psychic damage and is stunned for 2d3 rounds.  A save prevents the target from being stunned.

24-27 The target takes 2d8 points of psychic damage and is stunned for 2d6 rounds.  A save prevents the target from being stunned.

.28-29 The target takes 3d8 points of psychic damage and is stunned for 2d8 rounds.  A save prevents the target from being stunned.

30-31 The target takes 4d8 points of psychic damage and is stunned for 2d10 rounds.  A save prevents the target from being stunned.

32+ The target’s head explodes and they instantly die.  A save results in them taking 5d8 points of psyched damage instead.

Thoughts?

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