* Oblations to the Psychadelic Pandemonium [Spell]

Oblations to the Psychadelic Pandemonium

ob·la·tion

noun

a thing presented or offered to God or a god.

Source: xxx Sorcery

PP Cost: xx

Casting Time: xx actions, minus one per three full levels of the caster.

Arcane Difficulty Rating: xx+

Corruption Chance: Roll failed by 5+

Cast Corruption: +1D8 Chaos Affiliation, +1D4 aging, -1D6 SAN, save vs Fort or gain Sorcerous Affliction and lose one point of WIS.

Components: verbal, gesture & physical (xx of a xx Man or Woman).

Optional Component: [To be determined...]

Optional Foci: [To be determined...]

Range: 10' per level of the caster.

Area of Effect: 5' radius plus 5' more per level of the caster.

Duration: 2D4 melee rounds, plus one melee round per level of the caster.

Saving Throw: Will, -1 for every three full levels of the caster.

Description:

Lurking between the waking world and the dream is the domain of the Psychadelic Pandemonium.

A chaotic collective conciousness formed from the subconcious of psychics. This spell calls

upon the Psychadelic Pandemonium to afflict the minds of those within range with non-linear

thought processes. Any sentient humanoids within range must make a Will save or see reality

around them melt into a psychadelic wonderland. They must make a Will checks each melee round

to even function without being oblivious to anything other than their psychadelic experience.

Half humans get a +2 to save and non-human humanoids get a +5 to save. Psychic powers will

not function within the area of effect. If attempted the PP is expended but nothing happens.

Each melee round, those exposed who fail their saving throws will lose 2D4 SAN, plus one more

for every three full levels of the caster. Those who reach zero or less SAN while within the

effect of this spell will melt away into the Psychadelic Pandemonium, lost forever. Race and

class modifiers to resist SAN loss do apply. This spell is more affective against members of

the thirteen races of men than others. The more non-human, the less linear thinking they are.

Critical Success:

Double Range, Duration, SAN loss as well as saving throw penalties. In addition to the effects

of this spell, the effects of "Defilement of Reality's Integrity" take place as well.

Critical Fumble:

As with the Critical Success, but centered upon the Sorcerer him/herself who will auto fail

the initial saving throw, but may attempt further saves at the penalties listed. With the

exception of the auto failed save, all others within radius of spell (centered on caster)

will suffer the same effects with same penalties. (This includes the added effects of the

"Defilement of Reality's Integrity" as well.)