Difference between revisions of "Groan (cantrip)"
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| level = [[Cantrip|cantrip]] | | level = [[Cantrip|cantrip]] | ||
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+ | __TOC__ | ||
+ | Though unable to articulate clear speech, the cantrip allows the voice to produce a muffled sound much like a name that's repetitively called out. Those who fail a [[Saving Throws|saving throw against magic]] are inclined to investigate — and when doing so are subject to a -1 penalty against their [[Initiative|initiative]] rolls. | ||
− | + | The cantrip can be used as a signal for others. | |
− | + | ||
+ | == Effect on Animals == | ||
+ | [[Animal|Animals]] with an [[Intelligence (ability stat)|intelligence]] of 1 to 4 are compelled to shift 2-5 [[Combat Hex|combat hexes]] away from the sound, even if engaged in [[Combat|combat]]. This is instinctive reaction, driven by a primal instinct, demonstrated by the animal's nervousness and uncertain movement. None will attack during the cantrip's brief duration, nor for the round thereafter. | ||
See [[Haunting Sound Cantrips]] | See [[Haunting Sound Cantrips]] | ||
− | [[Category: | + | [[Category: Cantrips]][[Category: Reviewed]] |
Revision as of 17:41, 26 November 2023
Groan is a cantrip that generates an array of sounds that give the impression of some sort of misery, echoing the plight of someone in their final moments or an unseen figure that's wounded or dying of some sort of malady. The listener experiences a sense of foreboding, for the groans are so intense as to be disconcerting.
Range | 20 ft. |
Duration | 1 round |
Area of Effect | animals within a 30 ft. circle; or up to 1 creature |
Casting Time | 2 action points |
Saving Throw | negates |
Level | cantrip |
Contents
Though unable to articulate clear speech, the cantrip allows the voice to produce a muffled sound much like a name that's repetitively called out. Those who fail a saving throw against magic are inclined to investigate — and when doing so are subject to a -1 penalty against their initiative rolls.
The cantrip can be used as a signal for others.
Effect on Animals
Animals with an intelligence of 1 to 4 are compelled to shift 2-5 combat hexes away from the sound, even if engaged in combat. This is instinctive reaction, driven by a primal instinct, demonstrated by the animal's nervousness and uncertain movement. None will attack during the cantrip's brief duration, nor for the round thereafter.