Difference between revisions of "Tasha's Hideous Laughter (spell)"
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Those affected who are not attacked wander helplessly, stumbling, laughing, in a random direction at one [[Combat Hex|hex]] per round. | Those affected who are not attacked wander helplessly, stumbling, laughing, in a random direction at one [[Combat Hex|hex]] per round. | ||
− | Once physically damaged with an accumulated 2 [[Hit | + | Once physically damaged with an accumulated 2 [[Hit Points|hit points]], the effect of the spell is broken. It can be assumed that allies of the affected DO try to sober their associates with a hard slap or strike. |
[[Category: Bardic Spells]][[Category: Reviewed]] | [[Category: Bardic Spells]][[Category: Reviewed]] |
Revision as of 00:32, 4 October 2023
Tasha's hideous laughter is a spell that triggers a sense of amusement in its targets, causing those who fail their saving throw to suddenly believe they have encountered something uproariously funny. Immediately, they burst into uncontrollable laughter to such an extent that they become incapable of carrying out tasks effectively for the spell's duration.
Range | 25 ft. |
Duration | 1 round per level |
Area of Effect | 1 creature per level |
Casting Time | 1 round |
Saving Throw | negates |
Level | bard (1st) |
Those affected can defend themselves if attacked, but cannot initiate attacks on others. While defending themselves, they experience a penalty of -4 to their roll to hit and a -1 modifier to damage. Additionally, their armour class is diminished by 2 points. They always lose initiative.
The amusement that's contracted causes a loud, regaling sound, one that brings concern in their mates, so that any person, friend or foe, within one combat hex of the laughing recipient is also penalised -1 to hit. Others who are affected, but not attacked, are forced to continue laughing while stumbling helplessly about in a random direction, travelling one hex per round.
Those affected who are not attacked wander helplessly, stumbling, laughing, in a random direction at one hex per round.
Once physically damaged with an accumulated 2 hit points, the effect of the spell is broken. It can be assumed that allies of the affected DO try to sober their associates with a hard slap or strike.