Difference between revisions of "Sneeze (cantrip)"

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[[File:Sneeze (cantrip).jpg|right|525px|thumb]]
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'''Sneeze''' is a cantrip that induces uncontrollable sneezing to grip the recipient, with this lasting one round unless a successful [[Saving Throws|saving throw]] is made.  While under its influence, the target cannot take any other actions.
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Causes the recipient to sneeze uncontrollably, in a fit that lasts one round, unless a [[Saving Throws|saving throw]] negates the cantrip.  While affected, the recipient will be unable to take any action.  Combatants attacking the creature will gain +4 on their [[Roll to Hit|to hit]] rolls.
 
  
If a creature has contracted a cold or sinus [[Disease|infection]] in the previous 24 hours, the cantrip may be an effective cure, clearing the nasal passages and helping the body eliminate the malady. There is a 50% chance that the bout of sneezing will end a cold in its tracks.
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In combat, attackers against the recipient gain a +4 bonus to their [[Roll to Hit|attack rolls]] against the sneezing creature.  The cantrip has no impact on creatures other than humanoids.
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If a proposed recipient has contracted a cold or sinus infection within the previous 24 hours, the cantrip can act as an effective remedy, clearing nasal passages and aiding the body in expelling the ailment. There is a 50% chance that the bout of sneezing will abruptly terminate a cold.
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A sneezing fit can interject a moment of comic relief in a D&D running, and may suggest some interesting role-playing opportunities.  More practically, sneezing makes an good distraction which can be organised in a number of ways, allowing others to take advantage of the moment.  A loud sneeze can also be used to alert others nearby, both friend and foe.
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Characters who are subject to hay fever or other similar maladies, within 20 ft. of the sneezing, must also make a saving throw at +4 on the die, or else be compelled to sneeze sympathetically, spoiling 2 [[Action Points|action points]] of that individual's normal movement.
  
The cantrip has no effect on creatures other than humanoids.
 
  
 
See [[Person-affecting Cantrips]]
 
See [[Person-affecting Cantrips]]
  
[[Category: Cantrips]][[Category: Don't Review until 2022]][[Category: Lacks Image]]
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[[Category: Cantrips]][[Category: Reviewed]]

Latest revision as of 22:58, 15 October 2023

Sneeze (cantrip).jpg

Sneeze is a cantrip that induces uncontrollable sneezing to grip the recipient, with this lasting one round unless a successful saving throw is made. While under its influence, the target cannot take any other actions.

Sneeze
Range 10 ft.; see text
Duration 1 round
Area of Effect 1 creature
Casting Time 2 action points
Saving Throw negates
Level cantrip


In combat, attackers against the recipient gain a +4 bonus to their attack rolls against the sneezing creature. The cantrip has no impact on creatures other than humanoids.

If a proposed recipient has contracted a cold or sinus infection within the previous 24 hours, the cantrip can act as an effective remedy, clearing nasal passages and aiding the body in expelling the ailment. There is a 50% chance that the bout of sneezing will abruptly terminate a cold.

A sneezing fit can interject a moment of comic relief in a D&D running, and may suggest some interesting role-playing opportunities. More practically, sneezing makes an good distraction which can be organised in a number of ways, allowing others to take advantage of the moment. A loud sneeze can also be used to alert others nearby, both friend and foe.

Characters who are subject to hay fever or other similar maladies, within 20 ft. of the sneezing, must also make a saving throw at +4 on the die, or else be compelled to sneeze sympathetically, spoiling 2 action points of that individual's normal movement.


See Person-affecting Cantrips