You temporarily inhibit the cognitive ability of a creature within range. If the target makes a successful Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes an Intelligence check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
You can take this spell, when an enemy makes an attack roll, ability check, or saving throw.
You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it's doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made--- thetarget uses the lowered result to determine the outcome of its roll.
You afflict a single humanoid within range with severe pain in a random part of its body. Roll a d6 and consult the table to determine the spell's initial effect.
Roll 1d6
1 Head: Incapacitated
2 Throat: Unable to speak coherently or cast spells with verbal components
3 Chest: Cannot take reactions or bonus actions
4 Abdomen: Disadvantage on Constitution saving throws
5 Arm: Disadvantage on attack rolls, Strength and Dexterity skill checks
6 Leg: Movement halved
The target must make a Constitution saving throw. On a successful save, it is able to function despite the pain and ignore the effects. At the start of the target's turn each round for the duration of the spell, roll again on the table to see where the pain affects the target in that round.
You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target's AC by 2. Undermine armor has no effect on creatures that aren't wearing armor.
You animate an object in the possession of a creature within range, giving the object limited movement and a compulsion to thwart its possessor. The effect of the spell varies depending on the kind of object you affect.
• Weapon.-- A weapon being wielded by a creature fights and twists, trying to free itself from the creature's grasp. The creature must make a Dexterity saving throw. On a failed save, the creature has disadvantage on any attacks it makes in that round with the weapon. On a save that fails by 5 or more, the creature drops the weapon.
• Armor. -- The creature's armor shifts and moves, becoming noisy and uncomfortable. If the armor does not normally impart disadvantage on Dexterity (Stealth) checks, it does so while this spell is in effect. The creature wearing it must succeed on a Dexterity saving throw or take a 10-foot penalty to its speed and be unable to use the Dash action.
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THIS TEXT CANNOT BE SEEN. THE BREAKS ARE ADDED TO ADJUST FORMATING OF CARD.
TEXT TO FILL SPACE THAT CANNOT BE SEEN BUT FUCKS UP FORMATING OF CARDS
MORE TEXT NEEDED AN I DONT KNOW WHY
THIS IS A TRIAL AND ERROR WHICH I DO NOT LIKE
• Other Items.-- The effects on other carried items can vary at the GM's discretion. A potion might behave as a weapon, trying not to be drunk, falling to the ground and becoming ruined if the Dexterity save is failed by 5 or more. A backpack might try to empty itself, disgorging a random item each round on a failed save.
You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.