Bedlam

4th-level manipulation

Activation Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute

You assault and twist the minds of creatures' within range causing chaos and confusion. Select five creatures within range who each make a Wisdom saving throw. Those who succeed are not affected.

An affected target can’t take reactions and must roll a d20 at the start of each of its turns to determine its behavior for that turn.

d20 Result Effect
1 The creature is Frightened of the nearest other creature and uses all its movement to move away from it. The creature doesn’t take an action this turn.
2 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
3 The creature believes he’s in a peaceful situation which brings it joy. It doesn’t move or take actions this turn.
4 The creature believes its cell phone or another communications device is ringing. It spends its turn answering it or looking for the source of the ringing. It doesn’t move or take actions this turn.
5 The creature babbles and mutters incoherently. It doesn’t move or take actions this turn.
6 The creature looks around blankly, unable to grasp his surroundings. It doesn’t move or take actions this turn.
7 The creature suffers vertigo and falls prone. It doesn’t move or take actions this turn.
8 The creature feels a strong emotional connection (love, friendship, etc.) to the nearest other creature. It actions are dictated by those feelings.
9 The creature laughs uncontrollably. It doesn’t move or take actions this turn.
10 The creature forgets who it is or what it was doing. It doesn’t move or take actions this turn.
11 The creature is overcome with worry over something it plans to do or guilt over something it did years ago. It doesn’t move or take actions this turn.
12 The creature uses it action to make a ranged attack with a power or weapon it does not have, or a power or object that doesn't cause damage. It doesn’t move or take any other actions this turn.
13 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
14 The creature uses its action to make a ranged attack against a randomly determined creature. If there is no creature within its range or it has no ranged attack, the creature does nothing this turn.
15 The creature uses its action to make a melee weapon attack (but not an unarmed strike) against a randomly determined creature that is within its movement. If there is no creature within its movement, the creature does nothing this turn. If it has no melee weapon, it will use an improvised weapon. If no improvised weapon is available, it spends it turn searching for one.
16 The creature uses its action to make an unarmed strike against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
17 The creature believes itself to be an animal of any sort selected by the GM, but otherwise acts normally.
18 The creature believes itself to be a celebrity selected by the GM, but otherwise acts normally.
19 The creature sings or recites poetry, but otherwise acts normally. It cannot activate powers requiring specific sounds or verbal components unless singing or poetry would normally work.
20 The creature acts normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels. When you activate this power using a higher level power slot, you can add one additional creature for every power level above 4th.

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