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Howl of Pandemonium in Dungeons & Dragons 5e

Howl of Pandemonium

6-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a pebble from pandemonium which is consumed upon casting
Duration: Concentration, up to 1 minute
Although the howl of Pandemonium spell derives power from the plane of Pandemonihm, it can be used by Bleakers anywhere in the multivene. Howl enables a mage to channel the screaming winds of the plane through his own body, giving voice to a numbing wail that incapacitates all nearby. The Wizard can't move or do anything else while maintaining he howl. The effects linger even after the spell ends, lasting as long as the spell was maintained. When casting the howl of Pandemonium, the wizard can opt to affect all creatures within 30 feet of himself, or he can channel a cone 60 feet long by 20 feet wide.   All creatures in the area of effect are deafened and disoriented; communication of any kind is impossible. They also suffer -2 penalties to their saving throws and attack rolls. Nonmagical missiles are deflected by the force of the howl, and sods who try to physically approach the caster must successfully make a Wisdom Saving Throw before doing so. Furthermore, all thunder damage is negated, drowned out by the howl. This spell has no effect on Creatures or petitioners native to Pandemonium. In addition to the above effects, creatures that start their turn in the area of effect or enter it during their turn must also roll a Wisdom Saving throw or become confused. Roll 1d10 and consult the following table to see how they are effected. Creatures that fail their save by more than 5 simply fall into a catatonic state that lasts for 2d6 hours or until they are attacked.
d10 Effect
1 Wander away from the caster for the duration of the effect.
2-6 Stand confused for one round doing nothing.
7-9 Attack nearest creature for one round.
10 No effect.
Available for: Wizard

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