Somewhere

I Think We're Lost

“You said left. I went left. The fact that left decided to become somewhere else entirely is not on me!"
— Dartimen Silvernight
Somewhere is a spell that interferes with something most creatures never think about. Not sight, not balance, not even awareness in the usual sense. It reaches deeper than that, into the quiet certainty that when you choose a direction, your body will follow it.   Under normal circumstances, movement is instinctive. A creature decides where it wants to go, and the world aligns around that decision without resistance. Left becomes left. Forward remains forward. Even in unfamiliar terrain, that relationship between intention and motion holds steady. This spell breaks that relationship in a way that is subtle at first and deeply unsettling once it takes hold.   When the magic settles into the mind, nothing appears to change immediately. The world looks the same. Landmarks remain where they were. The ground does not shift beneath the feet. The disruption reveals itself only when the creature acts. A step taken with confidence lands in the wrong direction. A turn meant to close distance instead widens it. The body moves, but it no longer obeys the internal sense that guides it.   This is not clumsiness. It is misalignment.   The affected creature still knows where it wants to go. It can see its destination, judge distance, and plan its path. What it cannot do reliably is translate that intention into motion. Each attempt to move becomes a moment of uncertainty. Sometimes the body responds as expected. Sometimes it does not. The inconsistency is what makes the effect so difficult to overcome.   There is a growing tension that comes with this loss of certainty.   The first failure is often dismissed as a mistake. The second invites doubt. By the third, the creature is forced to confront the possibility that something is wrong in a way it cannot easily correct. Movement slows, becomes cautious, then hesitant. Even when the body responds correctly, there is no guarantee it will continue to do so.   This hesitation has consequences beyond simple displacement.   Navigation becomes unreliable. Tracking a path, following a target, or even maintaining a consistent direction over a short distance becomes a challenge. The mind can no longer trust the body to carry it where it intends to go, and that doubt undermines every attempt to act with purpose.   Unlike more overt enchantments, Somewhere does not impose fear or confusion in the traditional sense. It does not flood the mind with false images or overwhelming emotion. It introduces a single, precise disruption and allows the target to struggle with the implications. The effect is controlled, but its impact can escalate quickly depending on the situation.   In open space, the consequences may be limited to frustration and delay. In confined or hazardous environments, the same misalignment can become dangerous. A misstep near an edge, a wrong turn in a narrow passage, a failure to close distance at the right moment, all of these carry weight when movement cannot be trusted.   The spell’s reliance on the target’s own perception is what defines its boundaries.   It does not affect creatures that cannot be influenced in this way. Those immune to charm effects, or those whose minds do not process space in the same manner, remain unaffected. For others, the experience is temporary, but memorable. Even after the effect ends, there is often a lingering caution, a moment of hesitation before committing to movement again.   Somewhere does not remove control. It makes control unreliable, and in doing so, forces the target to question something it has relied on without thought for its entire life.

“I said follow me. That assumes you can actually do that. Watching you walk in three different directions at once was impressive, but not helpful.”
— Brimstone Steelhammer
Related Discipline
Level

Unknown Shores

Somewhere

2-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
You disrupt a creature’s sense of place, causing its perception of its surroundings to drift out of alignment. Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or become spatially disoriented for the duration.   While affected, the first time on each of its turns that it moves, it must succeed on a Wisdom saving throw or move in a random direction instead of the direction it intended. The creature has disadvantage on ability checks made to navigate or track.   At the end of each of its turns, the creature can repeat the saving throw, ending the effect on a success.   A creature that is immune to being charmed is unaffected by this spell.
Available for: Bard, Warlock, Wizard

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