AI Generated Motorhead
Lyric Songs
Note: Add your
casting stat bonus to the DC of all spells with DCs.
|
SL |
CF |
Name |
Source |
Effect |
|
1 |
5 |
Woke
Up Dead |
Motörhead
- Joy of Labour |
Woke
Up Dead (SL=1): Target must make DC 10 Con save or believe they are dead. For
1 minute, target is immune to damage but cannot take actions. |
|
1 |
5 |
Woke
Up Scared |
Motörhead
- Joy of Labour |
Woke Up
Scared (SL=1): Target must make DC 10 Wis save or become terrified of their
surroundings. For 1 minute, target flees at maximum speed and has
disadvantage on all rolls. |
|
1 |
5 |
Bad
Reputation |
Motörhead
- The Chase Is Better Than The Catch |
Bad
Reputation (SL=1): Gain a bad reputation for 1 hour. Creatures within 30 ft
must make DC 10 Wis save or be intimidated, taking disadvantage on attack
rolls against you. |
|
1 |
5 |
Come
On Home With Me |
Motörhead
- The Chase Is Better Than The Catch |
Come
On Home With Me (SL=1): Target must make DC 10 Wis save or be compelled to
follow you for 1 hour. Target cannot attack you during this time. |
|
1 |
5 |
Don't
Get Scared |
Motörhead
- The Hammer |
Don't
Get Scared (SL=1): Target ally becomes immune to the frightened condition for
1 hour and gains +2 to attack rolls against creatures that have tried to
frighten them. |
|
2 |
5 |
Devil's
Laugh |
Motörhead
- Joy of Labour |
Devil's
Laugh (SL=2): Emit a spectral laugh that forces all creatures within 30 ft to
make DC 12 Wis save or become frightened for 1 minute. |
|
2 |
5 |
Ghost
in the Cell |
Motörhead
- Joy of Labour |
Ghost
in the Cell (SL=2): Create a spectral prison cell around target. Target must
make DC 12 Int save or become trapped in a loop of fear, unable to escape for
1 minute. |
|
2 |
5 |
Don't
Feel No Deprivation |
Motörhead
- The Chase Is Better Than The Catch |
Don't
Feel No Deprivation (SL=2): Gain immunity to exhaustion, hunger, and thirst
for 8 hours. When reduced below half HP, gain advantage on all attack rolls
for 1 minute. |
|
2 |
5 |
Don't
You Get Scared |
Motörhead
- The Chase Is Better Than The Catch |
Don't
You Get Scared (SL=2): Target must make DC 12 Wis save or become frightened
of you for 1 minute. Target flees at maximum speed and has disadvantage on
all rolls. |
|
2 |
5 |
Don't
Look Around |
Motörhead
- The Hammer |
Don't
Look Around (SL=2): Target must make DC 13 Wis save or be compelled to stare
straight ahead. Target has disadvantage on Perception checks and attack
rolls, and creatures have advantage on attacks against target. Effect lasts
10 minutes. |
|
2 |
5 |
Shake
Your Tree |
Motörhead
- The Hammer |
Shake
Your Tree (SL=2): Target creature carrying items must make DC 13 Dex save or
drop everything they're holding. Items fall in random directions and take 2d6
damage. |
|
3 |
5 |
Hanged
by the Neck |
Motörhead
- Joy of Labour |
Hanged
by the Neck (SL=3): Target must make DC 14 Con save or be lifted off the
ground by an invisible noose. Target is restrained and takes 4d8 force damage
per round. |
|
3 |
5 |
See
Right Through the Devil's Eyes |
Motörhead
- Joy of Labour |
See
Right Through the Devil's Eyes (SL=3): Grant yourself and up to 2 allies
truesight for 10 minutes. However, each time you use this ability, you must
make DC 14 Wis save or be tempted by the devil's power, gaining a random
benefit but also a curse. |
|
3 |
5 |
Little
Beauty |
Motörhead
- The Chase Is Better Than The Catch |
Little
Beauty (SL=3): Transform yourself into a captivating beauty for 10 minutes. Creatures
within 30 ft must make DC 14 Wis save or become charmed, unable to attack
you. |
|
3 |
5 |
Silver-Tongued
Devil |
Motörhead
- The Chase Is Better Than The Catch |
Silver-Tongued
Devil (SL=3): Your words become supernaturally persuasive. For 10 minutes,
you have advantage on all Charisma checks and targets of your charm spells
have disadvantage on saves. |
|
3 |
5 |
I
Might Be On Your Track |
Motörhead
- The Hammer |
I
Might Be On Your Track (SL=3): Place a tracking mark on target for 7 days.
You always know target's direction and distance, can see through their eyes
as a bonus action, and gain advantage on attacks against them. |
|
3 |
5 |
Silver-Tongued
Devil |
Motörhead
- The Hammer |
Silver-Tongued
Devil (SL=3): Your words become supernaturally persuasive. For 10 minutes,
you have advantage on all Charisma checks and targets of your charm spells
have disadvantage on saves. |
|
4 |
5 |
Look
Right in the Devil's Face |
Motörhead
- Joy of Labour |
Look Right
in the Devil's Face (SL=4): Grant yourself and up to 3 allies the ability to
see through illusions and deceptions for 1 hour. However, each time you use
this ability, you must make DC 15 Wis save or be tempted by the devil's
offer, gaining a random curse. |
|
4 |
5 |
Be
More Than You Seem |
Motörhead
- Joy of Labour |
Be
More Than You Seem (SL=4): Transform yourself into a more powerful version of
yourself for 1 hour. Gain +2 to all ability scores and advantage on all
rolls. However, at the end of the spell, you must make DC 15 Con save or lose
all benefits and gain a level of exhaustion. |
|
4 |
5 |
Know
What You've Got |
Motörhead
- The Chase Is Better Than The Catch |
Know
What You've Got (SL=4): Sense the deepest desires of all creatures within 100
ft for 1 hour. You can use this knowledge to manipulate them, gaining
advantage on all Charisma checks against them. |
|
4 |
5 |
Treat
Them Like Ladies |
Motörhead
- The Chase Is Better Than The Catch |
Treat
Them Like Ladies (SL=4): Grant up to 3 creatures advantage on all Charisma
checks for 1 hour. However, each time they succeed, they must make DC 15 Cha
save or become distracted by their success, losing their next turn. |
|
4 |
5 |
Feel
No Deprivation |
Motörhead
- The Hammer |
Feel No
Deprivation (SL=4): Gain immunity to exhaustion, hunger, and thirst for 24
hours. When reduced below half HP, gain advantage on all attack rolls for 1
minute. |
|
4 |
5 |
I've
Got The Thing You Need |
Motörhead
- The Hammer |
I've
Got The Thing You Need (SL=4): Target must make DC 15 Wis save or be
magically compelled to trade their most valuable item for an object you
present. Effect ends if target takes damage. |
|
5 |
5 |
Afraid
to Try in Case They Lock the Door |
Motörhead
- Back at the Funny Farm |
Afraid
to Try in Case They Lock the Door (SL=5): Create illusory barriers around
target. Target believes all exits are locked and guarded, taking 4d10 psychic
damage when attempting to leave (DC 16 Int save negates). |
|
5 |
5 |
Joy of
Labour Sets You Free |
Motörhead
- Joy of Labour |
Joy of
Labour Sets You Free (SL=5): Transform yourself into a being of pure labor
for 1 hour. You gain +4 to all ability scores, immunity to exhaustion, and
can perform any physical task without rest. However, at the end of the spell,
you must make DC 16 Con save or be permanently bound to serve a powerful
entity. |
|
5 |
5 |
Devil's
Work |
Motörhead
- Joy of Labour |
Devil's
Work (SL=5): Target must make DC 16 Wis save or become compelled to serve the
devil for 24 hours. During this time, target gains darkvision 120 ft and
advantage on all Intimidation checks but must perform a task for the devil
each day or take 10d10 psychic damage. |
|
5 |
5 |
Face
Was Turned Away |
Motörhead
- Lost in the Ozone |
Face
Was Turned Away (SL=5): Target becomes invisible and inaudible to chosen
creatures for 8 hours. However, target takes 2d10 psychic damage each time
they attempt to interact with those creatures. |
|
5 |
5 |
Shivered
to the Bone |
Motörhead
- Lost in the Ozone |
Shivered
to the Bone (SL=5): Target must make DC 16 Con save or suffer bone-chilling
cold that prevents all actions except a single move on their turn. Target
takes 4d6 cold damage per round for 1 minute. |
|
5 |
5 |
It
Just Ain't Your Day |
Motörhead
- Sucker |
It
Just Ain't Your Day (SL=5): Target must make DC 16 Cha save or gain
disadvantage on all d20 rolls for 24 hours. Natural 1s count as double
failures and deal 1d10 psychic damage to target. |
|
5 |
5 |
Lost
in Dreams |
Motörhead
- Sucker |
Lost
in Dreams (SL=5): Target must make DC 16 Wis save or believe they're experiencing
their deepest desire. While affected, they take no actions but are
incapacitated with blissful visions for 1 minute. |
|
5 |
5 |
Lost
in Smoke |
Motörhead
- Sucker |
Lost
in Smoke (SL=5): Create 40-ft-radius cloud of hallucinogenic smoke. Creatures
within must make DC 16 Wis save each round or attack nearest creature,
believing them to be their worst enemy. |
|
5 |
5 |
You
Thought You Had It Made |
Motörhead
- Sweet Revenge |
You
Thought You Had It Made (SL=5): Target creature must make DC 16 Wis save or
believe it has achieved all its goals and has nothing to live for. Target
becomes apathetic, taking no actions except self-defense for 1 minute. |
|
5 |
5 |
Shake
Your Tree |
Motörhead
- The Chase Is Better Than The Catch |
Shake
Your Tree (SL=5): Target must make DC 16 Dex save or become disoriented. For
1 minute, target moves randomly (DM's choice) and has disadvantage on all
rolls. |
|
5 |
5 |
The
Chase Is Better Than The Catch |
Motörhead
- The Chase Is Better Than The Catch |
The
Chase Is Better Than The Catch (SL=5): Create a 60-ft radius where all
creatures must make DC 16 Dex save or become trapped in a chaotic dance. Each
round, creatures move randomly and have disadvantage on all rolls. |
|
5 |
5 |
Bad
Reputation |
Motörhead
- The Hammer |
Bad
Reputation (SL=5): Emanate an aura of notoriety for 1 hour. Creatures must
make DC 16 Wis save or be intimidated by your presence, becoming frightened
for 1 minute. |
|
5 |
5 |
Don't
Go Out Tonight |
Motörhead
- The Hammer |
Don't
Go Out Tonight (SL=5): Create a 60-ft dome of spectral darkness where
creatures must make DC 16 Wis save each round or be compelled to remain
inside. Those trying to leave take 4d8 force damage and are pulled 20 ft back
toward center. |
|
5 |
5 |
Don't
Try To Hide |
Motörhead
- The Hammer |
Don't
Try To Hide (SL=5): Target must make DC 16 Dex save or become visible to all,
including invisible creatures, for 1 minute. Each round, target takes 2d8
force damage and must repeat the save or become stunned. |
|
6 |
5 |
I
Gotta Leave Right Now |
Motörhead
- Back at the Funny Farm |
I Gotta
Leave Right Now (SL=6): Target is overwhelmed with need to escape. Target
must use all actions to flee at maximum speed for 1 minute (DC 17 Wis save
negates). If target cannot escape, they take 6d10 psychic damage per round. |
|
6 |
5 |
One of
Us is Crazy |
Motörhead
- Back at the Funny Farm |
One of
Us is Crazy (SL=6): Link minds with target. Both you and target must make DC
17 Wis save each round or swap personalities for 1 round. While personalities
are swapped, each creature can control the other's actions. |
|
6 |
5 |
Sleeves
Are Much Too Long |
Motörhead
- Back at the Funny Farm |
Sleeves
Are Much Too Long (SL=6): Target's clothing constricts around them. Target is
restrained, takes 4d8 force damage per round, and must make DC 17 Str save
each round to attempt an action. |
|
6 |
5 |
Worm
Crawling on Your Cold White Face |
Motörhead
- Deaf Forever |
Worm
Crawling on Your Cold White Face (SL=6): Curse target with crawling decay.
6d8 necrotic damage per day, DC 16 Con save or permanently lose 1d4 Charisma
as flesh rots. Only Remove Curse cast at 7th level or higher ends this
effect. |
|
6 |
5 |
Old
Words Cease to Rhyme |
Motörhead
- God Was Never on Your Side |
Old Words
Cease to Rhyme (SL=6): Target spellcaster must make DC 17 Int save or forget
all verbal components. Target cannot cast spells with verbal components for
24 hours and takes 6d8 psychic damage when attempting to do so. |
|
6 |
5 |
Ten
Thousand Ministries |
Motörhead
- God Was Never on Your Side |
Ten
Thousand Ministries (SL=6): Summon illusory preachers that attempt to convert
all creatures in 60-ft radius. Targets must make DC 17 Wis save or donate
half their wealth and become stunned for 1 minute as they listen to sermons. |
|
6 |
5 |
No
Voice to Speak |
Motörhead
- Lost in the Ozone |
No
Voice to Speak (SL=6): Permanently silence target creature (DC 17 Con save
negates). Target cannot use verbal components or communicate vocally. Only
Wish or 9th-level Remove Curse can end this effect. |
|
6 |
5 |
Nothing
Left to Say |
Motörhead
- Lost in the Ozone |
Nothing
Left to Say (SL=6): Target must make DC 17 Wis save or lose all memory of
language. Target cannot speak, understand speech, read, or write in any
language for 24 hours. Spellcasters cannot use verbal components. |
|
6 |
5 |
Searched
the Sky for God |
Motörhead
- Lost in the Ozone |
Searched
the Sky for God (SL=6): Gain divine insight for 10 minutes. You can see invisible
creatures, detect lies automatically, and your divination spells cannot be
blocked by any means short of divine intervention. |
|
6 |
5 |
Wash
Over Me |
Motörhead
- Lost in the Ozone |
Wash
Over Me (SL=6): Purifying waters cleanse you of all diseases, curses, and
conditions. For 1 hour, you gain resistance to all damage but must remain wet
or take 2d10 force damage per round. |
|
6 |
5 |
Glory
in His Eye |
Motörhead
- Ridin' with the Driver |
Glory
in His Eye (SL=6): Grant up to 6 creatures advantage on all rolls, immunity
to fear, and +10 to damage for 1 minute. Afterward, targets gain 2 levels of
exhaustion. |
|
6 |
5 |
Hear
the Pistons Clash |
Motörhead
- Ridin' with the Driver |
Hear
the Pistons Clash (SL=6): Create a 30-ft sphere of grinding metal gears
dealing 6d10 slashing damage/round to all within. Structures take double
damage. |
|
6 |
5 |
Hold
Tight, Feel the Driver's Bite |
Motörhead
- Ridin' with the Driver |
Hold Tight,
Feel the Driver's Bite (SL=6): Create spectral restraints on up to 4 targets
(DC 17 Str save). Restrained creatures take 4d8 piercing damage at start of
their turns. |
|
6 |
5 |
All of
Us Here Gonna Ruin Your Day |
Motörhead
- Sucker |
All of
Us Here Gonna Ruin Your Day (SL=6): Summon 1d6+2 spectral rockers that play
deafening music. Each deals 4d8 thunder damage in 20-ft radius each round and
forces DC 17 Con save or be deafened and stunned for 1 round. |
|
6 |
5 |
Innocence
Is for the Birds |
Motörhead
- Sucker |
Innocence
Is for the Birds (SL=6): Strip target of moral protection. Good-aligned
spells no longer affect target, and fiends can detect target across planar
boundaries. Target takes double damage from evil creatures for 24 hours. |
|
6 |
5 |
Lost
in Time |
Motörhead
- Sucker |
Lost
in Time (SL=6): Target must make DC 17 Wis save or be trapped in time loop,
repeating same 6-second action for 1 minute. Target ages 1d20 years when
spell ends. |
|
6 |
5 |
Raise
Your Voice, You Bite the Dirt |
Motörhead
- Sucker |
Raise Your
Voice, You Bite the Dirt (SL=6): Create ward in 60-ft radius. Any creature
that speaks above whisper must make DC 17 Dex save or be pulled into ground
up to neck, restrained, and taking 4d8 bludgeoning damage per round. |
|
6 |
5 |
Too
Busy Laughing to See the Joke |
Motörhead
- Sucker |
Too
Busy Laughing to See the Joke (SL=6): Target must make DC 17 Wis save or fall
into uncontrollable laughter for 1 minute. While laughing, target is blinded,
prone, and vulnerable to all damage. |
|
6 |
5 |
What
We Do Is Break the Law |
Motörhead
- Sucker |
What
We Do Is Break the Law (SL=6): Negate all magical laws in 60-ft sphere for 1
minute. Dispel Magic automatically fails, antimagic fields collapse, and
spells can target normally invalid targets. |
|
6 |
5 |
How Do
You Like It, My Unfaithful Friend |
Motörhead
- Sweet Revenge |
How Do
You Like It, My Unfaithful Friend (SL=6): Force target to experience all pain
they've caused others. Target takes 2d10 psychic damage for each creature
they've harmed in the past week (max 10d10) and is stunned for 1 round. |
|
6 |
5 |
I Can
Almost Taste It |
Motörhead
- Sweet Revenge |
I Can
Almost Taste It (SL=6): Gain ability to taste fear for 8 hours. You can detect
exact emotional state of any creature within 60 ft and gain advantage on
attack rolls against frightened creatures. |
|
6 |
5 |
I
Don't Hear You Laughing |
Motörhead
- Sweet Revenge |
I
Don't Hear You Laughing (SL=6): Target must make DC 17 Cha save or lose
ability to express joy. Target takes 2d10 psychic damage whenever an ally
succeeds at anything. Effect lasts until removed by Greater Restoration. |
|
6 |
5 |
So
Sweet to See You |
Motörhead
- Sweet Revenge |
So
Sweet to See You (SL=6): Gain truesight 120 ft for 1 hour, but can only see
creatures that have harmed you or your allies. Attacks against these
creatures deal additional 6d6 psychic damage. |
|
6 |
5 |
Take
Away Your Breath |
Motörhead
- The Hammer |
Take
Away Your Breath (SL=6): Target must make DC 17 Con save or have their lungs
magically seized. Target suffers suffocation effects, taking 5d8 force damage
per round and cannot speak until spell ends in 1 minute. |
|
7 |
5 |
Can't
Find No Windows |
Motörhead
- Back at the Funny Farm |
Can't Find
No Windows (SL=7): Transform structure into windowless prison. All exits and
windows disappear, air supply diminishes, and creatures inside must make DC
18 Wis save each hour or gain a level of exhaustion from claustrophobia. |
|
7 |
5 |
Nothing
in This Cold White Room |
Motörhead
- Back at the Funny Farm |
Nothing
in This Cold White Room (SL=7): Transform 60-ft cube into sterile white space
where magic items cease functioning. Creatures inside must make DC 18 Wis
save each minute or forget one memory permanently. |
|
7 |
5 |
Spring
Unwinding in My Head |
Motörhead
- Back at the Funny Farm |
Spring
Unwinding in My Head (SL=7): Target's thoughts spiral chaotically. Target
must make DC 18 Int save or be confused for 1 minute, attacking random
creatures each turn. Each round, target takes 4d10 psychic damage as their
mind unravels. |
|
7 |
5 |
Charge
and Fall, Bugle Call |
Motörhead
- Deaf Forever |
Charge
and Fall, Bugle Call (SL=7): Sound spectral horn granting allies within 100
ft triple movement speed and advantage on attack rolls for 1 round. All
affected creatures' attacks automatically crit but gain 1 level of exhaustion
afterward. |
|
7 |
5 |
Stricken
Dumb, Cut and Run |
Motörhead
- Deaf Forever |
Stricken
Dumb, Cut and Run (SL=7): All enemies in 60-ft cone lose ability to speak and
must flee at maximum speed for 1 minute (DC 17 Wis save negates). Those who
resist take 8d8 psychic damage. |
|
7 |
5 |
God's
Face Is Hidden |
Motörhead
- God Was Never on Your Side |
God's
Face Is Hidden (SL=7): Create anti-divine barrier for 24 hours in 100-ft
radius. Divine intervention automatically fails, prayer has no effect, and
divine spellcasters must make DC 18 Wis save each time they cast or lose the
spell slot with no effect. |
|
7 |
5 |
Hell
Does Not Wait |
Motörhead
- God Was Never on Your Side |
Hell
Does Not Wait (SL=7): Open a portal to the Nine Hells. 1d4 devils (CR equal
to spell slot used) emerge each round for 1 minute. They attack all creatures
indiscriminately but prefer divine spellcasters. |
|
7 |
5 |
May
the Shackles Be Undone |
Motörhead
- God Was Never on Your Side |
May
the Shackles Be Undone (SL=7): Break all bonds, physical and magical, on up
to 10 creatures. Targets gain freedom of movement, immunity to restraining
effects, and +2 to all saves for 8 hours. |
|
7 |
5 |
Never
Has a Word to Say |
Motörhead
- God Was Never on Your Side |
Never
Has a Word to Say (SL=7): Target divine spellcaster must make DC 18 Wis save or
lose connection to their deity. For 24 hours, target cannot receive guidance,
cast divine spells, or channel divinity. |
|
7 |
5 |
They
Claim to Heal |
Motörhead
- God Was Never on Your Side |
They
Claim to Heal (SL=7): Target creature offering healing must make DC 18 Cha
save or reveal their true intentions. If intentions are selfish, target takes
10d10 psychic damage and is marked with a visible brand showing their
deception. |
|
7 |
5 |
Abandon
Me |
Motörhead
- Lost in the Ozone |
Abandon
Me (SL=7): All creatures within 100 ft must make DC 18 Wis save or be
compelled to leave the target and never return. Even familiars and summoned
creatures attempt to flee. Effect lasts until dispelled. |
|
7 |
5 |
Forsworn
and Cast Away |
Motörhead
- Lost in the Ozone |
Forsworn
and Cast Away (SL=7): Target is magically branded as oathbreaker. Creatures
automatically know target's broken promises, target has disadvantage on all
Charisma checks, and takes 6d8 psychic damage when lying. |
|
7 |
5 |
Thousand
Miles From Home |
Motörhead
- Lost in the Ozone |
Thousand
Miles From Home (SL=7): Banish target to barren demiplane that appears
exactly like their home but is devoid of all life. Target must make DC 18 Wis
save each day or forget one memory of home. |
|
7 |
5 |
Winter
Storms They Freeze Me |
Motörhead
- Lost in the Ozone |
Winter
Storms They Freeze Me (SL=7): Summon freezing tempest in 300-ft radius.
Creatures take 10d6 cold damage per round, move at quarter speed, and must
make DC 18 Con save or be paralyzed until end of their next turn. |
|
7 |
5 |
Big
Black Smoke |
Motörhead
- Ridin' with the Driver |
Big
Black Smoke (SL=7): Fill 1-mile radius with toxic smoke. Creatures take 8d6
poison damage/round and are blinded. Lasts 24 hours; smoke cannot be
dispersed by magic. |
|
7 |
5 |
Engineer
Likes to Lose His Mind |
Motörhead
- Ridin' with the Driver |
Engineer
Likes to Lose His Mind (SL=7): Target creature gains madness that compels it
to destroy all mechanical objects and attack allies. DC 18 Wisdom save
negates; effect permanent until removed by Wish. |
|
7 |
5 |
Hear
the Whistle Moan |
Motörhead
- Ridin' with the Driver |
Hear
the Whistle Moan (SL=7): Release a piercing whistle in 60-ft cone. Creatures take
12d8 thunder damage and must make DC 18 Con save or be stunned for 1d4
rounds. |
|
7 |
5 |
Red
Steel in the Driving Wheel |
Motörhead
- Ridin' with the Driver |
Red
Steel in the Driving Wheel (SL=7): Transform any vehicle into a war machine
with AC 22, 200 HP, and attacks that deal 8d10 piercing damage. It follows
your mental commands for 24 hours. |
|
7 |
5 |
Vibrating
in My Bones |
Motörhead
- Ridin' with the Driver |
Vibrating
in My Bones (SL=7): Touch a creature to send destructive vibrations through
their body. Target takes 14d8 force damage and must make DC 18 Con save or
have bones shattered, reducing move speed by half permanently. |
|
7 |
5 |
Dance
on Your Grave |
Motörhead
- Sucker |
Dance
on Your Grave (SL=7): Target that died within last week has corpse rise and
perform macabre dance. Each creature within 30 ft of dancing corpse must make
DC 18 Wis save or be frightened. Corpse explodes after 1 minute dealing 8d10
necrotic damage in 20-ft radius. |
|
7 |
5 |
For We
Are Monsters, We Love Our Work |
Motörhead
- Sucker |
For We
Are Monsters, We Love Our Work (SL=7): Transform yourself and willing allies
into fiendish forms for 10 minutes. Gain darkvision 120 ft, 60 ft flight
speed, and ability to frighten enemies (DC 17 Wis save). |
|
7 |
5 |
Give
You a Smack in the Mouth |
Motörhead
- Sucker |
Give
You a Smack in the Mouth (SL=7): Spectral fist strikes target with
devastating force. Target takes 12d10 force damage and must make DC 18 Con
save or lose ability to speak as jaw is broken. Effect lasts until healed by
6th-level or higher healing spell. |
|
7 |
5 |
How We
Are, Ain't How We Were |
Motörhead
- Sucker |
How We
Are, Ain't How We Were (SL=7): Transform yourself and up to 5 willing
creatures into twisted versions of yourselves. Gain +4 to physical stats,
resistance to nonmagical damage, but -2 to mental stats and disadvantage on
saving throws against charm. |
|
7 |
5 |
Love
It or Hate It, You're Gonna Pay |
Motörhead
- Sucker |
Love
It or Hate It, You're Gonna Pay (SL=7): Force target to make DC 18 Wis save
or be compelled to give you all their valuables. If they resist, they take
10d8 psychic damage and are stunned for 1 round. |
|
7 |
5 |
No
Quarter, We Draw the Line |
Motörhead
- Sucker |
No Quarter,
We Draw the Line (SL=7): Create 100-ft line that acts as absolute barrier.
Creatures attempting to cross must make DC 18 Cha save or take 10d10 force
damage and be thrown back 30 ft. |
|
7 |
5 |
Too
Busy Crying to Hear the Screams |
Motörhead
- Sucker |
Too
Busy Crying to Hear the Screams (SL=7): Target must make DC 18 Wis save or be
overwhelmed by grief, blinded by tears, and deafened. Target takes 2d8
psychic damage each round it hears a scream (which you can create as bonus
action). |
|
7 |
5 |
We
Have No Shame, We Strip You Bare |
Motörhead
- Sucker |
We
Have No Shame, We Strip You Bare (SL=7): Target must make DC 18 Cha save or
have all equipment (including magical items) teleported 60 ft away. Target
also reveals deepest secrets audibly to all within earshot. |
|
7 |
5 |
Even
in Your Foulest Dreams |
Motörhead
- Sweet Revenge |
Even
in Your Foulest Dreams (SL=7): Invade target's mind with horrific nightmares
whenever they rest. Target cannot gain benefits of rest, takes 6d8 psychic
damage upon waking, and must make DC 18 Wis save or gain 1 level of
exhaustion. |
|
7 |
5 |
Hello
Victims |
Motörhead
- Sweet Revenge |
Hello
Victims (SL=7): Summon spectral tormentors visible only to enemies within 60 ft.
Targets must make DC 18 Wis save each round or take 6d10 psychic damage and
become frightened. |
|
7 |
5 |
Here's
Your Final Shock Surprise |
Motörhead
- Sweet Revenge |
Here's
Your Final Shock Surprise (SL=7): Channel electrical energy that seeks out
enemies in 60-ft radius. Deals 12d8 lightning damage and stuns for 1 round
(DC 17 Con save for half damage and no stun). |
|
7 |
5 |
Turn
the Key in the Door |
Motörhead
- Sweet Revenge |
Turn
the Key in the Door (SL=7): Lock a doorway or portal to another plane. Target
must make DC 19 Cha save or be banished to pocket dimension for 1 day. Only
Dispel Magic cast at 9th level can end prematurely. |
|
7 |
5 |
Writhe
and Crawl and Scream for Life |
Motörhead
- Sweet Revenge |
Writhe
and Crawl and Scream for Life (SL=7): Target must make DC 18 Con save or
collapse in agony, dropping prone and taking 8d10 necrotic damage. On
subsequent turns, target must crawl and cannot stand, taking 4d10 damage at
start of each turn. |
|
7 |
5 |
Bring
You Eternal Night |
Motörhead
- The Hammer |
Bring You
Eternal Night (SL=7): Create 300-ft sphere of supernatural darkness for 24
hours. Area becomes freezing cold, dealing 4d6 cold damage per minute. Undead
in the area gain regeneration 10 and advantage on all rolls. |
|
7 |
5 |
Don't
Try To Scream |
Motörhead
- The Hammer |
Don't
Try To Scream (SL=7): Target must make DC 18 Con save or lose ability to make
any sound for 24 hours. Each attempt to communicate deals 6d8 psychic damage
to target. Target cannot cast spells with verbal components. |
|
8 |
5 |
Both
My Legs Have Died |
Motörhead
- Back at the Funny Farm |
Both
My Legs Have Died (SL=8): Target must make DC 19 Str save or lose all feeling
and function in lower body. Target's speed becomes 0, they fall prone, and
take 8d8 necrotic damage as tissue begins to decay. |
|
8 |
5 |
Everyone
is in Disguise |
Motörhead
- Back at the Funny Farm |
Everyone
is in Disguise (SL=8): All creatures in 100-ft radius appear as strangers to
each other. Creatures must make DC 19 Wis save or be unable to recognize
allies, attacking the nearest creature each turn. |
|
8 |
5 |
Hammer
Pounding in My Heart |
Motörhead
- Back at the Funny Farm |
Hammer
Pounding in My Heart (SL=8): Target must make DC 19 Con save or have their heartbeat
amplified to deafening levels. Target takes 10d10 thunder damage, is stunned
for 1 round, and creatures within 30 ft must make DC 19 Con save or take 6d10
thunder damage. |
|
8 |
5 |
Bone
and Steel |
Motörhead
- Deaf Forever |
Bone
and Steel (SL=8): Your body becomes living weapon. Gain +4 AC, resistance to
all damage, and melee attacks deal additional 6d8 force damage. If reduced to
0 HP while spell is active, explode for 15d10 force damage in 30-ft radius. |
|
8 |
5 |
Dead
Witness to an Unseen Fight |
Motörhead
- Deaf Forever |
Dead
Witness to an Unseen Fight (SL=8): Commune with spirits of the slain to learn
every detail about any battle fought within 10 miles. Gain complete tactical
knowledge of enemies who participated. |
|
8 |
5 |
Free
of Prayer and Shrine |
Motörhead
- God Was Never on Your Side |
Free
of Prayer and Shrine (SL=8): Create 500-ft anti-religious field. Holy symbols
crumble, sacred texts become blank, and religious structures take 10d10 force
damage per round until destroyed. |
|
8 |
5 |
Holy
Righteous Dogs |
Motörhead
- God Was Never on Your Side |
Holy
Righteous Dogs (SL=8): Summon pack of spectral hounds that target religious figures.
Hounds have 100 HP each, deal 6d8 necrotic damage with bites, and can smell
divine magic users within 1 mile. |
|
8 |
5 |
Let
the Pious Vanish |
Motörhead
- God Was Never on Your Side |
Let
the Pious Vanish (SL=8): All creatures that serve divine entities within 500
ft must make DC 19 Cha save or be banished to a godless demiplane for 24
hours. Clerics and paladins have disadvantage on this save. |
|
8 |
5 |
No
Heaven in the Sky |
Motörhead
- God Was Never on Your Side |
No
Heaven in the Sky (SL=8): Create an anti-divine field in 300-ft radius.
Divine magic fails, celestials take 10d10 force damage per round, and healing
spells heal minimum values. |
|
8 |
5 |
The
Sun Refused to Shine |
Motörhead
- God Was Never on Your Side |
The
Sun Refused to Shine (SL=8): Create a 500-ft radius of absolute darkness for
24 hours. Creatures within take 8d8 cold damage per hour and must make DC 19
Wis save or gain a level of exhaustion from despair. |
|
8 |
5 |
Cruel
Sea |
Motörhead
- Lost in the Ozone |
Cruel Sea
(SL=8): Transform 500-ft radius into violent ocean. Creatures must make DC 19
Str save each round or be pulled under, taking 8d10 bludgeoning damage and
beginning to drown. Even flying creatures are affected. |
|
8 |
5 |
Drowned
in Sorrow |
Motörhead
- Lost in the Ozone |
Drowned
in Sorrow (SL=8): Create sphere of spectral water around target's head.
Target must make DC 19 Con save or begin drowning in their own tears, taking
10d10 psychic damage and becoming incapacitated until spell ends. |
|
8 |
5 |
Summer
Burnt Alive |
Motörhead
- Lost in the Ozone |
Summer
Burnt Alive (SL=8): Target superheats from within. Target takes 15d8 fire
damage and must make DC 19 Con save or burst into flames for 1 minute, taking
6d6 fire damage per round and igniting everything it touches. |
|
8 |
5 |
Sun
Goes Down Like Blood |
Motörhead
- Lost in the Ozone |
Sun
Goes Down Like Blood (SL=8): Turn day to crimson twilight for 1 mile radius.
All healing spells fail, undead gain advantage on all rolls, and living
creatures take 2d10 necrotic damage at start of their turns. |
|
8 |
5 |
Engine
Rocking on the Left and Right |
Motörhead
- Ridin' with the Driver |
Engine
Rocking on the Left and Right (SL=8): Create localized earthquake in 100-ft radius.
Structures collapse, ground becomes difficult terrain, creatures take 10d8
bludgeoning damage and fall prone. |
|
8 |
5 |
Hear
the Banshee Cry |
Motörhead
- Ridin' with the Driver |
Hear
the Banshee Cry (SL=8): Unleash a wail forcing creatures within 100 ft to
make DC 20 Con save or die instantly. Survivors take 10d10 psychic damage and
are frightened for 1 hour. |
|
8 |
5 |
Howling
Up the Tracks |
Motörhead
- Ridin' with the Driver |
Howling
Up the Tracks (SL=8): Gain 500 ft movement speed for 10 minutes. Your
movement creates a sonic boom dealing 12d6 thunder damage in a 20-ft radius
behind you. |
|
8 |
5 |
Metal
Scream and Thrash |
Motörhead
- Ridin' with the Driver |
Metal
Scream and Thrash (SL=8): Emit sonic wave dealing 16d8 thunder damage in
100-ft cone. Creatures failing DC 22 Con save are deafened permanently and
have their equipment shattered. |
|
8 |
5 |
Too
Young to Die |
Motörhead
- Ridin' with the Driver |
Too Young
to Die (SL=8): When reduced to 0 HP, you instead regain all HP and gain
resistance to all damage for 1 minute. Can only be cast once per week. |
|
8 |
5 |
You
Got a Casey Jones |
Motörhead
- Ridin' with the Driver |
You
Got a Casey Jones (SL=8): Summon ghost of legendary conductor who transforms
battlefield into railyard. Creates runaway ghost train each round dealing
8d10 force damage to all in a 10-ft-wide, 100-ft line. |
|
8 |
5 |
In
with the Girlies or Under the Gun |
Motörhead
- Sucker |
In
with the Girlies or Under the Gun (SL=8): Target must choose to be charmed by
all creatures of opposite gender (no save) or take 10d10 force damage each
round for 1 minute. Target must decide immediately. |
|
8 |
5 |
Into
the Gravy or Into the Ground |
Motörhead
- Sucker |
Into
the Gravy or Into the Ground (SL=8): Target must choose between drowning in
boiling gravy (12d10 fire damage) or being buried alive (12d10 bludgeoning
damage and restrained). No save; target must choose. |
|
8 |
5 |
Into
the Palace or Into the Pit |
Motörhead
- Sucker |
Into the
Palace or Into the Pit (SL=8): Target must choose between golden cage
(paralyzed but protected from harm) or fire pit (8d10 fire damage/round) for
1 minute. No save; target must choose. |
|
8 |
5 |
Now,
We Are Poison |
Motörhead
- Sucker |
Now,
We Are Poison (SL=8): Your blood and sweat become deadly toxin. For 1 hour,
creatures that touch you take 6d6 poison damage. Your weapon attacks deal
additional 8d6 poison damage and contaminate water sources within 1 mile. |
|
8 |
5 |
Too
Busy Killing to See the Crime |
Motörhead
- Sucker |
Too
Busy Killing to See the Crime (SL=8): Enter killing trance for 1 minute. You
can attack each enemy within reach once per round as free action. Each kill
grants additional free action attack. |
|
8 |
5 |
We
Tasted Blood and We Want More |
Motörhead
- Sucker |
We
Tasted Blood and We Want More (SL=8): For 1 hour, you heal 10 HP whenever you
deal damage. When you reduce a creature to 0 HP, you gain 50 HP and advantage
on all rolls for 1 round. |
|
8 |
5 |
How Do
You Like That Invitation Friend |
Motörhead
- Sweet Revenge |
How Do
You Like That Invitation Friend (SL=8): Create cursed parchment. Anyone who reads
it must make DC 19 Cha save or be compelled to seek you out. When they
arrive, they take 12d10 necrotic damage and serve you faithfully for 24
hours. |
|
8 |
5 |
No One
Close to Hear You Scream |
Motörhead
- Sweet Revenge |
No One
Close to Hear You Scream (SL=8): Create 100-ft sphere of absolute silence.
Sound cannot enter or leave. Spellcasters inside cannot cast spells with
verbal components and take |
|
8 |
5 |
The
Need to See You Die |
Motörhead
- Sweet Revenge |
The
Need to See You Die (SL=8): Mark target with death curse. You gain blindsight
120 ft but can only see the marked target. Your attacks against the target
automatically hit and deal triple damage. |
|
8 |
5 |
Too
Busy with the Knife |
Motörhead
- Sweet Revenge |
Too
Busy with the Knife (SL=8): Conjure spectral dagger that makes 1d4+1 attacks
per round against target (auto-hit, 6d8 force damage per hit). Knife attacks
ignore resistances and magical protections. |
|
8 |
5 |
Scare
You Half To Death |
Motörhead
- The Hammer |
Scare You
Half To Death (SL=8): Target must make DC 19 Wis save or believe they are
dying. Target drops to 1 HP, is paralyzed with fear, and ages 1d20 years from
terror. Even on successful save, target is frightened for 1 minute. |
|
8 |
5 |
The
Hammer's Gonna Bring You Down |
Motörhead
- The Hammer |
The
Hammer's Gonna Bring You Down (SL=8): Summon a spectral hammer that strikes a
target for 15d10 force damage. Target must make DC 19 Con save or be knocked
prone and stunned for 1 minute. |
|
8 |
5 |
You've
Gotta Go |
Motörhead
- The Hammer |
You've
Gotta Go (SL=8): Target must make DC 19 Cha save or be banished to a pocket
dimension. Target ages 1 year per minute and can return only by successfully
casting Dispel Magic (DC 19) on themselves. |
|
9 |
5 |
Stay
Calm, Don't Be Alarmed |
Motörhead
- Back at the Funny Farm |
Stay
Calm, Don't Be Alarmed (SL=9): Create 100-ft radius zone of false
tranquility. Creatures must make DC 20 Wis save or believe nothing is wrong,
ignoring all damage and danger. Affected creatures take double damage from
all sources but feel no pain. |
|
9 |
5 |
What
Was That Injection |
Motörhead
- Back at the Funny Farm |
What
Was That Injection (SL=9): Fire spectral syringe at target. Target must make DC
20 Con save or be injected with mind-altering substance, falling unconscious
for 1 hour. Upon waking, target is permanently confused, attacking random
creatures each round. |
|
9 |
5 |
Lake
of Blood |
Motörhead
- Deaf Forever |
Lake
of Blood (SL=9): Transform terrain in 500-ft radius into lake of boiling
blood. Creatures take 10d10 fire damage per round while in the area. Undead
in the lake heal 5d10 HP per round instead. |
|
9 |
5 |
Somebody's
Screaming and the Sky is Dark |
Motörhead
- Deaf Forever |
Somebody's
Screaming and the Sky is Dark (SL=9): Turn day to night in 1-mile radius. All
creatures hear tortured screams dealing 8d12 psychic damage/round (no save).
Half of survivors gain permanent madness. |
|
9 |
5 |
Standing
Stone, Skull and Bone |
Motörhead
- Deaf Forever |
Standing
Stone, Skull and Bone (SL=9): Raise 4 monoliths in 300-ft area. Each emits
necrotic aura (8d8 damage/round). Creatures that die within the area become
bound undead guardians with 100 HP each. |
|
9 |
5 |
If the
Sky Turned Into Stone |
Motörhead
- God Was Never on Your Side |
If the
Sky Turned Into Stone (SL=9): Transform the sky into petrified stone for 1
mile radius. Flying creatures fall, ranged attacks beyond 30 ft automatically
fail, and 1d4 stone shards fall each round dealing 10d10 bludgeoning damage
in 20-ft radius. |
|
9 |
5 |
If the
Stars Fall Down on Me |
Motörhead
- God Was Never on Your Side |
If the
Stars Fall Down on Me (SL=9): Summon a meteor shower in 1-mile radius. Each
creature takes 20d10 force damage and must make DC 20 Dex save or be crushed
under fallen stars for 10d10 additional damage. The area becomes difficult
terrain permanently. |
|
9 |
5 |
Sword
of Reason Shine |
Motörhead
- God Was Never on Your Side |
Sword
of Reason Shine (SL=9): Conjure a blade of pure logic that cuts through
deception. Weapon deals 12d12 force damage, ignores all resistances, and
deals double damage against creatures with religious features. Targets hit
must make DC 20 Int save or lose all faith-based abilities for 24 hours. |
|
9 |
5 |
Voice
of Reason Shine |
Motörhead
- God Was Never on Your Side |
Voice
of Reason Shine (SL=9): Force all creatures in 1-mile radius to make DC 20
Wis save or be compelled to act rationally. Affected creatures cannot lie,
must acknowledge facts, and take 15d10 psychic damage if they attempt to use
faith-based reasoning. |
|
9 |
5 |
Drifter
on a Hungry Empty Sea |
Motörhead
- Lost in the Ozone |
Drifter
on a Hungry Empty Sea (SL=9): Create a 1-mile radius pocket dimension
resembling an endless sea. Creatures trapped inside suffer from endless
hunger (1d10 force damage per hour), cannot benefit from food, and must make
DC 20 Wis saves daily or become permanently lost. |
|
9 |
5 |
Drowned
Forever |
Motörhead
- Lost in the Ozone |
Drowned
Forever (SL=9): Target must make DC 22 Con save or their lungs permanently
fill with spectral water. Target begins drowning, falls unconscious, and dies
in 1d4 rounds unless spell is dispelled with 9th-level Dispel Magic. |
|
9 |
5 |
Islands
of the Damned |
Motörhead
- Lost in the Ozone |
Islands
of the Damned (SL=9): Transform 1-mile area into archipelago of nightmare
islands. Undead rise from water, structures become ruins, and creatures must
make DC 20 Cha save each hour or gain a form of indefinite madness. |
|
9 |
5 |
Black
Dragon Breathing |
Motörhead
- Ridin' with the Driver |
Black
Dragon Breathing (SL=9): Exhale acidic breath in 150-ft line dealing 20d8
acid damage. Terrain becomes permanently corrupted; creatures that die from
this spell rise as acid zombies. |
|
9 |
5 |
Iron
Child Out of Vulcan's Forge |
Motörhead
- Ridin' with the Driver |
Iron Child
Out of Vulcan's Forge (SL=9): Summon a 40-ft iron colossus with molten core.
Each round it attacks with 3 actions, deals 12d12 fire damage to everything
within 30 ft, and is immune to all damage types except cold. |
|
9 |
5 |
Juggernaut
Coming Down the Line |
Motörhead
- Ridin' with the Driver |
Juggernaut
Coming Down the Line (SL=9): Conjure a ghostly locomotive that travels in a
straight line for 1 mile, destroying all structures and dealing 25d10 force
damage to creatures in its path. No save. |
|
9 |
5 |
Once
the Locomotive Steals Your Soul |
Motörhead
- Ridin' with the Driver |
Once
the Locomotive Steals Your Soul (SL=9): Target must make DC 22 Cha save or
have soul trapped in spectral train circling the Nine Hells. Body becomes
undead thrall under your control. Only Wish can restore the soul. |
|
9 |
5 |
Too
Fast to Live This Way |
Motörhead
- Ridin' with the Driver |
Too
Fast to Live This Way (SL=9): Time stops for all except you for 1d4+1 rounds.
You age 10 years when the spell ends and must succeed on DC 20 Con save or
gain 3 levels of exhaustion. |
|
9 |
5 |
For We
Are Murder, We Like It Fine |
Motörhead
- Sucker |
For We
Are Murder, We Like It Fine (SL=9): Channel spirit of slaughter. For 10 minutes,
your weapon attacks score critical hits on 15-20 and kill any creature with
100 HP or fewer on a critical hit. |
|
9 |
5 |
Into
the Palace or Upon the Cross |
Motörhead
- Sucker |
Into
the Palace or Upon the Cross (SL=9): Target must choose between luxurious
captivity or tortuous sacrifice. If they choose palace, they're imprisoned in
extradimensional space for 1 year. If cross, they take 20d10 radiant damage
but gain immunity to one damage type permanently. |
|
9 |
5 |
Into
the Sunshine or Under the Blade |
Motörhead
- Sucker |
Into
the Sunshine or Under the Blade (SL=9): Target must choose between being
banished to Elemental Plane of Fire (taking 10d10 fire damage/round) or
remaining to face your blade attack (15d10 slashing damage, auto-hit). |
|
9 |
5 |
My
Dismembered Friend |
Motörhead
- Sweet Revenge |
My
Dismembered Friend (SL=9): Target must make DC 20 Con save or have limbs
telekinetically separated from body. Target takes 15d10 force damage and is
permanently crippled. Even on successful save, target takes half damage and
is stunned for 1d4 rounds. |
|
9 |
5 |
You'll
Never Imagine the Pain |
Motörhead
- Sweet Revenge |
You'll
Never Imagine the Pain (SL=9): Target must make DC 20 Wis save or experience the
worst pain imaginable. Target takes 20d10 psychic damage and falls
unconscious for 1 hour. Even on successful save, target is stunned for 1d4
rounds. |
|
9 |
5 |
Shooting
Out Your Lights |
Motörhead
- The Hammer |
Shooting
Out Your Lights (SL=9): Fire spectral projectiles at up to 5 creatures. Each
target takes 12d12 radiant damage and must make DC 20 Con save or be
permanently blinded. Even in darkness, targets glow with painful light
visible through walls. |
|
9 |
5 |
The
Hammer's Coming Down |
Motörhead
- The Hammer |
The
Hammer's Coming Down (SL=9): Conjure a 50-ft spectral hammer that strikes a
30-ft radius area. Creatures take 20d10 force damage and structures are
completely destroyed. Ground becomes difficult terrain permanently. |
|
10 |
5 |
Dancing
with the Devil |
Motörhead
- Ace of Spades |
Dancing
with the Devil (SL=10): Summon a powerful demon lord for 1 hour. You and the
demon dance, gaining omnipotence and immunity to all damage. However, at the
end of the spell, you must make DC 25 Wis save or be dragged to the depths of
the Nine Hells forever. |
|
10 |
5 |
Don't
Forget the Joker |
Motörhead
- Ace of Spades |
Don't
Forget the Joker (SL=10): Summon a cosmic joker that appears to all creatures
in a 5-mile radius. Each round, the joker plays a prank on a random creature,
dealing 50d10 psychic damage and causing them to become trapped in a
never-ending loop of reality distortions. |
|
10 |
5 |
Going
with the Flow |
Motörhead
- Ace of Spades |
Going
with the Flow (SL=10): Create a 1-mile radius of chaotic reality distortion.
Creatures within must make DC 25 Dex save each round or be teleported to a
random location in the multiverse. |
|
10 |
5 |
I
Don't Share Your Greed |
Motörhead
- Ace of Spades |
I
Don't Share Your Greed (SL=10): Target must make DC 25 Wis save or become
consumed by an insatiable hunger for power. For 1 month, target must attempt
to usurp the power of the most powerful being they encounter each day. |
|
10 |
5 |
If You
Like to Gamble |
Motörhead
- Ace of Spades |
If You
Like to Gamble (SL=10): Create a cosmic casino in a 5-mile radius. All
creatures must gamble with their very existence. Each round, creatures roll a
d20; on 1-5, they are erased from existence; on 6-15, they gain 20d10 HP and
advantage on all rolls for 1 hour; on 16-20, they gain immortality for 24
hours. No save. |
|
10 |
5 |
Playing
for the High One |
Motörhead
- Ace of Spades |
Playing
for the High One (SL=10): Grant yourself and up to 10 allies a temporary boon
that fulfills their deepest desires. However, this boon comes with a terrible
cost: each ally must make DC 25 Con save or become permanently bound to the
service of a powerful entity, losing all free will. |
|
10 |
5 |
Seven
or Eleven |
Motörhead
- Ace of Spades |
Seven
or Eleven (SL=10): Roll a d20 for each creature in 1-mile radius. On 7 or 11,
they are granted a wish; on any other number, they are erased from existence.
No save. |
|
10 |
5 |
The
Only Card I Need is the Ace of Spades |
Motörhead
- Ace of Spades |
The
Only Card I Need is the Ace of Spades (SL=10): Conjure a deck of cosmic
cards. Each round, draw a card and apply its effect: Ace of Spades deals
50d10 force damage to all enemies within 100 ft; Joker heals all allies for
50d10 HP and grants them invincibility for 1 round; other cards have
reality-bending effects. |
|
10 |
5 |
The
Pleasure is to Play |
Motörhead
- Ace of Spades |
The
Pleasure is to Play (SL=10): Grant up to 10 creatures omnipotence for 1 hour.
However, each time they use their powers, they must make DC 25 Cha save or
become trapped in a loop of self-indulgence, losing all ability to act for
the remainder of the spell's duration. |
|
10 |
5 |
You
Win Some, Lose Some |
Motörhead
- Ace of Spades |
You
Win Some, Lose Some (SL=10): Target must make DC 25 Wis save or have their
fate rewritten. For 1 week, all d20 rolls are inverted (1 becomes 20, 20
becomes 1), and the target is forced to make a critical failure on every
roll. |