Sleep
Time: Action
Target: All creatures in a Huge(4u) Sphere Shape within a Shooting Distance(16u) (optionally excluding Self)
Requirements: #Chants
Test: Tuning Concentrating Save: Artifice
- {7..} The target gains one Fleeting Stack of Blunted, Slowed, or Vulnerable (their choice.)
- {..6} The target gains one Persistent Stack of Sleeping.
Save Bonuses
Save Penalties
- The target gains a Disadvantage if they are Prone or sitting.
- The target gains a Disadvantage if they have a Persistent Stack of a Condition due to Alcohol.
When a target gains a second stack of Sleeping and they are standing, you can choose if they sleep standing up or fall Prone.
When you lose Concentration, all the above Persistent Status Conditions Stacks become Fleeting. Remember that targets can also lose stack of Sleeping if they take Solid or Fluid Damage.
Upgrades:
- Dreamer's.
- You gain the following Actions:
Time: Action Target: A creature that is Sleeping
The target gains 1 Persistent Stack of Frightened that lasts as long as you maintain Concentration on their Sleep. The 'source' of the Frightened condition can be anything you choose.
Optionally, you can also make the target take 1 Ethereal/Sharp Damage for each stack of Frightened that they have. This Damage does not flow over into Vitality. (Note that Ethereal Damage does not clear stacks of Sleeping.)
Time: Reaction Target: All willing creatures of your choice in True Sniping Distance(100u)
Trigger: The end of an Episode
The target creatures start the next Episode with one extra Recovery.
- Greater.
- You can spend an extra Beat to double the target area from Huge(4u) to Massive(8u).
- When a target Fails the Save, you can spend a Beat to give one target a second Persistent Stack of Sleeping. If the target is standing, you choose if they sleep standing up or crumple harmlessly to the ground Prone.