Sunder Mind: Difference between revisions

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added how to (and how not to) stop it
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Using Sunder Mind on a target will cause both the user and the target to become "locked in psychic battle", a status condition that prevents any other creatures from using Sunder Mind on those afflicted. The psychic battle will continue for ten rounds, so long as the user takes no other action besides passing their turn. After six rounds, both the user and the target will suffer a [[Bleeding|nosebleed]] (unless they lack a [[Face]]). On the tenth round, the target will suffer additional damage equal to the total damage done during the previous 9 rounds; if this damage instance kills the target, their head will explode.  
Using Sunder Mind on a target will cause both the user and the target to become "locked in psychic battle", a status condition that prevents any other creatures from using Sunder Mind on those afflicted. The psychic battle will continue for ten rounds, so long as the user takes no other action besides passing their turn. After six rounds, both the user and the target will suffer a [[Bleeding|nosebleed]] (unless they lack a [[Face]]). On the tenth round, the target will suffer additional damage equal to the total damage done during the previous 9 rounds; if this damage instance kills the target, their head will explode.  
Sunder mind will be stopped by confusion, but not frozen.


As it deals mental damage, Sunder Mind must penetrate a creatures [[Mental Armor]] in order to deal damage.
As it deals mental damage, Sunder Mind must penetrate a creatures [[Mental Armor]] in order to deal damage.
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