The patron hipnotico Diaries
The patron hipnotico Diaries
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The spell finishes for an afflicted creature if it takes any injury or if some other person uses an action to shake the creature from its stupor.
Un Patrón Hipnótico bien lanzado puede acabar con la mitad o más de una fuerza enemiga. Si un hechicero va primero, algunos enemigos pueden no contribuir en nada al combate antes de morir.
Al potencialmente sacar múltiples criaturas de las estrategias de combate de tu oponente, esta carta cambia los números a tu favor, preparándote para mantener una presencia exceptional en el tablero.
The eco-friendly square is the area of effect of the spell (the caster could pick out many various configurations making use of that same stage of origin).
You create a twisting pattern of colours that weaves in the air inside a 30-foot dice within assortment. The sample seems for any minute and vanishes.
Creatures impacted through the appeal will probably be Incapacitated and struggling to shift for as many as 1 minute. If a charmed creature usually takes destruction or is shaken from its stupor by an ally, the spell’s influence ends early.
The spell ends for an afflicted creature if it requires any damage or if somebody else utilizes here an motion to shake the creature out of its stupor.
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El conjuro termina si la criatura recibe daño o si alguien usa una acción para zarandearla y hacer que salga de su estupor.
The spell finishes for an influenced creature if it requires any injury or if someone else uses an motion to shake the creature away from its stupor. Uncovered By[]
You make a twisting pattern of colors that weaves throughout the air inside of a thirty-foot cube inside of array. The sample appears for your minute and vanishes.
La criatura tiene que usar su acción y hacer un chequeo de Inteligencia DC 20 para escapar. Una criatura con cualquier tipo de penalización a su Inteligencia tendrá que esperar los diez minutos completos. Puede dar tiempo al grupo para huir o para cambiar de estrategia.
Costo de Mana Comparativamente Alto: Requerir un full de tres mana, incluido uno azul, hace de esta carta una jugada más costosa, especialmente al considerar otros hechizos que controlan o interrumpen a un costo más bajo.