1 | Overclocked Nanobots: The nanobots go into overdrive and the target feels a burning sensation. They take 1d4 fire damage as a result.
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2 | Nanobot Confusion: The nanobots start repairing non-essential parts. The target grows a harmless but strange growth like a feathered patch, a scale, or a horn that lasts for 24 hours.
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3 | System Interference: The nanobots interfere with the target's neural system. The target becomes stunned for 1 round.
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4 | Temporary Circuit Failure: The nanobots cause a small short circuit in any cybernetic implant the target may have, rendering it useless for 1d4 rounds.
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5 | Excessive Energy Production: The nanobots produce too much energy. The target becomes hyperactive and must move its maximum movement distance on its next turn.
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6 | Nanobot Malaise: The nanobots drain some of the target's energy. The target feels sluggish and has disadvantage on their next attack roll or ability check.
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7 | Memory Glitch: The nanobots accidentally interfere with the target's memories. The target forgets the events of the last hour for 24 hours.
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8 | Enhanced Reflexes: (Beneficial) The nanobots enhance the target's nervous system. The target gets a +2 bonus to AC until the start of their next turn.
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9 | Optimized Performance: (Beneficial) The nanobots optimize the target's bodily functions. The target gains advantage on their next attack roll or ability check.
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10 | Ethereal Glow: The nanobots emit a soft glow from within the target's body. The target sheds dim light in a 10-foot radius for 1 hour. |