4-level Divination
Breaking the mirror, you attempt to create negative luck for a target creature you can see within range. That creature must make a Charisma saving throw. If the creature fails, the creature loses 1d4 luck points until their next long rest. A successful Charisma save halves the number lost (rounded down, minimum of 0). If the creature does not have enough luck points, it gains a -1 luck penalty to all d20 rolls for each luck point it would lose but does not have, lasting for 1 hour. This penalty is subtracted from the actual die roll, to a minimum of 1 on any one roll (so a -3 luck penalty to an attack roll of 3 would change the result to 1, inducing an automatic miss). Each turn you can use a bonus action to roll a d6 and apply the corresponding effect to a targeted affected creature as follows. You may only apply only one of these effects to a creature at a time, but you may apply effects to multiple creatures if cast using a higher spell slot.
d6 | Effect |
---|---|
1 | Additional Luck Penalty: The targeted creature immediately gains a -1 luck penalty, in addition to any penalty it currently has, until the spell ends. The targeted creature cannot be affected by any other d6 effect caused by Alton's Broken Mirror until the spell ends. |
2 | Blinded: The target must make a Constitution saving throw. On a failed save, dust or the like enters and irritates the target's eyes. The target is blinded until the end of your next turn. |
3 | Silenced: The target must make a Charisma saving throw. On a failed save, the target bites its own tongue and becomes unable to speak until the end of their next turn. The target cannot cast a spell that includes a verbal component. |
4 | Frightened: The target must succeed on a Wisdom saving throw or become frightened of the mirror used as material for this spell as well as its reflection from any source until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
5 | Prone: The target must make a Dexterity saving throw. On a failed save, the creature trips and falls prone. The creature is immune to this effect if currently falling, flying, or swimming. |
6 | Butterfingers: The target must succeed on a Dexterity saving throw. On a failed save, any items the creature is holding slip out of their hands and fall to the ground. The location of the fallen items is determined by the DM. |