This spell is a part of the Influence spell chain and is found in the Influence rune stone.
There is perhaps nothing more terrifying than when a nightmare doesn't let go. When you are jolted awake by the horrifying occurrence of a dream turned dark, and when you waken the dream, the nightmare, it still sits with you. There have always been superstitions surrounding what happens within a nightmare, and that should the one experience it die, they too die in the waking world. The mentimancer knows well these beliefs - these legends. While many would shrug them off as they grow older, thinking them as old wives tales, the mentimancer knows the truth. They know the power of the mind, of dreams, of Nightmare. They know that if Nightmare holds on hard enough, there is no saving the one trapped in its grasp.Â
With the casting of Nightmare's Grip, the mentimancer extends the power of Nightmare to their weapon, or the weapon of their ally. This can be any weapon, including fists and feet, whatever is used to cause damage works here. The empowered fights normally, but every strike now carries the possibility of Nightmare's intervention. On a critical hit, the crit range expanded by the mentimancer's Arcana, Nightmare seizes the struck target in an invisible grip they cannot resist or evade. The direction the empowered moves their arm determines where the target goes and the target is thrown 1d8 spaces in that direction, the impact dealing double Runic Power in damage. The violence of being hurled by something that shouldn't exist leaving them knocked out for 1 round. And on every throw, roll a 1d6. On a 6, Nightmare found something it wanted more than the body - the soul. It takes it, ripping the soul out as the target is thrown. The target dies to their very own nightmare. Nightmare does not grip lightly. But when it grips, it does not let go.Â
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