Item: Dreaming Round
Ammunition round
Activate 1 (concentrate)
The night sky seems contained in this glass projectile. When an activated dreaming round damages a creature, it induces drowsiness. The creature must attempt a DC 30 Fortitude save.
Critical Success The creature is unaffected and becomes temporarily immune for 1 minute.
Success The creature becomes Slowed 1 and Fatigued for 1 round.
Failure The creature becomes fatigued and slowed 1, and must attempt another Fortitude save at the end of each of its turns. If it fails, its slowed condition increases by 1. A successful save reduces the slowed condition by 1. If the slowed condition is removed or reduced to 0, the effect and the fatigued condition end. If the target's actions are reduced to 0 by this effect, it immediately falls into a deep sleep and is Unconscious, during which it no longer attempts a save at the end of its turn. It wakes up automatically after 1 hour or if it takes damage, but not due to non-painful stimuli (such as noise or being nudged). When it wakes up, its slowed condition decreases by 1, though it must once again save at the end of each of its turns and might risk falling asleep again.
Critical Failure As failure, except the target is initially Slowed 2.
Trait Effects
Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.
Incapacitation: An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Mental: A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.
Sleep: This effect makes a creature fall asleep or get drowsy
Related Items
| Name | Level | Rarity |
|---|---|---|
| Slumber Arrow | 3 | Common |
| Terrifying Ammunition | 6 | Common |
| Burrowing Bolt (Greater) | 14 | Common |
| Conduit Shot (Greater) | 14 | Common |
| Depth Charge V | 14 | Common |
| Starshot Arrow (Greater) | 14 | Rare |
| Big Rock Bullet (Major) | 15 | Uncommon |
| Disintegration Bolt | 15 | Uncommon |
| Explosive Ammunition (Greater) | 13 | Common |
| Garrote Bolt | 15 | Uncommon |
| Garrote Shot | 15 | Common |
| Godrending Ammunition | 13 | Rare |
| Rattling Bolt (Greater) | 13 | Uncommon |
| Singularity Ammunition | 13 | Uncommon |
| Spellstrike Ammunition (Type VI) | 13 | Common |
| Spellstrike Ammunition (Type VII) | 15 | Common |
| Stone Bullet | 15 | Common |
| Transposition Ammunition (Greater) | 15 | Uncommon |
| Black Tendril Shot (Moderate) | 12 | Common |
| Depth Charge IV | 12 | Common |