Fascinating Lecture (1-2)
COMPLEX HAZARD 3Critical Success The creature is unaffected.
Success The creature must spend an action approaching one of the empty desks in the classroom.
Failure The creature must spend two actions approaching one of the empty desks in the classroom and taking a seat. They are Stupefied 1 for 1 hour.
Critical Failure The creature spends its next turn approaching one of the empty desks in the classroom and taking a seat. It is Stupefied 2 for 1 hour and Fascinated for one minute.
(1 action) (arcane, compulsion, enchantment, mental, nonlethal) The image lectures on incredibly advanced topics without pause, overwhelming the minds of those listening while compelling them to continue to pay attention. Each creature in the room must succeed at a DC 20 Will save and take 1d6 nonlethal mental damage, as well as the following effects.
Critical Success The creature is unaffected.
Success The creature is Stunned 1 and takes half damage as it shakes off most of the mental load.
Failure The creature is Stunned 2 and takes full damage as it can't help but try and process all the information.
Critical Failure The creature is stunned for 1 round, Fascinated for 1 minute, and takes double damage as all its mental faculties are focused on the lecture. Damage from this hazard does not end the fascinated condition. A creature who is reduced to 0 Hit Points by the fascinating lecture enters a catatonic stupor until they regain Hit Points. If a creature spends 1 hour in the stupor, they automatically regain 1 Hit Point and awaken.