You attempt to create a mental link between yourself and one creature within 60 feet, which must make a Wisdom saving throw against your spell save DC. If your target has Intelligence 4 or lower, then the spell immediately fails.
A creature that fails its saving throw suffers 5d6 psychic damage, while a creature that succeeds on its save suffers no damage and may choose to either end or maintain the spell.
For as long as the spell continues both you and your target are effectively paralyzed (ignoring any immunity), and must take a saving throw against this spell at the end of each of your turns. Your target will take its saving throws against your spell save DC, while you will take yours against your target's spell save DC if it has one, otherwise your DC is 8 + your target's Intelligence or Wisdom modifier (whichever is better).
Once this spell has been cast, you may not choose to willingly end your concentration upon it – this spell will only end if you fail a concentration check, a creature succeeds on a saving throw against the spell and chooses to end it, after one minute of time has elapsed, or the spell is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the difficulty of your target's first saving throw increases by 1 for each slot level above 3rd.







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Posted Mar 29, 2022The original idea behind this spell was to create a "mental duel" that occupies both creatures full attention. I think mechanically it fulfils that though it could probably do with some improvements.
I've been toying with the idea of introducing a Slow-like feature whereby you would choose to fail your next save in order to take a single action or bonus action during your turn, so tougher creatures who don't expect to be able to end the spell may just take the damage rather than suffer worse as a result of being paralysed. In this case they are effectively slowed while the caster is completely immobile unless they choose to do the same.
Though I'm not sure if it's needed or not; Hold Person functions in a similar way, but does not make its caster vulnerable in return, though on the other hand, Hold Monster is 5th level to affect any creature (not just humanoids).