Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Concentration 3 Rounds
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Psychic

The target must make a wisdom saving throw. If the save succeeds the target recieves 2d12 psychic damage. If the save fails you force the target to play a deadly game of chess in their mind to prove who has the bigger brain.

If the target has an Intelligence score of 11 or lower, it instantly recieves 2d12 psychic damage but is not affected further.

The Target and the caster both have to enter a state of concentration. Once when the spell is cast and at the beginning of the next two rounds(for the caster) the target and the caster both make an intelligence ability check. The person with the higher score wins the round. On a tie noone wins the round.

Whoever wins more rounds wins the game of chess and deals 8d12 psychic damage to their opponent as well as making them frightened for the rest of the day.

If one of the players breaks concentration while the spell is active they instantly lose the current round and reenter concentration. If they lose concentration again in the same round they instantly lose the next round of chess.

The Game of Chess continues even if one or both players move out of the initial range or go into a different plane of existence.

If the rounds are tied both players recieve 4d12 psychic damage (this value does not scale on higher levels)

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.

Spell Tags: Damage

Available For: Wizard (Legacy)

Eisenlix

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