Level
7th
Casting Time
1 Action
Range/Area
240 ft.
Components
S
Duration
45 Minutes
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Charmed (...)

When this spell is cast, roll [roll]1d6[/roll]. On a 1-5, the spell acts as normal. On a 6, all saving throws made by the target against this spell have disadvantage. This spell has two modes:

Grasping tentacles:

The target must make a DC20 wisdom saving throw, taking [roll]6d8[/roll] psychic damage on a successful save, or taking [roll]10d8[/roll] psychic damage on a failed save. On a successful save, the caster also takes [roll]1d4[/roll] psychic damage. Also on a failed save, the target is wrapped in dark, shadowy tentacles for the duration, which sprout as mist from the target's mouth then solidify. Whilst wrapped in tentacles, the target is grappled(escape DC16+the caster's strength score) by them, is restrained and blinded whilst grappled, and must succeed on a DC16 wisdom saving throw or take [roll]4d8[/roll] psychic damage.            At higher levels: The damage dealt to the target increases by 1d8 for each slot level above 7th.

Mist of the Mind:

Beams of mist connect the eyes of the caster and the target. The target must make a DC20 wisdom saving throw, which it has disadvantage on if the target is of the same alignment as the caster. On a success, the target takes [roll]6d8[/roll] psychic damage. On a failure, the target takes the damage, and if the damage reduces the target to 0 hit points, it dies and a Shadow (See the monster) under the caster's control and of the same alignment as the caster rises from the corpse next turn. If the target fails the saving throw by 5 or more and/or has between 1 and 30 hit points left after the damage, the target suffers one of the following (your choice): [roll]2d6[/roll] psychic damage and is charmed by you for the duration (the charmed target also follows your verbal commands), the target is frightened by you for the duration and takes [roll]3d6[/roll] psychic damage, or the target suffers up to two of the following conditions for the duration: Charmed, Paralyzed, Restrained, Grappled (escape DC19), or Darkened. A "Darkened" creature has disadvantage on saving throws, ability checks, and attack rolls, is neutral evil or, if it already was neutral evil, lawful evil. A darkened creature must also succeed on a DC10 wisdom saving throw every 10 minutes or take [roll]1d6[/roll] psychic damage and gain one level of exhaustion. Darkened counts as both conditions.

Spell Tags: Damage Control Debuff Psionic

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

TrainOfImagination

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