You hold out a hand towards a target within range, commanding them to sleep. A target of your choosing, within 30ft, must make a a DC 17 CON saving throw or fall prone, and unconscious for the spells duration. Upon your next turn, and every turn after, you may use your action to conjure unimaginable nightmares within the targets mind. The target must make a DC 17 WIS save or take 1d12 psychic damage, on a save the target takes half. The target cannot be shook or slapped awake. If an ally, or enemy, attacks the target, the spell ends and the target is awakened. The target may also attempt a DC 17 CON save at the start of their turn to break the spell. If the caster losses concentration the target is awakened.
Level
2nd
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
Concentration
1 Minute
School
Enchantment
Attack/Save
CON Save
Damage/Effect
Psychic
Comments