Level
2nd
Casting Time
1 Action
Ritual
Range/Area
Touch
(10 ft. *)
Components
M *
Duration
Concentration
1 Minute
School
Illusion
Attack/Save
INT Save
Damage/Effect
Frightened
Transparent arms
A creature you touch arms becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the arms. While the spell is active you have advantage on attack rolls and you craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create two phantasmal crawling claws that lash out and strangle the target. An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. Each round on your turn, the phantasm can deal 2d8 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Blurred arms
A creature you touch arms becomes blurred until the spell ends. Anything the target is wearing or carrying is blurred as long as it is on the arms. While arms are blurred your reach extends by 5 feet and you release a wave of terror. Each creature of your choice in a 10-foot radius extending from you must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. (Transparent arms) When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8
(Blurred arms) When you cast this spell using a spell slot of 3rd level or higher, Your reach increases by 5 feet for each slot level above 2nd.
* - (palm-sized piece of frosted glass)
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