You utter the spiteful words reverberating in the minds of the enemies tricking them into thinking that they were banished to another plane of existence. Choose a point on the ground that you can see within range of the spell.
Up to six creatures of your choice that you can see in a 40ft cube centered on that point must succeed on Intelligence Saving Throw or be affected by this spell. This spell has no effect on undead or constructs. While affected, the creatures can see only a dreadful landscape, such as abyssal, hellish, or shadowfell lands without the visible border. The geography of the terrain remains the same but its features are altered accordingly to the nature of phantasm, similarly to the way Hallucinatory Terrain works. In place where others would be, those affected by the spell can see creatures corresponding to the nature of the illusion, such as imps for the vision of hell. The illusion seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. At the center of the area, they see slowly closing portal to a plane of their origin and have to approach it as fast as possible, in a straight line using the dash action if necessary, avoiding obvious dangers and bumping into other creatures. No matter the choice of appearance, the ground is covered in flames, spikes, thorns, poisonous clouds, or some similar harmful effect which seems stronger the further it is from the portal.
When a creature is first affected by this spell, and at the start of each of its turns if it is further than 5ft away from the portal it suffers 1d6 psychic damage. Everyone outside of the spell gains the benefits of being hidden from the affected creatures, which count as blinded and deafened. If a creature reaches the portal, it uses its action each round to interact with it until the spell’s effect ends.
An affected creature can repeat Intelligence Saving Throw at the end of each of its following turns, when it is dealt any damage other than from this spell, or when another creature uses an action to try to help see through the illusion, ending the effect on a success.
* - (a crystal desecrated with fiend’s blood worth at least 200gp)
Comments