You can manipulate the senses of one creature you can see within range. Select one of the target's five senses, which you now have control of.
- Sight. You control everything the target sees for the duration. The target is considered Blinded, however they continue seeing whatever illusion you have decided they see
- Hearing. You control everything the target hears for the duration. The target is considered Deafened, and hears only what you want them to hear.
- Smell. You control everything the target smells for the duration. The realism brought on by convincing smells makes resisting it's effects harder for the target, increasing the saving throw DC to end the spell by 1d4.
- Touch. You control everything the target feels for the duration. The target becomes completely numb and is considered to be Paralyzed
- Taste. You control everything the target tastes for the duration. The subtle control to what the target tastes completely masks the taste of any poisons, as well as making detecting the illusion more difficult. The target has disadvantage on Wisdom (Perception) checks made to notice the illusion
At the start of each of its turns, the target can make a Wisdom (Perception) check to notice that their senses are lying to them. Once the target is aware of the illusion, it can try to steady it's mind and take control of its senses back. The target may use its action to make a Constitution saving throw, ending all effects of the spell on itself on a success, and suffering 1d6 psychic damage on a failure. A creature touching the target may use their action to make the saving throw for the target, without the risk of taking any damage.
At Higher Levels. When casting this spell at 4th level or higher, you can choose either one additional target, or one additional sense, for each level above the 3rd. Additionally, if all five of a target's senses are affected by this spell, the target falls Unconscious for the duration.
* - (a small pouch of flour)
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