You assault the mind of a creature you can see directly. The target must succeed on a Wisdom saving throw against your spell DC or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw.
You can spend your sorcery points, up to your per use limit to add the following modifiers to Telepathic Intrusion (you can add multiple modifiers). The points must be spent when choosing the target of the power.
Meddling (2 sorcery points): You make one creature invisible to the target creature or cause the creature to see something that is not there with the effect of minor illusion until the start of your next turn if it fails its saving throw.
Overwhelming (3 sorcery points): The target is stunned until the end of its next turn if it fails its saving throw.
Rending (1+ sorcery points): The target takes 1d8 psychic damage for each additional point spent on a failed save.
Terrifying (1 sorcery point): The target is frightened of you until the end of your next turn if it fails its saving throw.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Previous Versions
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Coming Soon
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