Level
1st
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
WIS Save
Damage/Effect
Psychic

Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 psychic damage and must make a Wisdom saving throw. If it fails the saving throw, it is afflicted with Minor Madness for 1 minute. Roll  on the Minor Madness table to determine its effects.

Minor Madness

d10 Effects
1 The creature retreats into its mind and becomes paralyzed. The effect ends if the creature takes any damage.
2 The creature becomes incapacitated and spends the duration screaming, laughing, or weeping.
3 The creature becomes frightened and must use its action and movement each round to flee from you.
4 The creature begins babbling and is incapable of normal speech or spellcasting.
5 The creature must use its action each round to attack the nearest creature.
6 The creature experiences vivid hallucinations and has disadvantage on ability checks.
7 The creature does whatever anyone tells them to do that isn't obviously self-destructive.
8 The creature experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
9 The creature is stunned.
10

The creature falls unconscious.


At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. When you cast this using a spell slot of 5th level or higher, if the target fails the saving throw, the target is afflicted with Major Madness. Roll on the Major Madness table to determine its effects.

Major Madness

d12 Effects
1 The creature feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.
2 The creature experiences vivid hallucinations and has disadvantage on ability checks.
3 The creature suffers extreme paranoia. The creature has disadvantage on Wisdom and Charisma checks
4 The creature regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell.
5 The creature experiences a powerful delusion. Choose a potion. The creature imagines that they are under its effects.
6 The creature becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it.
7 The creature is blinded (25%) or deafened (75%).
8 The creature experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity.
9 The creature suffers from partial amnesia. The creature knows who they are and retains racial traits and class features, if they possess any, but doesn't recognize other people or remember anything that happened before the madness took effect.
10 Whenever the creature takes damage, they must succeed on a DC 15 Wisdom saving throw or be affected as though they failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute.
11 The creature loses the ability to speak.
12 The creature falls unconscious. No amount of jostling or damage can wake the creature.

 

Spell Tags: Damage Debuff

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

FenixIrkalla

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