Level
1st
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Concentration
2 Rounds
School
Enchantment
Attack/Save
None
Damage/Effect
Effect
You drive a creature’s mind and body into an unstable, hyperactive state.
Choose one creature within range.
The target must make a Constitution saving throw against your spell save DC.
On a Failed Save
Initial Effect
- The target’s speed increases by 10 feet
- The target takes 2d8 psychic damage
Forced Movement Effect
At the start of each of the target’s turns:
- The target must move during its turn
- If it does not move, it takes 2d8 psychic damage
On a Successful Save
- The target takes half damage from the initial effect
- The spell ends immediately and has no further effect
Scaling (Higher-Level Casting)
When you cast this spell using a higher-level spell slot:
Damage Scaling
- Increase both the initial damage and the per-turn damage by +1d8 per slot level above 1st
Duration Scaling
- At 3rd-level slot or higher, duration becomes 3 rounds
- At 5th-level slot or higher, duration becomes 4 rounds
Speed Scaling
- At 3rd-level slot or higher, speed increase becomes +15 feet
- At 5th-level slot or higher, speed increase becomes +20 feet
Nonlethal Clause
This spell cannot reduce the target below 1 hit point.
If the damage from this spell would reduce the target to 0 hit points:
- It instead remains at 1 hit point
This applies only to damage caused by this spell.
If the target regains hit points while the spell is still active:
- It can take damage from this spell again, but cannot be reduced below 1 hit point by this spell alone
Rules
- Movement can be in any direction and does not need to be meaningful
- Forced movement does not count
- Teleportation does not count
- The spell ends early if concentration is broken
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