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

Available For: Wizard (Legacy)

Mist3rfinest

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