Level
2nd
Casting Time
1 Action
Range/Area
90 ft.
Components
S
Duration
Instantaneous
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Psychic
The Echo Knight taps into the echoes of souls lingering nearby, conjuring illusory manifestations of familiar faces and voices that torment its opponents. The target must succeed on a DC 13 Wisdom saving throw or be haunted by the illusion, causing psychic torment.
On a failed save, the target takes 3d6 psychic damage and becomes frightened until the end of its next turn.
Frightened
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can’t willingly move closer to the source of its fear.
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