Level
6th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Illusion
Attack/Save
None
Damage/Effect

By casting this spell, you conjure a nightmarish chamber that instills fear and terror in those who enter.

 

You create an illusory mansion, similar to that of the Magnificent Mansion spell, but with a sinister twist. The rooms are draped in shadows, eerie whispers echo through the halls, and twisted, grotesque figures adorn the walls. The atmosphere is suffused with dread, sending chills down the spines of all who gaze upon it.

 

When you cast the spell, choose a point within range. Every creature within a 30-foot cube centered on that point must make a Wisdom saving throw or be overwhelmed by their darkest fears. On a failed save, a target becomes frightened and treats the illusory mansion as a haunted nightmare, hindering their actions.

 

While frightened by the Chamber of Nightmares, creatures have disadvantage on ability checks, attack rolls, and saving throws. Additionally, they must use their action to attempt a Wisdom saving throw at the start of each of their turns. On a successful save, the frightened condition ends for them.

 

If a creature successfully saves against the fear effect or if the spell ends, the illusory mansion fades away, releasing them from its grip.

 

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the range increases to 90 feet, and the duration is extended to concentration, up to 10 minutes.

* - (a small figurine representing a haunting image)

Available For: Bard (Legacy) Sorcerer (Legacy)

Glitchyfox24

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