Level
2nd
Casting Time
1 Action
Range/Area
120 ft.
Components
S
Duration
Concentration
1 Hour
School
Divination
Attack/Save
WIS Save
Damage/Effect
Psychic
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
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Posted May 18, 2025It's cool that the new green dragon can cast this. It fits its characteristics well: A psionic evil creature that whispers lies into the ears of others
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Posted Jul 3, 2025what a useless spell. does half the damage it should, and concentrate cant be used mid combat or ull lose ur other better c spell . but does help if u think the wiazard is going to teleport away
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Posted Sep 26, 2025If I understand correctly, this spell can be cast while hidden without revealing yourself. That would give it a large amount of utility.
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Posted Sep 29, 2025That's correct — it doesn't have a verbal component or an attack roll, so it doesn't reveal you if you're hidden.
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Posted Oct 29, 2025Why did this have to have a Concentration requirement. Man, that sucks.
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Posted Dec 18, 2025Why is Mind Spike a WIS save when Mind Sliver is INT? That it's wisdom makes it way worse.
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Posted Dec 22, 2025I feel like there is in general not a lot of consistency in which mind-altering spells use which ability, and they often make the decision based on game balance reasons rather than thematic reasons. It's frustrating.
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Posted Jul 23, 2026Useful for assasination, as it only requires a somatic component, and no attack roll, so it does not obviously originate from you or reveal your location while you're hidden. And even if you fail to kill the target immediately, you can easily track them down again thanks to the extra effect.
Also useful for divination wizards once you reach 6th level, as it is the only leveled divination spell that does damage, letting you use this to deal solid damage, and then regain a spell slot one size smaller than the one you used with Expert Divination. This can allow you to squeeze a very solid amount of single target damage out of your spell slots while consuming minimal resources. The damage per turn isn't anything to write home about, but if you're expecting a long adventuring day where resource efficiency is a larger concern than burst damage, it's great. As such I consider it a staple for any divination wizard.