Level
5th
Casting Time
1 Action
Range/Area
Self
(10 ft. )
Components
V, S
Duration
Concentration
1 Minute
School
Enchantment
Attack/Save
INT Save
Damage/Effect
Psychic
You project a field of disruptive psychic energy around you. Any creature that starts its turn within 10 feet of you must make an Intelligence saving throw. On a failed save, the creature takes 4d6 psychic damage and has disadvantage on all attack rolls and ability checks until the start of its next turn. On a successful save, the creature takes half damage and suffers no further effects.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d6 for each slot level above 5th.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/28/2024 3:33:35 PM
|
1
|
0
|
1.0
|
Coming Soon
|