Level
1st
Casting Time
1 Action
Range/Area
60 ft.
Components
S
Duration
Instantaneous
School
Conjuration
Attack/Save
None
Damage/Effect

With a flick of your hand, you fire a dart made of an almost ghostly force. The target must make a Dexterity saving throw against your spell save DC. If they succeed, nothing happens. If they fail, then they take 1d10 force damage and receive a condition. This condition completely depends on what you roll on the d10. If you roll a one, then they are blinded. Two, they are deafened. Three, they are charmed. Four, they are frightened of the spell caster, but none of their allies. Five, they are frightened of the spell caster and all of their allies. Six, they become incapacitated. Seven, they become invisible (which may not be good for the rest of the party). Eight, they are paralysed. Nine, they are poisoned. If ten, roll again. The previous conditions apply to the new roll, but if ten again, then the target becomes petrified instantly and is petrified until the condition is removed. Do not add the ten that you just rolled to the damage of the second roll. All of these conditions wear off at the end of the target's next turn regardless of any other factors (unless the condition is petrification, then the condition does not end until cured by greater restoration or something else), and condition immunities still apply.

Available For: Bard Sorcerer Warlock Wizard Rogue - Arcane Trickster

matthewridgway1234

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