Level
2nd
Casting Time
1 Action
Range/Area
60 ft. (10 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Illusion
Attack/Save
INT Save
Damage/Effect
Psychic

You channel the unstable psychic energies seeping from corrupted Aurite veins to infect a creature’s mind with a hallucination drawn from its deepest fears, regrets, or desires. Choose a creature within range that you can see. The target must make an Intelligence saving throw. On a failed save, you create a spectral illusion that only it can perceive—no larger than a 10-foot cube.

The illusion can take the form of a ghostly outlaw, a swarm of rattlesnakes, a flaming brand, or any other manifestation fitting your twisted will or the cursed memories echoing through Aurite itself. The phantasm produces sound, heat, chill, and other sensations, but is evident only to the target.

This spell has no effect on constructs or undead.

While under the spell’s influence, the target fully believes in the illusion’s reality and will rationalize any illogical effects. A hallucinated burning brand might sear the target’s arm; a noose might tighten around its throat. The phantasm can deal 1d6 psychic damage per round on your turn if the target is within 5 feet of it, assuming the illusion could logically cause harm.

The target may spend its action to inspect the illusion with an Intelligence (Investigation) check against your spell save DC. On a success, it sees through the mirage, and the spell ends.

* - (a shard of cracked Aurite ore )

Spell Tags: Damage Control Deception

Available For: Bard (Legacy) Sorcerer (Legacy) Wizard (Legacy) Bard Sorcerer Wizard Warlock - The Genie (TCoE) Warlock - The Undead (VRGtR) Warlock - Archfey Patron Warlock - Great Old One Patron

Lynnkowitz

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