You attempt to psychically cloud the mind of a creature. Thecreature you target must make a Wisdom saving throw. Acreature takes 2d6 psychic damage and has disadvantage onall attacks and ability checks it makes until the end of it's nextturn on a failed save. On a successful save the target onlytakes half damage and does not suffer disadvantage. Acreature immune to being charmed automatically succeedson its save.
At Higher Levels:
When you cast this spell using a 2nd levelspell slot or higher, the damage increases by 1d6 for each slotlevel above 1st.
School of the Griffin bonus:
You now deal full psychicdamage even if the creature succeeds on its saving throw. Ifthe target fails the save, it is stunned until the end of its nextturn
Level
1st
Casting Time
1 Action
Range/Area
30 ft.
(30 ft. )
Components
S
Duration
Instantaneous
School
Evocation
Attack/Save
WIS Save
Damage/Effect
Comments