You manifest tendrils of Azatoth that seeds in the mind of your target. They are so assured of the illusion's reality that they convince themselves it is of a hazard that could logically deal damage, such as by attacking. Make a ranged Spell Attack against the target. On a hit, the target takes 1d8 Psychic Damage.
The spell creates more than one tendril when you reach higher levels: two tendrils at 5th level, three tendrils at 11th level, and four tendrils at 17th level. You can direct the tendrils at the same target or at different ones. Make a separate attack roll for each tendril regardless of whether it is targeting one creature or several.
On a Critical Hit of 20 on the d20, the illusion takes root in the mind of the creature. The target must make an Intelligence Saving Throw. On a failed save, the target is Frightened of you until the end of your next turn. On a successful save, the target takes the damage from the spell as normal yet realizes the effect is an illusion and cannot be Frightened by it again for 24 hours.
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