You scream a horrifying and spectral shriek that pierces the mind, in a 40-foot-radius.
All creatures, friend and foe, within the radius must make a Charisma saving throw.
Allies saving throw has advantage + constitution modificator
Spell Effect
- Foe Effect:
On a failed save, they take 5d6 psychic damage and are frightened for 2 rounds.
On a success, they take half damage and are not frightened but get a dissadvantage effect on their next 4 turns.
- Ally Effect:
On a failed save, they take 2d6 psychic damage and are stunned for 4 rounds or until another ally uses their turn action to get them out of the stun effect.
On a success, they take no damage and are not frightened nor stunned, getting an advantage effect on their next 4 turns.
Casting Condition
Cast only upon a NATURAL 17 to 20 roll
The caster should be psychicly affected by the current in-battle action comming from a foe and/or ally.
Under DM discretion the character will be placed on a ‘mind plane’, where they are shown or forced to revive a traumatic loss of a loved one and have to make a Wisdom Throw to get off it.
If success, Proceed with effects as described before.
If failed, Scream comes out as ‘human-like’ cry, dealing half the effectiveness of the scream