Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Concentration 1 Hour
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Debuff (...)

You create 3 ghostly flames, each one floating in a space within range. Each flame is a tiny construct, made of psychic energy, which sheds dim light in a 10-foot radius. Each flame has a number of hit points equal to your spell casting modifier and an AC equal to 8 + your spell casting modifier. A flame is destroyed if its hit points are reduced to 0 or if it is more than 120 feet from you. The flames exist on both the material and border ethereal planes simultaneously, they are immune to poison damage and all conditions, and they automatically fail all ability checks and saving throws.

When you cast this spell, you can cause each flame to target a creature within 30 feet of it that can see it. When a creature is targeted by a flame, the creature has disadvantage on Wisdom and Intelligence checks until the end of your next turn, and the target creature must make a Wisdom saving throw or have disadvantage on attack rolls and Constitution saving throws made to concentrate on spells until the end of your next turn. A creature cannot be targeted by this spell more than once per turn.

On subsequent turns, you can use your bonus action to cause each of the flames to move up to 20 feet in any direction and target a creature within 30 feet of it that can see it. The flames can move through solid objects at half speed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create 1 additional flame for each slot level above 2nd.

Spell Tags: Debuff Detection Deception

Available For: Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Bard (Legacy) - College of Glamour (Legacy) Bard (Legacy) - College of Whispers Cleric (Legacy) - Trickery Domain (Legacy)

ALKing

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