Level
1st
Casting Time
1 Action
Range/Area
Self (30 ft. *)
Components
V
Duration
Instantaneous
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Psychic

Your eyes are consumed by inky blue darkness, and a rumbling, gurgling, earth shaking language radiates in a 30 ft radius from your mouth in all directions. Target 1 creature hostile to the caster that can hear the language. It is wracked with pain and confusion. If the creature was not hostile to the caster before, it is now.

A creature who hears the call must make a wisdom saving throw. On a failed save, those who have heard it take 3d6 psychic damage and must make an immediate reaction, if available, to move up to 10 ft. towards the caster. The creature(s) does not move into obviously dangerous terrain, like a pit or an area of fire. On a successful save, the creature takes half as much damage and is not compelled to move. A deafened creature automatically succeeds on the save.

At Higher Levels: When cast at 2nd level or higher, the amount of psychic damage increases by 1d6 and the amount of creatures you can target increases by 2 for each level above 1st.

Available For: Bard (Legacy) Druid (Legacy) Sorcerer (Legacy) Cleric (Legacy) - Death Domain Cleric (Legacy) - Grave Domain

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