Level
2nd
Casting Time
1 Minute
Range/Area
Touch
Components
V, S, M *
Duration
24 Hours
School
Abjuration
Attack/Save
INT Save
Damage/Effect
Psychic
You create a mental trap that springs whenever your mental faculties are tampered with. Whenever the target is affected by spells or magic
effects that charm, frighten or force a certain behavior out of them caused by a creature, the target can force that creature
to roll an intelligence saving throw, taking 4d6 psychic damage and losing the spell or magic effect on a failure, half the damage
and no extra effect on a success.
* - (Roughly ground glass, which must be sprinkled around the target)
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