Level
4th
Casting Time
1 Action
Range/Area
Self
Components
None
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect
Psychic

When you cast this spell you create one of three possible physical items in your hand, a mind sliver, a crown of madness, or a mind whip. The items have different properties depending on which one you chose.

Mind Sliver

In your hand, an apparition of a disorienting spike of psychic energy appears. As a bonus action on each of your turns including this one, you may force a creature within 60 feet to make an intelligence saving throw as you throw the spike into the base of their skull, and another spike appears in your hand. On a failure, they take 3d8 psychic damage and subtract 1d4 on all saving throws they make until the start of your next turn. On a success, they take half damage and suffer no penalty to saving throws. 

 

Crown of Madness

When you choose this option a twisted crown of jagged iron appears on your head and deceit glows in your eyes. As a bonus action on each of your turns including this one, you may force a creature within 120 feet to make a Wisdom saving throw or become charmed by you until the start of your next turn. The charmed target must use its action before moving more than 10 feet on each of its turns to make a melee attack against a creature other than itself that you mentally choose.

 

Mind whip

A coiled whip of shadowy ethereal energy graces your side. As an action, you can make a spell attack. On a hit you lash out, wrapping the whip around their throat and pulling the target to their knees. Entirely asphyxiated and bound by your superior will they take 3d8 psychic damage and cannot take reactions. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

Spell Tags: Creation

Available For: Bard (Legacy) Cleric (Legacy)

noYOUREtheWHALE

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