You touch your hand to a creature’s head. Chaos and dissonance explodes through them, wreaking havoc. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d10 + 1d4 psychic damage. The number rolled on that d10 determines the Additional Effect, as shown below.
1d10 |
Additional Effect |
1 |
Roll twice more on this table, ignoring results of 1. |
2 |
The target must make an intelligence save against your spell save dc or take an additional 2d10 Psychic damage on a failed save, or half that on a successful save. |
3 |
The target falls to the ground, prone. Instead of using only half their movement speed to get up and end the prone condition, they have to use their action to get up. |
4 |
The target must make a wisdom saving throw against your spell save DC or be blinded until the end of their next turn. |
5 |
The target must make a constitution saving throw against your spell save dc or take 1 level of exhaustion. |
6 |
The target must make a constitution saving throw against your spell save dc or be poisoned until the end of their next turn. |
7 |
The target must make a wisdom saving throw against your spell save dc or become frightened for one minute. They can repeat the saving throw on the end of their turns. |
8 |
The target must make a constitution saving throw or be deafened for 10 minutes. |
9 |
Nothing seems to happen. If the target dies within ten minutes, the target explodes, everyone within 10 feet of the creature must make a dexterity saving throw or take 2d10 piercing damage. The DC is the original casters spell save dc. |
10 |
The target must make an intelligence saving throw against your spell save dc or be invisible until the end of their next turn. They can’t choose to fail the saving throw. |
At Higher Levels. When you cast this spell using certain higher-level spell slots, additional damage is dealt, and multiple effects happen: It deals an extra 1d10 damage and an additional effect occurs based on the number rolled on the d10 at 4th level. It deals 2d10 extra damage, and two additional effects occur based on the number rolled on each d10 at 6th. It deals an additional 3d10 damage, and 3 additional effects occur based on the number rolled on each d10 at 8th. It deals an extra 4d10 damage, and 4 additional effects occur based on the rolled on each D10 at 9th level.
Additionally, when cast at 6th and up, Additional Effect number 10 has no effect.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
2/17/2021 11:05:35 PM
|
14
|
1
|
1.0
|
Coming Soon
|
Comments