Level
4th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Psychic

Your crystal orb turns into a glowing orb, 1 foot in diameter, flying and hovering a couple feet above your head. When you cast the spell, you can attempt to muddle the mind of a creature. The creature must be within 30 ft of the orb. The target must make a Wisdom saving throw against your spell save DC. If the creature fails, the orb muddles with its cognition and dazes its mind. The creature has disadvantage on all attack rolls and can't take reactions. If it succeeds, it resists the influence of the orb and nothing happens. The target can repeat the saving throw at the start of each of its turns.

As an action on your turn you can muddle with the mind of a creature within 30 ft of the last target.

When the target doesn't resist the orb, as an action, you can push the magic of the orb deeper in the mind of the victim as you attempt to completely shut down the creature. The creature must make another Wisdom saving throw against your spell save DC. If the creature succeeds, nothing happens but the creature stays under the effects of the orb. If it fails, the creature becomes incapacitated and can't move, and can't attempt to resist the orb on its turn anymore. This effect remains for as long as the orb remains in the mind of the target.

Additionally, when the creature is incapacitated in this way, you can use your magic to torment the mind of the creature. The orb deals 2d10 psychic damage to the target on the start of each of its turns.

* - (A crystal ball worth at least 50 gp)

Previous Versions

Name Date Modified Views Adds Version Actions
3/12/2021 10:05:57 PM
3
1
1
Coming Soon

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

JokerIsMyBae

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