Level
6th
Casting Time
1 Action
Range/Area
60 ft. (20 ft. *)
Components
S, M *
Duration
Concentration 1 Minute
School
Illusion
Attack/Save
INT Save
Damage/Effect
Frightened (...)

You craft an illusion that takes root in the mind of creatures surrounding a point you choose within range. Up to six creatures that you choose in a 20-foot-radius sphere centered in that point must make an Intelligence saving throw.

On a failed save, you create a phantasmal zone with creatures, objects, or other visible phenomenon of your choice that are perceivable only to the targets and the caster for the duration. This spell has no effect on undead or constructs.

The phantasmal zone includes sound, temperature, and other stimuli, that are perceived and fully experienced only by the affected creatures but visible to the caster as shadow figures.

When you cast this spell choose type of nature of the phantasmal illusion from the following options:

Captivating: Creatures affected by the phantasm become Charmed for the duration, provided that the illusion is of a creature, object or visual effect that produces a fascinating, intriguing or captivating stimuli.
While Charmed by this option, the creature is Incapacitated and has a speed of 15, trying to keep close to the projection within the phantasm.
During your concentration as an action, you can move the center of the sphere 15 feet in any direction. All incapacitated creatures by the spell move 15 ft in the same direction of the sphere.
A creature immune to being charmed that fails the saving throw, still becomes Incapacitated and it's movement stays limited to 15 feet, but is not restricted to follow the phantasm.
If the movement of the phantasm would provoke any affected creature to get close to a real hazard, it stops moving and the effects end for the affected creatures. At the end of its turn, an incapacitated creature can repeat the saving throw, ending the effect on itself on a success. If a target is damaged (by attacks or spells) while incapacitated, it rolls their saving throw with advantage, as the phantasm might still dazzle their senses.

Distracting:
The phantasm produces a beguiling atmosphere or situation which calls the target attention, messes with their senses and distracts them from their surroundings.
Affected creatures gain disadvantage on active and passive Insight, Perception and Investigation checks made to perceive anything outside the area of effect. Stealth checks made from outside the area against affected creatures inside the phantasm are made with advantage.
Also range attacks made by affected creatures while within the phantasm against anything outside are made with disadvantage.
Creatures affected by this phantasm have their senses misguided also causing them to make Constitution saving throws to concentrate on spells with disadvantage.
You can use your action to move the created source of distraction to another location that you can see within the area of the phantasm.

Terrifying:
The phantasm appears as horrific and dangerous creature(s) or an ambient hazard that could logically deal damage, panicking target creatures.
The targets becomes frightened for the duration. Frightened creatures speed is halved (unless immune to being frighten).
On consequent turns the phantasm deals 1d8 psychic damage at the start of targets turn, as the affected targets believes being hurt, perceiving the damage as a type appropriate to the phantasm while inside it's area of effect. Also as an action, you can end the spell early and deal 4d8 psychic damage to affected targets within the spells area or 10 feet outside the phantasm, as the shock of reality crashes in their minds.
As an action, a creature can repeat the saving throw, ending the effect on itself on a success,  taking the phantasm one turn to fully dissipate from their mind (avoids damage if caster ends spell as an action).


While a target is affected by a phantasm, it treats anything within the area as if it were real and will try rationalize any outcomes from any stimuli or interaction by the phantasm, but given a logical reason to doubt it (such as an obvious contradiction), they can try to prove its realism. If an interaction happens that is not covered in any of the phantasm options, is up to the GM to decide when an affected creature can use their action to make an Investigation(Intelligence) check, realizing the nature of the phantasm and ending the effect on itself on a success.

At Higher Levels.
If you cast this spell using a spell slot of 7th level or higher, the radious area distance increases by 20 feet per spell slot.

* - (A small crystal ball filled with water and particles of grind precious gems worth 750 gp (1 inch diameter))

Spell Tags: Control Negation Environment Charmed Special

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

Atok

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