Level
2nd
Casting Time
1 Action Ritual
Range/Area
Self
Components
V, S, M *
Duration
10 Minutes
School
Illusion
Attack/Save
None
Damage/Effect

You charge a bottle with magical energies and hold it forth. Each creature that starts its turn within a 10-foot-radius sphere centered on you or enters the area for the first time on a turn must make a Wisdom saving throw. On a failed save, the creature takes 1d6 psychic damage, is frightened of you until the end of its next turn, and must use its reaction to move up to its speed away from you and out of the area by the safest route available (if any).
Optional Component. If you harvest ichor from a cacodaemon or gadarene (worth 250 gp; harvest DC 10 for 1 dose, 15 for 2 doses, 20 for 3 doses, or 25 for 4 doses) and use it as the spell’s material component, the spell lasts until dispelled and the range increases to 30 feet. You can fling the bottle to a point you can see within range, and the 10-foot-radius sphere emanates from that point instead of from you. If an affected creature can’t see you, it is instead frightened of the area’s center point.

 

 

***From Planet Apocalypse***

* - (a bottle of vile materials worth 25 gp, which the spell consumes)

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

Niatainil

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