Level
Cantrip
Casting Time
1 Action
Range/Area
20 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Illusion
Attack/Save
WIS Save
Damage/Effect
Control (...)

You point at a creature and make a ranged spell attack, on a hit an intangible teal orb appears above the creature's head. The orb sheds dim light in a 10 foot radius and lasts up to 1 minute. At the beginning of the creatures next turn they alone perceive the orb to begin degrading and see tiny unavoidable flakes of the orb flutter down onto their skin, upon contact the flakes cause the sensation of burning flesh for the duration the orb remains. the creature must make an Wisdom saving throw; If they succeed they take 1d6 psychic damage and the effect ends. If they fail they take 1d6 psychic damage, have disadvantage on their next attack and the effect remains. They may repeat the save at the beginning of each turn.

On each of your following turns you may use an action to increase the difficulty of the creatures next save against this spell by 1d4-1, If you do so the orb grows in size and sheds bright light in a 5 foot radius and dim light in a 20 foot radius. The creature alone perceives the orb grow in intensity as wisps of silver began to swirl down from the orb and burrow into the creatures veins destroying them from within.

If a creature fails on their Wisdom saving throw 5 times in a row roll a d4 and the creature incurs the following condition (from the list below) for the remainder of the spells duration, they may make a Wisdom saving throw at the end of each of their following turns on a success they take 2d4 psychic damage and the spell ends. If they are immune to the condition determined by the d4, or if they are immune to all negative conditions the spell ends but they spend their turn writhing in pain as the orb, visible to all, shatters down around them showering them in 2d4 psychic damage.

1: The creature, terrified by the unending torment, becomes Paralyzed.

2: The creature's mind gives way and they fall to the ground Unconscious.

3: The creature becomes Frightened running in a random direction at the beginning of each of it's turns, a creature with flying will not move upwards toward it, they may be more inclined to move downward or dive straight downward to flee.

4: The creature's will fails, it suffers 1 level of Exhaustion and becomes Stunned.

 

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

The spell's end damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

* - (a small sphere covered in 2 way mirrors containing a teal bioluminescent moss.)

Spell Tags: Damage Control Debuff

Available For: Bard (Legacy) Warlock (Legacy) Wizard (Legacy) Druid (Legacy) - Circle of Dreams Ranger (Legacy) - Fey Wanderer (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy)

justbeyondthe

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