Fear: Difference between revisions
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''Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)''<br> | ''Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)''<br> | ||
[[Casting Time]]: {{Action}}<br> | [[Casting Time]]: {{Casting Time Action}}<br> | ||
[[Range]]: {{Self}}<br> | [[Range]]: {{Spell Range Self}}<br> | ||
[[Components]]: V, S, M (a white feather)<br> | [[Components]]: V, S, M (a white feather)<br> | ||
[[Duration]]: {{Concentration, up to 1 minute}} | [[Duration]]: {{Spell Duration Concentration, up to 1 minute}} | ||
Each creature in a 30-foot Cone must succeed on a [[Wisdom]] [[Saving Throw|saving throw]] or drop whatever it is holding and have the [[Frightened]] condition for the duration. A [[Frightened]] creature takes the [[Dash action]] and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a [[Wisdom]] [[Saving Throw|saving throw]]. On a successful save, the spell ends on that creature. | Each creature in a 30-foot Cone must succeed on a [[Wisdom]] [[Saving Throw|saving throw]] or drop whatever it is holding and have the [[Frightened]] condition for the duration. A [[Frightened]] creature takes the [[Dash action]] and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a [[Wisdom]] [[Saving Throw|saving throw]]. On a successful save, the spell ends on that creature. |
Latest revision as of 12:31, 26 April 2025
Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V, S, M (a white feather)
Duration: Concentration, up to 1 minute
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.