Phantasmal Killer: Difference between revisions
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''Level 4 Illusion (Bard, Wizard)''<br> | ''Level 4 Illusion (Bard, Wizard)''<br> | ||
[[Casting Time]]: {{Action}}<br> | [[Casting Time]]: {{Casting Time Action}}<br> | ||
[[Range]]: {{120 feet}}<br> | [[Range]]: {{Spell Range 120 feet}}<br> | ||
[[Components]]: V, S<br> | [[Components]]: V, S<br> | ||
[[Duration]]: {{Concentration, up to 1 minute}} | [[Duration]]: {{Spell Duration Concentration, up to 1 minute}} | ||
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a [[Wisdom]] [[Saving Throw|saving throw]]. On a failed save, the target takes 4d10 [[Psychic damage]] and has [[Disadvantage]] on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. | You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a [[Wisdom]] [[Saving Throw|saving throw]]. On a failed save, the target takes 4d10 [[Psychic damage]] and has [[Disadvantage]] on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. |
Latest revision as of 12:34, 26 April 2025
Level 4 Illusion (Bard, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.
For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.