4,244
edits
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| Range: 10ft Moving Emanation || Duration: 1 Hour (Concentration) || Components: VS | | Range: 10ft Moving Emanation || Duration: 1 Hour (Concentration) || Components: VS | ||
|} | |} | ||
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.<br> | |||
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.<br> | |||
If you move so that an affected creature is forced to pass through the barrier, the spell ends. | |||
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| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (an eggshell and a snakeskin glove) | | Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (an eggshell and a snakeskin glove) | ||
|} | |} | ||
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.<br> | |||
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.<br> | |||
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.<br> | |||
'''Clenched Fist.''' The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.<br> | |||
'''Forceful Hand.''' The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.<br> | |||
'''Grasping Hand.''' The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.<br> | |||
'''Interposing Hand.''' The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target. | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Aura of the Unremarkable | |+ Aura of the Unremarkable (Bard, Sorcerer, Warlock) | ||
|- | |- | ||
| Level: 5 || Casting Time: 1 Action || Enchantment | | Level: 5 || Casting Time: 1 Action || Enchantment | ||
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| Range: 20ft Moving Emanation || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a white feather) | | Range: 20ft Moving Emanation || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a white feather) | ||
|} | |} | ||
An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous. For example you and your allies are beating a member of the city guard for information, creatures within the area don’t think this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern. Any hostile actions by you or your allies against a creature or its allies break the effect of the spell for that creature.<br> | |||
When the spell ends (or when the affected creatures move outside of the range of the emanation), observers see things normally but altered perceptions from the earlier events remain. Each mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another Wisdom | |||
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| Range: Touch || Duration: Instant || Components: VSM (an agate worth at least 1,000gp, which the spell consumes) | | Range: Touch || Duration: Instant || Components: VSM (an agate worth at least 1,000gp, which the spell consumes) | ||
|} | |} | ||
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.<br> | |||
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Babble | |+ Babble (Bard, Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 5 || Casting Time: 1 Action || Enchantment | | Level: 5 || Casting Time: 1 Action || Enchantment | ||
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| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VS | | Range: 60ft || Duration: 1 Hour (Concentration) || Components: VS | ||
|} | |} | ||
You cause the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.<br> | |||
An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast.<br> | |||
The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends. | |||
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| Range: Self || Duration: 1 Minute (Concentration) || Components: V | | Range: Self || Duration: 1 Minute (Concentration) || Components: V | ||
|} | |} | ||
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.<br> | |||
Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. | |||
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| Range: Self || Duration: 1 Minute (Concentration) || Components: V | | Range: Self || Duration: 1 Minute (Concentration) || Components: V | ||
|} | |} | ||
The next time you hit a creature with a melee weapon attack during this spell's duration, a bolt of flaming lightning streaks down from above and strikes the target at the same moment. The attack deals an extra 2d8 lightning damage and 3d6 fire damage to the target, and the target must make a Constitution saving throw. It has disadvantage on the saving throw if it is wearing armor made of metal<br> | |||
On a failed saving throw, the target is knocked prone, can't take reactions until the start of your next turn, and Burning 5 (Fire). <br> | |||
If you are outdoors in stormy conditions when you hit with the attack, the lightning damage increases by 1d8. If the target is Burning when you hit with the attack, the fire damage increases by 2d6.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the lightning damage dealt increases by 1d8 (or 2d8 in stormy conditions) and the fire damage dealt increases by 1d6 (or 2d6 if the target is already ablaze) for each slot level above 5th. | |||
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| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: V | | Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: V | ||
|} | |} | ||
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.<br> | |||
Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws. | |||
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| Range: Touch || Duration: 8 Hours || Components: VS | | Range: Touch || Duration: 8 Hours || Components: VS | ||
|} | |} | ||
You steal the target's face, transforming yourself into a flawless imitation of it. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. You transform into a perfect likeness of the target’s true form, as if affected by Alter Self, and gain advantage on deception checks to impersonate the original subject of this spell; you take no penalties on this check if the original target is of a different race, age, size, or gender.<br> | |||
This spell prevents any other Polymorph effects form restoring the target’s true face for the spell’s duration, though the target can still assume other forms or faces via magic or any natural shapechanging ability.<br> | |||
'''At Higher Levels.''' If you cast this spell with a 7th level spell slot or above, it transforms its target into a helpless, inanimate porcelain mask for the spell’s duration.<br> | |||
The target remains aware of everything it can see or hear while transformed. The target cannot speak or move, but can still take purely mental actions (such as casting certain spells) or be targeted by spells that affect its mind.<br> | |||
Any creature donning this mask is transofrmed into a flawless imitation of the spell's target, and reverts to its natural form upon removing the mask. Any damage deal to the mask immediately ends this spell. | |||
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| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS | | Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS | ||
|} | |} | ||
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.<br> | |||
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.<br> | |||
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. | |||
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|+ Commune (Cleric) | |+ Commune (Cleric) | ||
|- | |- | ||
| Level: 5 || Casting Time: 1 Minute || Divination | | Level: 5 || Casting Time: 1 Minute (Ritual) || Divination | ||
|- | |- | ||
| Range: Self || Duration: 1 Minute || Components: VSM (incense and a vial of holy or unholy water) | | Range: Self || Duration: 1 Minute || Components: VSM (incense and a vial of holy or unholy water) | ||
|} | |} | ||
You contact one of the Three or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.<br> | |||
Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.<br> | |||
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. | |||
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|+ Commune With Nature (Druid) | |+ Commune With Nature (Druid) | ||
|- | |- | ||
| Level: 5 || Casting Time: 1 Minute || Divination | | Level: 5 || Casting Time: 1 Minute (Ritual) || Divination | ||
|- | |- | ||
| Range: Self || Duration: Instant || Components: VS | | Range: Self || Duration: Instant || Components: VS | ||
|} | |} | ||
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.<br> | |||
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:<br> | |||
*terrain and bodies of water | |||
*prevalent plants, minerals, animals, or peoples | |||
*powerful celestials, fey, fiends, elementals, or undead | |||
*influence from other planes of existence | |||
*buildings<br> | |||
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. | |||
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| Range: 60ft Emanated Cone || Duration: Instant || Components: VSM (a small crystal or glass cone) | | Range: 60ft Emanated Cone || Duration: Instant || Components: VSM (a small crystal or glass cone) | ||
|} | |} | ||
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.<br> | |||
A creature killed by this spell becomes a frozen statue until it thaws.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. | |||
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| Range: Touch || Duration: 7 Days || Components: VS | | Range: Touch || Duration: 7 Days || Components: VS | ||
|} | |} | ||
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.<br> | |||
At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration.<br> | |||
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.<br> | |||
'''Blinding Sickness.''' Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.<> | |||
'''Filth Fever.''' A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.<br> | |||
'''Flesh Rot.''' The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.<br> | |||
'''Mindfire.''' The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.<br> | |||
'''Seizure.''' The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.<br> | |||
'''Slimy Doom.''' The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. | |||
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| Range: 300ft || Duration: 1 Hour (Concentration) || Components: VS | | Range: 300ft || Duration: 1 Hour (Concentration) || Components: VS | ||
|} | |} | ||
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.<br> | |||
'''Gusts.''' A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.<br> | |||
'''Downdraft.''' You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.<br> | |||
'''Updraft.''' You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. | |||
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|+ Creation (Sorcerer, Wizard) | |+ Creation (Sorcerer, Wizard) | ||
|- | |- | ||
| Level: 5 || Casting Time: 1 | | Level: 5 || Casting Time: 1 Minute || Conjuration | ||
|- | |- | ||
| Range: 30ft || Duration: | | Range: 30ft || Duration: See Description || Components: VSM (a tiny piece of matter of the same type of item you plan to create) | ||
|} | |} | ||
You pull wisps of Khaagaazh straight from the air around you to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.<br> | |||
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. The following indicates how long the object remains | |||
*Vegetable matter: 1 day | |||
*Stone or crystal: 12 hours | |||
*Precious metals: 1 hour | |||
*Gems: 10 minutes | |||
*Adamantine or mithral: 1 minute | |||
Using any material created by this spell as another spell's material component causes that spell to fail.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th. | |||
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| Range: 60ft || Duration: 8 Hours || Components: V | | Range: 60ft || Duration: 8 Hours || Components: V | ||
|} | |} | ||
You curse the target. The target must make a Wisdom Saving Throw or become incredibly unlucky. While affected by curse of befouled fortune, the target cannot roll with advantage. Additionally, the first time each round the target makes an attack, saving throw, or skill check, it must roll with disadvantage.<br> | |||
'''At Higher Levels.''' If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. | |||
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a sunburst pendant worth at least 100GP) | | Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a sunburst pendant worth at least 100GP) | ||
|} | |} | ||
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.<br> | |||
When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.<br> | |||
If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. | |||
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| Range: 30ft Still Emanation || Duration: Instant || Components: V | | Range: 30ft Still Emanation || Duration: Instant || Components: V | ||
|} | |} | ||
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. | |||
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| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (holy water or powdered silver and iron) | | Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (holy water or powdered silver and iron) | ||
|} | |} | ||
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond Drakomere Plane. For the duration, elementals, fey, highlings, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.<br> | |||
'''Break Enchantment.''' As your action, you touch a creature you can reach that is charmed, frightened, or possessed by an elemental, a fey, a highling, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.<br> | |||
'''Dismissal.''' As your action, make a melee spell attack against an elemental, a fey, a highling, or an undead you can reach. On a hit, you attempt to drive the creature past the First and Second Wards out of Drakomere. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.<br> | |||
This is one of the few commonly known planar travel spells, and pierces the First and Second Wards, for they send invaders out of Drakomere. | |||
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS | | Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS | ||
|} | |} | ||
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.<br> | |||
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.<br> | |||
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.<br> | |||
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.<br> | |||
'''At Higher Levels.''' When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. | |||
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| Range: Self || Duration: 8 Hours || Components: VSM (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) | | Range: Self || Duration: 8 Hours || Components: VSM (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) | ||
|} | |} | ||
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.<br> | |||
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.<br> | |||
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.<br> | |||
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. | |||
==== E-R ==== | ==== E-R ==== |