4th-level enchantment (liminal)

Casting Time: 1 action
Range: 90 feet
Components: S, M (a pinch of goose down)
Duration: 1 minute

You alter a creature’s mental state. Choose a creature within range. The target must make an Intelligence saving throw. If it fails, choose one of the following effects. An affected creature repeats the saving throw at the end of its turn, ending the effect on a success.

Sleep Paralysis. Overwhelming heaviness and fatigue overcome the creature, stopping it in its tracks. The creature is paralyzed for the duration.

Phantasmata. The creature imagines vivid and terrifying hallucinations centered on a point of your choosing within range. For the duration, the creature is frightened and must use all its movement to move away from the point you chose.

False Awakening. The creature enters a trancelike state of consciousness in which it’s not fully aware of its surroundings. It can’t take reactions, and it must roll a d4 at the beginning of its turn to determine its behavior.

Roll Effect
1 The creature uses its full movement and the dash action to move in a random direction.
2 The creature pantomimes preparing for its day: brushing teeth and hair, undressing or dressing, bathing, eating, etc.
3 The creature makes one melee attack against a random creature within reach. If no target is within reach but one can be reached with a normal move, the creature moves and attacks and randomly selected target. If no target can be reached, the creature does nothing.
4 The creature does nothing this turn. The affected creature repeats the saving throw every time it takes damage, ending the effect on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for every slot level above 4th.

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