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Echoes of the Deep in Dungeons & Dragons 5e

All Beyond the Yonder Seas and Streams

Echoes of the Deep

9-level Illusion

Casting Time: Action
Range/Area: 60 Feet
Components: Verbal
Duration: Concentration, up to 10 minutes

The sounds of the deep consume the minds of up to 10 creatures of your choice that you can see within range. Each creature experiences complete darkness, intense pressure, and the weight of water as they believe themselves dragged into the deepest trenches of the sea.

This illusion includes sound, temperature, pressure, and other stimuli, and produces the following affects for each affected creature.
-The creature is blinded and deafened.
-The creature takes 6d6 psychic damage at the start of each of its turns, which it perceives as bludgeoning damage from the pressure around it. Creatures that are immune to the effects of being underwater at a depth greater than 100 feet are immune to this effect.
-The creature must hold its breath or begin immediately suffocating. If the creature attempts to breathe, speak, or open its mouth, it begins suffocating. Creatures with the ability to breathe underwater are immune to this effect.
The creature must spend 2 feet of movement for every 1 foot it moves, and has disadvantage on melee weapon attacks it makes with weapons other than daggers, javelins, shortswords, spears, or tridents. Creatures with a swimming speed are immune to this effect.

A creature that uses an action to examine its surroundings can determine that it is experiencing an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature is no longer blinded or deafened, can breathe normally, and no longer takes psychic damage from this spell at the start of its turn.

Available for: Bard, Sorcerer, Warlock, Wizard

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