Paranoia

Paranoia

4-level Enchantment

Casting Time 1 action
Range 120 feet
Duration Concentration, up to 1 minute
Components V, S, F

You reach into the mind of one creature you can see and attempt to warp its perception of reality. The creature must make an Intelligence Saving Throw.

  • Major Success. The creature is unaffected.
  • Success. The creature briefly panics and immediately moves up to its speed to a space where no creature will be adjacent to it.
  • Failure. The creature loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. The affected creature can repeat the Saving Throw each time it takes damage or at the end of its turn.
  • Major Failure. As failure, but the affected creature only repeats the Saving Throw each time it takes damage.
A creature automatically succeeds if it is immune to being frightened.

Class(es): Bard, Sorcerer, Warlock, Wizard

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