Chainer’s Torment
The horrors of your mind leap out into the real world, creating a black fog filled with terrifying shapes, which rolls out from around you in a 30-foot radius. After casting the spell, each creature other than yourself within the radius of the fog must make a Wisdom saving throw, taking 4d10 psychic damage on a failed save, or half as much on a success. You regain a number of hit points equal to half the damage dealt. At the start of your next turn, this process repeats, forcing each creature in the radius of the fog to make a Wisdom saving throw. At the start of your third turn after casting the spell, you automatically lose half your hit points, and the black fog coalesces into a shadow horror with a form chosen by you, in an unoccupied space of your choice within 30 feet. For the next minute, you can use a bonus action on each of your turns to mentally command the shadow horror to move up to 30 feet and attack. When the shadow horror attacks a creature, make a melee spell attack against the target, dealing 4d10 psychic damage on a hit. If at any point you end your turn with the shadow horror more than 30 feet from you, or if you are knocked unconscious, the shadow horror disappears, and the spell ends.
Chainer’s Torment
6th Level | Necromancy | |||
Casting Time | 1 action | |||
Range | Self | |||
Components | Vocal | Somatic | Material (a length of spiked chain) | |
Duration | Special | |||
Classes | Druid | Sorcerer | Warlock | Wizard |
Effect
After casting the spell, each creature other than yourself within the radius of the fog must make a Wisdom saving throw, taking 4d10 psychic damage on a failed save, or half as much on a success. You regain a number of hit points equal to half the damage dealt. At the start of your next turn, this process repeats, forcing each creature in the radius of the fog to make a Wisdom saving throw.
Side/Secondary Effects
At the start of your third turn after casting the spell, you automatically lose half your hit points, and the black fog coalesces into a shadow horror with a form chosen by you, in an unoccupied space of your choice within 30 feet. For the next minute, you can use a bonus action on each of your turns to mentally command the shadow horror to move up to 30 feet and attack. When the shadow horror attacks a creature, make a melee spell attack against the target, dealing 4d10 psychic damage on a hit. If at any point you end your turn with the shadow horror more than 30 feet from you, or if you are knocked unconscious, the shadow horror disappears, and the spell ends.
Manifestation
The horrors of your mind leap out into the real world, creating a black fog filled with terrifying shapes, which rolls out from around you in a 30-foot radius.
Source
Class | Source |
Druid | Learned |
Sorcerer | Innate/Bloodline |
Warlock | Patron |
Wizard | Added to spell repertoire each morning |
Material Components
a length of spiked chain
Related School
Necromancy
Effect Duration
Special
Effect Casting Time
1 action
Range
Self
Level
6th
Remove these ads. Join the Worldbuilders Guild
Comments