You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You lash the mind of one creature you can see
within range, filling it with despair. The target
must succeed on an Intelligence saving throw or
suffer disadvantage on attack rolls, ability
checks, and saving throws, and it can’t cast
spells. At the end of each of its turns, the target
can make another Intelligence saving throw. On
a success, the spell ends on the target.
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You lash the mind of one creature you can see
within range, filling it with despair. The target
must succeed on an Intelligence saving throw or
suffer disadvantage on attack rolls, ability
checks, and saving throws, and it can’t cast
spells. At the end of each of its turns, the target
can make another Intelligence saving throw. On
a success, the spell ends on the target.