Phantasmal KillerLevel 4 Illusion |
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Causes psychic damage to the target creature with each turn, unless a saving throw is successful or the effect ends. Target 1 Range 24 Casting Time Action Components V, S Spell Effects Inflicts: Frightened by Phantasm (save each turn to cancel) The creature is frightened and receives psychic damage each turn until it succeeds on a saving throw. Recurrent Effect: Properties Concentration, Spell At Higher LevelsPer spell slot over IV: +1 die |
Phantasmal Killer is a Spell in Solasta: Crown of the Magister. Phantasmal Killer is a Level 4 Spell. Spells can be cast by any Class that has Spellcasting, but not all Classes can cast every Spell. Spells in 5e DnD cost Spell Slots in order to use, and you must have an unused Spell Slot of the matching Level in order to cast this Spell. Many lower-level Spells can be cast using higher-level Spell Slots with increased benefits.
Phantasmal Killer Information
- Spell Type: Level 4 Spell
- Casting Time: Action
- Spell Duration: 1 minute
- Spell Effect: Causes psychic damage to the target creature with each turn, unless a saving throw is successful or the effect ends.
Spell Special Effects:
- Inflicts: Frightened by Phantasm (save each turn to cancel)
- The creature is frightened and receives psychic damage each turn until it succeeds on a saving throw.
- Recurrent Effect: + 4d10 Psychic Damage
Spell Components:
- Verbal: This spell requires the chanting of mystic words.
- Somatic: Requires a free use of at least one hand to perform this spell.
Phantasmal Killer Requirements
Listed below are the following Classes and/or Ancestries (Race) that can cast this spell:
- Lv.7 Wizard (Shock Arcanist)
- Lv. 7 Wizard (Loremaster)
Phantasmal Killer Tips & Builds
- ???
- Other Notes, Tips, and Trivia
The wording on this page for this spell is very bad.
The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
So it is entirely possible that the affected monster makes a single successful saving throw right off the bat and takes zero damage before the spell ends, making this spell incredibly mediocre for a 4th level spell.
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