Text | Creatures in a 20-foot-radius sphere centered on a point of your choice within range have their soul rent, and must make a Charisma saving throw. On a failure, they take 8d6 necrotic damage, and for the next minute, they have a muddied sense of self and subtract 1d6 from any Intelligence, Wisdom, or Charisma saving throw they make. On a success, they take half damage and suffer no saving throw penalty.
Targets can make a Charisma saving throw at the end of each of their turns, ending the effect on a successful save.
Source: LaserLlama: Compendium of Spells p. 17 (Homebrew) |