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Psychic Spells

Here are some Psionic spell options. These spells have a focus on disruptive and otherwise strange effects that are enabled by the power of the mind.


Trail of Thought

Level 3 Illusion (Bard, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 hour

You attempt to create an illusory copy of a target creature you can see within range. The target must succeed an Intelligence saving throw. On a failed save, an illusory copy of them appears in an unoccupied space within range for the duration.

Creatures can target the illusion with attacks as if it was a creature. It has an AC equal to the target. The illusion cannot be forced to make saving throws, and it cannot be destroyed. Whenever the copy takes damage, the target takes half as much damage as Psychic damage.

f the target ends their turn more than 30 feet away from their copy, you must must succeed a Constitution saving throw to maintain Concentration on this spell. If the target ends their turn more than 120 feet away from their copy, the spell ends.


Mind Slam

Level 3 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: S
Duration: Instantaneous

You force a creature within range to make a Strength saving throw. On a failure, they are moved up to 15 feet in a direction of your choosing and deal 5d6 Psychic damage to them. If you move them into a wall or occupied space, you force the target, and any creature in the occupied space, to succeed a Dexterity saving throw or fall Prone. On a successful save the target takes half as much damage only.

Creatures that are a larger size than you have Advantage on saving throws imposed by this spell.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.


Mental Lag

Level 3 Enchantment (Bard, Sorcerer, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M
Duration: Instantaneous
You force a creature within range to make a Intelligence saving throw. On a failure, they take 6d8 Psychic damage and their Initiative score is reduced by 10 for the duration of combat. If they have already taken a turn this round they do not take another turn until the next round.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.


Spotlight

Level 3 Enchantment (Bard, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a reflective shard of metal)
Duration: Concentration, up to 1 minute

You cause a mystical beam of light reminiscent of a spotlight to appear around one target creature within range. The creature emits Bright Light in 5-foot Emanation .

Creatures that start their turn within the light emitted by this spell must make a Wisdom saving throw. On a failure, until the start of it’s next turn the creature is unable to target anything other than the spotlighted creature with spells or attacks. Additionally it has Disadvantage on checks made to perceive creatures other than the spotlighted creature.

When you cast this spell, you may choose to exclude any number of creatures you can see from being affected by this spell.

Using a Higher-Level Spell Slot. The size of the Emanation increases by 5 foot for each spell slot level above 3.


Leto’s Hypnotic Eye

Level 4 Enchantment (Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

For the duration one of your eyes becomes shrouded in psionic energy that pierces the minds of those who gaze upon it.

As a Reaction which you take when a creature you can see takes the Attack action or casts a spell, you can cause the eye to pierce their mind. The target must rely on sight to see.

The target must make a Wisdom saving throw. On a failure, you change the target of the attack or spell to another creature within it’s range, or cause the attack or spell to be cancelled if there are no other valid targets. If a levelled spell is cancelled this way, the spell slot is still spent.


Deja Vu

Level 5 Enchantment (Bard, Sorcerer, Wizard)

Casting Time: Action
Range: 60 feet
Components: S
Duration: 1 minute

You create an intense reminder of a creature’s recent pain. Choose a Bloodied creature in range that you can see. They must succeed an Intelligence saving throw or take 10d8 Psychic damage and become Frightened of you for the duration, as recent injuries play on their mind whilst they perceive you. On a success, the target takes half the damage only.

At the end of each of the target’s turns, they repeat this saving throw, ending the effect on a success.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.


Devour Memory

Level 6 Enchantment (Bard, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M
Duration: Instantaneous

You touch a creature within range and attempt to devour their memories. The target must succeed a Intelligence saving throw or take 9d10 Psychic damage and their Intelligence score is reduced by 2 for 24 hours.

If you kill a humanoid with this spell you gain the last week of their memories.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each slot level spent above 6.


Vessel Seize

Level 9 Enchantment (Bard, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S, M
Duration: Until Dispelled

You force a creature that you can see within range to make a Charisma saving throw. On a failure, they take 12d6 Psychic damage. If this damage would kill a creature, they regain 1 Hit Point and falls Unconcious. The creature can only lose this condition whilst under control, unless effected by a Greater Restoration or Wish spell.

As a Magic action, you can seize complete control of their body. Whilst controlling them, you retain all your memeories and your Intelligence, Wisdom and Charisma scores remain the same. All other game statistics are swapped with the targets. Whilst you are controlling them, the targets mind is trapped in their own body, and it will remember what actions you take whilst controlling them. You may use a Magic action whilst controlling the target to swap back to your own body.

Your original body becomes under the effect of the Sequester spell whilst you control the target. This spell ends if the target’s body dies, leaves the same plane of existance as your original body, or if the effects of Sequester are interrupted on your original body.

When this spell ends you are instantly transported back to your original body.

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