Mental Prison
S; 1 Action
One creature you can see within 60 ft. must make
an Intelligence saving throw. The target succeeds
automatically if it is immune to being charmed.
On a successful save, the target takes 5d10
psychic damage, and the spell ends. On a failed
save, the target takes 5d10 psychic damage, and
you make the area immediately around the
target's space appear dangerous to it in some way.
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