Psychic Hammer (5e Spell)
You assault the mind of up to six creatures within range. Each target must make an Intelligence saving throw or take 4d8 psychic damage and be slowed. A slowed creature can make an Intelligence saving throw at the end of each of its turns. On a successful save, it is no longer slowed.
4th-level enchantment | |
Casting time: | 1 action |
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Range: | 90 feet |
Components: | S |
Duration: | Concentration, up to 1 minute |
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