Synaptic Static¶
Level 5 · Enchantment
- Casting time: Action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock, Wizard
- Saving throw: Intelligence
- Damage type: Psychic
Spell effect¶
You cause psychic energy to erupt at a point within range.
Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.
On a failed save, a target also has muddled thoughts for 1 minute.
During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration.
The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Source¶
Player’s Handbook (2024) — Wizards of the Coast.
All spells · By level · By class
Printed core rules¶
Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.
PDF page 329¶
Open the original rulebook — PDF page 329 — source PDF is not included in this player reference.