Mind Spike
Level 2 · Divination
- Concentration
- Damage
- Save
Mind Spike occupies the divination school at level 2, available to sorcerer, warlock, and wizard. Cast time: Action. Range 120 feet, components S, duration up to 1 hour. Marked concentration. Effect: You drive a spike of psionic energy into the mind of one creature you can see within range. At higher levels: The damage increases by 1d8 for each spell slot level above 2.
Stat Block
- Level
- 2
- School
- Divination
- Casting Time
- Action
- Range / Area
- 120 feet
- Components
- S
- Duration
- up to 1 Hour
- Ritual
- No
- Concentration
- Yes
- Classes
- Sorcerer, Warlock, Wizard
- Material
- —
Description
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Doungim Lore
School Fit
Divinations are the school of foresight. Some peek a few seconds ahead; the strongest see entire futures. The school tag on Mind Spike comes from its method, not its damage — the spell answers a question the caster could not otherwise reach. At level 2, daily slot counts allow Mind Spike to be cast multiple times across the adventuring day.
Class Fit
- Sorcerer: Draconic, Wild Magic, Aberrant Mind, Clockwork Soul, and Lunar Sorcerers each get subclass-bonus spells. If Mind Spike is already on the bonus list, save the known-spell budget. The higher-level scaling on Mind Spike is described in the spell text; check it before upcasting.
- Warlock: Warlocks recover slots on short rests, so Mind Spike is castable more times per day than a Wizard's equivalent — but only one or two between rests. Keep in mind that Mind Spike ends the moment the caster takes concentration off it for any reason.
- Wizard: Wizards add Mind Spike to the spellbook once and prepare it on the days that warrant it — a different decision from the class's known-spell competitors. The concentration tag on Mind Spike means a single failed Constitution save can end the effect mid-encounter.
Related Spells
Frequently Asked Questions about Mind Spike
- What level spell is Mind Spike?
- Mind Spike is a level 2 spell from the Divination school. The classes that can prepare it: Sorcerer, Warlock, Wizard.
- How much damage does Mind Spike deal?
- Mind Spike deals 3d8 psychic damage as its base effect. Upcasting raises the dice count.
- What save does Mind Spike require?
- Targets of Mind Spike make a Wisdom saving throw against the caster's spell save DC. On a success, the spell's effect is reduced or negated; see the description for exact terms.
- What is the range of Mind Spike?
- From the caster's position, Mind Spike reaches 120 feet.
- Is Mind Spike a concentration spell?
- Yes — Mind Spike requires concentration, lasting up to 1 hour. Casting another concentration spell ends this one; damage taken triggers a Constitution save (DC 10 or half the damage, whichever is higher) to maintain it.
- What components and casting time does Mind Spike need?
- To cast Mind Spike: the components are S with a standard Action.