New Spells: Madness Domain
The most updated version of this content can be found within The Impermissicon, a free 254-page compendium that you can download right here, filled with 24 subclasses, 3 prestige classes, 2 feats, 107 spells, 118 spell variants, 91 monsters, 61 magic items, 24 poisons, 23 diseases, and even more goodies themed around lycanthropes, vampires, and forbidden magic for both players and DMs!
Today we have a bonus treat: an updated look at phantasmal plunge, which previously appeared in the preview of the Oath of Grief, along with another new spell that will show up with phantasmal plunge on the spell list of the Madness Domain subclass for clerics. And since that subclass will appear in The Impermissicon, so will these two spells! Both these spells also show off the increase in ratio of Intelligence and Charisma saving throw spells in D&D Unleashed.
Phantasmal Plunge previously appeared as version 1.0, but this one is 1.1. The range was reduced from 150 feet to 120 feet, and the damage was reduced to 5d10, while a higher-levels option was added. Sometimes previewed content will change before it appears in the compendiums, and sometimes when it does you’ll find out ahead of time, like in a preview such as this one. Phantasmal plunge is another example of the many offensive illusion spells found in D&D Unleashed, intended to help players and DMs build illusionists that don’t have to step away from their theme just to deal damage. Unlike those illusion spells, phantasmal plunge can easily affect multiple targets, allowing it to stand-in for a true area-effect damage spell, and knocking your enemies prone en-masse can be a fantastic boon to your party’s melee characters.
While most spells vary in power depending on the statistics of its target due to variations in saving throws, the new spell, Incite Self-Harm, has an even greater such variance. If you use it on an unarmed humanoid, for example, they’ll strike themselves for no more than 1 damage. Even with the additional 2d8 psychic damage and the locking out of reactions, that’s far too weak for a 3rd-level spell. But cast this spell on a capable warrior with a weapon, and they can easily deal themselves 10 or even 15 damage. Some monsters can deal a lot more damage than that, allowing the spell to really shine when targeting the correct foe. Note that quite a few monsters have very dangerous attacks that deal a damage type which they themselves are resistant or even immune to, making them much less attractive targets for incite self-harm.
PDF Link / D&D Beyond Links: Incite Self-Harm, Phantasmal Plunge