Mind Spike

Mind Spike 5e: Psychic Attack in D&D

Last Update:November 25, 2024

Mind Spike combines psychic damage with a concentration-based ability to track a target that fails its saving throw.

Mind Spike 5e

Mind Spike 5e — Quick Spell Reference

Mind Spike
2nd-level • Divination
Casting Time1 action
Range60 feet
Components S
DurationUp to 1 hour
ConcentrationYes
RitualNo
ClassesSorcerer, Warlock, Wizard
SourceXanathar's Guide to Everything, pg. 162

How Mind Spike Works

One creature the caster can see within range makes a Wisdom saving throw. It takes 3d8 psychic damage on a failed save or half as much on a successful one.

On a failed save, the caster also knows the target’s location until the spell ends, provided both creatures remain on the same plane of existence. While the caster has that knowledge, the target cannot become hidden from the caster, and invisibility gives it no benefit against the caster.

The tracking effect applies only after a failed save and requires concentration. It does not let the caster see through walls, remove cover, ignore range for later attacks, or learn anything beyond the target’s location.

Casting at Higher Levels

Damage increases by 1d8 for each slot level above 2nd. The duration, tracking effect, and range do not increase.

FAQ

What saving throw does Mind Spike use?

A Wisdom saving throw, not Intelligence.

Does a successful save end the tracking effect?

The tracking effect never begins on a successful save; the target only takes half damage.

Does Spell Sniper increase its range?

No. Spell Sniper doubles the range of spells that require an attack roll, and Mind Spike uses a saving throw.

Does it reveal an invisible target?

After a failed save, invisibility provides no benefit against the caster, but the spell does not end the invisible condition for anyone else.