Mind Spike

Mind Spike 5e: Damage, Tracking, and Concentration

Last Update:February 18, 2025

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

Divination spell
Mind Spike
2nd-level divination
SRD 5.2.1 Concentration: Yes Ritual: No
Casting time
Action
Range
120 feet
Components
S
Duration
Concentration, up to 1 hour
Classes
Sorcerer, Warlock, Wizard

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.

Open rules source
SRD 5.2.1 (CC BY 4.0) · License details

SRD note: This table uses the revised SRD 5.2.1 spell because Mind Spike is not included in SRD 5.1. It shows the 2024 range; the main guidance below identifies the 2014 range.

How Mind Spike Works in the 2014 Rules

Choose one creature the caster can see within 60 feet. It makes a Wisdom saving throw, taking 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.

Mind Spike: 2014 vs. 2024 Rules

The material change in the 2024 spell is its range: it increases from 60 feet in the 2014 version to 120 feet in SRD 5.2.1. That lets the revised spell deal damage and establish its tracking effect from twice as far away.

The core mechanics remain the same. Both versions require sight when choosing the target, use a Wisdom save, deal 3d8 psychic damage on a failed save or half on a success, and apply the location-tracking effect only after a failed save. Both require concentration for up to 1 hour and add 1d8 damage for each slot level above 2nd.

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.