Hallucinations

A Single Target Spell that Potentially causes the creature to Temporarily See , Hear, Smell, Taste and Feel whatever the Caster Desires.

Tier I - Outsider - Witchcraft

A Single Target Spell that Potentially causes the creature to Temporarily See , Hear, Smell, Taste and Feel whatever the Caster Desires.

Spell Tier I
Action Type Action 
Mana Cost 1
Range 10 Meters
Requirements Voice, 1 Free Hand
Sustain No
Spell Traits Audible, Visible

You point at your target and begin speaking of things their mind cannot comprehend until it fills with the visions you plant there.

Effect : Target a creature within Range. That Creature Must Roll a Wisdom Saving Throw. The DC is equal to the Caster’s Spell Save DC. If the creature Fails they are considered to be Hallucinating Until End of Next Turn. The Caster can directly affect the hallucinations the target has via vocal suggestion. The environment also heavily affects the hallucinations the target might have. If they Pass the Saving Throw there is no Effect but they are aware of the mental intrusion.

Overpower : The Caster can spend 1 additional Mana to increase the Range of this Spell by 5 Meters,

Or increase DC for this Spells Saving Throw by 2,

Or add 1d4 Psychic Damage to the Fail Effect of this Spell.