Mind Spike
- Level & School
- 2nd-level divination
- 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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
- Level & School
- 2nd-level divination
- Casting Time
- Action
- Range
- 60 feet
- Components
- S
- Duration
- Concentration, up to 1 hour
- Classes
- Sorcerer, Warlock, Wizard
You reach into the mind of one creature you can see within range. The target must make 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’s invisible, it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Mind Spike 5.5e 2024 vs. 5e 2014 edition differences
The 2024 version increases range to 120 feet, clarifies the damage type as Psychic, and states "the target can't become hidden from you" instead of "can’t become hidden." It also explicitly mentions "if it has the Invisible condition" instead of "if it’s invisible." The damage increase wording is slightly rephrased but mechanically identical.