As an action, you summon a ghostly spirit (11 Defense; 7 Health) in a space you can see within 9 meters.
When you cast this spell, or as an action on a later turn, you can cause a spirit to shriek. One creature of your choice within 9 meters of it must make a Will saving throw.
On a failed save, the creature takes 1d3 psychic damage, it has disadvantage on the next attack roll it makes before the end of its next turn, and it can’t willingly move closer to the space where the spirit was until the end of its next turn.
On a successful save, the creature takes half as much damage, doesn’t have disadvantage, and its movement isn’t restricted.
You can summon up to three spirits. If a spirit shrieks, the spell ends.
At higher levels
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).