As an action, you summon a ghostly spirit (11 Defense; 7 Health) in a space you can see within 5 meters. The spirit can appear translucent or emit a faint glow, shedding dim light in its space.
When you cast this spell, or as an action on a later turn, you can cause a spirit to shriek at a creature of your choice within 5 meters of it. The creature must make a Will saving throw. If the creature is immune to being frightened, the spell has no effect on it.
On a failure, it takes 1d4 psychic damage and can’t willingly move closer to the space where the spirit was until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
You can summon up to three spirits. If a spirit shrieks, the spirit disappears.
At higher levels
This spell’s damage increases by 1d4 when you reach 9th level (2d4) and 17th level (3d4).