Complete Guide To Synaptic Static 5e

If you’re playing as a Sorcerer, Bard, Warlock, or Wizard in D&D 5e, it’s worth knowing about the Synaptic Static spell. This is a really useful and versatile spell, and if you’re a fan of inflicting Psychic damage on your enemies, it will be the perfect addition to your repertoire.

Complete Guide To Synaptic Static 5e

As a 5th-level spell, Synaptic Static is a powerful tool that deals mental and physical damage by both deducting hit points and disorienting the target.

It can produce some fairly unique reactions, making for fun gameplay. This is a complete guide to Synaptic Static that should help you to make the best use of this spell (see also: Your Guide To Augury 5E (Creative Spell For Clerics))once you acquire it.

Introduction To Synaptic Static

Synaptic Static is a 5th-level enchantment that allows you to cast a spell instantly within a range of 120 feet. Using this spell will cost you 1 action, and the components are V S (Verbal and Somatic).

As long as you are part of one of the four primary mage classes (Warlock, Sorcerer, Bard, or Wizard), you can use Synaptic Static. Synaptic Static was originally featured in Xanathar’s Guide to Everything (see also: Crown Of Madness 5E Guide: Everything You Need To Know).

However, until recently, it wasn’t in the Player’s Handbooks until D&D 5e. Previously, players wanting to use Psychic damage were limited to spells like Confusion, Psychic Turmoil, and Telepathic Bond, but Synaptic Static is much more effective.

How To Use Synaptic Static?

Any creature within 120 feet of you can be hit with Synaptic Static, and creatures within 20 feet of that range will need to roll an intelligence saving throw to determine whether they will be hit.

As long as the target has an intelligence level of more than 2, they’ll take 8d6 damage if they fail the saving throw. If the saving throw succeeds, the damage is halved.

Targets afflicted with the full amount of Psychic damage will experience confusion for a minute, which is equal to a whole phase of combat. Because they are experiencing muddled thinking, their attack rolls will be reduced, as will their ability rolls.

They will also need to roll Constitution saving throws with 1d6 for concentration. The effects of Synaptic Static can be brought to an end if a creature makes a successful intelligence saving throw at the end of their turn.

The Look And Feel Of Synaptic Static

Because Synaptic Static involves both verbal and somatic components, you’ll need to consider both of these when envisioning what the spell looks and feels like, whether you’re the spellcaster or the target.

As the spellcaster, you will point your finger toward your target and say the incantation. The words are not specified anywhere in the Player’s Handbook, so you can choose a magic word for yourself or simply stick with the name of the spell.

You should also think about what Synaptic Static will feel like if you’re the target. This will allow you to immerse yourself in the roleplay and create a more realistic experience for other players.

Synaptic Static causes physical pain deep in your brain, so you should act as though you have a very bad headache.

Additionally, the effects of Synaptic Static cause confusion, so you may want to make your character stop in their tracks, forget what they’re supposed to be doing, or mishandle their weapon.

When cast, Synaptic Static produces an explosion of psychic energy. The color of the energy is not specified, so you can use your imagination for this part.

With that being said, we do have a description of the visible impact of the spell on its targets. The faces of targets hit with Synaptic Static go completely blank.

If the saving throw is successful, the impact of the spell will cause the target to shake their head. Unsuccessful saving throws result in the target being thrown to the ground, looking dazed and confused.

Incorporating Synaptic Static Into Roleplay

Whether you’re a player or the DM, knowing how to incorporate Synaptic Static into roleplay is important for an immersive and fluid experience.

Based on the information we’ve provided about what Synaptic Static looks and feels like, as well as how it works from a technical perspective, you can use your casting of Synaptic Static to make roleplay more interesting and fun.

Playing With Components

Both verbal and somatic components are involved in the casting of Synaptic Static. Working these components into your roleplaying is a great place to start.

You could point or stretch your hand out towards your target, and you can decide for yourself what you’d like to say as you do so. You could just say ‘Synaptic Static,’ or you could get a little more creative with your incantation if you feel confident to do so.

Depending on the type of campaign your DM is running, you could even have fun with some physical interactions during the spellcasting phase.

For example, your character might be confused or anxious, in which case, you might accidentally cast the spell at an unintended target, or another party member could accidentally knock you.

Building On The Effects

There are multiple ways you can make some fun roleplay moments out of the effects of Synaptic Static. One example would be to play into the idea of being overwhelmed by the confusion effect.

A lot of players won’t want to do this because they’re focused on winning the fight, which is understandable. However, if you’ve already failed your saving throw, you might consider having your character run around mindlessly or freeze up.

If you’re playing a Barbarian, or a character with similar tendencies, you could also play into this when hit with the mental effects of Synaptic Static.

For example, you could have your attacks miss in a completely spectacular and rageful way to add some entertainment value to the combat.

Considering Intelligence Scores

As we mentioned earlier, a target’s intelligence determines whether or not Synaptic Static will work on them. If a target has an intelligence score lower than 2, they will be unaffected.

However, there’s room for roleplay when it comes to targets that have low intelligence scores above 2, such as scores between 3 and 5. If a target has a lower intelligence score, but it’s still higher than 2, they will take all the physical damage, but a change in behavior isn’t likely to be noticeable.

5e Synaptic Static Alternatives

Chaos Bolt

Only Sorcerers can use Chaos Bolt, but it’s a useful spell to have if you’re playing as this class because it’s available from 1st level as an Evocation. You’ll use 1 action to cast this spell, and even though it only targets one creature, it has a range of 120 feet.

You only need somatic and verbal components to cast this spell, and it takes effect instantly, inflicting the target with a mystery form of damage (Psychic damage is included). When a target is hit with Chaos Bolt, they take 1d6 + 2d8 damage.

The d8s need to be rolled separately, and if they come up with the same number, the target changes and the process starts again. The type of damage inflicted is decided at random by a dice roll:

  • 1 = Acid damage
  • 2 = Cold damage
  • 3 = Fire damage
  • 4 = Force damage
  • 5 = Lightning damage
  • 6 = Poison damage
  • 7 = Psychic damage
  • 8 = Thunder damage

Feeblemind

Feeblemind is an 8th-level enchantment with a range of 150 feet. The spell does instant damage to one creature within a 150-foot range, and you need verbal, somatic, and material components to cast the spell.

You can cast Feeblemind as long as you’re a Bard, Warlock, Wizard, or Druid. Its effects strip the target of the essence of their character, dealing 4d6 Psychic damage and prompting an Intelligence saving throw.

If they fail the saving throw, both their Charisma and Intelligence scores are lowered to 1, and all they can do is make a saving throw every month.

Maddening Darkness

This powerful, 8th-level evocation is available to both Wizards and Warlocks. The spell lasts for 10 minutes, during which time, it impacts the concentration of the target.

You will need to use an action to cast Maddening Darkness over a range of 150 feet, bearing in mind that you’ll need verbal, somatic, and material components to do so.

Maddening Darkness creates a 60-foot radius of darkness around a target. Not even creatures with darkvision will be immune to this, and an 8th-level light creation spell will be needed to break the darkness.

The only other alternative is for the creature in the area to make a Wisdom saving throw, which results in 8d8 Psychic damage if failed, or half that if successful.

Mental Prison

Mental Prison is an Illusion spell available from level 6 onward. It costs one action to cast and has a 60-foot range. You only need a somatic component to successfully cast this spell, and if it is successful, its effects will last for up to a minute.

Bear in mind, this spell is only available to Wizards, Sorcerers, and Warlocks. Mental prison binds a single target, and the chosen target must try to avoid 5d10 Psychic damage by making a successful Intelligence saving throw.

The target can’t leave the area, or they will be dealt another 10d10 Psychic damage, although this will also end the spell. This spell won’t work fully if the target is immune to being charmed. In this case, they will only receive 5d10 psychic damage and the effects will cease.

Staggering Smite

This 4th-level evocation allows Paladin characters to do Psychic damage. The Paladin must cast the spell on themselves using a bonus action and a simple verbal component.

Staggering Smite ensures that when a creature is next hit by the Paladin with a melee attack, 4d6 Psychic damage is added to the total damage.

The target must try to prevent disadvantage on attack rolls, reactions, and ability checks until their next turn has ended by making a successful Wisdom saving throw.

Confusion

As a 4th-level enchantment available to Bards, Druids, Wizards, and Sorcerers, Confusion is slightly less powerful than Synaptic Static, but it produces similar mental effects, causing disorganized thinking and lower concentration for up to one minute.

It costs 1 action to use. Confusion has a shorter range of 90 feet, and impacts all creatures within a 10-foot radius. In addition to verbal and somatic components, you’ll also need a material component (3 nutshells).

Targets within the radius need to make a Wisdom saving throw. When the saving throw is failed, subsequent reactions are blocked. Failed saving throws also result in a compulsory roll of 1d10 at the beginning of every turn.

  • 1 = Run randomly
  • 2, 3, 4, 5, or 6 = No action
  • 7 or 8 = Action used up on random melee attack
  • 9 or 10 = Actions unaffected

Vicious Mockery

Vicious Mockery is a cantrip enchantment available to Bards. The range of the spell is 60 feet, and its effects can impact one creature using only a verbal component. You’ll use one action to cast this spell.

Casting Vicious Mockery on a target is a form of verbal harassment. It inflicts a small amount of Psychic damage (1d4), which can be avoided by a successful Wisdom saving throw.

If the throw is unsuccessful, not only will the target take the damage, but they will gain disadvantage when they next make an attack roll. 

Weird

Weird is a fun 9th-level illusion spell to use if you’re playing as a Wizard. It has a range of 120 feet and can affect every creature within a 30-foot radius. You’ll need verbal and somatic components to cast the spell, and it will cost you one action to impact your target for up to one minute. 

The Weird spell makes your targets see illusions that cause the frightened condition. The 4d10 Psychic damage can only be avoided by a successful Wisdom saving throw. 

Phantasmal Force 

This 2nd-level illusion can be cast by Wizards, Sorcerers, and Bards. It requires verbal, somatic, and material components and can be cast over a range of 60 feet, hitting a single target within one action. 

The effects of the spell last for up to a minute, creating an illusion that deals Psychic damage. The target can avoid damage if they successfully make an Investigation check to investigate the illusion. However, if the check fails, the target believes the illusion and takes 1d6 damage.

Dissonant Whispers

If you’re playing as a Bard, you get access to the Dissonant Whispers(see also: Complete Guide To Dissonant Whispers 5e) enchantment from level 1. This spell affects a single target instantly and has a range of 60 feet. You only need verbal components and a single action to cast the spell successfully.

Dissonant Whispers causes a terrible headache in the target, along with 3d6 Psychic damage, unless a successful Wisdom saving throw is rolled.

If the target fails the saving throw, they’ll need to use up their reaction to move away from you. In the case of a successful throw, only half the damage will be inflicted, and they won’t have to use their reaction.

Psychic Scream 

Wizards, Warlocks, Bards, and Sorcerers can get Psychic Scream from level 9. This enchantment can target up to 10 creatures at once and has a range of 90 feet.

No components other than somatic are needed, and the effects are instant once you use your action to cast the spell. Any creatures with Intelligence scores above 3 can be targeted with Psychic Scream.

If they fail an Intelligence saving throw, they will take a significant 14d6 Psychic damage, which has a stunning effect. They will take half the damage and avoid being stunned if they succeed the saving throw.

If the damage inflicted by Psychic Scream is enough to deplete the target’s hit points completely, the target’s head will explode, so this is a pretty dramatic spell for roleplay purposes.

Phantasmal Killer

Phantasmal Killer is a 4th-level illusion spell that damages the concentration of a target for up to one minute. Only Wizards have this spell on their spell list, but if you are playing as this class, it’s a great spell to have.

You will need one action to cast Phantasmal Killer, with verbal and somatic components. The range of the spell is 120 feet, and you can hit one target within this range.

When hit with Phantasmal Killer, the target creature will experience their deepest fears unless they make a successful Wisdom saving throw. If they fail the saving throw, they will continue to take 4d10 damage per turn until the throw is successful.

Frequently Asked Questions

Does Synaptic Static Do A Lot Of Damage?

Synaptic Static inflicts damage equal to 8d6 on a failed saving throw, and half that amount if the saving throw is successful.

Therefore, on a failed saving throw, Synaptic Static can do a decent amount of damage, although successful saving throws won’t damage your target’s health much. However, the additional effects help to make the spell more powerful.

Is Synaptic Static A Good Spell?

Yes, Synaptic Static is a useful and effective spell to cast on your enemies. It does a fair amount of damage, although it probably wouldn’t be as good of a spell if its effects included damage alone.

The confusion effect, however, takes this spell to the next level and means it can be used to keep enemies at bay in addition to depleting their health.

Can Synaptic Static Be Dispelled?

Because the effects of Synaptic Static are instant, targets aren’t able to use a reaction to dispel the effects. Since the confusion itself technically isn’t a magical effect, dispelling this won’t work, either.

Once Synaptic Static is cast, it can’t be dispelled, and the effects can only be brought to an end when the time period runs out when the target makes a successful Intelligence saving throw.

Will Synaptic Static Work On Undead Creatures?

Yes. Synaptic Static is a mind effect, and as a general rule, these tend to work on undead creatures as long as they have an intelligence score higher than 2.

A good rule of thumb to remember is that mind effects tend to work on all creatures, provided that they don’t have immunity or conflicting abilities.

Can You Cleanse Synaptic Static?

You can’t cleanse Synaptic Static’s confusion effect with restoration, or even greater restoration. There are some homebrews that may involve the ability to cleanse Synaptic Static, but when it comes to standard abilities, you’re out of luck.

Does Synaptic Static Impact Saving Throws?

Intelligence saving throws are not affected by Synaptic Static, since this is the saving throw required to end the effects of the spell.

However, Strength saving throws as well as Dexterity saving throws will be automatically failed by creatures under the influence of Synaptic Static. In addition to this, the affected target will have disadvantage on ability checks.

Final Thoughts

Synaptic Static is a spell that can not only deal a good amount of damage to your intended target, but also produce a confusion effect that impacts your enemies’ abilities and performance in combat.

Although Synaptic Static is undoubtedly useful in a combat situation, one of the major benefits of using this spell is that it helps to create more interesting opportunities for roleplay and immersion.

Warlocks, Wizards, Sorcerers, and Bards at 5th level should strongly consider adding Synaptic Static to an available spell slot. Before 5th level, there are plenty of alternative mind effects, such as Chaos Bolt and Confusion, that allow you to start dealing Psychic damage.

Sonnie Wills
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