Where do you get the initial 4d10 damage? I didn't see anything in the errata about the damage occurring at any time other than if the end-of-turn saves are missed.
It's not weaker. Even if the target successfully makes the second save, they still spend a turn frightened. As in: Cannot move closer to the caster and takes disadvantage on all attack rolls as long as they're within line of sight of the caster. Previously if they had made the second save, they would have suffered no appreciable ill effects (except for disadvantage on any attacks of opportunity made after failing the initial save but before the beginning of their next turn).
Here is the full text including errataCould we please have the full, errataed, text.
As in not the change. The full, errataed, text.
Thank you.
Well...I said that the errata didn't make the spell weaker; I did not say that Phantasmal Killer is a good spellOkay, i understand that the author thought Frightened is that good and that it now stays 1round on a failed save. I just looked up the spells that apply Frightened and realized, that there is only a few of them (although Level 1 Wrathful Smite does it just as easily).
I personally don't think Frightened alone (you really won't get the damage ever) is worth a Level 4 slot, especially since someone with an ability that targets a save can just ignore it (wack you ranged or simply someone else). And if the target has some way to damage the caster or some allies that could do so, there now is even one+ more chance to avoid the damage by breaking concentration.
Here is the full text including errata
...
The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration and takes 4d10 psychic
damage at the beginning of its turns. At the end of its turn, the target makes a Wisdom saving throw.
On a successful save, the spell ends.
The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the [start/end] of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.