This spell casts a pall of magical despair over creatures. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that are undead or immune to being frightened).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls under a curse until the spell ends. While cursed in this manner, the creature despairs of all its goals. It will not voluntarily move more than half of its speed on its turn, it has disadvantage on Intelligence, Wisdom, and Charisma ability checks, and its actions are limited. At the start of each turn, it must make a Charisma saving throw against your spell save DC. On a success, it can act normally. On a failure, it can only take an action or a bonus action but will not voluntarily take any reaction, and the first Attack roll it makes on this turn has disadvantage. If a creature succeeds on this saving throw three times or if an unaffected creature uses an action to make a successful Charisma (Persuasion) check against your spell save DC to convince the target out of its despair, the effect ends on that creature. A remove curse, lesser restoration, or similarly powerful magic also ends this effect.
Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional 2d10 for each slot level above 2nd.
* - (a handful of broken glass, a wilted rose, or a vial of tears) )Previous Versions
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12/26/2018 6:25:46 PM
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Posted Dec 26, 2018Version 2 Change Notes: