Level
2nd
Casting Time
1 Bonus Action
Range/Area
Self
Components
V
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Psychic

The next time you hit a creature with a melee weapon attack during the spell’s duration, you can make your weapon emit a pulse of mind-numbing magic. The target takes 2d6 extra psychic damage and must make a Wisdom saving throw. On a failed save, the creature is charmed by you until the beginning of your next turn. While charmed by you in this way, its movement speed is 0 and it cannot take reactions.

Spell Tags: Damage Control

Cowboycthulhu

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