This spell sends creatures into a magical chanting dance. Roll 6d6; the total is how many hit points of creatures this spell can affect. Creatures within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell becomes charmed until the spell ends, the chanter takes damage, or someone uses an action to shake or slap the chanter awake. 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 spell's remaining total for that creature to be affected. Creatures affected by this spell make a CHA (-10) Saving throw every round on their turn. Successful save breaks the spell for that creature.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d6 for each slot level above 1st.
* - (a pinch of fine sand, rose petals, or a cricket)
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