Level
7th
Casting Time
1 Action
Range/Area
90 ft.
Components
V, S, M *
Duration
Concentration 5 Rounds
School
Enchantment
Attack/Save
WIS Save
Damage/Effect
Bludgeoning (...)

You utter words of power (listed below) to magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. 

Each target must make a Wisdom saving throw. On a failed save, it follows the instructions in your power words and performs the appropriate responses. Each instruction is given and followed on your turn using the effected creatures' reactions, and the appropriate response is performed on the creatures' turn. The creatures that fail the saving throw are charmed for five rounds, after which they may retry their saving throw. On a failure, the creature is charmed for another five rounds and performs the commands from the words of power again. If it passes, the creature is no longer affected by this spell and cannot be affected by it for 24 hours. The spell also ends if the caster loses or drops concentration on it. 

During this charm, on each turn, the creature also takes damage (also listed below). If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

Round 1 (Casting):

  • Action: On the caster's turn, when casting the spell, the caster utters words of power ("Let's do the Time Warp again!"), and those upon which the spell is cast make a Wisdom saving throw. Those that fail become effected creatures and follow the directions below. 
  • Response: On an effected creature's turn, it utters words of power ("Let's do the Time Warp again!") and become frozen in place. They are considered stunned until their next turn. 

Round 2:

  • Action: On the caster's turn, upon hearing the caster's words of power ("It's just a jump to the left..."), creatures influenced by this spell spend their reaction jumping 5 feet to their left. As they jump, they take 1d4 bludgeoning damage to their right side. 
  • Response: On an effected creature's turn, it utters words of power ("...and then a step to the right!") and use their turn to step back to their original space (5 feet to their right). As they step, they make jazz hands, thus dropping any weapons or objects they are holding.

Round 3:

  • Action: On the caster's turn, upon hearing the caster's words of power ("You put your hands on your hips...), creatures influenced by this spell spend their reaction waving their jazz hands and slowly bring them to their hips. Once their hands touch their hips, they take 1d6 piercing damage as their nails dig into their skin. 
  • Response: On an effected creature's turn, it utters words of power ("...and bring your knees in tight!") and use their turn to lock their knees together. When this effect occurs, an effected creature's speed is reduced to 0. 

Round 4:

  • Action: On the caster's turn, upon hearing the caster's words of power ("And it's the pelvic thrusts...), creatures influenced by this spell spend their reaction spinning around 180 degrees then pelvic thrusting, resulting in 1d8 force damage to their backsides. 
  • Response: On an effected creature's turn, it utters words of power ("...that really drive you insane!") and uses their turn to swing their hips in a circle. This spinning and thrusting cause the creature to take 1d10 psychic damage. 

Round 5:

  • Action: On the caster's turn, upon hearing the caster's words of power ("Let's do the Time Warp again!"), creatures influenced by this spell spend their reaction to strike a pose. They are considered paralyzed while posed in such a manner.

At this time, the caster may choose to end the spell, which causes effected creatures to leave their charmed state after completing the action below. The caster may also choose to extend the duration of the spell by expending another spell slot. If this is the case, all effected creatures must make another Wisdom saving throw. If they fail the save, they go back and complete the Response command listed in Round 1. If they save, they leave their charmed state after completing the action below. 

  • Response: On an effected creature's turn, it utters words of power ("Let's do the Time Warp again!") and does one of the following:

1. If the caster of the spell chose to end its effects by not recasting it, and the effected creature failed its second saving throw, it uses its action to fall prone, taking 1d12 bludgeoning damage. At the end of its turn, the creature is no longer charmed. 

2. If the caster of the spell chose to end its effects by not recasting it, and the effected creature succeeded on its second saving throw, it uses its action to wave its arms wildly in the air. At the end of its turn, the creature is no longer charmed. 

2. If the caster of the spell chose to extend its effects by recasting it, and the effected creature failed its second saving throw, it uses its action to become frozen in place. They are considered stunned until their next turn. 

4. If the caster of the spell chose to extend its effects by recasting it, and the effected creature succeeds its second saving throw, it ceases to be charmed at the top of its turn after uttering the words of power listed above. 

At Higher Levels. When you cast this spell using at a higher level, the number of damage die for each effect is doubled at each level (ie, at 8th level, damage die are 2d4, 2d6, ect. and at 9th level, damage die are 4d4, 4d6, ect.).

* - (a snake's tongue, either a bit of honeycomb or a drop of sweet oil, and a written set of instructions)

Spell Tags: Damage Control Social Charmed Special

Available For: Bard (Legacy) Wizard (Legacy)

nerdwithnoshoes

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