You place a silver crown (as a material component) on your head as shadowy energy envelops the shiny headpiece. Every creature within a 60-foot range and can see the crown must make a Charisma saving throw against your spell save DC. On a failed save, a creature takes 5d6 of psychic damage and must make a Wisdom saving throw against your spell save DC. A failed save results in the creature falling insane. Creatures turned insane are frightened and restrained, unless they succeed on a Charisma saving throw against your spell save DC. A creature turned insane can reroll after every turn, ending the effect on itself on a successful save.
A creature entering the effective range of the spell is also subjugated to the effects of this spell as long as you hold concentration.
At Higher Levels Consuming spell slots of the 5th level or higher increases the damage of this spell by 1d6 for each level higher.
* - (a silver crown)
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