You place the catching tune of a melody in the mind of another creature within range. The target must make a Charisma saving throw. On a failure, the melody starts to distract the creature. While distracted, it has disadvantage on Wisdom (Perception) checks that rely on hearing as well as Constitution saving throws made to maintain concentration on a spell. Moreover, whenever the creature attempts an attack roll or ability check, the creature must roll a d6 and subtract the number rolled from the attack or check.
The creature can attempt another Charisma saving throw at the end of each of its turns, ending the effects on a success.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you cast the spell.
* - (an earworm caught in a vial)
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