Creates a Giant Goose head attached to an abnormally long neck with no body that drifts along the ground freely. The goose has a mind of it's own and can't be dominated, charmed, or killed. It annoys people, entertains people, but can not deal significant damage to any living creature. It can however level a building in a few moments... So be mindful where you cast it.
Every living creature that has witnessed it's creation (either they were in sight of it physically, or they were scrying on you) must make a WIS saving throw with a DC17 or higher
on failure, They completely loose control of all their own actions and must flip a coin at the start of their turn to determine if they will be able to function as normal. On a success they are permanately immune to this effect. This effect lasts until the goose dissapears at the end of the 24 hour period.
Starting at 3rd level You can a number of geese of the spell level equivalent (3rd level creates 3, 4th creates 4, etc.)
NOTE DM is in charge of all Wild Goose Actions and movement!
Wild Goose Actions
Wild Goose will roll innitiative when it enters battle and has it's own actions which are stated below.
Wild Goose Melee
On doing melee attacks to any living creature, if it hits, It will do 4 bludgeoning damage.
Wild Goose Movement
The wild goose can move up to 60ft per round.
Wild Goose Action
The wild goose can deal damages to structures with massive intervals. When successful on dealing damage to structures roll 3D20 for damage. If it's attack crits, the damage is doubled. any 20 rolled on it's damage dice adds an additional 5 damage. (EXAMPLE: Rolled nat 20 to hit Damage dice rolled 12, 19, 20 - damage total 12+19+25= 56*2 for crit= 112)
Wild Goose Bonus Action
Squak! Squak really loudly that distracts every living creature, anything that hears it must make a CON DC14, on failure they are distracted and can't take their turn.
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