Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration
1 Minute
School
Enchantment
Attack/Save
INT Save
Damage/Effect
Control
Choose a humanoid that you can see within range. The target must succeed on an Intelligence saving throw or be affected for the duration. At the beginning of each of its turns, the target must roll a d8 to determine its behaviour. The target may not take reactions for the duration of the spell.
- 1-2: The target takes no action and uses all of its movement to move in a randomly determined direction.
- 3-4: The target takes no action, drops anything it is holding and falls prone.
- 5-6: The target makes a single melee attack against a random creature within its reach. If there are no creatures within its reach, it does nothing this turn.
- 7-8: The target makes a single grapple attempt against a random creature within its reach. If there are no creatures within its reach, it does nothing this turn. If the grapple attempt succeeds, the target will attempt to hold on until the spell ends for it.
At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
* - (three nut shells)
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