Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
CHA Save
Damage/Effect
Debuff

You attempt to bind an annoying spirit to a creature you can see within range. The creature must succeed on a Charisma saving throw. It has advantage on the save if you use a spellcasting focus instead of the drop of blood or personal item. On a failure, you curse the target with the presence of a persistent malignant spirit. The spirit is invisible and intangible and is either a fey, a fiend, a chaotic neutral extraplanar (such as a spirit from Limbo), or an undead.

While bedeviled, the target has disadvantage on ability checks and concentration saving throws. If you concentrate on the spell for the entire duration, the duration becomes permanent until dispelled.

A creature cursed with a bedeviling spirit may wake up to find its belongings soiled, be annoyed by the sound of shattering objects in its sleep, see things out of the corner of its eye, or be plagued by other disrupting inconveniences. The target can repeat the saving throw at the end of each long rest it takes, ending the effect on a success.

A bedeviling spirit can be noticed as a vague blur with a DC 20 Perception or Arcana check. It can also be detected via Detect Evil and Good. The spirit is not harmed by Protection from Evil and Good, but the effects of the bedevilment are suppressed while the target is under the affects of that spell. Remove Curse or Dispel Evil and Good can end the effect early.

* - (A statuette of an imp worth 25 gp and a drop of the target's blood or a personal item of theirs)

Spell Tags: Debuff

Available For: Bard (Legacy) Cleric (Legacy) Warlock (Legacy) Wizard (Legacy) Rogue (Legacy) - Arcane Trickster (Legacy) Paladin (Legacy) - Oathbreaker Ranger (Legacy) - Swarmkeeper

Abigail00

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